Commit Graph
117 Commits
Author SHA1 Message Date
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs 708caf7d06 fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.

Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
2026-10-10 00:45:41 +08:00
sganggs 77cd29f07a Keep lobby settings next to the guide when install controls appear (#413) 2026-10-09 23:57:05 +08:00
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00
sganggs b972c1fc9e feedback7 R22-E2EFIX: an Esc pressed the moment the 自选 picker opens closes it (its listener comes with the picker's commit); golden: unchanged
The 0.2.2 full browser pass failed diy.e2e 「5阶 / 6阶 slots: Esc cancels the picker…」 (GitHub #284's test) at the
wait for the picker to close after Esc. The picker does open on a real click (the suite's other three tests open it
with real mouse clicks; all green). The cause is a race in the UI: DiyPicker attached its keydown listener in a plain
effect, which runs a frame after the picker is in the DOM, while the 干员调配 overlay's own Esc handler skips Esc as soon
as `.diy-pick` exists — an Esc pressed in between was swallowed and the picker stayed open. Reproduced every time by
dispatching Esc right after the picker renders; on a loaded machine the test's own Esc hit the window. Now a layout
effect: the listener is live in the picker's first commit.

- Test: diy.e2e (the Esc test) adds that immediate Esc — it fails on the parent with the full pass's error and passes
  now; the whole suite 4/4 (SP_E2E=1), test/ui unit tests 699 pass.
2026-10-08 23:44:02 +08:00
sganggs 0ced21d321 feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR #301 ported as one aligned list; #398 the skill frame, #400 REA-Y's heal text
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
  voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
  docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
  now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
  (stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
  lint 0 errors; typecheck; i18n strict clean (1152 msgids).
2026-10-08 22:35:33 +08:00
sganggs 9f36db32e8 feedback7 R22-LOADOUT: 干员调配's module card reads the module's talent changes at the operator's 潜能, as 局内数值 and the battle do; golden: unchanged
Grok's review of the branch (low): ModuleInfo read talentChanges from the data's module record — the full-potential one —
so at 潜能1 余's 闲云隐市 still read 「生命上限2%(+0.5%)」 while 局内数值 and the battle use 1.5 % (异客 +10 %(+2 %) vs
+8 %). ModuleInfo takes `potential` and composes the elite at it first (shared/potential.js atPotential; the module's
traitOverride does not depend on potential); the detail passes the operator's setting.

- Test: test/ui/loadout-rows.test.js — 余's module card at none / 潜能6 / 潜能1, 不装备's base 特性, the detail's prop.
2026-10-08 22:20:30 +08:00
sganggs 4f8f5d2acf feedback7 R22-LOADOUT: the 潜能与练度 note says an operator with nothing set fights at the default (满潜能, 精英2 Lv.60) and that 潜能1 / 未精英化 for an unowned 特许 operator is set by hand; golden: unchanged
Grok's review of the branch (medium): the note read 「未持有的特许干员按潜能1、未精英化」, as if the game applied it, while an
operator without a setting is fielded at 潜能 6 / 精英2 Lv.60 (the owner's 「默认满潜满加成」). It now says what
docs/PLAYING.md says: the default first, then the official rule (the player's own potential; the 自持有 bonus, a
separate multiplier; an unowned 特许 operator at 潜能1 without bonus officially — set it so by hand).

- i18n: the new note in the four packs; the replaced one (never released) removed.
- Test: test/ui/loadout-rows.test.js (the detail's section) reads the note.
2026-10-08 22:19:20 +08:00
sganggs 2de2feee3c feedback7: merge fb7-dobermann — 教鞭 is the official three-choice (PR #353 by @Sukvii, the owner's decision), the Final Assault / Hidden Core pay a 战术特训 card's perfect coins (guarded by b.progress leaksBy), the bots put zero-range heavy guards on the road first (PR #339 by @IceCodeNew, placement only)
- Conflicts (the branch started at ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
  gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
  merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
  META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
  dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 22:11:49 +08:00
sganggs dc336f24a1 feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.

- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
  模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
  two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
  潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
  The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
  潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
  with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
  CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
  the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
  slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
  1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
  skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
  shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
  section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
  潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
  replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
  over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
  454; the detail's 未精英化 → 413; the row follows; 恢复默认).
2026-10-08 21:38:26 +08:00
IceCodeNew 0ca2a9c21a feedback7 R22-LATE: an open detail card draws its field unit's current attack range — own board pieces in prep, any ally operator / summon in battle or on a scouted board; golden: unchanged
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range
idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The
unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like
behaviour); what remains is the range the unit fights with now.

screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or
stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an
ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy,
a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the
#385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now:
the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to
gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay.

Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs
(PLAYING.md, design/client.md, design/network.md), comments.
Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js;
test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only).
2026-10-08 21:27:33 +08:00
sganggs 2df1cf15bf feedback7 R22-LATE: a watched teammate's bond popup counts their bench like their own popup — hand operators owned (and counted for 投资人 / 远见 / 奇迹), temp ones never, neither 在场; golden: unchanged
GitHub #385 / PR #387 by @zasx77771. The prep scout sends the hand and the 临时整备区 as units, and ownerBoard put every
op unit on the popup's synthetic board, so the popup marked bench operators 在场 and its 成员 header disagreed with the
server's ring (炎: ring 1, header 3; 远见: ring 2, header 3 with the temp copy).

The scout's units now carry `area` 'board' | 'hand' | 'temp' (the server tags from PR #387; the tag survives the
boss-half remap, the row does not). ownerBoard sorts them into board / hand / temp instead of dropping the bench as
the PR did: dropping the hand would break the bonds that count the 整备区 (投资人 / 远见 / 奇迹 — a hand-only 远见
member: ring 1, header 0). bondMembers / memberHeadCount then count exactly as the player's own popup: hand = owned
and in hand, temp = owned only. A unit without an area (battles, older servers) stays on the board.

Docs: PLAYING.md's 观看谁 paragraph (the bench is listed in prep); comments in bondStrip.js / game.js.
Tests: test/ui/watch-bonds.test.js (36; 2 fail on the parent), test/match/prep-bench.test.js +
feedback5-boss-pair-prep.test.js (area tags; 4 fail on the parent). Golden unchanged (views only).
2026-10-08 21:11:25 +08:00
farridge 519f04e2d5 feedback7 R22-LOADOUT: 干员调配's detail starts with the operator's 特质 (the in-match card's block), and the compact skill tags of the quick choices; golden: unchanged
Substantially PR #301 by @farridge (its non-layout part, ported; the owner's decision of 2026-10-08: 「可以做,具体布局
怎么优化你来决定」 — the card layout is redesigned in the next commit):
- ui/detailPanel.js exports GarrisonBlock; screens/loadout.js LoadoutGarrisons renders the 特质 of the form the detail's
  普通 / 精锐 skill toggle shows (garrisons.json `descRaw` with its trigger markers, 「<进入休整期时>」 …) at the top of the
  detail; garrisons.json loads with the overlay; its reading sizes in loadout.css.
- ui/loadoutModel.js quickSkillTags: SP recovery (攻回 / 受回 / 自回 / 被动, 部署触发 for a deploy-and-expire passive) and
  duration (s, 弹药, 常驻, ∞, 瞬发) from the generated SkillRecord, never from a localized description.
- i18n: the six new strings in the four packs (en from the PR; ja / ko / zh-TW added).
- Tests: test/ui/loadout-quick.test.js (from the PR, 4): quick tags of 空弦 / deployment skills / ammo / infinite, the 特质
  blocks of 空弦 / 星熊 / 缄默德克萨斯 both forms; loadout-stats.test.js reads the new import.
2026-10-08 21:06:30 +08:00
sganggs 7a0937e3dd feedback7 R22-LOADOUT: the browser stores, syncs and shows each operator's 潜能 / 练度 (cards at the player's settings); golden: unchanged
- ui/loadoutModel.js: `ops` beside the entries (sp.pref.loadout { v, entries, ops }; an older stored loadout has none =
  潜能 6, 精英2 Lv.60): parseStoredOps, opsOf / setOps / resetOps (defaults never stored), sanitizeOps (only what the
  server keeps: the roster and the 自选 owned pool); 导出 carries `ops`, 导入 replaces the settings when the payload has
  them (an older export leaves them alone; settings alone import); the 已调整 count and 仅看已调整 count them.
- ui/loadoutSync.js: the store's `ops` (setOpsMap persists both); the loadout sync watches entries and ops and sends
  room.loadout { entries, ops } (the ops sanitised against chess.json + backups.json; nothing set: no download);
  openLoadout loads effects.json (the 练度 multipliers).
- Cards: gameLogic chessLoadout(chess, loadout, getChess, { ops | cultivation, effects }) composes the record at the
  operator's potential and multiplies its stats by the 练度 tier (the player's m.private.ops — shop / hand / board cards
  and the detail panel; a teammate's unit its UnitInfo potential / cultivate: unitCultivation; a teammate's bond-popup
  card the defaults, never the viewer's settings; a stand-in neither); a 自选 card is composed at its pick's potential
  (ownDiyPick from m.private.ops, unitPick from UnitInfo).
- Tests: test/ui/potential-ui.test.js (new, 7): storage, helpers, 导出 / 导入, the 已调整 count, the sync (sanitised ops,
  settings-only edits, no download when none), the cards (刺玫 413 / 17 at 潜能1, ×1.05 at 精英1, a teammate's unit, a
  stand-in), 自选 cards at 潜能1 (凯尔希 392 / 20) and the 练度 on top; test/ui/loadout.test.js expects the envelope's
  `ops` and room.loadout's `ops: {}`.
2026-10-08 21:01:09 +08:00
sganggs dc609ea13f feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
  public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
  line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
  (resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
  broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 20:56:20 +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 e183f2fabd feedback7: merge fb7-stats — the local statistics page (PR #323 by @2321Robin, reworked): a match counts when it reached its result or the player cleared at least one round before quitting; earlier quits stay in the history marked 中途退出 / 不计入统计 (the owner's rule of 2026-10-08)
- Conflict: docs/PLAYING.md — #321's §12 反馈问题 and the stats §12 both added; the stats section is §13 (README anchor
  updated).
- Golden unchanged; broad node --test 5382 (5381 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:45:05 +08:00
sganggs 51e0e60b6e feedback7 stats: a match left right away stays in the history but does not count; bounded storage, corrupt-data handling, the page reworked as 干员调配-style tabs, the settlement re-view without the app store (PR #323 by @2321Robin, owner's decision of 2026-10-08); golden: unchanged
Counting rule (ui/stats.js countsTowardStats, the owner's decision of 2026-10-08: do not count the matches entered and left
right away, but keep them in the history): a settled match (m.result arrived) always counts; a match given up (放弃模拟)
counts once at least one of the player's battles had finished — a round cleared (the server's own rule, platform.js
_quit: leaving while round k runs has passed k - 1, in its settlement k) or already eliminated. Anything earlier is
history only: marked 中途退出 and 不计入统计, dimmed, listed in 对局记录, left out of every aggregate (games, wins, win
rate, strategy table, titles, rounds, time, combat totals); 总览 says how many were left out.
- A leaver gets no m.result, so the page records the match itself: quitMatch (放弃模拟) → recordQuit builds an
  `end: 'quit'` record from the app state and a tracker (observeMatch, installed in main.js) that remembers when the page
  first saw the match and the last round the player was seen alive in. No record for a spectator seat, a match with its
  settlement already there, a match the page never saw; matches the server ended and closed tabs are not recorded.

