Commit Graph
63 Commits
Author SHA1 Message Date
sganggs 66ae86b969 feedback5 WY: flying units hover 1.3 tiles (the client's 0.35 ÷ the standard prefab scale 0.27); the 帝国炮火先兆者 pair is drawn 1.263× taller and 木制瑞印 mirrored, as their official prefabs (from PR #211 by @xcdoge; the owner's decision of 2026-10-06)
Ported by hand from PR #211 by @xcdoge:
- render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in
  the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures
  1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor
  path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and
  skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board.
- tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json
  regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt /
  enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true.
- tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and
  docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's
  decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY
  special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No
  screenshot or extracted art committed.

Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying
view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground),
test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign);
both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md,
research 00 / 12, DESIGN §25.13.5 and the §25.10 table.
Golden unchanged (drawing only; the sim reads neither field).
2026-10-06 21:41:49 +08:00
sganggs 4e58481706 feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
  game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
  round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
  out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
  optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
  bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
  and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
  hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
  a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
  client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
  传递 and every hit stay under the limit.

Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
  field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
  boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
  200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
  HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
  too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
  (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
  coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
  end before R14; roster / bonds / standins / diy unchanged.

Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
2026-10-06 21:41:49 +08:00
sganggs 53ee0a1c6f feedback5 WE2: 重构体 only on the ground inside Mon3tr's range, 战术锚点 only on a 高台 outside 凯尔希·思衡托's (#26)
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
2026-10-06 15:34:20 +08:00
sganggs 75c98f1d93 feedback5 WE2: 驭法铁卫 (斩业星熊) — the data's normal attack is physical, arts only with a skill (#15)
tools/build-data.mjs classifyAttack: a trait whose 法术伤害 comes only "技能开启时" keeps
the normal attack's phys (display / AI only — her kit already attacks physically
off-skill). Regenerated offline: 3 paths, the three forms of char_1044_hsgma2 dmgType
arts -> phys. Golden: no scenario moved.
2026-10-06 15:15:15 +08:00
sganggs cd547b5178 feedback5 WE2: 黍 S3's TRY_SEARCH_ALLY_SKILL becomes SKILL_RANGE + allies in the data, her kit override goes (#17)
tools/build-data.mjs TRIGGER_ALLY_RULES (PRTS 特殊策略 "技能范围内存在可治疗的我方单位时释放技能")
writes the row as the engine's SKILL_RANGE on the skill range with allies: true; simdata
normalizeSkill passes allies into the def's trigger (skills.js reads trigger.allies).
Regenerated offline: 9 paths, the S3 trigger of 黍's three forms. op-shu.js no longer sets
the trigger. Golden: no scenario moved.
