Commit Graph
77 Commits
Author SHA1 Message Date
sganggs 02353e13f8 feedback5 CB5: a module's added trait line (official additionalDescription, PRTS 特性追加) shows after the class trait, not instead of it — the 干员调配 module card (特性 + 特性追加 rows), its 局内数值, the detail card and the 自选 module row (community report of 2026-10-06, item 16.2: 114 of the 164 modules the screen offers showed the extra line alone)
Text only: data/chess.json keeps both lines (traitOverride.desc = the class trait or the module's rewrite,
moduleDesc = the added line) and the battle unit keeps the class trait with the module on — the same trait
text, targeting and attack shape as 不装备 for every added-line module (圣约送葬人 REA-Y also rewrites it).
New helpers ui/loadoutModel.js traitLines / fullTraitText; traitText (ui/detailPanel.js) composes the two.
Golden unchanged (no sim change). Tests: test/ui/feedback5-module-trait.test.js (new), loadout-stats updated.
2026-10-07 01:33:21 +08:00
sganggs 66ae86b969 feedback5 WY: flying units hover 1.3 tiles (the client's 0.35 ÷ the standard prefab scale 0.27); the 帝国炮火先兆者 pair is drawn 1.263× taller and 木制瑞印 mirrored, as their official prefabs (from PR #211 by @xcdoge; the owner's decision of 2026-10-06)
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
  the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
  1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
  path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
  skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
  regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
  enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
  docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
  decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
  special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
  screenshot or extracted art committed.

Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
2026-10-06 21:41:49 +08:00
sganggs 4e58481706 feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
  game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
  round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
  out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
  optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
  bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
  and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
  hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
  a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
  client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
  传递 and every hit stay under the limit.

Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
  field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
  boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
  200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
  HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
  too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
  (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
  coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
  end before R14; roster / bonds / standins / diy unchanged.

Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
2026-10-06 21:41:49 +08:00
sganggs 0f9009954d feedback5 WW: DESIGN §25 catch-up with what merged after e2bb090 — §25.2 i18n phase 2 (W5S: 1 056 literals wrapped, extract 0, server data texts localized, what stays Chinese), §25.9.1 the sleep-unblock port (W5R: feedback5's golden list, 酒神's 迷狂牢笼 skips sleepers; §24.9's heading names the 0.2.0 files), §25.9.2 the board-tap / long-wait port (W4C, PR #149), §25.11 the owner's items of 2026-10-06 and the items the sources settled (W5V: 望's stock, triggers through summon areas, 突袭 prefers blocking tiles, 泥岩 闭锁, 忍冬 / 深靛 / 阿), §25.12 packaging (W5U: package / package:lite, sizes, 焰狐龙梓兰's art dropped, dec-X / WAH-Y) and the 自选 voices (6499f4b), the summons with no Spine model as open polish; §25.10 records the owner's answers (damage-frame swing kept, 望's stock, summon areas, the #148 landing) and drops them from the open list; the intro, §25.1 / §25.4 / §25.5 / §25.7.2 / §25.8.5 / §25.8.8 and §24.2 point to the new items; PLAYING.md: only player names, the reworded multi-round 悬赏 text and texts the EN client lacks stay Chinese; DATA.md: ownedPool has 71 charIds, §18 cites DESIGN §25.3; README lists docs/I18N.md; garrisons/meta.js cites DESIGN §3 (there is no §3.1); golden unchanged 2026-10-06 19:01:28 +08:00
sganggs e2bb090f44 feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) 2026-10-06 16:52:11 +08:00
sganggs 92a179e71e feedback5 WE2: remove the kits/tier1-6.js re-export shims and shared/standIn.js diyRecord (#5)
Nothing but tests imported them: kits_t3 / kits_alt_t3 / kits_t4 / kits_t5 read
kits/index.js TIER_KITS, playtest5_elements / playtest6-combat / facing the real modules,
simServe checks /sim/content/kits/index.js; test/backups.test.js composes the prototypes
through shared/diy.js diyRecordOf at their locked selection. check:imports passes.
Docs: kits/README.md, DATA.md. Golden: no scenario moved.
2026-10-06 16:07:49 +08:00
sganggs 53ee0a1c6f feedback5 WE2: 重构体 only on the ground inside Mon3tr's range, 战术锚点 only on a 高台 outside 凯尔希·思衡托's (#26)
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
2026-10-06 15:34:20 +08:00
sganggs 89f730d05c feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine
leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit.

- ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the
  stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a
  target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose
  cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up.
- A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its
  frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already
  made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame,
  a cut swing does not spend the cooldown, enemy heals keep no wind-up.

Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high,
bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18;
standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an
operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every
attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot
matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result.

Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it
locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait
for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
2026-10-06 15:21:24 +08:00
sganggs ac6f712142 feedback5 WE2: 自选 rosters refuse the 集成战略 SO-A / SO-B and the 生息演算 RA-A modules like ISW-A (#25, #10)
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
2026-10-06 15:18:25 +08:00
sganggs 75c98f1d93 feedback5 WE2: 驭法铁卫 (斩业星熊) — the data's normal attack is physical, arts only with a skill (#15)
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
2026-10-06 15:15:15 +08:00
sganggs cd547b5178 feedback5 WE2: 黍 S3's TRY_SEARCH_ALLY_SKILL becomes SKILL_RANGE + allies in the data, her kit override goes (#17)
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
2026-10-06 15:13:33 +08:00
sganggs f50fd50273 feedback5 WE2: no hand card for 予愿安洁莉娜's “一会儿见!” — a summon no owner shows is not placeable (#24)
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
2026-10-06 15:10:59 +08:00
sganggs ad23320411 feedback5 WE2: 望's 棋子 may be placed on any tile, as PRTS records (#22)
tools/build-data.mjs TOKEN_POSITION_CORRECTIONS (PRTS 棋子 部署位置 "全部位", 备注
"游戏内召唤物信息与实际不符(显示为仅部署在近战位)") sets the 棋子 record's position to ALL;
validateAll checks every entry. Regenerated offline: one path changed,
backups.tokens.token_10064_wang_stone1.position MELEE -> ALL. Her stock / 阻回 unchanged
(an owner question). Golden: no scenario moved (none places 棋子).
2026-10-06 15:06:07 +08:00
sganggs 99d8807328 feedback5 WE2: 自选 summon hand counts include the tokens' own deploy talents (#21)
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
2026-10-06 15:01:46 +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 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 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 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 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 83fc408a55 feedback4: every melee chess whose trait reads 可以放置于远程位 may stand on a 高台, normal or elite, any module
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.

- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
  check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
  (build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
  refused, client highlights, swap, battle, bots), gameLogic.

Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: 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. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
2026-10-05 23:20:56 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
sganggs 1006254beb feedback5: merge W5H — 自选 data (72 owned 6★ without the 6 collab operators, every DIY form, summons, prototypes' locked skills), shared/diy.js, the sim fields DIY picks, OPERATOR_KIT_FILES with 推进之王 as the first operator kit, golden family diy, the art plan (--add-only)
Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
2026-10-05 22:52:24 +08:00
sganggs e50497b1ce feedback5 WI: docs/I18N.md (translating, adding strings, rebuilding the EN game texts, phase 2) and credits
NOTICE.md and THIRD-PARTY-NOTICES.md credit @YuriRestia (PR #70) for the English UI strings and fallback
translations, note that PR #70's ak-spa-database.pages.dev texts are not used and that arknights.wiki.gg is
CC BY-SA 4.0, and name the EN data mirrors (ArknightsAssets/ArknightsGamedata, Kengxxiao/ArknightsGameData_YoStar).
DATA.md: data/i18n/en.json is written by tools/build-i18n.mjs (rerun after a text-changing build).
PLAYING.md: the 中文 / English switch.
2026-10-05 20:20:09 +08:00
sganggs 171efe72de feedback5 WH: docs for 自选 — kits/README.md "How to add an operator (自选)" (who still lacks a kit, the built data, file naming and registration, the kit contract, the fidelity checklist, the test pattern, golden, art); DATA.md §16–§18 (72 owned units and their summons, diy.locked / excluded, shared/diy.js, the counts), SIM.md §7.2 / §9 / §10 / §12 (自选 defs, kits, summons, harness, UnitInfo.diy), DESIGN's v1 scope line 2026-10-05 20:16:57 +08:00
sganggs ce0d85c78a feedback5: merge W5G — 补位 end to end: the 干员持有 tab (drop NORMAL chess), room.ownership, stand-ins in every field, 「替补:X」 badges, the stand-in's body on the board and detail card, golden standins family
Golden regenerated on the merged code (the textual merge had no conflict and equals the regenerated files): against feedback5 only the new match coop2-NORMAL-14-standins and the new standins.json (10 battles); against fb5-standin-game exactly the W5F and W5J scenarios (roster-001/002/007/009/016/026/027/028/038/040/041/042/044, bond-egirShip-low / siracusaShip-high / suntShip-high, boss-boss_2-pair / boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); standins unchanged. test/match 536/536, the stand-in / golden / docs suites 175/175.
2026-10-05 19:57:20 +08:00
sganggs 832d509ef4 feedback5 WG: docs for 补位 — PLAYING §3 (干员持有 for players), DESIGN §8.1 room.ownership / §8.3 m.private standIns / §16, DATA.md §2 / §18 (played since 0.2.0), SIM.md prep-scouting standInFor, kits README (the golden standins family) 2026-10-05 19:49:28 +08:00
sganggs 17d9960fb4 feedback5: merge W5F — ACTIVE_RANGE also replaces SEARCH rows and covers 深巡 S2, 纯烬艾雅法拉 S1 at full SP, 伺夜 S1 only with his pack on the field
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
2026-10-05 19:05:06 +08:00
sganggs 383fe4a49e feedback5 WF: ACTIVE_RANGE also replaces the SEARCH row and covers 深巡 S2 — a skill whose running range strictly contains the own one casts with an enemy inside it (the owner's decisions of 2026-10-05)
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.

Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).

Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
2026-10-05 18:45:13 +08:00
sganggs ece75b6853 feedback5: merge W5E — a full hand refuses buys and reward picks, temp pieces fill freed slots (#82); 联防 plays on the official escaped maps (#41)
# Conflicts:
#	test/golden/fields.json
#	test/golden/matches.json
2026-10-05 18:19:36 +08:00
sganggs 8a43624935 feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list) 2026-10-05 18:17:08 +08:00
sganggs 65ac4afbd8 feedback5: merge W5C — 琳琅诗怀雅 S2 bomb on x-6 (#116), 新硎 / 沉沙 one 断刃 layer (#107), the owner's ACTIVE_RANGE trigger rule, AUTO-skill audit (伺夜 S2, 浊心斯卡蒂 S2)
# Conflicts:
#	data/backups.json
#	tools/build-data.mjs
2026-10-05 17:51:44 +08:00
sganggs ed2b679f83 feedback5 WD: the sim fields a 补位 stand-in — getChess(id, { standIn: true }) over data/backups.json, PlayerBattleInput standIn: true, kits by the stand-in's charId (never the replaced operator's), kits/ops/standin-<codename>.js registry, harness standIn
- simdata: DataSource keeps `backups` (rawBackups follows the fallback chain); getStandIn = shared/standIn.js
  standInRecord normalised (the chess's ids / bonds / 特质 / tier, the stand-in's body, def.standInFor); a PRESET / DIY
  chess or a source without backups fields itself; the per-battle view maps id-only lookups.
- spec.js keeps `standIn` only when exactly true (never on a token); Battle passes it to getChess; syncUnitLoadout
  carries it; UnitInfo `standInFor`.
- content/index.js kitOf: a stand-in's kit is KITS[def.charId] only; no default skill (a stand-in kit writes `skills`);
  without a kit the generic kit plus genericTalents. kits/index.js STANDIN_KIT_FILES / STANDIN_KITS, merged after the
  tier groups (old keys keep their order; golden unchanged).
- server/data.js and tools/setup.mjs expect backups.json.
- test/content/standin.test.js: the plumbing and the eight 预备干员 on all 28 chess records they replace.
2026-10-05 17:44:58 +08:00
sganggs 01fddd3021 feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).

Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
2026-10-05 17:44:33 +08:00
sganggs 73a30148b6 feedback5 WB: DATA.md documents chess.json backup and data/backups.json (§18); research 02 / 03 name the DIY faction rule (mainPower + every subPower) 2026-10-05 15:58:17 +08:00
sganggs 5ef4fac137 feedback3 WJ: 高台 only for elite 歌蕾蒂娅 with HOK-Y
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
2026-10-04 20:31:46 +08:00
sganggs 8ce9934efb feedback2: merge WK — a ranged enemy stands for each attack's clip, then walks (GitHub #58); every exit leaves a 倒地干员 redeployed on that tile, per PRTS 卫戍协议/帮助 (GitHub #60) 2026-10-04 03:24:02 +08:00
sganggs 0623336f30 feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub #58) 2026-10-04 02:49:25 +08:00
sganggs 6ced029143 feedback2 docs: DESIGN §22 intro and §22.7–§22.13; 余 S2's deviation listed with §21.29's six
The §22 intro maps GitHub #25 … #35 / #16 to §22.1–§22.13 and records the owner's decisions of 2026-10-04.
§22.7–§22.12 are the wave-2 subsections verbatim; §22.13 is PR #48 (要塞 cannot hit air units, 莫斯提马's slow shows its icon).
One blank line before every §22 subsection, as in §21.

