Files
ark-stronghold-protocol/docs/DESIGN.md
T
sganggs e6628f0cfe Playtest #5 follow-up: boss-field blowers show in the normal rounds; 联防 timer restart confirmed
- act2 m01: the boss field's row-6 blower machines stand under the bench in the normal and 联防 views again
  (the user: "吹风机原版道中也该有"); the integration-QA filter (BOSS_WALL_ROW) is removed from the 3D and 2D
  boards, so every device on a built tile is drawn in every view, as the workstream had it
- 联防: a knocked-out operator's redeploy timer restarting in full is confirmed by the user ("进联防复活时间确实是
  重新算"); the [ASSUMED] tags in DESIGN §5.5 / §6.1 / §19.3, META §4 and unite.js say so
- DESIGN §19 intro / §19.7 and the docs-consistency assertions updated; 2595 unit tests, all render browser suites green
2026-09-30 20:32:47 +08:00

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卫戍协议:盟约 — Web Remake · Architecture & Contracts (DESIGN.md)

This is the single source of truth for every implementer. Research lives in docs/research/ (start with 00-INDEX.md; where a research file's body and its "Addendum (critic)" disagree, the addendum wins). When this document and research disagree, this document wins; when this document is silent, follow research; when both are silent, choose the simplest faithful behaviour and write it down in the module's header comment.

Language: all player-facing text is Simplified Chinese (names/descriptions come from official data). Code, comments and identifiers are English.


0. Product scope (v1)

A faithful, polished, online co-op browser remake of Arknights' seasonal auto-chess TD mode 「卫戍协议:盟约」(下半, act2autochess).

In scope:

  • Title → lobby (nickname, create room / join by 4-letter code or ?room=CODE link, host picks difficulty, up to 4 players, AI teammates can fill seats, ready/start). Solo (独立模拟) and co-op (同盟模拟, 1–4 humans + optional AI).
  • Difficulties: 标准 FUNNY, 险境 NORMAL, 绝境 HARD, 终极 ABYSS (solo and multi variants from modeDataDict). Training/tutorial mode is out of scope.
  • Pre-game: INFO_CHECK briefing (disabled bonds, banned operators, enemy factions, stage) → BAND_CHECK strategy draft (40 bands, random order, 1 skip in co-op) → BATTLE_CHECK.
  • Rounds 1–14 (+ hidden 15): prep (shop, hand, board, items, freeze, refresh, level-up, sell, merge + reward pick, ready), 机变 draft rounds, simultaneous auto-combat on each player's own field, 联防 unite phase, LP loss/elimination, Final Assault boss round with merged LP and shared boss HP pool, Hidden Core, settlement with titles.
  • Full content: 112 visible chess (+ elites), their default skills and talents, 23 bonds with layers, all 43 特质 (garrison) effect keys, 56 equipment + Arts, 40 bands, 机变 cards, enemy factions/special enemies, 10 bosses, stage devices/terrain (crates, blowers, mire, smog, deep sea, infection).
  • Rendering with the real Spine battle chibis (PixiJS 7 + pixi-spine 4), procedural tiles, VFX, damage numbers, real BGM/SFX, emotes, broadcast ticker.
  • Reconnect, AI take-over of disconnected players, robust validation of every client intent.

Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool), trophies/progression persistence, reporting.


1. Tech stack

  • Node.js ≥ 18 (tested on 22), ESM ("type": "module"), single dependency ws@8. No bundler, no TypeScript. JSDoc types where helpful.
  • Server-authoritative simulation. Clients send intents; the server validates, mutates state and pushes state/snapshots.
  • Client: static files, native ES modules. Vendored libs in public/vendor/: pixi.min.js (PixiJS 7.4.2 UMD, global PIXI), pixi-spine.js (4.0.6 UMD, PIXI.spine), preact.module.js + hooks.module.js + htm.module.js (Preact 10 + htm, no build step). No CDN at runtime (LAN play must work offline).
  • Shared code in shared/ is imported by both server and browser (pure ESM, no Node APIs).
  • Tests: node --test (test/**/*.test.js). Browser E2E: puppeteer-core driving the system Chrome (dev dependency, optional).

Run: npm install && npm run assets && npm start → http://localhost:3000. Friends on LAN use http://<host-ip>:3000. Internet play: a tunnel (e.g. cloudflared tunnel --url http://localhost:3000) or any Node host (Dockerfile provided).


2. Repository layout & ownership

server/
  index.js                 HTTP static server (gzip for .skel/.atlas/.json/.js/.css), WebSocket upgrade at /ws, boot
  net.js                   session registry, send helpers, per-connection rate limit, message validation (uses shared/protocol.js)
  lobby.js                 rooms (4-letter codes), seats, host, AI seats, ready/start, reconnect tokens, room→Match wiring
  data.js                  loads data/*.json once, builds indexes (getChess, getBond, …); frozen objects
  match/
    Match.js               match state machine, timers, round loop, co-op orchestration, broadcasting views
    PlayerState.js         per-player economy/shop/hand/board/items/bonds/LP state + all prep-intent handlers
    pool.js                SharedPool (copies per base chess), banned/disabled bonds, odds & rolls
    board.js               placement legality, deploy cap, hand/temp management, merge detection & execution
    bondsMeta.js           bond member counting (BOARD / BOARD_AND_DECK / golden), activation tiers, persistent layers
    effectsMeta.js         registry + dispatcher of prep-phase ("SERVER_*") effects: garrisons, bands, items, bonds
    choices.js             机变 draft: card generation per family, pick order, timeouts, application
    waves.js               match enemy factions, per-round spawn list generation, stat scaling, bounties
    unite.js               联防 helper selection, leaked-enemy aggregation, LP attribution
    finalAssault.js        R14/R15 pairing, merged LP, shared boss HP pool, overtime drain
    results.js             settlement stats, titles (评语)
    bot.js                 AI player (plays prep phases; also auto-play for disconnected humans)
  sim/
    Battle.js              one field simulation (normal / unite / boss); public API §5
    constants.js           TICK, conversions, tuning knobs
    rng.js                 seeded PRNG (mulberry32) + helpers
    grid.js                field grid, tile queries, passability, pathfinding (8-dir, no corner cutting)
    units.js               Unit / Operator / Enemy / Token classes, stat aggregation
    buffs.js               Buff model, status catalogue (stun, freeze, cold, sleep, slow, fragile, stealth, …)
    damage.js              damage & heal pipeline, element gauges
    targeting.js           target selection helpers, range tests, priorities
    body.js                hit areas of huge enemies: the one helper behind every range test on enemies (§3, §19.4)
    projectiles.js         projectile flight/impact
    skills.js              skill runtime: SP, triggers, durations, ammo, charges; interprets SkillSpec
    ai.js                  enemy movement/attack AI, operator attack loop
    snapshot.js            compact serialization for clients
    content/
      index.js             installs all content into a Battle (kits, bonds, garrisons, items, bands, enemies, devices)
      kits/tier1.js … tier6.js     operator kits (skill + talents) keyed by base chessId
      tokens.js            summon/token definitions
      bonds.js             battle side of the 23 bonds
      garrisons.js         battle side (IN_BATTLE) garrison effect keys
      items.js             battle side of equipment + Arts
      bands.js             battle side of band (strategy) effects
      enemies.js           enemy ability specs + generic special-type behaviours
      bosses.js            boss scripts (boss_1 … boss_10)
      devices.js           stage devices & special terrain
shared/
  constants.js             enums, phases, areas, error codes, UI-relevant constants
  protocol.js              message catalogue + validators (§8)
  format.js                rich-text description → HTML/plain; number formatting
  rules.js                 pure helpers shared by UI & server (e.g. price display, sell value, bond tier from count)
data/                      generated by tools/build-data.mjs — committed; see docs/DATA.md
public/
  index.html               single page; loads /js/main.js as module
  css/                     theme.css (tokens, fonts), components.css, screens/*.css
  js/
    main.js                boot, router between screens, global store
    net.js                 WebSocket client, reconnect, request/response helpers
    store.js               tiny observable store (state from server + local UI state)
    data.js                fetches /data/*.json, same indexes as server/data.js
    audio.js               BGM/SFX manager (Web Audio), volume settings
    assets.js              asset URLs, image cache, Spine loader with LRU + fallback
    screens/               title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js, result.js
    ui/                    hud.js, bondStrip.js, bondPopup.js, shopBar.js, teamPanel.js, detailPanel.js,
                           tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js
    render/                app.js, projection.js, tiles.js, units.js, spine.js, fx.js, interp.js, drag.js, pick.js (API §9)
  vendor/                  pixi, pixi-spine, preact, hooks, htm (copied from node_modules by tools/vendor.mjs)
  assets/                  downloaded art/audio (git-ignored), see docs/ASSETS.md
  fonts/                   self-hosted fonts
tools/
  build-data.mjs           official data + research JSON → data/*.json
  fetch-assets.mjs         downloads/optimizes assets → public/assets + data/assets.json
  vendor.mjs               copies vendor libs from node_modules → public/vendor
test/                      node:test suites; test/e2e/ browser + bot tests
docs/                      DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/
                           (the wire protocol is normative in shared/protocol.js itself)

Ownership rule for parallel agents: only edit files assigned to you; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (shared/*, docs/DESIGN.md) are owned by the architect.


3. Coordinates, fields and geometry

  • Every stage is a 19-row × 21-col grid (data/stages.json). Row 0 is the bottom row, col 0 is the left. Tile (r,c) has world centre (x=c, y=r); 1 tile = 1 world unit. Unit positions are floats in this space.
  • Areas (research 05 §2.2):
    • Normal field (own board): rows 9–12, cols 2–10. Enemy gates S at (9,10) and (12,10) (R1–3 only the lower one); protection objective E at (9,2). Col 9 lane is not deployable (tile type decides).
    • Hand (整备区): row 7, cols 0–9 (10 regular slots, index = col). Temp slots: row 8, cols 4–8 (5 slots). Hand/temp tiles are never part of a battle.
    • Partner display cols 11–18 of rows 9–12 (the unite field uses them).
    • Boss field: rows 1–5; left half cols 2–10, right half cols 10–18.
    • Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
  • Tile semantics come from data/stages.json legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED and on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own position.
  • Facing (corrected, see research 09 §1.2): like standard Arknights, every board piece has a direction dir ∈ UP|RIGHT|DOWN|LEFT chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default RIGHT; persists across rounds. Range grid entries are [dRow, dCol] relative to facing RIGHT and are rotated: RIGHT (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr) (row 0 = bottom); rangeExtend applies along +dCol before rotating. The right-side Final Assault player is mirrored col c→20−c with RIGHT↔LEFT (UP/DOWN unchanged).
  • Range test: an enemy is inside a grid range if the tile containing it (round(y), round(x)) is one of the range tiles; a huge enemy (data hitArea: 巨型单位, a 4.95 × 2.95 rectangle moved 1.0 up) if any tile its hit rectangle overlaps is one (PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定"; sim/body.js, §19.4). Radius ranges (enemies, auras, AoE) use Euclidean distance in tiles — to a huge enemy's rectangle [ASSUMED] — except splash around a struck target, a 中点判定 on positions (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径").
  • Fields at runtime: a Battle receives a field rect (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
  • Speed: tilesPerSecond = moveSpeed × MOVE_SCALE with MOVE_SCALE = 0.5 (in sim/constants.js, tunable).

4. Time model

  • Simulation time is game seconds. Fixed step TICK = 1/30 s.
  • Combat runs at 2× real time (forced, like the original): 60 ticks per real second — in the browser's runner (§14) or, for server-run fields, the server's accumulator (2 ticks every real 1/30 s, never more than 8 ticks per interval to avoid spirals).
  • Combat time limits come from data/config.json → modes[m].rounds[r].combatTimeLimit (= the level's maxPlayTime; also modes[m].combatTimeLimit[r]) and are real seconds of the forced-2× battle (verified by the balance pass: spawn schedules exceed the limit when read as game seconds). The server passes 2 × value game seconds to the Battle (server/match/gamedata.js → combatTimeLimit; config.combatTimeScale, default 2); the countdown players see equals the data value. When time runs out, living non-boss enemies count as leaked. 联防 uses the round's limit.
  • Final Assault / Hidden Core have no hard stop and their clocks are real seconds too: the boss level's levelMaxPlayTime (120 real s) is only the HUD countdown (m.public.deadline; the battle goes on past it), and the overtime drain (bossOvertimeAfter 150 / bossOvertimeDrainPerSec 1 = official bossTurnHpReduceTime) takes 1 team LP per whole real second from 150 real s (= 300 game s on the 2× field clock; first point at 151 s — gamedata.js bossOvertimeDue). m.public.overtimeAt = the ms epoch when the drain starts; both are placed on the field clock.
  • Solo pause (§14): while m.public.paused the running battle's field clock, the HUD deadline / overtimeAt and every server deadline of the battle stand still; on resume they move on by the paused time. Co-op battles never pause.
  • Prep/draft timers are real seconds, stored as absolute server deadlines (Date.now()-based) and sent to clients as deadline (ms epoch) + serverNow for clock-offset correction.
  • Snapshots to clients: every 3 ticks (= 20 Hz real) per watched field.

5. Simulation (server/sim) — engine contract

5.1 Battle API (implemented by the sim-core owner; consumed by match & content)

import { Battle } from './sim/Battle.js'
const b = new Battle({
  seed,                       // uint32
  kind,                       // 'normal' | 'unite' | 'boss' | 'hidden'
  modeId, round,
  stage,                      // data/stages.json entry (full 19×21 grid)
  rect: { r0, r1, c0, c1 },   // inclusive field bounds
  timeLimit,                  // game seconds; boss/hidden: Infinity (overtime handled by match)
  players: [ PlayerBattleInput ],   // 1 (normal), 1–2 (unite, boss)
  spawns: [ SpawnSpec ],            // enemy schedule for this field
  routes: [ RouteSpec ],            // from the wave template, resolved to this field
  sharedBoss: SharedBossPool | null,// { hp, maxHp, damage(playerId, amount) } for boss rounds
  flags: { layerGainsEnabled: bool, dpInit: 10, dpPerSec: 1, dpMax: 99 },
})
b.step()                 // advance exactly one TICK
b.finished               // true when: all enemies dead & no spawns pending, or time limit reached, or all players' LP pools say stop (boss: match decides via b.forceEnd())
b.forceEnd(reason)
b.time                   // game seconds elapsed
b.result()               // BattleResult (below), valid once finished
b.snapshot()             // compact full snapshot (§8.4) of this field
b.drainEvents()          // array of client-facing events since last drain (§8.4)
b.on(event, fn, { priority=0, owner } ) / b.off(...)   // hook bus (§5.4)

PlayerBattleInput:

{ playerId, seat, side: 'L'|'R',
  colOffset,                 // 0 for own field; +8 for the right half in unite/boss
  units: [ { uid, kind: 'chess'|'token', chessId /* golden id if elite */, tokenId?, row, col,
             items: [itemId...],                  // equipped items (golden ids when merged)
             carryState?: { hpPct, sp, skillActive } | { down: true } } ],   // unite: helper units keep end-of-combat state;
                                                  // { down: true } = knocked out at its end: deployed, then forced out (§19.3)
  bonds: { [bondId]: { count, active, tier, layers } },   // snapshot from bondsMeta at combat start
  bandId, playerEffects: [ EffectRef ],                   // active band/choice/team effects with battle parts
  lpForBoss?: number }

SpawnSpec: { time, enemyKey, routeIndex, count=1, interval=0, mods: { hpMul, atkMul, defMul, speedMul }, sourcePlayerId?, bounty?: { coins, ownerPlayerId } , tag?: 'escort'|'boss'|'bounty' }

BattleResult:

{ time, reason: 'cleared'|'timeout'|'forced',
  perPlayer: { [playerId]: {
     killed, total,                       // enemies attributed to this player's field/half
     leaked: [ { enemyKey, mods, lpr, sourcePlayerId } ],   // for unite aggregation & LP
     perfect: bool,                       // no leaks
     layerGains: { [bondId]: n },         // IN_BATTLE gains (0 if flags.layerGainsEnabled false)
     coins: n,                            // bounty coins earned
     damageDealt: n, bossDamage: n, healingDone: n, deaths: n,
     unitsEnd: [ { uid, hpPct, sp, alive } ] } },
  bossHpLeft? }

5.2 Units & stats

Unit fields (minimum): id (int, unique per battle), side ('ally'|'enemy'), kind ('op'|'token'|'enemy'|'device'), defId, ownerId (playerId; enemies: the field owner / source), x, y, tileR, tileC (ops), dir (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; sim/dir.js), facing (derived horizontal sign +1 / −1: LEFT ⇒ −1), hp, alive, sp, buffs[], statusFlags, blocking[] (ops), blockedBy (enemies).

Base stats (from data): maxHp, atk, def, res (0–100), aspd (100 base), bat (base attack time, s), blockCnt, rangeGrid (ops) / rangeRadius (enemies, 0 = melee), moveSpeed, massLevel, weight, lpr (enemies), dmgType ('phys'|'arts'|'heal'|'true'), motion ('WALK'|'FLY'), cost, respawnTime, spRecovery.

Aggregation (units.js, recomputed lazily when buffs change):

  • ATK = (base + Σflat) × (1 + Σpct) × Πmul — same shape for maxHp, def; res = clamp((base + Σflat) × Πmul, 0, 100); aspd = clamp(100 + Σaspd + base-100, 10, 600).
  • interval = bat × (1 + ΣbatPct) × 100 / aspd (blackboard base_attack_time is treated as batPct, e.g. −0.3 → 70%).
  • Changing maxHp keeps the HP ratio.
  • Stats are rounded only for display; the sim keeps floats.

Elite (精锐) chess have their own stats in data (golden chess id). The module bonus is already folded into data stats by build-data.

5.3 Buffs & statuses

Buff = { key, source, duration /*s, Infinity*/, stacks=1, maxStacks=1, refresh: 'replace'|'extend'|'stack', mods, flags, onTick?, onExpire?, tags[] }

  • mods keys (all optional, additive within a key): atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed).
  • flags: stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed), invulnerable, unblockable, levitate, fear (enemy: cannot attack), taunt (+aggro), cold.
  • Status catalogue (buffs.js, keys used by content): stun, freeze (stun + res −15), cold (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), sleep (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), slow (moveMul), bind (moveMul 0), fragile (dmgTakenMul), artsFragile (artsTakenMul), silence, fear, burnGauge/necrosis/neural element gauges (see damage), stealth, reveal.
  • Immunities from enemy data (stunImmune, silenceImmune, sleepImmune, frozenImmune, levitateImmune) are honoured by applyStatus.

