Commit Graph
518 Commits
Author SHA1 Message Date
sganggs dc609ea13f feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
  public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
  line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
  (resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
  broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 20:56:20 +08:00
sganggs cf98f4c3f8 feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
  public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (7a33bc7e).
- Golden: diy-073 / diy-074 (fx counts only; union OK); broad node --test 5442 (5441 pass, 0 fail, 1 skipped); lint 0
  errors; typecheck.
2026-10-08 20:51:11 +08:00
sganggs e183f2fabd feedback7: merge fb7-stats — the local statistics page (PR #323 by @2321Robin, reworked): a match counts when it reached its result or the player cleared at least one round before quitting; earlier quits stay in the history marked 中途退出 / 不计入统计 (the owner's rule of 2026-10-08)
- Conflict: docs/PLAYING.md — #321's §12 反馈问题 and the stats §12 both added; the stats section is §13 (README anchor
  updated).
- Golden unchanged; broad node --test 5382 (5381 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:45:05 +08:00
sganggs 1a88069968 feedback7 UIBACK: a finished 联防 / boss-pair field publishes the capsule's own resolved, not the sum of the players' clamps — an enemy that enters one helper's half and leaks on the other's is billed to one player's total and to the other's leakedInTotal, so each player's min(total, killedInTotal + leakedInTotal) read 0 while the field read 1/1 and the teammates' m.public progress dropped to 0/1 once the field finished (found reviewing the capsule port of PR #308): validateClientResult keeps the result's field-level resolved (Battle.resolved, clamped to the field's total; junk counts as not reported), _fieldProgress publishes it for client-run and server-run fields alike, the players' own numbers are only the fallback of a result with none, and none at all stays null; SIM.md §1.3 and network.md (顶栏胶囊, result validation) say so; test/match/hud-capsule-resolved.test.js +5 (a 3-human match whose 联防 field runs the real sim with unarmed helpers: capsule 4/4 and m.public 4/4 not 0/4; the boss pair's crossing route; a server-run 联防 field and its timeline; validateClientResult's field-level rule; _fieldProgress's precedence) — all failing before; golden: unchanged (no sim change; compare: roster 49, bonds 46, fields 22, matches 18, standins 10, diy 138 match) 2026-10-08 20:40:42 +08:00
sganggs 51e0e60b6e feedback7 stats: a match left right away stays in the history but does not count; bounded storage, corrupt-data handling, the page reworked as 干员调配-style tabs, the settlement re-view without the app store (PR #323 by @2321Robin, owner's decision of 2026-10-08); golden: unchanged
Counting rule (ui/stats.js countsTowardStats, the owner's decision of 2026-10-08: do not count the matches entered and left
right away, but keep them in the history): a settled match (m.result arrived) always counts; a match given up (放弃模拟)
counts once at least one of the player's battles had finished — a round cleared (the server's own rule, platform.js
_quit: leaving while round k runs has passed k - 1, in its settlement k) or already eliminated. Anything earlier is
history only: marked 中途退出 and 不计入统计, dimmed, listed in 对局记录, left out of every aggregate (games, wins, win
rate, strategy table, titles, rounds, time, combat totals); 总览 says how many were left out.
- A leaver gets no m.result, so the page records the match itself: quitMatch (放弃模拟) → recordQuit builds an
  `end: 'quit'` record from the app state and a tracker (observeMatch, installed in main.js) that remembers when the page
  first saw the match and the last round the player was seen alive in. No record for a spectator seat, a match with its
  settlement already there, a match the page never saw; matches the server ended and closed tabs are not recorded.

Defects of PR #323 as submitted, reproduced (scratchpad/w7-stats-notes/repro-pr-bugs.mjs, loads-check*.mjs) and fixed:
- the title screen loaded all 16 game data files (5.3 MB) at boot: <StatsHost/> called useGameData() at mount; now the
  host renders nothing until opened, the overview reads config / bands / assets and the settlement re-view loads the rest
  when opened (the title screen loads the same 3 files as before);
- importing a file put the list oldest first (the page shows the first 20 as the newest and the cap would drop the
  newest); the list is newest first everywhere, also when loaded from storage;
- recordResult wrote over the envelope of a NEWER build (a downgrade, against the PR's own rule); it refuses now, as
  saveStats does;
- 1000 four-player records are ~7.2 M characters (the PR's ~1.5 kB/record is a solo match) against a ~2.5 M-character
  quota: MAX_RECORDS 1000 stays, plus a 800 000-character budget (the oldest go first), and only the newest 30 records
  keep their rows (lineup, bonds, teammates' names; the replay needs them) — older ones are compacted to the player's own
  summary row (~620 characters), a refused write retries with half the history; unknown fields and oversized values are
  dropped (a strict schema), import files are bounded (8 MB);
- the re-view clobbered the app store (match.public / match.result, the route, the music); ResultScreen is split into
  ResultScreen (the store) and ResultView (props: result, myId, back label), so the stats page renders a stored match
  itself; a 自选 pick and a 补位 stand-in were dropped from the stored lineup (the replayed card drew the plain
  operator); DIFFICULTY_NAMES were not translated; a band cell was a display:flex <td>; the overlay stayed open when a
  co-op match started; the 清空 two-step blink was replaced by the shared confirm dialog.
- Corrupt storage: unreadable data is moved to sp.pref.stats.damaged and the page says so; damaged rows are dropped and
  counted; duplicates, an oversized or unsorted list are repaired on load; a pre-`end` (PR-era) envelope reads as settled.

