Commit Graph
100 Commits
Author SHA1 Message Date
sganggs d5a4e61fbb feedback5 WG: 补位 detail cards only for the player's own cards (a teammate's bond popup member and the banned list show the chess as it is); the DOM fallback field draws a board stand-in with its avatar 2026-10-05 19:52:09 +08:00
sganggs 832d509ef4 feedback5 WG: docs for 补位 — PLAYING §3 (干员持有 for players), DESIGN §8.1 room.ownership / §8.3 m.private standIns / §16, DATA.md §2 / §18 (played since 0.2.0), SIM.md prep-scouting standInFor, kits README (the golden standins family) 2026-10-05 19:49:28 +08:00
sganggs 29725e3a39 feedback5 WG: golden — a standins family (10 battles: every NORMAL chess record, normal and elite, fielded as its 补位 stand-in on real stages and waves plus ground enemies; all 17 stand-ins, every active backup skill cast) and one co-op match whose AI-托管 human seat does not own 7 chess (coop2-NORMAL-14-standins); the 133 existing digests unchanged (roster / bonds / fields byte-identical, the 16 old matches identical) 2026-10-05 19:42:49 +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 24205581e1 feedback5 WG: 补位 on the server — room.ownership { notOwned } (lenient check, stored per session / seat, a match takes the list its seat had at the start), PlayerState.standIns: the player's not-owned NORMAL chess fight as their stand-ins (battleInput standIn: true in every field, the stand-in's position / range, no summons), m.private.standIns, stand-in art in prep scouting 2026-10-05 19:13:46 +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 211b909282 feedback5: merge K2 — stand-in kits Stormeye, Pith, Raidian (+ applyStatus stackAs for Raidian S3's 虚弱)
# Conflicts:
#	server/sim/content/kits/index.js
2026-10-05 18:36:01 +08:00
sganggs f317adf003 feedback5 K2: stand-in kits for Stormeye, Pith and Raidian — every skill, talent and module at every form
Stormeye (char_611_acnipe; 空弦, 莫斯提马, 百炼嘉维尔 / 妮芙, 蕾缪安 / 异客): 风坠 rolls on every attack instance
(acnipe_t_1: ATK × atk_scale before DEF; S3 talent@prob), 风雨欲来 +0.2 SP/s after `delay` s without an attack
[ASSUMED reading], S1 ATK / ASPD / 100 DEF ignored, S2 an endless toggle (ATK +5 %, 2 targets), S3 3 targets × double
hit plus one physical ATK × 1.0 instance on a target at >= 90 % HP on the attack's first hit (acnipe_s_3[extra], no
风坠 / MAR-X on it); MAR-X stays the fastshot profile's flyScale.

Pith (char_612_accast; 烛煌, 焰影苇草 / 迷迭香 / 荒芜拉普兰德): splash from the trait blackboard, 12 RES ignored, ATK
+10 / +20 % on herself and the 【术师】 of the 4 tiles next to her, S1 ASPD + splash 1.5, S2 ASPD + ATK on every 【术师】,
S3 one ATK × atk_scale_aoe arts hit on every enemy of her range at the cast, then 2 targets, ASPD, splash 1.2 (PRTS
备注); SPC-X range (moduleRangeUp).

Raidian (char_614_acsupo; 灵知, 夕 / 安洁莉娜, 浊心斯卡蒂 / 仇白): 同调 on herself and the operators next to her (×
talent_scale in S3), 诱引 per PRTS 命中率 — one roll per enemy attack in her range, a miss cancels the whole attack
before the enemy riders (hit priority 300), S1 / S2 from the blackboards (S2 flat −0.1 / −0.2 s, 停顿 1.1 / 1.2 s), S3
y-4 + ATK + 脆弱 / 虚弱 aura with the 虚弱 stacking as 90 / 80 % (stackAs); S3 casts by the data's ACTIVE_RANGE;
DEC-X +0.2 SP/s with an enemy in range.

Triggers stay the data's (AUTO attack buffs Stormeye S2 / Pith S1 keep DEFAULT, as the W5C AUTO audit). No golden
scenario fields a stand-in: digests unchanged. Tests: test/content/standin_acnipe / _accast / _acsupo (27).