5.4 Hook bus (the only way content plugs in)

battle.on(name, handler, { priority, owner }); handlers run in descending priority, then registration order. Handlers receive a mutable ctx. Events:

name ctx notes
battleStart {} after initial deployment
deploy { unit, initial } ops/tokens/enemies spawn
tick { dt } every tick after movement & attacks
beforeAttack { attacker, targets } may modify targets
attack { attacker, targets, isSkill } an attack was performed
hit { source, target, dmg } before mitigation; mutate dmg (DamageInfo)
damaged { source, target, amount, type, dmg } after application
heal { source, target, amount } before application (mutable amount)
kill { killer, victim } victim hp reached 0
death { unit } unit removed (ops may redeploy later)
skillStart / skillEnd { unit, skill }
ammoUsed { unit, left } per ammo consumed
spGain { unit, amount } mutable
statusApplied { source, target, status, duration } after immunity check
blocked { blocker, enemy } enemy became blocked
enemySpawn / enemyLeak { enemy }
battleEnd { result } may add layer gains / coins

DamageInfo: { amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, tags[] }.

Engine helpers (content must use these, never touch internals): battle.dealDamage(source, target, dmgInfo), battle.heal(source, target, amount, {overheal=false}), battle.applyStatus(target, key, { duration, source, value }), battle.addBuff(unit, buff), battle.removeBuff(unit, key), battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts), battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag }), battle.addProjectile({ from, to|target, speed, onHit, visual }), battle.unitsInGrid(unit, grid), battle.enemiesInRadius(x, y, r), battle.alliesInRadius(x, y, r, ownerId?), battle.addLayers(playerId, bondId, n, reason) (no-op when gains disabled; records into result), battle.addCoins(playerId, n), battle.fx(kind, params) (client VFX event), battle.rng() (never Math.random), battle.getPlayer(playerId) (bonds/band/effects view), battle.redeploy(unit), battle.after(seconds, fn) (scheduled callbacks), battle.every(seconds, fn).

5.5 Combat rules (engine)

  • Initial deployment at t=0, free: operators row-major top→bottom then left→right (right-side boss player: right→left), then the summons (PRTS 卫戍协议/帮助 "按从上到下>从左到右的顺序部署。优先部署干员,随后为召唤物"; aggroSeq ranks every start-of-battle summon after all operators); on a shared field (联防, boss) the players' i-th operators deploy together [ASSUMED]. Deploy effects fire (deploy with initial: true). Then operators carried into 联防 knocked out (carryState.down) are forced out (FORCED_EXIT, HP 0, §19.3). Then battleStart, after which the forced-out operators' timers are re-read (redeploy-time effects that start with the battle, e.g. 机变 征召, cover them too).
  • DP: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after respawnTime, if its tile is free and DP ≥ cost ⇒ redeploy with full HP, SP = initSp). A knocked-out operator stays down on its tile from the knock-out until it redeploys (b.snap down, §18.3: counting / waiting for DP / its tile taken) — also one that entered 联防 knocked out (FORCED_EXIT, its full redeploy timer — confirmed by the user — with the battle-start redeploy effects, §19.3); summons, devices and enemies leave at once.
  • Blocking (contact radius, PRTS 游戏数据基础 §阻挡半径 / 作战机制 "中点判定…案例:阻挡"; constants.js BLOCK_RADIUS, Battle._checkBlock, §19.2): an operator with free capacity blocks an unblocked, blockable enemy whose position lies within its block radius of its centre — ground 0.7071 (squared 0.49999037), 0.8944 for blockFly units vs flyers (起飞), devices 0.4472 (阻隔工事 / 障碍物); air units (FLY, 近地悬浮, 浮空) only by blockFly units. The nearest such operator wins (ties: scan order [ASSUMED]). It is re-checked every tick, moving or not, so another operator in contact with room takes the enemy over when its blocker dies, is withdrawn or is stunned, and an operator whose capacity frees up grabs an overlapping enemy; one that finds no room walks on. A head-on enemy stops at contact (≈ 0.71 tile), outside the blocker's tile. Enemy uses blockCnt capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). A melee blocker (data position MELEE — 重装要塞 / 领主 / 哨戒铁卫 included) may always target the enemies it blocks, in range or not, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器; 索敌的概念 "我方索敌优先级:阻挡(近战限定)"; Battle.blockedTargets, targeting.js meleeUnit); a ranged operator on a melee tile blocks but attacks only what its range holds ("远程位干员通常而言不会优先攻击自己阻挡的目标", §19.2). The huge leaders are 自缚 + unblockable (§7).
  • Operator attacks: every interval s if a valid target exists; targets = up to maxTargets (default 1) from unitsInGrid(rangeGrid), priority: (1) the enemies it blocks (melee units only, in range or not), (2) profession/trait priorities (e.g. fly-first snipers, trait text parsed by build-data into targetPriority), (3) enemy with the least remaining path distance to its goal, ties → earliest spawned. Melee (no ranged trait) and ground-only attacks cannot hit air units (Unit.isFlying: FLY, or a 近地悬浮 / 浮空 enemy — PRTS "算作空中单位", §19.1). Stealthed enemies can't be targeted unless blocked or revealed. Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact.
  • Healers (dmgType heal): target the ally in range with the lowest HP% below 100%; do nothing otherwise (SP still regenerates).
  • Enemy AI: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight; ranged enemies (rangeRadius > 0) attack ops within radius: the enemy's own target rule filters the candidates first (profile.canTarget: 只攻击地面单位 …), then priority blocker → special priority → highest taunt → latest deployed (aggroSeq) — PRTS 索敌 "阻挡→特殊优先级→仇恨值→最早出现"; a stealthed ally is attacked only by the enemy it blocks (§19.1); they pause movement for ATTACK_PAUSE = 0.35 s per attack. FLY enemies ignore ground obstacles (only blockFly units block them) and follow their checkpoint route.
  • Damage: phys max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A); arts max(A × (1 − R'/100), 0.05·A) with R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat); true = A; 元素伤害 ('elemental') max(A × (1 − 元素抗性/100), 0.05·A). Then × dmgDealtMul (source) × dmgTakenMul & type-specific taken multipliers (target) × dmg.mul — 元素伤害 takes 元素脆弱 (elementalTakenMul) alone, not dmgTakenMul (脆弱 = "受到的物理、法术、真实伤害提升"); shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000; enemy leaders 2000) × elemTakenMul × max(0.05, 1 − 损伤抵抗/100), 损伤抵抗 = data epResistance (PRTS 元素; the 5 % floor of DMG_e, PRTS 游戏数据基础). An element fill on a target with no HP left is refused (damage.js hasHp: no burst on a corpse). A full gauge bursts with the side-specific official effects, as 无来源 damage (no damage-dealt multiplier or penetration of the unit that filled the gauge, which keeps the kill and the stats; §19.5) (sim/constants.js ELEMENT; operators: 灼燃 1200 arts + RES −20, 神经 stun 10 s then 1000 true, 凋亡 15 s of 阻回 (noSp: no SP gain of any kind) + 静默 with −1 SP/s and 100 arts/s, 侵蚀 DEF −100 then 800 phys; enemies: the "·我方" terms). Every burst starts a 爆发冷却 = its duration (灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s) during which NO element of the unit fills or can be recovered; when it ends every gauge of the unit resets (§18.3).
  • Leak: an enemy reaching its goal is removed, counted as leaked for its field owner (sourcePlayerId for unite). LP accounting is done by the match, not the battle.
  • End: all spawns done and no enemies alive ⇒ cleared; time ≥ timeLimit ⇒ timeout (remaining enemies = leaked). Boss battles end when the shared boss pool reaches 0 (victory) or the match forces an end (team LP 0).

5.6 Skills (skills.js + kits)

SP: spType INCREASE_WITH_TIME (+spRecovery/s), INCREASE_WHEN_ATTACK (+1 per attack), INCREASE_WHEN_TAKEN_DAMAGE (+1 per hit taken); starts at initSp; no SP gain while a duration skill is active. maxChargeTime > 1 ⇒ charges.

Auto-trigger rules (skillTrigger.rule in data): DEFAULT (SP ready AND about to attack/heal AND an enemy/injured ally inside the initial range), TAKE_DAMAGE (on taking damage), SP_FULL (immediately), CUSTOM_RANGE (enemy inside the custom grid), SEARCH (an enemy inside the initial range, checked every tick — no attack needed), special ids. PASSIVE skills are always on.

SkillSpec (authored per chess in sim/content/kits/tierN.js; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a function of the blackboard):

// kits map: baseChessId -> (bb, chess) => Kit
export default {
  chess_char_1_01: (bb, chess) => ({
    skill: {
      kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle',
      duration: bb.duration,            // duration kind
      ammo: bb['attack@trigger_time'],  // ammo kind
      mods: { atkPct: bb.atk, batPct: bb.base_attack_time },    // applied while active
      targeting: { maxTargets, rangeGrid, priority: 'fly'|'ranged'|'lowestHp'|'highestHp'|... },
      attack: { dmgType, atkScale, splashRadius, hits, projectile: 'arrow'|'bolt'|'none'|'beam', onHit(ctx) },
      onStart(ctx) {}, onEnd(ctx) {},    // bursts, summons, heals, statuses (use engine helpers only)
    },
    talents: [ { install(battle, unit) {} } ],   // passive/conditional talents via hooks
    trait: { ... }                              // optional overrides of profession trait behaviour
  }),
}

The kit loader passes bb = flattened blackboard { key: value } of the chess's skill (normal or elite), and chess = data record (for talents' blackboards). Missing kit ⇒ a generic kit derived from blackboard keys (atk/attack_speed/def/max_hp/base_attack_time/atk_scale/max_target/duration/ammo) so every chess always works.

Profession traits (default behaviours implemented once in the engine, keyed by subProfessionId): e.g. fastshot (fly priority), aoesniper/splashcaster (splash 1.1 tiles), chain caster (bounce ×3, −15%), funnel, blastcaster, physician (single heal), ringhealer (aoe heal), bard (aura heal, no attack), slower (slow on hit), loopshooter (回环射手: a boomerang out to the target and back, attacks again only once it is caught — §17.4), underminer, instructor, lord (ranged attack ×0.8 when not melee), centurion/fighter/musha/swordmaster/reaper etc., protector/guardian/fortress/duelist, pioneer/charger/tactician/bearer/agent, executor, merchant, hookmaster, pusher, stalker, geek, dollkeeper, traper, craftsman, summoner … (build-data provides the list of subprofessions present in the pool; the sim-core owner implements all present ones with simplified faithful behaviour).


6. Match & meta (server/match)

6.1 State machine (Match.js)

LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed (§18.2); all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order, ONE countdown — `BAND_TURN_SECONDS` 30 s per turn = m.public.deadline, AI seats pick at once, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ the strategy the player highlights (`g.bandFocus`) while free, else band_bldsk, else the first free one; solo: free pick, no timer, no skip; a single human: untimed) → BATTLE_CHECK (3 s)
→ loop r = 1..lastRound:
     ROUND_START   (income, upgrade price −1 (floor 0), temp NOT wiped — what overflowed after the last prep's deadline is shown in this
                    prep (§6.2 temp overflow), unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects)
     [SP_DRAFT]    (if r ∈ spRounds: 机变 draft; co-op 30 s first picker / 16 s others; solo 3 cards; solo / single human untimed;
                    a card is picked with two taps, §18.2)
     PREP          (co-op: timer from config, ends when all alive humans+bots ready; solo / single human: untimed, ends on ready)
     PREP_END      (<休整期结束时> effects; unfrozen shop cleared; temp overflow: Ready is blocked while temp is non-empty; at the deadline
                    the temp pieces due at this prep are resolved (chess sold back, items / summon stacks destroyed) — pieces that arrived
                    after Ready or during the <休整期结束时> effects wait for the next prep (§6.2 tempDue))
     COMBAT        (one Battle per alive player, all in parallel, 2×; watchers get snapshots; solo: pausable, §14 Solo pause)
     UNITE         (co-op only, if ≥1 leaked & ≥1 perfect: ≤2 perfect helpers in `unite.js helperOrder` order (research 08 §5 / PRTS 帮助:
                    most units on the field > an active bond > most standing units > seat; the pair ordered by units > active bond >
                    Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains;
                    a helper's operator knocked out at the end of its own combat enters down — carryState { down: true },
                    PRTS "上一阶段为退场状态的干员强制退场", its full redeploy timer — confirmed by the user (§19.3))
     SETTLE        (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast)
   R14 FINAL_ASSAULT (merged team LP; pairs by seat; shared boss pool; 120 real s countdown, no hard stop; overtime −1 team LP per
                    real s after 150 real s (§4, m.public.overtimeAt); no layer gains)
   R15 HIDDEN_CORE  (if difficulty ≥ NORMAL and Σ activated layers > 350 solo / 1200 co-op and team LP > 1)
→ RESULT (per-player stats, titles, rounds passed, victory/defeat)

Solo FUNNY has 9 rounds (boss at R9); everything is read from data/config.json → modes[modeId].

6.2 Player state (PlayerState.js) — authoritative per player

{ playerId, seat, name, isBot, connected,
  alive, lp, bandId,
  funds, shop: { level, upgradePrice, slots: [ Slot ], frozen: bool, freeRefreshes: n, rewardOffer: null | { slots:[Slot], tier } },
  hand: [ Piece|null ×10 ], temp: [ Piece|null ×5 ],
  board: Map<'r,c', Piece>,                          // chess & token pieces on the normal field
  bonds: { [bondId]: { count, active, tier, layers } },  // layers persist all match
  effects: [ EffectRef ],                             // band/choice/team/garrison persistent effects & counters
  counters: { refreshes, buys, sells, … },
  stats: { … for results } }
Slot  = { kind:'chess'|'item', id, price, sold:false, frozen }
Piece = { uid, kind:'chess'|'item'|'token', id /* chessId (golden id if elite) | itemId | tokenId */,
          items:[itemPiece...] (chess only, max 2), count (token stacks), ownerUid (tokens), boughtRound, meta:{} }

Intent handlers (validate → mutate → recompute bonds → push private view): buy(slot), refresh(), freeze(), levelUp(), sell(uid), move(uid, to), equip(itemUid, targetUid, replaceUid?), useArt(itemUid, row, col), destroy(uid), pickReward(idx), pickChoice(idx), setReady(bool). Every handler rejects when the phase forbids it (only PREP allows board/shop mutations; SP_DRAFT allows pickChoice only; reward pick allowed in PREP). Invalid intents return error with a code from shared/constants.js → ERR — the server never throws on bad input.

Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item replaceUid names (the replace dialog's pick, official UseEquipUp.unloadInstId; absent ⇒ the oldest; a uid not equipped on the target ⇒ BAD_TARGET, nothing changes) and the replaced item is destroyed. Equipped items are otherwise locked: destroy (销毁) accepts hand / temp items only (BAD_TARGET 'equipped items are locked'); equipment goes back to the hand only when its carrier merges or is sold (a sale is refused with HAND_FULL when there is no room for it).

Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income min(3+r,12); prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite to hand + reward offer of 3 free chess of tier min(level+1, 6); purchase completing a merge allowed with full hand; full hand blocks buy; overflow to temp; temp blocks ready).

Temp overflow (临时整备区, row 8; user playtest #3 item 3). Passive gains that find the hand full (merge elites, grants, battle-result rewards, equipment returned by a merged / sold carrier) overflow into the 5 temp slots, and Ready is refused while any is occupied (official "直到溢出情况排除才可开始进行作战"). A temp piece is resolved — a chess sold back to the pool with its summons removed, items / summon stacks destroyed — only at the deadline of the first prep in which its player could act on it (PlayerState.tempDue(piece) vs prepsEnded; every write into a temp slot goes through _putTemp, which records it): a piece that arrived during a prep before Ready is due at that prep's end; one that arrived after Ready or during the <休整期结束时> effects, or outside PREP (COMBAT, 联防, SETTLE — battle-result grants, a SETTLE merge's elite, returned equipment —, the next ROUND_START, 机变) is kept, visible and usable (move to a free hand slot, place, equip, use, destroy, sell) through the next prep. Un-readying (setReady(false)) makes whatever arrived while ready due at the current prep. ROUND_START no longer wipes temp (it used to destroy what SETTLE had put there before the player ever saw it). A merge's elite always goes to the hand, overflowing into temp (also outside PREP); it takes a freed board tile of a consumed copy only when the hand and temp are both full. server/match/audit.js (tools/matchrun.mjs --check) tracks the arrivals itself and flags any temp piece that outlives its due prep. The UI frames the row on the board with the rule (§17.5).

6.3 Bonds & layers (bondsMeta.js)

  • count = number of distinct base chess on the board carrying the bond (BOARD); BOARD_AND_DECK bonds also count the hand; 绝技 counts elites on board; 调和 adds +1 to each core bond count, etc. (research 02).
  • tier from thresholds; active = tier ≥ 1.
  • layers[bondId] persist all match; gains come from garrisons/bands/items/choices/bond effects; IN_BATTLE gains are collected from BattleResult.layerGains at SETTLE (disabled in unite/boss/hidden).
  • Σ activated layers (hidden-core check) = Σ layers over bonds that are active at the moment of the check (end of R14 prep, per research).

6.4 Prep-phase effect dispatcher (effectsMeta.js)

A registry mapping effect keys → handler objects { onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }. Sources: garrison SERVER_* keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier.

6.5 Waves (waves.js)

Per match: pick stage (weighted among the mode's config.modes[m].stages, weight 50 each: 标准 FUNNY = 战场#01 act1autochess_m01 only, 险境 NORMAL = 8 stages, 绝境 / 终极 = 7 without 战场#01 — waves.js setupMatchWaves, test/match/stagepick.test.js), 3 of 6 typed enemy factions, disabled bond set (3 core + 4 add-on for NORMAL+, per research), boss (weighted), hidden boss. Per round: wave template (by mode & round) → replace placeholders per research 05 §3.2 algorithm → apply stat multipliers (research 00-INDEX §5 atk ×base×1.1^k, hp ×base×1.2^k, ABYSS speed ×1.15 from R3) → SpawnSpec[] + routes resolved on the stage. (Superseded by the official generator — §14 "Corrections from research 08/09" and the waves.js header.) A player's normal battle (and the bot rehearsal) runs withBounties(gd, round, wave, bounties, playerId): the bounty units inserted among their host action's own units, which are re-timed around them (client order); previewOf keeps one entry per action (wave.spawns + bountySpawns).

