Commit Graph
4 Commits
Author SHA1 Message Date
sganggs 7a3918eab9 feedback1d WO: the preference route is 0.1.0's again; equal floor keeps the official route
Review follow-up to the D5 fix. Two changes in grid.js _buildField:

- The road-over-floor preference smoothing is 0.1.0's again: its line of sight
  may cover non-blockable tiles (Bresenham footprint, diagonal-step corners
  included) only on the tile's own raw chain, and the jump stops at the first
  ancestor it cannot see so. Exact crossings (a corner touch is not a crossing)
  are used only to choose between the official and the preference pointer.
  The previous version let the preference brush the corner of off-chain floor,
  so on 战场#02's Final Assault the right-half exit route (2,10) -> (3,11)
  slipped past an operator on (2,11) while the left half was still blocked on
  (2,9). Both halves now mirror each other again ((2,10) -> (2,11) -> (4,11)).
- On an equal floor count the official pointer stays; the preference pointer
  wins only when it merely skips a collinear official waypoint (same walk).
  The old "farther waypoint" tie-break could bend an official route without
  saving any floor, e.g. a crate on (10,6) of 战场#04 brought back the L via
  (9,8) for the lower gate.

Still 140 of 154 stage routes official; data/stages.json groundPaths
regenerated (战场#02 boss right exit back to 0.1.0's, device-less helper paths
of #03 / #04 / #06 follow the same rule). New tests: 战场#02 boss exits mirror
and are blocked beside the exit; a single crate on any tile of an active stage
never leaves a gate route non-official without crossing strictly less floor.
The cross-check reference port follows both rules.
2026-10-03 04:57:30 +08:00
sganggs d8c62a96b5 feedback1d WO: official route wherever it crosses no more floor (D5 战场#04 diagonal)
Community report: on 战场#04 活性源石 the lower-gate enemies walked two tiles left
of the red gate and then straight up instead of crossing diagonally from row 9
into row 10 as in the official game. The playtest #2 road-over-floor smoothing
counted the corner tiles of a diagonal step as crossed, so it bent the official
(9,10) -> (10,7) into (9,10) -> (9,8) -> (10,8) although that line only brushes
the corner of the floor tile (10,9).

grid.js now keeps the official flow field (research 08 §3.1) and replaces a
tile's pointer by the road-over-floor preference one only where its route
crosses strictly fewer non-blockable tiles (or as few with a farther waypoint);
a segment crosses the tiles whose interior it passes through (segmentTiles,
exact geometry). 140 of the 154 stage x gate x field routes are now official
(was 109); the 14 left avoid floor the official route walks over (战场#01's
col-8 road of playtest #2, boss exits of 战场#01 / #02, two 联防 partner gates).
data/stages.json groundPaths regenerated.
2026-10-03 04:14:43 +08:00
sganggs 6464e4b46a Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
2026-10-01 19:08:23 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00