Defects of PR #323 as submitted, reproduced (scratchpad/w7-stats-notes/repro-pr-bugs.mjs, loads-check*.mjs) and fixed:
- the title screen loaded all 16 game data files (5.3 MB) at boot: <StatsHost/> called useGameData() at mount; now the
  host renders nothing until opened, the overview reads config / bands / assets and the settlement re-view loads the rest
  when opened (the title screen loads the same 3 files as before);
- importing a file put the list oldest first (the page shows the first 20 as the newest and the cap would drop the
  newest); the list is newest first everywhere, also when loaded from storage;
- recordResult wrote over the envelope of a NEWER build (a downgrade, against the PR's own rule); it refuses now, as
  saveStats does;
- 1000 four-player records are ~7.2 M characters (the PR's ~1.5 kB/record is a solo match) against a ~2.5 M-character
  quota: MAX_RECORDS 1000 stays, plus a 800 000-character budget (the oldest go first), and only the newest 30 records
  keep their rows (lineup, bonds, teammates' names; the replay needs them) — older ones are compacted to the player's own
  summary row (~620 characters), a refused write retries with half the history; unknown fields and oversized values are
  dropped (a strict schema), import files are bounded (8 MB);
- the re-view clobbered the app store (match.public / match.result, the route, the music); ResultScreen is split into
  ResultScreen (the store) and ResultView (props: result, myId, back label), so the stats page renders a stored match
  itself; a 自选 pick and a 补位 stand-in were dropped from the stored lineup (the replayed card drew the plain
  operator); DIFFICULTY_NAMES were not translated; a band cell was a display:flex <td>; the overlay stayed open when a
  co-op match started; the 清空 two-step blink was replaced by the shared confirm dialog.
- Corrupt storage: unreadable data is moved to sp.pref.stats.damaged and the page says so; damaged rows are dropped and
  counted; duplicates, an oversized or unsorted list are repaired on load; a pre-`end` (PR-era) envelope reads as settled.

UI: a full-screen overlay in the grammar of 干员调配 (top bar with 返回 / four tabs 总览 · 策略 · 战斗累计 · 对局记录 /
导出 导入 清空, a note line saying the data stays in this browser and that teammates' names are stored too), text sizes
with max(.xxrem, N px) for phones in landscape, a 50-row history page with 显示更多, a pass-rate bar, a per-difficulty
table in order; the entries use a new `chart` icon (not the ping bars), the title screen's sits beside the language menu
(the connection row has no room: it squeezed the gear and wrapped the status text), the lobby / room buttons show the
icon alone below 700 px (the room's title ran under the label at 640 px). docs/PLAYING.md §12, README row; 41 + 25 UI
strings in en / ja / ko / zh-TW (the PR's four unused ones removed).

