Commit Graph
340 Commits
Author SHA1 Message Date
sganggs 7059528c47 feedback5: merge feedback4 (3af5b84) — PRs #186 / #134 / #185 / #24 / #183 ported to the split layout (terrainInfo / TERRAIN_TIPS into a new ui/gameLogic/terrain.js re-exported by the gameLogic.js barrel, closesOnFieldPress into ui/gameLogic/shortcuts.js, the rest in place; 42 strings through t(), #183's 设置 too); golden unchanged
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
  public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
  ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
  (42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
  them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
  msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
  terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
  Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
  byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
  fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
  played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
  handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
  so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
  button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
  --asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
  voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
  6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
  (c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
  DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
  textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.

Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.
2026-10-06 14:41:40 +08:00
sganggs 0df1391859 feedback4: merge master — PR #24 (an opt-in gh-proxy mirror for asset downloads); golden unchanged (tools only) 2026-10-06 14:19:05 +08:00
Tome Chen f6794a2f2c Asset downloads can use a gh-proxy mirror when chosen by hand (--asset-source / SP_ASSET_SOURCE): one try per URL, the original source as fallback, the mirror off for the run after 3 failures in a row (#24)
Off by default; the original sources, retries, skipped files and the manifest-shrink guard are unchanged. Contributed by @NekoTC.
2026-10-06 14:18:30 +08:00
sganggs a009d77d71 feedback5: merge O24 — 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体); engine (additive): mod blockRadiusScale widens the air-block radius (0 for every other unit); golden: only diy moved — all 71 自选 operators now have kits 2026-10-06 14:18:10 +08:00
sganggs 9f68afe9f9 feedback5: merge O23 — 自选 kits for 白铁 (devices, 铁钳号), 娜斯提 (three 支援装置, the built 高台) and 死芒 (复燃 servants, special form); engine (additive): an ally our attacks select (queries / ai, after enemies in target order, never healed); golden: only diy moved 2026-10-06 14:17:00 +08:00
sganggs c9429dc2d4 feedback5: merge O22 — 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼); engine (additive): enemyAttackStart hook before 麻痹, blocking noNewBlock flag, holdsUndying reads an undying buff; golden: only diy moved 2026-10-06 14:15:51 +08:00
sganggs b4d10ff1b1 feedback5: merge O20 — 自选 kits for 多萝西 (with her 共振装置), 予愿安洁莉娜 and 黑键; engine: the 缚地 status (groundbind: a flyer that 浮空 can land on, weight halving; 掠海漂移体 / 吉兆飞鳞 drop on it); golden: only diy moved 2026-10-06 14:13:39 +08:00
sganggs 94eb21115f feedback5: merge O19 — 自选 kits for 老鲤, 温蒂 (with her 工程蓄水炮) and 望 (with her 棋子 and 跟子); match: a 自选 piece's summon hand count reads the active module's deploy limit (望 TRP-X: 7 棋子); golden: only diy moved 2026-10-06 14:12:17 +08:00
sganggs 4f870013c7 feedback4: merge master — PR #186 (board textures as WebP), PR #134 (the leak alarm), PR #185 (terrain tap-to-explain, one 活性源石 material); DESIGN §24 intro lists §24.5 / §24.6 after the 0.1.4 sections; golden unchanged (client and tools only) 2026-10-06 14:10:29 +08:00
Cartethyia f6f5ed50cd A special terrain tile explains itself on a tap, and 活性源石 is one material on both boards (GitHub #184) (#185)
Tapping a 活性源石 / 沼泽 / 深水区 / 排气格栅 / gate / teleport tile opens a read-only card with that stage's own terrain numbers (the boss-prep board picks the board tile once, through prepXf.toBoard); the 2D atlas cell and the 3D shader now share one 活性源石 palette and recipe and draw to the tile edge. Contributed by @Convey123.
2026-10-06 14:08:18 +08:00
Cartethyia d582925816 The leak alarm: an enemy entering the blue gate plays the official stage sound (ON_ENEMY_REACHED_EXIT), one alarm per burst (#134)
Battle.leak emits its own 'leak' event, which no sound handled, so every leak was silent; the client now plays battle.ON_ENEMY_REACHED_EXIT (b_ui_alarmenter) with the bank's own one-at-a-time rule, leaks closer than the sound's length sharing one alarm. The manifest gains only audio.sfx.battle.leak. Contributed by @Convey123.