2026-10-06 15:13:33 +08:00
sganggs f50fd50273 feedback5 WE2: no hand card for 予愿安洁莉娜's “一会儿见!” — a summon no owner shows is not placeable (#24)
tools/build-data.mjs summonRecord: placeable also needs an owner that shows the summon
(the variants' display source, the owner's displayTokenDict). The S3 marker is the skill's
own object (PRTS 予愿安洁莉娜 S3 备注: the skill deploys it at her initial tile); every other
undisplayed summon is already HIDDEN. Regenerated offline: one path changed,
backups.tokens.token_10071_aglna2_agairp.placeable true -> false. The kit drops its
placed-marker branch (the skill always summons it). Golden: no scenario moved.
2026-10-06 15:10:59 +08:00
sganggs ad23320411 feedback5 WE2: 望's 棋子 may be placed on any tile, as PRTS records (#22)
tools/build-data.mjs TOKEN_POSITION_CORRECTIONS (PRTS 棋子 部署位置 "全部位", 备注
"游戏内召唤物信息与实际不符(显示为仅部署在近战位)") sets the 棋子 record's position to ALL;
validateAll checks every entry. Regenerated offline: one path changed,
backups.tokens.token_10064_wang_stone1.position MELEE -> ALL. Her stock / 阻回 unchanged
(an owner question). Golden: no scenario moved (none places 棋子).
2026-10-06 15:06:07 +08:00
sganggs 99d8807328 feedback5 WE2: 自选 summon hand counts include the tokens' own deploy talents (#21)
tools/build-data.mjs tokenTalentDeckBonus adds a summon's talent max_deploy_count /
max_deck_stack_cnt (the hidden "TOKEN数" talent; a module token part of the same talent
replaces it, matched by prefabKey) to its variant deployLimit / deckStack. Regenerated
offline: only data/backups.json tokens of 麦哲伦 (drones), 令 (souls), 白铁 (devices) and
夜莺 (幻影) changed — deployLimit 3 / 4 with SUM-Y stage 3, 2, 3; deckStack 5 (8), 3 (4).
The hand count (player/diy.js placeableTokens) now matches the official one for every
自选 summoner (PRTS 卫戍协议/帮助 "根据召唤物部署数量上限", the owners' talents, PRTS 幻影 备注).
The summoner kits read deckStack / deployLimit as they are (same decks as before).
Golden: no scenario moved (the diy family places no summon pieces).
2026-10-06 15:01:46 +08:00
sganggs 78251f499c feedback5: trigger fixes from the wave-2 kit reports — 「攻击范围向前延伸」 and 「攻击范围朝…扩大」 are attack-range changes (帕拉斯 S2 DEFAULT → ACTIVE_RANGE on her range + 1, 司霆惊蛰 S1 SEARCH → ACTIVE_RANGE on the 3-19: the owner's larger-range rule); UNIT_TRIGGER_CORRECTIONS for a live-client change the text misses — 菲亚梅塔 S1 is DEFAULT since the 2026-08-01 client (PRTS 备注: no +1 range, no flyers); data regenerated offline (only these three skills' triggers in backups.json, chess.json unchanged); golden: only diy moved (diy-060/061/068/069/075/076: those three operators) 2026-10-06 01:53:09 +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 8287422d6d feedback5: 焰狐龙梓兰 leaves the 自选 pool as a collab operator (MH05, a Monster Hunter 联动寻访 whose team reserve6 names no collab: DIY_EXCLUDED_NUMBER_PREFIXES MH / RS / AM / PS / DD next to the team list — the owner's decision of 2026-10-05; reported by O6) — 71 owned picks; 「攻击范围改为」 is an attack-range change (黑 S3 was SKILL_RANGE, now DEFAULT; 远牙 S3 keeps its own CUSTOM_RANGE row); data and the EN overlay regenerated offline, chess.json unchanged; golden unchanged 2026-10-06 00:16:23 +08:00
sganggs c5c52eed34 feedback5 WM: merge feedback4 at 13808e3 (W4A) — 高台 for every 「可以放置于远程位」 trait holder, the 5-阿戈尔 revive slots, the 联防 devour of whoever stands in front
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. feedback5's 补位 rule stays: a
  chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec)
  takes no module.
- 83fc408 client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or
  chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is
  kept, still exported and tested.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in
  diyLayout.
- bonds/core.js (6ab9a06, 8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js
  equals 13808e3's.
- data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all
  15 files byte-identical.