Tests: test/ui/stats.test.js 44 / 44 (counting rule per phase, quit records, bounds, corrupt / old / newer storage,
import order, aggregation, the replay payload); test/ui/stats.e2e.test.js (opt-in SP_E2E=1, real server, headless Chrome:
seeded history on 1920×1080 and 844×390, the re-view, export / import / clear, corrupt and newer storage, and the real
flows: a solo match given up in the briefing is history only, one given up after round 1 counts, a settled match is
recorded once and not again after a reload) 6 / 6; lint 0 errors, i18n extract 0 / check --all --strict clean,
check:imports, typecheck, docs and version tests, golden unchanged.
2026-10-08 20:36:41 +08:00
sganggs fbcbfdffbc feedback7: merge fb7-voices — the 选中干员 line on every tap (prep / shop / hand, official FOCUS_CHAR: priority 10, cooldown 0, no gap restart), the Japanese voice tree (audio.voiceJp, 2674 files, setting 语音语言 中文 / 日本語, CN fallback), the full zip ships both
- Conflict: public/js/ui/settings.js imports (store from #321 + VOICE_LANGS) — both kept. test/ui/playtest6-elite.test.js's
  source pin of the onDetail line allows the new tap counter (bcee737f).
- Grok review: MERGE AFTER FIXES — the three findings fixed on the branch (bcee737f). Golden unchanged; broad node --test
  5334 (the one failure was that source pin, fixed), i18n strict clean, lint 0 errors, typecheck.
2026-10-08 20:35:26 +08:00
sganggs 7d6fefe8f5 feedback7: merge fb7-hud — HP-bar readouts (#303 / #378 / #383: ammo cells, 伺夜's wolf-shadow pips, 斩业星熊's 我执 bar), #302 renderer abort, #292 held skill cue, #334 atlas slots, #354 梓兰's per-card frost
- Grok review: MERGE (no defect). Golden unchanged (union OK); broad node --test 5327 (5326 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:29:27 +08:00
sganggs bcee737f40 feedback7 R22-VOICES: review fixes — a 选中 tap no longer restarts the battle-voice gap, and the second shop / reward card of one operator says its 选中 line too; the package switch's comment quotes the measured JP size; golden: unchanged
1. VoiceGate.start no longer moves lastAt for VOICE_TAP_SLOTS: a tap still skips the 1.2 s gap but starts none, so a
   部署 / 技能 / 接敌 the battle asks for once after a short 选中 line has ended plays where the last battle line's gap
   ends (a 部署 at 0, a tap at 500: a 作战中 at 1300 was dropped, now plays; inside the 部署 gap it still waits).
2. Shop / reward cards hand only the chess id to the detail, so two cards of one operator (the pool deals duplicates)
   had one 选中 key and the second tap said nothing nor replaced the first line: game.js numbers every card it opens
   (`tap`, cardTap), resolveDetail keeps it, and detailPanel's new selectVoiceKey() includes it (a re-render of the
   same tap keeps its key; pieces / units unchanged). Checked in the mock match: the second card of 歌蕾蒂娅 now calls
   voice() (it made no call on the parent).
3. tools/package.mjs FULL_ZIP_JP_VOICE comment: 89,388,041 bytes = 85.2 MiB on disk, about 76 MB zipped (as ASSETS /
   DEPLOY), not "~93 MB, barely compresses".
Tests: test/ui/audio.test.js (the tap-gap case; one earlier assertion that encoded the old gap after a tap replaced),
test/feedback7-voices.test.js (new: the card tap in resolveDetail / selectVoiceKey / game.js) — both fail on the parent.
§21.30's 0.2.2 note updated.
2026-10-08 20:28:38 +08:00
sganggs fc2e57ebff feedback7: merge fb7-g-small — PR #368 (AI teammates draft last, default off), #374 (double-click a teammate's avatar in prep), #321 (copy local diagnostics; whole-token / exact-value redaction) with the review's fixes
- Golden unchanged (union OK); broad node --test 5292 (5291 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:23:26 +08:00
2321Robin 438a6b521a feedback7 stats: the local statistics page, ported from PR #323 by @2321Robin as submitted (record store ui/stats.js, viewer screens/stats.js, stats.css, entries on the title / lobby / room screens, 20 tests); golden: unchanged
- public/js/ui/stats.js: one record per finished match in localStorage (sp.pref.stats, envelope {v, records}, at most
  1000, quota shrink of the oldest), content-id dedupe of the lobby's result replay, a MIGRATIONS chain and
  normalizeRecord (defaults for missing fields, unknown fields kept, a newer envelope refused), merge-by-id export /
  import, aggregateStats.
- public/js/screens/stats.js: the viewer (总览 / 策略 / 称号 / 战斗累计 / 最近对局, a row re-views that match's
  settlement), 导出 / 导入 / 清空.
- Applied from the PR's own diff after reading it in full (no network, no new dependency, server untouched); only the
  UI strings of the page are added to the four packs (en from the PR; ja / ko / zh-TW translated for this commit).
- The follow-up commits rework the page (the counting rule for matches left early, storage bounds, the layout).
- Tests: test/ui/stats.test.js 20 / 20; i18n extract 0, check --all --strict clean.
2026-10-08 20:05:09 +08:00
anAtheist987 fd791a66cb feedback7 G-SMALL: co-op rooms can make AI teammates draft last (PR #368 by @anAtheist987)
Applied the host-only room option 「AI 队友最后选择」, default off. Off, the draft order and the random streams stay as they are. On, humans draft before AI seats after the existing shuffle, and a skip stays ahead of the AI seats.