2026-10-06 14:06:43 +08:00
sganggs 5ef47b0cf1 feedback5 O23: 自选 kits for 白铁, 娜斯提 (with their 支援装置) and 死芒 (with her 悲叹的仆役); ally targets for 白铁's 铁钳号·原型机
- kits/ops/op-ironmn.js — 白铁 (char_4072_ironmn): S1 / S2 / S3, 战地工程师 (device stock 3, CRA-X +1, refilled at each
  deployment; a device that left comes back on its tile after its redeploy time, paying its cost, one stock, while he stands;
  his devices leave with him), 节约经费 (prob 0.7 / CRA-X stage 3 0.9), CRA-X (stock, costs, stage 3 SP +0.2/s), CRA-Y
  (redeploy times, stage 3 ASPD +6 on device-buffed operators); the device kits 白铁™多功能平台 (S1 ATK +12 % ×2.5 / 3 in S1;
  S2 1 SP / 3.5 s, 2.5 / 2 s in S2, 0.4 % / s 流失 ×2) and 铁钳号·原型机 (an ally target: damage cancelled, 1 SP per hit,
  a 工匠's hit heals 1 %; its skill −2.5 % then 230 / 260 % + 110 / 120 % within 1.1 of 白铁's ATK; 团结的力量 ×0.8
  physical behind it). Exports the shared 工匠 device helpers.
- kits/ops/op-nasti.js — 娜斯提 (char_4212_nasti): S1 / S2 / S3, 前方施工 (stock; CRA-X stage 3 first device −3, combined
  ranges), 注意安全 (10 % 庇护, 15 % + 1 SP / 6 s for her and our ranged operators once a ranged enemy appeared), CRA-X; the
  device kits “质检专员”, “监工专员” (3 / 8 HP, its S2 pulses of SP and her barrier) and “应急承重小组” (小工程师 + the 高台 it
  builds and levels).
- kits/ops/op-necras.js — 死芒 (char_450_necras): S1 / S2 / S3, 复燃 (summon on the kill tile or a random tile of her range,
  upgrade at 3), 回光黯淡, the trait (the enemies her summons block are her targets; SOC-X ×1.15), SOC-X stage 3; the
  悲叹的仆役 kit and its special form (S3).
- Engine (additive): Battle.setAllyTarget / allyTargetsInKeys / isAllyTarget (battle/queries.js); ai.js acquireTargets puts a
  registered ally target of the range after every enemy, performAttack flies ranged attacks to it. Nothing changes while
  none is registered: every golden family but diy unchanged. docs/SIM.md §6 documents it.
- kits/index.js: the three files appended to OPERATOR_KIT_FILES.
- Tests: test/content/op_ironmn.test.js, op_nasti.test.js, op_necras.test.js, test/sim/feedback5-o23-engine.test.js.
- Golden: only diy moved — diy-106 … diy-109 re-chunked (the new operators' configurations come before the prototypes),
  diy-110 … diy-114 new.
2026-10-06 05:28:54 +08:00
sganggs 5029b646a3 feedback5 O20: 自选 kits for 多萝西 (with her 共振装置), 予愿安洁莉娜 (with “一会儿见!”) and 黑键 (with his 旧日残影)
Every skill, talent, trait and module (stages 1 and 3) at every form, from backups.json, PRTS (备注) and the client's
battle data (charpacks, skill / equip / projectile / token prefabs, buff templates); [ASSUMED] items in each file header.
- 多萝西 (op-doroth.js): placed traps deploy with the board and come back on their tile once the card is ready, a trap is in
  stock and the cost is paid; stock 8 refilled at each deployment, +1 per cast (AUTO acting on herself: SP_FULL), 阻回 when
  full; T1 summons on deploy; S1 / S2 / S3 trap effects (S3 chains other traps 2 s later); 梦想家 stacks; TRP-Y x2 traps;
  TRP-X cost 2 / limit 13, stage 3: 3 summons and 50 % extra per placed piece (re-rolled at full T2).
- 予愿安洁莉娜 (op-aglna2.js): 起飞 only while a skill runs (air block, 对地规避); T1 arts addition (weight <= 3) and 失重 in
  her range airborne; T2 ATK and 生命回复速度 for airborne operators; S1 56 s from each deployment; S2 glide (浮空 / 缚地
  sweep, 2.5 s chant); S3 ammo with 对空庇护, 3 ground + flyers, the move to a blockable flyer, the marker, the anchored range.
- 黑键 (op-ebnhlz.js): his own store (on time), 强弱法 elite energy, 倚音 per projectile (+ MSC-Y splash, MSC-Δ 元素伤害),
  MSC-Y ASPD, MSC-Δ 凋亡; S1 4-1; S2 remnants (activation, 0.93 s blast, inward push, 30 s); S3 elite-only and conversions.
- kits/index.js: three lines in OPERATOR_KIT_FILES; docs/SIM.md §8: the skywalker / traper rows.
Golden: only diy moved — diy-106 … diy-111 now field the new configs, the prototype battles moved to diy-111 … diy-115
(the 12-per-battle chunks shift); diy-001 … diy-105 unchanged. Tests: test/content/op_doroth.test.js (11),
op_aglna2.test.js (9), op_ebnhlz.test.js (10).
2026-10-06 05:22:08 +08:00
sganggs 83e879a335 feedback5 O20: the 缚地 status (groundbind) — an enemy air unit counts as a ground unit and cannot move
ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it):
- buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]);
- units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag);
- battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3;
- content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds);
- render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗).
Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js.
2026-10-06 05:20:28 +08:00
sganggs a61d82ee4c feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES):
every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the
client's battle data (charpacks + buff_template_data of the three operators).

- 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the
  lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2
  for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it,
  withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle.
- 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's
  damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the
  2nd use, S3 y-8 and the levitation with its damage.
- 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts
  the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤
  (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery
  and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill).

Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js
flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md
(docked skill-summon pieces: their kit without offOwner).

Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new
diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged.
Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
2026-10-06 05:14:29 +08:00
sganggs 0451860cf9 feedback5 O24: 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体)
Two owned 6★ picks get their operator kits (kits/ops/op-kalts2.js, op-monstr.js; OPERATOR_KIT_FILES):
- 凯尔希·思衡托 (char_1052_kalts2, 守望者, no module): heals that pass 凯尔希's Mon3tr; 遗尘守望 (HP / DEF +25 %,
  block +1, 阻挡半径倍率 +0.23, 起飞); 医者丰碑 (operators entering her range: a 1-hit 护盾 and 生命回复速度 +50 / 罗德岛
  +100 for 30 s); S1 (ATK / ASPD, other 起飞 operators' 阻挡半径倍率); S2 (y-11, 10 shots: true damage + 停顿 and a
  heal within 1.5, at an enemy or an injured ally); S3 (ATK, interval −1.55, 2 targets; with her placed anchor: two
  operators withdrawn into 【待投放】 and back, her flight and 【移动】 onto the anchor). The anchor's kit (无敌, never
  attacked); content/tokens.js docks it as a skill's summon.
- Mon3tr (char_4179_monstr, 链愈师, XAH-X): her own chain (x-4 jumps, ×0.75 / ×0.85, free links), the 重构体's kit
  (禁疗 but hers, 流失, ATK aura, its return), 战术协同 ASPD, S1 next heal, S2 (the 重构体 first, a second chain
  0.6 s on), S3 (needs the 重构体: the move onto its tile, true melee, 不死, the 【返回】).
Engine (additive): mod `blockRadiusScale` = 阻挡半径倍率 − 1 (buffs.js, units.js s.blockRadiusScale): the air-block
radius of Battle._checkBlock is 0.8944 × (1 + it) — 0 for every other unit. docs/SIM.md §1.2 / §2 / §3, DESIGN §5.5.
Tests: test/content/op_kalts2.test.js (10), test/content/op_monstr.test.js (10).
Golden: only diy moved — diy-110 … diy-112 are new and diy-106 … diy-109 re-packed (the two kits' configurations
join the family's 12-per-battle packing); roster, bonds, fields, matches and standins are byte-identical.
2026-10-06 05:10:33 +08:00
sganggs 8627791e53 feedback5 O19: 自选 kits for 老鲤, 温蒂 (with her 工程蓄水炮) and 望 (with her 棋子 and 跟子)
Three owned 6★ picks get their operator kits (kits/ops/op-lmlee.js, op-weedy.js, op-wang.js, appended to
OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stage 1 / 3, and the kits of
the two summons (set up by the owner's talent, as 鸿雪's 打字机).

- 老鲤 (行商): MER-X 2 DP, MER-Y ATK +4 % per payment (5 stacks); 和气生财 (±14, ×2 alone; MER-Y Lv3 ±20); 有备无患 through
  the merchantPay hook (5 DP for a guard against the next 晕眩 / 冻结, counter-stun 3 s; MER-X Lv3 4 DP / 4 s); S1 / S3 fire
  at full SP (the owner's AUTO rule), S2's mark bursts per its PRTS notes, S3's push and outside-range dodge.
- 温蒂 (推击手): S1 next attack (push + stun), S2 water mode (×3.2 interval, range +1, 0.9 splash, pushes), S3 liquid
  nitrogen (1.2 splash, push, 移动创伤 1200 per tile); the cannon (20 s, back on its tile, nearest target, pushes, its
  forced skill, fires with her S3 beside her); 蓄水炮强化 SP (PUS-X Lv3 every 2 s and ATK +20 %); PUS-X refund on a 高台,
  PUS-Y +1 force while blocking two; her composed record takes a 高台 (shared/highGround.js unchanged).
- 望 (陷阱师): hits air; 棋子 activation, trigger, in-place return (2 s, cost; TRP-X 2 DP), 跟子 in the PRTS order, 料敌机先
  stacks, S1 DoT + 停顿, S2 line damage + additive slow, S3 x-6 passive and the 天下劫 overflow / bullets.

Match: the 自选 hand count of a placeable summon reads the active module's byModule deploy limit (server/match/player/
diy.js placeableTokens) — 望 with TRP-X gets 7 棋子; nobody else changes (多萝西's 13 stays at the 9 cap).
Docs: PLAYING.md §4 (温蒂 on a 高台), SIM.md §8 (陷阱师 air through the data), kits/README.md (module deploy limit).

