Files
ark-stronghold-protocol/docs
sganggs 12fa92d9f6 feedback5 O7: engine hooks for the 攻城手 / 回环射手 kits — targeting priority 'heaviest' and boomerang flight hooks
- targeting.js PRIORITY_FNS `heaviest` (-e.weight: the current 重量等级, 失重 included): the 攻城手 trait
  "优先攻击重量最重的敌人" for the 早露 / 提丰 kits (`trait.priority`); no other unit uses it.
- ai.js throwBoomerang: a catch emits the hook `boomerangCaught` { unit, attackId, isSkill, x, y } (only when a handler
  exists); an attack profile's `boomerangOnward(ctx)` takes the flight over after the first hit — ctx.hit(target, x, y)
  (a hit of the same attack, resolveHit with its profile), ctx.comeBack(x, y) (the usual way back, once) — and a content
  error there still sends the boomerang back. For 娜仁图亚 LPS-Y "每回收5次回旋投射物", S3 "投射物全部回收时", S1's bounces
  and S2's dash (the kits come in the next commit).
- docs/SIM.md §5 (the hook) and §8 (the profile flags, the loopshooter row, the priority).
- Additive and behaviour-preserving: no unit of the base has a handler or the flag, so golden is unchanged.
2026-10-06 00:01:27 +08:00
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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