2026-10-05 18:34:46 +08:00
sganggs acbb70dc6b feedback5: merge K3 — stand-in kits 郁金香, Mechanist, Touch (Touch shares the 外勤医疗 code; every skill on every form)
# Conflicts:
#	server/sim/content/kits/index.js
2026-10-05 18:28:54 +08:00
sganggs e2be2012e3 feedback5 K3: the 郁金香 stand-in kit (standin-acpion.js) — 无垠之心 / 浪潮之心, S1 钻心, S2 迅瞬 (1 DP every interval), S3 只余芬芳 (8 slashes on her Spine clip's events, 无敌 / 无法阻挡 / 眩晕冻结免疫, 可对空 — PRTS 备注 of the same skill), module SOL-X 2026-10-05 18:27:09 +08:00
sganggs d82511286c feedback5 K3: the Mechanist stand-in kit (standin-acfend.js) — 精研材料 / 反馈装甲 with PRTS's 0.1 s checks (the ASPD cut lasts while anyone blocks the enemy), S1 结构稳定, S2 不变性原理 (×2 / ×3 反馈装甲), S3 应力倒置 (per-second arts to the enemies she blocks), module PRO-X; the data's 重装 trigger kept 2026-10-05 18:26:49 +08:00
sganggs 55f53fdcb0 feedback5 K3: the Touch stand-in kit (standin-acmedc.js) — S1 慨赠, S2 宛如天启, module PHY-X; S3 恳切福音 and 攫升 / 超脱 run the 外勤医疗 strategy's Touch code, now exported from content/tokens.js (touchGospel, mapCharTalents; the strategy unchanged, golden identical) 2026-10-05 18:26:21 +08:00
sganggs 5090ac1ed3 feedback5: merge K1 — stand-in kits Sharp, 领主·Sharp, Misery (every skill on every form; PRTS-checked) 2026-10-05 18:25:17 +08:00
sganggs cb05592a06 feedback5 K1: Misery's stand-in kit (char_615_acspec, for 缄默德克萨斯 / 山 / 新约能天使 / 锏) — the three ON_DEPLOY passives at every deployment (S1 dodge / double-hit chance, S2 ATK / ASPD for 10 s, S3 burst then drag and 停顿 on unblocked ground enemies, on a redeploy), 二象命末 double hits, 四维分离, EXE-X 2026-10-05 18:23:51 +08:00
sganggs 199d3d73bf feedback5 K1: 领主·Sharp's stand-in kit (char_617_sharp2, for 水月 / 玛恩纳 / 维娜·维多利亚 / 妮芙) — S1 沉默的爆发 (ATK / ASPD up, two targets, ranged attacks at full ATK), both talents, LOR-X as the 10 % ATK arts 流失 PRTS describes (no RES, shield or invulnerability) 2026-10-05 18:23:51 +08:00
sganggs 558fcedf90 feedback5 K1: Sharp's stand-in kit (char_609_acguad, for 忍冬 / 银灰 / 百炼嘉维尔 / 隐德来希 / 归溟幽灵鲨 / 佩佩) — S1 快刀 double hits, S2 亮剑 DEF to 0 / max HP / 160-180 % attacks, S3 力战不竭 layers (one before each attack, reset on a new target) and HP never below 1, both talents, DRE-X 115 % on blocked enemies 2026-10-05 18:23:51 +08:00
sganggs eac9b9737d feedback5 K2: applyStatus stackAs — a 同名效果取最高 status can compete with another strength than its effect (Raidian S3's 虚弱, PRTS 备注 "在叠加时视为90%…的虚弱,仅影响叠加优先级"); no caller passes it yet, golden unchanged 2026-10-05 18:20:48 +08:00
sganggs ece75b6853 feedback5: merge W5E — a full hand refuses buys and reward picks, temp pieces fill freed slots (#82); 联防 plays on the official escaped maps (#41)
# Conflicts:
#	test/golden/fields.json
#	test/golden/matches.json
2026-10-05 18:19:36 +08:00
sganggs 8a43624935 feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list) 2026-10-05 18:17:08 +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 65ac4afbd8 feedback5: merge W5C — 琳琅诗怀雅 S2 bomb on x-6 (#116), 新硎 / 沉沙 one 断刃 layer (#107), the owner's ACTIVE_RANGE trigger rule, AUTO-skill audit (伺夜 S2, 浊心斯卡蒂 S2)
# Conflicts:
#	data/backups.json
#	tools/build-data.mjs
2026-10-05 17:51:44 +08:00
sganggs 8a123f6b11 feedback5: the browser battle loads data/backups.json too, so a stand-in fights the same in the browser as on the server 2026-10-05 17:48:10 +08:00
sganggs 1576842641 feedback5 WC: 伺夜 S2 and 浊心斯卡蒂 S2, AUTO skills that act on allies, fire without an enemy (audit after GitHub #124)
Audit of every AUTO time-SP skill with no enemy on the field: 35 never fired. Two need no target and are fixed: 伺夜
S2 领袖的馈赠 — PRTS 备注 「仅场上存在狼群,且狼群未获得此技能的充能时可触发技能」: the kit casts it when ready while the pack
stands and holds no unused gift (it waited for 伺夜's own next attack and could overwrite an unused gift);
浊心斯卡蒂 S2 同葬无光之愿 (鼓舞 on allies + trait heal, a toggle) is SP_FULL like 魔王 S1. The rest correctly wait for a
target (next-attack / next-heal skills, attack modes, enemy-targeted effects) or are left for the owner (赫默 S2 /
巫恋 S2 summon releases, 纯烬艾雅法拉 S1); the list is in the 0.2.0 doc draft.