Golden: only diy moved — diy-106 … diy-109 are now the 老鲤 / 温蒂 battles (the prototype battles they held move on),
diy-110 … diy-115 are new (望, then the prototypes, seeds per index); roster, bonds, fields, matches, standins unchanged.
Tests: test/content/op_lmlee.test.js (8), op_weedy.test.js (10), op_wang.test.js (8).
2026-10-06 05:09:27 +08:00
Cloudnyco a9dfd17bee The 3D board textures can be extracted as WebP: each player downloads about 4.7 MB less on a cold start (#186)
Only the extraction (tools/local-extract) and the manifest pointer change; no official textures are committed and nothing in play changes. Contributed by @Cloudnyco.
2026-10-06 05:05:42 +08:00
sganggs af466c6cfe feedback5: merge feedback4 (9d563424) — the settlement line (结算) is spoken again; in 0.2.0 the speaker is the record the own piece shows (screens/game.js ownShown: a 补位 piece's stand-in with its own voice, a filled 自选 slot's operator, else the chess record's charId); golden unchanged (client only) 2026-10-06 04:39:17 +08:00
sganggs 9d56342494 feedback4: the settlement line (结算) is spoken again — a battle result's unitsEnd names chess ids (chess_char_*), so the game screen maps them to the operator through the chess record's charId (resultSpeaker charOf); as merged in #73 the speaker took char_* ids only and no battle ever said its line (found while porting #73 to 0.2.0); test runs a real battle result through it; golden unchanged (client only) 2026-10-06 04:37:26 +08:00
sganggs c5e8d13636 feedback5: merge feedback4 (beb0296) — PR #73 (operator battle voices) ported to the split layout (the voice setting into ui/gameLogic/settings.js, the gameLogic.js shim unchanged; onResult and DetailPanel voice stay in screens/game.js, which needed its store import back; the sim's 'engage' in server/sim/ai.js performAttack, still the one battle/combat.js and devices.js call; plan.mjs / fetch-assets.mjs merged with --add-only, extraOperators and moduleTypes; the 干员语音 slider through t() with English); golden: roster / bonds / fields / standins / diy differ only in events.engage, matches unchanged
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice`
  hunk went into public/js/ui/gameLogic/settings.js.
- public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker /
  resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer
  imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its
  try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped.
- public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json
  "干员语音": "Operator Voices" (next to Music / Sound Effects).
- tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators /
  moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks,
  so the voice loop's comment says so (the next `npm run assets` plans their lines too).
- tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all.
- data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order);
  stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with
  the generator's contentHash. No other entry changed.
- docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's
  'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code).
- Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice
  prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests.

Where #73 met feedback5 work:
- 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by
  UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in
  speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's.
- The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well.

Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change),
proven by a field-path diff against feedback5:
- roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage).
- diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never
  engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on
  feedback5).
- matches: unchanged.
2026-10-06 04:31:38 +08:00
sganggs c06e80e370 feedback5 WN: docs for the 补位 display — PLAYING §3 (a not-owned operator is shown as its stand-in in the shop, hand, board and result, what stays the original's, one stand-in for several chess, teammates see it too), DESIGN §16 (干员持有 paragraph), DATA.md §18 (match / client paths), SIM.md (UnitInfo standInFor on scouted bench pieces and m.result lineups); the owner's recall of 2026-10-06 2026-10-06 02:40:46 +08:00
sganggs beb0296a52 feedback4: merge master — PR #73 (operator battle voices); golden regenerated: every moved roster / bonds / fields scenario differs only in events.engage (the sim's new 'engage' event for the voice slot; no gameplay change), matches unchanged 2026-10-06 01:55:26 +08:00
sganggs faa40ca68f feedback5: merge O16 — 自选 kits for 涤火杰西卡 (with her 机动盾牌), 机械师 and 凯尔希 (with Mon3tr); engine: shieldType may list types, profile hook healThrough; golden: only diy moved 2026-10-06 01:49:36 +08:00
sganggs 7f704b396b feedback5: merge O11 — 自选 kits for 薇薇安娜, 怒潮凛冬 and 赫德雷; engine: enemy projectile shots carry isProjectile, targeting priority 'elite'; golden: only diy moved 2026-10-06 01:47:54 +08:00
sganggs 9efe0110be feedback5: merge O12 — 自选 kits for W (with her 此面向敌), 菲亚梅塔 and 维什戴尔 (with her 魂灵之影); golden: only diy moved 2026-10-06 01:46:16 +08:00
Cartethyia 54cdad2602 Operator battle voices: the official combat lines play by voice slot during battles, one at a time (#73)
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
2026-10-06 01:44:46 +08:00
sganggs e0cce79f98 feedback5 O11: 自选 operator kits 薇薇安娜, 怒潮凛冬 and 赫德雷 — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-vvana.js, op-headb2.js, op-hodrer.js (registered in OPERATOR_KIT_FILES), checked against the data, PRTS and
  the client's battle data (charpacks, [uc]skills / [uc]equips prefabs, buff templates, 怒潮凛冬's Skill_3 clip events).
