ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空
set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a
push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN
stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no
block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now
runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 /
不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the
3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn()
重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1).
Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or
summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017,
-018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high,
bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo,
hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2,
solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004,
-026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged.
Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the
parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze),
docs/design/engine.md, docs/PLAYING.md.
The merge:
- server/sim/battle/players.js: CB3's onOwnBoard hunk is byte-identical to CB4's (git kept one); its comment and
docs/SIM.md's onOwnBoard row now name 乌尔比安's S3 【移动】 next to the 突袭 landing (DESIGN §25.17.2 / §25.18).
- test/sim/facing-invariance.test.js: CB3's scenario setup (onOwnBoard off on the open field) and the CB4 merge's
突袭 test (its enemy inside the board) merged cleanly, both kept.
- data/assets.json: CB3 had regenerated it offline without 银灰's entry (his official impact file was not on disk);
`node tools/fetch-assets.mjs --add-only` (shared public/assets, add-only) downloaded p_imp_spear_n.mp3 — 8.8 KB,
the only new file (ok 1, skipped 7968; the 117 misses are the known upstream gaps) — and rewrote the manifest.
Field-wise JSON compare with CB3's manifest: only audio.sfx.units.char_172_svrash = { hit: p_imp_spear_n } plus hash
and stats (files / bytes / sfxUnits +1); against feedback5: CB3's four operators (银灰 now the spear impact and no
S3 swing, 雷蛇 / 初雪 / 圣约送葬人 without the skill-mode impact) plus hash / stats. §25.17.6 says so.
- docs/history/0.2.0.md: §25.17 placed in order, the intro's per-stream list and workstream list name CB3.
Golden moves outside CB3's commit list: coop2-NORMAL-3 fields 砾 from round 3 (her double hit) and 刺玫 in rounds 4-7
(instrumented); solo-FUNNY-1 (in CB3's list through the counters) fields no counter operator on feedback5's path, only
砾, whose two half hits change no kill, leak, LP or end stat there, so its digest stays.
Gate: non-browser suites 5003 / 5003, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
Official: PRTS 砾 特性备注 — every normal attack in her attack animation deals two instances, each 50 % of the final damage
(after DEF / damage reduction, before 重设伤害); the second triggers no 受击回复. Cause: one instance per attack. Now the profile
field hitDmgMul (ai.js resolveHit: DamageInfo mul on each of the `hits` instances, noSp on the later ones) and 砾's kit trait
{ hits: 2, hitDmgMul: 0.5 } — the same total against normal enemies, twice the count against 频次 enemies.
Golden: 7 scenarios with 砾 on the board — roster-004, roster-005, roster-024; bond-indomShip-low / -high and
bond-kazimierzShip-low / -high (she is in 不屈 and 卡西米尔): two damage events per attack; in roster-024 and
bond-kazimierzShip-high the last blow lands on another instance, so kills (and the heals / damage that follow them) shift
between her and her neighbours (roster-024: 砾 19 -> 25 kills, 风丸 13 -> 9). Tests:
test/sim/feedback5-gravel-double-hit.test.js (2, both fail on the parent). Docs: docs/SIM.md (profile flags).
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.
Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.
- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
`_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
(battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
"(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
(ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
error). lint 0 errors, check:imports and typecheck clean.
- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
instead of winning). fields unchanged.
PRTS 分支特性信息 链愈师: "跳跃范围为x-4…不会对已跳跃过的单位重复跳跃", "优先跳跃至范围内生命比例最低>部署时间点最晚的我方单位。
可选择满生命我方单位为跳跃目标,但仍受禁疗制约" (range_table x-4 = the 3×3 around the unit).
- ai.js chainHealNext: an ally on the 3×3 of tiles around the last one healed, not yet in the chain, no device / hidden /
孤立 / 禁疗 unit (the healer's healThrough summon excepted), the lowest HP ratio first — a full-HP ally too, the chain
goes on from it — then the latest deployed. doHeal (莎草) and Mon3tr's chainFrom both use it (her fullProsts case is
now general and gone). It used to be the most injured ally within 2.5 tiles. [ASSUMED] 禁疗 = not selected.
Golden: roster-004, roster-005, roster-023, roster-024, bond-sargonShip-low (莎草's chains: other jump targets, full-HP
links); diy-133, diy-134 (Mon3tr). Others unchanged (no match fields a chain healer).