6.6 AI players (bot.js)

Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy: pick a band; each prep: level up on schedule, buy chess that raise bond counts or complete merges, sell leftovers, place melee on road tiles nearest the enemy path, ranged on highland/others, equip items to highest-tier ops, ready. A bot's whole prep — shop decisions and layout planning (botPrepBeginSteps, 25–70 ms late in a 4-bot match), the layout rehearsal and botPrepEndSteps — runs in wall-clock slices of botSliceMs (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).


7. Content modules (server/sim/content + match/effectsMeta handlers)

Each domain file server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js exports install(battle) (battle side; called once per Battle by content/index.js → installContent) and registerMeta(registry) (prep side; called once at server boot by match/effectsMeta.js, API documented in docs/META.md). Kits live in content/kits/tier1..6.js (export default { [baseChessId]: (bb, chess) => Kit }). Content must be data-driven from blackboards (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in test/content/*.test.js using the test/helpers/battleHarness.js harness (provided by sim-core).

  • kits: all 112 visible chess + hidden ones used by effects (盟约·辅助干员), default skill + talents + trait specifics; tokens.
  • bonds: 23 (battle + meta), exact per-layer formulas from research 02.
  • garrisons: 43 effect keys (IN_BATTLE via hooks; SERVER_* via meta registry).
  • items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos.
  • bands: 40 strategies (meta + battle).
  • enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from data/enemies.json; bosses 1–10 scripted — the huge leaders (假想敌:胄 ×2, 假想敌:管 ×2, 盐风主教昆图斯, 阿利斯泰尔, “萨米的意志”) are 自缚 + 无法被阻挡 (PRTS 天赋; content/bosses.js SELF_BOUND: a persistent noMove + unblockable buff from spawn) with their hit area (§19.4); devices/terrain.
  • choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs).

8. Network protocol (shared/protocol.js is normative)

Transport: one WebSocket per tab at /ws, JSON text frames { t: '<type>', ...payload }. Client requests may carry rid (request id); the server's direct reply echoes rid (ok or error). Server pushes have no rid. Max frame 64 KB inbound; rate limit 40 msgs/s per connection (excess dropped with error RATE).

8.1 Session & lobby

C→S: hello {name, token?, version} · room.create {mode:'solo'|'coop', difficulty} · room.join {code} · room.leave · room.ready {ready} · room.setDifficulty {difficulty} (host) · room.addBot / room.removeBot {seat} (host) · room.start (host) · room.loadout {entries} (§16: any time in the lobby / room and during INFO_CHECK, then WRONG_PHASE; heavy rate-limit bucket; the match exposes it as m.private.loadout) · ping {c} S→C: welcome {playerId, token, name, serverNow} · room.state {code, hostId, mode, difficulty, seats:[{seat, playerId, name, isBot, ready, connected}|null ×4]} · room.closed {reason} · pong {c, s} · error {rid?, code, msg} · ok {rid}

Platform additions (implemented): welcome.{resumed, version}, room.state.inMatch, error.detail; room.closed.reason ∈ 'timeout'|'shutdown'; WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's room.start counts as the host being ready. After any (re)hello the server pushes room.state and, if a match runs, the match resends m.public/m.private (+m.field, or the field's b.start under client-side combat). Reconnect window: a dropped session stays resumable for 10 min (net.js NET_DEFAULTS.reconnectWindowMs; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its solo room's match runs stays resumable for the official config.constants.singleReconnectTime (86 400 s = 24 h; lobby option soloReconnectWindowMs; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become match.onLeave (co-op: 中途退出 = elimination; solo: the run ends 'abandoned'). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, start/handle/onDisconnect/onReconnect/onLeave/dispose) is documented verbatim at the top of server/match/Match.js and is normative. server/data.js provides getData() + index getters (getChess, getBond, getGarrison, getItem, getBand, getEffect, getEnemy, getWave, getStage, getBoss, getToken, getConfig, getMode). Note: the skill trigger rule lives at chess.skill.trigger.rule in data.

8.2 Match

C→S (all carry rid): g.infoReady · g.band {bandId} · g.bandSkip · g.bandFocus {bandId?} (the strategy highlighted in the draft screen — what a timed-out turn takes; absent / null clears it; WRONG_PHASE outside BAND_DRAFT, ALREADY after the pick, BAD_TARGET for a band not allowed; §18.2) · g.buy {slot} · g.refresh · g.freeze · g.levelUp · g.sell {uid} · g.move {uid, to:{area:'board', row, col}|{area:'hand', idx}, dir?} · g.equip {itemUid, targetUid, replaceUid?} (replaceUid: which equipped item a third one replaces, §6.2) · g.art {itemUid, row, col, dir?} (dir ∈ UP|RIGHT|DOWN|LEFT from the deploy wheel, §3; absent ⇒ to.dir, then RIGHT; g.move onto the piece's own tile re-orients it; board pieces in m.private / m.field {prep:true} carry dir) · g.destroy {uid} (hand / temp items only; equipped items are locked, §6.2) · g.reward {idx} · g.choice {idx} · g.ready {ready} · g.emote {id} · g.watch {fieldId} · g.autoplay {on} · g.pause {on} (solo battles only, §14 Solo pause) · g.unitStats {seq?} (ROUND_START / SP_DRAFT / PREP, else WRONG_PHASE; eliminated: ELIMINATED) → push m.unitStats (§18.5) · g.leave S→C:

  • m.public — full public state on every change (throttled ≤ 10/s): { phase, round, lastRound, deadline, serverNow, modeId, difficulty, stageId, factions, disabledBonds, bannedChess, bossId, hiddenBossId?, teamLp?, bossHp?:{hp,max}, overtimeAt? /* FA / HC: ms epoch the overtime drain starts, §4 */, paused /* solo pause, §14 */, draft?:{order,turn,picks,skipsLeft,turnDeadline,turnSeconds /* one turn's length, 0 untimed; deadline = turnDeadline (§18.2) */,untimed}, sp?:{family,cards,turn,picks}, players:[{playerId, seat, name, isBot, connected, alive, lp, bandId, shopLevel, boardCount, ready, bonds:[{bondId,count,active,tier,layers}], fieldId, status, pendingLp? /* COMBAT / 联防 of a normal round: the LP the player's own battle will cost at settlement so far, min(lpCapPerRound, counted leaks) — omitted when 0 and in every other phase (§17.5 live LP) */}] , fields:[{fieldId, kind, players:[playerId...]}] }
  • m.private — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
  • m.field — field meta when watching starts: { fieldId, kind, rect, stageId, units: [UnitInfo] } (the units on the field, knocked-out operators waiting to redeploy included — Battle.fieldMeta, §18.3)
  • NOTE: game time in b.snap/b.ev is carried as gt (the frame's t is the message type).
  • b.snap — { fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? } 20 Hz. Optional, only when non-empty (§18.3): down: [[id, respawnAt (game s), respawnTime (s), state]] — knocked-out operators waiting to redeploy, state 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken (sim/constants.js DOWN_STATE); elem: [[id, element, fill 0..1, cooldownEnd (game s), cooldown (s)]] — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
  • b.ev — { fieldId, ev: [ ... ] } event tuples: ['spawn', UnitInfo], ['atk', srcId, tgtId, projKind], ['dmg', tgtId, amount, type], ['heal', tgtId, amount], ['skill', id, on:0|1], ['die', id, reason] (reason 'killed', 'retreat', 'expired' …; only 'killed' plays an operator's knock-down sound), ['status', id, key, on], ['fx', kind, x, y, extra], ['layer', playerId, bondId, n], ['bounty', playerId, coins], ['deploy', id]
  • m.toast {kind, text} · m.ticker {text} · m.emote {playerId, id} · m.result {...}
  • m.unitStats {seq, round, units: [unitStatsEntry]} — the answer to g.unitStats (seq echoed): every own board operator / summon by uid with {id, uid, defId, hp, alive, maxHp, atk, def, res, interval, blockCnt, moveSpeed, base: {…same}} (shared/protocol.js unitStatsEntry) as its next battle starts (§18.5)

UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId? } (dir = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; skillIndex = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (anims.skills[i]) and the audio its own ON_SKILL_START sound; moduleId = an elite ally's equipped module (uniEquipId | 'none'); both also on the prep-scouting m.field units (Match.prepFieldMeta), so a teammate's unit shows its owner's loadout in the detail card).

8.3 Exact view shapes (normative for match ⇄ UI)

m.private:

{ playerId, seat, alive, lp, funds, bandId, ready, canReady /* false while temp non-empty */,
  shop: { level, maxLevel: 6, upgradePrice, refreshPrice /* effective (0 when a free refresh is available) */, freeRefreshes,
          frozen, slots: [ { kind: 'chess'|'item', id, price, basePrice, sold } | null ],
          rewardOffer: null | { tier, slots: [ { kind: 'chess', id, price: 0, sold } ] } },
  hand:  [ Piece | null ],   // length 10, index = hand slot
  temp:  [ Piece | null ],   // length 5
  board: [ Piece & { row, col, dir } ],   // dir ∈ UP|RIGHT|DOWN|LEFT (§3; bench pieces carry none)
  deployCap, deployCount,
  bonds: [ { bondId, count, active, tier, layers, thresholds, countsHand } ],   // sorted: active first, then layers desc
  effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter? } ],
  nextEnemies: [ { enemyKey, count, tag } ],   // preview of the upcoming round's wave (after waves.js generation)
  stats: { dmgDealt, kills, leaks, gold, refreshes, merges } }
Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ { uid, id } ] /* chess only */, count /* token stacks */, ownerUid /* token */ }

m.public.players[].status ∈ 'acting' | 'ready' | 'deciding' | 'combat' | 'done' | 'helping' | 'left' | 'dead'. m.public.fields[]: { fieldId, kind: 'normal'|'unite'|'boss'|'hidden', players: [playerId…], live: bool } — fieldId is 'n:<playerId>' for normal fields, 'u' for the unite field, 'b1'/'b2' for boss fields. Clients g.watch a fieldId; default = own field (or the unite/boss field they are in). flags bitmask: 1 blocked, 2 stunned, 4 frozen, 8 stealth, 16 skillActive, 32 shielded, 64 invulnerable, 128 cold, 256 sleep, 512 flying. anim small int: 0 idle, 1 move, 2 attack, 3 skill, 4 die, 5 stun, 6 deploy.


9. Client rendering contract (public/js/render)

import { createFieldView } from './render/app.js'

const view = await createFieldView(canvasHost /* HTMLElement */, { data, assets, audio })
view.setStage(stage)                         // draw tiles (procedural), devices
view.setCamera(kind /* 'prep'|'normal'|'unite'|'boss' */, { rect, side })  // animates camera
view.setPrep(privateState, { editable })     // render hand/temp/board pieces as chibis (spine or fallback); editable enables drag
view.enterBattle(fieldMeta)                  // switch to battle rendering for m.field
view.pushSnapshot(snap) ; view.pushEvents(ev)   // interpolated rendering (100 ms buffer)
view.highlightTiles(tiles, style)            // legal/illegal placement, range preview
view.on('pieceDragStart'|'pieceDrop'|'pieceDragEnd'|'pieceClick'|'pieceHover'|'tileHover', fn)
   // pieceDrop: { uid, target: {area:'board',row,col}|{area:'hand',idx}|{area:'outside', clientX, clientY} }
   // area 'outside' lets the DOM UI decide: released off the grid or over DOM covering the canvas (the shop bar), mouse
   //   and touch alike — there is no drag-to-sell, the piece goes back
   // the drop target, its highlight and tileHover while dragging = the tile under the POINTER; an item dropped on a
   //   tile equips the unit standing on it (§18.1)
view.pieceScreenRect(uid)                    // the drawn body's rect { left, top, right, bottom, width, height, x, y } (tooltips / overlays)
view.tileScreen(row, col)                    // { x, y, s, poly } client px of a tile top (direction wheel geometry)
view.holdPiece(uid, {row,col}|null)          // keep a dropped piece on a tile while its direction is chosen
view.setPieceDir(uid, dir)                   // show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
view.resize() ; view.destroy()

Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons, the element icon right of the bars (§18.3); damage numbers (phys orange-white, arts purple, true white, heal green); projectiles drawn per kind, hit sparks and melee slashes, skill activation bursts and auras (§17.3); death fade for enemies, summons and devices — a knocked-out operator stays on its tile in its held Die pose under a redeploy ring (§18.3); leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens. 60 fps target with ≤ 120 units. Picking (which unit a press / hover / dropped item is on) and the drag target follow one rule, render/pick.js — the tile under the pointer (§18.1); the Spine store never hands out a skeleton whose unload is in flight (§17.1).


10. Client UI (screens & components)

Look & feel: research 06 §11–§12 (near-black green-grey panels, mint #4ed8af accents, gold prices, bracket frames, hexagon badges, bond discs, 7-segment countdown). Fonts: Noto Sans SC (Google Fonts with local fallback), Bender/Novecento self-hosted for numerals and Latin micro-labels.

Screens: Title (season art backdrop, 开始 → nickname), Lobby (独立模拟 / 同盟模拟 → create or join; recent rooms), Room (4 seats, invite code + copy link, difficulty picker (host), add/remove AI, ready, start), Briefing (INFO_CHECK: stage, factions, disabled bonds, banned chess, boss silhouette, ready x/4), Band draft (grid of 40 bands with icon/name/LP/effect; turn order list; skip), Game (Pixi field + DOM HUD: top bar with round/phase capsule/LP (live during the own battle, §17.5)/timer/ready; bond strip + popups; left team panel with LP/status/emote bubbles, click to watch; bottom shop bar (level card, 3–5 chess cards, item card, funds, refresh, freeze, collapse); detail panel on click/hover (header with bonds, then 特质 — the operator's own effect — right under it, 特性, stats (live: the battle's own numbers / the start-of-battle ones in prep, §18.5), skill, module, equipped items, talents: §17.5); enemy preview drawer (next round enemies with counts, factions); 机变 overlay (two taps, §18.2); merge reward overlay; phase banners; ticker; toasts; emote wheel; settings (volume, quality, show damage numbers)), Result (victory/defeat, rounds, per-player lineup, stats, titles, back to room).

Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit's tile ⇒ underframe with 出售 +N (and 撤退 on the board; items/Arts in the hand / temp: 销毁 — equipped items are locked, §6.2) plus its rotated range; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (both slots used ⇒ the replace dialog ui/equipReplace.js shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — g.equip replaceUid; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail; R refresh, F freeze, D level-up, Space ready (in a solo battle: pause / resume, §14 Solo pause). All actions optimistic-free: UI waits for server state (latency is small).

Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4), boss music in R14/15.


11. Quality bar & testing

  • No crash paths: every server handler guarded; a thrown error inside a Battle tick for one field must not kill the match (log, force-end that battle as timeout, continue). Invariants asserted in tests: no NaN/Infinity in any unit field; hp ∈ [0, maxHp]; positions inside rect; battles terminate within timeLimit + 1 s (boss: terminate by pool/force); pool copy counts never negative and never exceed caps; funds never negative; hand/temp sizes respected.
  • Unit tests per module; content tests per effect; full-match bot tests: 1/2/4-player matches of every difficulty with fixed seeds run to RESULT headlessly (fast-forward: no real-time pacing) with zero errors; protocol fuzz (random/invalid intents) never crashes and never corrupts state.
  • Browser E2E (puppeteer-core + system Chrome): open 2 tabs, create/join room, add AI, play through prep/combat of several rounds, zero console errors, screenshots saved to test/e2e/out/ for visual review.
  • Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core.

12. Implementation phases

  1. Foundation: build-data, fetch-assets/vendor, server platform (http/ws/lobby), client shell (screens up to room).
  2. Core: sim engine + harness; match/meta; render engine; game UI.
  3. Content: kits, bonds, garrisons, items, bands, enemies/bosses/devices, choices.
  4. Integration & QA: wire everything, bots, E2E, balance pass, bug-hunt workflows until dry, visual polish.

13. Local-client art (optional, host-side)

tools/local-extract/extract.py (Python: UnityPy + lz4 + Pillow; decodes Arknights' custom LZ4AK bundle compression via aklz4.py) extracts art that no web source has from a locally installed client (CrossOver Windows build or PlayCover iOS build) into public/assets/local/** and writes data/local-assets.json ({ groups: { '<subdir>': { name: { path, w, h, kind } } } }). Everything here is optional: clients must render correctly when the file or any entry is missing (fall back to the web assets / procedural art).

  • map/autochess/TX_autochessi_* — the real autochess board atlas (_D diffuse 2048² with floor tiles, gold-framed high-ground plates, REINFORCEMENTS bench pads, EQUIPMENTS pads, crates, gates; _N/_M/_E normal/mask/emission; common_D device icons; BG backdrop). map/autochesssand/* — the sand-theme variant.
  • ui/{common,battle,outer}/* — every sprite of the three official autochess UI bundles (tier chips I–VI, bond disc rings, frames, banners, HUD pieces, badges, backgrounds, mode art).
  • emoticon/{basic,basic_2}/pic_<id>_battle.png — the 12 official battle emotes (shared/constants.js → EMOTES, emoteArtPath).
  • guide/autochess_{home,shop,handbook}_N.png — the official tutorial pages; stored squashed to 1024² — display at 16:9.
  • projectiles/* — battle projectile sprites.
  • module/<TYPE> — the official module (uniequip) TYPE icons (white glyphs; keys are the client's mixed-case file names, e.g. PRI-X, mar-x, isw-a), matched case-insensitively against a ModuleRecord's typeName by assetUrls.moduleTypeIconUrl(local, typeName) (Greek type letters map to the file's Latin letter: ISW-α → isw-a) — shown on the 干员调配 module cards / module info, the detail panel's 模组 row and the shop card's module tag; lettered tiles / type text without them.

