Commit Graph
60 Commits
Author SHA1 Message Date
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 d0d59f4012 feedback6: merge R21C — the player's 自选 picks are listed in their bonds' member lists (dimmed until owned, ✕ when banned; a watched teammate's 自选 row opens its operator); golden unchanged 2026-10-07 17:55:35 +08:00
sganggs 41fd3c7e39 feedback6 R21C: the bond popup lists every 自选 pick of the player (m.private.diy, the V and VI slots) in each bond its operator carries — dimmed like an unowned member until a copy is owned (not bought, or not in the shop yet), ✕ like a banned member when all its bonds are off this match (m.private.diyBanned), one row per slot drawn as its normal form with the 「自选」 tag, a tap opening the operator's card; 在场 and the 成员 header count an unowned pick for nothing, the order rule is kept (the owner's report of 2026-10-07 「自选编队的干员在局内对应盟约展开的名单里没有显示出来」); a watched teammate's popup still lists only their 自选 pieces on the field (m.public sends no picks), and such a row now hands the unit's pick to the card (BondPopup onMember → the detail target's diy → resolveDetail) instead of opening the empty 甄选干员 slot's card; golden: unchanged (client) 2026-10-07 17:43:37 +08:00
sganggs 0983e780e8 feedback6: the bond strip's collapse button is a bare half-transparent arrow (‹ / ›) instead of the boxed 「收起」 / 「盟约」 tab — the owner's request after 0.2.0; full opacity on hover / focus, the 44 × 44 touch target and the aria-label kept (test/ui/bond-collapse.e2e.test.js 2/2) 2026-10-07 17:37:45 +08:00
sganggs 818d070668 feedback5: the Japanese game texts keep what the JP client writes like the Chinese — build-i18n's ja test is 'native' (a text identical to the Chinese is the client's own when every Han character of it appears in the client's translated texts: 炎 / 不屈 / 助力 / 速射手 stay, 甄选干员 is still untranslated), so the bonds 炎, 不屈 and 助力 no longer show their English names in a Japanese interface; data/i18n/ja.json rebuilt (97.5 %, bonds 100 %) and zh-TW.json (the UI pack's emote names); the CJK font stack follows <html lang> (Japanese kanji, Traditional Chinese, a Korean face); the lobby's difficulty lines drop the JP bullet ・ too; golden unchanged 2026-10-07 12:11:19 +08:00
sganggs 93a45f733f feedback5: merge R19C — GitHub #235: the official 「作战结束」 result box (全员无伤! / 生命值减少 −N) and the three battle-over sounds at settlement, PR #112 by @Convey123 ported onto the 0.2.0 layout (test/ui/gameLogic.test.js: both streams' tests kept); golden unchanged 2026-10-07 11:31:55 +08:00
sganggs f661a47773 feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub #235; PR #112 by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged 2026-10-07 11:21:24 +08:00
sganggs b4d5a72a43 feedback5 R19B: 干员调配 says plainly when its game data did not load — useData counts a /data file that never arrived (404, blocked, bad JSON: 'missing') as settled, so the tab drew an empty roster, the loadout import blamed the file (「这份数据在当前版本没有可用的调配」) and the 干员持有 / 自选编队 imports stored an empty list over the saved one; now missingGameData(tab) (chess.json, plus backups.json for 自选编队) shows DataMissing in place of the roster (which files, saved settings unaffected, reload, then the ad blocker and the network) and importRefusal(kind, ready) refuses every import before anything is parsed or applied, with the same words; three UI strings with English; GitHub #173; golden: unchanged (client only) 2026-10-07 11:13:25 +08:00
sganggs 66cdf493fc feedback5: merge W5AD — language packs as the first type of a generic content pack: a language is a file in the language folder (public/i18n/<code>.json with a _meta manifest, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json, the menu shows every pack, strings fall back pack → base → declared fallback → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (zh / en unchanged); tools i18n.mjs template / check, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW; the release zips ship packs/ and packs/index.json; docs/PACKS.md, docs/I18N.md §5; §25.16 for now (renumbered next); golden: unchanged vs feedback5; vs W5AD exactly what feedback5 changed since f1df0d3 (CB5's 18 bot matches, CB2's roster 13 / bonds 7 / fields 6, CB4's roster-016 / 7 boss fields / standin-04/06/08 / diy-028/124)
No conflicts outside docs/history/0.2.0.md; the §25 intro keeps one sentence per stream (W5AD's line that also named
the hotkeys' §25.15 joined to CB4's).

