Commit Graph
393 Commits
Author SHA1 Message Date
sganggs 575333137c feedback5 WX: the 39 summon models no web dump carries come from the local client (extract.py TOKEN_SPINES) and are drawn instead of the avatar diamond when data/local-assets.json lists them
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the
  battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks
  btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to
  public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages;
  the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy
  models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted
  nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and
  予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install).
- tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json
  tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the
  manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and
  the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*,
  酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named].
- assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the
  diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale).
- setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local
  client", DEPLOY.md §6, DESIGN §13 (design/client.md), README.
- Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk,
  alpha merge), test/assets.test.js (the local token models load like the client does),
  test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.
2026-10-06 20:16:20 +08:00
sganggs f062be5440 feedback5 WW: DESIGN's header says Chinese by default with an English switch since 0.2.0 (§25.2, docs/I18N.md), not that every player-facing text is Chinese 2026-10-06 19:11:29 +08:00
sganggs a7fbc7da33 feedback5 WW: links after the DESIGN split — README's docs table (DESIGN.md is the index, the rules in docs/design/, the revisions in docs/history/), ARCHITECTURE.md (§5 / §6 / §8 / §9 / §14 link their design/ files; the docs/ and test/helpers/ rows), CONTRIBUTING.md (deviations and rule changes go into docs/design/ with the release's revision in docs/history/; 中文 and English), SIM.md (§5 → design/engine.md), META.md (§6 / §8 → design/match.md, design/network.md), DESIGN §2's docs/ line names the index, its parts and the newer docs; citations "DESIGN §N" stay as they are (the index resolves them) 2026-10-06 19:11:08 +08:00
sganggs da1f5830ca feedback5 WW: split DESIGN.md into docs/design/ (the current rules) and docs/history/ (the per-release revisions), section numbers kept — a pure move: every ## N. block (heading, text, the --- after it) moves verbatim, each part file only gains a title line and a pointer to the index; docs/DESIGN.md keeps its header and becomes the index (a § → file table). design/overview.md §0 §1 §2 §11 §12, geometry-time.md §3 §4, engine.md §5 §7, match.md §6 §16, network.md §8 §14, client.md §9 §10 §13 §15; history/v2.2-playtest3.md §17, v2.3-playtest4.md §18, v2.4-playtest5.md §19, v2.5-playtest6.md §20, 0.1.1.md §21, 0.1.2.md §22, 0.1.3.md §23, 0.1.4.md §24, 0.2.0.md §25. Round trip: the index header plus the blocks in § order reproduce the pre-split DESIGN.md byte for byte (813 785 bytes, sha256 fe81884c…). Tests: test/helpers/designDocs.js designText() (the split script's splitBlocks / designText) reassembles the text in § order; docs-consistency and feedback1-gaps read it instead of docs/DESIGN.md (every pin unchanged); docs-paths guards the split (each § exactly once in docs/design/ or docs/history/, the index row of every file names its sections, every "DESIGN §N(.M)" cited in the repository is a heading — 779 in 327 files today); package.test keeps docs/design/ and docs/history/ out of the zips; golden unchanged 2026-10-06 19:08:44 +08:00
