The sim lines are the PR's (content/enemies/invisible.js kitBoneSpike: profile blockFree and canTarget, the hidden
selection over rangeRadius + the ally collider), so the contributor is the author of this commit; the maintainer side
checked each rule, kept the engine's single target when the hidden list is empty, and wrote the tests.
Official: PRTS 假想敌:骨刺, 级别0 天赋 (on the page since 2025-11, PRTS editors): 「自身普通攻击索敌不受阻挡影响」 「不会攻击
飞行单位,隐匿(解除阻挡0秒后恢复)」 「隐匿期间可同时攻击3个目标」; enemy_database's level description 「隐匿;隐匿状态下同时攻击
3个目标。」 (the handbook line keeps 「数个目标」) — the 3 is no longer [ASSUMED]. blockFree works as for 自制投石机 (a 隐匿 /
迷彩 blocker is no target); canTarget as the engine's other 不会攻击飞行单位 enemies; the hidden 3 are picked among the
allies its normal attack could hit (ai.js attackTargets: rangeRadius + ALLY_COLLIDER_RADIUS, PRTS 作战机制 碰撞体积) — they
were picked within the bare 2.0. Stealth back 0 s after a block was already so.
Golden: roster-018 — the 骨刺 in it lands one more attack (on 异客; dmg 2434 → 2771), the same move PR #365 reported.
The contributor's code (render/spine.js syncFormPose, the render/units.js wiring and FORMS entry, the headless
test/render/forms.test.js block), applied from PR #365, so they are the author of this commit. Maintainer side: the
hard-coded Spine id became a STEALTH_FORMS table (form while the stealth bit is off), comments and docs/ASSETS.md
reworded. Not ported: the PR's sim targeting rewrite (content/enemies/invisible.js), its enemies_bosses tests, its
roster.json and the Chrome suite (forms.browser.test.js, not run here).
Seen (#296, FrogThai): a blocked 骨刺 kept the snake. The sim already sends UF.STEALTH only while its 隐匿 is effective
(not blocked, not revealed — targeting.js enemyStealthed); the view now keys the FORMS 'revealed' clip set (Idle_B /
Move_B / Die_B / Attack_B, all in the skeleton) off that bit in UnitView.sync — before a DIE of the same snapshot — and
re-poses at once: a running attack continues in the other attack clip at the same point relative to its strike frame
(Attack_A hit 0.533 s, Attack_B 0.733 s; a pending wind-up still strikes on time), a stun / idle restarts on the new set
without a crossfade, and a frozen skeleton is posed with update(0); a model loaded later is posed the same way.
Golden: unchanged (render only).
PRTS 卫戍协议:盟约 下半 and its PRTS盟约记录: 「我方干员每次部署后再部署时间减少50%」 with the note 「※该策略效果可无限
叠加」; the data's buff (act1autochess_band16_buff, respawn_time −0.5) names no cap. The per-deployment ×0.5 stack was
capped at 20 (since the initial import, no source); maxStacks is now unbounded, the multiplicative stack itself is
unchanged (the "each deployment" reading was [ASSUMED] cumulative — the 无限叠加 note backs it). Golden: unchanged (no
corpus battle deploys one operator more than 20 times under 大帝).
PRTS 信仰搅拌机 S1 备注: 「补弹范围为周围8格,仅选择可补弹的干员为目标,优先选择最后部署的干员」. The candidates (his own
拉特兰 operators within 1.5 tiles — the 8 surrounding tiles — whose ammo skill runs) are now sorted by the battle-wide
deploySeq, latest first (a redeploy is a new deployment), ties by unit id; until now by distance [ASSUMED]. The unused
detmath hypot import goes. Golden: unchanged (no corpus battle has two such candidates in a different order).
PRTS 歌蕾蒂娅 S3 备注: 「龙卷风半径1.5」 and 「技能结束时的拖拽为捕网,捕网半径为1,无伤害」. The kit reused the tornado's
radius for the final pull (its 1.5 was marked [ASSUMED]; PRTS now backs it). The slow and the pulses keep 1.5; only the
skill-end pull (to her front, as before) uses 1. Golden: boss-boss_4-pair fields 歌蕾蒂娅 — fewer enemies are dragged to
her front at the skill end, the fight runs differently (11 kills instead of 14, one leak).
PRTS 异客 S3 备注: 「开启技能时选择技能范围内的目标,以其判定中心所在格为中心生成一个x-1的雷暴区域」; range_table x-1 is the
13-tile diamond (|Δrow| + |Δcol| ≤ 2); x-3 (|技能范围|) stays the search range. The storm's tile is the rounding of the
target's centre (body.js posKey), fixed for its 4 s; a strike picks among the enemies she can select whose body is on
those tiles (enemiesInKeys, as her other range checks); each strike still chains on its own bounce radius. The fx ring is
drawn at radius 2 (visual only). Until now: [ASSUMED] radius 1.5 around the target's exact position — an enemy two tiles
straight off the target's tile was never struck, one at (+1.55, +1.05) off the tile centre was.
