- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently). - Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision). - 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified). - Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage. - Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue. - Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia). - golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
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参与贡献
欢迎提 Issue 和 Pull Request:bug、和官方规则不一致的地方、新干员的战斗逻辑、翻译、文档都可以。动手之前先看一眼 docs/ARCHITECTURE.md(代码地图:哪个规则在哪个文件)。English summary at the end.
1. 准备环境
需要 Node.js 22 或 24(CI 在这两个版本上跑)。
git clone https://github.com/sganggs/Stronghold-Protocol.git
cd Stronghold-Protocol
npm install # postinstall 把 pixi / preact / three 复制到 public/vendor
npm run setup # 下载美术 / 音频(只跑测试可以不下载,缺素材的用例会自动跳过)
npm run dev # 启动服务器(node --watch,改了服务器代码自动重启):http://localhost:3000
npm run doctor 检查 Node 版本、素材、端口。官方数据表由 tools/build-data.mjs 下载到 .cache/gamedata/,改数据时才需要。
2. 运行测试
只跑和改动相关的测试,提交 PR 前再跑一次全部:
node --test test/content/op_siege.test.js # 一个文件
node --test --test-name-pattern="S3" test/content/op_siege.test.js # 文件里的部分用例
node --test # 全部(需要浏览器 / 素材的用例自动跳过)
npm run golden # 黄金结果:整套固定种子的战斗和对局
GOLDEN_FULL=1 node --test test/golden.test.js # 同上,node:test 形式
npm run golden:update # 有意改变玩法时重新生成
npm run lint && npm run check:imports && npm run typecheck # 代码检查、导入边界、类型
提交 PR 前可以一条命令跑一遍 GitHub CI(.github/workflows/ci.yml)的全部检查:npm run ci(或 node tools/ci.mjs)。
依次是 setup 检查、node --test、服务器冒烟测试(在空闲端口启动、请求 /healthz 和首页、运行 doctor,然后关掉)、lint、导入边界、
类型;第一步失败就停下并打印每步结果和耗时。--keep-going 失败后继续,--only lint,test 只跑指定步骤,--list 列出步骤。
不包含 npm ci(依赖请自己装),也不跑 Node 版本 × 系统的矩阵。
浏览器测试默认不跑,需要本机 Chrome(路径不标准时设置 CHROME_PATH),用环境变量打开:
SP_E2E=1 node --test test/ui/mock.e2e.test.js # 界面端到端(不需要素材)
SP_REAL_E2E=1 node --test test/ui/real.e2e.test.js # 真实对局(需要已下载的素材)
RENDER_E2E=1 node --test 'test/render/*.browser.test.js' # 渲染
SIM_E2E=1 node --test 'test/sim/*.browser.test.js' # 浏览器里的战斗模拟
改了模拟(server/sim/)之后,可以检查各浏览器算出的战斗和服务器是否仍然逐位一致:node tools/sim-check.mjs
在 Node 里记录黄金结果的整套战斗,然后在任意设备(包括手机)的浏览器里打开服务器的 /dev/sim-check.html 重放比较;
加 --engines chromium,firefox,webkit 直接在无界面的浏览器里跑(Firefox 和 WebKit 需要先装 playwright)。不一致时
页面指出首次检测到差异的区间,以及结果、抽样快照或已记录状态的差别。--diff 可定位导出的状态向量字段;仅快照或深层状态差异不保证能定位字段。
参考数据含运行代码、数据与场景内容指纹,修改后必须重新生成;空筛选、未完成或运行异常均不算通过。细节见 docs/SIM.md
「11. Tools」。
黄金结果(test/golden/README.md):只重构、不改玩法的提交不能改变
test/golden/*.json;有意改变玩法时运行 npm run golden:update,把新文件和改动放在同一个提交里,并在提交说明里写清
哪些场景变了、为什么。
3. 忠实原则
这是官方玩法的复刻,规则以官方为准:
- 出处:官方数据表(
.cache/gamedata/excel/:character_table、skill_table、uniequip_table / battle_equip_table、 activity_table 的 act2autochess、enemy_database、关卡文件)和 PRTS(干员页、技能和天赋的「备注」、 卫戍协议相关页面)。数值尽量取 blackboard,不要凭记忆写数字。官方实测的截图或录像也很有价值,请附在 Issue / PR 里。 - 查不到出处的细节按最简单、最接近官方的方式实现,在代码注释和 PR 描述里标
[ASSUMED]。维护者拍板的写成 “the owner's decision of YYYY-MM-DD”。有意和官方不同的规则只能由维护者决定,并写进设计文档(docs/DESIGN.md 是索引:现行规则在docs/design/,各版本的修订与依据在docs/history/)。 - 版权:不要把技能描述、剧情等受版权保护的文本大段复制进代码、文档或 PR,引一小句并注明出处即可。不要提交任何游戏
素材文件(
public/assets/已被.gitignore排除)。 - 数据:不要手改
data/*.json。改tools/build-data.mjs,用node tools/build-data.mjs --offline重新生成,再比较 JSON,确认只变了想改的部分。
4. 提交与 PR
- 一个 PR 只做一件事;干员的 kit 一个 PR 只放一名,便于审阅。
- 提交信息一行写清改了什么(中文或英文都可以),相关的 Issue 写上编号,例如
余 S2 casts with an enemy on its x-1 (#32)。 只写改动本身,不加Co-Authored-By:、Generated with …这类署名尾行(维护者的约定)。合并的 PR 会在 CHANGELOG 里写明并致谢作者。 - PR 描述写:改了什么、为什么、出处(数据表字段、PRTS 链接)、
[ASSUMED]的地方、跑了哪些测试、黄金结果里哪些场景变了。 界面改动附截图。 - 规则改了,相关文档一起改:
docs/design/里对应的规则(章节号与文件见 docs/DESIGN.md 的索引)、docs/history/里当前版本的 修订记录、docs/SIM.md、docs/META.md、docs/DATA.md 等。test/docs-consistency.test.js固定了文档里的一些句子,改文档后跑一下。 - 代码和注释用英文;玩家文档(README、PLAYING、DEPLOY)用简体中文,技术文档用英文。界面上的文字写中文并用
t('…')包起来,英文放进public/i18n/en.json(docs/I18N.md)。 - 翻译成新的语言:一个语言就是