sganggs 0f9009954d feedback5 WW: DESIGN §25 catch-up with what merged after e2bb090 — §25.2 i18n phase 2 (W5S: 1 056 literals wrapped, extract 0, server data texts localized, what stays Chinese), §25.9.1 the sleep-unblock port (W5R: feedback5's golden list, 酒神's 迷狂牢笼 skips sleepers; §24.9's heading names the 0.2.0 files), §25.9.2 the board-tap / long-wait port (W4C, PR #149), §25.11 the owner's items of 2026-10-06 and the items the sources settled (W5V: 望's stock, triggers through summon areas, 突袭 prefers blocking tiles, 泥岩 闭锁, 忍冬 / 深靛 / 阿), §25.12 packaging (W5U: package / package:lite, sizes, 焰狐龙梓兰's art dropped, dec-X / WAH-Y) and the 自选 voices (6499f4b), the summons with no Spine model as open polish; §25.10 records the owner's answers (damage-frame swing kept, 望's stock, summon areas, the #148 landing) and drops them from the open list; the intro, §25.1 / §25.4 / §25.5 / §25.7.2 / §25.8.5 / §25.8.8 and §24.2 point to the new items; PLAYING.md: only player names, the reworded multi-round 悬赏 text and texts the EN client lacks stay Chinese; DATA.md: ownedPool has 71 charIds, §18 cites DESIGN §25.3; README lists docs/I18N.md; garrisons/meta.js cites DESIGN §3 (there is no §3.1); golden unchanged 2026-10-06 19:01:28 +08:00
sganggs 3ac88dea43 feedback5: merge W5S — i18n phase 2: every player-facing Chinese literal in the client, shared and server goes through t() / tParts() / N_() (1 128 → 0; en.json 1 015 entries), server-sent data texts show the English record, a language switch refreshes cached names; test/i18n.test.js enforces extract 0 / check --strict over the whole tree; Chinese output unchanged (per-file render proof); golden unchanged 2026-10-06 18:39:35 +08:00
sganggs 250ad254a6 feedback5 W5S: a language switch in the middle of a screen re-reads the game texts — useGameData(), the 干员调配 / 干员持有 rosters, the strategy list and the open detail card list data.locale() among their memo dependencies (they kept the records of the language they were built in); docs/I18N.md 2026-10-06 18:35:33 +08:00
sganggs 73b810ec45 feedback5: merge W5V — the owner's decisions of 2026-10-06: 望's placed 棋子 take and return her stock (her skills cycle all battle), skill triggers through summon ranges (麦哲伦 S1, 令 S3, 电弧 S2 / S3; summoner.js summonTriggerArea), a melee 突袭 member prefers a tile where it can block (GitHub #148); from the sources: 泥岩 S3 闭锁 releases and stops blocking (PRTS 异常效果 不可阻挡), 忍冬 / 深靛 / 阿 pinned as they are, the 自选 kits' 庇护 copies use holdProtect; DESIGN §24.2's #148 note points to §25; golden: roster-040, boss-boss_2 / 3 / 4 / 6 / 7-pair, hidden-boss_10-pair moved (W5V's own; the sleep-port moves kept) 2026-10-06 18:33:11 +08:00
sganggs c2e77c7fe9 feedback5 W5S: i18n phase 2 coverage — test/i18n.test.js scans the whole client, shared and the server messages (no Chinese literal unwrapped, every msgid translated: extract 0 and check --strict as a test; floors 1 000 catalog entries, 1 350 msgid uses), public/i18n/en.json drops the 64 fragments / renamed msgids the sweep replaced (none is a data text), docs/I18N.md: phase-2 coverage, what stays Chinese and why, the server's game texts, the audit's skip rules 2026-10-06 18:31:28 +08:00
sganggs e01bba6c0a feedback5: merge W5T — docs: ARCHITECTURE.md (a map of the code, every path checked by test/docs-paths.test.js), CONTRIBUTING.md (中文 + English summary), DESIGN §25 "0.2.0" assembled from the stream drafts (after §24.9); the DESIGN split plan and the CHANGELOG 0.2.0 draft stay in the integrator's notes until the last merges 2026-10-06 18:14:11 +08:00
sganggs 65653a21b0 feedback5: merge W5U — packaging: tools/package.mjs (npm run package / package:lite: a runtime-only full zip with the listed art, ~402 MB, and a lite zip without it, ~21 MB; refusal list, personal-path scan, case-collision check, dry-run test), 焰狐龙梓兰's art entries dropped from data/assets.json, one lower-case file per module-icon type (dec-X / dec-x, WAH-Y collided on case-insensitive disks), DEPLOY / README download sections; version lines follow the merged 0.1.4 CHANGELOG (0.1.4 until the 0.2.0 bump); golden unchanged 2026-10-06 18:12:31 +08:00
sganggs d148b3065d feedback5 WU: README and DEPLOY say which zip to pick (完整包 / 精简包) and what setup downloads; DEPLOY §7 packaging
README「方式一」lists the two zips: 完整包 Stronghold-Protocol-v<版本>.zip (about 400 MB, 590 MB unpacked, all the art)
and 精简包 …-lite.zip (about 21 MB: setup downloads the art, Spine models, audio, fonts, emotes and 玩法说明 pages on the
first start, about 440 MB, resumable; the local-client art is not in it), and what both leave out; the disclaimer says
only the full zip carries the art; setup's download is about 440 MB (the 0.2.0 manifest, was 270 MB); the disk row and
the English summary follow.