UI: a full-screen overlay in the grammar of 干员调配 (top bar with 返回 / four tabs 总览 · 策略 · 战斗累计 · 对局记录 /
导出 导入 清空, a note line saying the data stays in this browser and that teammates' names are stored too), text sizes
with max(.xxrem, N px) for phones in landscape, a 50-row history page with 显示更多, a pass-rate bar, a per-difficulty
table in order; the entries use a new `chart` icon (not the ping bars), the title screen's sits beside the language menu
(the connection row has no room: it squeezed the gear and wrapped the status text), the lobby / room buttons show the
icon alone below 700 px (the room's title ran under the label at 640 px). docs/PLAYING.md §12, README row; 41 + 25 UI
strings in en / ja / ko / zh-TW (the PR's four unused ones removed).

Tests: test/ui/stats.test.js 44 / 44 (counting rule per phase, quit records, bounds, corrupt / old / newer storage,
import order, aggregation, the replay payload); test/ui/stats.e2e.test.js (opt-in SP_E2E=1, real server, headless Chrome:
seeded history on 1920×1080 and 844×390, the re-view, export / import / clear, corrupt and newer storage, and the real
flows: a solo match given up in the briefing is history only, one given up after round 1 counts, a settled match is
recorded once and not again after a reload) 6 / 6; lint 0 errors, i18n extract 0 / check --all --strict clean,
check:imports, typecheck, docs and version tests, golden unchanged.
2026-10-08 20:36:41 +08:00
sganggs fbcbfdffbc feedback7: merge fb7-voices — the 选中干员 line on every tap (prep / shop / hand, official FOCUS_CHAR: priority 10, cooldown 0, no gap restart), the Japanese voice tree (audio.voiceJp, 2674 files, setting 语音语言 中文 / 日本語, CN fallback), the full zip ships both
- Conflict: public/js/ui/settings.js imports (store from #321 + VOICE_LANGS) — both kept. test/ui/playtest6-elite.test.js's
  source pin of the onDetail line allows the new tap counter (bcee737f).
- Grok review: MERGE AFTER FIXES — the three findings fixed on the branch (bcee737f). Golden unchanged; broad node --test
  5334 (the one failure was that source pin, fixed), i18n strict clean, lint 0 errors, typecheck.
2026-10-08 20:35:26 +08:00
sganggs 7d6fefe8f5 feedback7: merge fb7-hud — HP-bar readouts (#303 / #378 / #383: ammo cells, 伺夜's wolf-shadow pips, 斩业星熊's 我执 bar), #302 renderer abort, #292 held skill cue, #334 atlas slots, #354 梓兰's per-card frost
- Grok review: MERGE (no defect). Golden unchanged (union OK); broad node --test 5327 (5326 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:29:27 +08:00
sganggs bcee737f40 feedback7 R22-VOICES: review fixes — a 选中 tap no longer restarts the battle-voice gap, and the second shop / reward card of one operator says its 选中 line too; the package switch's comment quotes the measured JP size; golden: unchanged
1. VoiceGate.start no longer moves lastAt for VOICE_TAP_SLOTS: a tap still skips the 1.2 s gap but starts none, so a
   部署 / 技能 / 接敌 the battle asks for once after a short 选中 line has ended plays where the last battle line's gap
   ends (a 部署 at 0, a tap at 500: a 作战中 at 1300 was dropped, now plays; inside the 部署 gap it still waits).
2. Shop / reward cards hand only the chess id to the detail, so two cards of one operator (the pool deals duplicates)
   had one 选中 key and the second tap said nothing nor replaced the first line: game.js numbers every card it opens
   (`tap`, cardTap), resolveDetail keeps it, and detailPanel's new selectVoiceKey() includes it (a re-render of the
   same tap keeps its key; pieces / units unchanged). Checked in the mock match: the second card of 歌蕾蒂娅 now calls
   voice() (it made no call on the parent).
3. tools/package.mjs FULL_ZIP_JP_VOICE comment: 89,388,041 bytes = 85.2 MiB on disk, about 76 MB zipped (as ASSETS /
   DEPLOY), not "~93 MB, barely compresses".
Tests: test/ui/audio.test.js (the tap-gap case; one earlier assertion that encoded the old gap after a tap replaced),
test/feedback7-voices.test.js (new: the card tap in resolveDetail / selectVoiceKey / game.js) — both fail on the parent.
§21.30's 0.2.2 note updated.
2026-10-08 20:28:38 +08:00
sganggs fc2e57ebff feedback7: merge fb7-g-small — PR #368 (AI teammates draft last, default off), #374 (double-click a teammate's avatar in prep), #321 (copy local diagnostics; whole-token / exact-value redaction) with the review's fixes
- Golden unchanged (union OK); broad node --test 5292 (5291 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:23:26 +08:00
Cloudnyco 3f8844129b feedback7 G-SMALL: settings can copy local diagnostics for a bug report (PR #321 by @Cloudnyco)
Applied 设置 → 问题反馈. The report stays in the browser: the in-memory error log, device info, and the battle on screen only while 「附上本场战斗」 is on. Nothing is uploaded.

Redaction no longer treats a long name as a bare substring. Prose replaces each secret only as a whole token, so a name does not cut a longer word or a chess id. The attached JSON replaces a string only when it equals the secret, so chess_char_1013_chen2 and a note like "charge the char" stay, while an exact "char" value becomes the placeholder. The token boundary is a consumed prefix plus a lookahead, because a lookbehind is a SyntaxError in Safari before 16.4. PLAYING section 12 stays; the other section-12 proposal is not in this batch.

