Commit Graph
380 Commits
Author SHA1 Message Date
sganggs d74665f068 feedback2: WF review — the 高台 reading marked [ASSUMED] in the code comments; only 歌蕾蒂娅 is obtainable (崖心 / 见行者 are hidden chess); §22.6 notes the tile-based 地面干员 effects 2026-10-03 23:40:13 +08:00
sganggs 2f5cc6edbc feedback2: merge WF — 钩索师 / 推击手 may stand on a 高台 (branch trait 可以放置于远程位; GitHub #32 item 4) 2026-10-03 23:39:47 +08:00
sganggs 20a433f2a9 feedback2 WJ: PLAYING — 蚀裂's 毒雾 still reaches a 隐匿 operator 2026-10-03 23:37:59 +08:00
sganggs 46eb97751b feedback2 WJ: Battle.alliesInRadius says it has no selection rule (enemy areas filter with areaSelectable) 2026-10-03 23:36:55 +08:00
sganggs f059ba5be8 feedback2 WJ: docs — enemy area effects vs 隐匿 / 迷彩 (SIM enemy attacks, zones and status rows, PLAYING, DESIGN §5.3 / §5.5); the docs check follows 卢西恩's / 锏's trigger selection 2026-10-03 23:34:48 +08:00
sganggs b44d808e21 feedback2 WI: DESIGN §5.2 / §8.2 say a unit's model form may be a dollkeeper's 替身, not only an enemy's mode 2026-10-03 23:32:38 +08:00
sganggs ef636f941c feedback2 WH: 荒芜拉普兰德 S3's drones attack the enemy they reach like normal drones (PRTS flight: spread 1.3 s, chase 2.0 to 4.0, own funnel ramp, neither attack nor skill damage); 余 S2 teleports leaders that are not 自缚 and shows its pull effect only when it pulls (GitHub #32 items 7 and 1) 2026-10-03 23:31:44 +08:00
sganggs 6d674eed32 feedback2 WJ: tests for enemy area effects vs 隐匿 / 迷彩 (碎骨 grenades, 伪装服, “庞贝”'s blast on its blocker, 卢西恩's 【aoe】, the 无视无法选择 exceptions) 2026-10-03 23:31:25 +08:00
sganggs d2d1c46364 feedback2: WA review wording — DESIGN §22.1 says only the model choice is unchanged for enemies and summons, the held idle frame is an [ASSUMED] look, the knocked-down pose keeps a Back skeleton's own Die clip 2026-10-03 23:31:03 +08:00
sganggs 32eb8e508c feedback2: merge WA — a knocked-out operator facing up falls with its Front model (GitHub #25) 2026-10-03 23:30:43 +08:00
sganggs ff294b8e40 feedback2 WI: the client draws a dollkeeper's 替身 on its *_B clips (归溟幽灵鲨 Start_B / Idle_B / Die_B / Die_B_2, back on Start_2; 风丸 too) with a 替身 status icon; a form ends in the unit's own skill clips (issue #44) 2026-10-03 23:29:48 +08:00
sganggs 64f715fb20 feedback2 WI: 归溟幽灵鲨's 替身 makes no normal attack and casts no skill, her S2 end switches her to it directly; dollkeepers switch with a 1 s animation, hold 阻回 and keep their own max HP (issue #44) 2026-10-03 23:27:49 +08:00
sganggs 6f4278a357 feedback2 WJ: enemy splash, blasts and area skills no longer hit a 隐匿 operator that does not block the enemy (one area selector, targeting.js areaSelectable; 迷彩 is still hit) 2026-10-03 23:23:10 +08:00
sganggs 2f0a980b2e feedback2 WE: README, DEPLOY.md (new §6), setup and doctor say what falls back without the local-client art instead of 不影响游戏, and that a server without the client can copy public/assets/local + data/local-assets.json from the same version's bundle; DESIGN §22.5 (#42) 2026-10-03 23:13:23 +08:00
sganggs bcaff967cf feedback2 WD: devices.js notes that a 重生 keeps the 活性源石 effect (source-less buffs survive rebirthCleanse) 2026-10-03 23:11:35 +08:00