Dropped docs/history/0.2.2.md and every §27 citation. The player-facing sentence is in docs/PLAYING.md. The room-option rule is in docs/design/match.md, docs/design/client.md and docs/design/network.md. The #338 per-bot faction and ban presets are not included.

Tests: node --test test/lobby-ai-last.test.js test/match/ai-picks-last.test.js test/ui/ai-picks-last.test.js — 18 pass. node --test test/lobby.test.js test/client-static.test.js — 378 pass. node tools/i18n.mjs check --all --strict — 1032/1032 in en, ja, ko and zh-TW, 0 errors.
2026-10-08 19:57:26 +08:00
LimitlessHPPK 3484178e2e feedback7 R22-HUD: a skill cue that reaches the client before its unit is held and sounds once when the unit is tracked — the first cast of a deploy-time skill was silent (PR #292 by @LimitlessHPPK, without handing the whole early buffer to the sound); golden: unchanged
Seen (Grok's review, reproduced here with the real sim): the sim's deploy emits a deployment-activated skill's
['skill', id, 1] before the unit's ['spawn', unitInfo] (宴: three events earlier) and audio.js dropped a skill event of an
unknown unit, so that one cast made no sound while every later one did.

- audio.js: pendingSkill — a 'skill' ON for an unknown unit is held (one per unit, 64 at most, the oldest go first);
  _track plays it once when the unit's spawn arrives; a skill OFF is no cast and is not held; setFieldUnits drops the holds.
  Changed from the PR: setFieldUnits clears the holds BEFORE it tracks the new field's units (the PR cleared after, so a hold
  left over from the previous field would have sounded for a unit of the new field that shares its id — ids are per battle).
- screens/game.js: NOT the PR's change. The pre-entry buffer (keepEarly: every spawn, die, deploy, status and skill since the
  field's m.field, up to 1500 of them) is handed to the sound as its 'spawn' tuples only (new early.js audioEarly): the whole
  list would play every old death, deploy line and cast at once on entering. The live path (onEv) already forwards the full
  list, so the hold alone fixes the live silent first cast; a deploy-tick cast that falls into the short pre-entry gap
  stays unheard (a deliberate gap — replaying "only the casts before their spawn" would still sound a minute-old cast when a
  field was buffered while another one was on screen).
- Tests: test/ui/audio.test.js (3: the held cast in one batch and across batches, once, no hold for a skill OFF; a hold does
  not outlive its field and is bounded; 宴's real deploy: the sim's cast comes before the spawn and sounds exactly once — all
  fail on the parent) and test/match/feedback1-runner-forms.test.js (the audio gets the spawn tuples only: silent replay that
  still teaches the units, the next live cast sounds; the whole list would have sounded old cues). Docs: design/client.md.
- Golden: unchanged (client audio only).
2026-10-08 19:22:08 +08:00
sganggs d7c665dbf6 feedback7 UIBACK: the match's top bar lists the spectator seats — a 观战席 capsule (eye + count) beside the latency opens the roster, the host removes a spectator with its ✕ while the match runs (PR #120 by @salt-fishes, the part the owner accepted: the cap stays 2, no per-room spectator option); the server already took room.removeSpectator at any time — test/match/lobby-integration.test.js now covers the host removing one mid-match (room.closed kicked, the other spectator and the host told, no frame after it, the seat refilled), test/ui/spectator-roster.e2e.test.js the capsule; one new UI string in the four packs; the dev mock seats spectators on ?variant=spectators; golden: unchanged (client only) 2026-10-08 19:19:09 +08:00
sganggs 7fb41f4ff6 feedback7 UIBACK: 准备就绪 folds the shop bar and cancelling the ready unfolds it again (GitHub #138 by blackyang40-cmd; the owner's decision of 2026-10-07 — dragging an operator by its body is not part of it): gameLogic readyShopFold over the confirmed m.private.ready, only a change inside one prep round counts (not a reconnect's first state, the new round's reset, a phase outside the prep); the enemy pen keeps the state it returns to; test/ui/ready-fold.test.js + ready-fold.e2e.test.js; golden: unchanged (client only) 2026-10-08 19:13:11 +08:00
sganggs 911e4bff2b feedback7 UIBACK: a 设置 button left of 玩法说明 in the lobby's and the room's top bar (GitHub #238 by RushFTK) — ui/settings.js SettingsButton opens the same settings modal as the title screen and the match; no background-music option and no board-style option (the owner's decision of 2026-10-07: neither is official); test/ui/settings-entry.e2e.test.js; golden: unchanged (client only) 2026-10-08 19:09:55 +08:00
sganggs df540b6210 feedback7 UIBACK: a stage device explains itself on a tap — 阻隔工事 / “双眼皮” / 射击台 / 源石流发生装置 get the terrain tip's card (GitHub #228, idea and first version in PR #229 by @rickylxw, ported onto the 0.2.1 modules with t() and the four packs): numbers from the stage's own device entry, the 「场地装置」 chip, the turret's stat grid, the tile fact; in a battle the crate and the turret are found by their device UNIT (the PR matched the stage pos: a turret outside the rect stands elsewhere, the units are not in the field meta of a battle shown from its start, a destroyed crate left the snapshots and still answered), the card carries the live HP and closes with the device; the dev mock boards ?stage= and streams crate units on ?variant=devices; golden: unchanged (client only) 2026-10-08 19:03:55 +08:00
sganggs cb8865d9d8 feedback7 R22-VOICES: a tap on an operator says its 选中干员 line in every phase — the prep, the shop and the hand too, not only while a battle runs (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, lifting 2026-10-03's 「整备阶段不需要干员语音」 for this line only; [ASSUMED] the official prep tap = the battle's FOCUS_CHAR); golden: unchanged
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
2026-10-08 18:54:02 +08:00
Xinglan233 25bcdff3a7 feedback7 G-UI: reselecting the same operator keeps its draft skill and module (PR #306 by @Xinglan233)
Applied as-is. Clicking the operator already in the 自选 draft no longer rebuilds the draft from the saved pick or the default, so an in-progress skill or module edit stays. Choosing a different operator still loads that operator's saved pick or defaultPick.

