Commit Graph
4 Commits
Author SHA1 Message Date
Sukvii 56a7b918a9 feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move
Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md
§2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess
choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The
owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules.
Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 /
险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a
reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without
a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while
it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty
scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback
picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over
a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer
goes with it; invariants.js flags an offer outside its owner's own open prep.
Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits
of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys.
Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs
121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs
121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario
and family is unchanged; node tools/golden.mjs --twice is identical.
Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps
the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before
endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline
player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's
pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js,
unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason,
ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1).
2026-10-08 20:45:54 +08:00
sganggs c623550f29 feedback6 R21E: the 外勤医疗 Touch casts 恳切福音 on an injured ally inside its 5-2 (ACTIVE_RANGE in touchKit — the larger-range rule the Touch 补位 already runs by its data; the map character's record keeps DEFAULT), and the Touch / 预备干员-医疗 card is an operator card (干员 · 医疗 · 远程位, 特性, skill row with SP / duration, talents from the tokens.json record — it took the summon path: 召唤物, base stats only); 恳切福音 gets a line under its text that the boost is strictly below half (PRTS 修正 of 不高于, what touchGospel does; the operator card of the 补位 Touch too: SKILL_TEXT_NOTES); GitHub #260, PR #278; golden: roster-041 (its strategy Touch heals 8438 → 17072, 19 → 27 heal actions, casts unchanged at 2, the same numbers as PR #278; p1 deaths 7 → 4) and matches coop2-NORMAL-14-standins (h_0 plays 外勤医疗: defeat in round 13 → victory, teamLp 16) — both battles with that strategy's Touch, no other scenario moved 2026-10-07 17:54:17 +08:00
sganggs 6f8b3bb60d fb5 UI-JA: the Japanese interface pack is complete — all 1035 msgids of en.json plus the 6 the integration branch added (appended at the end), translated with the official JP client terms (堅守協定:盟約, 単独演算 / 連合演算, 管理センター, 整備エリア, 整備フェーズ, 調整段階, 防衛支援, 最終防衛段階, 戦術, 盟約加算数, 耐久値 …); _meta: complete, machineTranslated, numberUnits 万 / 億, credits name the machine translation of 2026-10-07; strings shortened where the 1920×1080 / 1280×720 screens clipped or wrapped them 2026-10-07 12:06:30 +08:00
sganggs 2e83a6b977 feedback5: Japanese, Korean and Traditional Chinese ship — the official game texts of the JP / KR / TW clients (data/i18n/ja.json 96.5 %, ko.json 97.4 %, zh-TW.json 91.1 % of 22 114 texts, built with build-i18n --lang from ArknightsAssets/ArknightsGamedata) and minimal UI packs public/i18n/ja.json, ko.json, zh-TW.json (a _meta manifest, no UI strings yet): ja / ko fall back to the English UI, zh-TW to the Simplified Chinese UI (no fallback; numbers in 萬 / 億); the owner's decision of 2026-10-07; UI translations welcome from the community; golden: unchanged (client text only)
- The packs: _meta = type lang, the code, its own and English name (日本語 / Japanese, 한국어 / Korean, 繁體中文 /
  Traditional Chinese), version 0.2.0, app >=0.2.0, authors, credits (the official client data, © Hypergryph (/ Yostar
  for JP and KR), via ArknightsAssets/ArknightsGamedata), fallback ["en"] for ja / ko and [] for zh-TW; formatted as
  `node tools/i18n.mjs template` writes them, so a translator runs it on the shipped file and keeps the manifest.
- Built offline from the tables W5AD downloaded and checked today (jp / kr 51.10.0, tw 51.2.0; copied into
  .cache/gamedata-<code>): coverage as W5AD measured; `build-i18n --lang <code> --check` up to date for en, ja, ko,
  zh-TW. `node tools/i18n.mjs check --all --strict`: 0 errors (en complete; ja / ko / zh-TW 0 of 1022 msgids, fallback).
  `node tools/packs.mjs list` lists the four packs with their game texts; `tools/package.mjs --dry-run --list` ships
  data/i18n and public/i18n of all four and the generated packs/index.json.
- With five languages the menu is a list (ui/lang.js SEGMENTED_MAX 4, W5AD's rule): test/ui/i18n.e2e.test.js reads and
  picks either form, expects the shipped languages, and checks each new pack in the browser (its official game text,
  the fallback UI, <html lang>) — SP_E2E=1: 3 / 3; the title page of the five devices (devices.e2e "title page") still
  fits: 5 / 5.
- Docs: docs/I18N.md (intro, §2, §5 "Shipped packs" with the call for UI translations), docs/PLAYING.md (语言),
  DESIGN §25.20 and the §25 intro's decisions of 2026-10-07.

Gate: non-browser suites 5024 / 5024 (test/i18n*, test/package, client-static 358 / 358), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok.
2026-10-07 04:16:59 +08:00