Commit Graph
208 Commits
Author SHA1 Message Date
sganggs 7d97b80bfd feedback5 R19B: the round-start banner reads 观战中 to an eliminated player and to a spectator seat instead of 资金已到账 — the server pays round income only to the players still in (startRound runs ps.startRound for alivePlayers(), eliminate() zeroes funds and pendingFunds); phaseBanner takes the viewer { alive, spectator } from the match screen (a spectator seat has no row in m.public); the idea from PR #237 (not merged: it sits on the #189 / #191 stack); GitHub #236; golden: unchanged (client text only) 2026-10-07 11:03:28 +08:00
sganggs 2e83a6b977 feedback5: Japanese, Korean and Traditional Chinese ship — the official game texts of the JP / KR / TW clients (data/i18n/ja.json 96.5 %, ko.json 97.4 %, zh-TW.json 91.1 % of 22 114 texts, built with build-i18n --lang from ArknightsAssets/ArknightsGamedata) and minimal UI packs public/i18n/ja.json, ko.json, zh-TW.json (a _meta manifest, no UI strings yet): ja / ko fall back to the English UI, zh-TW to the Simplified Chinese UI (no fallback; numbers in 萬 / 億); the owner's decision of 2026-10-07; UI translations welcome from the community; golden: unchanged (client text only)
- The packs: _meta = type lang, the code, its own and English name (日本語 / Japanese, 한국어 / Korean, 繁體中文 /
  Traditional Chinese), version 0.2.0, app >=0.2.0, authors, credits (the official client data, © Hypergryph (/ Yostar
  for JP and KR), via ArknightsAssets/ArknightsGamedata), fallback ["en"] for ja / ko and [] for zh-TW; formatted as
  `node tools/i18n.mjs template` writes them, so a translator runs it on the shipped file and keeps the manifest.
- Built offline from the tables W5AD downloaded and checked today (jp / kr 51.10.0, tw 51.2.0; copied into
  .cache/gamedata-<code>): coverage as W5AD measured; `build-i18n --lang <code> --check` up to date for en, ja, ko,
  zh-TW. `node tools/i18n.mjs check --all --strict`: 0 errors (en complete; ja / ko / zh-TW 0 of 1022 msgids, fallback).
  `node tools/packs.mjs list` lists the four packs with their game texts; `tools/package.mjs --dry-run --list` ships
  data/i18n and public/i18n of all four and the generated packs/index.json.
- With five languages the menu is a list (ui/lang.js SEGMENTED_MAX 4, W5AD's rule): test/ui/i18n.e2e.test.js reads and
  picks either form, expects the shipped languages, and checks each new pack in the browser (its official game text,
  the fallback UI, <html lang>) — SP_E2E=1: 3 / 3; the title page of the five devices (devices.e2e "title page") still
  fits: 5 / 5.
- Docs: docs/I18N.md (intro, §2, §5 "Shipped packs" with the call for UI translations), docs/PLAYING.md (语言),
  DESIGN §25.20 and the §25 intro's decisions of 2026-10-07.

Gate: non-browser suites 5024 / 5024 (test/i18n*, test/package, client-static 358 / 358), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok.
2026-10-07 04:16:59 +08:00
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

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

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

Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:27:10 +08:00
sganggs 47079456be feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches
Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
  after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
  casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
  `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
  checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
  the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
  expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
  its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
  37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
  only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
  and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
  the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).

Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.

Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
2026-10-07 03:10:22 +08:00
sganggs 37558f0d5e feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged 2026-10-07 02:41:19 +08:00
sganggs 25b2a87b26 feedback5 WAD: language packs are the first type of content packs — a language is a file in a language folder (public/i18n/<code>.json, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json (server/packs.js), the menu shows every pack, strings fall back pack → base → declared fallback (English) → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (English unchanged), English carries a _meta manifest like any pack; tools: i18n.mjs template / check <code>, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW (the official JP / KR / TW clients); the release zip ships packs/ and a generated packs/index.json; golden unchanged 2026-10-07 02:38:22 +08:00
sganggs f1e462ef62 feedback5 CB2: persistent ground areas stay readable when they stack — a zone re-sent under one key updates in place, persistent areas are dimmer and share their light where they overlap (community report of 2026-10-06 「炼金单元等范围持续性技能特效太亮(尤其是多层叠加以后)」)
Cause: 引星棘刺 S2's drifting alchemy unit is re-sent every second (position and radius change) and the client drew each
event as a new additive zone lasting the rest of the unit's life — up to twelve layers on one spot; overlapping units
(锡人's charges, several alchemists) added up the same way (render/fx/zones.js: disc alpha 0.28, edge 0.75, ADD blend).
Now: the sim fx carries `key` (kits/ops/chess_char_5_15-thorn2.js) and zones.js updates the zone under that key in place;
zoneAlpha draws a persistent area (> 3 real s) at 0.16 / 0.5 and ÷ √n among the n persistent areas overlapping it (centres
closer than ¾ of their radii summed); short bursts and telegraphs unchanged.

