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
8ea7a13a4ec74c10da2fd33f12b66024c60baa22
ark-stronghold-protocol
/
server
/
sim
/
battle
T
History
sganggs
26c72a6d95
feedback6: merge 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 report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub
#244
's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields
2026-10-07 17:54:16 +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
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
displacement.js
feedback5 R19E: an enemy finishes its attack clip after its block ends — the 鸭爵 swap's 流泪小子 no longer walks on the tick its strike stuns its blocker (community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」, GitHub
#214
by @FrogThai); golden: 216 scenarios move
2026-10-07 12:56:12 +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
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
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
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
players.js
feedback6 R21A: a 突袭 member may land on a teammate's half when both halves of the field are taken — the two-helper 联防 field and the Final Assault / Hidden Core pair field (the owner's decision of 2026-10-07): Battle.onFieldBoard (onOwnBoard of any player of the battle) read by raidTile only; a lone 联防 helper's empty half, a solo boss field's other half and the hand / 临时整备区 rows stay closed, every other landing rule kept, 乌尔比安's S3 【移动】 keeps onOwnBoard; golden: 8 moved, each parting from the parent at a member's first landing on its teammate's half (checked tick by tick with the parent instrumented) — fields boss-boss_2 / 3 / 4 / 5 / 6-pair and hidden-boss_8 / 10-pair (the right player's 缄默德克萨斯 / 伊内丝 / 仇白 / 耀骑士临光 on the left player's half, 1–7 landings per battle, the first 0.3–39.8 s in), matches coop4-ABYSS-7 (round 6's two-helper 联防: ai_2's 斯卡蒂 on ai_1's half at 52 s; only ai_1 / ai_2 dmgDealt move, 8263 between them); unite-2 unchanged (its two landings stay on their own half)
2026-10-07 17:09:39 +08:00
queries.js
feedback5 O23: 自选 kits for 白铁, 娜斯提 (with their 支援装置) and 死芒 (with her 悲叹的仆役); ally targets for 白铁's 铁钳号·原型机
2026-10-06 05:28:54 +08:00
spawns.js
feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
2026-10-07 02:07:51 +08:00
status.js
feedback5 CB1: a pair of colds on an enemy becomes the freeze, no cold is left — the 谢拉格 wind no longer freezes for good from 51 layers on (community reports 「谢拉格盟约冰冻时间没有随层数正确成长」 and 「…被在无法被任何干员攻击到的地方永控」, items 7 and 8)
2026-10-07 01:39:50 +08:00
summons.js
feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy
2026-10-05 19:51:40 +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