Commit Graph
597 Commits
Author SHA1 Message Date
sganggs d482fbb8ba 0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
sganggs bc50cac01f 0.2.4: version 0.2.4 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.4 — 2026-10-11 in the usual sections with credits, DESIGN versions line 2026-10-11 02:04:21 +08:00
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs c4dc96fff4 0.2.3: version 0.2.3 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.3 — 2026-10-10 in the usual sections, DESIGN versions line 2026-10-10 03:19:38 +08:00
sganggs 9ec84f36a0 0.2.3: the install icon keeps the 0.2.x mint rook (the owner's choice), refined: a narrower tower, lighter base and more padding so it sits well among launcher icons; manifest sizes, maskable and favicons re-exported (the ICO keeps its transparent mask) 2026-10-10 02:36:12 +08:00
sganggs 9042125430 0.2.3: 重绘系列通用安装图标并记录功能审核决定(#413、#77/#408、#444、#407) 2026-10-10 02:11:23 +08:00
sganggs ba5b998a72 0.2.3: Clementia S2 releases a dead, hidden, uncarriable or pathless rider at once (slot and weight back before the same tick's boarding checks); same-browser match recovery never takes the seat of a window that is reloading or still starting (a tab keeps its own session token; seats are stamped at the server's welcome, the older welcome wins); golden: diy-135 moves (outcome unchanged) 2026-10-10 01:58:06 +08:00
sganggs 821ab827bd 修复赤刃明霄陈三技能对空自动开启并核实社区反馈
S3 的扩展范围含可选中的飞行目标时可以自动开启剑气;普攻保持仅对地。
[ASSUMED] 自动触发区域沿用扩展攻击格和永久射程延长,不扩张到未来剑气的整条路线。

补测部署技能与休整属性预览、后排协防蕾缪安真实锁定耗弹、诗怀雅落地金币、
莎草对炸弹的治疗链,以及予愿三种技能的普通地面溅射和无视可选性例外。
未复现的报告保留证据边界;诗怀雅被动落地投瓶符合 PRTS。

全 285 场 golden 重建并验证,仅 diy-074 变化:新增 4 次陈 S3,伤害 142376→163563,
时序/选敌改变后击杀 21→18、漏怪 96→99,223.83 秒和结束方式不变。
其余 284 场不变。

CI:5879 tests,5876 pass,0 fail,3 skip;setup/smoke/lint/imports/typecheck 均通过。
新增 16 项回归,相关 6 文件 63/63,补充 2 文件 20/20,文档 31/31。
2026-10-10 01:02:23 +08:00
sganggs 708caf7d06 fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.

Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
2026-10-10 00:45:41 +08:00
sganggs 77cd29f07a Keep lobby settings next to the guide when install controls appear (#413) 2026-10-09 23:57:05 +08:00
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00
sganggs cc15d003d4 Clean up browser test pipes and scope deliberate outage errors 2026-10-09 18:58:36 +08:00
sganggs 0b0ce4fbd7 Update expanded roster checks and register Clementia impact visuals 2026-10-09 17:46:07 +08:00
sganggs 35637ff03e Document the 0.2.3 development build and community changes 2026-10-09 17:38:13 +08:00
sganggs 6036e6a4ba Verify held Spine poses and delayed font textures in real Chrome (#434) 2026-10-09 17:38:12 +08:00
sganggs e86c7c8304 Let charged guardian heals act without enemies and fix mixed S2 triggers (#406) 2026-10-09 17:31:42 +08:00
sganggs 85b694f206 Fix source-owned Lemuen detection and wanted skill triggers (#428) 2026-10-09 17:29:46 +08:00
sganggs 4980ee786f Preserve enemy facing through push and pull slides (#418, #427) 2026-10-09 17:16:49 +08:00
sganggs 2fdc565c7c Reuse held Spine poses and redeploy countdown textures (#434) 2026-10-09 17:14:50 +08:00
sganggs 6adea28e58 Update Korean wording and default contribution template (#414, #432) 2026-10-09 17:14:19 +08:00
sganggs 3e3919c917 Report missing asset leaves and add opt-in strict mode (#421) 2026-10-09 17:13:13 +08:00
sganggs 3f19b5981d Count Fartooth granted layers on doll swaps (#415, #429) 2026-10-09 17:12:18 +08:00
sganggs 8a8db0eb94 Fix clipboard fallback selection inside dialogs (#433) 2026-10-09 17:11:03 +08:00
sganggs 2e122873f0 0.2.3: add Clementia and Shu/Ulpianus modules (#437)
Regenerate roster-019, roster-038 and diy-059 through diy-140 for added and regrouped loadouts; other golden families unchanged.
2026-10-09 17:10:30 +08:00
sganggs 62eb113419 feedback7: version 0.2.2 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.2 — 2026-10-09, DESIGN versions line 2026-10-09 03:09:33 +08:00
sganggs c2822e6726 feedback7: §27.63 — the toast when 拟态物质 / 简易通讯机 / 寻呼模块 grant nothing (#401); the intro maps §27.61–§27.63 2026-10-09 01:43:00 +08:00
sganggs 775d4f8515 feedback7: merge fb7-dragsnap — a dragged operator stands on the tile under the pointer while that is a legal target, as in the owner's recording of the official deployment (the report in PR #403 by @bubububaoshe; the pick, highlight, wheel and drop stay the pointer's tile); §27.62; golden: unchanged 2026-10-09 01:43:00 +08:00
sganggs 9405aae60c feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR #403 by @bubububaoshe (not merged); §27.62; golden: unchanged 2026-10-09 01:38:57 +08:00
sganggs 6de5dec30c feedback7 R23-TICK: docs for whole-frame attack intervals and SP costs (PR #402 by @Cloudnyco) — SIM.md §2 / §7.1, design/geometry-time.md §4, DESIGN §27.61 and the intro's area map; golden: none in this commit (the previous one moved every family: roster, bonds, fields, matches, standins, diy)
docs/SIM.md §2: the countdown (attackCountdown, 1e-9 like timeLeft / buffs / every()), 1 s = 30 ticks and 3 s = 90, the
双眼皮 turrets and 寒檀's icicles on it, the drones that compared with 1e-9 already, the count-up content clocks not
covered; the official note — PRTS 作战机制/sandbox 「帧对齐机制对攻速的影响」: one frame = 1/30 s, since 2019-12-24 a
non-integer frame count is rounded (四舍五入; before, 进一取整), an exact one stays; here a non-integer count still ends on
the tick that crosses 0 (⌈30 × interval⌉: 1.25 s = 38, 能天使's 0.678 s 21 against the official 20) — an older
difference, unchanged. §7.1: SP within 1e-9 of the cost is the cost (gainSp, _normalize). design/geometry-time.md §4:
the engine's timer tolerance in one place. history/0.2.2.md §27.61 (Seen / Official / Now / Golden with the end-result
flips one line each / Tests / Docs) and the area map's "→ §27.61". docs-consistency + docs-paths: 31 pass.
2026-10-09 01:37:32 +08:00
sganggs ab7379e789 feedback7: §27.60 — an Esc pressed the moment the 自选 picker opens closes it (found by the full browser pass); the intro maps it 2026-10-08 23:50:54 +08:00
sganggs 925f2d836d feedback7: §27.51 — two more scratch references replaced by plain wording 2026-10-08 22:49:06 +08:00
sganggs 115d4d66aa feedback7: DESIGN §27 (docs/history/0.2.2.md) assembled from the streams' drafts — 59 sections, the intro maps them by area, the owner's decisions of 2026-10-08; the DESIGN index row and version line
- Scratch repro references replaced by plain wording. docs-consistency / docs-paths pass.
2026-10-08 22:48:44 +08:00
sganggs 0ae2fac2b1 feedback7: merge fb7-unbalance — the official 失衡 (UNBALANCE) after a push / pull (the idea of PR #392 by @xcdoge, re-implemented from PRTS): no walking, attacking or skills while it lasts; pushes by the 推力-位移 time table, pulls by the force window (0.5 / 1 s), static bodies 0.1 s pushed / the window pulled; 弧光锋卫 bleeds 400 / 0.066 s while unbalanced; the client slide uses the same time
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
  the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
  frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
  branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
  2 skipped); lint 0 errors.
2026-10-08 22:47:33 +08:00
sganggs 1db84d799d feedback7 R22-UNBAL: 失衡 review fixes — a pulled 静态刚体 is held for the pull's window, 弧光锋卫 bleeds 400 every 0.066 s while the state lasts, no enemy skill / blink / scripted move during it, a route APPEAR or a 逐火 重生 ends it, every push row holds its exact frames; golden: 32 move, 8 in outcomes (below)
Branch review of fb7-unbalance (MERGE AFTER FIXES):
1. A 静态刚体 pulled got the 0.1 s floor: _staticForce now knows push from pull — a push's force is instant (推与拉), so
   0.1 s; a pull's lasts its window (pullUnbalance: 1 s, 0.5 s below −1) — PRTS 特殊机制 静态刚体 「在失去施力后立刻」 out,
   「0.1 秒保底」. pull() checks the puller's own block before the static case.
2. 弧光锋卫 (PRTS 天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」, data unbalanced_bleed): a tick bleed of 400 every
   0.066 s while unbalancedNow holds; the per-tile one-shot from the position jump ([ASSUMED], UNBALANCE_SPEED) is gone.
   A 受力等级 0 push (0.8 s) → 12 hits = 4800 (was 2037), a 急停 pull with no movement (1 s) → 15 = 6000 (was 0), a
   wall-shortened slide keeps the 0.8 s row → 4800.
3. 失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」: enemies/helpers.js unbalancedNow; canCast(e, sil, battle) refuses while it
   runs (content skills; the boss parts' calls pass the battle), blinkForward returns null, 枯朽之种's dive / blast and the
   铳 / 碎铳之簧 charges wait, 乌顶巨角卢鲁's clash waits for its end. A route APPEAR relocation clears it (a forced state
   switch, 失衡位移机制). Left running on purpose (docs/SIM.md): 水遁忍者's damage check (异常效果 「仍然能正常造成伤害」), passive
   auras and terrain / periodic effects, death / damage-taken triggers, skill cooldowns, 弧光锋卫's bleed itself.
4. husk() (逐火 余烬 重生) clears the state like reborn().
5. The 35/30 row held 36 frames (t0 + 35/30 overshoots in floats): every check compares with 1e-9; the frames are asserted.