Tests: node --test test/ui/diy-ui.test.js test/ui/feedback5-module-trait.test.js test/ui/diy.e2e.test.js — 25 pass, 0 fail. The diy.e2e suites skipped because SP_E2E is unset.
2026-10-08 18:41:36 +08:00
sganggs 10ef14817b feedback6: Esc in the 自选 picker closes only the picker, like its 取消 (GitHub #284 by @Xinglan233, idea from PR #286)
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
  .modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
  — the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
  The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
  the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
  closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
2026-10-07 18:38:20 +08:00
sganggs d0d59f4012 feedback6: merge R21C — the player's 自选 picks are listed in their bonds' member lists (dimmed until owned, ✕ when banned; a watched teammate's 自选 row opens its operator); golden unchanged 2026-10-07 17:55:35 +08:00
sganggs 26c72a6d95 feedback6: merge R21B — 联防 plays on the round's battlefield again, its terrain, crates, water, devices and runes as in 0.1.4 (the owner's report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub #244's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields 2026-10-07 17:54:16 +08:00
sganggs 41fd3c7e39 feedback6 R21C: the bond popup lists every 自选 pick of the player (m.private.diy, the V and VI slots) in each bond its operator carries — dimmed like an unowned member until a copy is owned (not bought, or not in the shop yet), ✕ like a banned member when all its bonds are off this match (m.private.diyBanned), one row per slot drawn as its normal form with the 「自选」 tag, a tap opening the operator's card; 在场 and the 成员 header count an unowned pick for nothing, the order rule is kept (the owner's report of 2026-10-07 「自选编队的干员在局内对应盟约展开的名单里没有显示出来」); a watched teammate's popup still lists only their 自选 pieces on the field (m.public sends no picks), and such a row now hands the unit's pick to the card (BondPopup onMember → the detail target's diy → resolveDetail) instead of opening the empty 甄选干员 slot's card; golden: unchanged (client) 2026-10-07 17:43:37 +08:00
sganggs 75202776cc feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory) 2026-10-07 17:40:03 +08:00
sganggs 0983e780e8 feedback6: the bond strip's collapse button is a bare half-transparent arrow (‹ / ›) instead of the boxed 「收起」 / 「盟约」 tab — the owner's request after 0.2.0; full opacity on hover / focus, the 44 × 44 touch target and the aria-label kept (test/ui/bond-collapse.e2e.test.js 2/2) 2026-10-07 17:37:45 +08:00
sganggs 818d070668 feedback5: the Japanese game texts keep what the JP client writes like the Chinese — build-i18n's ja test is 'native' (a text identical to the Chinese is the client's own when every Han character of it appears in the client's translated texts: 炎 / 不屈 / 助力 / 速射手 stay, 甄选干员 is still untranslated), so the bonds 炎, 不屈 and 助力 no longer show their English names in a Japanese interface; data/i18n/ja.json rebuilt (97.5 %, bonds 100 %) and zh-TW.json (the UI pack's emote names); the CJK font stack follows <html lang> (Japanese kanji, Traditional Chinese, a Korean face); the lobby's difficulty lines drop the JP bullet ・ too; golden unchanged 2026-10-07 12:11:19 +08:00
sganggs 93a45f733f feedback5: merge R19C — GitHub #235: the official 「作战结束」 result box (全员无伤! / 生命值减少 −N) and the three battle-over sounds at settlement, PR #112 by @Convey123 ported onto the 0.2.0 layout (test/ui/gameLogic.test.js: both streams' tests kept); golden unchanged 2026-10-07 11:31:55 +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 b4d5a72a43 feedback5 R19B: 干员调配 says plainly when its game data did not load — useData counts a /data file that never arrived (404, blocked, bad JSON: 'missing') as settled, so the tab drew an empty roster, the loadout import blamed the file (「这份数据在当前版本没有可用的调配」) and the 干员持有 / 自选编队 imports stored an empty list over the saved one; now missingGameData(tab) (chess.json, plus backups.json for 自选编队) shows DataMissing in place of the roster (which files, saved settings unaffected, reload, then the ad blocker and the network) and importRefusal(kind, ready) refuses every import before anything is parsed or applied, with the same words; three UI strings with English; GitHub #173; golden: unchanged (client only) 2026-10-07 11:13:25 +08:00
sganggs 7d97b80bfd feedback5 R19B: the round-start banner reads 观战中 to an eliminated player and to a spectator seat instead of 资金已到账 — the server pays round income only to the players still in (startRound runs ps.startRound for alivePlayers(), eliminate() zeroes funds and pendingFunds); phaseBanner takes the viewer { alive, spectator } from the match screen (a spectator seat has no row in m.public); the idea from PR #237 (not merged: it sits on the #189 / #191 stack); GitHub #236; golden: unchanged (client text only) 2026-10-07 11:03:28 +08:00
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).

Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:54:35 +08:00
sganggs 66cdf493fc feedback5: merge W5AD — language packs as the first type of a generic content pack: a language is a file in the language folder (public/i18n/<code>.json with a _meta manifest, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json, the menu shows every pack, strings fall back pack → base → declared fallback → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (zh / en unchanged); tools i18n.mjs template / check, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW; the release zips ship packs/ and packs/index.json; docs/PACKS.md, docs/I18N.md §5; §25.16 for now (renumbered next); golden: unchanged vs feedback5; vs W5AD exactly what feedback5 changed since f1df0d3 (CB5's 18 bot matches, CB2's roster 13 / bonds 7 / fields 6, CB4's roster-016 / 7 boss fields / standin-04/06/08 / diy-028/124)
No conflicts outside docs/history/0.2.0.md; the §25 intro keeps one sentence per stream (W5AD's line that also named
the hotkeys' §25.15 joined to CB4's).

Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:27:10 +08:00
sganggs 37558f0d5e feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged 2026-10-07 02:41:19 +08:00
sganggs 25b2a87b26 feedback5 WAD: language packs are the first type of content packs — a language is a file in a language folder (public/i18n/<code>.json, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json (server/packs.js), the menu shows every pack, strings fall back pack → base → declared fallback (English) → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (English unchanged), English carries a _meta manifest like any pack; tools: i18n.mjs template / check <code>, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW (the official JP / KR / TW clients); the release zip ships packs/ and a generated packs/index.json; golden unchanged 2026-10-07 02:38:22 +08:00
sganggs f14f03a59f feedback5 CB5: in a boss round's prep a watcher sees the boss field — the scouted player's half (mirrored on the right) with the leader standing at its spawn — instead of the normal board without a boss (community report of 2026-10-06, item 55)
Reproduced in the browser (notes i55-repro, an eliminated guest at the boss round): in the Final Assault fight
the watched boss field shows the leader (enemy_9013_acstmk at 10,3), but in the boss round's prep the
eliminated player saw its own empty normal board (camera 'prep', no leader), and a scout of a teammate was the
normal board too, while the players prepare on their half of the boss field with the leader standing there.
Match.prepFieldMeta: in a boss round's prep the scout is built on the boss field (kind 'boss', BOSS_RECT,
units through finalAssault.js bossFieldPlacement: rows − 7, the right half mirrored with RIGHT ↔ LEFT, the player's side;
nextEnemies keeps the leader's spawn tile); game.js frames it with the boss-field prep camera of that side,
which shows the leader (render/app.js leaderShown). With item 56 an eliminated viewer gets it at the round
start without a tap. After the fix the same run: guest field kind 'boss', camera bossPrep, leader shown.