Golden regenerated: 16 scenarios moved, all by 83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no
module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest
melee tile: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low,
bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair,
boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. This is the list in 83fc408's own message. With the
阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and
matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
2026-10-06 00:06:41 +08:00
sganggs b2a438804d feedback5: 「攻击范围增大」 is an attack-range change too (ATTACK_RANGE_CHANGE) — 艾雅法拉 S3 was read as a 技能范围 skill (SKILL_RANGE) and now casts by the owner's ACTIVE_RANGE rule on her enlarged range (reported by O2); data regenerated offline, only her three forms' trigger changed; golden unchanged 2026-10-06 00:05:47 +08:00
sganggs 83fc408a55 feedback4: every melee chess whose trait reads 可以放置于远程位 may stand on a 高台, normal or elite, any module
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.

- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
  check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
  (build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
  refused, client highlights, swap, battle, bots), gameLogic.

Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
2026-10-05 23:20:56 +08:00
sganggs 742f478526 feedback5: every 自选 重装 casts with an enemy in range like the 重装 stand-ins — a backups.json TANK unit's MANUAL skill on the class row's TAKE_DAMAGE becomes DEFAULT, ACTIVE_RANGE when its running range is larger (森蚺, 涤火杰西卡, 斩业星熊, 年, 黍, 斥罪, 机械师, 珊比; 48 skill forms; rawRule keeps TAKE_DAMAGE), the owner's decision of 2026-10-05; data regenerated offline, only backups.json changed; golden unchanged (no 自选 重装 has a kit yet) 2026-10-05 23:00:17 +08:00
sganggs c278eafa52 feedback5 WH: 自选 data — data/backups.json gets the 72 owned 6★ picks as units (a form at every DIY slot status: E2 Lv1 rank 4 without a module, E2 Lv60 rank 7 with every module at stage 1 and at stage 3; all three skills, talents, trait, ranges), their summons (backups.json tokens, variants keyed by owner form <charId>@<statusKey>) and each prototype's locked skill / module per tier (diy.locked: its 补位 rows' selection, 预备干员-医疗 S3 assumed); the 6 collab operators (teams rainbow / action4 / mujica / sees / laios) leave the data and the pool, the owner's decision of 2026-10-05
backups.json 171,616 → 1,884,868 bytes (gzip ≈ 142 KB); every other data file is byte-identical (buildTokens' record head moved into summonRecord, shared with the DIY summons). No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:37:49 +08:00
sganggs 17d9960fb4 feedback5: merge W5F — ACTIVE_RANGE also replaces SEARCH rows and covers 深巡 S2, 纯烬艾雅法拉 S1 at full SP, 伺夜 S1 only with his pack on the field
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
2026-10-05 19:05:06 +08:00
sganggs 383fe4a49e feedback5 WF: ACTIVE_RANGE also replaces the SEARCH row and covers 深巡 S2 — a skill whose running range strictly contains the own one casts with an enemy inside it (the owner's decisions of 2026-10-05)
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.

Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).

Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
2026-10-05 18:45:13 +08:00
sganggs ece75b6853 feedback5: merge W5E — a full hand refuses buys and reward picks, temp pieces fill freed slots (#82); 联防 plays on the official escaped maps (#41)
# Conflicts:
#	test/golden/fields.json
#	test/golden/matches.json
2026-10-05 18:19:36 +08:00
sganggs 8a43624935 feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list) 2026-10-05 18:17:08 +08:00
sganggs 65ac4afbd8 feedback5: merge W5C — 琳琅诗怀雅 S2 bomb on x-6 (#116), 新硎 / 沉沙 one 断刃 layer (#107), the owner's ACTIVE_RANGE trigger rule, AUTO-skill audit (伺夜 S2, 浊心斯卡蒂 S2)
# Conflicts:
#	data/backups.json
#	tools/build-data.mjs
2026-10-05 17:51:44 +08:00
sganggs 286a34064f feedback5 WD: the 重装 exception for the stand-ins — tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS: every skill of 预备干员-重装 and Mechanist casts with an enemy in range (DEFAULT, rawRule TAKE_DAMAGE) on every form
The owner's decision of 2026-10-05 (the approved 补位 plan). Keyed by the stand-in's charId, because a form belongs to
no chess; validateAll fails the build when an entry stops meeting a TAKE_DAMAGE row. build-data --offline changed only
those 15 trigger rules in data/backups.json.
2026-10-05 17:44:43 +08:00
sganggs 01fddd3021 feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).

Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
2026-10-05 17:44:33 +08:00
sganggs 4b1d9606d2 feedback5 WB: the data of 补位 and 自选 — chess.json keeps the official backup fields, data/backups.json builds the 17 stand-ins and the DIY picks
chess.json: every record carries the shop row's backupCharId / backupTmplId / backupCharSkillIndex /
backupCharUniEquipId / backupCharPotRank verbatim as `backup` (both forms; nothing else changed).
data/backups.json: units = the 17 原型干员 with a form per status they fight at (43 forms: stats, trait,
talents, every unlocked skill, modules), diy = the 4 slots, the prototype picks per tier (9 6★ at 5 and 6,
six 4★ at 5), the 78 owned-6★ picks and their faction bonds (mainPower + subPower vs powerIdList, else 协防).
shared/standIn.js composes a stand-in (or a DIY prototype) into a chess-shaped record; the build fails when
the form builder cannot give back every PRESET chess field for field. test/backups.test.js (10 tests).
2026-10-05 15:58:10 +08:00
sganggs 5ef4fac137 feedback3 WJ: 高台 only for elite 歌蕾蒂娅 with HOK-Y
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
2026-10-04 20:31:46 +08:00
sganggs 0623336f30 feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub #58) 2026-10-04 02:49:25 +08:00
sganggs 50c9b5b1b6 feedback2: merge WH — 荒芜拉普兰德 S3's drones attack (GitHub #32 item 7); 余 S2 pulls leaders, no pull effect when nobody moves, and casts with an enemy on its x-1 (owner's deliberate deviation; GitHub #32 item 1)
# Conflicts:
#	data/chess.json
#	docs/PLAYING.md
2026-10-04 02:21:47 +08:00
sganggs 5f83d30cd1 feedback2: merge GitHub master (PR #48: 要塞 cannot hit air units — issue #35; 莫斯提马's slow shows its status icon — issue #16)
# Conflicts:
#	data/chess.json
2026-10-04 02:17:02 +08:00
Y-PaP-Y 052e906753 要塞分支不再攻击空中单位;莫斯提马的减速显示状态图标 (#48)
要塞分支(灰毫 chess_char_2_18、号角 chess_char_5_08,普通与精锐)按官方不能攻击空中单位:build-data 不再把 fortress 归为可对空,重新生成 data/chess.json(只改这 4 条记录的 canHitFly),DESIGN §21.29 的技能释放调整保持不变。莫斯提马天赋的减速补上可见的减速状态图标(减速本身 0.1.1 已生效)。fix #35
2026-10-04 02:16:20 +08:00
sganggs 7362ab5439 feedback2 WH: 余 S2 厚礼上宾 casts with an enemy on its x-1 instead of when hit (the owner's deliberate deviation from the 重装 TAKE_DAMAGE row: TRIGGER_DEVIATIONS SKILL_RANGE, data regenerated, only the two 余 records change) 2026-10-04 00:39:54 +08:00
sganggs 6b634fe132 feedback2: merge WD — 活性源石 stays on an enemy for 300 s after the tile (cleared by a 重生); 沼泽 triggers every second (2 layers at 重量 ≥ 3); 深水区 is sourceless true 持续伤害, not 环境伤害 (GitHub #33 item 6) 2026-10-04 00:09:22 +08:00
sganggs 3502027ff2 feedback2 WD: 沼泽 triggers every second, 2 layers for an enemy of 重量 ≥ 3, operators get the ASPD part only (the skill's value 3 is that weight, not a 3 s interval) 2026-10-04 00:07:25 +08:00
sganggs d74665f068 feedback2: WF review — the 高台 reading marked [ASSUMED] in the code comments; only 歌蕾蒂娅 is obtainable (崖心 / 见行者 are hidden chess); §22.6 notes the tile-based 地面干员 effects 2026-10-03 23:40:13 +08:00
sganggs 9d15538865 feedback2 WF: 钩索师 and 推击手 (歌蕾蒂娅, 崖心, 见行者) may stand on a 高台 — chess.json placement 'all' from the branch trait 可以放置于远程位; server, client highlights; bots keep them on the ground as blockers 2026-10-03 23:03:26 +08:00
sganggs 2dba6da598 feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
2026-10-03 19:13:35 +08:00
sganggs 77eaeaa15f feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
Conflicts resolved keeping both sides:
- effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item
  moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk.
- DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a
  transformation gains / the bench shed that spares it.
- DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence.
- PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window).
- docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
2026-10-03 18:48:30 +08:00
sganggs 1f29b8a3d0 feedback1 gaps: bands.json bondIds is built once and read by the bot
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.
2026-10-03 15:56:33 +08:00
sganggs 91c9b21d7f feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.

- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
  removed, copies back to the pool); its equipment, the cell included, returns to the hand first
  (overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
  operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
  The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
  tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
  counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
  gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
  covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
  without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
  AI 托管 redeploying; feedback1-cell checks the new note.
2026-10-03 15:18:42 +08:00
sganggs f142012033 feedback1 integrate: WB follow-up - bounty lists, 机密商店 and 战术决策 from 66 official screenshots (22 matches)
Merges the 7 WB commits after the first WB merge (d1f8a49..2cb84bd): R3 one of 10 fixed
sets (9 seen), R9 one of 6 boss groups picked by the matches they came in, R11 one of the
7 seen lists of 7; R11 families 14 / 4 / 4; the 机密商店 and the 战术决策 can offer the
same card twice (R11 shop: two VI, at least one V and one 盟约之币). data/choices.json
rebuilt with tools/build-data.mjs --offline (identical to the branch's). The tactic bot
test uses a real seat (the merged bot scores tactic cards on the player's bonds).
DESIGN §21.2 / §7 / §21.20 and CHANGELOG describe the 22-match model.
2026-10-03 11:27:46 +08:00
sganggs 2cb84bd084 feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META 2026-10-03 09:36:22 +08:00
sganggs 67e862d2b3 feedback1 WB: 战术决策 drawn with replacement like the 4 official drafts; R11 ally cards weighted by the screenshots
The user: "战术决策也按官方改成可以重复吧". The 4 official 战术决策 (R11 of
matches 7, 9, 18 and 20) show six cards each; match 7 offers 补给 twice.

- Every 战术决策 card is drawn on its own (with replacement), so the same
  card can come twice. choices.js tacticDraftCards / tacticCard.
- R11 (绝境 / 终极, the round of the screenshots; choices.json tacticDraft,
  build-data TACTIC_DRAFT): only the ally cards, weighted 1 + the official
  cards each showed on. All 24 official cards are ally cards (no 排斥 /
  责罚 / 裁决, no terrain card: about 0.04 % for the previous draw) and
  列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6).
  Other rounds (标准 / 险境, no screenshot) keep every card, uniform, with
  replacement too. The weights and the R11 terrain exclusion are assumed.
- The header is the official "进行协同调整,做好迎战准备。".
- Identical cards are separate cards: own index, own object; a pick
  applies its card once and leaves the twin pickable; two picks of a team
  card stack. Match / bot / overlay already go by index.
- Tests: official drafts vs data, generated R11 / solo / earlier rounds,
  a seeded draft with 补给 twice, co-op and solo E2E picks of twins, the
  bot, the overlay, and a headless-Chrome render (game-mock variant=tactic
  is now the official match 7 draft). Tests that drive given tactic cards
  lay them out explicitly. The 奥术 Final Assault test takes the first of
  a few seeds whose bots pair two 奥术 players (the draws moved seed 12).
2026-10-03 09:10:39 +08:00
sganggs bb6078efc2 feedback1 WB: R11 hunter events left open (the data's block order does not decide them); PLAYING 机变 row keeps the bounty payout with the bounty
The 7 seen R11 lists stay picked uniformly, assumed because that invents no list. By the blocks of
effectChoiceInfoDict, R11 would fire bounty_hunter_8..15 (beside artifact_paid_4/5 and hardbuff_select),
so the block order is no longer cited as support for '1..7'. 7, 8 or 9 events fit the 14 drafts about
equally; with 8, an unseen list would come in about 1 R11 bounty draft in 8 (open question).
2026-10-03 08:29:25 +08:00
sganggs 3b18376eb7 feedback1 WB: R11 bounty list drawn from the 7 seen lists; R9 group sizes stated as they are; official 机密商店 composition only at R11
- R11 悬赏决策: the list is one of the 7 seen lists, uniform (slots 7, taken as the events
  bounty_hunter_1..7, one block of effectChoiceInfoDict). No list is built from nothing any more;
  the rule only completes the 4 lists seen with 6 cards, so 12_8 / 16_2 / 16_6 come in about
  1 R11 bounty draft in 15 (14 drafts without one: about 39 %).
- R9: the groups hold 9, 9, 9, 9, 8 and 6 cards (comments, docs, test); match 4's base-only
  group may be a draft of another group (open). 58 -> 59 bounty drafts in the build-data note.
- 机密商店: shopDraft.rounds [11]. The official composition (VI, VI, V, 盟约之币 + 2) applies at
  R11 (绝境 / 终极, where the screenshots are); the earlier 标准 / 险境 shops keep the previous draw,
  any tier I-VI per card with replacement (repeats still possible, about 26 %).
- Tests: R11 slots / block order / never-shown rate, R9 group sizes, the non-R11 shop draw.
2026-10-03 08:09:39 +08:00
sganggs d1f8a49829 feedback1 WB: bounty drafts and the 机密商店 from 66 official screenshots (22 matches)
Bounty drafts: every 悬赏决策 event is a fixed card list and the draft shows
6 different cards of it, drawn with weight 1 + the official drafts of its
group the card showed in.
- R3: 9 of the 10 fixed sets seen (two new: 20_1 + 20_5, and one with 17_6);
  3 x I + 2 x II + 1 x III in 22 of 22. The unseen 10th set is built by a
  rule whose III is 10_6 or 20_6, the only two-battle cards no draft showed.
- R9: 6 groups of 9 cards, one per bossInitial event. The 鼠王 group came in
  14 of 22 matches (every grey-board match among them), so groups are picked
  by the matches they came in. Named bosses no longer always come together.
- R11: lists of 7 cards, the draft leaves out one (matches 1 / 6 / 21 / 22
  leave out four different cards of one list); 7 of 15 lists seen, the rest
  and the 4 partial lists' 7th cards built by rule. Families 14 / 4 / 4.