Tests: node --test test/diag.test.js — 10 pass. node --test test/client-static.test.js — 315 pass. node --test test/match/runner-pending.test.js test/match/watch-bonds.test.js test/ui/playtest6-unite.test.js test/ui/spectate-effects.test.js test/ui/feedback5-hotkeys.test.js test/i18n-server.test.js test/ui/bosshit-ticker.test.js test/ui/playtest3.test.js test/docs-consistency.test.js test/docs-paths.test.js test/version.test.js test/package.test.js — 138 pass. npm run -s lint — 0 errors. npm run -s typecheck and npm run -s check:imports passed. node tools/i18n.mjs check --all --strict — 1041/1041 in en, ja, ko and zh-TW, 0 errors.
2026-10-08 20:08:32 +08:00
anAtheist987 fd791a66cb feedback7 G-SMALL: co-op rooms can make AI teammates draft last (PR #368 by @anAtheist987)
Applied the host-only room option 「AI 队友最后选择」, default off. Off, the draft order and the random streams stay as they are. On, humans draft before AI seats after the existing shuffle, and a skip stays ahead of the AI seats.

Dropped docs/history/0.2.2.md and every §27 citation. The player-facing sentence is in docs/PLAYING.md. The room-option rule is in docs/design/match.md, docs/design/client.md and docs/design/network.md. The #338 per-bot faction and ban presets are not included.

Tests: node --test test/lobby-ai-last.test.js test/match/ai-picks-last.test.js test/ui/ai-picks-last.test.js — 18 pass. node --test test/lobby.test.js test/client-static.test.js — 378 pass. node tools/i18n.mjs check --all --strict — 1032/1032 in en, ja, ko and zh-TW, 0 errors.
2026-10-08 19:57:26 +08:00
sganggs f632e0b009 feedback7 UIBACK: docs/design/client.md names the new pieces of the screens — the 设置 button of the lobby and the room (GitHub #238), the 观战席 capsule (#120), the capsule's kill counter (PR #308), the empty shop slot (#332) and the shop's fold on 准备就绪 (#138); golden: unchanged (docs only) 2026-10-08 19:50:45 +08:00
2321Robin 4bb0c11e42 feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (464a823, item 19) reverted (GitHub #332 and PR #333 by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged 2026-10-08 19:38:48 +08:00
xcdoge b4bc89ad4e feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged 2026-10-08 19:30:36 +08:00
sganggs 16df0bf466 feedback7 R22-HUD: the card 梓兰's 猎头顾问 freezes shows its frost — every shop card draws its own slot's freeze, not the toggle's (GitHub #354 by @DuolaCCCCat); golden: unchanged
Seen (reproduced on the parent, notes repro-354.mjs): band_orchid's active refresh copies the top-tier operator into another
slot and freezes the copy (bands/meta.js band_shop_refresh_copy_max_lv_char, slot.frozen = true) while shop.frozen — the
toggle — stays false; m.private sends both (views.js: shop.frozen and slots[i].frozen). The shop bar passed the toggle
(`frozen = !!shop.frozen`) to every ChessCard / ItemCard, so no card showed the frost: the server kept the card to the next
prep, the player could not see which one.

Now: shopBar.js slotFrozen(slot, toggle) = the slot's own flag, or the toggle (a frame without per-slot flags — the dev
mock — and the old behaviour for the 冻结 button, which still copies the toggle onto every unsold slot); both card kinds
use it. The bar's frame (is-frozen) and the 冻结 / 解冻 button stay on the toggle. The rule is not touched (bands.test.js,
and the new test): a second manual refresh re-rolls the frozen card too — like the toggle, "再手动刷新会重抽" — and
freezes one of the new pair; with no further refresh the frozen card stays in the next prep (the flags are cleared
then, round.js startRound).

- Tests: test/ui/feedback7-orchid-freeze.test.js (4: the wire — exactly one frozen card of the pair, toggle off — and the
  cards drawn from it; the toggle still freezes every slot; the rule unchanged across two refreshes and a round; the
  ShopBar source pin); fails on the parent (no slotFrozen, the cards passed `frozen`).
- Docs: PLAYING.md (冻结 row), design/network.md (m.private slot.frozen). Golden: unchanged (client render only).
2026-10-08 19:22:08 +08:00
Cloudnyco bc11c0d61a feedback7 R22-HUD: the cached-atlas refreshes of a crowded battle take their turns from this frame's update order, not random phases — each frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units (step 1 of GitHub #327, PR #334 by @Cloudnyco); golden: unchanged
Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no dependency).
UnitView._updateImpostor refreshed a unit when (frame + phase) % interval === 0 with a random phase per unit, so the
refreshes of a frame were binomial: reproduced on the parent with 7 pen figures at interval 3 — 5 1 1 5 1 1 … and
2 4 1 2 4 1 … refreshes per frame instead of 2 / 3. Now render/app.js hands every impostor unit the next slot of the frame
(ctx.impostorSlot, a counter reset in frameBody), the unit refreshes when (frame + slot) % interval === 0, and a unit
whose slot keeps moving with the frame (the units before it culled on and off in step) is still refreshed after 2
intervals (imp.last); a context without slots keeps the random phase. Each unit's rate and the total work are unchanged;
no sim or pixel-as-state change.
Step 2 of #327 (a time budget by priority) is not part of this and still needs a decision.