docs/DEPLOY.md: §0 disk (440 MB of art, 65 MB of runtime dependencies in a zip), §1.1 three ways to get the game (full,
lite, git clone) and what the first start does with each, §1.5 updating with the lite zip, §3 Docker builds from a git
clone (the zips have no Dockerfile; 440 MB), §6 a lite install has no local-client art, §7 the packaging tool for
maintainers: what ships, what is left out and why, the checks, what it needs.

tools/setup.mjs LOCAL_ART_COPY_HINT (shown by doctor): copy the local art from the same version's 整合包(完整包) — the
lite zip has none.
2026-10-06 18:09:21 +08:00
sganggs 89348e843f feedback5 WT: DESIGN §25 (0.2.0) assembled from the stream drafts — refactor and tooling (R1–R6, golden results), Chinese / English (W5I), 补位 (W5B / W5D / W5G / K1–K3 / W5N, the stand-in kit table), 自选编队 and the 71 operator kits (W5H / W5K / O1–O24, one row per kit with its notable [ASSUMED]), trigger rules, wave-1 fidelity fixes, WE1, WE2, the 0.1.4 ports, the settled decisions and the owner's open questions; the header's Versions line names 0.1.2–0.2.0; §21–§24 untouched 2026-10-06 18:05:56 +08:00
sganggs 7aede84be9 feedback5 WV: 麦哲伦 S1, 令 S3 and 电弧 S2 / S3 also cast on an enemy inside the area they act through around a standing summon (drones' ranges, each summon's x-5 ground only, 赛柯's range ground only, 桑特拉's range) — the owner's larger-range rule (the owner's decision of 2026-10-06), via a shared summonTriggerArea and an additive { keys, profile } entry for skill.addTriggerRange; golden unchanged (no corpus battle places a 自选 summon) 2026-10-06 18:04:48 +08:00
sganggs ed5c1f2ab8 feedback5 WV: 望's placed 棋子 occupy her stock like ones she deployed and a 棋子 that goes off goes back into it, so S1 / S2 and 阻回 keep cycling through the battle (the owner's decision of 2026-10-06, a deviation from the mode's 不消耗持有数量); golden unchanged (no corpus battle places her 棋子) 2026-10-06 17:59:58 +08:00
sganggs b8a86b88f1 feedback5 WU: module type icons get one lower-case file per type (dec-X and dec-x were two names for one file)
The official data spells one DEC X module 'dec-X' (uniequip_003_aglina) and the others 'dec-x' (WAH-Y is the other
mixed-case type id), and the asset plan stored each under its own case: module/dec-X.png and module/dec-x.png. On
Windows / macOS those are one file, so a release zip built there could hold only one of them and a case-sensitive
server (a Linux VPS) would miss the other — the release packager found it ("planned but not staged"). The local file
is now module/{typeIcon in lower case}.png; the upstream names keep their order (the id as spelled, then lower case).

data/assets.json regenerated offline (node tools/fetch-assets.mjs --offline --add-only). JSON diff: modules.dec-X
/assets/module/dec-X.png -> /assets/module/dec-x.png, modules.WAH-Y /assets/module/WAH-Y.png -> /assets/module/wah-y.png,
hash, stats.files 6979 -> 6978, stats.bytes 458334505 -> 458333444; nothing else.

fetch-assets compares its orphans (what --prune deletes) without case: on Windows / macOS module/WAH-Y.png on disk is
the listed module/wah-y.png and must not be deleted (orphanFiles, exported).

Tests: test/assets-diy.test.js (one lower-case file per type, no two manifest URLs differing only in case, orphans).
docs/ASSETS.md: the module icon file name.
2026-10-06 17:59:13 +08:00
sganggs c50b406874 feedback5: merge feedback4 (9f93096) — W4C ported: the board canvas is a click target, so a phone tap on the back row stays on the tile (PR #149's fold button had pushed the bond discs over row 12); browser suites poll long waits in slices under the 90 s protocol timeout; golden unchanged 2026-10-06 17:53:19 +08:00
sganggs 9bfac54c8f feedback5 WU: 焰狐龙梓兰 (MH05) leaves data/assets.json; a voice slot with no line on disk is dropped, not []
She left the 自选 pool in 0.2.0 (data/backups.json diy.excluded, a collab operator) but her art stayed in the
manifest because fetch-assets refuses to shrink it. Regenerated offline in this worktree, whose public/assets and
public/fonts are the shared ones: node tools/fetch-assets.mjs --offline --add-only --allow-shrink (--add-only so no
file on disk is rewritten and the fonts entry is kept). The run dropped exactly her 163 entries.

JSON diff against the previous manifest: removed chars.char_1048_orchd2, skills.skchr_orchd2_1..3,
skillsById.skchr_orchd2_1..3, audio.sfx.units.char_1048_orchd2; changed hash and stats (files 6994 -> 6979,
bytes 462620448 -> 458334505, chars 210 -> 209, charsWithBack 207 -> 206, spineModels 673 -> 671,
skills 525 -> 522, sfxUnits 484 -> 483); nothing added, nothing else changed.

The first regeneration also added 71 entries like audio.voice.char_134_ifrit = {select: [], place: []}: the 自选
operators' voice lines are planned but not downloaded on this machine, and resolveTemplate kept an array whose lines
were all missing as []. tools/assets/manifest.mjs now drops such an array like a missing leaf (and the entry it
empties); an array that is empty in the template stays.