Golden: roster-039 / roster-040 (伺夜 with S2, normal and elite) moved: S2 now casts whenever the pack holds no gift.
2026-10-05 17:48:07 +08:00
sganggs cbe545c96b feedback5: merge W5D — stand-in battle plumbing (kit by stand-in charId, getChess standIn, harness standIn: true), generic ON_DEPLOY / 冲锋号令 / stat talents, 重装 rule for 预备干员-重装 and Mechanist 2026-10-05 17:47:22 +08:00
sganggs ed2b679f83 feedback5 WD: the sim fields a 补位 stand-in — getChess(id, { standIn: true }) over data/backups.json, PlayerBattleInput standIn: true, kits by the stand-in's charId (never the replaced operator's), kits/ops/standin-<codename>.js registry, harness standIn
- simdata: DataSource keeps `backups` (rawBackups follows the fallback chain); getStandIn = shared/standIn.js
  standInRecord normalised (the chess's ids / bonds / 特质 / tier, the stand-in's body, def.standInFor); a PRESET / DIY
  chess or a source without backups fields itself; the per-battle view maps id-only lookups.
- spec.js keeps `standIn` only when exactly true (never on a token); Battle passes it to getChess; syncUnitLoadout
  carries it; UnitInfo `standInFor`.
- content/index.js kitOf: a stand-in's kit is KITS[def.charId] only; no default skill (a stand-in kit writes `skills`);
  without a kit the generic kit plus genericTalents. kits/index.js STANDIN_KIT_FILES / STANDIN_KITS, merged after the
  tier groups (old keys keep their order; golden unchanged).
- server/data.js and tools/setup.mjs expect backups.json.
- test/content/standin.test.js: the plumbing and the eight 预备干员 on all 28 chess records they replace.
2026-10-05 17:44:58 +08:00
sganggs 286a34064f feedback5 WD: the 重装 exception for the stand-ins — tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS: every skill of 预备干员-重装 and Mechanist casts with an enemy in range (DEFAULT, rawRule TAKE_DAMAGE) on every form
The owner's decision of 2026-10-05 (the approved 补位 plan). Keyed by the stand-in's charId, because a form belongs to
no chess; validateAll fails the build when an entry stops meeting a TAKE_DAMAGE row. build-data --offline changed only
those 15 trigger rules in data/backups.json.
2026-10-05 17:44:43 +08:00
sganggs 01fddd3021 feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).

Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
2026-10-05 17:44:33 +08:00
sganggs a325fb41ad feedback5 WD: generic kit — an ON_DEPLOY passive without a duration key lasts the skill's own duration from every deployment (一击即退, 10 s), 冲锋号令 gives its DP at full SP, genericTalents for the stand-ins without a kit
Every pool skill these rules meet already has a hand-authored spec (checked over all 266 chess records x skills and the
22 tokens), so only the 补位 stand-ins change; golden fast and full unchanged.
