Commit Graph
242 Commits
Author SHA1 Message Date
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
sganggs f9969aeeef feedback7: merge fb7-g-ui — PRs #306 #309 #341 #349 #356 #358 #361 applied as-is (Grok coding run; static review p3: MERGE)
- Golden unchanged (union OK); broad node --test 5257 (5256 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:14:09 +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
shadiaojumao-hyb 073507eca3 feedback7 G-SMALL: double-click a teammate avatar in prep to open their field (PR #374 by @shadiaojumao-hyb)
Applied the PHASE.PREP double-click on a teammate's avatar. 「前往查看」 stays. Boss-prep phases still use that button.

A teammate with no field is not opened: the click still toasts, and the double-click does not call onWatch. A click while that teammate is already on screen does not open the view again, including the second click of a double-click in server-run combat, where the first click already watches.

Tests: node --test test/ui/prep-dblclick.test.js test/ui/playtest6-unite.test.js — 13 pass. node --test test/ui/playtest3.test.js — 25 pass (same run, before the source-assertion fix; that file was not changed again). npx eslint public/js/ui/teamPanel.js test/ui/prep-dblclick.test.js — 0 errors.
2026-10-08 20:00:57 +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 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 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
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
Xinglan233 5f0a06cc70 feedback7 G-UI: retreat with a full bench counts the slot of the own summon stack (PR #361 by @Xinglan233)
Applied as-is. The client precheck for withdrawing a board operator onto an occupied hand slot now treats that operator's own hand summon stack as a free slot, which the server already accepted. Temp stacks, board summons, another player's tokens, and an item that only carries ownerUid stay HAND_FULL. stack.count is not extra slots. Dropping on a chess still checks the swap first.

Tests: node --test test/ui/gameLogic.test.js test/ui/facing.test.js test/ui/uiFixes.test.js test/match/feedback1-placement.test.js test/match/feedback5-we2-placement.test.js — 116 pass, 0 fail. Before this commit: npm run -s lint — 0 errors (134 existing warnings); npm run -s typecheck — pass; npm run -s check:imports — pass; node --test test/docs-consistency.test.js test/docs-paths.test.js test/version.test.js test/package.test.js — 47 pass, 0 fail. No new UI strings, so the i18n check was not run. No golden update.
2026-10-08 18:45:01 +08:00
Xinglan233 bc22f9cbe6 feedback7 G-UI: Enter on the equip-replace dialog's buttons keeps its native behaviour (PR #358 by @Xinglan233)
Applied as-is. The replace dialog no longer treats Enter that started on a button as confirm. Enter or Space on 取消 closes the dialog and leaves the chosen equipment in place. Enter on an option only changes the selection. Enter on the confirm button still sends g.equip with that replaceUid. This matches the guard already used by DialogHost.

Tests: node --test test/ui/mock.e2e.test.js test/ui/leftovers.test.js test/ui/standin-ui.test.js — 31 pass, 0 fail. The mock e2e suite skipped because SP_E2E is unset. eslint on the touched files: 0 errors (one pre-existing unused-assignment warning in mock.e2e.test.js).
2026-10-08 18:44:09 +08:00
Xinglan233 5952539046 feedback7 G-UI: clear the 调度中心 upgrade confirm for the reached level after pressing D (PR #356 by @Xinglan233)
Applied as-is. The shop bar's two-tap arm for the level button is now lv:<level>. A successful upgrade, including the D shortcut, changes the level and drops that arm, so the next click only selects the new level. A freeze at the same level keeps the confirm. Another card's arm is left alone, and D still upgrades immediately.