Tests: test/assets.test.js (the array rule), test/assets-diy.test.js (no diy.excluded operator keeps art in the
manifest). docs/ASSETS.md: 71 自选 picks, 209 operators (206 with Back), 522 skill icons, the empty-slot rule.
2026-10-06 17:51:41 +08:00
sganggs ac6454d171 feedback5: merge feedback4 (7ee815e) — W4D ported: a sleeping enemy cannot be blocked and takes no block slot (_checkBlock in server/sim/battle/blocking.js, the applyStatus release in battle/status.js, the plain-buff release re-applied to ai.js updateEnemy's cannot-act branch after WE1's swing cut, 瑕光's comment in kits/ops/chess_char_3_12-blemsh.js, buffs.js; 酒神's 迷狂牢笼 skips a sleeper too); golden: roster-003 / 005 / 013 / 032 / 038 / 039 / 042, bond-maniShip-high, solo-FUNNY-1, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, diy-131 / 132 moved
New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.

- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
  `_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
  (battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
  file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
  there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
  branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
  It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
  reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
  branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
  marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
  "(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
  noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
  over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
  roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
  timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
  blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
  萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
  normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
  ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
  (ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
  layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
  one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
  WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
  and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
  kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
  死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
  coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
  and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
  are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
  baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
  the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
  pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
  stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
  t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
  enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
  error). lint 0 errors, check:imports and typecheck clean.
2026-10-06 17:49:10 +08:00
sganggs adaa8695ef feedback5 WT: CONTRIBUTING.md (Chinese, English summary) — setup, targeted / golden / opt-in browser tests, the fidelity rules (official data + PRTS, [ASSUMED], no copyrighted text at length), commit and pull-request conventions, adding a 自选 operator per kits/README.md; ARCHITECTURE and README link it; docs-paths covers it 2026-10-06 17:46:31 +08:00
sganggs 11655e19d6 feedback5 WT: docs/ARCHITECTURE.md — a newcomer's map: the Node server on node:http, the WebSocket protocol, the deterministic sim shared by server and browser, the 0.2.0 directory layout, the data flow (build-data, assets, the i18n overlay), the golden results and import boundaries, where to start for common changes; test/docs-paths.test.js checks every path and link it names; README links it 2026-10-06 17:44:22 +08:00
sganggs 2213fe7def feedback5 W5S: tParts() for a sentence with markup inside (the translation split at its placeholders, vnode params kept); tools/i18n.mjs extracts its msgids; docs/I18N.md 2026-10-06 17:41:55 +08:00
sganggs 9f93096efa feedback4: merge W4C — a tap on the board stays on the board (the canvas is a click target: PR #149's fold button had moved the bond discs over row 12 on a phone, and Chrome's touch adjustment sent the tap to a disc); browser suites poll long waits in slices under the 90 s protocol timeout (watch-bonds, playtest2.real); golden unchanged 2026-10-06 17:33:39 +08:00
sganggs be9710f31f feedback4: a tap on the board stays on the tile under the finger — the field canvas is a click target of its own (a no-op click listener, render/app.js onTapTarget), so the browser's touch adjustment no longer moves a tap on the back row onto a bond disc: PR #149's 收起 toggle pushed the discs one button (≈ 55 px) to the right, and at 844×390 a tap on the row-12 unit opened the bond popup instead of selecting it (test/render/models.browser.test.js #4.1 touch, 0.1.4 release candidate; passes with #149's client diff reverted, fails with it); DESIGN §18.1 Touch; test/ui/playtest2.test.js; golden unchanged (client only) 2026-10-06 17:14:04 +08:00
sganggs bbe59b9a5f feedback4: a sleeping enemy cannot be blocked and takes no block slot — 沉睡 = 无法行动+无敌+不可阻挡 (GitHub #140; the owner's decision of 2026-10-06)
- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
  after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
  BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
  and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
  sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
  blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
  block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
  drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
  sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
  blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
  next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
  on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
  小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
  plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
  82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
  count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
  197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
  roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
  snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
  rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
  instead of winning). fields unchanged.
2026-10-06 16:57:55 +08:00
sganggs e2bb090f44 feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) 2026-10-06 16:52:11 +08:00
sganggs be4242a815 feedback5 WE1: DESIGN §5.5 states the enemy damage frame (#29) and the 「同时攻击阻挡的所有敌人」 target count (the centurion item)
Docs only (golden unchanged): §5.5 Enemy AI — every enemy attack strikes at its clip's damage frame after its swing
starts, a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 before the frame cuts the swing; §5.5 Operator attacks —
hitAllBlocked takes up to the block count (never fewer than 1). Both normative lines were left stale by those commits.
Also: the header of test/content/feedback5-lowhp-heal.test.js names its source (the local client's data) plainly.
2026-10-06 16:33:42 +08:00
sganggs 97454d8cda feedback5 WE1: 「同时攻击阻挡的所有敌人」 takes up to the block count of targets from the range, blocked first (the queued centurion question; Mon3tr S3)
PRTS 分支特性信息 强攻手 / 重剑手 / 推击手 "普通攻击最大目标数等于阻挡数(不会低于1)"; PRTS 作战机制 §AOE "锁定人数的无弹道AOE攻击
(例如近卫分支“强攻手”)…在抬手时选取范围内的全体目标(不超过其攻击目标上限)"; PRTS 忍冬 S3 备注 "可对空". The client's selectors of
the branch traits and of every kit skill marked hitAllBlocked carry _limitedMaxTargetNumToBlockedCnt (_allowZeroBlockCntLimit
off) — charpacks extracted 2026-10-06.

