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Gilyumei eizou#1

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DaisukeDaisuke wants to merge 20 commits into
bilyouma_new_arugofrom
gilyumei_eizou
Open

Gilyumei eizou#1
DaisukeDaisuke wants to merge 20 commits into
bilyouma_new_arugofrom
gilyumei_eizou

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@DaisukeDaisuke

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@DaisukeDaisuke

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@codex すべての問題、バグ、致命的なバグ、ミス、バグの匂いを指摘しろ。これは映像認識のバリアント改良と、識別処理の向上である

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💡 Codex Review

Here are some automated review suggestions for this pull request.

Reviewed commit: ccd5a920b8

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Comment thread BattleEmulator.h
Comment on lines +98 to +102
static constexpr int FLAME_SLASH = 64; //火炎斬り
static constexpr int KACRACKLE_SLASH = 65;// マヒャド斬り
static constexpr int HATCHET_MAN = 66;// 魔人切り
static constexpr int UPWARD_SLICE = 67;// 切り上げとか
static constexpr int MULTISLASH = 68;// さみだれ斬り(さみだれ突きとは別行動)

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P1 Badge Implement simulator cases for new slash action IDs

These new IDs are now emitted by the vision pipeline, but the battle simulator does not implement them in BattleEmulator::callAttackFun (the switch falls to default, logs error!!!!!, and returns zero damage). In practice, once these recognitions fire, replay/search results diverge because the recognized action stream contains IDs that the simulator cannot execute.

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Comment thread .gitignore
Comment on lines +13 to +14
/public/vision-assets.js
/public/vision-assets.json

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P1 Badge Keep vision asset pack files available at runtime

Ignoring both public/vision-assets.js and public/vision-assets.json after removing the tracked JSON leaves a fresh checkout with no asset pack files. Since index.html now loads vision-assets.js and the JS fallback fetches vision-assets.json, both paths fail without a separate build step, and initialization degrades to empty fallback templates, effectively disabling recognition in direct public/ runtime setups.

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Comment thread BattleEmulator.h
Comment on lines +105 to +109
static constexpr int POISON_ATTACK = 69; // 毒攻撃
static constexpr int DECELERATLE = 70; //ボミオス
static constexpr int KASAP = 71; //ルカナン
static constexpr int SWEET_BREATH = 72; //ルカナン

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P2 Badge Preserve existing numeric action IDs

This change shifts pre-existing action constants (starting here) to new numeric values instead of appending new IDs. Because the action protocol is numeric, previously captured/replayed action strings are reinterpreted as different moves under the new mapping, which breaks reproducibility and compatibility with existing logs/inputs.

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Comment thread public/vision.js
Comment on lines +145 to +149
64: {names: {ja: "火炎斬り", en: "FLAME_SLASH"}, ally: false, damage: true},
65: {names: {ja: "マヒャド斬り", en: "KACRACKLE_SLASH"}, ally: false, damage: true},
66: {names: {ja: "魔人切り", en: "HATCHET_MAN"}, ally: false, damage: true},
67: {names: {ja: "斬り上げた", en: "UPWARD_SLICE"}, ally: false, damage: true},
68: {names: {ja: "さみだれ斬り", en: "MULTISLASH"}, ally: false, damage: true}

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P1 Badge Mark new slash actions as ally-side in formatter mapping

buildBattleActionFormat routes IDs into enemy/ally buckets based on ACTIONS[actionId].ally, but these new slash IDs are emitted from the Gilyumei ally-side recognition rules and are currently marked ally: false. When they are detected, the generated battle format string places them on the enemy side, producing incorrect command payloads for downstream simulation.

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