Tests: node --test test/ui/mock.e2e.test.js test/ui/playtest6-elite.test.js test/ui/playtest6-ui.test.js — 20 pass, 0 fail. The mock e2e suite skipped because SP_E2E is unset. eslint on the touched files: 0 errors (one pre-existing unused-assignment warning in mock.e2e.test.js).
2026-10-08 18:43:40 +08:00
Xinglan233 e2503c7f60 feedback7 G-UI: the import dialog traps keyboard focus and yields while the guide is open (PR #341 by @Xinglan233)
Applied as-is. The shared Modal keeps Tab inside the topmost dialog, pulls focus back if it leaves, skips disabled, hidden, inert and zero-size controls, and does not trap while a .guide overlay is open. Escape still closes the dialog. Enter is unchanged, so a focused button keeps its native click.

Tests: node --test test/ui/modal.e2e.test.js test/ui/loadout.e2e.test.js test/ui/leftovers.test.js test/ui/match-info.test.js test/ui/loadout.test.js test/ui/playtest3.test.js test/ui/playtest4.test.js test/ui/uiFixes.test.js test/ui/localArt.test.js — 114 pass, 0 fail. The modal and loadout e2e suites skipped because SP_E2E is unset. eslint on the touched files: 0 errors.
2026-10-08 18:42:38 +08:00
siruimei07 5662b7ef65 feedback7 G-TOOLS: out-of-order language-pack responses no longer overwrite the newer choice (PR #304 by @siruimei07)
Applied as-is. initLang and switchLang record a request counter before the first await and apply a pack only when that request is still the latest. Choosing the language already on screen cancels an in-flight load. A failed latest choice still saves the preference and leaves the previous UI.

Tests: node --test test/ui/lang.test.js test/ui/i18n.e2e.test.js test/i18n-packs.test.js test/i18n-server.test.js — 29 pass, 0 fail. The Chrome suite in test/ui/i18n.e2e.test.js skipped (SP_E2E unset).
2026-10-08 18:41:58 +08:00
Xinglan233 25bcdff3a7 feedback7 G-UI: reselecting the same operator keeps its draft skill and module (PR #306 by @Xinglan233)
Applied as-is. Clicking the operator already in the 自选 draft no longer rebuilds the draft from the saved pick or the default, so an in-progress skill or module edit stays. Choosing a different operator still loads that operator's saved pick or defaultPick.

Tests: node --test test/ui/diy-ui.test.js test/ui/feedback5-module-trait.test.js test/ui/diy.e2e.test.js — 25 pass, 0 fail. The diy.e2e suites skipped because SP_E2E is unset.
2026-10-08 18:41:36 +08:00
siruimei07 7c307d8613 feedback7 G-TOOLS: a reconnect token cannot be claimed twice by two tabs started apart (PR #299 by @siruimei07)
Applied as-is. A tab that is still choosing a reconnect token now answers another tab's query for the same candidate hashes, so a tab started during the 150 ms window cannot adopt a token the earlier tab is also considering. The smaller tab id still wins, and a tab that already holds the token keeps it.