余 S2 (SKILL_RANGE on its x-1, §22.10) is appended wherever the six-skill deviation is listed: DESIGN §5.6, §20.2, §21.20, §21.29,
DATA §2 item 6, research 00 and 03 (SKILL_RANGE counts: 13 / 26 official, 14 / 28 in the data). DATA §2.1 names 要塞 in canHitFly.
2026-10-04 02:40:55 +08:00
sganggs 50c9b5b1b6 feedback2: merge WH — 荒芜拉普兰德 S3's drones attack (GitHub #32 item 7); 余 S2 pulls leaders, no pull effect when nobody moves, and casts with an enemy on its x-1 (owner's deliberate deviation; GitHub #32 item 1)
# Conflicts:
#	data/chess.json
#	docs/PLAYING.md
2026-10-04 02:21:47 +08:00
sganggs 7362ab5439 feedback2 WH: 余 S2 厚礼上宾 casts with an enemy on its x-1 instead of when hit (the owner's deliberate deviation from the 重装 TAKE_DAMAGE row: TRIGGER_DEVIATIONS SKILL_RANGE, data regenerated, only the two 余 records change) 2026-10-04 00:39:54 +08:00
sganggs 6b634fe132 feedback2: merge WD — 活性源石 stays on an enemy for 300 s after the tile (cleared by a 重生); 沼泽 triggers every second (2 layers at 重量 ≥ 3); 深水区 is sourceless true 持续伤害, not 环境伤害 (GitHub #33 item 6) 2026-10-04 00:09:22 +08:00
sganggs 3502027ff2 feedback2 WD: 沼泽 triggers every second, 2 layers for an enemy of 重量 ≥ 3, operators get the ASPD part only (the skill's value 3 is that weight, not a 3 s interval) 2026-10-04 00:07:25 +08:00
sganggs e846519fb0 feedback2 WF: docs for 钩索师 / 推击手 on a 高台 (DESIGN §22.6, §3, §6.6; DATA placement; PLAYING §4; research 03 C2) 2026-10-03 23:03:26 +08:00
sganggs 2dba6da598 feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
2026-10-03 19:13:35 +08:00
sganggs 77eaeaa15f feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
Conflicts resolved keeping both sides:
- effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item
  moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk.
- DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a
  transformation gains / the bench shed that spares it.
- DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence.
- PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window).
- docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
2026-10-03 18:48:30 +08:00
sganggs 1f29b8a3d0 feedback1 gaps: bands.json bondIds is built once and read by the bot
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.
2026-10-03 15:56:33 +08:00
sganggs 2981ff7ae6 feedback1 cell: docs for the 突变细胞 bench rule (DESIGN §21.1 / §20.11 / §21.20, META, PLAYING, DATA, research, CHANGELOG)
- DESIGN §21.1 states the corrected rule with its evidence: bilibili BV1vzyVBuEN9 (上半, about 8:24) and
  BV1Qkw1zMEoR (下半, about 7:25) show the carrier's tile empty at the next prep, one more deployment left
  and the new operator on the bench; the PRTS 备注 is a destroy followed by a gain; PRTS 帮助 sends what a
  player gains to the 手牌区; the closed PR #2 said the same (its merge path not adopted). The WA
  keep-the-tile rule and the carrier-tile merge exception are withdrawn; the bench carrier and the
  hand-and-temp-full case stay [ASSUMED].
- §20.11 / §20.9 no longer count a transformed carrier's tile; §21.20 lists the rule as official;
  §21.25 credits PR #2's bench rule; §6.2 and §6.6 follow; the §21 intro maps it.
- META (bot, ctx.transform, built-ins, merge, notes), PLAYING, DATA (items.json note), research 04
  (addendum 2, implFormula, open question 6) and research 01 row 7 follow.
- One CHANGELOG 0.1.1 line (PR #2 指出).
- docs-consistency pins the docs against the code (no fromKey / returnItems left, the gain through
  acquireChess).
2026-10-03 15:20:43 +08:00
sganggs e30e038ba2 feedback1 integrate: DESIGN §21.21-§21.25 and CHANGELOG for batch 6 and the PR-credited fixes
DESIGN maps F1-F5 in the §21 intro, adds the hammer-per-deployment row (user 2026-10-03) to
§21.20 with the batch's official rules and [ASSUMED] items, and rewrites the normative lines:
§3 fenced tiles, §5.3 liftoff, §5.4 fatal / ignoreSelect / redeploy, §5.5 bodies, blocking and
enemy selection, §6.4 onBuy and the item snapshot, §8.2 down row/col, §18.3, §19.7. CHANGELOG
0.1.1, SIM, DATA and PLAYING follow; docs-consistency checks them against the code.
2026-10-03 13:56:19 +08:00