Commit Graph
5 Commits
Author SHA1 Message Date
IceCodeNew e63214571d feedback7 dober: the bots plan a zero-range heavy guard (range 0-1: only its own tile) on a free enemy-road tile first (PR #339 by @IceCodeNew, that part only); golden: 9 of 18 matches move, no result flips
Seen: 蛇屠箱 and the seven other operators with the range 0-1 (角峰, 古米, 泡泡, 折桠, 菲莱, 塞雷娅, 余 — 16 chess records, all
melee blockers with block 3, the elite 角峰 4) block and hit only on the tile they stand on. The layout planner maximizes an exposure model whose
kill estimate saturates in a full layout; the tile then falls to a 1e-6 rng tie-break, so a guard stood off the road, where
it neither blocks nor hits (reproduced: planLayout with six of them on act2autochess_m04, seed 11 — 蛇屠箱 off the road; over
40 seeds of the eight stages 16 of 320 guards stood off the road: 11 because the eight guards outnumber the 7 free road tiles of
act1autochess_m03 / act2autochess_m02, 5 avoidably — after the change only the 11 are left).
Official: excel range_table "0-1" is the single grid (0,0).
Now: planLayoutSteps keeps the best road tile (model.ground) for a blocker whose deployed range grid (rangeRec: its
loadout's) is exactly one (0,0) grid, and takes it before the overall best; with no free road tile the best legal tile as
before (a high-ground 「可以放置于远程位」 blocker keeps its own preference first).
Not taken from the PR: the scarce-card penalty of buyScore, the item scoring (人事部文档 "only with nine 炎" contradicts the
official 部署上限变为 9), the 神秘 morph fit and the draft yield — AI heuristics with no official text, and the golden
swing they caused (a solo match that cleared the Hidden Core no longer did) came from them, not from the placement.
Golden (matches only; every other family unchanged, --twice identical): solo-FUNNY-1 (from R7: boss pool left 74740 -> 71550,
still a loss in R8), solo-NORMAL-1 (from R4: same win, Hidden Core cleared, team LP 26), solo-HARD-1 (from R4: boss pool left
3046117 -> 2940542), solo-ABYSS-1 (from R4: 2303334 -> 2281356, still a loss in R13), coop2-NORMAL-3 (from R4), coop2-HARD-4
(from R4), coop4-FUNNY-6 (from R3: virtualMs 128500 -> 127000), coop2-NORMAL-8-serverrun (from R3), coop2-NORMAL-70-diy (from
R6): rows, stats, lineups and rng draws differ, wins, losses and rounds passed do not.
botbench A/B on 12 seeds each (solo HARD / ABYSS, coop4 NORMAL / HARD): wins 1 / 0 / 11 / 3 both before and after, rounds
passed 13.00 / 11.92 / 14.00 / 13.00 -> 12.92 / 11.92 / 14.00 / 13.17, LP left 18.7 / 6.5 / 80.1 / 27.9 -> 18.8 / 7.4 / 83.7 / 28.0.
Tests: bot.test.js — the PR's saturated-layout case (蛇屠箱 blocks and hits only on a road tile, a real battle on both tiles;
the road full: a legal fallback) and every stage over 40 seeds (the eight guards fill min(8, free road tiles) road tiles);
both fail on the parent.
2026-10-08 20:58:20 +08:00
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 8cef750e14 feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub #263, PR #264); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.

- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
  oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
  the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
  nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
  except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04

golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
2026-10-07 18:03:53 +08:00
sganggs f661a47773 feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub #235; PR #112 by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged 2026-10-07 11:21:24 +08:00
sganggs da1f5830ca feedback5 WW: split DESIGN.md into docs/design/ (the current rules) and docs/history/ (the per-release revisions), section numbers kept — a pure move: every ## N. block (heading, text, the --- after it) moves verbatim, each part file only gains a title line and a pointer to the index; docs/DESIGN.md keeps its header and becomes the index (a § → file table). design/overview.md §0 §1 §2 §11 §12, geometry-time.md §3 §4, engine.md §5 §7, match.md §6 §16, network.md §8 §14, client.md §9 §10 §13 §15; history/v2.2-playtest3.md §17, v2.3-playtest4.md §18, v2.4-playtest5.md §19, v2.5-playtest6.md §20, 0.1.1.md §21, 0.1.2.md §22, 0.1.3.md §23, 0.1.4.md §24, 0.2.0.md §25. Round trip: the index header plus the blocks in § order reproduce the pre-split DESIGN.md byte for byte (813 785 bytes, sha256 fe81884c…). Tests: test/helpers/designDocs.js designText() (the split script's splitBlocks / designText) reassembles the text in § order; docs-consistency and feedback1-gaps read it instead of docs/DESIGN.md (every pin unchanged); docs-paths guards the split (each § exactly once in docs/design/ or docs/history/, the index row of every file names its sections, every "DESIGN §N(.M)" cited in the repository is a heading — 779 in 327 files today); package.test keeps docs/design/ and docs/history/ out of the zips; golden unchanged 2026-10-06 19:08:44 +08:00