sganggs 7d0b44a43b feedback2 WB: DESIGN §22.2's repro line says why no landing reaches the enemy (it stands on floor, the tiles beside it do not cover it) 2026-10-03 23:10:13 +08:00
sganggs 03fab686c5 feedback2 WF: DESIGN §22.6 states what the bot probe showed (the widened class left one blocker on the road) 2026-10-03 23:09:47 +08:00
sganggs 234d2c5714 feedback2 WA: the five operators of GitHub issue #25 (跃跃, 拉普兰德, 缄默德克萨斯, 斯卡蒂, 德克萨斯) pinned in the test and named in DESIGN §22.1 2026-10-03 23:09:33 +08:00
sganggs ff8db862c9 feedback2: merge GitHub master (PR #28 extension-less /media audio route, PR #29 explorer.exe browser opener) 2026-10-03 23:06:10 +08:00
sganggs db7b2b1404 feedback2 WE: setup downloads the 36 battle emotes and the 19 玩法说明 pages from the public mirror (ArknightsAssets2 cn); the client shows the local-client art first, then the mirror copy, then its fallback (#42) 2026-10-03 23:05:42 +08:00
Lu Ke 8b10625d3c 打开浏览器改用 explorer.exe(shell 关联),找不到时才用 rundll32 (#29)
Windows 上先同步判断 explorer.exe 是否存在:存在就用 explorer.exe <url>,由已登录、未提权的 shell 按默认浏览器关联打开,从管理员控制台启动时浏览器不会跟着提权(Edge 不再弹「现有实例正在以提升的权限运行」);找不到 explorer.exe 才退回 rundll32 url.dll,FileProtocolHandler。不经过 cmd,URL 里的 & 不会被截断。macOS / Linux 不变。

打开浏览器的实现集中到 scripts/open-browser.mjs;scripts/launch.mjs 加 isMain() 守卫(与 tools/setup.mjs、tools/doctor.mjs 一致),被 import 时不会启动服务器。测试:test/open-browser.test.js。
2026-10-03 23:05:06 +08:00
Ausevay 0b73a39b12 Merge pull request #28 from kanomahoro1224/feat/media-audio-route
音频改走无扩展名的 /media 路由:下载管理器不再弹「下载文件信息」
2026-10-03 23:04:48 +08:00
sganggs 2d96fe7c61 feedback2 WB: DESIGN §22.2 and research 02 §3.18 describe the 突袭 landing rule (data/bonds.json rebuilt)
§22.2: seen / official / cause / now / cost / players notice / [ASSUMED] / tests for GitHub issue #51. Research 02
§3.18's [ASSUMED] landing line (md and json) now states the rule; `node tools/build-data.mjs --offline` changed only
data/bonds.json raidShip.spec.assumed[0].
2026-10-03 23:04:12 +08:00
sganggs 76e60a186b feedback2 WB: 突袭 jumps only to a tile from which its target is in range, on the idle trigger too (GitHub issue #51)
Up to 0.1.1 only the 技能就绪 trigger required a landing tile that covers the target; the 10 s idle trigger took
raidTile's fallback (a tile that covers nothing), so a member with nothing reachable hopped every 10 s between useless
tiles and never went for a second ground enemy it could have hit. Now both triggers walk the candidates in the existing
order (own field first, most advanced first, at most 8) and jump to the first one with a covering tile; none -> the
member stays, its idle time keeps counting and the 0.25 s poll looks again. [ASSUMED]: the official text only says
"再部署至一名地面敌人周围".

raidTile now enumerates only the tiles a range offset leads back to from the enemy's body (same choice as the old
25-tile scan whenever a covering tile existed: 200 000 random cases), and a player's members share one sorted candidate
list per poll (rebuilt after a jump), so a search that finds nothing stays cheap: +5.8 us per tick on the heavy boss
field with 18 members that never reach anything, against +5.5 us for 0.1.1 (the plain requirement on the old scan:
+29.6 us). Tests: two "突袭 #51" cases in test/content/bonds_addon.test.js.
