Files
ark-stronghold-protocol/server/match
sganggs 96d9441ff1 feedback7 R22-LOADOUT: the server takes each player's 潜能 / 练度 per operator and every owned operator fights at them (default 潜能 6, 精英2 Lv.60); golden: roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 134/138 moved (+10 % 练度), standins unchanged
The owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」. Official: the account's potential (调度手册);
the 自持有 bonus to owned operators of the same name, initial and elite alike (activity_table cultivateEffectList).

- shared/protocol.js: room.loadout { entries, ops? } — `ops` = { [charId]: { potential?: 1–6, cultivate?: 0–3 } }
  (isLoadoutOps, ≤ 256), checkLoadoutOps (strict like checkLoadout: an operator of the 干员调配 roster or the 自选 owned
  pool — cultivationCharIds; defaults dropped, entries stored complete); absent = none set.
- server/lobby.js / net.js: checked with the entries (either refused ⇒ nothing stored), session.ops / seat.ops /
  seats[].ops, match.setLoadout(playerId, loadout, ops) in INFO_CHECK only.
- PlayerState: ops re-checked and frozen (bots none); cultivationFor (shared/potential.js cultivationOf: null for a
  补位 stand-in or a prototype 自选 pick); loadoutFor carries potential / cultivate; battleInput states `potential` /
  `cultivate` for every owned operator (the chess as itself, an owned 自选 pick) — an old seat without ops and every bot
  at 6 / 3; the 自选 summons' hand count follows the owner's potential (望's 棋子 6 below 潜能3); m.private.ops; the
  scouting UnitInfo carries potential (below 6) / cultivate.
- tools/golden.mjs: the direct-spec scenarios field the default player (owned operators at 潜能 6 / 练度 3; stand-ins
  and prototype picks neither), as PlayerState does.
- Golden: every battle with an owned operator moves — ATK / DEF / max HP ×1.1 from the first second (roster-001:
  角峰 ends at 3527 HP instead of 3115; the first differing snapshot window is 0–10 s in every moved battle); the
  matches part at round 1–8 (battle results, then the bots' boards). Unchanged: the 10 stand-in battles (a stand-in has
  no 练度) and diy-135…138 (the four prototype 自选 battles). No engine error.
- Docs: design/match.md §16 (潜能 / 练度), design/network.md (room.loadout ops).
- Tests: test/match/potential.test.js (new, 4): the ops wire / data check, battle input of a human (settings, defaults,
  stand-in none, elite shares the charId), an old seat and a bot at the defaults, spec → battle, scouting units; 自选
  owned pick vs prototype and 望's hand count; Match.setLoadout in INFO_CHECK only, a refusal changes nothing.
  test/lobby-loadout.test.js (+2): strict validation, storage beside the loadout, an older client's message, the real
  match's briefing (m.private.ops) and lock. test/match/runner.test.js / diy-shop.test.js expect the new fields.
2026-10-08 20:52:30 +08:00
..
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