Gate: non-browser suites 4981 / 4981 (test/i18n-packs 12 new, test/package 1 new), npm run golden ok,
test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:27:10 +08:00
sganggs 37558f0d5e feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged 2026-10-07 02:41:19 +08:00
sganggs 25b2a87b26 feedback5 WAD: language packs are the first type of content packs — a language is a file in a language folder (public/i18n/<code>.json, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json (server/packs.js), the menu shows every pack, strings fall back pack → base → declared fallback (English) → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (English unchanged), English carries a _meta manifest like any pack; tools: i18n.mjs template / check <code>, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW (the official JP / KR / TW clients); the release zip ships packs/ and a generated packs/index.json; golden unchanged 2026-10-07 02:38:22 +08:00
sganggs ef10164773 feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)
The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.

Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
2026-10-07 02:29:49 +08:00
sganggs f2bec76176 feedback5 WAC: players rebind the in-match shortcuts in 设置 → 快捷键 (community request 「快捷键可不可以自己设置」, the owner's decision of 2026-10-07)
- The settings (sp.pref.settings) hold a key map, action → KeyboardEvent.code, for refresh / freeze / level-up /
  retreat / sell / ready (the ready key also pauses a solo battle); the defaults are the 0.1.4 keys R F D Q X Space,
  so nothing changes for a player who never opens the section. sanitizeSettings keeps each saved key that may be a
  shortcut and gives any other its default; not a map, or two actions on one key, gives the defaults.
- One lookup, actionForKey (the character typed first, then the physical key: the 0.1.4 code-or-key match, identical
  for the defaults), serves shortcutFor(e, keys) in game.js and the facing wheel; the modifier, text-field, repeat and
  overlay guards are unchanged. The shop bar, ready / pause and underframe key hints read the map.
- 设置 → 快捷键 (the one SettingsModal, in a match and on the title screen): each action with its key; click or Enter
  waits, the next key binds; Esc cancels (the dialog stays open), Tab leaves; Ctrl / Alt / ⌘ combinations and the
  interface keys (Esc, Tab, Enter, arrows, F1–F12) are refused; a key in use is swapped and the line under the list
  names both; 恢复默认. Esc stays fixed. Touch-only devices: a keyboard note and a folded list; one column under 768 px.
- Tests: test/ui/feedback5-hotkeys.test.js (map, sanitising, conflicts, lookup, capture, handlers and hints with a
  rebound key), test/ui/gameLogic.test.js (sanitizeSettings now returns keys), test/ui/hotkeys.e2e.test.js (SP_E2E=1:
  撤退 rebound to W with the keyboard only in the mock match; phone width).

Golden unchanged (client UI only).
2026-10-07 01:56:19 +08:00
sganggs ba4f5e195a feedback5 WZ: the 干员调配 overlay's top bar keeps its right column clear of the tabs (public/css/screens/loadout.css)
0.2.0's third tab 自选编队 (WK 0def7ba, merged in d6fd800e — the toolbar check passes on its parent) widened the centre
column of the symmetric grid, and the co-op briefing's countdown + 导出 / 导入 / 全部恢复默认 no longer fit in their half:
they ran 4 px into the tabs at 667×375 (loadout.e2e's toolbar check), 63 px at 844×390 (the countdown on 自选编队) and,
in English, at every size up to 1920×1080. Not the briefing's 本局禁用干员 lines: the overlap is the overlay's .lo-top.

- the grid centres the tabs while both sides fit in equal halves (minmax(max-content, 1fr) minmax(0, auto)
  minmax(max-content, 1fr)) and shifts them otherwise; the tab strip scrolls only as a last resort, never overlaps;
- the countdown caption breaks at its spaces (Loadout / Deadline; 调配截止 stays one line);
- tighter tabs at ≤ 1200 px; at ≤ 1100 px the briefing's countdown takes the place of the 已调整 / 同步 chips;
- phones in landscape (≤ 1000 px, up to the 932 px ones): no chips, and 返回 / 全部恢复默认 (全部持有, 全部清空 — each
  confirms first) show their icon, the text kept as their accessible name. Desktop zh looks as before.