2026-10-03 23:04:12 +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 9d15538865 feedback2 WF: 钩索师 and 推击手 (歌蕾蒂娅, 崖心, 见行者) may stand on a 高台 — chess.json placement 'all' from the branch trait 可以放置于远程位; server, client highlights; bots keep them on the ground as blockers 2026-10-03 23:03:26 +08:00
sganggs 380af1ba80 feedback2 WE: the English title is the official Stronghold Protocol: Alliance (EN activity_table act2autochess) — README, server banner, package name; was Covenant (#38) 2026-10-03 23:01:49 +08:00
sganggs 945c9f3ee8 feedback2 WE: tools/doctor.mjs says directly that tun0 / tap0 are matched first by VPN_IF (substring tun\d / tap) and classed as vpn (comment only, after PR #27) 2026-10-03 23:01:41 +08:00
sganggs 1579a8807f feedback2 WD: 活性源石 stays on a unit for its 300 s after it leaves the tile, one effect per unit, the tiles never switch off (GitHub #33 item 6) 2026-10-03 22:59:38 +08:00
sganggs e08f22447b feedback2 WA: DESIGN §22.1 (Back-facing operators play their fall, GitHub issue #25), docs/ASSETS.md model choice and die role 2026-10-03 22:58:26 +08:00
sganggs 072e1231ae feedback2 WA: a knocked-out operator facing UP falls and lies with its Front model, the Back model holds still meanwhile (GitHub issue #25)
131 of the 135 Back skeletons have no Die clip, so SpineActor.die() changed nothing and the
attack / skill / idle loop went on under the redeploy ring. UnitView._wantsBack() now wants the
Back model only while the unit stands (or when its Back skeleton has a Die clip of its own);
die() / revive() mark the view and its update swaps the model in place after the frame's events
(a death and a redeploy in one frame load nothing). The Front model replays the fall (held end
for a unit already down), gets the knocked-down grey, and the redeploy brings the Back model back
with the deploy clip carried over. A skeleton without a Die clip holds its idle's first frame.
2026-10-03 22:58:19 +08:00
sganggs c2c1cf7fd8 feedback2 WC: DESIGN §22.3 (GitHub #33 items 1-3: the devour after a revive, 乌尔比安 S3 while blocking, the 联防 order still unknown) 2026-10-03 22:58:11 +08:00
sganggs 7383419009 feedback2 WC: 乌尔比安 S3 throws the anchor onto his own tile while he blocks, so he stays put and leaves no marker (PRTS note; GitHub #33 item 2) 2026-10-03 22:58:11 +08:00
sganggs 215d52efe3 feedback2 WC: 阿戈尔's devour cancels the pending marks of a unit it knocked out, also when that unit is revived at once, so the revived members stay standing (GitHub #33 item 1) 2026-10-03 22:58:11 +08:00
sganggs 47df17171a feedback2: test that 缪尔赛思 wearing 变形同构体 + 维式重锤 counts twice for 维多利亚 (case from PR #40 by @shanzhaikabi) 2026-10-03 22:41:03 +08:00
sganggs 2a03467897 feedback2: DESIGN §22 skeleton for the post-0.1.1 GitHub issues 2026-10-03 22:33:22 +08:00