- Tests: test/render/unitview.test.js 'impostor refresh slots' (3: slots in update order — fails on the parent, the
  starvation cap, the no-slots context); unit view / render suites unchanged.
- Docs: design/client.md. Golden: unchanged (client only).
2026-10-08 19:22:08 +08:00
LimitlessHPPK 3484178e2e feedback7 R22-HUD: a skill cue that reaches the client before its unit is held and sounds once when the unit is tracked — the first cast of a deploy-time skill was silent (PR #292 by @LimitlessHPPK, without handing the whole early buffer to the sound); golden: unchanged
Seen (Grok's review, reproduced here with the real sim): the sim's deploy emits a deployment-activated skill's
['skill', id, 1] before the unit's ['spawn', unitInfo] (宴: three events earlier) and audio.js dropped a skill event of an
unknown unit, so that one cast made no sound while every later one did.

- audio.js: pendingSkill — a 'skill' ON for an unknown unit is held (one per unit, 64 at most, the oldest go first);
  _track plays it once when the unit's spawn arrives; a skill OFF is no cast and is not held; setFieldUnits drops the holds.
  Changed from the PR: setFieldUnits clears the holds BEFORE it tracks the new field's units (the PR cleared after, so a hold
  left over from the previous field would have sounded for a unit of the new field that shares its id — ids are per battle).
- screens/game.js: NOT the PR's change. The pre-entry buffer (keepEarly: every spawn, die, deploy, status and skill since the
  field's m.field, up to 1500 of them) is handed to the sound as its 'spawn' tuples only (new early.js audioEarly): the whole
  list would play every old death, deploy line and cast at once on entering. The live path (onEv) already forwards the full
  list, so the hold alone fixes the live silent first cast; a deploy-tick cast that falls into the short pre-entry gap
  stays unheard (a deliberate gap — replaying "only the casts before their spawn" would still sound a minute-old cast when a
  field was buffered while another one was on screen).
- Tests: test/ui/audio.test.js (3: the held cast in one batch and across batches, once, no hold for a skill OFF; a hold does
  not outlive its field and is bounded; 宴's real deploy: the sim's cast comes before the spawn and sounds exactly once — all
  fail on the parent) and test/match/feedback1-runner-forms.test.js (the audio gets the spawn tuples only: silent replay that
  still teaches the units, the next live cast sounds; the whole list would have sounded old cues). Docs: design/client.md.
- Golden: unchanged (client audio only).
2026-10-08 19:22:08 +08:00
siruimei07 030d0a2938 feedback7 R22-HUD: a renderer that loses the 12 s race no longer mounts its canvas late — the attempt is aborted, a view that still comes back is destroyed, the host is no longer wiped (PR #302 by @siruimei07); golden: unchanged
Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency, no
shipped eval). The leak was real on feedback7: mountFieldView raced createFieldView against a timeout and, on failure,
removed every child of the host while the factory kept running — Pixi finished later and appended its canvas over the
simplified view (taking its clicks); the host wipe could also delete a newer view mounted by the same hook.

- ui/fieldHost.js: mountFieldView(host, { signal }) owns an AbortController; the timeout, a failed import or an invalid
  view aborts it, a view a factory returns after that is destroyed, an outer abort (useFieldView's cleanup) rejects
  without a fallback; nothing clears the host's children any more.
- render/app.js createFieldView takes the signal: the Pixi load / manifest / font waits end on abort, the synchronous
  build registers its disposables (setupCleanup) so a throw releases the app, tiles, fx, impostors, listeners and
  observers it made, the board-art and 3D-board waits moved after the view exists (aborting them is view.destroy(),
  idempotent), destroy() also removes the canvas. render/app/host.js withTimeout(p, ms, signal).
- Tests: test/ui/fieldHost-lifecycle.test.js (5, node vm, fake timers: all fail on the parent) and the opt-in real-browser
  test/render/initialization.browser.test.js (6 scenarios in headless Chrome, 5 fail on the parent: a late Pixi load
  covering the fallback — with a factory that honours the signal and one that ignores it —, art timeout, a setup
  exception, an unmount racing a newer mount); test/ui/playtest2.test.js's source pin takes the new indentation.
  fieldview / browser suites in Chrome unchanged (the two 4× throttled fps tests flake when two Chrome files run
  at once, pass alone).
- The createFieldView body stays unindented inside its new try (the PR's choice, to keep the diff reviewable).
- Docs: design/client.md §9. Golden: unchanged (client lifecycle only).
2026-10-08 19:22:08 +08:00
IceCodeNewandConvey123 8ae891f1f3 feedback7 R22-HUD: the HP bar shows the ammo skill's rounds as yellow cells (隐现 S2: 14), 伺夜's 狼影 left as diamonds and 斩业星熊's 我执 pool as a red bar — one snapshot change for PR #303 and #378 by @IceCodeNew and PR #383 by @Convey123; golden: unchanged
The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design
built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383).

- b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView /
  negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one):
  ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP
  fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new
  mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function
  op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose
  skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura
  cannot wait for the first ammo row.
- render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the
  older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the
  SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the
  wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no
  standing aura (rings.js _aura; the activation burst stays).
- PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the
  official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are
  folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js).
- Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js.
- Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved).
- Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck,
  check:imports, docs tests.