Checked: zh and en × briefing and lobby × the three tabs × 18 sizes from 667×375 to 2560×1440 — no overflow, overlap
or offscreen button, the tabs never scroll. The e2e toolbar check now runs zh and en at 667×375 and 844×390 (and en at
1920×1080) and asserts the three tabs show in full; it fails on the old CSS. Golden unchanged.
2026-10-06 21:31:57 +08:00
sganggs 6b08971203 feedback5: the public dev branch is marked as a development build (the owner's decision of 2026-10-06): version 0.2.0-dev (title footer, boot banner, /healthz), a README warning under the title (unstable, not for public servers, how to report, shared browser storage, no release zips), a visible 开发版 tag on the title screen (zh / en), a boot-banner warning for hosts, and tools/package.mjs refuses a dev version without --allow-dev; test/version.test.js checks all of it 2026-10-06 19:05:40 +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 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 7059528c47 feedback5: merge feedback4 (3af5b84) — PRs #186 / #134 / #185 / #24 / #183 ported to the split layout (terrainInfo / TERRAIN_TIPS into a new ui/gameLogic/terrain.js re-exported by the gameLogic.js barrel, closesOnFieldPress into ui/gameLogic/shortcuts.js, the rest in place; 42 strings through t(), #183's 设置 too); golden unchanged
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
  public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
  ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
  (42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
  them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
  msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
  terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
  Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
  byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
  fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
  played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
  handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
  so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
  button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
  --asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
  voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
  6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
  (c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
  DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
  textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.

Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.
2026-10-06 14:41:40 +08:00
MayAsteroidea 19a89085a4 The title / login screen has a settings button: it opens the in-match settings dialog (local preferences only) (#183)
One gear button in the title connection row opens the existing SettingsModal; it reads and writes the same local preferences and touches no server state. Contributed by @zasx77771.
2026-10-06 14:35:23 +08:00
sganggs 0e8004a382 feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged 2026-10-06 02:40:38 +08:00
sganggs 9ce5435373 feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
2026-10-06 00:33:15 +08:00
sganggs 0def7babfd feedback5 WK: 自选编队 in the browser — the 干员调配 overlay's third tab 自选编队 (5阶 ×2, 6阶 ×2 slots; the slot picker lists the kitted picks of the tier with avatar, name, class, derived bonds and a 原型 / 已持有 tag; an owned pick chooses its skill and module — 集成战略 modules left out —, a prototype shows its locked skill; sp.pref.diy, export / import, 全部清空, synced as room.diy through the shared engine, welcome.diyKitted kept), the operator on shop / reward cards, own pieces (「自选」 tag, its model on bench and board), the detail card (pick's skill and module), placement and range previews, bond popups (own and a teammate's 自选 member), the result screen; new UI strings through t() with English; the e2e fast server's SP_START_LEVEL hook
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).
2026-10-06 00:13:31 +08:00
sganggs a0a7660287 feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
  chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
  chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
  are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
  it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
  skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
  name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
  bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
  file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
  always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
  snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
  plan.mjs, #74 plan.mjs / docs.

Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
  #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
  change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
  (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
  generic:passive buff).

Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
  bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
  bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
  琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
  roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
  bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
  coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
  bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
  coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
2026-10-05 23:59:05 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
Alsan Jayson ede8e7e773 The bond bar can be folded, so the board stays tappable on phones (#149)
The fold state stays for the match; Space does not ready or pause at the same time. Closes #142. Contributed by @CELLOPOI.
2026-10-05 22:36:15 +08:00
sganggs a12a539e4d feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.

tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
2026-10-05 20:19:58 +08:00
sganggs 4b57f8120c feedback5 WG: 补位 in the browser — the 干员持有 tab next to 干员调配 (the 53 NORMAL chess by tier, operator → stand-in, a switch each, 全部持有, export / import, localStorage + room.ownership through the shared sync engine), 「替补:X」 on shop / reward cards and own prep pieces, the stand-in's model on the board, its body on the detail card (own pieces, cards, any unit with standInFor), placement and ranges by the stand-in 2026-10-05 19:34:52 +08:00
Chun'an Shi 3f05c65dec Q / X hotkeys retreat and sell the selected operator in prep (#114)
Q retreats and X sells the selected operator during prep, through the same buttons (never an item, never while typing in a field); the buttons show [Q] / [X]. Contributed by @SpiritedAwayCN.
2026-10-05 14:18:44 +08:00
sganggs c9dd2a6392 feedback3: merge WJ — 高台 only for elite 歌蕾蒂娅 with HOK-Y, live prep watch, silenced 折射, grant toasts, emote timeout glyph 2026-10-04 21:26:46 +08:00
sganggs 2723a3daea feedback3 WJ: grey the 折射 line and drop its icon while silenced
The RES bonus was already off. The enemy card now greys a SILENCE-format line from the live silenced flag, and the status row leaves the 折射 icon out while silence is up.
2026-10-04 20:38:26 +08:00
sganggs c0cc1d6118 feedback3 WH: mode-off bonds the player has members of show as grey 本局禁用 discs, and hand members count in that header 2026-10-04 20:31:06 +08:00
sganggs 976475efff feedback3 WE: spectator seats in the browser — 观战 in the lobby, the 观战席 strip in the room (host removes, 入座), watch-only match screen; docs (community report #26) 2026-10-04 17:39:30 +08:00
FunctionHook函钩 bdb0765c55 雷达扫描方向反了:亮边应领先拖尾,把两处 conic-gradient 的亮端翻到 100% (#81) 2026-10-04 14:30:44 +08:00
shanzhaikabi 502f183e43 新增:导出 / 导入干员调配 (#14) 2026-10-04 14:20:02 +08:00
sganggs 4c78ab94e6 feedback2 WL: 干员调配 shows 局内数值 — the chosen skill / module's stats, 攻击范围, 特性 and 天赋, 精锐 first with a 普通 toggle, drawn by the card's own block (GitHub #64) 2026-10-04 02:51:21 +08:00
sganggs 7f7df66977 feedback2 WE: a 玩法说明 page none of whose copies loads shows the official tips text again, as in 0.1.1 (data/assets.json listing pages that are not on disk showed a blank notice); guide.js guideStage, neighbours preload their next loadable copy 2026-10-03 23:51:11 +08:00
sganggs e7d957b27c feedback1 final: the loadout screen's background layer draws again (pointed out in PR #14)
css/screens/loadout.css: `.lo > * { position: relative }` (one class, a later rule) overrode `.lo__bg { position:
absolute }`, so the mint glow / grid layer was a 0-px flex item and never rendered. `.lo > :where(:not(.lo__bg))`
keeps the one-class specificity for every other layer and never matches the background.