2026-10-05 17:44:33 +08:00
sganggs ebfda7e657 feedback5 WC: 沉沙 / 新硎 断刃 give one ATK layer while a blade is held and lose it with the last one (GitHub #107)
PRTS 天赋: 「攻击力+80%,持有4个【断刃】 / 每次成功攻击后消耗1个【断刃】,攻击结束时若已耗尽【断刃】,则立刻切换为无断刃模式并
失去攻击力加成」 (the switch clears the attack interval: it attacks again at once). The kit stacked one more layer per
attack and never removed any (新硎 1350 → 3510 after two hits). Now one layer of AtkUp.atk 0.8 (新硎) / Atkup.atk 0.7
(沉沙, blackboard over the PRTS page's 80 %) from the spawn, removed by the 4th attack, whose cooldown is cleared; the
death spawn (max(1, unspent blades)) is unchanged.

Golden: roster-011 / -012 / -025 / -048 and bond-soloShip-high (their waves bring 沉沙 or 新硎), coop3-ABYSS-5,
coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted (matches whose waves bring them) moved: different ATK over time.
2026-10-05 17:29:34 +08:00
sganggs e9b6f7e706 feedback5 WC: 琳琅诗怀雅 S2 见面礼 throws its champagne bomb on range x-6, onto an enemy's tile, with no enemy needed (GitHub #116 item 2)
PRTS 技能2 备注: placement range x-6 (range_table "x-6": her tile and two tiles in each of the four directions); "若放置
范围内存在敌人,则按攻击索敌规律放置香槟至其所在地块,否则随机放置香槟至可部署的地块". The client charpack (char_1033_swire2,
mode S2) makes her attack a priority composite: SpawnToken (Skill_2) when a free x-6 tile exists and she holds a coin,
else the normal attack. So a coin plus a free x-6 tile takes her attack's turn whether or not an enemy is near; the
tile is the first ground enemy's on a free x-6 tile in her attack target order, else a random free tile. Until now
every attack dropped a bomb at random on her 1-1 attack range. [ASSUMED] the throw costs her attack one tick.

Golden: roster-006 / roster-008, bond-investShip-low, bond-kjeragShip-low, bond-siracusaShip-low,
bond-victoriaShip-low, bond-yanShip-high (each fields 琳琅诗怀雅 with S2) and coop4-ABYSS-7 (a bot fields her from
round 6) moved: her bombs land on x-6 / enemy tiles and are thrown without an enemy.
2026-10-05 17:27:03 +08:00
sganggs 29b0ccb962 feedback5 R5: point the layout docs at the split client modules
DESIGN §2 names gameLogic/, render/app/, render/fx/ and screens/game/.
§9, SIM and ASSETS name renderInfo and keepEarly in the modules that hold
them. Blame ignores the four move commits.
2026-10-05 17:26:08 +08:00
sganggs b1ec04b58c feedback5: merge R2 — server/match/Match.js split into server/match/match/* and PlayerState.js into server/match/player/* (fixed install order, same exports); golden unchanged 2026-10-05 17:24:48 +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 cea593561a feedback5 R2: after the move — match/bossRounds.js imports finalAssault.js once (Match.js had two import lines for it), match/watch.js drops the stale first doc line of _prepScoutSig (superseded in the review of PR #129) 2026-10-05 17:18:54 +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 64443b4aab feedback5 R2: PlayerState.js → server/match/player/*.js, a pure move — the 87 class members (82 methods and the isHumanActive / botControlled / deployCap / deployCount / tempEmpty getters), verbatim with their comments, go to 9 per-concern method containers (basics, pieces, acquire, economy, placement, items, prep, round, views) that PlayerState.js installs on PlayerState.prototype in a fixed order with class-method descriptors (a name defined twice throws); HAND_SIZE, TEMP_SIZE, MAX_OFFER_SLOTS, OK and fail go to player/common.js; PlayerState.js keeps the header (+ a code-layout paragraph), the class with its constructor and the FIELD re-export. Section-header comments are replaced by the module headers. docs-consistency reads the method modules (playerText), pins layerGainRoom in player/economy.js and checks that no Match / PlayerState module has a layerRoom 2026-10-05 17:15:37 +08:00
sganggs c1b8292f92 feedback5 R5: split the battle effect system into modules
public/js/render/fx.js becomes a re-export barrel. Speeds, camera heights, fonts, the kind table and the shared tunables move verbatim into public/js/render/fx/*.js. FxSystem keeps its constructor, clear, update, counts and destroy; the other methods move verbatim into container classes installed on FxSystem.prototype in source order. simSpeeds and fontsReady each stay one instance. The dynamic import of /sim/constants.js stays next to setSimProjectileSpeeds.