14. Client-side combat (v2 architecture — supersedes the combat-streaming parts of §4, §8.2, §9)

Why: like the official client, each player's browser simulates its own battle locally and uploads the result. The server no longer paces battles in real time nor streams b.snap/b.ev for combat, so a low-power host (e.g. a Windows mini PC) is enough, and combat rendering has no network jitter. Measured (4 human seats, HARD, real sim, in-process): server CPU per combat round ≈ 170–360 ms → ≈ 1 ms; server→client traffic ≈ 2–3.3 MB → ≈ 0.25 MB per round. Browser cost ≈ 0.05–0.1 ms per tick (≈ 3–6 ms per real second at 2×) on the main thread (no worker needed).

Modes. Match option clientCombat (default on; env SP_COMBAT=server → the legacy server-run + streaming mode, kept as a fallback). m.public.combatMode = 'client' | 'server' tells the UI which one runs.

Shared deterministic sim. server/sim/** is pure ESM runnable in both Node and browsers. Node-only code (reading data/*.json from disk, research fallbacks) lives in server/sim/nodeData.js, imported dynamically by simdata.js under Node only; the browser injects its own frozen copies of /data/{chess,enemies,tokens,stages,waves,bonds,items,garrisons,bands,effects}.json via setSimData(data) (getSimData() serves them). The HTTP server serves server/sim/** read-only at /sim/ (.js only, no listings, nodeData.js excluded under any spelling — the on-disk name decides, for case-insensitive hosts) and a generated /data.js stand-in of server/data.js (the content support module imports ../../../data.js; in the browser it returns getSimData()). A battle is fully described by a JSON BattleSpec (server/sim/spec.js buildBattleSpec: { v, battleId, fieldId, kind, seed, modeId, round, stageId, rect, timeLimit|null, players:[PlayerBattleInput], spawns, routes, flags, enemyOverrides, waveId, bossId, content, boss?: { poolHp, poolMax } } — the JSON round trip of the Battle options; ±Infinity → ±1e308, spawns at time Infinity dropped) and constructed with createBattleFromSpec(spec, dataSource, { sharedBoss? }) identically on both sides; the server builds its own battles from the spec too, so both run exactly the same input. No wall-clock or Math.random inside the sim. Verified: spec-built battles give identical result digests (resultDigest) in any construction order; whole client-combat matches are outcome-identical to server-run matches (same seed).

Authority per field.

  • Normal field: the owning human's client is authoritative (if connected).
  • Unite field (联防) and boss/hidden pair fields: the lowest-seat connected human in that field is authoritative; every other human in (or watching) that field receives the same spec and simulates it locally for display only.
  • Bots, departed/disconnected players, fields with no connected human: the server simulates. Normal and 联防 fields headlessly (fields.js HeadlessJob, with a [gt, killed, total] progress timeline) in wall-clock slices of headlessSliceMs (8 ms) per callback on a real host — never one blocking run per field (3 bot fields ≈ 0.2–0.5 s of CPU at COMBAT start here, seconds on a mini PC); at once in virtual time; the result is released at the battle's natural end on the field clock (so round pacing and the teammates' progress look live). Boss fields in real time without snapshots (HeadlessPacer); when no field of a boss round has a connected human the whole round runs server-side as before (FieldRunner with streaming off).
  • Takeover: an authority that disconnects or leaves, or misses its deadline (timeLimit / speed real s + 15 s grace, normal/联防) loses the field: normal/联防 → the server re-simulates the spec from t = 0 (deterministic: the same result); boss → the partner's replica is promoted (b.start authoritative: true), else the server runs it, fast-forwarded to the field clock through a CreditPool that only credits damage beyond what the client already reported (the fast-forward is spread over the pacing intervals, ≤ 240 extra ticks each). A boss authority silent for 12 s is handed over the same way. The former authority gets b.end { reason: 'takeover' } and keeps displaying.

Protocol (additions; shared/protocol.js is normative).

  • battleId = <prefix>.<round>.<seq>.<fieldId> (Match._ccField; <prefix> = the match seed in base 36 plus -<matchNo>, the room's match number the lobby passes as opts.matchNo; <seq> counts every battle of the match; the informational .<fieldId> is dropped when the id would exceed the protocol's 64 chars): unique for the whole match although field ids repeat (n:<pid> every round, u, b1/b2 in both boss rounds), and across the matches of one room. The client runner keys its local battles by it (the same id again = the same battle, no rebuild) and the server matches reports by it, so a late b.progress / b.result of a finished battle — or one that crossed into the room's next match on the same socket — is ignored instead of being credited to another battle.
  • S→C b.start { battleId, fieldId, kind, spec, authoritative, startAt, serverNow, elapsed, speed, watch, done } — sent at COMBAT/UNITE/FINAL_ASSAULT/HIDDEN start to every human in the field (联防: to every human; COMBAT and boss rounds: eliminated humans get the first field as a display replica — research 09 "keep-watching auto-observes the first available field"), on g.watch, and on reconnect/resync. elapsed = game seconds on the field clock (a finished field: its end time); the client fast-forwards to it. speed = game seconds per real second (2; tests/tools may speed up).
  • C→S b.progress { battleId, gt, killed, total, leaks?, bossDmg?, by?, done? } — authoritative clients, ~1 Hz (boss fields 4 Hz). Normal/联防: leaks = counted leaks so far. Boss: bossDmg = cumulative damage of this field to the shared pool, by = the same per player, leaks = the field's cumulative LP cost (leaks × lpr + leader "扣除目标生命" effects; spec.js attachLpMeter). The server applies deltas (never twice). Stale reports (unknown battle, not the authority, after the match ended) are ignored, never answered with an error; the platform never answers a rid-less b.progress with an error frame (it would surface as a toast).
  • C→S b.result { battleId, result } — authoritative client at battle end; result = compactResult(BattleResult) (the fields the match consumes; ≤ 4 players, ≤ 400 leaks, ≤ 64 unitsEnd, ≤ 160 unitStats, ≤ 40 layer gains; fitResult keeps the frame ≤ 60 KB: unit statistics, then leak mods, then — boss only — leak entries go first). Structural checks in isBattleResult; server/net.js routes b.* frames to the match (lobby routeGame).
  • S→C b.pool { hp, max, teamLp, acked: { [fieldId]: cumulative damage counted } } (boss rounds, ≤ 4 Hz; exact numbers, never rounded) — clients reconcile their LocalBossPool: displayed pool = server hp − (local cumulative damage − acked). A boss field whose client result is 'cleared' while < 1 HP is left on the server (float dust of summing both fields) empties the pool.
  • S→C b.end { battleId, fieldId, reason } — 'cleared' (pool 0) / 'forced' (team LP 0): the client calls battle.forceEnd and reports; 'takeover': stop reporting, keep displaying.
  • m.public.fields[] gains progress: { killed, total, done }; m.public.combatMode; m.public.paused: boolean (always present; solo pause below).
  • b.snap / b.ev are not sent for combat in client mode. g.watch rules: see Spectating.

Result validation (server, fields.js validateClientResult). A client result is accepted only if structurally valid and plausible for its spec: every spec player reported and nobody else; finite numbers; killed ≤ total ≤ 4·spawns + 100; every leaked enemyKey is in the spec's spawns (multiset bound) or a key the spawned enemies' data mentions (content summons/splits, bounded by the total) — boss fields excepted (their leaks cost team LP through b.progress); counted: false only for enemies that never count (data notCountInTotal, schedule countInTotal: false, boss/part entries, content spawns); 联防: leaks + unspawned per (enemy, leaker) ≤ what that leaker sent in (nobody's survivors are billed to a teammate); per-bond layerGains ≤ 60 + 4·round, none when the spec disables gains, bonds must exist and be named by the player's bond snapshot, band, effects, units or items; coins ≤ Σ bounty coins of the spawns; perfect consistent with the counted leaks; unit states only for the player's own board uids with hpPct ∈ [0, 1]. The accepted result is rebuilt from whitelisted fields (leak mods/tags/sources from the spec — a content-spawned enemy (split, summon) keeps the mods of the schedule entry they equal, i.e. its parent's round multipliers and bounty id, so its 联防 re-entry and bounty match the server run; unit names from server data). Otherwise (or on any exception) the server re-simulates (normal/联防); a boss field is handed over instead (below). SP_VERIFY=all|sample|off (default off): all re-simulates every accepted normal/联防 result before accepting it (the server result wins on a digest mismatch); sample checks ~1 battle in 8 in a later callback and logs mismatches. Match.verifyStats = { checked, mismatches, rejected, takeovers }. Desync between display-only clients and the authority is tolerated: the authoritative outcome is what counts and is broadcast at settlement.

Boss rounds. The shared pool (SharedBossPool, co-op size = bloodPoint[difficulty], see corrections) lives on the server and is fed by the authorities' b.progress damage deltas (attributed per player through by, BOSS_HIT tickers as before) and by server-run fields; a server clock (250 ms) applies the overtime drain (−bossOvertimeDrainPerSec team LP per whole real second past bossOvertimeAfter real s, measured on the field clock — gamedata.js bossOvertimeDue, §4), the silence watchdog and the end checks: pool 0 → b.end cleared (victory), team LP 0 → b.end forced (defeat); results are awaited ≤ 6 s (× timerScale) after a forced end. b.pool is the live channel for the pool and the team LP: a boss b.progress (4 Hz per field) and the team-LP losses never re-mark the whole public state — m.public (bossHp, teamLp, fields[].progress) and the players' merged-LP shares (_syncTeamLp) refresh at ~1 Hz (Match._bossPublic, BOSS_PUBLIC_MS), and at once when the round ends. A boss field's b.result ends it only when the shared pool is empty or after that b.end: any other result — 'forced' / 'timeout' at t = 0, 'cleared' while the pool still holds — and any result failing validation would stop the pair's fight (and, with every field done, end the Final Assault as a defeat), so the field is handed over (Match._bossHandover) to the partner's display replica (promoted with b.start authoritative: true) or, without one, to the server (fast-forwarded to the field clock); the sender gets b.end takeover and is never that field's authority again (f.demoted). There is no synthetic zero result for a running boss field: a stats-only stand-in (fields.js syntheticResult, carrying the damage already credited, never charging LP) only fills a result that cannot be had otherwise — the Final Assault already ending (no result, or an invalid one, within the grace) or a server-run battle whose result() threw.

Solo pause (official PauseUp / ResumeUp; Match.setPause). C→S g.pause { on }: solo matches only (co-op → WRONG_PHASE 'co-op battles never pause'), and on: true only while a battle runs (COMBAT / FINAL_ASSAULT / HIDDEN_CORE with a live field, not once the Final Assault is ending — else WRONG_PHASE 'no battle running'); on: false is always accepted. While m.public.paused is true everything of the battle is frozen: the field clock (b.start elapsed, the boss plausibility budgets and the overtime drain), the authority deadline and the server-run release timers, the boss clock, the HUD deadline / overtimeAt (shifted by the paused time on resume) and the server-run pacers (FieldRunner / HeadlessPacer skip their intervals); the browser's runner stops its local clock. In solo battles the top bar shows a 暂停 / 继续作战 button (ui/hud.js PauseButton, ui/matchStatus.js pauseAvailable; Space toggles it), a paused overlay offers 继续作战 / 放弃模拟, and the HUD clocks freeze at the pause moment. A disconnect or leave resumes (the server takes the field over — nobody is left to resume it); the battle phase ending drops the pause.

Spectating (research 09 §3.1 / §6.3). No live spectating while your own normal battle runs (g.watch → WRONG_PHASE 'own battle running'; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (m.public.fields[].progress); tapping a teammate's avatar expands 前往查看 → g.watch → b.start (display replica fast-forwarded to the field clock); the own row shows 返回战场. Prep: the same flow shows the teammate's board (m.field with prep: true, unchanged). 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → BAD_TARGET 'other group hidden'. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is no view switcher during normal combat. Eliminated players start each combat phase on the first field (auto-observe) and may watch any field.

Client runner. public/js/battle/runner.js owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most max(8, 4·speed) ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same snapshot()/drainEvents() wire formats every frame (view.setLocalFeed shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + local, battleId, players, sides, speed) into store.match.field and its state into store.match.battle (with leaks: { [fieldId]: counted leaks so far } of every normal field it simulates, authoritative or display replica — the settle rule's count, /sim/spec.js battleProgress; published in the frame a count changes: the live LP of §17.5), sends b.progress/b.result when authoritative (results retried once on timeout; a result lost with the socket — the request failed DISCONNECTED / OFFLINE or timed out twice — is kept and sent again when the session is back online and whenever a b.start still names that finished battle authoritative: true; the server answers a duplicate ok and changes nothing; a server refusal is final), follows m.public.paused (solo pause: every local clock stands still, resume shifts it by the paused time), handles b.pool/b.end, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; catch-up when visible again; the server deadline + takeover cover extreme cases). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next b.start retries and the server's deadline covers the field meanwhile. public/js/battle/observe.js holds the observing rules and labels.

Corrections from research 08/09 (normative):

  • Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN action becomes clamp(roundHalfEven(n·P(t)/P(new)), 1, 5) units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (data/tuning.json keeps only titles); co-op boss pool = bloodPoint[difficulty] unscaled.
  • Ground pathing: official SPFA-style 4-direction search from the goal with crates as cost-1000 tiles, then straight-line smoothing (research 08 §3.4). act1 m02 crates #001–#004 inactive in 下半. Remake refinement (user playtest #2): route lengths stay the official ones, but among equal-length routes the one with the fewest non-blockable (floor / gate) tiles wins and smoothing never cuts across floor the grid route does not walk — e.g. 战场#01's lower-gate enemies take the col-8 road, not the col-9 floor lane (server/sim/grid.js header; test/sim/pathing-blockable.test.js).
  • Observing: no watching while your own normal battle runs; after it ends (and in prep) tap a teammate → 前往查看 (local replica, fast-forwarded). ‹ › only inside 联防/FA fields; FA: own pair only; eliminated: free.
  • Prep interactions: tap a unit → underframe with 出售 +1 (and 撤退 on board); items/Arts → 销毁; shop and upgrade are two-tap (select → confirm; the remake's 机变 cards too, §18.2); strategy draft forbids a strategy already taken by a teammate (队友已选).
  • Emotes: 6 themes × 6 battle emotes (research 09 §4.2), image-only bubbles beside the sender avatar, 1 s cooldown, 3 s bubble; g.emote {id} with the official emoji id.

15. Official 3D board scene (v2 visual target)

Findings (2026-09-28): 卫戍协议 levels have no scene bundle (mapId null; the official hot-update list contains none). The client builds the board at runtime from the stage grid using the map theme arts/maps/map_autochess (materials MT_autochess (albedo TX_autochessi_D 2048², normal _N, metallic/gloss _M, emission _E), MT_autochess_common (common_D/_E: device/gate icons), MT_autochess_Transparent (Transparent_D/N/M/E), MT_autochessi_BG (TX_autochessi_BG)), the background meshes arts/maps/map_autochess/bkg_mesh.ab (S_Background_common, S_Background_shadow) and arts/maps/common/meshes/s_background_common.ab, device meshes (s_common_box_01 crate, s_wind_device blower, …), plus the standard gate/objective effects. The level's options.configBlackBoard carries the official camera framing (default_pos_x/y, default_size, enemy_pos_x/y, …).

Target: a real 3D board layer rendered with three.js (vendored ESM, no CDN) underneath the existing Pixi layer:

  • Geometry generated from data/stages.json like the official builder: LOW tiles = top quads; HIGH tiles = raised blocks with side walls; forbidden/void, fences, gates (red), objective (blue), hand/temp pads, special terrain; UVs mapped onto the official atlas regions (reuse/extend public/assets/local/map/autochess/tiles.json); normal + emission + metallic maps; lighting tuned to match official screenshots (key directional light, ambient/hemisphere, soft contact shadows); official background meshes & texture; device meshes (OBJ exported by tools/local-extract) with their textures; animated gate/objective effects.
  • One camera model drives both layers: public/js/render/projection.js keeps its public API (worldToScreen, screenToWorld/tile picking, presets, transitions) but derives it from a three.js PerspectiveCamera initialised from the official configBlackBoard framing, so Spine units, FX, drag/drop and hit-testing stay aligned with the 3D board.
  • Must degrade gracefully: when local-client art or WebGL2 features are missing, fall back to the current 2D atlas board; keep 60 fps (static geometry merged into few draw calls; textures mipmapped; DPR-aware).
  • Implemented (public/js/render/board3d/*, render/app.js): three.js is downloaded only when the local-art manifest lists the board atlas; the built 3D area, the drawn 2D rows and the lit rect follow viewKind(kind, {rect}) (the field the camera actually shows: a 'prep' camera on rows ≤ 6 = bossPrep); the background plane is extended with mirrored copies and the clear colour matches the fog (no visible edge at any aspect); battle crates live in their own group (survive scene rebuilds) and follow the board mode (switchableBox: 3D mesh ⇄ 2D box on a mode switch or a lost WebGL context); quality 'low' drops shadows; ?board=2d|3d overrides. The direction wheel's range stripes sit between the board canvas and the unit canvas.
  • Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (prepCamera → bossPrep in public/js/ui/gameLogic.js; covered by the playtest2 browser tests).

16. Operator loadout: skill & module selection (v2.1, user playtest #1)

Official rule (bwiki 盟约, 更新公告 5114): before a match the player cannot change an operator's tier, but can change the equipped skill and module of each chess; some non-default choices are stronger. Scope in the remake (no accounts ⇒ everything the chess's status unlocks is selectable):

  • Skills: any skill unlocked at the chess's status (evolvePhase: E1 ⇒ S1–S2, E2 ⇒ S1–S3) at the chess's skill level (normal Lv4, elite Lv7). Default = defaultSkillIndex.
  • Modules: only matter for the elite (golden) chess (equipLevel 1, or 3 at T6): any module of that character (or none); default = defaultUniEquipId. Normal chess have no module (equipLevel 0).

Data (data/chess.json, built by tools/build-data.mjs): every chess keeps skill (the default, unchanged shape) and gains skills: [SkillRecord…] (index, skillId, iconId, name, desc/descRaw, skillType, durationType, duration, spType, spCost, initSp, maxChargeTime, bb (at the chess's skill level), bbStr, rangeGrid, trigger {rule, customRangeGrid} resolved for THAT skill index, isDefault). Golden chess gain modules: [ModuleRecord…] = { uniEquipId, name, typeName, icon, isDefault, attr: {maxHp, atk, def, res, aspd, cost, blockCnt, respawnTime…} (flat adds at the chess's equipLevel), traitOverride: {desc, descRaw, bb} | null, talentChanges: [{talentIndex, name, desc, bb}] } plus statsBase (stats WITHOUT any module); stats stays = stats with the default module (back-compat).