Tests: test/sim/unbalance.test.js +6 (exact frames 6 / 12 / 24 / 27 / 32 / 35 with the walk on the next frame; static pull
1 s / 0.5 s, push 0.1 s; 弧光锋卫 4800 / 6000 / 4800; canCast / blinkForward refused, 枯朽之种 held then diving; the elk's clash
after the state; APPEAR and a 逐火 重生 clear it — all six fail on the parent); enemies_bosses (失衡 kit test) and
feedback1d-solvent (BUFF damage) updated to the state bleed. test/sim + test/content + test/render pass. Docs: SIM.md
(push / pull row), PLAYING.md, design/engine.md (helpers, enemy AI), constants / displacement comments.

Golden against the previous commit — outcome moves: roster-010 (歌蕾蒂娅 pulls 妖怪 drones, now held 1 s: killed 44→45,
leaks 58→57), roster-040 (static pulls of 妖怪: killed 28→25, leaks 37→40, deaths 29→30), roster-043 / 044 (山: deaths 14→16 /
14→13), hidden-boss_9-pair (锏: boss HP 3636991→3586929), coop4-ABYSS-7 (ai_2 LP +1 from round 5), diy-115 (黑键: leaks
70→75), diy-116 (黑键: killed 2→3, leaks 121→120) — the static pulls (probe) and the 1e-9 end (a frame shorter where the float
sum overshot: the 35/30 row, some pull windows); other moves (damage / snapshots only): roster-008 / 017 / 039, 9 bonds,
boss-boss_4-pair / boss_6-pair / hidden-boss_10-pair, coop2-NORMAL-14-standins / coop2-NORMAL-3 / solo-ABYSS-1 /
solo-HARD-1 / solo-HARD-9-boosted / solo-NORMAL-1, diy-053 / 085 / 102.
2026-10-08 22:42:26 +08:00
sganggs 0ced21d321 feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR #301 ported as one aligned list; #398 the skill frame, #400 REA-Y's heal text
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
  voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
  docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
  now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
  (stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
  lint 0 errors; typecheck; i18n strict clean (1152 msgids).
2026-10-08 22:35:33 +08:00
sganggs 6629710632 feedback7 R22-LOADOUT: 圣约送葬人's REA-Y shows the trait's heal as 50 per enemy hit, as the battle heals (GitHub #400); golden: unchanged
#400 by @PCL1234: 干员调配 (and every card that shows the elite with REA-Y — 局内数值, the shop / detail card) read
「每攻击到一个敌人回复自身12生命」; the battle heals 50. Cause: official battle_equip_table uniequip_003_excu2 has a
DISPLAY part (display only) whose blackboard `value` 12 fills its own added line 「攻击范围内存在2名及以上敌人时攻击速度
+{value}」; tools/build-data.mjs applyModuleTraitParts merged that blackboard into the trait's before writing the class
trait 「…回复自身{value}生命…」, so the trait line took 12 (not potential, not the module level: the text template).
The sim already healed 50 (the kit reads traitBase for REA-Y). Now the trait line is written with the blackboards of
the parts that carry trait data (TRAIT / TRAIT_DATA_ONLY / OVERWRITE_BATTLE_DATA) or rewrite the line; a DISPLAY part
that only adds a line fills that line. `trait.bb` (what the kits read) is unchanged, as are tokens' traits.