Golden: unchanged (fx events are counted by kind; the snapshots do not carry fx).
Tests: test/render/feedback5-zone-stack.test.js (3, fail on the parent).
2026-10-07 02:32:28 +08:00
sganggs ef10164773 feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)
The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.

Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
2026-10-07 02:29:49 +08:00
sganggs f14f03a59f feedback5 CB5: in a boss round's prep a watcher sees the boss field — the scouted player's half (mirrored on the right) with the leader standing at its spawn — instead of the normal board without a boss (community report of 2026-10-06, item 55)
Reproduced in the browser (notes i55-repro, an eliminated guest at the boss round): in the Final Assault fight
the watched boss field shows the leader (enemy_9013_acstmk at 10,3), but in the boss round's prep the
eliminated player saw its own empty normal board (camera 'prep', no leader), and a scout of a teammate was the
normal board too, while the players prepare on their half of the boss field with the leader standing there.
Match.prepFieldMeta: in a boss round's prep the scout is built on the boss field (kind 'boss', BOSS_RECT,
units through finalAssault.js bossFieldPlacement: rows − 7, the right half mirrored with RIGHT ↔ LEFT, the player's side;
nextEnemies keeps the leader's spawn tile); game.js frames it with the boss-field prep camera of that side,
which shows the leader (render/app.js leaderShown). With item 56 an eliminated viewer gets it at the round
start without a tap. After the fix the same run: guest field kind 'boss', camera bossPrep, leader shown.

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

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

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

Golden unchanged (client UI only).
2026-10-07 01:56:19 +08:00
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 714af994fc feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves 2026-10-06 22:35:10 +08:00
sganggs b9b647eecf feedback5: merge W5Z — the co-op briefing's top bar fits the third tab (自选编队) in zh and en at every width (the only product bug of the 0.2.0 full pass); three tests hardened against load (client-wait counts calls, leftovers waits for the item to fly home, bossfield checks 瘫痪 on copies with a golden 催泪瓦斯); golden unchanged 2026-10-06 22:29:39 +08:00
sganggs 6372f2892b feedback5 WAA: the 孤岛风云 prisoners leave the gate confined and change model as their official prefabs do — grey while 【禁锢】, the blinking orange warning before the last confined attack, red once freed; the 4th attack already hits freed (community report of 2026-10-06 「囚徒类敌人出门就是已解放的模型」)
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange
  and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key
  -> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the
  grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role
  resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed;
  no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey).
- Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while
  麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before
  the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack'
  hook, after the damage, so the 4th attack still hit confined, and it sent no form.
- Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm
  'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx
  'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too.
  render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered,
  强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives
  普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON
  compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their
  attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views.
- Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS).
- Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with
  ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js
  (manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) —
  both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1:
  three prisoners on the 2D and the 3D board, each model's set follows its sim form).
- Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack):
  roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits
  freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026,
  bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low,
  standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the
  per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field
  prisoners: solo-ABYSS-2, solo-HARD-9-boosted.
2026-10-06 21:57:51 +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 ba4f5e195a feedback5 WZ: the 干员调配 overlay's top bar keeps its right column clear of the tabs (public/css/screens/loadout.css)
0.2.0's third tab 自选编队 (WK 0def7ba, merged in d6fd800e — the toolbar check passes on its parent) widened the centre
column of the symmetric grid, and the co-op briefing's countdown + 导出 / 导入 / 全部恢复默认 no longer fit in their half:
they ran 4 px into the tabs at 667×375 (loadout.e2e's toolbar check), 63 px at 844×390 (the countdown on 自选编队) and,
in English, at every size up to 1920×1080. Not the briefing's 本局禁用干员 lines: the overlap is the overlay's .lo-top.