Co-authored-by: Convey123 <Convey123@users.noreply.github.com>
2026-10-08 19:22:08 +08:00
sganggs d7c665dbf6 feedback7 UIBACK: the match's top bar lists the spectator seats — a 观战席 capsule (eye + count) beside the latency opens the roster, the host removes a spectator with its ✕ while the match runs (PR #120 by @salt-fishes, the part the owner accepted: the cap stays 2, no per-room spectator option); the server already took room.removeSpectator at any time — test/match/lobby-integration.test.js now covers the host removing one mid-match (room.closed kicked, the other spectator and the host told, no frame after it, the seat refilled), test/ui/spectator-roster.e2e.test.js the capsule; one new UI string in the four packs; the dev mock seats spectators on ?variant=spectators; golden: unchanged (client only) 2026-10-08 19:19:09 +08:00
sganggs 7fb41f4ff6 feedback7 UIBACK: 准备就绪 folds the shop bar and cancelling the ready unfolds it again (GitHub #138 by blackyang40-cmd; the owner's decision of 2026-10-07 — dragging an operator by its body is not part of it): gameLogic readyShopFold over the confirmed m.private.ready, only a change inside one prep round counts (not a reconnect's first state, the new round's reset, a phase outside the prep); the enemy pen keeps the state it returns to; test/ui/ready-fold.test.js + ready-fold.e2e.test.js; golden: unchanged (client only) 2026-10-08 19:13:11 +08:00
sganggs 911e4bff2b feedback7 UIBACK: a 设置 button left of 玩法说明 in the lobby's and the room's top bar (GitHub #238 by RushFTK) — ui/settings.js SettingsButton opens the same settings modal as the title screen and the match; no background-music option and no board-style option (the owner's decision of 2026-10-07: neither is official); test/ui/settings-entry.e2e.test.js; golden: unchanged (client only) 2026-10-08 19:09:55 +08:00
sganggs ddf8c39ed0 feedback7 R22-VOICES: the Japanese voice dub as a second tree beside the Chinese one — audio.voiceJp (the same slots and file names from ArknightsAssets2 voice/: 2674 files, 89.4 MB, for the 191 voiced operators), 设置 → 语音语言 中文 / 日本語 (default 中文, not tied to the interface language), a JP line the manifest or the host lacks plays the Chinese one; the full zip ships both dubs (one switch, tools/package.mjs FULL_ZIP_JP_VOICE), the lite zip stays art-free (the owner's request of 2026-10-08 「全套的日配语音」); golden: unchanged
- tools/assets/plan.mjs: one voiceTree() per dub — audio.voice (--voice-lang, cn by default) and audio.voiceJp
  (VOICE_JP_LANG, always the JP dub, audio/voice/jp/<charId>/cn_nnn.mp3); fetch-assets plans and downloads both
  (stats.voiceJpChars), so setup (checkAssets walks every listed URL) fetches both too.
- data/assets.json regenerated with the project's tool (node tools/fetch-assets.mjs --add-only, raw.githubusercontent.com,
  107 s): the only change is audio.voiceJp + stats (+2674 files, +89,388,041 bytes, voiceJpChars 191) + hash — the rest
  is byte-identical; the JP tree is the Chinese one with the folder swapped (191 × 14 files, every file a valid MP3).
  The audio files are not committed (public/assets/ is git-ignored).
- public/js/audio.js voiceLine(): 'jp' draws from voiceJp and falls back to the Chinese line per slot (a JP entry the
  manifest lacks) and per line at play time (the Chinese file of the same name when the host lacks the JP one —
  same token, same gate); operators without voice (stand-ins, 盟约·辅助干员, summons) stay silent. setVoiceLang().
- settings: voiceLang 'cn' | 'jp' (VOICE_LANGS, sanitizeSettings), the 语音语言 row under 干员语音 (each dub named in
  its own language, like the language switch), 语音语言 in the en / ja / ko / zh-TW packs.
- tools/package.mjs FULL_ZIP_JP_VOICE (true): false holds the JP files out of the full zip (and its update zip) —
  not missing, not orphans, never in an update's `removed`; setup then downloads them.
- Sizes measured: art download 548 MiB (was 463), full zip ≈ 505 MB (0.2.1: 428 MiB + 76 MiB of zipped JP voice),
  unzipped 711 MB (package --dry-run); lite zip unchanged. README, DEPLOY, ASSETS, setup's fallback size updated;
  PLAYING voice paragraph; §21.30 "Changed in 0.2.2" note.
Tests: test/feedback7-voices.test.js (new: plan, manifest, settings, package switch), test/ui/audio.test.js (voiceLine,
the manager's dub choice and fallback), test/ui/gameLogic.test.js, test/docs-consistency.test.js — all fail on the parent.
2026-10-08 19:09:52 +08:00
xcdoge 2669b6ab57 feedback7 R22-RENDER: a pushed / pulled enemy slides to where the sim put it, a dying flyer keeps its lift through the Die clip, a long Die clip plays whole (PR #380 by @xcdoge); golden: unchanged
The sim displaces at once (battle/displacement.js), so the snapshots only show the destination: a ≤ 2.5-tile push was
lerped over one snapshot interval (3 frames, 0.58 tiles in one frame — frame-loop repro over a real battle), a longer
pull snapped. render/app.js now starts UnitView.slideTo as soon as the interval it samples ends on the snapshot that
carries the destination (a `displace` fx still queued up to SnapshotBuffer.nextSnapT); the view holds where it stood
until that snapshot is shown, then eases into the sampled position under a constant deceleration (v0 = 2D/T, a = v0/T,
T = 0.14·√D in 0.12–0.45 s — ours, [ASSUMED]: no source gives the official timing; docs/research/13 has the official
impulse-and-friction classes). A unit that dies on the way finishes the slide and lies where the push put it.
Death: DIE_CLIP_MAX 1.6 → 8 s (data/assets.json: 234 enemy Die clips, the longest 7.97 s, 25 over 1.6 s), and a
flyer holds FLY_HOVER until the fade tail (DIE_FADE_TAIL 0.55 s).

