Commit Graph
95 Commits
Author SHA1 Message Date
sganggs 0def7babfd feedback5 WK: 自选编队 in the browser — the 干员调配 overlay's third tab 自选编队 (5阶 ×2, 6阶 ×2 slots; the slot picker lists the kitted picks of the tier with avatar, name, class, derived bonds and a 原型 / 已持有 tag; an owned pick chooses its skill and module — 集成战略 modules left out —, a prototype shows its locked skill; sp.pref.diy, export / import, 全部清空, synced as room.diy through the shared engine, welcome.diyKitted kept), the operator on shop / reward cards, own pieces (「自选」 tag, its model on bench and board), the detail card (pick's skill and module), placement and range previews, bond popups (own and a teammate's 自选 member), the result screen; new UI strings through t() with English; the e2e fast server's SP_START_LEVEL hook
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).
2026-10-06 00:13:31 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
sganggs a12a539e4d feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.

tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
2026-10-05 20:19:58 +08:00
sganggs ce0d85c78a feedback5: merge W5G — 补位 end to end: the 干员持有 tab (drop NORMAL chess), room.ownership, stand-ins in every field, 「替补:X」 badges, the stand-in's body on the board and detail card, golden standins family
Golden regenerated on the merged code (the textual merge had no conflict and equals the regenerated files): against feedback5 only the new match coop2-NORMAL-14-standins and the new standins.json (10 battles); against fb5-standin-game exactly the W5F and W5J scenarios (roster-001/002/007/009/016/026/027/028/038/040/041/042/044, bond-egirShip-low / siracusaShip-high / suntShip-high, boss-boss_2-pair / boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); standins unchanged. test/match 536/536, the stand-in / golden / docs suites 175/175.
2026-10-05 19:57:20 +08:00
sganggs 4b57f8120c feedback5 WG: 补位 in the browser — the 干员持有 tab next to 干员调配 (the 53 NORMAL chess by tier, operator → stand-in, a switch each, 全部持有, export / import, localStorage + room.ownership through the shared sync engine), 「替补:X」 on shop / reward cards and own prep pieces, the stand-in's model on the board, its body on the detail card (own pieces, cards, any unit with standInFor), placement and ranges by the stand-in 2026-10-05 19:34:52 +08:00
sganggs a98b02477d feedback5: merge feedback4 — the mock scouting-pen test expects the 'prep' camera after a teammate's pen (PR #129) 2026-10-05 19:05:17 +08:00
sganggs a252d48add feedback4: the mock scouting-pen test expects the 'prep' camera on the way back from a teammate's pen (PR #129 frames a scouted prep board like the own prep) 2026-10-05 19:02:31 +08:00
sganggs 7d20695adf feedback5: merge R5 — client split: ui/gameLogic/*, render/fx/*, render/app/* (prelude), screens/game/* (same exports)
# Conflicts:
#	.git-blame-ignore-revs
#	public/js/ui/gameLogic.js
2026-10-05 18:38:43 +08:00
sganggs db1b44bb71 feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged 2026-10-05 18:17:08 +08:00
sganggs dd07dc1ec1 feedback5 R5: split the match screen's standalone pieces out
The match-ended plate, the solo pause plate, the highlight styles and
keepEarly now live in public/js/screens/game/*.js. game.js stays the screen
entry. MatchScreen stays one component. Imports only those pieces used moved
with them. Two source pins follow the lines that moved.
2026-10-05 17:24:20 +08:00
sganggs aaef748ad9 feedback5 R5: split the field-view helpers out of the render app
PIXI loading, pick records, tunables, view kind, unit info and the asset / GL
host now live in public/js/render/app/*.js. createFieldView stays in app.js,
unchanged, and every name the file used to export is re-exported. One
pixiPromise. Two source pins follow the lines that moved.
