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f632e0b0091d9e7dfaa4d4a5f4c1ca63f91ed576
ark-stronghold-protocol
/
server
/
match
T
History
2321Robin
4bb0c11e42
feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (
464a823
, item 19) reverted (GitHub
#332
and PR
#333
by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged
2026-10-08 19:38:48 +08:00
..
match
feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR
#308
by @xcdoge, the capsule half of PR
#157
— authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged
2026-10-08 19:30:36 +08:00
player
feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (
464a823
, item 19) reverted (GitHub
#332
and PR
#333
by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged
2026-10-08 19:38:48 +08:00
audit.js
feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (
464a823
, item 19) reverted (GitHub
#332
and PR
#333
by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged
2026-10-08 19:38:48 +08:00
board.js
feedback5 WE2: 重构体 only on the ground inside Mon3tr's range, 战术锚点 only on a 高台 outside 凯尔希·思衡托's (
#26
)
2026-10-06 15:34:20 +08:00
bondsMeta.js
feedback3 WH: mode-off bonds the player has members of show as grey 本局禁用 discs, and hand members count in that header
2026-10-04 20:31:06 +08:00
bot.js
feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub
#263
, PR
#264
); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
2026-10-07 18:03:53 +08:00
builtinMeta.js
feedback5 WY: 拟态物质 with 2 copies owned and none left in the pool gives nothing instead of a random same-bond operator (GitHub
#207
)
2026-10-06 20:55:49 +08:00
choices.js
feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0
2026-10-06 18:21:43 +08:00
effectsMeta.js
feedback6 R21E: a refresh runs the 刷新时 特质 of the chess that stood on the board / in the hand when it happened (EffectDispatcher.dispatch takes them before its first handler; each still runs where it stands now, one that left is skipped): the 拉普兰德 贾维 grants on every 6th refresh — or the elite that gift completes — fired in the very refresh that granted her and spent her 「本回合首次主动刷新」; now her first is the next manual refresh; round counters are still not copied on a merge (a merged elite is a new 拉普兰德, §25.13.3); the part of PR
#196
0.2.0 lacked, re-implemented; golden: unchanged
2026-10-07 18:02:48 +08:00
fields.js
feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR
#308
by @xcdoge, the capsule half of PR
#157
— authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged
2026-10-08 19:30:36 +08:00
finalAssault.js
feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR
#209
by @qingjingshenghuo; the owner's decision of 2026-10-06)
2026-10-06 21:41:49 +08:00
gamedata.js
feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR
#272
, 感谢 @CXUtk); golden: 74 moved
2026-10-07 18:05:42 +08:00
invariants.js
feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0
2026-10-06 18:21:43 +08:00
Match.js
feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub
#235
; PR
#112
by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged
2026-10-07 11:21:24 +08:00
PlayerState.js
feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub
#263
, PR
#264
); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
2026-10-07 18:03:53 +08:00
pool.js
feedback5 WK: 自选编队 on the server — room.diy { picks } (lenient: illegal picks dropped, only malformed input is BAD_MSG; stored per session / seat; a match takes the picks its seat had at the start, a change during a match is for the next one; welcome lists diyKitted), PlayerState.diy with the player's data view (a slotted DIY slot is its operator for every rule: bonds from its factions, no 特质, the pick's skill and module, the slot's tier / price / merge), a per-player stock per slotted piece (8 at tier 5, 5 at tier 6 [ASSUMED]; never in the shared pool; none when every bond of it is banned), DIY pieces in that player's shop rolls and reward offers once the 调度中心 reaches the slot's level, battleInput diy, m.private.diy / diyBanned, prep scouting and results name the operator, 信标 never sends a 自选 piece to a teammate [ASSUMED]
2026-10-05 23:35:01 +08:00
results.js
feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged
2026-10-06 02:40:38 +08:00
scheduler.js
卫戍协议:盟约 web remake — initial import
2026-09-29 16:21:31 +08:00
StubMatch.js
feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0
2026-10-06 18:21:43 +08:00
unite.js
feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub
#244
). 0.2.0's escaped-level map (
8a436249
, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub
#41
item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
2026-10-07 17:40:03 +08:00
waves.js
feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR
#272
, 感谢 @CXUtk); golden: 74 moved
2026-10-07 18:05:42 +08:00