Commit Graph
68 Commits
Author SHA1 Message Date
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
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
Cartethyia 54cdad2602 Operator battle voices: the official combat lines play by voice slot during battles, one at a time (#73)
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
2026-10-06 01:44:46 +08:00
sganggs 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 02b76989fa feedback4: merge master — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160
Golden regenerated on the merged code and attributed by reverting each gameplay PR in a scratch tree: #66 alone moves the fights of roster-008/010/012/022/027/028/031/040, the boss pairs (boss_2/4/6, hidden boss_10) and the matches coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted (灵巧's aura no longer comes from merchant exits and retreats; hidden-layer bonds keep their internal layers); #109 changes the skill state of its deploy-timed skills (units / hooks / status events / snapshots); #160 adds the 0.5 s skill events of deploy passives (events.skill only in roster-001/006/025/049). The remaining scenarios listed by the full regenerate are those three effects together.
2026-10-05 22:41:02 +08:00
strickensun 85b91b9013 灵巧's knocked-out aura counts only knocked-out operators; hidden-layer bonds hide their layers in the UI only (#66)
A knocked-out 灵巧 operator gives its neighbours the aura once more; a player retreat, a merchant exit or a 联防 forced exit no longer counts, and a redeploy restores it. 调和, 协防干员, 独行 and 绝技 hide their layer counts in the UI while the real layers stay for saving, settlement and support ranking. Contributed by @sunstricken.
2026-10-05 22:34:39 +08:00
sganggs f2440d4fd7 feedback4: merge master — PR #129 (watching a teammate shows hand, temp, equipment, strategy, effects) 2026-10-05 16:47:54 +08:00
Luo Xingyu bce182703b Watching a teammate shows their hand, 临时整备区, equipment, strategy and effects (#129)
The prep scout of another player's board carries their 整备区 hand and 临时整备区 as units on the bench rows (like the own prep bench), the equipped items of their operators, their strategy in the drawer and their effects column (the official mode shows a teammate's hand too). The scout signature includes the hand / temp slots, so a moved card refreshes the watcher. Closes #128. Contributed by @2321Robin.
2026-10-05 16:47:33 +08:00
sganggs 305b524df2 feedback4: a bond card's layer-scaled chance (不屈, 迅捷, 奇迹) stops at 100 % like the sim's (GitHub #108: 124 % at 266 layers) 2026-10-05 14:37:23 +08:00
Chun'an Shi 3f05c65dec Q / X hotkeys retreat and sell the selected operator in prep (#114)
Q retreats and X sells the selected operator during prep, through the same buttons (never an item, never while typing in a field); the buttons show [Q] / [X]. Contributed by @SpiritedAwayCN.
2026-10-05 14:18:44 +08:00
sganggs c9dd2a6392 feedback3: merge WJ — 高台 only for elite 歌蕾蒂娅 with HOK-Y, live prep watch, silenced 折射, grant toasts, emote timeout glyph 2026-10-04 21:26:46 +08:00
sganggs 1005754bf3 feedback3: merge WH — ground operators are melee-position, 叙拉古 rolls on every normal hit, off bonds show as disabled, prep-end items merge next prep 2026-10-04 21:26:10 +08:00
sganggs 54680cc891 feedback3 WJ: emote manifest timeout falls back to the glyph 2026-10-04 20:47:49 +08:00
sganggs 2723a3daea feedback3 WJ: grey the 折射 line and drop its icon while silenced
The RES bonus was already off. The enemy card now greys a SILENCE-format line from the live silenced flag, and the status row leaves the 折射 icon out while silence is up.