2026-10-05 17:22:20 +08:00
sganggs d9750d8aba feedback5 R2: docs and comments follow the split — DESIGN §2 and META list server/match/match/ and server/match/player/ (the classes: constructor + method install), research 09 / 11 name the new homes (Match.watch in match/watch.js, the settle in match/settle.js, the facing changes in player/placement.js / items.js), code comments that pointed at moved code say where it lives now (shared constants, client bandDraft / observe / result / hud / teamPanel / underframe / game-mock, test comments); .git-blame-ignore-revs lists the two pure-move commits. DESIGN §17–§23 history citations, the "before" column and the proposal of research 11, tools/build-data.mjs (Match.js still exports BAND_TURN_SECONDS) and public/js/ui/gameLogic.js (in the client stream R5) are left as they are 2026-10-05 17:18:22 +08:00
sganggs 8ab6d021da feedback5: merge feedback4 — PR #129, the lobby ERR import 2026-10-05 16:48:02 +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 5f0830cdc5 feedback5 R1: docs and comments follow the split — DESIGN §2 layout lists server/http/, the README table names the entry and http/, path comments in shared/media.js, public/js/media.js, buildGuard.js, net.js and three tests point at the new modules; .git-blame-ignore-revs lists the pure-move commit 2026-10-05 16:11:30 +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
sganggs 2519a23a55 feedback4: merge master — PRs #114 #119 #127 #115 #110 2026-10-05 14:35:00 +08:00
Convey123 bd892a4dd6 联防 plays the official escaped stage's own corrosion BGM (#110)
The 联防 phase plays m_bat_corrosion (intro + loop), the track of the official escaped stages, instead of carrying on with the round's battle music; without the downloaded track it falls back to the battle music. Asset plan, manifest entry (audio.bgm.unite), audio.js and tests. Contributed by @Convey123.
2026-10-05 14:34:42 +08:00
sganggs bcd916eb61 feedback4: the real-browser e2e suites confirm the leftover-funds prompt on the Space path too (coop.e2e 4/4, real.e2e 2/2) 2026-10-05 14:28:47 +08:00
Convey123 bbff3514a8 Emote browser tests run with the fetched emote art too (#127)
The emote E2E suite accepts either the local-client extraction or the copies tools/fetch-assets.mjs downloads (public/assets/ui/emoticon), and checks the wheel's official cell sprite only when the local ui/battle art is present. Contributed by @Convey123.
2026-10-05 14:20:12 +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 8aa41d9c1c feedback4: real.e2e confirms the leftover-funds prompt on ready; DESIGN's §23.f4 references point to §23.23; the 0.1.3 changelog names the 不屈 source and fixes 手牌 2026-10-05 14:03:32 +08:00
sganggs a0a5419eb8 feedback3: the mock prep test confirms the leftover-funds prompt 2026-10-04 22:35:13 +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 a57c2a85e2 feedback3: merge W3D — 折桠's skill idle (community report #23), the ammo bar's real total (#35), unit sounds at the official chance and volume (#30), shots from the hands to the chest (GitHub #61), stuck model loads restarted (GitHub #68), the boss leader shown in prep with its hit tiles (#12) 2026-10-04 18:10:01 +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 8e17a575cc feedback3 WD: unit sounds keep the official bank's play chance and volume — dogs bark on 20 % of attacks, 妖怪 at 0.7, never louder (community report #30) 2026-10-04 17:23:42 +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 de739bcee5 feedback2: the emotes browser test blocks the downloaded copies too when it checks the glyph fallback (since #42 the chain is local art, then setup's copy, then the glyph) 2026-10-04 03:21:09 +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 4c78ab94e6 feedback2 WL: 干员调配 shows 局内数值 — the chosen skill / module's stats, 攻击范围, 特性 and 天赋, 精锐 first with a 普通 toggle, drawn by the card's own block (GitHub #64) 2026-10-04 02:51:21 +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 fadeed2dc6 feedback2 WE: review wording — ASSETS.md and DESIGN §13 say the HUD sprites are not downloaded (most are on the mirror), §22.5 says the mirror copies match the local sizes and that #38 stays open; setup's no-client row only points to DEPLOY §6 (doctor keeps the copy hint); stale test messages 2026-10-03 23:51:11 +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 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 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
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