Substantially @xcdoge's code (PR #380: the slide, the death timing, research 13 / 14, most tests), authored as theirs.
Changed on review: the corpse no longer goes back to where it stood (the PR's test asserted that; the sim's body is at
the destination); the PR's pre-pass scanned (renderT − 0.5, renderT] after processEvents had taken those events, so
it never fired and the slide started a frame before landing — it now looks ahead to the next snapshot and holds the
view until then; the slide eases into the live sample instead of the fixed destination (no jump back onto an enemy
that walked on); each step uses its mean velocity (the end-of-step speed ran 9 % short, then jumped); the constants'
comments say the timing is ours; research 14 no longer cites a sweep script and a data guard that were not in the PR.

Golden: unchanged (client only).

Tests: test/render/unitview.test.js 35/35 (slide: deceleration, idempotence, facing, snapshots in flight, friction,
√D, corpse lies where pushed, hold-then-ease without a landing jump, a never-shown slide handed back; the app.js frame
order over a real battle: a 1.7-tile push over ≥ 8 frames with every step < 0.35 tiles, a push-kill's body staying at
the destination; death: a dying flyer's lift, every Die clip within DIE_CLIP_MAX and a 7.97 s clip scheduled whole);
test/sim/displace-fx.test.js 1/1; render/interp 16/16; docs tests pass.
2026-10-08 19:08:27 +08:00
sganggs df540b6210 feedback7 UIBACK: a stage device explains itself on a tap — 阻隔工事 / “双眼皮” / 射击台 / 源石流发生装置 get the terrain tip's card (GitHub #228, idea and first version in PR #229 by @rickylxw, ported onto the 0.2.1 modules with t() and the four packs): numbers from the stage's own device entry, the 「场地装置」 chip, the turret's stat grid, the tile fact; in a battle the crate and the turret are found by their device UNIT (the PR matched the stage pos: a turret outside the rect stands elsewhere, the units are not in the field meta of a battle shown from its start, a destroyed crate left the snapshots and still answered), the card carries the live HP and closes with the device; the dev mock boards ?stage= and streams crate units on ?variant=devices; golden: unchanged (client only) 2026-10-08 19:03:55 +08:00
ZiyueW1116 8a64edc9e9 feedback7 R22-RENDER: an enemy standing out its attack recovery is drawn standing — the snapshot carries stand / standCut and the interpolator holds the position until the recovery ends (PR #381 by @ZiyueW1116, supersedes #307 / #314); golden: unchanged
Since 0.2.0 the sim stands an unblocked enemy for the rest of its attack clip (ai.js attackStand → atkStandUntil),
but render/interp.js lerped x/y over the whole snapshot gap, so the view slid through a recovery the sim held
(repro: a real 隐形弩手, snapshots 4.9 / 5.0, stand until 4.934 — sampled at 4.917 it slid at vx −0.2).

The snapshot now carries, only when non-empty, `stand: [[id, until]]` (atkStandUntil of enemies alive, deployed,
visible, neither feared nor stunned) and `standCut: [[id, at]]` (the latest time each listed enemy's recovery was cut
or ignored: a displacement, fear, a stun, hiding, leaving — Battle._cutAttackStand, display metadata the battle never
reads). sample() holds the older position until `until` and interpolates the rest (HP / SP keep the whole interval),
stays linear when the newer snapshot records a cut inside the interval, and extrapolates nothing for a newest snapshot
that shows a stand, a death, a stun or a block. Teleports and redeploys still snap first; old snapshots without the
fields interpolate as before.

Substantially @ZiyueW1116's code (PR #381), authored as theirs. Changed on review: the docs (SIM §9, design/network.md)
and code comments in English like the rest of them; the snapshot builds its listed-id set only when an enemy has a cut
to report.

Golden: unchanged — the digest canon hashes neither field and the sim's timing does not move (all 283 scenarios match).

Tests: test/render/attack-recovery-interp.test.js (new, 25: metadata validation, hold-then-slide, cuts, legacy
snapshots, extrapolation guards, real 隐形弩手 / Weedy push-kill / stun / freeze / sleep / levitate / block / fear
battles) 25/25; render/interp 16/16; sim battle, perf, robustness, downelem 69/69.
2026-10-08 18:54:54 +08:00
sganggs cb8865d9d8 feedback7 R22-VOICES: a tap on an operator says its 选中干员 line in every phase — the prep, the shop and the hand too, not only while a battle runs (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, lifting 2026-10-03's 「整备阶段不需要干员语音」 for this line only; [ASSUMED] the official prep tap = the battle's FOCUS_CHAR); golden: unchanged
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
2026-10-08 18:54:02 +08:00
LimitlessHPPK 51c53de189 feedback7 G-TOOLS: listen on :: by default so one socket serves IPv6 and IPv4 (PR #291 by @LimitlessHPPK)
Ported only the dual-stack listen from PR #291 (the change accepted as #188). With HOST unset the server binds :: and, if that fails with EAFNOSUPPORT, EADDRNOTAVAIL or EINVAL, retries 0.0.0.0. An explicit HOST, including 0.0.0.0 and 127.0.0.1, is tried once. The boot banner and doctor list shareable IPv6 addresses in brackets, skip fe80::, and keep one URL per /64. An explicit IPv6 literal in the local URL is bracketed. The Windows service listing no longer drops those bracketed lines.

Not ported: /dev/grant, the settings-default migration, and the firewall scripts. The Docker image stays on 0.0.0.0; the alpine fallback was not booted.

