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3f918c9f038fedbc2eb31d702f94238d09f533e8
ark-stronghold-protocol
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public
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dev
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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, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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
..
recordings
Playtest
#6
fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
2026-10-01 19:08:23 +08:00
game-mock.html
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
game-mock.js
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
render-demo.html
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
render-demo.js
feedback5 R4: paths after the kit split — DESIGN §7 and SIM.md (layout, §7.2 kit contract, kit citations), research 09, code comments (content/generic, tokens, items/battle, shared/loadoutRecord, render fx / demo), test comments, and the kits' own comments that named tierN.js; DESIGN §17–§23 history citations are left as they are
2026-10-05 16:18:58 +08:00
uikit.html
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00