- Engine (additive): ai.js enemyAttack marks a shot that flies as a projectile isProjectile (远程途径: 薇薇安娜's 散华 护盾
  blocks melee-path hits only); targeting.js priority 'elite' (薇薇安娜 S3 "优先攻击精英或领袖敌人"); docs/SIM.md §4 / §8.
- Tests: test/content/op_vvana.test.js (13), op_headb2.test.js (10), op_hodrer.test.js (8).
- Golden: only diy moved — diy-049 … 054 now field the three operators in every form × module × skill, the prototypes
  follow in diy-054 … 058 (same packing); diy-001 … 048 and every other family unchanged.
2026-10-06 01:38:08 +08:00
sganggs 5888f153ac feedback5 O16: two additive engine rules for the 自选 kits of 机械师 and 凯尔希 — a 屏障 limited to a list of damage types, a healer that heals one ally through its 禁疗
- buffs.js makeBuff / damage.js absorbShields: `shieldType` may be a list of damage types — the shield absorbs those only
  (机械师's 屏障 absorb physical and arts damage, not true: buff_template_data mcnist_t_2 / mcnist_s_2_shield BlockDamage
  PHYSICAL_AND_MAGICAL); a single type and an untyped shield work as before.
- damage.js heal / Battle.injuredAlliesInKeys: a healer profile's `healThrough(healer, ally)` names allies its heals reach
  through their 禁疗 (the `noHeal` flag of a summon's 禁疗, the `healFree` flag; a profile `noHeal` — 无法被友方治疗 — still
  stops it), and its heal selection takes them (凯尔希 on her Mon3tr: PRTS Mon3tr(凯尔希的召唤物) "持有禁疗(可被凯尔希…
  无视)"; her charpack attack `_ignoreHealFree`); every other healer still skips them.
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged.
Test: test/sim/feedback5-o16-engine.test.js (2).
2026-10-06 01:33:46 +08:00
sganggs 7d2c8745c6 feedback5: merge O15 — 自选 kits for 森蚺, 斥罪 and 黍 (庇护 through applyStrongest 'protect'); golden: only diy moved 2026-10-06 01:32:15 +08:00
sganggs fc18242be1 feedback5 O12: 自选 operator kits W (with her 此面向敌), 菲亚梅塔 and 维什戴尔 (with her 魂灵之影) — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-cqbw.js (W, 炮手; ART-X / ART-Y), op-phenxi.js (菲亚梅塔, 炮手; ART-Y / ART-X / ISW-A attributes only),
  op-wisdel.js (维什戴尔, 投掷手; BOM-X), appended to OPERATOR_KIT_FILES; numbers from data/backups.json, mechanics from
  PRTS (备注) and the client's skill prefabs / buff templates. The 炮手 kits splash 1.0 (PRTS 溅射半径一览; the aoesniper
  profile keeps 1.1): docs/SIM.md §8 says so.
- W: 红桃K / D12 cast like an attack (that attack throws the grenade / bombs), 惊吓盒子 plants 此面向敌 by PRTS's tile
  priority and is refused with no free deployable tile (activate guard); the mine arms within 1.35, blows 1.5 s later
  with W's ATK read at arming, ground only; D12 is 无来源 with the cast's cached ATK, early on a fallen target; 设伏 /
  ART-Y ramp, 落井下石 (any physical damage on a stunned enemy of her range, strongest of two W), ART-X SP on her
  projectiles' / mines' knock-outs.
- 菲亚梅塔: 陈述苦难 流失 every 0.1 s and 精力充沛 (ART-X stage 3 floor 50.3 %), 宣告终局 outside / inside a skill,
  S1 per the 2026-08-01 client (PRTS 备注: ground targets only, the splash still hits air, no range growth — one
  constant switches to the skill text), S2 灼痕弹 and its 灼痕, S3 持续攻击 shells; ISW-A: base talents.
- 维什戴尔: the aftershocks are the kit's (好礼 ×main, 残影 and its 15 % / 100 % explosion), S1 / S2 过载 (the second
  half, 4 random rounds) / S3 (air targets and splash, 2.5), 魂灵之影 (talent and S3, cap 3, 迷彩 on its x-5, 禁疗, its
  skill on her range, unmarked first, 0–2 SP back).
- Tests: test/content/op_cqbw.test.js (10), op_phenxi.test.js (8), op_wisdel.test.js (8).
- Golden: only diy moved — diy-049 … diy-054 now field the three new kits in every form × module × skill (W:
  049 / 050, 菲亚梅塔: 051 – 053, 维什戴尔: 053 / 054), the prototypes moved to diy-055 … diy-058 (same packing, new
  ids); roster, bonds, fields, matches and standins unchanged.