2026-10-05 17:13:07 +08:00
sganggs 1ca4936f0a feedback5 R2: Match.js → server/match/match/*.js, a pure move — the 167 class members (166 methods and the soloUntimed getter), verbatim with their comments, go to 16 per-concern method containers (platform, infra, messaging, views, watch, intents, pause, phases, spDraft, prep, combat, clientCombat, reports, unitePhase, bossRounds, settle) that Match.js installs on Match.prototype in a fixed order with class-method descriptors (a name defined twice throws); the constants the modules share go to match/common.js (FLOW_TICKER_PRIORITY, DELAYS, BAND_TURN_SECONDS re-exported by Match.js; OK, fail, BOSS_CLOCK_MS), GAME_TYPES to platform.js, the boss-round budgets / rates to bossRounds.js; Match.js keeps the header (+ a code-layout paragraph), the constructor-only constants and the class with its constructor. Section-header comments are replaced by the module headers. docs-consistency reads the method modules (matchText) and pins layerGainRoom in match/settle.js 2026-10-05 17:10:38 +08:00
sganggs eb04f5dfa4 feedback5 R5: split the in-match UI logic into modules
public/js/ui/gameLogic.js becomes a re-export barrel. The bodies move verbatim into public/js/ui/gameLogic/*.js (shared, phases, camera, watch, bonds, shop, placement, draft, enemies, format, shortcuts, settings, result, loadout, panel). The barrel re-exports the same 96 names in the same order. isObj and int gain export on shared.js so sibling modules can import them; they stay off the barrel. No importer changes.
2026-10-05 17:06:45 +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
sganggs dcce7858c2 feedback5: shared/standIn.js JSDoc marks the selection's skillIndex optional and documents diyRecord, so the checkJs slice passes 2026-10-05 16:35:33 +08:00
sganggs 3288afc787 feedback5: merge R6 (tooling) — correctness-only ESLint, a first checkJs slice + core typedefs, tools/check-imports.mjs, tools/package.mjs (+ --lite), CI tooling job 2026-10-05 16:34:01 +08:00
sganggs e1de092b74 feedback4: the lobby imports ERR, so a failed 观战 join shows its toast instead of throwing (PR #119's error path; found by the 0.2.0 lint) 2026-10-05 16:32:44 +08:00
sganggs 6a7a23765a feedback5: merge R4 — operator kits one file per chess (kits/ops/*, kits/shared/*, kits/index.js in the old registry order) + kits/README.md with the fidelity checklist; golden unchanged
# Conflicts:
#	.git-blame-ignore-revs
#	test/docs-consistency.test.js
2026-10-05 16:30:29 +08:00
sganggs 920624e743 feedback5 R4: kits/README.md — how a kit file is built, what it may use (shared helpers, the battle API of docs/SIM.md), naming, registration, tests, the fidelity rule and a ten-item fidelity checklist per operator with example kits and tests (for the stand-ins, self-select 6★ operators and GitHub #136); test/content/kits_layout.test.js checks that every ops/ file is listed in kits/index.js, named after its chess id and charId, registers exactly its kit, and imports nothing Node-only or server-only and no clock / Math.random 2026-10-05 16:26:29 +08:00
sganggs 4dff116c19 feedback5 R6: run lint, import check and typecheck in CI
One extra Ubuntu job. The existing test matrix is unchanged. Lint warnings are allowed.
2026-10-05 16:23:54 +08:00
sganggs b6c9918c46 feedback5 R6: add a player package tool with a lite dry-run
tools/package.mjs packs git-tracked runtime files and production dependencies. --lite leaves out local art, fonts and the local asset manifest. --dry-run lists the files and the uncompressed sizes and does not write a zip.
2026-10-05 16:23:47 +08:00
sganggs 95842cef6e feedback5: merge R3 — server/sim/Battle.js split into server/sim/battle/* (prototype methods in fixed order) and content/enemies.js into content/enemies/* (same KITS order); golden unchanged
# Conflicts:
#	.git-blame-ignore-revs
2026-10-05 16:23:17 +08:00
sganggs 014259b75f feedback5 R6: check that sim and match stay off the net and the client
tools/check-imports.mjs lists boundary hits and exits 1 only with --strict. The current hit is the Node data loader's node:fs, node:path and node:url. server/data.js stays allowed.