- Data: chess.json — exactly chess_char_5_01_b REA-Y traitOverride desc / descRaw (12 → 50); backups / tokens and
  every other file identical. data/i18n rebuilt offline (en / ja / ko / zh-TW): only that text and the record hash.
- Docs: DATA.md `trait` row.
- Tests: test/data.test.js (REA-Y's line = the class trait's, its added line +12, REA-X 60; no module line anywhere
  differs from its class trait only in its own added line's numbers — fails on the old data); test/content/
  kits_alt_t5.test.js (the reaper heal 50 with REA-Y / none, 60 with REA-X); test/ui/loadout-rows.test.js (the
  干员调配 module card: 特性 50, 特性追加 +12). GOLDEN_FULL: unchanged.
2026-10-08 22:26:00 +08:00
sganggs 2de2feee3c feedback7: merge fb7-dobermann — 教鞭 is the official three-choice (PR #353 by @Sukvii, the owner's decision), the Final Assault / Hidden Core pay a 战术特训 card's perfect coins (guarded by b.progress leaksBy), the bots put zero-range heavy guards on the road first (PR #339 by @IceCodeNew, placement only)
- Conflicts (the branch started at ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
  gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
  merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
  META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
  dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 22:11:49 +08:00
sganggs cee3784321 feedback7: merge fb7-late follow-ups — 画卷's copied items always arrive unequipped (PRTS 「获得的装备为未装备状态」; hand, then temp, destroyed with the toast when both are full), 度算浪波 breaks an HP-ratio tie by the latest deployment (PRTS)
- Golden union OK (roster-033 / roster-034 again); broad node --test 5602 (5600 pass, 0 fail, 2 skipped); lint 0 errors.
2026-10-08 22:04:15 +08:00
sganggs 1ab1276354 feedback7 dober: docs — a seat that left does not pick its open 教鞭 offer, it is eliminated and the offer dropped (META §2.5, design/match §6.6); golden: unchanged
Seen (review of this branch): the §2.5 bullet said an engine-played seat, "one that left" among them, picks like the bots do,
and design/match.md called the finalizer a "disconnected-seat" one. onLeave -> _quit -> PlayerState.eliminate clears the
bounties and personalChoice (META §1.3 already says the offer goes with the seat); a merely disconnected human is not bot
controlled — it waits for the prep's deadline like for any prep action. The sentences now say that. No code change.
2026-10-08 22:01:37 +08:00
sganggs 66a228c64c feedback7 dober: a boss field's perfect-payout card is paid only where the client's result agrees with its own b.progress (b.progress.leaksBy splits the field's LP per player); golden: unchanged
Seen (review of this branch): the Final Assault / Hidden Core path trusts a client's b.result — validateClientResult skips
the leak multiset for boss fields and nothing re-simulates — while the team LP a field costs arrives through b.progress.leaks.
Commit 05eb2b80 paid the perfect-payout cards from the result's leaked list, so a modified authority could have the server
charge a leak and then report two empty lists (LP 58 -> 57 charged, both seats +2: FORGE_BOTH_EMPTY) or pin the leak on the
partner's list (the forger +2, the partner 0: FORGE_PAY).
Now: b.progress carries `leaksBy` (shared/protocol.js, optional; spec.js battleProgress for a boss / hidden field): per
player, the LP of the leak entries the result will show (compactResult's list, lpr clamped as on the wire); `leaks` minus its
sum is the leader's own "扣除目标生命" effects (boss "Doom" / 斥退 / 萨米 Doom), which are no leak and must not cost a perfect
seat its card. The browser runner and the test SimClient send it; the server keeps the highest value per player (f.leaksBy).
Match._bossLeaksAgree (called by _finishFinal) pays a seat of a client-reported field only when (a) the LP the authority
reported was split at all (leaksBy seen whenever lpReported > 0 — a report without the split explains nothing) and (b) the
seat's leaked list shows at least the leak LP reported for it. A server-run field (no client, a takeover) is the truth itself.
Not stopped, and said so in the docs: an authority that lies consistently (a split that blames the partner, a leak labelled as
the leader's effect) — the boss path has no second source; what is caught is a result that contradicts its own progress.
Tests (test first; the three forge tests failed on the parent with [2, 2] / [2, 0] paid, the runner test on the missing field):
clientCombat.test.js — charged leak + two empty lists -> 0 / 0; the leak moved to the partner -> 0 / 0 (with and without a
split); honest split -> the clean seat paid, the leaker not, a leader's effect LP costs nobody; two honest SimClients end to
end; the protocol field; runner.test.js — the browser runner's boss progress carries leaksBy; docs-consistency pins the
b.progress signature. Grok's two repro scripts now print +0 / +0.
Golden: unchanged (matches 18 / full 283 scenarios match; every golden boss field is server-run).
2026-10-08 22:01:26 +08:00
sganggs cdf2bd5c88 feedback7 R22-UNBAL: a pushed / pulled enemy is held in the official 失衡 (UNBALANCE) state — no walking, no normal attack — for the push's 位移时间 of its 受力等级 or the pull's force window; a 静态刚体 hit by a force gets the 0.1 s floor; the client's slide takes the same game time (idea from PR #392 by @xcdoge, re-implemented from the sources); golden: 69 scenarios move, 35 with kills / leaks / deaths / boss HP (below)
Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the
official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0
puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a
forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's
check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力
等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空.

Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 /
PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction
included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall
stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller
blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level
≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends
the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new
normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no
status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope).
The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s);
render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is
only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived
from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption.

Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held;
the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体
0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js
(+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is
now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull,
displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5.

Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves:
roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47),
roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3),
roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山:
deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks
3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair
(莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP
6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP
3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1);
diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121),
diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins,
coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2
(ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage,
heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair,
standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1.
2026-10-08 21:54:06 +08:00
sganggs 2492966c4f feedback7: merge fb7-late — #389 / PR #390 画卷 keeps the items to copy across a merge, #385 / PR #387 spectator bond details count the hand like the own popup, #394 / PR #395 Enter during facing selection follows the focus, #281 the attack range drawn on a tapped operator, #388 引星棘刺 S1 DEF stacks, PR #386 谢拉格 寒风 blows bottom-up (owner)
- Golden union OK (roster-033 / roster-034 moved on both sides: #298 and #388); broad node --test 5598 (5596 pass, 0 fail,
  2 skipped); lint 0 errors.
2026-10-08 21:54:03 +08:00
sganggs ac4231846f feedback7 R22-LATE: 画卷 never puts the copied items on the copy — they are gained unequipped into the hand / temp like any item; golden: unchanged
PRTS 卫戍协议:盟约 PRTS盟约记录, 法术编纂集, 画卷 备注: 「选择策略<夕>时可获得<br>使用后销毁,获得的装备为未装备状态」.
Without a promotion the 画卷 handler still equipped every copied item that did not merge (an advanced item, a
变形同构体) onto the copy in the hand (the promotion case was fixed for #389). Now each copied item is only gained
(ctx.grantItem → acquireItem): the hand, overflow temp, and with both full it is destroyed with the usual toast
「整备区已满,获得的装备已销毁」, as for any gained item. A copied normal item that completes a pair still merges at once
(the golden in the hand), and the copy itself still follows the chess gain rules (a full hand and temp refuse the
scroll: HAND_FULL, the scroll kept). Full-hand check: a full hand with 3 free temp slots holds the copy and both
copied advanced items; with 2 free slots the copy and one item fit and the other is destroyed with the toast (before,
both rode on the copy).