Tests: node --test test/client-identity-session.test.js test/client-static.test.js — 319 pass, 0 fail.
2026-10-08 18:41:33 +08:00
sganggs 10ef14817b feedback6: Esc in the 自选 picker closes only the picker, like its 取消 (GitHub #284 by @Xinglan233, idea from PR #286)
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
  .modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
  — the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
  The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
  the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
  closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
2026-10-07 18:38:20 +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 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 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 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 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 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 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 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
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 6b05295fab feedback5: merge R19G — 蕾缪安's S3 waits with its bullets and locks when nothing is in her range instead of ending (skill text 「打完后结束」, PRTS 卫戍协议/帮助 「通常不会自动关闭技能」; community report); golden as R19G's commit (roster-018, boss-boss_3-pair, coop2-NORMAL-14-standins), the merged tree's golden equals the branch's 2026-10-07 12:29:01 +08:00
sganggs b87848a443 feedback5 R19G: 蕾缪安's S3 no longer ends by itself when nothing is in her range — it keeps its bullets and locks and locks the next enemy that comes; the bombardment follows only when the bullets are spent (community report); golden: 3 scenarios move
Seen (community report 「蕾缪安3技能范围里没人好像会自动结束」, relayed by the owner): with S3 locking, the locked enemy
killed or walking out of her range and nobody else in it, the skill ended at the next lock tick — the shells fell at
once and the bullets left were thrown away (repro on 0255afd: 3 of 5 bullets lost; a walker leaving her range, 1 lost).
Cause: chess_char_6_01-lemuen.js:169 `if (!e) { if (m.lemLocks.length) skill.end('ammo'); return; }`, there since the
initial import with no decision behind it.
Official: 「攻击装有5发弹药,打完后结束(可随时停止技能)」 — an ammo skill ends when its bullets are spent or the player
stops it; PRTS 卫戍协议/帮助 技能操作 「通常不会自动关闭技能」 (only 玛露希尔's 召唤使魔 is closed automatically); the client
(charpack char_4193_lemuen, buff_template_data lemuen_s_3): the S3 lock is an attack that needs a target and the skill
buff switches to the bombardment mode on ON_BUFF_FINISH only.
Now: with nothing to lock the skill waits (bullets and locks kept, the marks following their enemies or staying where
they left), its lock ready, so the next enemy in range (or 通缉) is locked on the next tick; it ends when the bullets are
spent and the shells fall on every mark in lock order as before. The S3 'lock' fx carry `hold`: render/fx/locks.js keeps
those reticles while the shooter's skill bit (UF.SKILL) is on and starts their LOCK_T at the skill's end (they faded 5 s
into a wait otherwise); S2's aim lock keeps its timeout.

Golden — traced on both trees (SkillRuntime start / end, the round's fields, the carried SP); in each the first
divergence is an S3 the parent ended with bullets left and nothing in her range:
- roster-018: the elite 蕾缪安's S3 of 7.63 s ended at 9.63 s with 2 of 6 bullets left; now the 6th goes at 12.00 s
  (first differing snapshot window 0–10 s).
- boss-boss_3-pair: her S3 of 27.8 s ended at 30.3 s with 4 of 9 left; now all 9 by 34.43 s (window 30–40 s); the boss
  now falls at 199.53 s instead of the 200 s cap.
- coop2-NORMAL-14-standins: ai_0's 蕾缪安 in round 11 ended S3 at 17.2 s (6 of 8 left) and 77.97 s (7 of 9); now she
  spends them, enters the 联防 with 25.96 SP instead of 10.27, casts S3 there and kills one more of h_0's leaked enemies:
  h_0 loses 1 LP less (rounds 11–12 LP 18 → 19, 8 → 9; lpLost 30 → 29; ai_0 kills +1).
bonds, standins, diy unchanged.