2026-10-05 16:20:55 +08:00
sganggs 5024559028 feedback5 R3: docs and comments follow the split — DESIGN §2 and SIM.md list server/sim/battle/ and content/enemies/, SIM.md and research 08 name the new homes (archetypes.js frontGuard / ep / dmgZone / pollution, helpers.js areaAllies / zone / setForm, fly.js kitShell), code comments that pointed at moved code say where it lives now (enemies.js header, battle/blocking.js, battle/queries.js, sim constants / snapshot / units / ai / targeting / devices / bosses, shared constants / protocol, render style / interp); .git-blame-ignore-revs lists the two pure-move commits 2026-10-05 16:20:06 +08:00
sganggs 37b1c0a644 feedback5 R4: paths after the kit split — DESIGN §7 and SIM.md (layout, §7.2 kit contract, kit citations), research 09, code comments (content/generic, tokens, items/battle, shared/loadoutRecord, render fx / demo), test comments, and the kits' own comments that named tierN.js; DESIGN §17–§23 history citations are left as they are 2026-10-05 16:18:58 +08:00
sganggs 64a7f48efa feedback5 R6: add a small checkJs slice and core typedefs
tsc checks shared (except protocol.js and bandBonds.js), the sim rng/dir/constants helpers, and types/core.js. strict stays off. types/README.md says how to widen the slice.
2026-10-05 16:18:28 +08:00
sganggs babc35b72a feedback5 R6: add a correctness-only eslint
Flat config for Node and the browser, with unused names as warnings. The run is clean of errors after three small fixes: the lobby spectate path imports ERR, a disable comment for a rule that is not installed is gone, and two atlas regexes spell the BOM as an escape.
2026-10-05 16:16:45 +08:00
sganggs 560328cacc feedback5 R3: content/enemies.js → content/enemies/*.js, a pure move — every declaration verbatim with its comments: helpers.js (shared constants, per-battle state, ability bookkeeping, selection / damage helpers), archetypes.js (ability archetypes and the archetype kits reused by several keys), one file per kit family with its kit-only constants and its part of KITS (invisible, times, element, dot, reflection, fly, special, leaders — the kitLeaderMisc entries that closed the SPECIAL section open the leaders part, so the order stands); enemies.js keeps the header, the dispatch hooks and dispatchers, STATS_ONLY and the chalice share, builds KITS from the parts (188 keys, same order, same functions) and re-exports all 43 names it exported before. docs-consistency pins kitMace's inR in enemies/leaders.js 2026-10-05 16:16:37 +08:00
sganggs 7adf46b033 feedback5 R4: .git-blame-ignore-revs lists the kit split (a pure move), so blame skips it 2026-10-05 16:14:48 +08:00
sganggs 8924007e55 feedback5 R4: content/index.js takes the kit registry from kits/index.js (one guarded import per kit file) instead of loading the six tier shims; KITS is the same object kits/index.js exports — same keys, order and builders, golden unchanged 2026-10-05 16:14:39 +08:00
sganggs 1169102d46 feedback5 R4: one file per operator kit — kits/tier1..6.js split into kits/ops/<chessId>-<codename>.js (129 kits), kits/shared/tier1..6.js (the helpers two or more kits of a tier use, and each tier's header notes) and kits/index.js (the registry, same keys in the same order); the tier files become re-export shims
Pure move: every line of a kit, of a helper and of the tier headers is copied verbatim (only the headers' first
line names the new file); a helper used by one kit moved into that kit's file. Glue only: the generated imports,
`export default { … }` around each registry entry, `export { … }` lists in shared/tier2..6.js, and tier4's
`(bb, chess, def)` default-argument wrapper as shared/tier4.js `withDefaults` (applied in each tier-4 kit file).
kits/index.js loads every kit file with a guarded dynamic import (browser-safe, no directory listing); tierN.js
re-export the tier registry (TIER_KITS) and their old named exports (tier1 helpers + tinmanKit, tier6
PITHST_ELEMENTS). The merged registry, every tier default and named export have the same keys, order, frozenness
and function sources as before. test/docs-consistency.test.js reads the moved code at its new paths.