机密商店 (the user: "机密商店按官方改成可以重复吧"): choices.json shopDraft,
six slots drawn with replacement - VI, VI, V, 盟约之币 and twice
V / IV / III / 盟约之币, items weighted by the official cards they showed on.
A repeated item now comes in about 61 % of shops (official 3 of 4). Two
identical cards stay two cards (picks by index): E2E, overlay and a
headless-Chrome test (game-mock ?variant=shop, the official match 8 shop).
2026-10-03 07:42:20 +08:00
sganggs f55de593a3 feedback1 integrate: WI flying enemies are static bodies (never displaced); 胄 parts, 守墓石像 and 喷气人 flight
# Conflicts:
#	data/enemies.json
#	server/sim/content/enemies.js
2026-10-03 06:36:35 +08:00
sganggs b1644f5ad7 feedback1 integrate: WC 深水区 refuses deployment; tactical points only inside the summoner's attack range
# Conflicts:
#	server/match/bot.js
2026-10-03 06:35:09 +08:00
sganggs 8ffd075c9e feedback1 integrate: WE 鸭爵 strategy (圆仔 unblockable, hurt speed +300 %, swaps in the Final Assault and Hidden Core) 2026-10-03 06:32:49 +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 7c13e38422 feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed
The official R11 bounty drafts are not a free draw under the old rule: matches 1
and 6 show the same 特异III giant and the same four tier-II cards and differ only
in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8,
11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards
in some pair of 5 drafts in about 2.5 % of samples.

- tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant +
  tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an
  unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per
  faction series 10-15). choices.json bountyDrafts.hunter gains slots (15),
  templates and rule. The R9 note now names the per-match explanation (leader,
  map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as
  extrapolated from co-op.
- server/match/choices.js: the hunter draft picks one of the 15 event slots: a
  seen group, or a rule group of that shape, then tier-I fill.
- test/match/feedback1-bounty.test.js: each official R11 bounty draft fits
  exactly one seen group and the rule shape; matches 1 / 6 share 5 cards;
  generated drafts: a seen group in about 4 of 15, every seen group and every
  R11 card offered.
- docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9
  open question.
2026-10-03 05:08:25 +08:00
sganggs 8ac1aaadbb feedback1 WB: bounty drafts follow the official R3 / R9 / R11 drafts (33 screenshots of 11 official matches)
R3 offers one of the official sets of six "接下来两场作战" cards (3 x I, 2 x II, 1 x III):
the 7 sets seen, the 3 unseen slots built by their rule. R9 offers a seen group of
named bosses filled to 6 with the cheap boss bounties and 源石虫·特训. R11 of 绝境 / 终极
is 悬赏决策, 机密商店 or 战术决策 (never 道具补给); its bounty is one 特异III giant and 5
"下场战斗" cards, one per faction series. Cards no official draft showed (the
multi-round cards, enemyeffect_3_*, five boss bounties) are no longer drafted.
The screenshot readings are a test fixture; tests check every reading against the
data and every generated draft against the official structure.
2026-10-03 04:43:44 +08:00