2026-10-06 01:30:24 +08:00
sganggs 10bb226382 feedback5 O15: 自选 operator kits 森蚺, 斥罪 and 黍 — every skill, talent, trait and module (stage 1 / 3) at every form
- kits/ops/op-zumama.js (森蚺, 决战者): trait 阻回 unless blocking (charpack SpRecoveryStopped / SpRecovery); HES-X / HES-Y /
  RA-A turn it into an SP-recovery ratio (−0.8 / −0.999 / −1) while unblocked, HES-Y ATK / DEF +15 % blocking; RA-A's
  生息演算-only parts N/A (愈战愈勇 read from talentsBase); 勇冠三军 polled every 0.1 s (攻击力倍率 / 庇护); 愈战愈勇; S1 passive;
  S2 blockee stun past 抵抗; S3 hpRegenRatio + 5 s self-stun.
- kits/ops/op-judge.js (斥罪, 不屈者): 律法卫士 barrier (deploy / kill / S3, live 300 % cap, S2 ×(1 + shield_scale)); 荆棘环身
  thorns while barrier holds (the breaking hit too); UNY-X ×0.85 from blocked units, UNY-Y +8 % alone; S1 蓄力 (all SP per
  cast, ×1.8 + 3 s stun, attack-cycle reset); S2 no attack, 庇护, x-4 pulses at 0.9 + n s; S3 barrier / ATK / taunt.
- kits/ops/op-shu.js (黍, 守护者): 百谷长青 sown tiles (hpRegen + 庇护, S2 ×scale, GUA-X stage 3 born tile, cleared when she
  leaves); 天有四时 (professions, 4 【岁】 squad ATK + SP / 4 s); S1 as 塞雷娅 S1 (DEFAULT + an ally of x-4 at ≤ half); S2 heals
  of 2 on x-1; S3 range x-2 with Attack-else-Heal, the harvest aura and the 播种标记 teleport; GUA-X ×1.15 at ≤ 50 %. Her S3
  data rule TRY_SEARCH_ALLY_SKILL (no engine rule) is mapped onto SKILL_RANGE + allies on x-2 (reported).
- 庇护 in all three through battle.applyStrongest(unit, 'protect') (同名效果取最高 across these kits).
- kits/index.js: the three files appended to OPERATOR_KIT_FILES.
- test/content/op_zumama.test.js (8), op_judge.test.js (8), op_shu.test.js (9).
- docs/research/03-operators.md: 黍's trigger row (a 自选 pick now, the kit's mapping).
- golden: only diy moved — diy-049 … diy-052 now field 森蚺 / 斥罪 / 黍 and diy-053 … diy-058 are new (the 12-per-battle
  packing appends the new configurations; the prototype / reserve battles of 049 … 052 move to 055 … 058); diy-001 … 048
  and every other family unchanged.
2026-10-06 01:30:05 +08:00
sganggs f9093c3305 feedback5: merge feedback4 (47789ab) — Skill.end owns a restarted cast's events, 伊内丝's 影哨 hooks before 不屈's redeploy (ported to kits/ops/chess_char_4_04-ines.js; tier4.js stays a shim), DESIGN §24.2–§24.4; golden unchanged 2026-10-06 00:34:39 +08:00
sganggs 9ce5435373 feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
2026-10-06 00:33:15 +08:00
sganggs 335f3f6045 feedback5 WK: merge feedback5 (O2–O8 自选 operator kits and their engine hooks; 焰狐龙梓兰 out of the 自选 pool) — no conflict; golden unchanged (the 自选 match and the 52 diy scenarios match) 2026-10-06 00:25:35 +08:00
sganggs 26c8e06d86 feedback5 WK: the 自选 bond test reads the pool from the data (no hard-coded counts: 焰狐龙梓兰 left the pool on feedback5); PLAYING says the list grows with the kits 2026-10-06 00:24:27 +08:00
sganggs 853566129c feedback5 WK: the 集成战略 (ISW-A) module rule is a roster rule — validateDiyPicks (so room.diy, PlayerState.setDiy and the picker) refuses it, checkDiyPick / diyRecordOf / the sim still compose any module of the form (the kits' tests and the golden diy family field them); shared/diy.js diyModuleOf; docs follow
Golden unchanged.