2026-10-04 20:38:26 +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 c0cc1d6118 feedback3 WH: mode-off bonds the player has members of show as grey 本局禁用 discs, and hand members count in that header 2026-10-04 20:31:06 +08:00
sganggs ca3d0572ad feedback3 WF: the initial deployment goes by column — the left column first, top to bottom within a column (PRTS 从上到下>从左到右 read as a scan, the 阿戈尔 devour's order; mirrored boss side from its own left); a merge's elite among several deployed copies follows it (server and client); tests whose target was the latest deployed keep it 2026-10-04 19:50:42 +08:00
sganggs 8707c161b9 feedback3: merge W3E — two spectator seats per co-op room (GitHub-relayed community request #26; a remake feature): watch like an eliminated player, never act, no private data 2026-10-04 17:57:09 +08:00
sganggs 976475efff feedback3 WE: spectator seats in the browser — 观战 in the lobby, the 观战席 strip in the room (host removes, 入座), watch-only match screen; docs (community report #26) 2026-10-04 17:39:30 +08:00
sganggs db57c39c7a feedback3 WC: readying with funds left asks first (the prep end wipes them); never for 坎诺特, at 0 funds or under AI 托管 2026-10-04 17:12:24 +08:00
shanzhaikabi 502f183e43 新增:导出 / 导入干员调配 (#14) 2026-10-04 14:20:02 +08:00
shanzhaikabi e90e7a30fc 修复:部署无法到达已打开的页面(新增构建版本标记 + 陈旧页面自动重载) (#39) 2026-10-04 14:19:53 +08:00
sganggs 187cc91216 feedback2 WL: 特性 shows the chosen module's line also on a record cloned for another skill or module (the in-match card too); found by the Grok review of #64 2026-10-04 03:02:48 +08:00
sganggs 41bfdb5f96 feedback2 WL: the detail card's stats block, talent list and 特性 text are shared functions (chessStatsBlock / chessTalents / traitText) the 干员调配 screen can draw too 2026-10-04 02:51:21 +08:00
sganggs 7ab852ef57 feedback2: merge WE — setup downloads the battle emotes and 玩法说明 pages from the public mirror, accurate deployment docs (GitHub #42); English title Stronghold Protocol: Alliance; doctor comment after PR #27 2026-10-03 23:51:56 +08:00
sganggs 7f7df66977 feedback2 WE: a 玩法说明 page none of whose copies loads shows the official tips text again, as in 0.1.1 (data/assets.json listing pages that are not on disk showed a blank notice); guide.js guideStage, neighbours preload their next loadable copy 2026-10-03 23:51:11 +08:00
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 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
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 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 b7ac003e09 feedback1 ui: operators no longer stay placeholders after a reload or a battle begun in a hidden tab (GitHub #8)
A reload (a phone browser or Chrome's Memory Saver discarding the background tab) made the asset store download
/data/assets.json a second time; createFieldView waited at most 4 s for it, every view looked its model and avatar up
once, and a failed download kept an empty manifest for the page. Now the field host seeds the store with the game
data's copies (seedAssets); without one, ready() retries like data.js, never keeps a failure and tries again with a
bounded backoff, and onChange makes every view re-resolve (UnitView.retryAssets, ItemView.setIcon). A failed or
timed-out Spine load is retried by its view (SPINE_RETRY_MS, acquire { retry }) and at once when the tab is shown.
Battle mode holds the Spine cache (spine.hold()), so a battle that began in a hidden tab keeps its models; the idle
budget still applies and the quiet budget still frees everything in the lobby, room and result.
2026-10-03 16:15:01 +08:00
sganggs 82c54897c7 feedback1 ui: folding the shop in prep moves the own board to the official shop-collapsed camera (GitHub #5)
While the own prep board is shown and the shop bar is folded, the game asks for the prep camera with shop: false
(left_prepare_camera_param / the boss prepare params) and the view keeps the bench above the folded shop's HUD band:
the higher of the folded tab and the corner buttons' hit areas (hudBands(kind, size, { shop: false }), cornerBand).
Unfolding returns to the shop camera. Never over the pen, a teammate's board or a battle; deferred while a piece is
dragged or its direction is chosen (gameLogic prepCameraFor / foldCamera). Below 768 px of width the corner stays on
one row while the bar is folded. Tile px at row 10: 1920x1080 109.8 -> 130.7, 844x390 35.9 -> 44.3,
756x366 31.4 -> 40.1, every bench pad fully pressable.