Loadout wire & state: the client keeps a per-browser loadout { [baseChessId]: { skill: index, module: uniEquipId | 'none' } } (localStorage) and sends it with C2S room.loadout { entries } (validated: known visible chess, legal skill index for that chess's normal AND elite status, legal module id). The lobby stores it on the seat; at match start Match receives seats[].loadout; PlayerState keeps it immutable for the match; board pieces are resolved to {chessId, skillIndex, moduleId} when building PlayerBattleInput.units[] (fields skillIndex, moduleId; BattleSpec carries them). Bots use defaults. m.private exposes the effective loadout so the UI (shop cards, detail panel) shows the chosen skill/module.

Sim: simdata resolves a unit def for (chessId, skillIndex, moduleId) (cached): skill = the selected SkillRecord; stats = statsBase + module attr (elite) ; trait/talents = base with the selected module's overrides. Kit contract (backward compatible): a kit function (bb, chess) => { skill?, skills?: { [skillId]: SkillSpec }, talents, trait } receives chess.skill = the selected skill and bb = its blackboard; the loader uses skills[selectedSkillId] if present, else skill only when the selected skill is the chess's default, else the generic skill spec — talents/trait from the kit always apply. Every visible chess must get hand-authored specs for all of its selectable skills (tracked by a coverage test).

UI: a 干员调配 screen reachable from the lobby, room and briefing (INFO_CHECK): filter by tier/bond/class, per chess choose skill (icon, name, SP info, desc at Lv4 and Lv7) and elite module (official type icon from the local-client art when extracted (§13), else a lettered tile; name/type, stat bonus, trait/talent changes), 恢复默认, persisted; the chosen skill/module shown on shop cards and in the detail panel (a teammate's unit — 前往查看 in prep, 联防 / 最终攻势 fields, an observed battle — shows its owner's skill/module from its UnitInfo skillIndex / moduleId, gameLogic.js unitLoadout) — which also shows the stats, 特性, talents and attack range the unit fights with (shared/loadoutRecord.js loadoutRecord / attackRangeGrid, the same composition the sim's getChess(id, loadout) uses; the deploy wheel's range preview too). In battle the renderer plays the equipped skill's own Spine clip and ON_SKILL_START sound (UnitInfo.skillIndex; data/assets.json lists icons, clips and sounds for every skill index).


17. User playtest #3 (v2.2): models, picking, FX, rules, HUD

Nine reports from a real co-op session. Where each is handled: #1 lost operator models → §17.1; #2 the LP did not move while enemies entered the own blue gate → §17.5; #3 equipment pushed into the second bench row vanished after the battle → §6.2 temp overflow (server) + §17.5 (UI); #4 蕾缪安 S3 fired every shell at once → §17.4; #5 回环射手 attacked like a fast shooter → §17.4; #6 bullets / skill effects hardly visible → §17.3; #7 a click selected the unit one row lower (equipment too) → §17.2 (superseded by §18.1); #8 the operator's own effect (特质) sat at the bottom of the detail card → §17.5; #9 spinners next to texts → §17.5.

17.1 Lost operator models (#1) — the Spine store (public/js/assets.js RefLru)

Cause: PIXI.Assets.unload is asynchronous (the loader cache entry is dropped and the textures destroyed a microtask later), so a skeleton evicted and re-acquired in the same task came back as the doomed object and turned invisible for good (a tier chip without a body; the dead data stayed cached, so every later copy of that operator was invisible too). It happened at every battle → prep switch: enterPrepMode → clearViews made the reference count 0 for an instant, the LRU applied its "no scene on screen" budget (0 bytes) at that instant and dropped the bench models idle since the battle started, then setPrep took them back at once. Rules now: an unload may return a promise and a load of a key whose unload is still in flight waits for it (unloadSpineData returns one; stats().spine.unloading); the spine store runs eviction in one pass SPINE_EVICT_DELAY_MS (1 s) after a release (a scene switch takes its models back first); the quiet budget applies only after SPINE_QUIET_DELAY_MS (3 s) with nothing referenced (lobby / room). The count-cap path (60 skeletons) waits the same way. Tests: test/render/assets.test.js (fake PIXI.Assets with the same async unload), test/render/models.browser.test.js (models alive after long battles, drag / wheel stress).

17.2 Picking and the drag target (#7) — superseded by §18.1

v2.2 answered "a click selected the unit one row lower" with body picking: every path took the drawn chibi (a head / body shape per unit, measured from its posed Spine model) and, where two bodies were close, a 1-px render probe of the pixel under the pointer; the dragged ghost stood on the pointer (on touch 0.6 tile above the finger) and an item went to the operator whose sprite was under the plate. User playtest #4 item 1 rejected it ("感觉你想复杂了,地上都画好了一个一个方格,点击对应方格就选中那个方格的人物就行"; the model moved up away from the finger): picking is by the tile under the pointer and the dragged model is held under the pointer (§18.1). The shapes, the probe, the touch lift, pieceDragOver and the DOM-side pickPieceAt / equipRetarget are gone.

17.3 Battle FX (#6) — render/fx.js, style.js PROJ, textures.js

  • Projectiles per kind (PROJ[kind].look), sized in tiles × the camera's px per tile (the same on the 3D board and the 2D fallback, 1280×720 to 1920×1080): arrow a bright tracer with a glowing head, a muzzle flash aimed at the target and a hit flare; bolt / orb / enemy a glowing ball with a particle trail (arts purple with a burst + shockwave, heal green with a sparkle, enemy red); bomb / lob a shell on a visible arc with a ground shadow, smoke and embers, exploding on landing (blastcaster shells purple); drone a small cyan dart; boomerang (回环射手) a spinning boomerang with afterimages that flies out to the moving target at PROJECTILE_SPEEDS.boomerang and back to the thrower's current position at BOOMERANG_RETURN_SPEED (the sim emits no event for the return: the renderer models it; dropped when the thrower's view is gone or dead). A shot lingers 0.08 s in its target so fast shots still read. Flight times use the sim's own speeds, loaded at run time from /sim/constants.js (style.js PROJ keeps a test-guarded copy: test/render/fxproj.test.js fails when they differ), so a shot lands with its damage number.
  • Hits and skills: a melee blow draws a thick crescent slash swept along the blow (attacker → victim on screen) in the damage-type colour with a white core, plus sparks; skill activation = gold light pillar with a white-hot core, flash, shockwave and hex ring on the ground, rising motes; an active skill keeps a slowly turning hex and a soft glow under the unit. Blasts share one explosion (fireball, flash, shockwave, coloured ring, sparks, smoke; heavy kinds — bombard, airstrike, meltdown — add debris and a scorch mark). Beams and chain lightning: glow + body + white core, flare at the target.
  • Anchoring: an fx whose extra.id names a unit is drawn on that unit (following its rendered position) only when the event's (x, y) lies within 0.75 tile of it (or has no position); otherwise at (x, y) — the sim puts the caster in id of many area effects. FX_KINDS entries flagged pt (bombard, bombardShell) always happen at (x, y) (their id is the shooter; 蕾缪安's bombard used to explode on herself).
  • 蕾缪安 S3 contract: 'lock' {x, y, id: enemy, src: shooter} → a reticle following that enemy (its view by id), at the spot it left once it is gone; 'bombardShell' {x, y, id: shooter, r, t: flight game s, i} → a launch streak leaving the shooter and a shell dropping onto (x, y) after t (a flight ≥ 0.45 real s climbs out of her first), with a closing warning ring and the blast radius throbbing; it takes the shooter's nearest free lock; 'bombard' {x, y, id: shooter, r} at the same spot → the heavy explosion and the end of that lock. A lock also ends on the S2 'crit' from the same shooter, when the shooter is gone (locks no shell took yet), or LOCK_T = 5 game s after that shooter's last lock / shell / bombard (an idle timeout, not an age: ammo grants and stuns stretch an S3 far past 5 s); ≤ 48 reticles.
  • Cost: particle, projectile and lock records are pooled (the per-frame emitters allocate nothing); a freed particle is a zero-size transparent quad (Pixi's ParticleRenderer ignores visible); cosmetic extras (trails, muzzle flashes, afterimages, debris, scorch marks, motes) are off at quality 'low' and at adaptive load level ≥ 2, and trails stop at 75 % of the particle cap. Measured: the 120-unit stress scene and the crowded boss-m02 replay stay at 60 fps with no measurable per-frame increase. The FX atlas is 1024×512 with non-overlapping frames (the old light pillar carried two status icons at its foot). The FX are procedural: the local client's per-weapon projectile sprites are not used (the sim's arrow also covers gun snipers, and friends may not have the local art).

17.4 回环射手 (#5) and 蕾缪安 S3 (#4) — the sim (official PRTS notes; numbers from the data)

  • 回环射手 boomerang (professions.js loopshooter, ai.js throwBoomerang; PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75", "必须回收全部回旋投掷物才可以进行下一次攻击"): projectile 'boomerang' (resolveProfile keeps it over the data's generic 'arrow') flies out at PROJECTILE_SPEEDS.boomerang = 15 tiles/s and hits on arrival, then flies back to the thrower's current position at BOOMERANG_RETURN_SPEED = 3.75 tiles/s without damage; the thrower attacks only while it holds its boomerang (every one it threw caught) and its attack cooldown is ready, so the real interval is the longer of the two. A target that died mid-flight is not hit (the boomerang still flies to its last position and back); a thrower knocked out / withdrawn loses it and a redeployed one holds a fresh one. 跃跃 S2's extra boomerangs share the one flight (cnt hits, the talent rolls per hit). Event contract unchanged: ['atk', thrower, target, 'boomerang'].
  • 蕾缪安 S3 礼炮·强制追思 (kits/tier6.js lemuen; PRTS S3 note — the timing is not in the blackboard): one lock every 0.5 s while an enemy is in range (unlocked targets first, then lowest DEF), each costing a round; the lock mark follows its enemy and stays where it left (death / leak). After the skill ends ONE shell every 0.3 s in lock order (PRTS "以0.3s为间隔"), aimed at a random point of the 0.4-side square around its mark (± attack@emit_offset 0.2, drawn with the battle rng in her facing frame so a turned board plays alike), landing 0.3 s after it is fired (flight [ASSUMED]: the data and PRTS give none; the PRTS count of ≤ 33 fits a first impact one interval after the end); each shell hits every enemy within dist_2 once — proj_atk_scale_1 within dist_1, else proj_atk_scale_2 — with the ATK cached when the skill ended; at most 10 s of shells (≤ 33). Knocked out / withdrawn after the end: shells in the air still land, the rest are dropped; knocked out while locking: no bombardment. fx: 'lock' per lock, 'bombardShell' when a shell is fired, 'bombard' at its impact (§17.3).
  • Tests: test/sim/professions.test.js, test/content/kits_t1t2.test.js (跃跃), test/content/kits_t6.test.js (shell sequence, spacing, cap, knock-out, rotation invariance).

17.5 Game HUD (#2, #3, #8, #9) — ui/hud.js, teamPanel.js, underframe.js, detailPanel.js, data.js

  • Live LP (#2): in a normal round the top bar's LP tower and the own team row show lp − min(lpCapPerRound, counted leaks) as soon as the own battle's enemies enter the blue gate — the number in red followed by a −N plate that pops again on every leak, clamped at 0, with a tooltip (ui/hud.js liveLp / pendingLoss / pendingTip). The count is ownLeaks(local, server) = the larger of the local runner's state().leaks[own field] (§14) and m.public players[].pendingLp (§8.2; the authority's b.progress leaks, the field's result, the recorded result in 联防) — both only grow within a round, so a paused display replica never freezes the number. The pending part is dropped as soon as the settled m.private lands (its lp or stats.leaks changed; Match.flush sends it before the SETTLE m.public), the phase leaves COMBAT / 联防 or the round changes — never subtracted twice. 联防: the own battle's count stays on show as an upper bound tagged 联防中 (teammates may still stop part of it; the settled loss can be lower). Teammates' rows use their pendingLp (teamPanel.js rowLp); server-run fields (bots, taken-over fields) report none before their result is released. Boss rounds are unchanged (the team LP moves live through b.pool).
  • Temp row (#3, UI): while m.private temp holds pieces during the own prep, a dashed red frame surrounds the 临时整备区 row on the board and a label says how many are waiting, what to do and when they go (underframe.js TempRowNotice / tempRowFrame, placed through view.tileScreen — it follows the camera, the mirrored Final Assault prep and the DOM fallback; no pointer events; the label hides while dragging or placing). Its wording follows the server rule (§6.2, tempRowRule(ready)): not ready — "放入整备区或战场、配发或使用后才能准备;休整期结束时仍在此处的将被销毁"; ready in PREP (so whatever lies there arrived after Ready) — "已准备就绪后进入的单位保留到下个休整期,届时仍在此处的将被销毁(取消准备则在本休整期结束时销毁)". The 准备就绪 button shows "临时整备区 N 个单位待处理" under it (not only on hover; the effects column moves down a line meanwhile, .gm.has-readywhy) and Space toasts the reason (hud.js TEMP_RULE / tempReadyReason).
  • Detail card order (#8) (detailPanel.js CHESS_SECTIONS): header (portrait, name, tier, class, bonds) → 特质 (the operator's own effect — garrison trigger chip such as 休整期结束时 + description, a compact gold block, visible without scrolling at 1920×1080, 1280×720, iPhone 14 and 640×360) → 特性 (class trait) → stats (a compact 4×2 grid) + attack range → 技能 → 模组 → 装备 → 天赋. On phones ≤ 460 px tall the portrait is shorter and the romanised name is hidden.
  • Busy indicators and texts (#9): every text of the game (operators, skills, bonds, items, enemies, 特质 …) is static data, /data/*.json loaded once per page and never fetched during a match; the "spinners" the player saw were busy indicators of requests in flight next to texts — and the 特质 chip's type icon: it was picked by the trigger, so every <休整期开始时 / 结束时> 特质 showed the spoked 特异化 glyph (it reads like a loading spinner) before its text; the chip now shows the garrison's own official eventTypeIcon (detailPanel.js garrisonTypeIconKey: crossed swords 作战能力, gold 整备能力, chain link 持续 / 单次叠加, spokes only for 特异化). Now: no cursor: wait / progress anywhere; a loading Button keeps its icon and shows a thin sweeping bar along its bottom edge after 250 ms (no spinner ring); a 机变 card in flight shows a 选择中 strip until the pick appears in m.public (choiceOverlay.js pickBusy); the 作战结束,等待队友完成作战 hourglass is still; the hexagon Spinner is kept for genuine loading screens only (entering the match, the field view, connecting, guide images, the first 干员调配 load, which says the data loads once per page). main.js warmGameData downloads every in-match file (gameComponents GAME_FILES) in the background once the player is in a room, and the match screen waits for them; data.js retries a transient failure (network error, HTTP 5xx / 408 / 429) after 600 ms and 2 s (RETRY_DELAYS_MS) — a 404 or invalid JSON is final.
  • Tests: test/ui/playtest3.test.js, test/match/runner.test.js (live leak counts), test/match/temp.test.js (§6.2), test/docs-consistency.test.js.

18. User playtest #4 (v2.3): picking by tile, confirms, timers, battle state, content

Thirteen reports after playing v2.2. Where each is handled: #1 picking should simply follow the tiles and the dragged model moved away from the finger → §18.1; #2 a confirm step for 机变 picks → §18.2; #3 a countdown although playing alone → §18.2; #4 the strategy draft's 10 s turn out of step with the top-right countdown → §18.2; #5 the special 维式重锤 and 突变细胞 were sold in the shop → §18.6; #6 纯烬艾雅法拉's skill sound rang outside her skill → §18.4; #7 the operator card showed fixed numbers → §18.5; #8 no official element gauges → §18.3; #9 knocked-out operators vanished instead of lying on their tile with a redeploy ring → §18.3; #10 the enemy drones' behaviour → §18.6; #11 赫默's drone deployed at the start instead of by her skill → §18.6; #12 the 炎佑 dragon returned to a fixed point and its flame was no continuous jet → §18.6; #13 once in a while a huge piece of UI covered the screen for a second or two → §18.7.

18.1 Picking by tile, the model under the pointer (#1) — render/pick.js, render/app.js, render/drag.js

  • One rule: the ground tile under the pointer decides (render/projection.js pickTile, raised tops first). Prep presses / clicks / right-click / long-press / drag starts / hover (app.js pieceAt) and the enemy preview pen (penUnitAt) take the unit standing on that tile (board, bench row 7, temp row 8; pick.js pickOnTile). An empty tile selects nothing; a press on a unit's head drawn over the tile behind it is a press on that tile; a raised tile in front hides the near 0.17–0.24 tile of the one behind it, and a press there is on the raised tile — what is drawn. Several units on one tile (the pen's clusters, a piece held for a moment): the nearest to the pointer's point on the tile, ties → the front-most.
  • Battle (app.js battleUnitAt → pickBattle): an ally on the tile under the pointer — a knocked-out operator lying on its tile (§18.3) included. An enemy within ENEMY_REACH 0.6 tile [ASSUMED], using whichever is nearer: its ground position from the pointer's point on the ground, or its drawn body on screen (the upright line from its feet up to its head, in its px per tile) — so a press on a tall enemy's or the boss's torso or head picks it; a flying enemy uses its drawn body only. When an ally tile and an enemy both qualify the nearer (in tiles) wins; ties → the ally, then the front-most. Dead and dying units are not picked (a knocked-out operator waiting on its tile is).
  • Drag: the dragged unit is held under the pointer, mouse and touch alike — its drawn (lifted) feet DRAG_HOLD_TILES = 0.45 tile (in its own px per tile) below the pointer [ASSUMED: the v2.1 offset], so the pointer rests on the chibi; an item plate is centred on the pointer. The drop target, its highlight, tileHover and the direction wheel's tile are the tile under the pointer. An item dropped on a tile equips the unit on that tile (ui/gameLogic.js canPlace / dropIntent; an empty tile says 请将装备拖拽至干员身上). A release over DOM covering the canvas (the shop bar) is 'outside': the piece goes back.
  • Touch: the field canvas cancels touchend (app.js onTouchEnd, non-passive). A tap's compatibility mouse events and click came after touchend, hit-tested at the finger again — on the underframe the tap had just opened over the unit's tile (clamped under the top bar for rows 11–12 at 844×390), which pressed 撤退 / 出售.
  • Notched phones: the shop bar keeps its place at the bottom edge instead of rising by the bottom safe-area inset (css/devices.css .gm__hud > .shopbar): raised by it the bar covered ~3/4 of bench pads 2–9 at 844×390 with the iPhone insets, and bench pieces are pressed and dropped on by their tile. (The v2.3 figures — 23 % of those tiles free before, 71 % after — are superseded by §19.8: the prep camera now clears the HUD, every bench pad 100 % free on phones.)
  • Removed: the pixel probe (drawnAt, hoverProbeAt), body shapes (pickShape, PROBE_MARGIN, BODY_H), TOUCH_LIFT_TILES, the drag dropPoint hook, pieceDragOver, ui/gameLogic.js pickPieceAt / equipRetarget. UnitView.bounds() is a plain body rectangle again (tooltips and pieceScreenRect only).
  • Tests: test/render/pick.test.js, drag.test.js, unitview.test.js, test/ui/gameLogic.test.js, test/ui/playtest4.test.js (shop bar); browser: test/render/models.browser.test.js (every tile of every board, high ground, bench and temp; battle allies and enemies incl. torso and head; the model under the pointer at every drag step; the wheel on the pointer's tile; equipment by tile; phone touch incl. the ghost click and the shop-bar release), test/render/downelem.browser.test.js (a knocked-out operator picked on its tile), test/ui/playtest2.e2e.test.js (the top-row tile under the bond strip; the notched phone's bench).