2026-10-06 00:23:54 +08:00
sganggs cde3e7305e feedback5 WK: docs for 自选编队 — PLAYING §3 (the 自选编队 tab for players: slots, picks, the own shop from 调度中心 level 5 / 6, stock, bonds, bans), DATA.md §15 / §18 (played since 0.2.0; ISW-A modules refused; the stock lives in the match), SIM.md (UnitInfo diy on scouting units and result lineups), META.md (player/diy.js: the data view, stock, shop draws, bonds), DESIGN §1 scope line, §8 room.diy / welcome.diyKitted / m.private.diy, §16 the 自选编队 tab; kits README (a new kit is a legal pick at once; placeable 自选 summons) 2026-10-06 00:19:41 +08:00
sganggs aebca2f6d8 feedback5: merge O5 — 自选 kits for 左乐, 重岳 and 煌; engine hook hpDamage after the shields (typed shields from O8 kept: absorbShields(…, type)); SIM.md / damage.js headers take both; golden: only diy moved 2026-10-06 00:18:48 +08:00
sganggs 8357149afa feedback5: merge O3 — 自选 kits for 逻各斯, 真言 and 维伊; engine hook palsyTrigger (麻痹 interrupting an enemy attack); golden: only diy moved 2026-10-06 00:17:26 +08:00
sganggs 8287422d6d feedback5: 焰狐龙梓兰 leaves the 自选 pool as a collab operator (MH05, a Monster Hunter 联动寻访 whose team reserve6 names no collab: DIY_EXCLUDED_NUMBER_PREFIXES MH / RS / AM / PS / DD next to the team list — the owner's decision of 2026-10-05; reported by O6) — 71 owned picks; 「攻击范围改为」 is an attack-range change (黑 S3 was SKILL_RANGE, now DEFAULT; 远牙 S3 keeps its own CUSTOM_RANGE row); data and the EN overlay regenerated offline, chess.json unchanged; golden unchanged 2026-10-06 00:16:23 +08:00
sganggs 85e75500b4 feedback5: merge O7 — 自选 kits for 早露, 提丰 and 娜仁图亚; engine: targeting priority 'heaviest' (攻城手) and boomerang flight hooks (boomerangCaught / boomerangOnward); SIM.md keeps both streams' profile keys; op_amgoat expects S3's ACTIVE_RANGE (b2a4388); golden: only diy moved 2026-10-06 00:07:31 +08:00
sganggs 89d17d8e08 feedback5 O5: damage.js gets the hpDamage hook — what passed the shields of a damage instance, before the HP loss; a handler may only lower it (a raise is ignored), a 流失 and a hit the shields absorb whole never reach it
The 伤判效果 that act after a barrier need it: 煌's 紧急除颤 lock (buff template huang_t_1[lock], an ON_TAKE_DAMAGE HpNoLessThanCertainPercentModifier; PRTS 备注 "该伤害减少(伤害值-煌当前生命值+煌最大生命值×50%)点") and 左乐's SBL-X 庇护 re-applied behind his 行险 barrier (PRTS S2 备注). Additive: without a handler the pipeline is unchanged, so golden is unchanged (every family matches). docs/SIM.md §4 / §5 name the hook; test/sim/feedback5-hpdamage-hook.test.js (2).
2026-10-06 00:07:06 +08:00
sganggs c5c52eed34 feedback5 WM: merge feedback4 at 13808e3 (W4A) — 高台 for every 「可以放置于远程位」 trait holder, the 5-阿戈尔 revive slots, the 联防 devour of whoever stands in front
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. feedback5's 补位 rule stays: a
  chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec)
  takes no module.
- 83fc408 client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or
  chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is
  kept, still exported and tested.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in
  diyLayout.
- bonds/core.js (6ab9a06, 8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js
  equals 13808e3's.
- data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all
  15 files byte-identical.

Golden regenerated: 16 scenarios moved, all by 83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no
module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest
melee tile: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low,
bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair,
boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. This is the list in 83fc408's own message. With the
阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and
matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
2026-10-06 00:06:41 +08:00
sganggs ba66c2c32e feedback5 O3: 自选 operator kits for 逻各斯, 真言 and 维伊 (every skill, talent, trait and module at stages 1 / 3), the engine hook palsyTrigger
- kits/ops/op-logos.js (中坚术师; CCR-Δ, CCR-Y), op-mantra.js (本源术师; PRI-X), op-veen.js (秘术师; MSC-Y), registered in
  OPERATOR_KIT_FILES one line per file; numbers from data/backups.json, mechanics from the PRTS 备注 (cited in each header),
  [ASSUMED] items marked there. Data triggers kept; 维伊 S1 (an AUTO self buff) fires at full SP (the owner's rule).
- server/sim/ai.js: enemyAttack emits `palsyTrigger { enemy, buff, keep }` when a 麻痹 stack interrupts an attack (PRTS 真言
  备注 "触发麻痹时指的是敌人的攻击被麻痹打断时"); `keep` leaves the stack (真言 噤声限域). Additive: no listener, no change.
  docs/SIM.md §3 / §5 rows; test/sim/palsy-trigger.test.js.
- Tests: test/content/op_logos.test.js, op_mantra.test.js, op_veen.test.js (every form, skill, talent, module, range,
  trigger, targeting, damage type).
- Golden: only the diy family moved — diy-003 … diy-007 now field 逻各斯 / 真言 / 维伊 in every form × module × skill (60
  configurations; diy-003 … 006 held the prototypes before), the prototype picks moved to diy-008 … 011 (same packing, new
  ids); diy-001 / 002 (推进之王) and roster, bonds, fields, matches, standins byte-identical.
