This website requires JavaScript.
Explore
Help
Sign In
herryyun
/
ark-stronghold-protocol
Watch
1
Star
0
Fork
0
Code
Issues
Pull Requests
Actions
Packages
Projects
Releases
Wiki
Activity
Files
3c36cdff484459f17c91b5ff2cd2942e94d5190c
ark-stronghold-protocol
/
public
/
js
/
ui
/
gameLogic
T
History
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
..
bonds.js
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
camera.js
feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)
2026-10-07 02:29:49 +08:00
diy.js
feedback5 WE2: the briefing and the 本局信息 views name a 自选 piece the match leaves out of the shop (
#11
)
2026-10-06 15:48:32 +08:00
draft.js
feedback5 R5: split the in-match UI logic into modules
2026-10-05 17:06:45 +08:00
enemies.js
feedback5 R5: split the in-match UI logic into modules
2026-10-05 17:06:45 +08:00
format.js
feedback5 WAD: language packs are the first type of content packs — a language is a file in a language folder (public/i18n/<code>.json, optional data/i18n/<code>.json) or a pack folder (packs/<id>/pack.json); the server lists them live at /packs/index.json (server/packs.js), the menu shows every pack, strings fall back pack → base → declared fallback (English) → Chinese, broken placeholders are skipped, plurals follow Intl.PluralRules (English unchanged), English carries a _meta manifest like any pack; tools: i18n.mjs template / check <code>, packs.mjs list / index, build-i18n --lang ja|ko|zh-TW (the official JP / KR / TW clients); the release zip ships packs/ and a generated packs/index.json; golden unchanged
2026-10-07 02:38:22 +08:00
loadout.js
feedback5 W5S: i18n phase 2, ui game logic — phase banners and capsule labels, placement and shop refusal reasons, reward offer headers, the ready prompt, watch / view-switcher labels, statuses, bond tips through t(); fmtNum writes K / M / B in English (万 / 亿 count in 10⁴ steps); English for the 6 new msgids; Chinese output unchanged (zh render proof; two rewrites checked by hand)
2026-10-06 18:13:55 +08:00
panel.js
feedback5 R5: split the in-match UI logic into modules
2026-10-05 17:06:45 +08:00
phases.js
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
placement.js
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
2026-10-07 18:03:53 +08:00
result.js
feedback5 W5S: i18n phase 2, ui game logic — phase banners and capsule labels, placement and shop refusal reasons, reward offer headers, the ready prompt, watch / view-switcher labels, statuses, bond tips through t(); fmtNum writes K / M / B in English (万 / 亿 count in 10⁴ steps); English for the 6 new msgids; Chinese output unchanged (zh render proof; two rewrites checked by hand)
2026-10-06 18:13:55 +08:00
settings.js
feedback5 WAC: players rebind the in-match shortcuts in 设置 → 快捷键 (community request 「快捷键可不可以自己设置」, the owner's decision of 2026-10-07)
2026-10-07 01:56:19 +08:00
shared.js
feedback5 R5: split the in-match UI logic into modules
2026-10-05 17:06:45 +08:00
shop.js
feedback5 W5S: i18n phase 2, match texts the server sends — a 机变 card's and an effect entry's name and description, the draft's name, a reward offer's label and the result title are shown from the localized data when the server's Chinese text is the data record's own (data.lookupRaw + ui/lang.js sentText; names through tName), a text the server reworded (a multi-round 悬赏) stays as sent; Chinese output unchanged by construction (in Chinese the localized record is the raw one); test/i18n-server.test.js covers it
2026-10-06 18:27:13 +08:00
shortcuts.js
feedback5 WAC: players rebind the in-match shortcuts in 设置 → 快捷键 (community request 「快捷键可不可以自己设置」, the owner's decision of 2026-10-07)
2026-10-07 01:56:19 +08:00
standIn.js
feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged
2026-10-06 02:40:38 +08:00
terrain.js
feedback5: merge feedback4 (
3af5b84
) — PRs
#186
/
#134
/
#185
/
#24
/
#183
ported to the split layout (terrainInfo / TERRAIN_TIPS into a new ui/gameLogic/terrain.js re-exported by the gameLogic.js barrel, closesOnFieldPress into ui/gameLogic/shortcuts.js, the rest in place; 42 strings through t(),
#183
's 设置 too); golden unchanged
2026-10-06 14:41:40 +08:00
watch.js
feedback5 W5S: i18n phase 2, ui game logic — phase banners and capsule labels, placement and shop refusal reasons, reward offer headers, the ready prompt, watch / view-switcher labels, statuses, bond tips through t(); fmtNum writes K / M / B in English (万 / 亿 count in 10⁴ steps); English for the 6 new msgids; Chinese output unchanged (zh render proof; two rewrites checked by hand)
2026-10-06 18:13:55 +08:00