18.2 Confirms and timers (#2, #3, #4) — ui/choiceOverlay.js, server/match/Match.js, screens/bandDraft.js

  • 机变 cards take two taps (like the shop's cards): the stateful ChoiceOverlay wraps the pure ChoiceView. A first tap on a pickable card (bounty = extra enemies, 道具补给 / 机密商店 items, tactics) only selects it — gold frame, a 确认选择 · 再次点击 strip, the other cards dimmed, 确认选择 in the header; a second tap on it, or 确认选择, sends g.choice. Another card moves the selection; Esc or a press elsewhere drops it; so do the card being taken, the turn moving on and a pick in flight. Cards stay buttons (Tab / Enter). The other picks were already two-step (晋升奖励 in the shop bar, the strategy draft's 确认选择, 确认替换).
  • A single human is untimed (Match.loneHuman: exactly one human seat at the start → Match.soloUntimed): 独立模拟 and a 同盟 room started alone or with AI teammates only publish no INFO_CHECK / BAND_DRAFT / SP_DRAFT / PREP deadline, and BATTLE_CHECK / ROUND_START / SETTLE run silently — the timers only ever made humans wait on each other. The co-op rules stay (shuffled draft order and skip, 6 机变 cards, 联防); pause stays solo-only; a disconnected lone human's match waits (the co-op reconnect window then ends it as abandoned). Countdown (ui/components.js) renders nothing without a deadline (it used to draw a -- COUNTDOWN placeholder that only a CSS rule hid).
  • The strategy draft has ONE countdown: every turn lasts Match.BAND_TURN_SECONDS = 30 s [ASSUMED] (× timerScale; data/config.json timers.bandTurn says the same — the official data only has the whole BAND_CHECK step, 50 s, now informational) and m.public.deadline IS the current turn's end (= draft.turnDeadline; draft.turnSeconds = the turn length, 0 untimed), so the step header and the picker's row show the same number. No step cap: the turns bound the step (≤ (seats + skips) × 30 s). AI seats pick at once. The draft screen reports its highlighted strategy (g.bandFocus); a turn that runs out takes it while it is allowed and free (Match.timeoutBand), else 华法琳 (band_bldsk), else the first free strategy (defaultBand, 队友已选 never). The selection starts on that default and the tip always names what a timeout gives ("每位博士有 30 秒,超时将自动选择当前选中的「X」"; untimed: "本局不限时"). server/match/audit.js checks it (deadline = the turn's, 30 s; nothing timed for a single human).
  • Tests: test/ui/playtest4.test.js, test/ui/bandDraft.test.js, test/match/draft.test.js, test/ui/gameLogic.test.js (phaseTotalSeconds = the turn), test/match/hardening.test.js (the audit), test/ui/mock.e2e.test.js (two taps). Browser tests that need a timed co-op briefing now seat two humans (test/ui/loadout.e2e.test.js); a single human's 机变 is picked by the test itself (test/ui/playtest2.real.e2e.test.js), and the real-server drafts wait for BAND_DRAFT before picking (a client left in the briefing let its 30 s turns run out).

18.3 Knocked-out operators and element gauges (#9, #8) — sim/Battle.js, sim/damage.js, render/interp.js, render/units.js

  • Knocked out, not gone: Battle.snapshot() lists down: [[id, respawnAt, respawnTime, state]] (§8.2) for operators knocked out (reason 'killed', not withdrawn — or FORCED_EXIT, entering 联防 knocked out, §19.3), deployed at least once and with a finite respawn timer; state = sim/constants.js DOWN_STATE (0 counting, 1 timer done but DP < cost, 2 timer done but the home tile is taken — the official auto-redeploy rule, research 01 §4.3). Battle.isDown(u); fieldMeta() lists them too, so a client joining mid-battle (reconnect, observer, replica) shows them. The renderer (interp.js downAt, app.js syncBattle, units.js setDown) keeps such an operator's view on its tile: its Spine Die clip plays once and holds its last frame (a collapsed / kneeling pose), lightly greyed (tint 0xb4b4b4, alpha 0.92), under a redeploy ring above the head — a dark disc with a mint arc filling as the timer runs and the seconds left (game s); timer done: a full pulsing amber ring "DP" (waiting for DP) or red "!" (its tile taken). The deploy event plays the Start clip and restores the normal look; a view created for an operator already down starts on the held pose; leaving the list without a redeploy fades it out. Summons, devices and enemies vanish as before. [ASSUMED] look: the official knocked-down / ring art is in no extracted autochess bundle.
  • Element gauges, official rules (PRTS 元素 / 术语释义; damage.js): gain × elemTakenMul × (1 − 损伤抵抗 / 100), 损伤抵抗 = data epResistance (EP_RESISTANCE; it used to read epDamageResistance as a fraction). A burst's 爆发冷却 (= its duration: 灼燃 / 神经 / 侵蚀 10 s — enemies' 侵蚀 8 s — 凋亡 15 s; the operators' 侵蚀 had none) locks EVERY element of the unit — nothing fills or recovers (reduceElement) — and its end resets EVERY gauge (burstLocked(unit) takes no element). 神经 applies the stun (operators) / 3 麻痹 (enemies) before its damage, 侵蚀 its DEF cut before its damage; the operators' 凋亡 burst holds 阻回 (noSp: skills.js gainSp refuses SP of every kind — time, attack, hurt, granted) + 静默, −1 SP/s and 100 arts/s.
  • The gauge on screen (official display: one icon, the "当前损伤元素"): damage.js elementView(u, now) → b.snap elem (§8.2): the fullest gauge, ties by the official element id (constants.js ELEMENT_ORDER: 神经 < 侵蚀 < 灼燃 < 凋亡); during a 爆发冷却 the bursting element, refilling over the cooldown. interp.js appends it to the unit's tuple; units.js draws it right of the HP / SP bars — operators: the element's disc with its glyph; enemies: a smaller plain disc of the element colour (official rule) — with a white ring for the remaining 元素值 (1 − fill). One procedural 512×576 atlas (textures.js hudRings / ringArc, 49 arc frames and the discs), sprites made on first use and hidden when idle. The burst's lock status (burnBurst, neuralBurst …) is not repeated in the status row while the element icon shows it (only a feed without elem, e.g. an older recording, shows it there). [ASSUMED] placement (the official draws it under the model, the remake's bars are above the head) and size (0.3 tile, enemies ×0.8).
  • Recordings (tools/record-battle.mjs) carry both keys, so the render demo shows them. Tests: test/sim/downelem.test.js, test/sim/combat.test.js, test/render/downring.test.js, test/render/interp.test.js, test/render/downelem.browser.test.js.

18.4 Battle sounds (#6) — public/js/audio.js, tools/assets/audio.mjs

  • Cause: every 'atk' — heals included — made its source the target's "last attacker", and any later damage on that target (enemy projectiles, element fills, DoTs) played that unit's hit; 纯烬艾雅法拉 (who only heals) had her S3 impact (p_imp_gtshpbrnch_s, bank ON_ABILITY_HIT.attack.2) as hit in the manifest, so it rang all the time.
  • Now only a hostile 'atk' (from the other side) authors the target's next impact: it plays once, within 2.5 s real [ASSUMED], and only for phys / arts / true damage; heals and chain bounces never author one. An operator's skill-mode file (official names _d / _h / _s; the normal attack's end in _n) never plays for a normal attack (normalAttackSfx). At most 2 overlapping copies of one battle sound (SfxLimiter; official banks maxSoundAllowed 2 — a third copy is skipped, not the oldest stopped [ASSUMED]).
  • Manifest: tools/assets/audio.mjs pickUnitSfx(banks, { operator, projectile }) picks normal-mode banks for operators — the plain attack / combat ability first, never a bank with a skill-mode file — with the operator's own projectile banks (ON_PROJECTILE_BORN / _HIT.projectile_chr_<name>, tools/assets/plan.mjs) as fallbacks; enemies and tokens are unchanged. 56 operators' picks changed (e.g. agoat2 hit → p_imp_gtshpbrnch_n, nearl2 attack → p_atk_goldspear_n, whitw2 → p_atk_whtolfdrksl_n). Loop-bank skill sounds still play once (open).
  • Tests: test/ui/audio.test.js, test/assets.test.js.

18.5 Live operator stats (#7) — ui/detailPanel.js, battle/runner.js, Match.unitStats

  • Battle: battleRunner.unitStats(id, fieldId) reads the local sim's last computed stats (unit._s, never the lazy unit.s, so looking cannot shift the sim) and the detail card re-reads it 4× a second: current HP / max HP, ATK, DEF, RES, attack interval, block (enemies also move speed). battleRunner.unitIdOf(uid, ownerId, fieldId?) maps an own board piece to its battle unit, so a card opened in prep and left open into the battle turns live.
  • Prep: C→S g.unitStats {seq?} → m.unitStats {seq, round, units} (§8.2): Match.unitStats builds a Battle from the player's battle input after the onBattleStart meta (dispatched with ev.preview: true and no spawns — handlers must not change the match then, docs/META.md), with the flags of the battle it previews (a normal round gains IN_BATTLE layers from its start; the Final Assault is previewed as a normal field without them), starts it (initial deployment + battleStart hooks), reads it and drops it — never stepped, so skills and timed effects are not in it [ASSUMED display]; cached per input (≈ 0.3–0.7 ms a build). screens/game.js asks 120 ms after any m.private / phase change while an own board unit's card is open and keeps the newest answer only.
  • The card colours each value against the unit's base — green when it helps (a shorter interval is up), red when it hurts — with the difference beside it, the base in the tooltip and a 实时 / 开战时 tag. The shape is shared/protocol.js unitStatsEntry. Tests: test/match/unitStats.test.js, test/match/runner.test.js, test/ui/playtest4.test.js.

18.6 Shop-only items, drones, summons, 炎佑 (#5, #10, #11, #12) — tools/build-data.mjs, sim/simdata.js, sim/content/*

  • #5 not sold in the shop: the official trapShopChessDatas has hideInShop false for all 56 normal items, so an explicit sourced list (tools/build-data.mjs SHOP_EXCLUDED_ITEMS → items.json shopExcluded / shopExcludedBy) marks the effect-only items: 战栗 / 坚固 / 加速 / 灼燃维式重锤 (the 维多利亚 bond every 25 layers, 洛洛's 定制品) and 突变细胞 (the 昆图斯 strategy 不稳定要素; user playtest #4 first-hand). sim/simdata.js isShopItem is the one predicate for every shop-item draw — the shop's item slot, 道具补给 / 机密商店 cards, pool_equip_normal / _shop_1 / _kathe / _narant, Match.rollItemId — so 51 normal items are sold (the plain 维式重锤 still is). 洛洛's 定制品 (pool_equip_rockr) = the same 4 special hammers as pool_equip_vict, uniform [ASSUMED]. The item card says 调度中心不出售 · 获取途径:… (detailPanel.js ItemDetail). Other strategy-granted items stay on sale (no source says otherwise; 变形同构体 / 骑士储蓄罐 / 盟约之币 appear in an official 机密商店 screenshot).
  • #10 drones (stats and ranges = enemy_database level 0, re-derived by test/data.test.js; behaviour per PRTS): 暴鸰 makes no normal attack — one bomb on its target and the 8 tiles around it (100 % ATK, splash ignores camouflage), then its speed ×2 (final); 帝国炮火先兆者 / 中枢先兆者 fire a shell per attack that lands 3 s later at the target's spot and hits every ally within 1.2 for 100 % of the ATK at launch, with no source (content/enemies.js kitShell; new ai.js enemyAttack hooks profile.deferHit — content resolves the hit in its attack handler — and profile.shot, the 'atk' kind: 'mortar' draws no projectile; fx bombardShell); 假想敌:黑云 grabs within range_radius × 2.5 (3.75) at most 3 flyers (nearest first [ASSUMED], 0.5 s delay [ASSUMED]), both held 4 s, ammo capped by enemies.json sp.maxSp (3; new sp from enemy_database spData), 全弹发射 = one 130 % hit per ammo on random allies anywhere on the field; “萨科塔之眼” never attacks flying allies; 萨科塔 self-fear speed final ×1.5. Unchanged (already right): 妖怪 / 妖怪MKII / 威龙 / 寒霜 / 法术大师A1·A2 / 御4 / 护障 / 护障·P / 远眺.
  • #11 skill summons are not prep pieces: tokens.json placeable = tokenDisplayType DEFAULT and made by a talent (海嗣, 狼群, 流形). 赫默's 医疗探机 and 巫恋's 诅咒娃娃 appear only when the skill fires (their kits place them); PlayerState.grantTokensFor just grants the placeable ones.
  • #12 炎佑 (PRTS “炎佑” 级别0(卫戍协议), content/tokens.js yanyouKit): it flies after the highest-aggro targetable enemy of the whole field (operator order) and hovers 0.25 tile [ASSUMED] from it (a second 炎佑 of 9 炎 0.8 row beside the first); with no enemy on the field it stays where it is (user playtest #4; PRTS says it then tracks a random tile). 祛恶之焰 (模式乙): fires like a normal attack when its 15 s cooldown is full, locks that attack's first target and channels up to 20 s — each second (the first at once) 60 % ATK arts to every enemy within 1.0 of the target, no normal attacks meanwhile — ending when the target is gone or 炎佑 is silenced (inferred); the cooldown then runs again [ASSUMED]. Every damage it deals adds burn = 20 % ATK (flame ticks included, official 下半 notice); 元素脆弱 aura of radius 1.5 around itself; it ignores element damage; ATK / HP = the template 600 / 12000 plus 30 % of the 炎 operators' sums (PRTS 最终加算; the 9-炎 ×1.5 on the whole ATK [ASSUMED]). The flame is drawn as one continuous jet (render/fx.js _flame): the sim emits fx yanyouFlame {x, y, id: dragon, target, r, n, dur: 1} once per game second, and each tick re-aims and extends the dragon's jet — a stream of fire from the dragon onto its locked target with a burning disc of radius r following the target — which burns dur + 0.2 s and goes out when no tick comes or the dragon is gone.
  • Tests: test/content/playtest4_summons.test.js, enemies_bosses.test.js, tokens_devices.test.js, bonds_core.test.js, choices.test.js, test/data.test.js, test/match/pool.test.js, test/render/fxflame.test.js, test/ui/playtest4.test.js (item card).

18.7 The occasional giant UI flash (#13) — render/fx.js pop

The first in-battle layer gain of each bond (b.ev 'layer') pops that bond's icon over the field (FxSystem.pop). The icon is PIXI.Texture.from(url) — a 1×1 placeholder until its image has loaded — and the pop sized the sprite from it (46 / 1): the bond icon was drawn ~5000 px across the whole screen for the pop's 1.4 s, once per bond per page (73 official garrisons gain layers in battle, e.g. 送葬人's). Now it is sized (46 px along its longer side) only once its texture is valid, hidden until then. Found by sampling long real-server sessions every 80 ms (DOM boxes > 25 % of the viewport, images drawn > 300 px, Pixi objects > 25 % or showing a whole atlas page, CSS scale ≥ 2); every other large object seen is a designed full-screen layer. Tests: test/render/fxpop.test.js, test/render/flash.browser.test.js.


19. User playtest #5 (v2.4): hovering enemies, target order, blocking, 联防, elements, huge bosses, maps, phone HUD

Ten reports after playing v2.3 (绝境 on desktop, 标准 on an Android phone in landscape). Where each is handled: #1 operators that only attack ground units hit 近地悬浮 enemies → §19.1; #2 an operator lying knocked out (濒死) vanished when 联防 began instead of counting down and redeploying → §19.3; #3 element damage against the 海嗣 felt weak, audit every operator's and enemy's element amounts and gauges → §19.5 (enemies, the gauge pipeline) and §19.6 (the player side); #4 an enemy held between two operators walked off when the rear one died instead of the front one taking it over → §19.2; #5 the enemies' target order differed from the official → §19.1; #6 act2 m01's normal field had its two wind lanes but no blower machines, which showed in the boss round instead → §19.7; #7 the tiles framed by the 1×3 pipes on the boss map are deployable officially, check every map → §19.7; #8 the bottom-left settings icon was deformed → §19.8; #9 on a long phone screen the shop bar covered the bench → §19.8; #10 the huge bosses could only be hit around one tile → §19.4. A follow-up message added #11 至简 should cost 1 (his 特质 says 购买价格为1) → §19.9. Normative lines rewritten with it: §3 range test, §5.1 carryState, §5.5 (initial deployment, DP / down, blocking, operator attacks, enemy AI, damage), §6.1 UNITE, §7 bosses; §18.3's isDown now includes FORCED_EXIT, and §18.1's notched-phone figures are superseded by §19.8. The integration also applied the workstreams' cross-checks (hasHp in the pipeline, 脆弱 vs 元素伤害, element healing, 淤困, 塑心 S2, splash as a 中点判定); they are listed in the sections they belong to. Three QA passes over the integrated branch then left residuals, fixed in their sections: 掠海漂移体's model crawls after its drop (§19.1); blocked-first and out-of-range selection are melee-only (§19.2); a forced-out operator's timer takes the battle-start redeploy effects (§19.3); the gauge intake's 5 % floor (§19.5); the fallback board draws the boss half in the boss prep (§19.7). The user's follow-up then settled two [ASSUMED] choices: the boss field's row-6 blowers do stand under the bench in the normal views (§19.7), and a forced-out operator's redeploy timer does restart in full (§19.3).