Tests: test/sim/feedback5-chain-heal.test.js (new, 3); op_monstr, kits_t1t2, feedback2-surtr-stealth pass.
Docs: SIM.md §Professions (chainhealer row).
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine
leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit.
- ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the
stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a
target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose
cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up.
- A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its
frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already
made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame,
a cut swing does not spend the cooldown, enemy heals keep no wind-up.
Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high,
bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18;
standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an
operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every
attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot
matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result.
Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it
locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait
for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
PRTS 分支特性信息 秘术师: "能量储存与攻击占用相同的攻击间隔:在进行攻击判定时…若无有效目标且能量储存数未满,则改为储存一份
攻击能量(属于攻击行为);仅没有有效目标,且能量储存数已满的情况下才进入待机状态", "攻击被打断且弹道未能成功生成的情况下,储存的
能量不会被消耗"; PRTS 异常效果 缴械 "秘术师储存能量同样无法进行".
- ai.js updateAlly: a ready unit (able to act, not disarmed) whose attack check finds no valid target — no target, or
its profile's canAttack false (a 秘术师 kit's target rule: 深靛's bound enemies, 维伊's marked ones) — calls the
profile's storeEnergy; a stored energy restarts the attack interval, a full store idles with the attack ready. A
DEFAULT cast at the check that leaves no target stores in the same check.
- professions.js mystic: storeEnergy (up to bb times), releaseEnergy (performAttack, after beforeAttack: a cancelled
shot keeps them) and hitsFn(b, u, info) — the energies leave with the attack and land with its main hit; the old
separate store timer (it started only once the attack was ready and never restarted the interval) is gone.
[ASSUMED] a redeployment holds no energy.
- 维伊 / 黑键 kits: their own tick stores become the kit's storeEnergy on the shared check; 深靛 / 维伊 no longer write
hadTarget themselves.
Golden: roster-003, roster-021, roster-022, bond-preciShip-high (深靛 stores at her check); matches solo-FUNNY-1,
solo-NORMAL-2, solo-HARD-2, solo-ABYSS-1, solo-ABYSS-2, coop2-NORMAL-3, coop2-HARD-4, coop4-FUNNY-6, coop4-ABYSS-7,
coop2-NORMAL-8-serverrun, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins (each fields 深靛);
diy-032 (维伊) and diy-114 (黑键): the first store after a redeployment comes at the next tick's attack check instead of
the end of the redeploy tick (with the old tick store added back as a fallback the diy family matches the old digests).
fields, standins unchanged.
Tests: test/sim/feedback5-mystic-store.test.js (new, 4); op_veen, op_ebnhlz, kits_t1t2, kits_alt_t1 pass unchanged.
Docs: SIM.md §Professions (mystic row, profile hooks).
- kits/ops/op-ironmn.js — 白铁 (char_4072_ironmn): S1 / S2 / S3, 战地工程师 (device stock 3, CRA-X +1, refilled at each
deployment; a device that left comes back on its tile after its redeploy time, paying its cost, one stock, while he stands;
his devices leave with him), 节约经费 (prob 0.7 / CRA-X stage 3 0.9), CRA-X (stock, costs, stage 3 SP +0.2/s), CRA-Y
(redeploy times, stage 3 ASPD +6 on device-buffed operators); the device kits 白铁™多功能平台 (S1 ATK +12 % ×2.5 / 3 in S1;
S2 1 SP / 3.5 s, 2.5 / 2 s in S2, 0.4 % / s 流失 ×2) and 铁钳号·原型机 (an ally target: damage cancelled, 1 SP per hit,
a 工匠's hit heals 1 %; its skill −2.5 % then 230 / 260 % + 110 / 120 % within 1.1 of 白铁's ATK; 团结的力量 ×0.8
physical behind it). Exports the shared 工匠 device helpers.
- kits/ops/op-nasti.js — 娜斯提 (char_4212_nasti): S1 / S2 / S3, 前方施工 (stock; CRA-X stage 3 first device −3, combined
ranges), 注意安全 (10 % 庇护, 15 % + 1 SP / 6 s for her and our ranged operators once a ranged enemy appeared), CRA-X; the
device kits “质检专员”, “监工专员” (3 / 8 HP, its S2 pulses of SP and her barrier) and “应急承重小组” (小工程师 + the 高台 it
builds and levels).