Checked in headless Chrome at 1920x1080 and 844x390 (touch): the layer now covers the overlay (0 px tall before),
every other box of the screen is unchanged, no console errors. Tests: test/ui/loadout.test.js (the cascade; fails on
the old rule), opt-in test/ui/loadout.e2e.test.js (the layer's box and stacking at both sizes). DESIGN §21.25 credits
PR #14 and PR #10 (crossOrigin on the two new Image() loads); CHANGELOG 0.1.1 lines for both.
2026-10-03 19:17:27 +08:00
sganggs ff7ce30907 feedback1 final: merge the strategy draft's 查看禁用盟约与干员 dialog (GitHub issue #8 item 1; one matchInfo component for the briefing, the draft and the in-game 本局信息 tab)
Conflicts resolved keeping both sides:
- bandDraft.js header: the 本局禁用 mark of a strategy tied to a switched-off bond, then the 本局信息 dialog; the code
  merged cleanly (the card's 本局禁用 tag and the detail note sit beside the dialog's state and button).
- draft.css: the 本局禁用 tag / note rules, then the 本局信息 entry and dialog block (its header cites DESIGN §21.28).
- CHANGELOG 0.1.1 界面: the gaps and issue #5 / #8 lines, then the dialog line.
- PLAYING §6: the disabled-bond line says where to look again (draft dialog, in-game 🔍); the 变形同构体 line keeps its
  pairing explanation.
- DESIGN: the branch's "§21.26 Match info in the strategy draft" becomes §21.28; its two §10 references follow.
2026-10-03 18:51:37 +08:00
sganggs c61167e3aa feedback1 final: merge the client fixes for GitHub issues #5 (prep camera follows the folded shop) and #8 item 5 (operators no longer stay placeholders)
Conflicts resolved keeping both sides:
- CHANGELOG 0.1.1 界面: the three gaps lines, then the issue #5 and #8 lines.
- DESIGN: the branch's "§21.26 Client fixes for GitHub issues #5 and #8" follows the gaps' §21.26 as §21.27; its
  references in §9 (setCamera `shop`, the model fallback), §17.1 (the quiet budget) and §19.8 (the collapsed shop)
  now point at §21.27.
2026-10-03 18:49:39 +08:00
sganggs 82c54897c7 feedback1 ui: folding the shop in prep moves the own board to the official shop-collapsed camera (GitHub #5)
While the own prep board is shown and the shop bar is folded, the game asks for the prep camera with shop: false
(left_prepare_camera_param / the boss prepare params) and the view keeps the bench above the folded shop's HUD band:
the higher of the folded tab and the corner buttons' hit areas (hudBands(kind, size, { shop: false }), cornerBand).
Unfolding returns to the shop camera. Never over the pen, a teammate's board or a battle; deferred while a piece is
dragged or its direction is chosen (gameLogic prepCameraFor / foldCamera). Below 768 px of width the corner stays on
one row while the bar is folded. Tile px at row 10: 1920x1080 109.8 -> 130.7, 844x390 35.9 -> 44.3,
756x366 31.4 -> 40.1, every bench pad fully pressable.
2026-10-03 16:14:43 +08:00
sganggs 7188e0af89 feedback1 draft-info: the strategy draft shows the briefing's disabled bonds and banned operators again (GitHub issue #8 item 1)
One component, public/js/ui/matchInfo.js: matchInfoModel (the drawn set D and
the mode's inactive bonds via disabledBondSets, the briefing's bond order,
banned operators by tier, bannedPerBond) and the briefing's bond rows, legend
and banned-operator grid. The briefing renders it; the band draft opens it
read-only in a dialog (查看禁用盟约与干员 under the order list; 关闭, a tap
outside or Esc close it; its footer repeats the turn and the countdown; a turn
change closes it, the end of the draft unmounts it); the in-game 本局信息 tab
reads the same model, so its banned operators are listed by tier too. In the
dialog every size has a px floor, so phones keep readable text and a
scrollable body.