public/i18n/里的一个文件,不用改代码。node tools/i18n.mjs template <语言代码>生成骨架, 翻译后用node tools/i18n.mjs check <语言代码>检查,步骤见 docs/I18N.md「Adding a language」;语言包是 内容包的第一种,格式见 docs/PACKS.md。 - 提交的代码以 GPL-3.0-or-later 发布。本项目坚持非商业,请不要加入广告、付费、打赏等任何变现功能。
5. 添加干员(自选编队)
自选编队里的每名 6★ 干员都需要一个自己的战斗文件(kit),写法见 server/sim/content/kits/README.md 的「How to add an operator (自选)」。简要步骤:
- 数据已经生成好:
data/backups.json的units[charId](各形态的数值、技能、天赋、模组)和tokens(召唤物)。 先对照官方数据表和 PRTS 核对。 - 新建
server/sim/content/kits/ops/op-<codename>.js(codename 是 charId 去掉char_<n>_),默认导出只有一个键:charId。 - 把文件名加进
server/sim/content/kits/index.js的OPERATOR_KIT_FILES,这名干员就能在自选编队里选了。 - 写测试
test/content/op_<codename>.test.js(照test/content/op_siege.test.js的写法:每个形态、每个模组、每个技能), 跑node --test test/content/kits_layout.test.js,再npm run golden:update(只应新增test/golden/diy.json的场景)。 - PR 里逐项勾选 README 里的「Fidelity checklist」。
目前池子里的 71 名干员都已经有 kit;改进现有的 kit 也按同样的清单来。相关讨论见 GitHub issue #136。
English summary
- Setup: Node.js 22 or 24;
npm install,npm run setup(art and audio — optional for tests),npm run dev. The code map is docs/ARCHITECTURE.md. - Tests: run the targeted files (
node --test <file>,--test-name-pattern), thennode --testandnpm run goldenbefore a pull request;npm run lint,npm run check:imports,npm run typecheck.npm run ci(ornode tools/ci.mjs) runs the checks of.github/workflows/ci.ymlin one go and stops at the first failure (--keep-going,--only <steps>,--list); it does not runnpm ci. Browser suites are opt-in:SP_E2E=1,SP_REAL_E2E=1(needs downloaded art),RENDER_E2E=1,SIM_E2E=1(a local Chrome,CHROME_PATH). A refactor never changestest/golden/*.json; an intended gameplay change runsnpm run golden:updateand commits the digests with the change, naming the scenarios that moved. After a sim change,node tools/sim-check.mjschecks that browsers still give the server's bits: it traces the golden battle corpus in Node;/dev/sim-check.htmlreplays it on any device (--engines chromium,firefox,webkitheadless). - Fidelity: the official tables (
.cache/gamedata/excel/) and PRTS (including the 备注 notes) are the sources; numbers come from the blackboards. Anything no source settles is marked[ASSUMED]in the code and the pull request; owner decisions are cited with their date; deliberate deviations are the owner's call and go into the design document (docs/DESIGN.md is its index: the rules indocs/design/, the per-release revisions indocs/history/). Do not paste copyrighted game text at length (quote briefly, cite) and never commit game assets. Never hand-editdata/*.json: changetools/build-data.mjs, rebuild with--offline, compare the JSON. - Commits and pull requests: one change per pull request, one operator per kit pull request. A one-line commit
message saying what changed, with the issue number; no attribution trailers such as
Co-Authored-By:orGenerated with …(the maintainers' convention) — merged pull requests are credited in the CHANGELOG. Describe the sources, the[ASSUMED]items, the tests and the golden scenarios that moved; update the docs a rule change makes wrong. Code and comments in English; player-facing text in Chinese throught('…')with the English inpublic/i18n/en.json. A new language is one file inpublic/i18n/and no code:node tools/i18n.mjs template <code>, translate,node tools/i18n.mjs check <code>(docs/I18N.md "Adding a language"; packs in general: docs/PACKS.md). Code is GPL-3.0-or-later; no monetisation features. - Adding an operator (自选): follow "How to add an operator (自选)" in
server/sim/content/kits/README.md:
op-<codename>.jskeyed by the charId, registered inOPERATOR_KIT_FILES, a testtest/content/op_<codename>.test.js, the fidelity checklist in the pull request. All 71 operators of the current pool have kits; improvements follow the same checklist (GitHub issue #136).