Golden unchanged. Tests: test/match/feedback5-boss-prep-scout.test.js (new, 2). Docs: design/network.md,
design/client.md (§15).
2026-10-07 02:11:44 +08:00
sganggs e8d2b45ad4 feedback5 CB5: an eliminated player (and a spectator seat) follows a player through every phase reset — the one it last watched, else the first player still in — instead of being sent back to its own empty board each round (community report of 2026-10-06, item 56; the idea of PR #189)
Official: research 09 §3.1 — after elimination the client keeps observing (self_dead_dialog KEEP_WATCH,
DeadAutoObDn { obIndex, state, preparation }, FindFirstAvailObTarget). Until 0.2.0 every phase reset cleared
an eliminated player's watch: in 回合开始 / 机变 / 休整期 it saw its own empty board, in battle the first field.

Server (server/match/match/watch.js): Match.watchPref (viewer → the player of its last manual g.watch: a prep
scout, a single-player field, or the new optional g.watch playerId on a shared 联防 / boss pair field — PR
#189's review point); _watchTargetOf = that player while still in, else the first player still in (seat
order, AI seats included); startRound scouts its board (_followScout, kept through 机变 and 休整期), both
combat modes and the boss fields start on its field, a resync / a spectator joining in prep gets the board,
a followed player who quits hands over at once. Client: the screen adopts the pushed board like a 前往查看 tap
(battle/observe.js followedScout; the stale-field fix of PR #189), keeps it through the prep phases (no camera
flight home and back), a spectator no longer asks for the first player itself; g.watch sends the tapped row.
Overlap with PR #189 (not merged): the same preference chain; differences — the fallback includes AI seats
(a lone human with AI teammates had nobody to follow), shared fields record the tapped playerId.

Golden unchanged. Tests: test/match/feedback5-watch-follow.test.js (new, 9), spectator.test.js updated (the
spectator follows the player it scouted). Docs: design/network.md, PLAYING.md.
2026-10-07 02:06:10 +08:00
sganggs ebbbfe70ef feedback5 CB1: the result card no longer prints the hidden layers of 调和 / 协防干员 / 独行 / 绝技 — they stack, the game never shows them (community report 「独行这种盟约是不能叠层的(顺便排查下还有没有类似的)」, item 21)
Not a rule change: PRTS 卫戍协议:盟约 下半/PRTS盟约记录, its header, 「下述盟约中部分盟约不会显示叠加层数,但是叠加层数的特质/
策略/装备等效果仍然对其生效」 — the four bonds.json `noStack` bonds take layers from 助力 / 余 / 华法琳 / traits like every
other, and their effects do not read them (research 02 §2.2, 0.1.4 PR #66, GitHub #139's answer). PR #66 hid the count on
the bond strip and popup; the result card (screens/result.js) still showed 「独行 24」 and ranked its six bonds by it.
resultBonds: a noStack bond carries no number and no rank by its hidden count. No sim change; golden unchanged. Test:
test/ui/feedback5-result-bonds.test.js. Docs: PLAYING.md (层数), research 02 §2.2.
2026-10-07 02:01:12 +08:00
sganggs f2bec76176 feedback5 WAC: players rebind the in-match shortcuts in 设置 → 快捷键 (community request 「快捷键可不可以自己设置」, the owner's decision of 2026-10-07)
- The settings (sp.pref.settings) hold a key map, action → KeyboardEvent.code, for refresh / freeze / level-up /
  retreat / sell / ready (the ready key also pauses a solo battle); the defaults are the 0.1.4 keys R F D Q X Space,
  so nothing changes for a player who never opens the section. sanitizeSettings keeps each saved key that may be a
  shortcut and gives any other its default; not a map, or two actions on one key, gives the defaults.
- One lookup, actionForKey (the character typed first, then the physical key: the 0.1.4 code-or-key match, identical
  for the defaults), serves shortcutFor(e, keys) in game.js and the facing wheel; the modifier, text-field, repeat and
  overlay guards are unchanged. The shop bar, ready / pause and underframe key hints read the map.
- 设置 → 快捷键 (the one SettingsModal, in a match and on the title screen): each action with its key; click or Enter
  waits, the next key binds; Esc cancels (the dialog stays open), Tab leaves; Ctrl / Alt / ⌘ combinations and the
  interface keys (Esc, Tab, Enter, arrows, F1–F12) are refused; a key in use is swapped and the line under the list
  names both; 恢复默认. Esc stays fixed. Touch-only devices: a keyboard note and a folded list; one column under 768 px.
- Tests: test/ui/feedback5-hotkeys.test.js (map, sanitising, conflicts, lookup, capture, handlers and hints with a
  rebound key), test/ui/gameLogic.test.js (sanitizeSettings now returns keys), test/ui/hotkeys.e2e.test.js (SP_E2E=1:
  撤退 rebound to W with the keyboard only in the mock match; phone width).

Golden unchanged (client UI only).
2026-10-07 01:56:19 +08:00