- ai.js: hitAllBlocked no longer returns just the blocked enemies; targetCount = max(1, block count) (+ maxTargets mods)
  of targets from the range and the blocked enemies, blocked first. Mon3tr S3 drops maxTargets 1; 凯尔希's Mon3tr under
  S2 picks its targets the same way. [ASSUMED] maxTargets mods add; 忍冬 S3's range-only note not modelled.

Golden: 52 scenarios, each with a hitAllBlocked attacker (probe-checked) — roster-001, -003, -004, -007, -009, -011,
-013, -014, -015, -016, -020, -022, -023, -024, -030, -032, -038, -040, -041, -042, -043, -049; bond-sargonShip-high,
bond-soloShip-low, bond-soloShip-high, bond-yanShip-low; boss-boss_4-solo, boss-boss_6-solo, boss-boss_7-solo,
hidden-boss_9-solo, hidden-boss_10-solo; matches solo-NORMAL-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6,
coop4-ABYSS-7, coop2-NORMAL-70-diy; diy-013, -014, -033, -034, -035, -037, -038, -039, -051, -053, -076, -078, -109,
-127, -130. standins unchanged.

Tests: test/sim/feedback5-block-targets.test.js (new, 2). Updated on purpose: feedback1-transform.test.js (its real round
relied on 百炼嘉维尔 — a 强攻手 — falling; the ember-walks-on check is now a deterministic sub-test). test/content and
test/sim pass. Docs: SIM.md centurion row, professions.js header.
2026-10-06 16:28:31 +08:00
sganggs 723ee72d38 feedback5: merge WE2 — fidelity (data / match / UI): summon hand counts from the tokens' hidden talents (麦哲伦 / 令 3, 白铁 2), 望's 棋子 on any tile, the 一会儿见! marker no hand card, TRY_SEARCH_ALLY_SKILL → SKILL_RANGE + allies, 斩业星熊's normal attack phys, IS / RA-only modules refused (SO-A / SO-B / RA-A), 黑键 S2 at full SP with a free tile, 重构体 / 战术锚点 placement, 塑心's cap per trait, random grants draw 自选 stock, diyBanned shown, AI 托管 buys 自选, 谬因 S2 / 薇薇安娜 S3 area triggers, #148 regression test, tier*.js / diyRecord shims removed; golden: coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116 moved (WE2's own), the W4B moves kept 2026-10-06 16:15:52 +08:00
sganggs b2d3964478 feedback5 WE1: 伺夜 S2 casts while the pack is in its 战术点形态 — the DP at once, the gift kept for the returning pack (follow-up 2)
PRTS 伺夜 S2 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」 uses S1's words, whose ① counts the 战术点形态 — the
follow-up's recommended reading [ASSUMED].

- vigil kit: S2 casts when ready while the pack is on the field in either form (packOf) and holds no unused gift; in the
  form it pays +cost DP at once and the gift waits on the pack for its next attack once back (the heal reaches a standing
  pack only). It used to wait for the pack.

Golden: no scenario moved (no corpus battle has S2 ready with the pack in its form).