- kits/ops/op-necras.js — 死芒 (char_450_necras): S1 / S2 / S3, 复燃 (summon on the kill tile or a random tile of her range,
upgrade at 3), 回光黯淡, the trait (the enemies her summons block are her targets; SOC-X ×1.15), SOC-X stage 3; the
悲叹的仆役 kit and its special form (S3).
- Engine (additive): Battle.setAllyTarget / allyTargetsInKeys / isAllyTarget (battle/queries.js); ai.js acquireTargets puts a
registered ally target of the range after every enemy, performAttack flies ranged attacks to it. Nothing changes while
none is registered: every golden family but diy unchanged. docs/SIM.md §6 documents it.
- kits/index.js: the three files appended to OPERATOR_KIT_FILES.
- Tests: test/content/op_ironmn.test.js, op_nasti.test.js, op_necras.test.js, test/sim/feedback5-o23-engine.test.js.
- Golden: only diy moved — diy-106 … diy-109 re-chunked (the new operators' configurations come before the prototypes),
diy-110 … diy-114 new.
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES):
every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the
client's battle data (charpacks + buff_template_data of the three operators).
- 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the
lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2
for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it,
withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle.
- 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's
damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the
2nd use, S3 y-8 and the levitation with its damage.
- 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts
the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤
(lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery
and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill).
Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js
flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md
(docked skill-summon pieces: their kit without offOwner).
Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new
diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged.
Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
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.
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.
- kits/ops/op-vvana.js, op-headb2.js, op-hodrer.js (registered in OPERATOR_KIT_FILES), checked against the data, PRTS and
the client's battle data (charpacks, [uc]skills / [uc]equips prefabs, buff templates, 怒潮凛冬's Skill_3 clip events).
- Engine (additive): ai.js enemyAttack marks a shot that flies as a projectile isProjectile (远程途径: 薇薇安娜's 散华 护盾
blocks melee-path hits only); targeting.js priority 'elite' (薇薇安娜 S3 "优先攻击精英或领袖敌人"); docs/SIM.md §4 / §8.
- Tests: test/content/op_vvana.test.js (13), op_headb2.test.js (10), op_hodrer.test.js (8).
- Golden: only diy moved — diy-049 … 054 now field the three operators in every form × module × skill, the prototypes
follow in diy-054 … 058 (same packing); diy-001 … 048 and every other family unchanged.
- kits/ops/op-logos.js (中坚术师; CCR-Δ, CCR-Y), op-mantra.js (本源术师; PRI-X), op-veen.js (秘术师; MSC-Y), registered in
OPERATOR_KIT_FILES one line per file; numbers from data/backups.json, mechanics from the PRTS 备注 (cited in each header),
[ASSUMED] items marked there. Data triggers kept; 维伊 S1 (an AUTO self buff) fires at full SP (the owner's rule).
- server/sim/ai.js: enemyAttack emits `palsyTrigger { enemy, buff, keep }` when a 麻痹 stack interrupts an attack (PRTS 真言
备注 "触发麻痹时指的是敌人的攻击被麻痹打断时"); `keep` leaves the stack (真言 噤声限域). Additive: no listener, no change.
docs/SIM.md §3 / §5 rows; test/sim/palsy-trigger.test.js.
- Tests: test/content/op_logos.test.js, op_mantra.test.js, op_veen.test.js (every form, skill, talent, module, range,
trigger, targeting, damage type).
- Golden: only the diy family moved — diy-003 … diy-007 now field 逻各斯 / 真言 / 维伊 in every form × module × skill (60
configurations; diy-003 … 006 held the prototypes before), the prototype picks moved to diy-008 … 011 (same packing, new
ids); diy-001 / 002 (推进之王) and roster, bonds, fields, matches, standins byte-identical.
- targeting.js PRIORITY_FNS `heaviest` (-e.weight: the current 重量等级, 失重 included): the 攻城手 trait
"优先攻击重量最重的敌人" for the 早露 / 提丰 kits (`trait.priority`); no other unit uses it.
- ai.js throwBoomerang: a catch emits the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (only when a handler
exists); an attack profile's `boomerangOnward(ctx)` takes the flight over after the first hit — ctx.hit(target, x, y)
(a hit of the same attack, resolveHit with its profile), ctx.comeBack(x, y) (the usual way back, once) — and a content
error there still sends the boomerang back. For 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时", S1's bounces
and S2's dash (the kits come in the next commit).