19.1 Hovering enemies and the enemies' target order (#1, #5) — sim/units.js, targeting.js, ai.js, Battle.js, content/enemies.js, bosses.js, kits, match/bot.js, render/units.js FORMS

  • #1 cause: float() only cancelled hits from non-'ranged' profiles and otherwise left the floater a ground unit, so 迷迭香 (攻击对小范围的地面敌人) shot and splashed it (5.2k damage in a sim run) and terrain, traps and 浮空 treated it as ground. Official (ba.float "无法被阻挡或近战攻击"; PRTS 术语释义 / 行动方式): the unit is unblocked and counts as a real air unit (算作空中单位) that keeps ground pathing.
  • Now Unit.isFlying is the one air-unit test: motion FLY, or an enemy flag float (近地悬浮) or levitate (浮空); pathing, displacement tiles and 诱导 read motion. canHitFly / groundOnly, splash, chain, the kits' "地面敌人" filters, ground terrain and traps skip air units; 失衡免疫 is the flag noDisplace; 浮空 is refused only on data flyers and already-levitated units (PRTS 行动方式), so 阿罗玛 can lift a floater. Blocking follows (§19.2): only blockFly units block air units.
  • Enemy kits: 掠海漂移体 — 晕眩 / 冻结 / 沉睡 → 爬行模式 for good (0.5 s stun), then it only attacks its blocker; 不会攻击飞行单位. Its model follows (integration QA: melee operators hitting an enemy that still looked airborne): the sim's fx phase crawl switches the view to the skeleton's crawl clips (*_02, after its Change clip) — render/units.js FORMS, spine.js setForm, kept on the unit info for a view built later (a reload mid-battle replays no events: such a view hovers until then). 吉兆飞鳞 — 晕眩 / 沉睡 → 8 s 晕眩模式 (it stays down while still asleep), a freeze grounds it when the freeze ends, its sprint is the final ×3. Of the 32 official floaters only these two appear in this mode (the bot's HOVER_KEYS; fieldModel counts them as air routes on ground paths).
  • Skill effects (per PRTS 备注; the official per-ability targetMotion is not in the data): ground-only — 隐德来希 S2 血镰, 归溟幽灵鲨 拥抱自我, 琳琅诗怀雅 S3, 乌尔比安 S1 [ASSUMED: a 捕网 like 雪雉's]; PRTS 可对空 — 德克萨斯 S2, 忍冬 S2, 焰尾 S2, 缄默德克萨斯 S3, 凛御银灰 S2, 玛恩纳 S3; no 对空 note, [ASSUMED] to hit air — 风丸 折纸生花, 乌尔比安 S3, 缄默德克萨斯 S2, 余 S2, 见行者 S2, 耀骑士临光 不畏苦暗 and the token appear bursts (“耀阳”, 沙之碑, 迷迭香的战术装备's stun, 纸偶). A stun / freeze / sleep from any of them drops a hovering 掠海漂移体.
  • #5 official: PRTS 索敌 (敌方) "阻挡→特殊优先级→仇恨值(更容易被攻击→…→最后部署的目标→不容易被攻击)→最早出现"; PRTS 卫戍协议/帮助 "按从上到下>从左到右的顺序部署。优先部署干员,随后为召唤物", the right-hand boss player mirrored.
  • #5 changes: Battle.start deploys operators row-major, then summons; aggroSeq ranks every start-of-battle summon after all operators (deploySeq stays the deployment identity). An enemy's own rule e.profile.canTarget filters its candidates before the sort (萨卡兹枯朽战车 no longer idles when its preferred target stands on high ground; it, 掠海漂移体 and “萨科塔之眼” ignore flying allies). Special priorities break ties by taunt, then latest deployed (targeting.js aggroCmp): 铳 / 昆图斯 highest DEF, 胄 highest / lowest ATK, the 碎铳之簧 bounce, 唱沙 / 沙狱 max HP, “自在” nearest. Kept (PRTS 作战机制 §隐匿 "我方干员并不会因为阻挡而解除隐匿"; 索敌的概念): a stealthed ally (隐匿 / 迷彩 / 排气格栅) is attacked only by the enemy it blocks. [ASSUMED] "从上到下>从左到右" = row-major; on a shared field (联防, boss) the players' i-th operators deploy together, then the summons (it used to be player after player, which made the leader prefer the later player's pieces).
  • Tests: test/sim/playtest5-targeting.test.js (18; 13 fail on 731a01c), test/content/enemies_bosses.test.js (吉兆飞鳞), test/match/bot.test.js (a hovering wave counts as air), test/render/forms.test.js (the crawl clips); browser (opt-in) test/render/forms.browser.test.js (the real sim feeding the field view).

19.2 Blocking by contact radius, and the hand-over (#4) — sim/constants.js BLOCK_RADIUS, Battle._checkBlock / blockedTargets, ai.js

  • Cause: an operator blocked only an enemy standing on its own tile (§5.5's old "|dx|,|dy| ≤ 0.5"). An enemy that passed a full front operator was blocked by the rear one, on the rear tile; when the rear operator died, the front one — which the enemy still overlapped — never took it.
  • Official (PRTS 游戏数据基础 §阻挡半径; 作战机制 "中点判定…案例:阻挡"): contact = the enemy's position within the blocker's radius of its centre, compared as squared distances — ground 0.70709997 (² 0.49999037), air (起飞 / blockFly vs flyers) 0.8944, devices (阻隔工事 / 障碍物) 0.4472.
  • Now (§5.5 Blocking): every tick, moving or not, an unblocked blockable enemy is blocked by the nearest operator in contact that has free capacity for its weight — the front operator takes over when the blocker dies, is withdrawn or is stunned (stun releases its enemies); an operator whose capacity frees up grabs an overlapping enemy; an enemy that finds no room walks on. A head-on enemy stops at contact, ≈ 0.71 tile from the blocker's centre, outside its tile (the small official deceleration is not modelled). A knocked-out or undeployed operator never blocks.
  • Consequences, both official: "可以选择且优先选择阻挡单位" (PRTS 选择器: the selector of units whose range is smaller than their block radius) — a melee blocker (data position MELEE: 要塞 / 领主 / 哨戒铁卫 included) may always target the enemies it blocks, in range or not, and targets them first (Battle.blockedTargets → ai.js acquireTargets, targeting.js sortEnemyTargets, the DEFAULT skill trigger — PRTS 卫戍协议/帮助 "敌人被近战干员自身阻挡"); 瑕光 S2 also sleeps the enemy she blocks (PRTS 备注). A rear operator whose range ends at the blocker's tile no longer reaches the enemy held in front of it (a regression sweep of 143 blocker × skill pairs: own-tile defenders 0.96–1.05×).
  • Ranged operators on melee tiles (卫戍协议 "所有行动内远程干员可部署在近战位") block, but target by their range alone (PRTS 索敌的概念 "我方索敌优先级:阻挡(近战限定)"; "远程位干员通常而言不会优先攻击自己阻挡的目标;甚至如果这个目标被阻挡在该干员的身后…无法攻击到这个敌人"): no blocked-first priority, no out-of-range target, no skill cast for the enemy they hold (targeting.js meleeUnit). Found by the integration QA: 能天使 / 夕 facing away kept shooting the enemy held behind them (9264 / 5860 damage in 20 s).
  • 灰毫 S2 专注轰击 casting (block 0, ranged only) as soon as she blocks is the basic strategy: the skill has no skill range and "敌人被近战干员自身阻挡" satisfies the attack-target condition; the 下半 重装 special strategy "受到伤害时释放技能" covers skill 1 only (BWIKI "重装职业干员 技能1,受到伤害后自动释放"; the data row has skillIndex 0, with -1 as the all-skills sentinel — research 03 C1; PRTS's strategy table does not name the skill), so her S1 is TAKE_DAMAGE and S2 stays DEFAULT.
  • [ASSUMED] the nearest blocker wins, ties by scan order.
  • Tests: test/sim/playtest5_blocking.test.js (16, incl. the user's case on act2 m01 with real operators, the ranged blocker and 银灰 as a melee-position ranged attacker), adjusted geometry in kits_alt_t5 / engine-requests / enemies_bosses.
Contact Official (PRTS) v2.3 Now
ground operator d² < 0.49999037 (r 0.7071) the enemy's tile = the operator's tile d² < 0.49999037
air (blockFly / 起飞) vs flyers r 0.8944 same tile d² < 0.79995137
device (阻隔工事 / 障碍物) r 0.4472 same tile d² < 0.2
blocker gone / capacity freed contact re-checked continuously only on the enemy's own tile every tick, nearest free blocker

19.3 Knocked-out operators in 联防 (#2) — server/match/unite.js, sim/Battle.js, sim/constants.js FORCED_EXIT, render/app.js, render/units.js

  • Cause: unite.js uniteBattleOpts dropped every operator that unitsEnd reported alive: false — and its summons — from the 联防 input (an old [ASSUMED] rule). Every client and the server build the unite field from that input, so the operator was missing for the authority, the partners, observers and the SP_COMBAT=server fallback alike.
  • Official (PRTS 卫戍协议/帮助 §联防阶段): "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力,上一阶段为退场状态的干员强制退场)".
  • Now: the operator is fielded with carryState: { down: true } (§5.1); its summons are fielded as the board has them. Battle.start deploys everyone (the initial deploy hook fires), then before battleStart sets its HP to 0 (the end-of-phase ratio, as kill()) and withdraws it with removal reason FORCED_EXIT = 'forcedExit'. Battle.isDown accepts that reason, so it is in b.snap down and fieldMeta with its ring, shows 0 HP on the live card, and redeploys by §5.5 (timer done, own tile free, DP ≥ cost) at full HP. The forced exit is no new knock-out: no kill hook, no death with reason 'killed', no deaths count — 深海 / 不屈 revives, 崇高牺牲 layers and selfdead garrisons fired in the own combat. The client's 'die' with that reason goes straight to the held knocked-down pose (UnitView.die(true): no fall, no burst, no sound).
  • The timer restarts at the operator's full redeploy time (70 s for most chess): the official setup carries only hp / tech per operator (research 09 §3 HelpBattleInfo), and the user confirmed it after the v2.4 follow-up ("进联防复活时间确实是重新算" — a request to carry the remainder was withdrawn). A short 联防 may therefore end before it comes back (a real-sim reproduction ended at 28 s; in the integration QA's real matches 43 % of 1,564 knocked-out operators were still counting when their 联防 ended). Also [ASSUMED]: the forced exit happens before battleStart; the timer is re-read after it, so a redeploy-time effect that starts with the battle covers it (机变 征召 "所有干员的再部署时间-50%": 70 → 35 s, as for a later knock-out — it read 70 s before the integration QA), while 征召's own row check ("场上至少有一行存在3名干员") does not count it [ASSUMED]. Not covered: 召唤物仅修改技力 (summons enter 联防 fresh; unitsEnd lists operators only — carrying their SP would extend the client-reported result, spec.js digests and fields.js validation).
  • Tests: test/match/unitedown.test.js (both combat modes, both helper halves, the real sim), test/sim/downelem.test.js (incl. 征召), test/render/downring.test.js, test/match/combat.test.js; browser (opt-in) test/render/unitedown.browser.test.js.

19.4 Huge bosses: hit area, 自缚 (#10) — tools/build-data.mjs HIT_AREAS, sim/body.js, content/bosses.js SELF_BOUND, render/pick.js

  • Cause: every range test took the enemy's position tile, and the data had no body size, so a boss at (3,10) was hit only by ranges covering (3,10).
  • Official (PRTS 天赋): "巨型单位:受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0" (管·隐秘核心 also 向右偏移1.0; PRTS盟约记录 gives the season's 阿利斯泰尔 and “萨米的意志” the same area); PRTS 作战机制 "巨型BOSS单位的每一个占据的格子都可以让其本身通过格子判定". The same talent lines list 自缚 (PRTS 异常效果: 无法移动, not recognised as 束缚) and 无法被阻挡. 铳, 卢西恩 and the boss parts are regular units.
  • Now: enemies.json hitArea {w, h, dx, dy} (by prefabKey); sim/body.js is the one helper behind every range test on enemies (the engine tile index, enemiesInKeys, unitsInGrid, enemiesInRadius, nearest / farthest priority, kits, tokens, bonds, professions, support.onKeys). A huge enemy occupies every tile its rectangle overlaps — 5 × 3, rows 3–5 × cols 8–12 around (3,10): the whole fence-framed pipe block, so an operator on the 1×3 fence tiles (§19.7) hits it. Radius rules measure to the rectangle (0 inside) [ASSUMED: PRTS calls collider tests the most common]; splash around a struck target is a 中点判定 (PRTS 作战机制 "中点判定…案例:阻挡,酒神1天赋的1.3溅射半径"): enemiesInRadius(x, y, r, true) counts every enemy by its position — the engine's profession splash and aftershocks and the kits' target-centred splash (焰影苇草's 灼痕 burst, 新约能天使 火力电台, 仇白 S1) — so a splash on an escort 0.53 tiles from the rectangle but 1.41 from the boss's centre no longer reaches the boss. Its position stays its 判定中心 (projectiles, its own attacks, splash centred on it, distance-scaled numbers). Integration pass: the reaperrange front line, 凛御银灰 S3's lateral line and the 香槟炸弹 tile trigger are body-aware too; movement, pathing, terrain, tile-entry tracking, placement heuristics and range keys taken from blocked enemies stay on the position (a huge enemy never moves and is never blocked).
  • 自缚: the co-op 昆图斯 walked its official route (3,10) → (2,2) off the block and leaked at ≈ 280 game s. SELF_BOUND (exactly the 7 hitArea keys) gives them a persistent noMove + unblockable buff at spawn (the mirrored co-op copy too).
  • Picking (pick.js AREA_PICK): a press on the hit area or inside the drawn body box selects the boss, counted as 1 tile away, so an ally on the pressed tile or a nearer regular enemy wins.
  • [ASSUMED] 胄·隐秘核心 keeps the upward offset although its PRTS section omits it: enemy_database gives enemy_9013_acstmk_2 the prefabKey enemy_9013_acstmk — one prefab, one collider — while the 管 copy that PRTS lists with a different offset has a prefab of its own (enemy_9021_acduml_2); ask at the next playtest if the hidden round feels off. The rectangle is fixed in map space (not mirrored).
  • Tests: test/sim/playtest5_bossbody.test.js (12, incl. the centre-point splash), test/render/pick.test.js, the Final Assault leak regression in test/sim/battle.test.js; browser (opt-in) test/render/bossbody.browser.test.js.
Boss Hit area (PRTS) Tiles at its spawn Talent
假想敌:胄 (+ 隐秘核心 copy) 4.95 × 2.95, up 1.0 (copy: [ASSUMED] same) (3,10) → rows 3–5 × cols 8–12 自缚、不可阻挡
假想敌:管 / 管·隐秘核心 4.95 × 2.95, up 1.0 / + right 1.0 (3,10) / (3,9) → rows 3–5 × cols 8–12 自缚,无法被阻挡
盐风主教昆图斯 4.95 × 2.95, up 1.0 (3,10) → rows 3–5 × cols 8–12 自缚,无法被阻挡 (walked and leaked before)
阿利斯泰尔 / “萨米的意志” (卫戍 versions) 4.95 × 2.95, up 1.0 (3,10) → rows 3–5 × cols 8–12 自缚,无法被阻挡
假想敌:铳, 卢西恩, the parts none (point) its tile 铳 不可阻挡 only; 卢西恩 blockable

19.5 Element gauges and enemy element damage (#3, enemy side and pipeline) — sim/damage.js, content/enemies.js, content/bosses.js