kanomahoro1224 cfa51e5f1b 按 review 意见:/media/ 的路径与扩展名列表提到 shared/ 共用
- server/index.js 开头的路由说明补上 /media/
- AUDIO_EXTS 原先客户端(public/js/media.js)与服务端各一份,只改一边就会悄悄漂移:
  现在两边都从 shared/media.js 取;服务端那份不再 export
- isMediaUrl 只有测试在用,删掉(新增 shared/media.js,测试改从那里取前缀/扩展名)
- 顺手做了 review 里「可选」的那点:有些静态托管对不存在的路径回 200 + index.html,
  这种响应解码会静默失败,所以除了 404,声明了非 audio/* 类型的响应也回退到原地址
  (完全没声明 content-type 的不算错——没有证据表明它不是音频)
2026-10-03 22:33:20 +08:00
kanomahoro1224 a069be4538 音频改走无扩展名的 /media 路由:IDM / 迅雷 这类下载管理器不再弹「下载文件信息」
玩家那边遇到的是:游戏放着 BGM,突然弹出下载管理器的「下载文件信息」框,有时还会把整条
音轨抢去下载。原因是这些工具会嗅探以媒体扩展名结尾的 XHR/fetch。改成客户端统一请求不带
扩展名的 `/media/<原路径去掉 .mp3>`,服务端再解析回 `public/assets/audio/…`。

- `public/js/media.js`:`mediaUrl()` 把 `/assets/audio/**.mp3` 换算成 `/media/**`,只处理同源、
  且扩展名在名单内的地址;跨域、目录、`..`、点开头、不认识的扩展名一律原样返回。
- `server/index.js`:新增 `/media/` 路由。按 `AUDIO_EXTS` 顺序找 `.mp3/.m4a/.aac/.ogg/.oga/.opus/.wav`,
  显式写了扩展名的以它为准;Range/ETag/Content-Type/缓存策略都复用 `serveFile`,所以和直接请求
  `/assets/audio/…` 行为一致(一天缓存、支持 Range)。
- 直接请求 `/assets/audio/…` 仍然可用 —— 这是给不支持 `/media/` 的纯静态托管留的退路,客户端
  在 `/media/` 404 时才回退到原地址。

安全:`/media/` 的路径只接受正常片段,`..`/`.` 直接 403,点开头或点结尾的片段 404,解析出的
绝对路径必须落在 `public/assets/audio` 之内,且只允许上面那几个音频扩展名 —— 不会变成任意文件读取。

测试:
- `test/media-url.test.js`:`mediaUrl()` 的换算与各种「别动它」的边界。
- `test/lobby.test.js`:真实服务器上的 `/media` 路由(正常解析、显式扩展名优先、Range、HEAD、
  目录与穿越请求被拒、客户端回退用到的 `/media/bgm.mp3` 仍 200)。
- `test/ui/audio.test.js`:音频管理器现在先请求无扩展名地址,404 才回退原地址;断言跟着
  `mediaUrl()` 换算后再比对(原先拿 manifest 原地址比对,等于断言一个客户端永不请求的 URL)。
2026-10-03 22:33:19 +08:00
Ausevay 5eede38129 Merge pull request #27 from kanomahoro1224/fix/doctor-iface
启动器「发给朋友」不再把代理 TUN 当公网 IP;删掉永不生效的 ^tun\d
2026-10-03 22:26:48 +08:00
sganggs 8cd6491e43 feedback1 final: DESIGN §21.29's measured line says the six cast before any hit (some defenders are never reached) 2026-10-03 19:45:27 +08:00
sganggs 402ca2e04e feedback1 final: DESIGN §21 intro maps the closing additions (§21.25 PRs, §21.26-§21.29), §10 notes the draft's 本局禁用 mark
- DESIGN §21 intro: §21.25 now credits PR #2, #7, #10 and #14; the closing additions are mapped (issues #1 / #8 gaps
  §21.26, issue #5 / #8 item 5 client fixes §21.27, the draft's match info §21.28, the six 重装 skills' deliberate
  trigger deviation §21.29), the merge order names the four closing branches (their three "§21.26" subsections
  renumbered §21.26-§21.28 in merge order) and GitHub's master, and the normative lines they rewrote are listed.
- DESIGN §10: a strategy built around a switched-off bond carries the 本局禁用 mark in the strategy draft (§21.26).
- CHANGELOG 0.1.1 intro names the GitHub issues and pull requests handled.
- docs-consistency: §21.1-§21.29 present and numbered consecutively; the intro's new mappings.