2026-10-03 16:14:43 +08:00
sganggs 7188e0af89 feedback1 draft-info: the strategy draft shows the briefing's disabled bonds and banned operators again (GitHub issue #8 item 1)
One component, public/js/ui/matchInfo.js: matchInfoModel (the drawn set D and
the mode's inactive bonds via disabledBondSets, the briefing's bond order,
banned operators by tier, bannedPerBond) and the briefing's bond rows, legend
and banned-operator grid. The briefing renders it; the band draft opens it
read-only in a dialog (查看禁用盟约与干员 under the order list; 关闭, a tap
outside or Esc close it; its footer repeats the turn and the countdown; a turn
change closes it, the end of the draft unmounts it); the in-game 本局信息 tab
reads the same model, so its banned operators are listed by tier too. In the
dialog every size has a px floor, so phones keep readable text and a
scrollable body.

Tests: test/ui/match-info.test.js; opt-in test/ui/match-info.e2e.test.js
(SP_E2E=1: solo 标准 on desktop, co-op 绝境 with a desktop and a phone).
2026-10-03 16:08:32 +08:00
sganggs da7960261a feedback1 gaps: the strategy draft marks a band built around a switched-off bond 本局禁用
A band whose bondIds meet the mode's inactive bonds (gameLogic bandOffBonds,
the same field and rule as the bot) gets a 本局禁用 tag on its card and, in
the detail pane, "本局禁用【拉特兰】盟约,此策略效果可能无法发挥" with the bond
struck through. It stays selectable. In 标准 that is 潘格尼尼, 克莱门莎 and
玛恩纳; no band is marked in the other modes. A test pins the client mark to
the server's exclusion in every mode; the headless check covers the draft
at 1920x1080 and 844x390. DESIGN §21.26, META and the CHANGELOG say so.
2026-10-03 15:56:50 +08:00
sganggs 016fdb3804 feedback1 gaps: 变形同构体 lists its pairings; the bond popup explains 调和's +1
The 变形同构体 item card gets its 天赋 list (gameLogic morphPairings, from
the same giveBondId the server counts with): one line per bond with the
items that pair with it, 本局禁用 marked, and on a wearer's card the pairing
it wears highlighted. A bond item's card says which bond it gives a
变形同构体 wearer.

computeBonds marks a core bond state whose count holds 调和's +1
(harmony: 1) and both bond views send it. The popup reads it: 在场 n
(含调和 +1) and a 调和 row naming the 调和 operators on that board, for
the own strip and a teammate's; the strip and chip titles say it too.
The mock harness gets the funny / morph / harmony variants.
2026-10-03 15:07:14 +08:00
T1ipoca 15cceeb63a fix: set crossOrigin on new Image() loads in assets.js and guide.js
When /assets/ is served from a separate origin (CDN/object storage),
images loaded via new Image() are not CORS-approved, tainting canvases
and breaking WebGL textures (empty map, white 3D board).
2026-10-03 12:01:39 +08:00
sganggs 0a15c6e41d feedback1 integrate: ticker lines by broadcast priority; AI 托管 keeps a human's items out of temp
- the strip queues by the official broadcast priority (BOSS_HIT 30 > CHAR_DAMAGE 20 > SHOP_LEVEL 11 > ...),
  match-flow notices at 25, never cutting the line on screen short
- on a human seat under AI 托管 an item left in temp with a full hand gets a hand slot (a bench operator sold)
2026-10-03 07:57:28 +08:00
sganggs 313db2f55f feedback1 integrate: WP live skill range on the card; 烛煌 S3 target + 1.7 splash; 信仰搅拌机 S3 ignores 攻击距离 2026-10-03 07:00:41 +08:00
sganggs ff0f8d0211 feedback1 integrate: WK bond popup and card chips include 变形同构体 wearers
# Conflicts:
#	docs/SIM.md
#	public/js/ui/bondStrip.js
#	public/js/ui/detailPanel.js
#	server/sim/snapshot.js
2026-10-03 06:56:27 +08:00
sganggs c59b569dc7 feedback1 integrate: WJ BOSS_HIT share per boss round; stale-round ticker lines dropped 2026-10-03 06:54:47 +08:00
sganggs 1041b6ed7e feedback1 integrate: WG 奥术 shown 本局禁用 where the mode disables it; returned equipment auto-merges
# Conflicts:
#	public/js/ui/shopBar.js
2026-10-03 06:53:18 +08:00
sganggs b1644f5ad7 feedback1 integrate: WC 深水区 refuses deployment; tactical points only inside the summoner's attack range
# Conflicts:
#	server/match/bot.js
2026-10-03 06:35:09 +08:00
sganggs a5e78ee73b feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable 2026-10-03 06:32:26 +08:00
sganggs a657f809f1 feedback1e WP: review round 3 — 烛煌 S3 last bolt keeps the burst bonus, splash fx; prep overlay and wheel show the deployed range
- 烛煌 S3: the burn-burst bonus is gated on the attack's own isSkill (captured when the bolt was fired), not on the live
  skill, so the last bullet (it lands after end('ammo')) and bolts in flight when the skill ends early still carry it.