- the grid centres the tabs while both sides fit in equal halves (minmax(max-content, 1fr) minmax(0, auto)
  minmax(max-content, 1fr)) and shifts them otherwise; the tab strip scrolls only as a last resort, never overlaps;
- the countdown caption breaks at its spaces (Loadout / Deadline; 调配截止 stays one line);
- tighter tabs at ≤ 1200 px; at ≤ 1100 px the briefing's countdown takes the place of the 已调整 / 同步 chips;
- phones in landscape (≤ 1000 px, up to the 932 px ones): no chips, and 返回 / 全部恢复默认 (全部持有, 全部清空 — each
  confirms first) show their icon, the text kept as their accessible name. Desktop zh looks as before.

Checked: zh and en × briefing and lobby × the three tabs × 18 sizes from 667×375 to 2560×1440 — no overflow, overlap
or offscreen button, the tabs never scroll. The e2e toolbar check now runs zh and en at 667×375 and 844×390 (and en at
1920×1080) and asserts the three tabs show in full; it fails on the old CSS. Golden unchanged.
2026-10-06 21:31:57 +08:00
sganggs 575333137c feedback5 WX: the 39 summon models no web dump carries come from the local client (extract.py TOKEN_SPINES) and are drawn instead of the avatar diamond when data/local-assets.json lists them
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the
  battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks
  btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to
  public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages;
  the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy
  models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted
  nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and
  予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install).
- tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json
  tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the
  manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and
  the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*,
  酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named].
- assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the
  diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale).
- setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local
  client", DEPLOY.md §6, DESIGN §13 (design/client.md), README.
- Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk,
  alpha merge), test/assets.test.js (the local token models load like the client does),
  test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.
2026-10-06 20:16:20 +08:00
sganggs 6b08971203 feedback5: the public dev branch is marked as a development build (the owner's decision of 2026-10-06): version 0.2.0-dev (title footer, boot banner, /healthz), a README warning under the title (unstable, not for public servers, how to report, shared browser storage, no release zips), a visible 开发版 tag on the title screen (zh / en), a boot-banner warning for hosts, and tools/package.mjs refuses a dev version without --allow-dev; test/version.test.js checks all of it 2026-10-06 19:05:40 +08:00
sganggs 3ac88dea43 feedback5: merge W5S — i18n phase 2: every player-facing Chinese literal in the client, shared and server goes through t() / tParts() / N_() (1 128 → 0; en.json 1 015 entries), server-sent data texts show the English record, a language switch refreshes cached names; test/i18n.test.js enforces extract 0 / check --strict over the whole tree; Chinese output unchanged (per-file render proof); golden unchanged 2026-10-06 18:39:35 +08:00
sganggs 250ad254a6 feedback5 W5S: a language switch in the middle of a screen re-reads the game texts — useGameData(), the 干员调配 / 干员持有 rosters, the strategy list and the open detail card list data.locale() among their memo dependencies (they kept the records of the language they were built in); docs/I18N.md 2026-10-06 18:35:33 +08:00
sganggs c2e77c7fe9 feedback5 W5S: i18n phase 2 coverage — test/i18n.test.js scans the whole client, shared and the server messages (no Chinese literal unwrapped, every msgid translated: extract 0 and check --strict as a test; floors 1 000 catalog entries, 1 350 msgid uses), public/i18n/en.json drops the 64 fragments / renamed msgids the sweep replaced (none is a data text), docs/I18N.md: phase-2 coverage, what stays Chinese and why, the server's game texts, the audit's skip rules 2026-10-06 18:31:28 +08:00
sganggs 0025ceac16 feedback5 W5S: i18n phase 2, match texts the server sends — a 机变 card's and an effect entry's name and description, the draft's name, a reward offer's label and the result title are shown from the localized data when the server's Chinese text is the data record's own (data.lookupRaw + ui/lang.js sentText; names through tName), a text the server reworded (a multi-round 悬赏) stays as sent; Chinese output unchanged by construction (in Chinese the localized record is the raw one); test/i18n-server.test.js covers it 2026-10-06 18:27:13 +08:00
sganggs 7697b4ff40 feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0 2026-10-06 18:21:43 +08:00