2026-10-03 19:20:25 +08:00
sganggs 753d2f8796 feedback1 final: the boss-field speed test tolerates CI runners (1.0 ms with CI set, best of three runs; 0.5 ms locally)
test/sim/robustness.test.js "performance: heavy 2-player boss field" failed on GitHub's windows runners (0.51-0.58 ms
per tick against the 0.5 ms bar) on PR #10, PR #12, PR #14 and master's own push. The bar stays 0.5 ms on a development
machine and is 1.0 ms when process.env.CI is set (GitHub sets it); the measured time is the best of three runs of the
same battle after two warm-up battles, each run still checking the peak, the 18 operators and zero errors. Documented
in the test header, DESIGN §11 and the CHANGELOG's 工具 section.
2026-10-03 19:18:37 +08:00
sganggs e7d957b27c feedback1 final: the loadout screen's background layer draws again (pointed out in PR #14)
css/screens/loadout.css: `.lo > * { position: relative }` (one class, a later rule) overrode `.lo__bg { position:
absolute }`, so the mint glow / grid layer was a 0-px flex item and never rendered. `.lo > :where(:not(.lo__bg))`
keeps the one-class specificity for every other layer and never matches the background.

Checked in headless Chrome at 1920x1080 and 844x390 (touch): the layer now covers the overlay (0 px tall before),
every other box of the screen is unchanged, no console errors. Tests: test/ui/loadout.test.js (the cascade; fails on
the old rule), opt-in test/ui/loadout.e2e.test.js (the layer's box and stacking at both sizes). DESIGN §21.25 credits
PR #14 and PR #10 (crossOrigin on the two new Image() loads); CHANGELOG 0.1.1 lines for both.
2026-10-03 19:17:27 +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 e6ab4e1ff8 feedback1 final: merge GitHub master (PR #10 crossOrigin on the two new Image() loads, PR #12 深巡 / 雷蛇 S2 cast with an enemy in range) 2026-10-03 18:54:16 +08:00
sganggs ff7ce30907 feedback1 final: merge the strategy draft's 查看禁用盟约与干员 dialog (GitHub issue #8 item 1; one matchInfo component for the briefing, the draft and the in-game 本局信息 tab)
Conflicts resolved keeping both sides:
- bandDraft.js header: the 本局禁用 mark of a strategy tied to a switched-off bond, then the 本局信息 dialog; the code
  merged cleanly (the card's 本局禁用 tag and the detail note sit beside the dialog's state and button).
- draft.css: the 本局禁用 tag / note rules, then the 本局信息 entry and dialog block (its header cites DESIGN §21.28).
- CHANGELOG 0.1.1 界面: the gaps and issue #5 / #8 lines, then the dialog line.
- PLAYING §6: the disabled-bond line says where to look again (draft dialog, in-game 🔍); the 变形同构体 line keeps its
  pairing explanation.
- DESIGN: the branch's "§21.26 Match info in the strategy draft" becomes §21.28; its two §10 references follow.
2026-10-03 18:51:37 +08:00
sganggs c61167e3aa feedback1 final: merge the client fixes for GitHub issues #5 (prep camera follows the folded shop) and #8 item 5 (operators no longer stay placeholders)
Conflicts resolved keeping both sides:
- CHANGELOG 0.1.1 界面: the three gaps lines, then the issue #5 and #8 lines.
- DESIGN: the branch's "§21.26 Client fixes for GitHub issues #5 and #8" follows the gaps' §21.26 as §21.27; its
  references in §9 (setCamera `shop`, the model fallback), §17.1 (the quiet budget) and §19.8 (the collapsed shop)
  now point at §21.27.
2026-10-03 18:49:39 +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 3b4d44bda8 feedback1 final: merge the 0.1.1 gaps (变形同构体 pairings, 调和 +1 row, bands tied to a switched-off bond, the client-result layer bound) 2026-10-03 18:45:56 +08:00
sganggs fd4cb97914 feedback1 integrate: DESIGN §21.24 records what the DP-first redeploy check gave back on boss fields 2026-10-03 18:37:41 +08:00