2026-10-06 00:04:18 +08:00
sganggs 12fa92d9f6 feedback5 O7: engine hooks for the 攻城手 / 回环射手 kits — targeting priority 'heaviest' and boomerang flight hooks
- targeting.js PRIORITY_FNS `heaviest` (-e.weight: the current 重量等级, 失重 included): the 攻城手 trait
  "优先攻击重量最重的敌人" for the 早露 / 提丰 kits (`trait.priority`); no other unit uses it.
- ai.js throwBoomerang: a catch emits the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (only when a handler
  exists); an attack profile's `boomerangOnward(ctx)` takes the flight over after the first hit — ctx.hit(target, x, y)
  (a hit of the same attack, resolveHit with its profile), ctx.comeBack(x, y) (the usual way back, once) — and a content
  error there still sends the boomerang back. For 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时", S1's bounces
  and S2's dash (the kits come in the next commit).
- docs/SIM.md §5 (the hook) and §8 (the profile flags, the loopshooter row, the priority).
- Additive and behaviour-preserving: no unit of the base has a handler or the flag, so golden is unchanged.
2026-10-06 00:01:27 +08:00
sganggs a0a7660287 feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
  chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
  chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
  are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
  it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
  skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
  name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
  bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
  file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
  always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
  snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
  plan.mjs, #74 plan.mjs / docs.

Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
  #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
  change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
  (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
  generic:passive buff).

Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
  bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
  bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
  琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
  roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
  bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
  coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
  bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
  coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
2026-10-05 23:59:05 +08:00
sganggs db7a177164 feedback5 O8: two additive engine rules for the 自选 kits — a 屏障 of one damage type and a profile's own target exclusion
- buffs.js makeBuff / damage.js absorbShields: a shield buff with `shieldType` ('phys' | 'arts' | 'true' | 'elemental')
  absorbs that damage type only (夜莺 S2 法术护盾 "屏障能吸收…法术伤害"); a shield without a type absorbs every type as
  before (PRTS 术语释义 屏障 "若无特殊说明,屏障可吸收全种类伤害"); shields are still spent oldest first.
- targeting.js canTargetEnemy: a profile's `skipEnemy(e)` (a kit trait) keeps such an enemy out of the unit's normal
  targets, its block targets and its skill-trigger target condition (嵯峨 劝善 "嵯峨不攻击重伤单位").
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged (roster 49, bonds 46, fields 22, matches 17, standins 10, diy 6 match).
Test: test/sim/feedback5-o8-engine.test.js (2).
2026-10-05 23:55:13 +08:00
sganggs cea1ad1295 feedback4: DESIGN §24.2–§24.4 (高台 per the trait, the 阿戈尔 revive slots, the 联防 devour), the §24 intro lists them and the merged PRs' own notes, §23.20 / §23.35 marked withdrawn in 0.1.4, §24.1's note on timed deploy passives points to PR #109 2026-10-05 23:39:57 +08:00
sganggs 8a2e0c7e7f feedback4: 联防 阿戈尔 devours the operator in front whoever owns it, a teammate's standing or down operator too
The owner's decision of 2026-10-05 (GitHub #140 comment 4, #105): PRTS 「战斗开始时依次吞噬身前一格干员」 has no
own-side limit. The devour's front-tile lookup took only the player's own operators.

- devour opAt: the operator on the front tile whoever owns it — a living one, else one lying there since the 联防
  start (carry.down, forced out). The marker gains its base ATK and block count exactly as in a solo battle; a mark
  on a standing teammate's operator resolves (5000 物理流失 less DEF, credited to the marker, the knock-out is its
  owner's: their revive slots), a mark on a down one resolves nothing (it stays forced out, §19.3 kept).
- The chain goes on through a marked 阿戈尔 by S.isMember: for own operators exactly the members, as before; a
  teammate's by its own bonds ([ASSUMED]).
- 联防 still adds no layers (layerGainsEnabled false, unchanged).
- On the current maps the two 联防 helpers stand on board cols 3-9 and 11-17 with the road column 10 between them,
  so a teammate's operator is never in front at the battle start; the tests place one on col 10. The own-board case
  (food down since the own combat) is verified through unite.js's real carry: 联防 gives exactly the own combat's
  atkFlat / blockCnt.
- research 02 §3.6 and its JSON spec; data/bonds.json regenerated offline (only egirShip.spec.assumed[1] changed).
- Tests: test/content/feedback4-egir-unite.test.js (teammate's living and down operator, solo parity of ATK / block /
  物理流失, no layers, the chain through a teammate's 阿戈尔 and her owner's 5-tier slot, the own-board case through
  uniteBattleOpts). The teammate cases fail on the previous code.

Golden: no scenario moved (no corpus field puts a teammate's operator in front of an 阿戈尔).
2026-10-05 23:34:33 +08:00