Golden: GOLDEN_FULL=1 node --test test/golden.test.js unchanged.
2026-10-05 16:13:56 +08:00
sganggs 13224f9483 feedback5 R3: Battle.js → server/sim/battle/*.js, a pure move — the 131 methods, verbatim with their comments, go to 14 per-concern method containers (players, lifecycle, hooks, spawns, deploy, blocking, status, combat, queries, summons, tiles, displacement, economy, events; fin / clone in util.js) that Battle.js installs on Battle.prototype in a fixed order with class-method descriptors; Battle.js keeps the header, the constructor and the class, and re-exports pushTiles. docs-consistency reads the method modules (battleText) and pins layerGainRoom in battle/economy.js 2026-10-05 16:13:25 +08:00
sganggs aef8caef3f feedback5: merge R1 — server/index.js split into server/http/* modules on plain node:http (same exports, headers and responses) 2026-10-05 16:13:20 +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 1b38e30819 feedback5 R1: startServer and main become wiring — PORT / HOST / TRUST_PROXY and the option picks go to http/config.js, the session stack and the /ws upgrade to http/websocket.js, the request listener and /healthz to http/routes.js (new), the security headers and the clientError 400 to http/common.js, the banner, signals and entry check to http/boot.js
Same order of construction, listeners and headers as before; a scripted fingerprint (export list, 51 HTTP requests'
status / header order / body hash, raw upgrade and malformed-request replies) and the process run (banner, port in
use, SIGINT) match the pre-split server exactly. test/version.test.js reads the banner and /healthz from their new
files; module headers describe each piece.
2026-10-05 16:08:41 +08:00
sganggs b48a67caec feedback5 R1: pure move — the top-level code of server/index.js goes to server/http/ (config, common, files, static, media, buildTag, websocket, boot) verbatim; index.js imports it and re-exports the same 15 names, startServer and main are untouched
Only changes besides the move: `export` on helpers another module now needs (sendError, sendJson, splitUrl, GzipCache,
isNotModified, serveFile, serveMedia, noopLog, makeLogger), ROOT resolves two levels up from server/http/config.js
(same path), and short headers on the new files.
2026-10-05 16:02:33 +08:00
sganggs 67ca229d44 feedback5: merge W5B — stand-in (补位) and self-select (自选编队) data: chess backup fields, data/backups.json (17 stand-ins, 4 DIY slots, picks, faction bonds), shared/standIn.js 2026-10-05 16:02:25 +08:00
sganggs 73a30148b6 feedback5 WB: DATA.md documents chess.json backup and data/backups.json (§18); research 02 / 03 name the DIY faction rule (mainPower + every subPower) 2026-10-05 15:58:17 +08:00
sganggs 4b1d9606d2 feedback5 WB: the data of 补位 and 自选 — chess.json keeps the official backup fields, data/backups.json builds the 17 stand-ins and the DIY picks
chess.json: every record carries the shop row's backupCharId / backupTmplId / backupCharSkillIndex /
backupCharUniEquipId / backupCharPotRank verbatim as `backup` (both forms; nothing else changed).
data/backups.json: units = the 17 原型干员 with a form per status they fight at (43 forms: stats, trait,
talents, every unlocked skill, modules), diy = the 4 slots, the prototype picks per tier (9 6★ at 5 and 6,
six 4★ at 5), the 78 owned-6★ picks and their faction bonds (mainPower + subPower vs powerIdList, else 协防).
shared/standIn.js composes a stand-in (or a DIY prototype) into a chess-shaped record; the build fails when
the form builder cannot give back every PRESET chess field for field. test/backups.test.js (10 tests).