- 烛煌 S3: every landed bolt emits fx 'splash' (r 1.7, burn) at the main target, so the splash shows on screen.
- shared/loadoutRecord.js attackRangeGrid: the range a unit is deployed with — a selected passive range skill
  (引星棘刺 S3 3-9) and the 特性's permanent 攻击距离 (信仰搅拌机 SPT-Y +1; not 空弦 ISW-A's 集成战略-only one) —
  so the board overlay, the deploy wheel and the card agree with the prep live range. extendedGrid moves there
  (re-exported by targeting.js).
- runner.js header: unitStatsEntry carries the ally's live range.
2026-10-03 06:25:12 +08:00
sganggs 5963a40d2d feedback1e WP: review fixes — 信仰搅拌机 S3 ignores 攻击距离, bounded range mini-map
- 信仰搅拌机 S3 退休前布道 attacks / counters on 3-13 exactly: SPT-Y's 攻击距离+1
  does not reach it (PRTS 技能3 备注 "此技能的攻击范围不受“攻击距离”属性影响";
  PRTS 修正 of the module text "(部分技能不受此影响)"). New SkillSpec flag
  targeting.noRangeExtend, read by Battle._refreshRange; S1 / S2 keep the +1.
- The detail card's 攻击范围 draws a grid larger than its box (远牙 S3's
  21-tile line) with smaller cells in the box's own space (rangeGridStyle,
  RANGE_FIT 6 columns × 7 rows), so the live stats beside it stay readable.
- 荒芜拉普兰德 S1's whole-field grid only selects targets (no rangeId, no 攻击范围
  text): targeting.showOwnRange keeps her 3-1 on the card.
- 烛煌 S3's bonus on burning enemies is dealt before the attack's damage
  (备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"), main and splash.
- liveRangeGrid is the grid itself when nothing extends it (no copy per refresh).
- Audit test: 攻击距离加长 / 缩短 (深巡 S2, 山 S2) and every module of the loadout;
  real BattleSpec for 信仰搅拌机 SPT-Y.
2026-10-03 05:46:04 +08:00
sganggs 8b0e672bb8 feedback1e WP: live attack range on the battle card; 烛煌 S3 splash 1.7
Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.

- Battle._refreshRange keeps the relative grid behind rangeKeys as
  unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
  shared/protocol.js unitStatsEntry carries it as `range`; the detail card
  draws it (cardRangeGrid) in battle and in the prep preview, and names a
  whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
  "攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
  every enemy of the attack; a burn burst's +2 ammo stops at the skill's
  ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
  cap, live grid, the audit of every attack-range change, a real spec),
  test/ui/feedback1e-range.test.js (the card).
2026-10-03 05:03:07 +08:00
sganggs 93afe2ccf2 feedback1c WJ: ticker queue helpers; a newer leader-damage line replaces the older one
Review follow-up for the Hidden Core broadcast fix. The strip's queue rules are
now pure, exported helpers (tickerSupersedes, enqueueTickerLines,
pruneTickerLines, nextTickerLine) with unit tests across a round 14 -> 15
change, instead of source regex checks only.

A player's newer BOSS_HIT line of the same round replaces their older one,
queued or on screen (it names a higher threshold), so a burst finish shows its
highest milestone before the round ends and the last round's lines are dropped.
Lines now carry playerId from main.js. The solo match test is labelled 绝境
(HARD), the difficulty it runs.
2026-10-03 03:16:44 +08:00