Tests: kits_alt_t3 "3_19 伺夜 S2" updated on purpose (cast in the form, DP, the waiting gift); kits_t3, tokens_devices pass.
Docs: DESIGN §5.6 trigger note, PLAYING.md 技能自动释放.
2026-10-06 16:15:11 +08:00
sganggs 92a179e71e feedback5 WE2: remove the kits/tier1-6.js re-export shims and shared/standIn.js diyRecord (#5)
Nothing but tests imported them: kits_t3 / kits_alt_t3 / kits_t4 / kits_t5 read
kits/index.js TIER_KITS, playtest5_elements / playtest6-combat / facing the real modules,
simServe checks /sim/content/kits/index.js; test/backups.test.js composes the prototypes
through shared/diy.js diyRecordOf at their locked selection. check:imports passes.
Docs: kits/README.md, DATA.md. Golden: no scenario moved.
2026-10-06 16:07:49 +08:00
sganggs 1559614e8a feedback5 WE2: larger-range triggers the data cannot carry — 谬因 S2's beam path, 薇薇安娜 S3's 3-2 from its second cast (#16)
The owner's ACTIVE_RANGE rule (a MANUAL skill whose running range strictly contains the
operator's own) for two skills whose running range is no data range (O1, O11 reports):
op-aphris.js adds the beam's path as a content trigger range; op-vvana.js switches S3 to
ACTIVE_RANGE on 3-2 once its first cast of a deployment ended (DEFAULT again on redeploy)
through a new additive SkillRuntime.setTrigger(rule, grid). The scan of the wave 2-3
reports and the 41 candidate skills is in the doc draft (others: target-centred, already
fixed, or owner questions). Golden: diy-045 (谬因 S2 fires for enemies beyond her 6 tiles)
and diy-078 (薇薇安娜 S3: skill timing in hooks / snapshots only) moved.
2026-10-06 16:01:48 +08:00
sganggs e1a7920482 feedback5 WE1: 链愈师 heal jumps within the 3×3 around the last one healed (x-4), a full-HP ally included (follow-up 27)
PRTS 分支特性信息 链愈师: "跳跃范围为x-4…不会对已跳跃过的单位重复跳跃", "优先跳跃至范围内生命比例最低>部署时间点最晚的我方单位。
可选择满生命我方单位为跳跃目标,但仍受禁疗制约" (range_table x-4 = the 3×3 around the unit).

- ai.js chainHealNext: an ally on the 3×3 of tiles around the last one healed, not yet in the chain, no device / hidden /
  孤立 / 禁疗 unit (the healer's healThrough summon excepted), the lowest HP ratio first — a full-HP ally too, the chain
  goes on from it — then the latest deployed. doHeal (莎草) and Mon3tr's chainFrom both use it (her fullProsts case is
  now general and gone). It used to be the most injured ally within 2.5 tiles. [ASSUMED] 禁疗 = not selected.

Golden: roster-004, roster-005, roster-023, roster-024, bond-sargonShip-low (莎草's chains: other jump targets, full-HP
links); diy-133, diy-134 (Mon3tr). Others unchanged (no match fields a chain healer).

Tests: test/sim/feedback5-chain-heal.test.js (new, 3); op_monstr, kits_t1t2, feedback2-surtr-stealth pass.
Docs: SIM.md §Professions (chainhealer row).
2026-10-06 16:00:20 +08:00
sganggs 2eaef154d5 feedback5 WE2: AI 托管 buys the player's own 自选 pieces more readily and levels toward them a round earlier (#13)
bot.js: the player's own slotted piece scores DIY_PIECE_BONUS (12) more; levelUp takes the
step that opens a slotted tier with copies left one round earlier (diyOpensAt). Bots field
no 自选 piece. Exports buyScoreOf / levelUp / diyOpensAt for the tests. Docs: DESIGN §6.6,
PLAYING. Golden: coop2-NORMAL-70-diy moved — the 自选 seat under AI 托管 reaches level 6 one
round earlier and fields its tier-6 Sharp at round 12.
2026-10-06 15:54:07 +08:00
sganggs d31de31e31 feedback5 WE2: the briefing and the 本局信息 views name a 自选 piece the match leaves out of the shop (#11)
m.private.diyBanned (every bond of the operator off this match) is shown under 本局禁用干员
in the INFO_CHECK briefing, the strategy draft's 本局信息 dialog and the in-game 本局信息
tab: ui/gameLogic/diy.js diyBannedPieces, ui/matchInfo.js matchInfoModel diyBanned +
DiyBannedLine (t() with English in public/i18n/en.json). Client only; golden unchanged.
2026-10-06 15:48:32 +08:00
sganggs cd180bc752 feedback5 WE1: 庇护 is one effect per unit — 宴, 余, 缪尔赛思, 赫拉格, 左乐 and 赫德雷 join the shared key (follow-up 18)
gamedata_const ba.protect / PRTS 术语 庇护 "受到的物理和法术伤害降低相应比例(同名效果取最高)": the strongest source holds; the
自选 kits already used battle.applyStrongest('protect'), these six multiplied private cuts with it.

- kits/shared/tier1.js: PROTECT, protectMods, PROTECT_TICK_HOLD and holdProtect (applyStrongest on the shared key).
- 宴 / 赫拉格 / 左乐 (below their HP threshold): refreshed every tick and at each hit on them; 余 (blocking) and 缪尔赛思's
  melee copies at their old cadence; 赫德雷's 庇护 joins the key, his CRU-X 物理伤害 + becomes its own instance. 左乐 keeps the
  PRTS S2 ordering (his own 庇护 newer than his barrier cuts behind it); 行险 drops his own held 庇护 for its 0.1 s
  re-judgement [ASSUMED: another source's returns with its next refresh]. 遥's bubbles stay separate (the client's
  damage_resistance[bonus] multiplies with the common damage_resistance[inf]).