Tests: test/ui/match-info.test.js; opt-in test/ui/match-info.e2e.test.js
(SP_E2E=1: solo 标准 on desktop, co-op 绝境 with a desktop and a phone).
2026-10-03 16:08:32 +08:00
sganggs da7960261a feedback1 gaps: the strategy draft marks a band built around a switched-off bond 本局禁用
A band whose bondIds meet the mode's inactive bonds (gameLogic bandOffBonds,
the same field and rule as the bot) gets a 本局禁用 tag on its card and, in
the detail pane, "本局禁用【拉特兰】盟约,此策略效果可能无法发挥" with the bond
struck through. It stays selectable. In 标准 that is 潘格尼尼, 克莱门莎 and
玛恩纳; no band is marked in the other modes. A test pins the client mark to
the server's exclusion in every mode; the headless check covers the draft
at 1920x1080 and 844x390. DESIGN §21.26, META and the CHANGELOG say so.
2026-10-03 15:56:50 +08:00
sganggs 016fdb3804 feedback1 gaps: 变形同构体 lists its pairings; the bond popup explains 调和's +1
The 变形同构体 item card gets its 天赋 list (gameLogic morphPairings, from
the same giveBondId the server counts with): one line per bond with the
items that pair with it, 本局禁用 marked, and on a wearer's card the pairing
it wears highlighted. A bond item's card says which bond it gives a
变形同构体 wearer.

computeBonds marks a core bond state whose count holds 调和's +1
(harmony: 1) and both bond views send it. The popup reads it: 在场 n
(含调和 +1) and a 调和 row naming the 调和 operators on that board, for
the own strip and a teammate's; the strip and chip titles say it too.
The mock harness gets the funny / morph / harmony variants.
2026-10-03 15:07:14 +08:00
sganggs 313db2f55f feedback1 integrate: WP live skill range on the card; 烛煌 S3 target + 1.7 splash; 信仰搅拌机 S3 ignores 攻击距离 2026-10-03 07:00:41 +08:00
sganggs ff0f8d0211 feedback1 integrate: WK bond popup and card chips include 变形同构体 wearers
# Conflicts:
#	docs/SIM.md
#	public/js/ui/bondStrip.js
#	public/js/ui/detailPanel.js
#	server/sim/snapshot.js
2026-10-03 06:56:27 +08:00
sganggs 1041b6ed7e feedback1 integrate: WG 奥术 shown 本局禁用 where the mode disables it; returned equipment auto-merges
# Conflicts:
#	public/js/ui/shopBar.js
2026-10-03 06:53:18 +08:00
sganggs a5e78ee73b feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable 2026-10-03 06:32:26 +08:00
sganggs 8b0e672bb8 feedback1e WP: live attack range on the battle card; 烛煌 S3 splash 1.7
Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.

- Battle._refreshRange keeps the relative grid behind rangeKeys as
  unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
  shared/protocol.js unitStatsEntry carries it as `range`; the detail card
  draws it (cardRangeGrid) in battle and in the prep preview, and names a
  whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
  "攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
  every enemy of the attack; a burn burst's +2 ammo stops at the skill's
  ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
  cap, live grid, the audit of every attack-range change, a real spec),
  test/ui/feedback1e-range.test.js (the card).
2026-10-03 05:03:07 +08:00
sganggs 6e0c26af9e feedback1 WB: bounty-half evidence stated as a trend with its counter-evidence; queued free offers counted on the pill and header
- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half
  enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's
  two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked
  [ASSUMED] with its flip; data unchanged
- server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED]
- m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the
  reminder pill +N (a 定向投放 behind a promotion reward put off)
- tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop
  and 756x366)
2026-10-03 02:38:42 +08:00