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c2822e6726fef6f2f0680588b829fc24cbbc8076
ark-stronghold-protocol
/
server
/
sim
T
History
sganggs
e1b75e1308
feedback7: merge fb7-tick — whole-frame attack intervals and time-SP costs take exactly that many frames, 1 s = 30 not 31 (PR
#402
by @Cloudnyco, ported onto 0.2.2: 1e-9 on the ally / enemy attack countdown, the 双眼皮 turret and 寒檀's icicles, gainSp / _normalize; PRTS 作战机制 帧对齐); golden: every family moves (281 of 283, end-result flips in §27.61); union OK
2026-10-09 01:42:16 +08:00
..
battle
feedback7: merge fb7-unbalance — the official 失衡 (UNBALANCE) after a push / pull (the idea of PR
#392
by @xcdoge, re-implemented from PRTS): no walking, attacking or skills while it lasts; pushes by the 推力-位移 time table, pulls by the force window (0.5 / 1 s), static bodies 0.1 s pushed / the window pulled; 弧光锋卫 bleeds 400 / 0.066 s while unbalanced; the client slide uses the same time
2026-10-08 22:47:33 +08:00
content
feedback7: merge fb7-tick — whole-frame attack intervals and time-SP costs take exactly that many frames, 1 s = 30 not 31 (PR
#402
by @Cloudnyco, ported onto 0.2.2: 1e-9 on the ally / enemy attack countdown, the 双眼皮 turret and 寒檀's icicles, gainSp / _normalize; PRTS 作战机制 帧对齐); golden: every family moves (281 of 283, end-result flips in §27.61); union OK
2026-10-09 01:42:16 +08:00
ai.js
feedback7 R23-TICK: an attack interval or a time-SP cost of a whole number of frames takes exactly that many — 1 s is 30 frames, not 31 (PR
#402
by @Cloudnyco, ported onto 0.2.2); golden: every family moves (roster, bonds, fields, matches, standins, diy — regenerated in the next commit)
2026-10-09 01:37:32 +08:00
Battle.js
feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR
#308
by @xcdoge, the capsule half of PR
#157
— authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged
2026-10-08 19:30:36 +08:00
body.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
buffs.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
constants.js
feedback7 R22-UNBAL: 失衡 review fixes — a pulled 静态刚体 is held for the pull's window, 弧光锋卫 bleeds 400 every 0.066 s while the state lasts, no enemy skill / blink / scripted move during it, a route APPEAR or a 逐火 重生 ends it, every push row holds its exact frames; golden: 32 move, 8 in outcomes (below)
2026-10-08 22:42:26 +08:00
damage.js
feedback6 R21E: an operator's 凋亡 burst drains the official 技力 — stored charges and the ready charge included (Skill.setSpTotal(spTotal − 1) each second; PRTS 技能 可充能 「当持有者的技力流失时,充能次数也会实时降低」, PRTS 元素 「每秒损失1点技力」): the drain took only the SP towards the next charge, so a full skill kept every charge and a one-charge skill stayed ready through the 15 s; a running timed skill is left alone as before; PR
#262
(
#261
its closed duplicate), re-implemented; golden: 5 moved, each by a burst on an operator with SP stored (假想敌:管's 凋亡 strikes, the 萨卡兹王庭军's 凋亡 on hit) — fields hidden-boss_10-solo (泥岩 loses its stored charge: casts 1 → 0, the move PR
#262
reported; the team's heals and the snapshots after it), boss-boss_3-solo / hidden-boss_10-pair and diy-058 (later snapshots and event counts only, the same results), diy-059 (黍 forms against the 萨卡兹王庭军 waves: fewer casts — 11 → 5, 6 → 2, 9 → 5, 6 → 1 — the battle goes otherwise, kills 39 → 47, leaks 57 → 49)
2026-10-07 17:58:45 +08:00
detmath.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
dir.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
fear.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
grid.js
feedback7 R22-FIELDS: the path tie-break never wades into more 深水区 than the official route — on 战场#08(下半) the patrolling 铳 / 卢西恩 take the official upper road from (3,9) to (2,3) again (GitHub
#375
); golden: boss-boss_2-pair, coop2-ABYSS-10-boosted
2026-10-08 20:14:37 +08:00
nodeData.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
professions.js
feedback5 CB3: 砾's normal attack hits twice at 50 % 伤害倍率 after DEF, so a 频次 enemy loses 2 per attack (community report of 2026-10-06, item 16.5)
2026-10-07 02:12:37 +08:00
projectiles.js
feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR
#373
by @Cloudnyco)
2026-10-08 18:35:55 +08:00
rng.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
simdata.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00
skills.js
feedback7 R23-TICK: an attack interval or a time-SP cost of a whole number of frames takes exactly that many — 1 s is 30 frames, not 31 (PR
#402
by @Cloudnyco, ported onto 0.2.2); golden: every family moves (roster, bonds, fields, matches, standins, diy — regenerated in the next commit)
2026-10-09 01:37:32 +08:00
snapshot.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00
spec.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00
targeting.js
feedback7 R22-GHSIM: a 速射手 (优先攻击空中单位) blocking a ground enemy shoots a flyer in its range first; every other attacker keeps its blocked enemy first (GitHub
#220
, the owner's decision of 2026-10-08); golden: roster-026, roster-037 move
2026-10-08 20:29:45 +08:00
units.js
feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR
#301
ported as one aligned list;
#398
the skill frame,
#400
REA-Y's heal text
2026-10-08 22:35:33 +08:00