Docs: META.md (Arts list), research/04-items.md (画卷 copy). The content test that pinned the old behaviour
(test/content/items.test.js: 变形同构体 "the copy wears it too") now expects it in the hand.
Tests: test/match/scroll-copy-merge.test.js +3 (no promotion, normal and elite targets with advanced items; the full
hand at 3 / 2 free temp slots) — all 3 fail on the parent; every test mentioning 画卷: 177 pass. Golden unchanged.
2026-10-08 21:53:51 +08:00
sganggs 8e2b981e8e feedback7 R22-LOADOUT: PLAYING.md explains 干员调配's list and the per-operator 潜能 / 练度 (default 潜能 6, 精英2 Lv.60); golden: unchanged
- A 干员调配 bullet: the three tabs; the list (a row per operator: 技能, 模组 精锐, 潜能 · 练度 — tap a choice in the row,
  the portrait / name opens the detail; below 1000 px the detail covers the list); 潜能 1–6 and the four 练度 tiers per
  operator (normal, elite and 自选 share them), the owner's default (潜能 6, 精英阶段2-60级), the official rule (the
  player's own potential; the 自持有 bonus table, a multiplier of its own; an unowned 特许 operator at 潜能1 without
  bonus — set it by hand), stand-ins and prototype picks have neither, cards follow the settings, a teammate's units
  theirs; changeable until the briefing ends; 恢复默认 / 导出 / 导入 / the button's count include them.
- 干员持有 now starts from the second tab; 自选编队: an owned pick's 潜能 / 练度 on its slot card.
- The detail card's base values: at the operator's 潜能 / 练度 (no longer 「满潜能 for everyone」, 0.2.1 §26.14); summons
  take the owner's potential for their talents and no 练度.
2026-10-08 21:39:14 +08:00
sganggs dc336f24a1 feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.

- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
  模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
  two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
  潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
  The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
  潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
  with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
  CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
  the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
  slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
  1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
  skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
  shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
  section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
  潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
  replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
  over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
  454; the detail's 未精英化 → 413; the row follows; 恢复默认).
2026-10-08 21:38:26 +08:00
sganggs 3969e4b012 feedback7: merge fb7-owner-sim (48a2d37e) — #316: 突袭 members jump to 隐匿 ground enemies too and one in range counts as 范围内有敌人 (the owner's decision of 2026-10-08)
- Golden union: coop2-ABYSS-10-boosted and coop2-NORMAL-14-standins differ from HEAD though the commit alone left them —
  HEAD's side had moved both, and on the new paths 隐匿 enemies meet active 突袭 members (14-standins: raidShip on;
  round 10 kills 26 → 27, leaks 3 → 2, team LP 39 → 40; ABYSS-10: a few 阿戈尔 layers, team LP 793 → 795); no outcome
  change.
- Broad node --test 5575 (5574 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 21:31:47 +08:00
IceCodeNew 0ca2a9c21a feedback7 R22-LATE: an open detail card draws its field unit's current attack range — own board pieces in prep, any ally operator / summon in battle or on a scouted board; golden: unchanged
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range
idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The
unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like
behaviour); what remains is the range the unit fights with now.

screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or
stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an
ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy,
a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the
#385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now:
the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to
gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay.

Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs
(PLAYING.md, design/client.md, design/network.md), comments.
Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js;
test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only).
2026-10-08 21:27:33 +08:00
sganggs 52f56319ac feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
  pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
  (db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
  coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
  bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
  叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
2026-10-08 21:27:04 +08:00
sganggs 48a2d37e9b feedback7 R22-OSIM: 突袭 members jump to 隐匿 ground enemies too, and one in range counts for 「范围内没有敌人」 (the owner's decision, GitHub #316); golden: 5 match scenarios move
GitHub #316 (warpgenius): "Raid operator doesn't deploy to invisible enemy units, it does in official". The owner's
decision of 2026-10-08 from their official play: a 突袭 member considers 隐匿 (unrevealed) ground enemies both as landing
targets and for 「若范围内没有敌人」. Until now raidTargets and the poll used canTargetEnemy / enemiesInKeys, which leave
隐匿 out (the bond text only says 敌人 / 地面敌人).

content/bonds/addon/battle.js: raidGroundEnemy accepts what canTargetEnemy (ground) accepts, plus a 隐匿 ground enemy that
only its 隐匿 keeps out; asleep, untargetable and flying enemies stay excluded (skipEnemy too). raidStealthInRange: a 隐匿
ground enemy on the member's range stops the jump, so a ready member next to one does not hop every poll. The landing
rules are unchanged (the target in range from the landing tile; a melee member's blocking tile first).

Golden: solo-HARD-1, solo-ABYSS-1, coop2-NORMAL-3, coop4-ABYSS-7, coop2-NORMAL-70-diy — their 突袭 members (斯卡蒂, 瑕光,
宴, 伊内丝) now jump to 隐匿 enemies (潜伏者, 隐形弩手组长, …) or stay because one stands in their range.

Tests: test/sim/feedback7-raid-stealth.test.js (4; 2 fail on the parent: the jump to the only landing spot beside a 隐匿
enemy, and staying with one in range while a visible enemy waits elsewhere).
2026-10-08 21:21:44 +08:00