  • Verdict: official behaviour, not a remake bug. Every 海嗣 has 损伤抵抗 (epResistance) 0 and 元素抗性 (epDamageResistance) 0 (in data/enemies.json only 转译基底·α has 损伤抵抗 10); gauges are 1000 (leaders 2000) and never decay; no 海嗣 talent changes element intake; every enemy element attacker deals ATK × its official ratio per hit × the round's ATK multiplier (47 checked). Boss levels override some values, which the runtime applies: 卢西恩 ATK 700 (solo 600) and 不祥幻影 200, × 0.12 per normal hit (skill 0.2) in boss_5 (level_act2autochess_h07_05(_s)); 盐风主教昆图斯 480 (solo 380) in h07_04. A blocked 底海滑动者 at 险境 R5 bursts 神经 on its 25th hit, ≈ 50 game s. "Weak" also has a player-side part — §19.6.
  • Official rules (PRTS 元素 / 游戏数据基础 / 伤害分类; gamedata_const termDescriptionDict): gauge gain = 损伤值 × max(5 %, 1 − 损伤抵抗 %) (PRTS 游戏数据基础: DMG_e "目标受到元素损伤时也可以使用该公式计算,只需要将 D 值改为目标的损伤抵抗即可"), then the 元素损伤倍率 effects; 元素伤害 = max(A(1 − 元素抗性 %), 5 %A); 元素脆弱 ("受到的元素伤害提升") raises 元素伤害 only; 脆弱 ("受到的物理、法术、真实伤害提升") never touches 元素伤害; bursts are 无来源 ("元素爆发通常造成无来源的伤害"; 无来源 = "无法被追溯伤害来源", yet the kill is traced).
  • Fixed (W3b): 元素脆弱 is the mod elementalTakenMul (元素伤害 only; it used to share the gauge rate elemTakenMul, so 炎佑's 20 % sped up fills instead of raising bursts); 元素抗性 reduces 'elemental' with the 5 % floor (expectedFinal mirrors it); bursts carry DamageInfo sourceless — no damage-dealt multiplier or penetration of the filler, and the hit / damaged / fatal hooks see source: null plus credit (stats, kill and boss-pool share keep the filler; a real 深巡 bursting a 海嗣 dealt 10500 instead of 7000, 精准狙击镜 made a 侵蚀 burst 6500 instead of 5000); target-side reactions with no source condition read source || credit (sharing: 圣杯, 盲信之誓, 余音; 抵挡: 星熊 战术装甲, 拉普兰德 日晷). The enemies' 凋亡 虚弱 is 50 % × remaining ÷ 15 s each tick (it ran 1 s ahead); 麻痹免疫 is honoured (假想敌:铳, the 胄 parts); 淤困's host burst spreads 1000 (was 780); 灼藤's first attack covers the 3×3; 节日爵士乐手 channels on one locked target (20 % arts + 10 % burn every 0.5 s, 21 ticks, ends on 沉默, no re-cast mid-channel). Side effect: 隐德来希's 心烛 cancels bursts on a candle ("只受隐德来希攻击的影响").
  • Integration pass: damage.js hasHp (alive, HP > 0; a boss: its pool) is the one predicate — applyElement refuses a target with no HP left, so no rider in a killing blow's damaged hook can burst a corpse (the content copies in tier5 / tier6 / items / tokens now import it); 'elemental' damage skips dmgTakenMul (脆弱 and the other "受到的伤害±" effects [ASSUMED: they share that multiplier]) — only 元素脆弱 scales it; element healing (reduceElement) lowers every element type by the amount on its own (PRTS 菲莱 备注: 清除元素损伤 = "一次等同于自身最大元素值的全类型元素损伤治疗"; it healed the amount across all types in total); 淤困's "受到的元素损伤提高至130%" is an elementHit multiplier at priority 20 like every operator-side "受到的元素损伤±", before a 损伤屏障 (it was the elemTakenMul mod, applied after the barrier).
  • Verified unchanged: the burst effects on both sides; cooldowns 10 / 10 / 15 s (enemies' 侵蚀 8 s), locking then resetting every gauge; leaders take no 侵蚀 in the Final Assault (PRTS 盟约记录); 炎佑's aura = 20 % 元素脆弱 within 1.5. Differs, not changed: the gauge's look (official: icon + white bar under the model; §18.3 [ASSUMED]). [ASSUMED] 爵士乐手's first tick one interval after the cast. The gauge intake's 5 % floor (elementIntake, integration QA) is unreachable with the data (损伤抵抗 ≤ 10).
  • Tests: test/sim/playtest5_elements.test.js (18), test/content/playtest5_followups.test.js (pipeline guard, 脆弱, element healing), combat.test.js, test/content/{kits_t5,tokens_devices,playtest4_summons,enemies_bosses}.
海嗣 (user's case) Official ratio Per hit / s at base ATK Hits to a 1000 gauge Time
底海滑动者 (ATK 280, BAT 2.0) 15 % ATK 神经 42 24 48 game s
富营养的滑动者 (360) 15 % 神经 54 19 38 game s
骨海漂流体 (250) 20 % 侵蚀 50 20 40 game s
掠海漂移体 (500, BAT 4) 50 % 侵蚀 250 4 16 game s
元核孽生者 (400, season) 5 %/s 神经 in r 2.5 (season override; PRTS's base page: ATK 500, 10 %) 20 / s — 50 s
深溟巢涌者 (140) 5 % ATK 神经 per damage output ≈ 7 / s — ≈ 143 s

19.6 Element damage of the player side (#3, operator side) — sim/content/kits/tier{2,3,5,6}.js, tokens.js, items/battle.js

  • Audit: only these deal 元素损伤 from the player side in 下半 — 盟约·辅助干员 (band 优等生), 菲莱, 烛煌, 妮芙 (T5 / hidden T6), 余, 塑心, 炎佑 (炎 ×6), 灼燃维式重锤 (+ 蒸汽之心); no bond, band, garrison, 机变 card or device deals any. Every number matched its blackboard (character_table at the chess status, battle_equip_table modules); the discrepancies were form, trigger and scope. "N%攻击力的…损伤" = N × ATK, "伤害N%的…" = N × the damage just dealt.
  • The fix that matters most: 盟约·辅助干员's 迭代元素 used to pick the "first element not bursting" — a burst locks every gauge, so she only ever filled 神经. Now every damage she deals (HP > 0; PRTS corrects the timing to "造成伤害时") attaches 18 % ATK of 神经 → 灼燃 → 凋亡 (PITHST_ELEMENTS); the element applied first bursts, so alone she bursts 神经 and in a team completes the 灼燃 / 凋亡 gauges 余 / 塑心 build — in the reviewer's runs the team's first 灼燃 / 凋亡 burst came ≈ 40 % sooner (9.0 s vs 16.0 s; 5.0 s vs 8.2 s). Teams without her are unchanged. [ASSUMED] the three apply together (the reading of the text).
  • Killing blows: element riders inside damaged hooks run before battle.kill, while the target is alive at 0 HP; a lethal hit used to burst the corpse (a second fatal, 烛煌 熔点引爆's heal and 350 % hit, 妮芙's stack). The riders check HP left and, since the integration, applyElement refuses it (§19.5).
  • 塑心 S2 (integration): PRTS "受影响的干员即将造成伤害时,因该效果造成的凋亡损伤生效于当次触发的伤害之前,该造成的凋亡损伤的来源始终为塑心" — the rider is a late hit handler, so the 凋亡 lands (and may burst) before the damage, a killing blow included; a hit dodged or absorbed after that still carried it [ASSUMED]. 纯烬 氤氲 is keyed per source (agoat2:mist:<id>): two 纯烬 keep their own stacks, ATK and heal source.
  • Tests: test/content/playtest5_elements.test.js (9), test/content/playtest5_followups.test.js (塑心 S2 order, 氤氲 per source), kits_t1t2.test.js (1_15, 哈洛德 with 侵蚀), kits_t3.test.js (菲莱).
Source (normal / elite) Official v2.3 Now
盟约·辅助干员 迭代元素 18 % ATK each of 神经(优先)/ 灼燃 / 凋亡 per damage dealt; RIT-X 21.24 % vs 精英 / 领袖, talent only per attack hit (dodged too), 神经 only fixed: all three per damage > 0
菲莱 S2 冥河诅咒 when attacked (cd 2 s): 110/140 % ATK arts + 25 % ATK 凋亡 to ground enemies in x-4 (3×3) radius 1.5 fixed (3×3, body-aware, 近地悬浮 = air)
菲莱 PRP-X "阻挡敌人时,自身造成的元素损伤提升15%" on every fill she deals S2 blast only fixed (all fills, a hammer too)
受到的元素损伤降低: 菲莱 神河谕使 / 哈洛德 我即军营 / 纯烬 火山灰疗愈 −10 % (+2 SP on 凋亡 even for 0) / −12/15 % for allies over half / −12/14 % (×talent_scale in S3); before the 损伤屏障 the 元素脆弱 multiplier (also cut 元素伤害) fixed: elementHit at priority 20
哈洛德 trait / T1 "元素损伤最严重" and the over-half checks 侵蚀 ignored fixed (侵蚀 counts)
纯烬 氤氲 per stack / s: HP 10 % ATK, element 10 % × trait ratio (5/6 % ATK), cached ATK element 10 % ATK (2×) fixed; per source (integration)
塑心 S2 安魂的弥撒 self + top-ATK ally: each damage + 15/20 % of her ATK 凋亡, before the damage after the damage, skipped on a killing blow fixed (integration)
塑心 S1 / T1 / T2 / RIT-X / RIT-Y 85/95 % ATK 凋亡; 10 % ATK/s; 精神逆构 ×1.2 (elite ×1.33 + 5 % 元素脆弱 in the burst); ×1.18 vs 精英 / 领袖; RIT-Y 音乐家的旅程: field-wide ×1.2 + 150 元素伤害/s during the burst, 10 % 元素脆弱 in range same OK
余 T1 / S3 / S1 / T2 / PRP-X 40 % ATK arts + 12 % ATK 灼燃/s on blocked enemies; 火墙 6/7 %; 30/40 % ATK on the attacker; T2 1.5 % max HP of HP and element per s with ≥ 4 operators on the field (elite ≥ 2; elite ≥ 4 also +14 % arts vs 灼燃 bursts); ×1.15 while blocking same OK
烛煌 S1 / S2 / S3 / T1 / PRI-X 30 % of the damage as 灼燃; +60/70 % ATK 元素伤害 on burst targets; 熔点引爆 350 % + 12 % heal; ×1.1 vs burst targets same OK
妮芙 S2 / T1 / PRI-Y 18/22 % of her arts damage as 凋亡; 失魂 40 % ATK 元素伤害/s (PRI-Y 烦恼问诊匣: every 0.7 s, SP +0.2/s) same OK
炎佑 / 灼燃维式重锤 20 % ATK 灼燃 per damage, 20 % 元素脆弱 aura r 1.5 / 10 % of the arts damage (蒸汽之心: own hammer ×2) same OK (元素脆弱 now raises bursts, §19.5)
any rider on a killing blow a dead unit takes no element burst the corpse fixed (hasHp + pipeline guard)

19.7 Maps: blower machines, boss-field deployment (#6, #7) — render/board3d/layout.js, render/tiles.js, render/app.js, server/match/board.js, Match.startRound / bossGroupOf / deployFieldOf, ui/gameLogic.js, ui/fallbackField.js

  • #6 cause: the 3D board builds only the current view's area, and for the normal / 联防 views it stopped at row 12. act2 m01's own blowers (#001 / #002, the partner's #101 / #102) stand on the separator row 13 facing DOWN into rows 12–10 (level_act2autochess_m01 predefines: (13, 5/9/13/17) and (6, 5/9/11/15), all DOWN, none hidden), so they were never built; the Pixi airflow streaks and the sim were right. Now the normal / 联防 field rects are rows 6–13 and one device rule serves both boards: every active device standing on a built tile is drawn (3D stageDevices, 2D _stageDevices minus its faded margin). Normal / prep: (13,5) and (13,9) above the lanes, and the boss field's (6,5) / (6,9) on the wall under the bench; 联防 adds (13,13) and (13,17); 最终攻势 / 隐秘核心: (6,5), (6,9), (6,11), (6,15).
  • #6, the boss field's machines under the bench: the integration QA hid the row-6 blowers (6,5) / (6,9) in the normal / 联防 views (reading the official shop camera as putting that wall under the shop bar); the user's follow-up, first-hand — "吹风机原版道中也该有" — puts them back: the official normal rounds show them, so every view draws every device on its built tiles again (the rule above, as the workstream had it). Their airflow covers drawn tiles only, so it shows in the Final Assault view. Unchanged (cosmetic, pre-existing): the official normal view also shows the partner's half beside the own field (its row-13 machine (13,13) at the top right); the remake builds the own half only.
  • #7 cause: every legality check of a boss round's prep read the normal field (board (10–12, 8) = tile_forbidden) — board.js buildDeployMap, the client's canPlace / highlights, the bot and the invariants — while the pieces stand on the player's half of the boss field, where (3–5, 8) and (3–5, 12) are tile_fence_bound (low ground, buildable ALL, fly-only passable). Now buildDeployMap(stage, { field }) takes 'normal' | 'bossL' | 'bossR' (board row = boss-field row + BOARD_ROWS_ABOVE_BOSS 7; the right-hand player mirrored col c → 20 − c, research 09 §1.2 ConvertChessPositionInfoToBossMap); Match.bossGroupOf is the one pairing lookup (deployFieldOf, nextEnemiesFor, the bot); Match.startRound plans the round's enemies before PlayerState.startRound, so R14 → R15 re-checks boss-half pieces on the boss field (they used to be withdrawn with 地形变化; rngWaves is used only there, no random stream changes); a quit before the boss fight re-pairs and re-checks at once; the client's gameLogic.deployFieldOf feeds placementContext({ field }). Operators on the fence tiles hit the huge boss (§19.4); ground enemies cannot walk onto those tiles.
  • Audit (all 11 stages × normal / 联防 / boss L / boss R, server = client = builder deployTiles = the raw level files): the only wrong tiles were act2 m01's six boss tiles; on every stage normal-legal ⊆ boss-legal and boss L = boss R, also under every map card, so R13 → R14 and R14 → R15 move nothing. act2 m01 now deploys 13 melee + 3 ranged-only tiles on the normal board and 16 + 3 on each boss half. Devices: 3D = 2D for every stage × view; act1 m05's 特制水上平台 are ×64 (16 per normal half, 32 on the boss field). The DOM fallback board (ui/fallbackField.js, no WebGL / ?render=fallback) draws the player's boss half in the boss prep too — screens/game.js now hands it the bossPrep camera, which it maps through gameLogic.fieldTile on the own board's layout (integration QA: it drew the normal field's walls under legal highlights). Limitations: Match.unitStats previews on the normal field (stats only); 射击台 stays ranged-only [ASSUMED].
  • Tests: test/match/playtest5-deploy.test.js (incl. boss → boss R14 → R15 and the fallback board), test/render/playtest5-maps.test.js (every device on a built tile in every view, the row-6 machines under the bench included), test/ui/playtest2.test.js; browser (opt-in) test/render/board3d.browser.test.js (area key '6,13,0,10').

19.8 Settings gear; the shop bar over the bench on phones (#8, #9) — ui/gameComponents.js, render/projection.js, ui/fieldHost.js, render/app.js, css/devices.css

  • #8: the ⚙ was a hand-written SVG path with uneven teeth on a rim that was not round (the extracted autochess UI has no gear sprite; 交流 is the official emoji_btn, 📖 / ⛶ were clean). gearPath() now generates a regular 8-tooth gear (tip r 10, root r 7.4, hole r 3.3); on phones the corner glyphs are max(.28rem, 17px), half their 34 px buttons (were 11 px).
  • #9, the user's viewport: the screenshot is 2772×1272 px with the page right of a 141 px cutout band; the page's own markers give DPR ≈ 3.48, so 756×366 CSS px (≈ 2.07:1) — the mock rendered there puts the exit and 准备就绪 buttons on the screenshot's pixels within ±1 px.
  • Cause: the official shop camera (left_shop_camera_param, boss *_boss_shop_*) fits the prep area exactly at 16:9 (bench near edge 811 px vs the shop bar at 813 px at 1920×1080), while the remake's HUD is in rem with a 40 px floor (css/theme.css), so below 432 CSS px of height it is relatively taller: v2.3 left the worst bench pad 54 % free at 756×366 (Final Assault prep 49 %), 71 % at 844×390, 49 % at 800×360.
  • Now: the view receives the HUD bands, hudBands(kind, size) (top = the HUD layer's safe-area top + 2.16rem, the bond strip; bottom = 2.64rem + 3 px, the shop bar; the rem values copy the CSS, which a test checks), and presetCamera('prep' | 'bossPrep', …, { hud }) runs clearHud on the band from the bench's near edge to the back row: the official camera when it fits (0.5 px tolerance), else the smallest pan, else a zoom-out about the centre — a 2D pan / zoom of the image, so picking, the three.js camera and flights stay consistent. Every desktop prep camera is unchanged; the bar stays on the bottom edge (§18.1); the collapsed shop keeps the camera (nothing jumps) — the official client moves to its closer left_prepare_camera_param there, so on a phone the remake's collapsed prep board stays at the clearing zoom (×0.844 at 756×366; integration QA, an optional follow-up: shop: !collapsed for the own prep camera with a 0 bottom band). Accepted: an armed shop card rises 4 px above the bar on a phone and covers ≈ 3 px of the pads' near corners (≈ 11 px under the official camera at 1920×1080). [ASSUMED] the bond strip's bottom (2.16rem, measured 2.14–2.15rem); the zoom anchor.
  • Tests: test/render/projection.test.js (HUD clearance suite), test/ui/playtest5-ui.test.js; browser (opt-in, SP_E2E=1) test/ui/playtest5-ui.e2e.test.js (per-tile coverage at 16 viewports, the armed card, the gear).
Viewport (CSS px) Worst bench pad free, v2.3 → now (prep / Final Assault prep) Camera now Tile px
756×366 (the user's Android) 54 → 100 % / 49 → 100 % ×0.844 41.5 → 35
798×366 + 41 px inset (same phone over the cutout) 53 → 100 % / 49 → 100 % ×0.844 41.5 → 35
844×390 (19.5:9, with or without notch) 71 → 100 % / 66 → 100 % ×0.905 44.2 → 40
800×360 (20:9) 49 → 100 % / 45 → 100 % ×0.828 40.8 → 33.8
915×412 / 914×411 / 960×411 83 → 100 % / 83 → 100 % ×0.95 46.7 → 44.5
1920×1080, 1680×1050, 1560×1040, 2560×1080 100 % official unchanged
1280×720 100 % / 96 → 100 % official (Final Assault prep: pan up ≤ 2.8 px) unchanged

19.9 至简's price (#11) — sim/content/garrisons/meta.js SERVER_CHESS_PRICE, server/match/effectsMeta.js dispatch

  • What the user saw: 至简 (Ⅲ) cost 2 资金; the user remembered 1. His 特质 garrison_13 reads 购买价格为1, but bb.price is 2, and the handler set the price to bb.price ("blackboards are authoritative").
  • Official: two chess carry this 特质 (effectType SERVER_CHESS_PRICE) and both texts say 购买价格为1 — 至简 (Ⅲ, tier price 3, price 2) and 红豆 (Ⅰ, tier price 2, price 1, hidden in 下半). Only "bb.price is the discount off the tier price" gives the text's 1 for both (3 − 2, 2 − 1).
  • Change: the handler lowers the price by bb.price (ctx.modifyPrice(-p)), and EffectDispatcher.dispatch runs the priced chess's own 特质 first on onPrice (before globals / band / bonds), so 远见's discount (−1, never below 1) and strategy caps act on the lowered price: 至简 stays at 1 with 远见 150 instead of dropping to 0. The shop card keeps basePrice 3, so the price shows in the discount tone. docs/META.md §2.2 / §2.3 say the same.
  • Tests: test/content/garrisons_meta.test.js (every SERVER_CHESS_PRICE owner: tier price − bb.price = the text's price = priceOf; buying 至简 costs 1; a global modifier already sees 1; 远见 150 leaves 至简 at 1).