Commit Graph
6 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 db1b44bb71 feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged 2026-10-05 18:17:08 +08:00
sganggs ca3d0572ad feedback3 WF: the initial deployment goes by column — the left column first, top to bottom within a column (PRTS 从上到下>从左到右 read as a scan, the 阿戈尔 devour's order; mirrored boss side from its own left); a merge's elite among several deployed copies follows it (server and client); tests whose target was the latest deployed keep it 2026-10-04 19:50:42 +08:00
sganggs 620f88c0d8 Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
  机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
  (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
  boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
  promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
2026-10-02 04:19:28 +08:00
sganggs d4f868cd19 Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
2026-09-30 05:35:45 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00