- docs/SIM.md §5 (the hook) and §8 (the profile flags, the loopshooter row, the priority).
- Additive and behaviour-preserving: no unit of the base has a handler or the flag, so golden is unchanged.
- an operator's radius area damage skips unblocked 隐匿 and untargetable enemies (Battle.foesInRadius;
PRTS 作战机制 AOE伤害判定), the 逐火 embers included
- PRTS 溅射半径一览: 投掷手 0.9, 链术师 1.7, 格雷伊 1.0; 迷迭香 S2 radius 1.5
- 阿罗玛's first-attack mark is shared between 阿罗玛 and leaves with its setter (PRTS 备注)
- 奥术法阵 on the field: 炎佑's damage silences its target (PRTS 盟约记录 备注)
- skills restart from their initial cooldown when a 重生 ends (PRTS 特殊机制)
- 高准度伦蒂尼姆城防自行炮: lock in range, 3x3 area, every 0.5 s up to 10 shots, 失衡/控制免疫 meanwhile
- 琳琅诗怀雅 S3 coins go to range 2-4 in front and the units she blocks
- 阿戈尔 devour is a 物理流失 reduced by the target's DEF
Review follow-up for E2 (not reproduced, no behaviour change):
- blockRun fills the skill's SP (and puts the patient back to 5 %) the
first tick the healer blocks, and tests 2 and 3 assert the skill is
cast or running while it blocks: all 56 healer loadouts now cast in
the window (half never did at the default initial SP).
- The reported 炎 boss round makes 录武官's skill ready when she first
holds 卢西恩 / 不祥幻影 and asserts it is cast or running then.
- The boss test says what it covers: 0 healer damage on all 20 boss /
hidden fields; healers block 卢西恩 / 不祥幻影 (h07_05) and a
patrolling 碎铳之簧 once its shield is broken (h08_02); the other
leaders and parts cannot be blocked by a block-1 unit.
- SIM.md: the healer qualifier follows the "one-line flip" sentence, so
"This replaces..." refers to the every-blocker rule again.
- ai.js header, Battle.blockedTargets and targeting.js: the blocked-first
rule is for attacks that hit enemies; a heal attack keeps selecting
injured allies (PRTS 卫戍协议/帮助).
- PLAYING.md: the healer exception names 咒愈师 as the one that hits.
A community report said a medic blocking a roaming boss in a 炎 build stops
healing and strikes the boss, its 强力击-type skill included. The real sim
does not do that: every pure healer (医师 / 群愈师 / 疗养师 / 链愈师 / 行医,
the map characters, normal and elite, every skill) blocking an enemy keeps
healing and never targets it, under every bond as a member, with every
equipment item and on every boss / hidden field (卢西恩 and its phantom,
the 剑 / 锤). Official: PRTS 卫戍协议/帮助 "对于医疗干员(咒愈师分支除外),
攻击目标为需要治疗的单位". The only damage a pure healer deals is a bond's
own effect by its text (卡西米尔's pulse while blocking).
No behaviour change: the rule is spelled out in SIM.md and ai.js
acquireTargets, and test/sim/feedback1e-healers.test.js locks it (the
reported 炎 boss round, every healer x bond, items, heal-mode skills of
古米 / 塞雷娅 / 波登可, 咒愈师 and 吟游者, every boss template).
Player reports after 0.1.0:
- #8 深池逐火战士 / 精锐战士 / 护卫: every knock-out is a 1 s 重生 (invulnerable,
unblockable, immobile), then a walking, disarmed, 隐匿 hit-count ember that a
blocker can target and beat; it stands up with full HP after 10 s (PRTS talent
text). The old ember stood still, stealthed and unblockable, so nobody could
ever target it and every 逐火 enemy leaked. 假想敌:再生's puppet walks on and
stays unblockable.
- #5 转译基底·α: its original form cancels every damage instance; the 4th
physical / arts hit or a block starts a 2 s change into 寻仇者 / 特战术师 /
幽灵 (Mode_*_Passive, 寻仇者 rage below half HP, 特战术师 two targets). The
armed forms attack through the engine (profile.dmgType). It used to die in its
first form.
- Render: units.js FORMS switch the models' clip sets (A_Die_B/C/D then B/C/D,
Die then Idle_2/Move_2/Die_2, Revive), driven by the 'phase' kind or the fx
`form`; a noMove enemy is drawn standing.
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
(PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)