2026-10-05 15:58:10 +08:00
sganggs 6b489b1776 feedback4: merge W5A — golden-result safety net (tools/golden.mjs, test/golden: every chess loadout, enemy, bond, field and bot match, fixed seeds) 2026-10-05 15:50:16 +08:00
sganggs 0fa0f958b1 feedback5 WA: golden-result safety net before the 0.2.0 refactor — tools/golden.mjs runs a seeded corpus (49 roster battles: every chess record × skill × module, every stage and enemy kind; 46 bond battles; 22 leader / 联防 fields; 16 bot-only matches) and test/golden.test.js compares its digests with test/golden/*.json field by field (fast subset by default, GOLDEN_FULL=1 for all; npm run golden / golden:update; test/golden/README.md) 2026-10-05 15:49:24 +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 723755e3a5 feedback4: 引星棘刺 S1 度算浪波 (an AUTO skill thrown at an ally) fires as soon as its SP is full, with no enemy around (GitHub #124) 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
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
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 a5c31cbcb4 feedback3: browser tests accept the leftover-funds prompt when they press ready 2026-10-04 22:31:55 +08:00
sganggs 9f3785636a feedback3: a prep-end item may sit unmerged through the fight, and bonds.json matches the offline build 2026-10-04 22:20:20 +08:00
sganggs 351ead3603 feedback3: 0.1.3 design notes, changelog and version 2026-10-04 22:13:05 +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 a3ebca0ddf feedback3: merge WI — 乌尔比安 S3 move and return are free redeploys, 波登可's spore radius is 0.9, 琳琅诗怀雅 S3 shoots at 10 coins when an enemy is in her attack range 2026-10-04 21:25:44 +08:00
sganggs 3500ef2d32 feedback3: merge WG — nest enemies pulse instead of attacking, children carry no bounty, a 隐匿 blocker is skipped by areas, stacked cold freezes for the longer duration 2026-10-04 21:25:40 +08:00
sganggs 7e711582b0 feedback3 WJ: the bot places elite 歌蕾蒂娅 with HOK-Y on a 高台 that covers the road 2026-10-04 21:11:41 +08:00
sganggs 627bb6d4c1 feedback3 WI: 琳琅诗怀雅 S3 shoots at 10 coins only when an enemy is in her attack range 2026-10-04 21:11:41 +08:00
sganggs ee9fc83207 feedback3: merge WF — 阿戈尔 revives by position, 傀儡师 switches at full HP, 联防 uses the layers the combat reached, deployment is column-major 2026-10-04 21:05:40 +08:00
sganggs ab56ea01b1 feedback3 WI: 琳琅诗怀雅 S3 shoots her coins when the purse reaches 10 2026-10-04 21:05:23 +08:00
sganggs 54680cc891 feedback3 WJ: emote manifest timeout falls back to the glyph 2026-10-04 20:47:49 +08:00
sganggs 5e4fe8ae60 feedback3 WJ: toast when a bond grants a chess, and flash the new card
歌蕾蒂娅:获得X, and the same line for 余 and every other silent grantChess. A new hand or temp card uses the existing deploy flash.
2026-10-04 20:41:46 +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 473b8eb5b0 feedback3 WI: 琳琅诗怀雅 S3 does not close itself when her coins are full (GitHub #89) 2026-10-04 20:35:50 +08:00
sganggs 365ebf6cbd feedback3 WG: a 冻结 from stacked 寒冷 lasts the longer of the two colds, not a fixed 3 s 2026-10-04 20:35:14 +08:00
sganggs 6e59b5e4dd feedback3 WJ: prep watch of another board updates when it changes
A scout stays subscribed to n:<pid> and gets a new prep field when that board moves, including a spectator. A shop change does not push one.
2026-10-04 20:34:32 +08:00
sganggs 9aaba7708c feedback3 WH: an item gained as prep ends waits in hand and merges at the next prep start 2026-10-04 20:34:03 +08:00
sganggs f9e2c49954 feedback3 WI: 波登可's spore cloud radius is 0.9, as the PRTS note says 2026-10-04 20:33:54 +08:00
sganggs 13e71fccba feedback3 WG: a 隐匿 blocker is hit only by the blocked enemy's attacks, not by its areas, zones or auras (GitHub #97) 2026-10-04 20:33:35 +08:00
sganggs 819a5ad4ea feedback3 WI: 乌尔比安 S3 【移动】 and 【返回】 are free redeploys, and the return clears his SP 2026-10-04 20:33:29 +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 bc721b4981 feedback3 WF: a 联防 阿戈尔 who enters down keeps the revive slot their position earned (the forced exit is not a 击倒); helper order ranks the layers the combat reached; a 替身 switch is 禁疗, so a self-heal does not land 2026-10-04 20:27:14 +08:00
sganggs 95b8a24d28 feedback3 WG: a split or summoned child does not carry the kill bounty, and 联防 pays a bounty card only when the leaked enemy is that card's enemy 2026-10-04 20:15:12 +08:00