Tests: node --test test/ipv6-bind.test.js test/doctor.test.js test/ci.test.js — 20 pass, 0 fail (8 bind, 4 doctor, 8 ci).
2026-10-08 18:53:24 +08:00
siruimei07 063408e47b feedback7 G-TOOLS: build-data --refresh fails instead of falling back to an old cache (PR #350 by @siruimei07)
Applied as-is. When --refresh is set, a download that still fails after four attempts throws instead of returning the older cached file, so one build cannot mix a new table with an old one. --offline and a warm cache without --refresh are unchanged. Files already written to the cache stay; generated data/ and the previous report are left in place.

Tests: node --test test/build-data-refresh.test.js — 11 pass, 0 fail.
2026-10-08 18:42:23 +08:00
Cloudnyco ae22335cfe feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
  one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
  operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
  the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
  Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
  typecheck, check:imports.
2026-10-08 18:35:55 +08:00
sganggs 97152828c3 feedback6: version 0.2.1 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false: the title-screen dev tag, the boot warning and the package guard go)
- CHANGELOG 0.2.1 (2026-10-07): the streams' lines collected (新功能: the update package and MANIFEST.json; 规则(按官方):
  联防 on the round's battlefield, 突袭 onto a teammate's half, full potential, the replace dialog for consumables,
  the 外勤医疗 Touch, 凋亡, 贾维's 拉普兰德, the 频次 器物 / leader summons; 界面: the collapse arrow, 自选 picks in the bond
  lists, flyers, enemy animations, the Touch card, Esc in the 自选 picker; 联机与大厅: battle messages while a battle
  loads; 工具与开发: the update build, .gitignore), one intro paragraph.
- README: the dev warning under the title removed, the release badge, 「当前版本 0.2.1」; DESIGN's version line names
  0.2.1 (§26) as the state described; §26's intro says when the dev line shipped.
- Tests: version, docs-consistency, docs-paths, package, i18n-packs, update-package, update-boot 80 / 80.
2026-10-07 19:35:30 +08:00
sganggs 1b75bb9229 feedback6: DESIGN §26.14 (every operator at full potential, from the R21P stream's draft) and §26.15 (Esc in the 自选 picker); the §26 intro lists both and the owner's full-potential decision (no host setting)
- docs-consistency / docs-paths 31 / 31.
2026-10-07 18:55:27 +08:00
sganggs b05845f507 feedback6: merge R21P — every operator at full potential (潜能 6; GitHub #252, PR #255 by @SpiritedAwayCN, the owner's decision of 2026-10-07)
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF,
  MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent
  candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps.
  data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads
  her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s.
- No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18,
  diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the
  branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and
  solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87
  units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back
  (archetypes.js times as at the merge base) both equal the branch exactly.
- Tests: broad node --test 5147 / 5147; lint 0 errors.
2026-10-07 18:48:38 +08:00
sganggs 806a047717 feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed) 2026-10-07 18:35:39 +08:00
sganggs cfc149e277 feedback6: DESIGN §26.2–§26.13 assembled from the streams' drafts (联防 battlefield, 自选 picks in bond lists, consumables on a full carrier, Touch, 凋亡, 贾维, .gitignore, flyer hover, enemy animation states, runner messages, 频次 / leader summons, the collapse arrow), the §26 intro and the owner's decisions 2026-10-07 18:22:08 +08:00
sganggs a9fe794c3f feedback6: merge R21H — 器物 (频次) enemies take the 攻坚 HP share and not 补给线's (the data's exclusion list names exactly the 14 器物), leader summons take the round's enemy scaling (PR #272 by @CXUtk, re-implemented from the data); tools/golden.mjs keeps R21H's roundMods import and drops uniteStageId (removed by R21B); golden regenerated on the merge — vs the parent exactly R21H's 74 scenarios, vs the branch only the other streams' moves 2026-10-07 18:21:01 +08:00
sganggs 3f918c9f03 feedback6: merge fb6-small-fixes (see its commits) 2026-10-07 18:16:10 +08:00
sganggs 3c36cdff48 feedback6: merge R21D — with both slots full, every consumable (博士投影, 盟约之币 …) opens the replace dialog and destroys only the picked item once its effect succeeds (PRTS 卫戍协议/帮助 「达到上限强行佩戴会改为替换装备…并销毁被指定的装备」; GitHub #263, PR #264 by @SpiritedAwayCN, ported); golden as R21D's commit (10 matches: bots using a consumable on a full operator), the merged tree differs from the branch only in R21B's 联防 scenarios 2026-10-07 18:11:53 +08:00
sganggs e33ee3db8f feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).

Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
2026-10-07 18:05:42 +08:00
sganggs 8cef750e14 feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub #263, PR #264); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.

- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
  oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
  the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
  nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
  except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04

golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
2026-10-07 18:03:53 +08:00
sganggs 1e58843fb4 feedback6: merge R21F — enemy flyers hover 1.3 tiles above the road instead of climbing each raised tile (GitHub #277, @FrogThai); enemy animation states from PR #275 by @xcdoge, client part: numbered skill clips, the Stun_1 / Dizzy_* spellings, run cycles (猎狗pro, 深池侦察犬), the rebirths of 巨大的丑东西 and 自在 (data/assets.json regenerated offline: enemies only); golden unchanged 2026-10-07 18:03:47 +08:00
sganggs ce2bd75b49 feedback6 R21E: a refresh runs the 刷新时 特质 of the chess that stood on the board / in the hand when it happened (EffectDispatcher.dispatch takes them before its first handler; each still runs where it stands now, one that left is skipped): the 拉普兰德 贾维 grants on every 6th refresh — or the elite that gift completes — fired in the very refresh that granted her and spent her 「本回合首次主动刷新」; now her first is the next manual refresh; round counters are still not copied on a merge (a merged elite is a new 拉普兰德, §25.13.3); the part of PR #196 0.2.0 lacked, re-implemented; golden: unchanged 2026-10-07 18:02:48 +08:00
sganggs 76a2db7dd0 feedback6 R21F: enemy animation states, the client part of PR #275 by @xcdoge re-implemented — the resolver gives an enemy every numbered skill clip (anims.skills; the caller's first index stays the primary, operators unchanged, 宴's PREFAB_SPINE_ROLES fix kept), the stun spellings Stun_1 and Dizzy_Begin/Loop/End, a separate run role (Run_Begin/Loop/End); the renderer walks an enemy faster than moveSpeed 1 on its Run cycle (猎狗pro, 深池侦察犬 ×2; [ASSUMED] threshold), swaps an enemy's skill clip on a cast event (UnitView.setSkillSlot; a form in force is kept), and plays the 重生 of 巨大的丑东西 (Revive, then the fleeing 大祭司 Idle_2 / Move_2 / Stun_2) and 自在 (Revive_01); data/assets.json regenerated offline: 18 enemies gain anims.skills, 6 anims.run, 3 a stun clip (巨大的丑东西, 斩胄之剑, 破胄之锤), nothing else; the sim's cast slot (a new event) is not part of it; golden: unchanged 2026-10-07 17:59:11 +08:00
sganggs c225559d4d feedback6 R21E: an operator's 凋亡 burst drains the official 技力 — stored charges and the ready charge included (Skill.setSpTotal(spTotal − 1) each second; PRTS 技能 可充能 「当持有者的技力流失时,充能次数也会实时降低」, PRTS 元素 「每秒损失1点技力」): the drain took only the SP towards the next charge, so a full skill kept every charge and a one-charge skill stayed ready through the 15 s; a running timed skill is left alone as before; PR #262 (#261 its closed duplicate), re-implemented; golden: 5 moved, each by a burst on an operator with SP stored (假想敌:管's 凋亡 strikes, the 萨卡兹王庭军's 凋亡 on hit) — fields hidden-boss_10-solo (泥岩 loses its stored charge: casts 1 → 0, the move PR #262 reported; the team's heals and the snapshots after it), boss-boss_3-solo / hidden-boss_10-pair and diy-058 (later snapshots and event counts only, the same results), diy-059 (黍 forms against the 萨卡兹王庭军 waves: fewer casts — 11 → 5, 6 → 2, 9 → 5, 6 → 1 — the battle goes otherwise, kills 39 → 47, leaks 57 → 49) 2026-10-07 17:58:45 +08:00
sganggs 53ccf5d8fe feedback6: merge R21G — battle control messages that arrive while the sim loads or catches up (takeover, forced end, a duplicate start, pool, pause) are held and applied in order (PR #266 by @siruimei07, ported); golden unchanged 2026-10-07 17:57:18 +08:00
sganggs c623550f29 feedback6 R21E: the 外勤医疗 Touch casts 恳切福音 on an injured ally inside its 5-2 (ACTIVE_RANGE in touchKit — the larger-range rule the Touch 补位 already runs by its data; the map character's record keeps DEFAULT), and the Touch / 预备干员-医疗 card is an operator card (干员 · 医疗 · 远程位, 特性, skill row with SP / duration, talents from the tokens.json record — it took the summon path: 召唤物, base stats only); 恳切福音 gets a line under its text that the boost is strictly below half (PRTS 修正 of 不高于, what touchGospel does; the operator card of the 补位 Touch too: SKILL_TEXT_NOTES); GitHub #260, PR #278; golden: roster-041 (its strategy Touch heals 8438 → 17072, 19 → 27 heal actions, casts unchanged at 2, the same numbers as PR #278; p1 deaths 7 → 4) and matches coop2-NORMAL-14-standins (h_0 plays 外勤医疗: defeat in round 13 → victory, teamLp 16) — both battles with that strategy's Touch, no other scenario moved 2026-10-07 17:54:17 +08:00
sganggs 26c72a6d95 feedback6: merge R21B — 联防 plays on the round's battlefield again, its terrain, crates, water, devices and runes as in 0.1.4 (the owner's report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub #244's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields 2026-10-07 17:54:16 +08:00
sganggs d84b961c80 feedback6 R21G: a b.start is registered as pending before the sim loads, so a b.end (takeover / forced, the first end counts), a second b.start of the same battle, b.pool and the solo pause that arrive during the load or the silent catch-up are applied to it in order once the Battle exists (they were dropped); a superseded authority is still built, the next prep's clear stops the preparation (PR #266 by @siruimei07, re-implemented on the current runner); docs/design/network.md §14 Client runner + b.end; golden: unchanged 2026-10-07 17:51:26 +08:00
sganggs 14df10a5a3 feedback6 R21F: an enemy flyer hovers FLY_HOVER above the road whatever tile it crosses (GitHub #277: one high-ground / forbidden block on its way lifted it 0.42 / 0.3 tiles and dropped it again like a step) — UnitView.sync keeps every enemy at z 0, operators and summons keep their tile top, the flyer's shadow lies on the tile under it (shadowZ) on the 2D and the 3D board; golden: unchanged 2026-10-07 17:49:51 +08:00
sganggs 75202776cc feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory) 2026-10-07 17:40:03 +08:00