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658f0fc392d2d6897220aa57bc5ddcba6e78e097
ark-stronghold-protocol
/
server
/
sim
/
battle
T
History
sganggs
3dd2213e47
0.2.5-dev: merge claude/036-sim
...
# Conflicts: # CHANGELOG.md # docs/history/0.2.5.md # test/golden/matches.json
2026-10-12 15:50:42 +08:00
..
blocking.js
feedback5 R19A: a stunned or frozen enemy is blocked by contact where it stands — an operator redeployed beside a frozen 隐匿 enemy blocks it and so reveals it (GitHub
#232
, @ccyl; the repro and the cause by @kukiC); golden: 52 scenarios move
2026-10-07 11:22:27 +08:00
combat.js
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)
2026-10-06 21:41:49 +08:00
deploy.js
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
displacement.js
Preserve enemy facing through push and pull slides (
#418
,
#427
)
2026-10-09 17:16:49 +08:00
economy.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, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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
events.js
0.2.4-dev: round-29 community fixes and the official shared card pool
2026-10-11 01:58:52 +08:00
hooks.js
feedback5 R3: Battle.js → server/sim/battle/*.js, a pure move — the 131 methods, verbatim with their comments, go to 14 per-concern method containers (players, lifecycle, hooks, spawns, deploy, blocking, status, combat, queries, summons, tiles, displacement, economy, events; fin / clone in util.js) that Battle.js installs on Battle.prototype in a fixed order with class-method descriptors; Battle.js keeps the header, the constructor and the class, and re-exports pushTiles. docs-consistency reads the method modules (battleText) and pins layerGainRoom in battle/economy.js
2026-10-05 16:13:25 +08:00
lifecycle.js
0.2.5-dev: community round 30 and follow-ups
2026-10-12 14:07:08 +08:00
players.js
0.2.4-dev: round-29 community fixes and the official shared card pool
2026-10-11 01:58:52 +08:00
queries.js
0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs
#537
/
#536
/
#535
by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR
#520
by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR
#518
by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md
2026-10-12 14:45:01 +08:00
spawns.js
0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs
#537
/
#536
/
#535
by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR
#520
by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR
#518
by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md
2026-10-12 14:45:01 +08:00
status.js
feedback7 R22-GHSIM: three or more overlapping 同名效果取最高 applications resume strongest first — the middle one no longer drops out when the strongest ends (GitHub
#342
, PR
#348
by @siruimei07); golden: diy-059, diy-122, diy-123, diy-124, diy-133, diy-138 move
2026-10-08 18:48:26 +08:00
summons.js
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR
#523
and its detail opens in the preparation phase (PR
#523
by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
tiles.js
feedback5: 乌尔比安 knocked out while his S3 has moved him lies and redeploys on his deployment tile, not on the anchor tile — the owner's decision of 2026-10-07 on community report 28 「乌尔比安3技能期间死亡会留在3技能位移后的位置复活,应回到初始部署位复活」, a deliberate deviation from PRTS's "where it fell" for this 【移动】 only; golden: unchanged (the corpus moves him 23 times and knocks him out 6 times, never while moved)
2026-10-07 04:04:41 +08:00
util.js
feedback5 R3: Battle.js → server/sim/battle/*.js, a pure move — the 131 methods, verbatim with their comments, go to 14 per-concern method containers (players, lifecycle, hooks, spawns, deploy, blocking, status, combat, queries, summons, tiles, displacement, economy, events; fin / clone in util.js) that Battle.js installs on Battle.prototype in a fixed order with class-method descriptors; Battle.js keeps the header, the constructor and the class, and re-exports pushTiles. docs-consistency reads the method modules (battleText) and pins layerGainRoom in battle/economy.js
2026-10-05 16:13:25 +08:00