Tests: test/sim/feedback5-lemuen-s3-wait.test.js (3; the killed target and the walker who leaves fail on the parent),
test/render/fxproj.test.js +1 (a held lock waits while the skill bit is on; fails on the parent renderer).
Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.8 (also notes, unchanged: S2 spends a bullet on every
normal attack where PRTS says only the 通缉 snipe does — left to the owner).
2026-10-07 12:19:55 +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 d0fc57ff4c feedback5: merge UI-TW — the Traditional Chinese interface (all msgids converted with OpenCC cn → twp, the official TW terms, a manual pass) and the machine-translation mark (_meta.machineTranslated → the pack index → a note under the language switch in 设置); golden unchanged 2026-10-07 12:07:07 +08:00
sganggs c11ba03da4 fb5 UI-TW: the machine-translation mark — _meta.machineTranslated: true, a new optional manifest field of a language pack (docs/PACKS.md): shared/i18nPacks.js langFields reads it (true or false), shared/packs.js normalizeManifest warns about a value that is not a boolean (read as false; the pack still loads) and packIndexEntry passes it into the index entry like complete (only when true), so the client's registry has it from the index (langMetaOf → registerLangs → langInfo) or from the pack's own _meta without one; 设置 shows a note under the language switch while the CURRENT language's pack has it (ui/lang.js machineTranslationNote, msgid 「当前语言的界面文字为机器翻译,可能不够准确,欢迎在 GitHub 上指正。」 — English in en.json, 目前語言的介面文字為機器翻譯… in zh-TW.json; ja / ko leave it to the integrator); tests: test/i18n-packs.test.js (the field from the manifest through the index to langInfo, the warning, the shipped zh-TW manifest, the note shown / hidden by language), test/ui/i18n.e2e.test.js (the shipped packs' own UI strings read from their files — zh-TW now 開始 — and the 设置 note, none in Chinese); docs/I18N.md says how the zh-TW pack is made (OpenCC twp, the official TW terms, a manual pass; a later msgid the same way) and that the ja / ko strings are machine translations open to corrections (edit public/i18n/<code>.json, node tools/i18n.mjs check <code> --strict) 2026-10-07 11:47:09 +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 7d97b80bfd feedback5 R19B: the round-start banner reads 观战中 to an eliminated player and to a spectator seat instead of 资金已到账 — the server pays round income only to the players still in (startRound runs ps.startRound for alivePlayers(), eliminate() zeroes funds and pendingFunds); phaseBanner takes the viewer { alive, spectator } from the match screen (a spectator seat has no row in m.public); the idea from PR #237 (not merged: it sits on the #189 / #191 stack); GitHub #236; golden: unchanged (client text only) 2026-10-07 11:03:28 +08:00
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).

Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:54:35 +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 47079456be feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches
Merge fixes (the three tests the trial merge failed):
- test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet"
  after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now
  casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no
  `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 64f8bf9), so the test waits for that cast and
  checks both drones' lifetimes from it. Failed on fb5-cb2 itself (the stream did not run the file).
- test/sim/feedback1f-downed-tile.test.js (F5 rule 3): its "killed" case killed 浊心斯卡蒂's 海嗣 with 1e9 true damage;
  the 海嗣 is a countdown summon now — 无敌 + 禁疗, the official state (PRTS 海嗣 备注 「持有禁疗、无敌」) — so it only
  expires. The killed case takes 缪尔赛思's 流形 (a placed board summon that is attacked and killed and also comes back on
  its tile 25 s later); both cases now also check the summon's return. Failed on fb5-cb2 itself.
- test/golden-standins.test.js (the 补位 match fields at least 3 different stand-ins): already failing on feedback5
  37558f0 — CB5's 调度中心 upgrade card changed the human seat's shop in coop2-NORMAL-14-standins, which then fielded
  only 2 of its 7 not-owned chess (忍冬 → Sharp, 安洁莉娜 → Raidian). tools/golden.mjs MATCH_NOT_OWNED adds 缄默德克萨斯
  and 铃兰 (chess its AI fields now): 4 stand-ins (Sharp from round 4, Misery from 7, 预备干员-辅助 from 9, Raidian in 12);
  the test is unchanged, test/golden/README.md says 9 chess. This moves coop2-NORMAL-14-standins only.
- docs/history/0.2.0.md: the §25 intro's two stream lines joined into one sentence (the merge had cut it).

Golden moves outside CB2's commit list are CB2's rules on the paths CB5 gave the bots: coop2-HARD-4 fields 琳琅诗怀雅
from round 6, coop2-NORMAL-8-serverrun 刺玫 from round 7, coop2-ABYSS-10-boosted 刺玫 from round 2,
coop2-NORMAL-14-standins 刺玫 from round 3 and 琳琅诗怀雅 in rounds 6-7 (instrumented); coop2-NORMAL-3 and coop4-FUNNY-6
(in CB2's list) still field 刺玫 and her S2 heals now reach other allies (36 / 205 heals), but no kill, leak, LP or
end stat changes, so their digests stay.

Gate: non-browser suites 4949 / 4949, npm run golden ok (283 scenarios), test/golden.test.js 9 / 9, lint 0 errors,
check:imports ok, typecheck ok.
2026-10-07 03:10:22 +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