Re-implemented from the PR's claim (its golden files were not taken). Golden: every moved scenario fields 异客 casting
S3 — the zone holds other enemies and the random pick draws from another list.
The contributor's code (server/sim/content/traitMods.js, the battle/players.js _setupUnit wiring after kit.install, the
crowdAspd removal from shared/tier5.js and the two kits, test/sim/trait_attack_speed.test.js), applied from PR #293, so
they are the author of this commit. Maintainer additions: the coverage lock also scans the 补位 stand-ins (266) and every
legal 自选 combination (pool operator × slot form × skill × non-other-mode module) — none gains the rule; 黑键 / 维伊
MSC-Y 「拥有已储存的攻击能量时,攻击速度+30」 (their 自选 kits own it) is listed as kit-owned instead of 'unknown'; the
comment's history note named a commit this repository does not have, and its line-number references are now names;
docs/ARCHITECTURE.md and kits/README.md name the file.
Official: battle_equip_table uniequip_003_excu2 (display trait + hidden talent attack_speed 12, trigger_cnt[equip] 2) and
uniequip_003_etlchi (trait attack_speed 12, cnt 2), both 「攻击范围内存在2名及以上敌人时攻击速度+12」; 仇白's
uniequip_003_qiubai carries the same sentence on her named talent, which her kit keeps reading (not seen by the engine).
Before: shared/tier5.js crowdAspd polled every 0.2 s and gave a 0.3 s buff — measured +12 0.167 s after the second enemy
arrived and 0.267 s after it died (scratchpad repro); now one tick each. Golden: unchanged (no sampled snapshot moves).
The contributor's code (status.js _applyValuedStatus and both test files, applied as written from PR #348), so they are
the author of this commit; the maintainer side added the 同名效果取最高 label back to the JSDoc and a docs/SIM.md line.
buff.data.tail held ONE waiting application (the later-ending one): a third, weaker but longer one replaced a middle one
that was still running, so when the strongest ended the effect jumped to the weakest (#342: 30 % / 25 % / 20 % 减防 —
DEF 1000 → 700 → 800 instead of 750 → 800 → 1000). The tail is now a chain ordered by strength (decreasing) and end
(increasing): a weaker application is inserted in it, a stronger one takes over with the old value and its chain behind
it, an equal refresh trims waiters that end before it, and an expiry resumes the next live waiter with the rest of the
chain. removeStatus / removeBuff still drop the whole chain; two-application data shapes are unchanged.
Golden: six 自选 battles that stack three same-name applications on one unit — diy-059 / diy-122 / diy-123 / diy-124
(庇护 from several operators), diy-133 (Mon3tr's ASPD talent buff talent:monstr:aspd), diy-138 (脆弱) — the middle
application now resumes.
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
typecheck, check:imports.
Windows' bsdtar fallback (no zip on the Actions Windows runners) now writes UTF-8 entry names (zip:hdrcharset=UTF-8), and the update tool's zip reader also takes Info-ZIP's Unicode Path extra field for names stored in the system code page. Test and maintainer-tool change only; nothing shipped changes.
- CHANGELOG 0.2.1 (2026-10-07): the streams' lines collected (新功能: the update package and MANIFEST.json; 规则(按官方):
联防 on the round's battlefield, 突袭 onto a teammate's half, full potential, the replace dialog for consumables,
the 外勤医疗 Touch, 凋亡, 贾维's 拉普兰德, the 频次 器物 / leader summons; 界面: the collapse arrow, 自选 picks in the bond
lists, flyers, enemy animations, the Touch card, Esc in the 自选 picker; 联机与大厅: battle messages while a battle
loads; 工具与开发: the update build, .gitignore), one intro paragraph.
- README: the dev warning under the title removed, the release badge, 「当前版本 0.2.1」; DESIGN's version line names
0.2.1 (§26) as the state described; §26's intro says when the dev line shipped.
- Tests: version, docs-consistency, docs-paths, package, i18n-packs, update-package, update-boot 80 / 80.
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF,
MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent
candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps.
data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads
her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s.
- No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18,
diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the
branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and
solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87
units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back
(archetypes.js times as at the merge base) both equal the branch exactly.
- Tests: broad node --test 5147 / 5147; lint 0 errors.
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
.modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
— the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).
Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.
- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04
golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged.
Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).