Golden: no scenario moved — no unit of the corpus holds two 庇护 at once, and one source alone cuts exactly as before.

Tests: test/content/feedback5-protect.test.js (new, 2); kits_t6 (余), kits_alt_t6 (缪尔赛思), op_hodrer updated to the
shared key; kits_t1t2, op_helage, op_zuole pass. Docs: SIM.md §3, kits/README.md checklist 9.
2026-10-06 15:43:24 +08:00
sganggs 7b83028139 feedback5 WE2: effects, reward pools and 机变 cards that grant a random operator also draw the player's 自选 pieces (#9)
「自选干员放入后模拟中的补给池随机范围也将被相应扩大」: player/diy.js diyStockEntries (every
slotted piece with copies left; the roll's own tier rules, no 调度中心 gate) joins
effectsMeta ctx.rollChess / ctx.rollPool (spDraft rollPool extra + chessOf: bonds through
the player's view) and the 驰援 fallback in choices.js. Granted from the player's own
stock (poolOf). Docs: META, PLAYING. Golden: no scenario moved.
2026-10-06 15:42:59 +08:00
sganggs 53ee0a1c6f feedback5 WE2: 重构体 only on the ground inside Mon3tr's range, 战术锚点 only on a 高台 outside 凯尔希·思衡托's (#26)
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
2026-10-06 15:34:20 +08:00
sganggs a7d62b5fc1 feedback5 WE1: 武者 trait heal on every damage instance, through 禁疗 (follow-up 1)
PRTS 分支特性信息 武者: "特性治疗于干员每次输出伤害时触发(不局限于攻击)", "通过自身特性/天赋/技能产生的作用于自身的治疗效果会无视
自身的禁疗" (utage_trait / helage_trait / zuole_trait: ON_OUTPUT_DAMAGE); PRTS 异常效果: an abnormal flag is one switch.

- professions.js installMushaHeal: one heal of the trait value per damage instance dealt to an enemy, at that instance
  (every hit of an attack, skill / item / bond damage); a dodged hit, a 流失, an element 损伤 or a talent / DoT damage heals
  nothing; ignoreHealFree. 收割者 keeps its rule (installReaperHeal) and ignores 禁疗 too (the same PRTS sentence).
- 赫拉格's kit: its second-hit heal patch is gone (redundant). 左乐's S1 reads his HP when it fires, before its strike's
  own heal [ASSUMED].

Golden (diy only): diy-007, diy-008, diy-009 (赫拉格: a multi-target attack heals 70 per target in separate heals instead
of one 70 × n heal — HP identical, heal hook / event counts move); diy-033, diy-034, diy-035 (左乐: heals land between
his S1 / S2 hits, so his HP-dependent T2 roll, 坚忍 and 庇护 read the healed HP from the second instance on). roster,
bonds, fields, matches, standins unchanged (宴 hits once per attack).

Tests: test/sim/feedback5-musha-heal.test.js (new, 4); op_helage, op_zuole, kits_t1t2, kits_t5, kits_alt_t5 pass.
Docs: SIM.md §Professions.
2026-10-06 15:32:30 +08:00
sganggs 708719f382 feedback5 WE2: 黑键 S2 casts at full SP once a placeable tile of his range is free, no enemy needed (#23)
PRTS 黑键 S2 备注 "攻击范围内不存在可部署位时,技能不会被触发" (skill prefab _minTileNum 1):
the kit casts it (trigger NEVER + a tick: ready, able to act, one free deployable tile
in his range — hasRemnantTile, no rng) instead of the data's DEFAULT waiting for an
enemy. Checked and kept: 温蒂's cannon (summons follow the basic strategy, PRTS
"对于拥有手动释放技能的召唤物,亦会强制开启技能"), 凯尔希·思衡托 S2 (a medic's target is an
injured ally; the owner's ACTIVE_RANGE on her y-11).
Golden: diy-114, diy-115, diy-116 moved — the scenarios fielding 黑键 S2 (his S2 fires at
full SP from the battle start).
2026-10-06 15:25:07 +08:00
sganggs 89f730d05c feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine
leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit.

- ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the
  stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a
  target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose
  cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up.
- A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its
  frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already
  made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame,
  a cut swing does not spend the cooldown, enemy heals keep no wind-up.

Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high,
bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18;
standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an
operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every
attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot
matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result.

Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it
locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait
for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
2026-10-06 15:21:24 +08:00
sganggs ac6f712142 feedback5 WE2: 自选 rosters refuse the 集成战略 SO-A / SO-B and the 生息演算 RA-A modules like ISW-A (#25, #10)
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
2026-10-06 15:18:25 +08:00
sganggs 75c98f1d93 feedback5 WE2: 驭法铁卫 (斩业星熊) — the data's normal attack is physical, arts only with a skill (#15)
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
2026-10-06 15:15:15 +08:00
sganggs cd547b5178 feedback5 WE2: 黍 S3's TRY_SEARCH_ALLY_SKILL becomes SKILL_RANGE + allies in the data, her kit override goes (#17)
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
2026-10-06 15:13:33 +08:00
sganggs f50fd50273 feedback5 WE2: no hand card for 予愿安洁莉娜's “一会儿见!” — a summon no owner shows is not placeable (#24)
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
2026-10-06 15:10:59 +08:00
sganggs ad23320411 feedback5 WE2: 望's 棋子 may be placed on any tile, as PRTS records (#22)
tools/build-data.mjs TOKEN_POSITION_CORRECTIONS (PRTS 棋子 部署位置 "全部位", 备注
"游戏内召唤物信息与实际不符(显示为仅部署在近战位)") sets the 棋子 record's position to ALL;
validateAll checks every entry. Regenerated offline: one path changed,
backups.tokens.token_10064_wang_stone1.position MELEE -> ALL. Her stock / 阻回 unchanged
(an owner question). Golden: no scenario moved (none places 棋子).
2026-10-06 15:06:07 +08:00
sganggs 99d8807328 feedback5 WE2: 自选 summon hand counts include the tokens' own deploy talents (#21)
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
2026-10-06 15:01:46 +08:00
sganggs 8f62f3e360 feedback5 WE1: 秘术师 stores its energy at the attack check, not one interval later (GitHub #181)
PRTS 分支特性信息 秘术师: "能量储存与攻击占用相同的攻击间隔:在进行攻击判定时…若无有效目标且能量储存数未满,则改为储存一份
攻击能量(属于攻击行为);仅没有有效目标,且能量储存数已满的情况下才进入待机状态", "攻击被打断且弹道未能成功生成的情况下,储存的
能量不会被消耗"; PRTS 异常效果 缴械 "秘术师储存能量同样无法进行".

- ai.js updateAlly: a ready unit (able to act, not disarmed) whose attack check finds no valid target — no target, or
  its profile's canAttack false (a 秘术师 kit's target rule: 深靛's bound enemies, 维伊's marked ones) — calls the
  profile's storeEnergy; a stored energy restarts the attack interval, a full store idles with the attack ready. A
  DEFAULT cast at the check that leaves no target stores in the same check.
- professions.js mystic: storeEnergy (up to bb times), releaseEnergy (performAttack, after beforeAttack: a cancelled
  shot keeps them) and hitsFn(b, u, info) — the energies leave with the attack and land with its main hit; the old
  separate store timer (it started only once the attack was ready and never restarted the interval) is gone.
  [ASSUMED] a redeployment holds no energy.
- 维伊 / 黑键 kits: their own tick stores become the kit's storeEnergy on the shared check; 深靛 / 维伊 no longer write
  hadTarget themselves.

Golden: roster-003, roster-021, roster-022, bond-preciShip-high (深靛 stores at her check); matches solo-FUNNY-1,
solo-NORMAL-2, solo-HARD-2, solo-ABYSS-1, solo-ABYSS-2, coop2-NORMAL-3, coop2-HARD-4, coop4-FUNNY-6, coop4-ABYSS-7,
coop2-NORMAL-8-serverrun, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins (each fields 深靛);
diy-032 (维伊) and diy-114 (黑键): the first store after a redeployment comes at the next tick's attack check instead of
the end of the redeploy tick (with the old tick store added back as a fallback the diy family matches the old digests).
fields, standins unchanged.

Tests: test/sim/feedback5-mystic-store.test.js (new, 4); op_veen, op_ebnhlz, kits_t1t2, kits_alt_t1 pass unchanged.
Docs: SIM.md §Professions (mystic row, profile hooks).
2026-10-06 14:53:56 +08:00
sganggs 30e7acea42 feedback4: version 0.1.4 — package.json / package-lock.json / APP_VERSION / README / DEPLOY; CHANGELOG 0.1.4 (rules per the official game, battle, lobby, UI, music, other; contributors credited) 2026-10-06 14:48:59 +08:00
sganggs c6827a0eaf feedback5: merge feedback4 (583899d) — W4B ported: 阿戈尔's devoured base ATK as a 最终加算 (atkFinal), a fallen marker's marks still resolve, 缇缇 S2 pulses re-enter sleep for her trait (applyStatus reenter in server/sim/battle/status.js; the 缇缇 kit in kits/ops/chess_char_5_02-titi.js; Battle.js / tier5.js stay feedback5's façade and shim); golden: roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted moved, the same three as on feedback4 (bond-egirShip-high identical to it) 2026-10-06 14:47:13 +08:00