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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). |
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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. |
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8ae891f1f3 |
feedback7 R22-HUD: the HP bar shows the ammo skill's rounds as yellow cells (隐现 S2: 14), 伺夜's 狼影 left as diamonds and 斩业星熊's 我执 pool as a red bar — one snapshot change for PR #303 and #378 by @IceCodeNew and PR #383 by @Convey123; golden: unchanged
The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383). - b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView / negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one): ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura cannot wait for the first ammo row. - render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no standing aura (rings.js _aura; the activation burst stays). - PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js). - Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js. - Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved). - Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck, check:imports, docs tests. Co-authored-by: Convey123 <Convey123@users.noreply.github.com> |