sganggs 7e262dc809 feedback5 W5S: i18n phase 2, render labels — the battlefield canvas label, the 2D fallback field (bench label, piece names, empty enemy pen), the facing wheel (prompt, cancel hints, the four directions) through t(); English for the 3 new msgids; Chinese output unchanged (zh render proof) 2026-10-06 18:14:08 +08:00
sganggs 5741dc129b feedback5 W5S: i18n phase 2, ui game logic — phase banners and capsule labels, placement and shop refusal reasons, reward offer headers, the ready prompt, watch / view-switcher labels, statuses, bond tips through t(); fmtNum writes K / M / B in English (万 / 亿 count in 10⁴ steps); English for the 6 new msgids; Chinese output unchanged (zh render proof; two rewrites checked by hand) 2026-10-06 18:13:55 +08:00
sganggs 647bd23ef2 feedback5 W5S: i18n phase 2, ui — HUD, shop bar, detail card, bond strip and popup, 机变 overlay, enemy drawer, team panel, under-frame, guide, emotes, match chrome, connection banner, components, the loadout / roster models, the store, net and observe texts through t() / tParts() (whole sentences where a number or a name sat inside), msgid tables marked N_() and translated where shown, the shop's refusal reasons compared through t(); tools/i18n.mjs reads aliased imports (t as tr); English for the 59 new msgids; Chinese output unchanged (zh render proof; five rewrites checked by hand, listed in the notes) 2026-10-06 18:09:50 +08:00
sganggs c50b406874 feedback5: merge feedback4 (9f93096) — W4C ported: the board canvas is a click target, so a phone tap on the back row stays on the tile (PR #149's fold button had pushed the bond discs over row 12); browser suites poll long waits in slices under the 90 s protocol timeout; golden unchanged 2026-10-06 17:53:19 +08:00
sganggs 166c4fbbfb feedback5 W5S: i18n phase 2, screens — band draft, briefing, game screen and its overlays, 干员调配 / 干员持有, result through t() / tParts() (sentences with a number or a <strong> inside stay whole), English for the 58 new msgids; Chinese output unchanged (zh render proof: only ownership's 阶 heading is a text node instead of a <span>, same text and layout) 2026-10-06 17:52:19 +08:00
sganggs be9710f31f feedback4: a tap on the board stays on the tile under the finger — the field canvas is a click target of its own (a no-op click listener, render/app.js onTapTarget), so the browser's touch adjustment no longer moves a tap on the back row onto a bond disc: PR #149's 收起 toggle pushed the discs one button (≈ 55 px) to the right, and at 844×390 a tap on the row-12 unit opened the bond popup instead of selecting it (test/render/models.browser.test.js #4.1 touch, 0.1.4 release candidate; passes with #149's client diff reverted, fails with it); DESIGN §18.1 Touch; test/ui/playtest2.test.js; golden unchanged (client only) 2026-10-06 17:14:04 +08:00
sganggs 723ee72d38 feedback5: merge WE2 — fidelity (data / match / UI): summon hand counts from the tokens' hidden talents (麦哲伦 / 令 3, 白铁 2), 望's 棋子 on any tile, the 一会儿见! marker no hand card, TRY_SEARCH_ALLY_SKILL → SKILL_RANGE + allies, 斩业星熊's normal attack phys, IS / RA-only modules refused (SO-A / SO-B / RA-A), 黑键 S2 at full SP with a free tile, 重构体 / 战术锚点 placement, 塑心's cap per trait, random grants draw 自选 stock, diyBanned shown, AI 托管 buys 自选, 谬因 S2 / 薇薇安娜 S3 area triggers, #148 regression test, tier*.js / diyRecord shims removed; golden: coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116 moved (WE2's own), the W4B moves kept 2026-10-06 16:15:52 +08:00
sganggs d31de31e31 feedback5 WE2: the briefing and the 本局信息 views name a 自选 piece the match leaves out of the shop (#11)
m.private.diyBanned (every bond of the operator off this match) is shown under 本局禁用干员
in the INFO_CHECK briefing, the strategy draft's 本局信息 dialog and the in-game 本局信息
tab: ui/gameLogic/diy.js diyBannedPieces, ui/matchInfo.js matchInfoModel diyBanned +
DiyBannedLine (t() with English in public/i18n/en.json). Client only; golden unchanged.
2026-10-06 15:48:32 +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 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 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 3af5b847bd feedback4: merge master — PR #183 (a settings button on the title / login screen); golden unchanged (client only) 2026-10-06 14:35:46 +08:00
MayAsteroidea 19a89085a4 The title / login screen has a settings button: it opens the in-match settings dialog (local preferences only) (#183)
One gear button in the title connection row opens the existing SettingsModal; it reads and writes the same local preferences and touches no server state. Contributed by @zasx77771.
2026-10-06 14:35:23 +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 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 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
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 0e8004a382 feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged 2026-10-06 02:40:38 +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