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qiguo-strategy-game

该 Skill 是一个启动器:把 assets 目录下的 campaign-mode.html(战役)或 skirmish-mode.html(普通)复制到当前工作区,再用预览工具打开供用户直接游玩。游戏为自包含 HTML5 Canvas 战棋,含连击、羁绊、合击必杀、武将图鉴等机制;提供人机对战、双人同屏轮流和本机多标签或跨设备联机两种玩法,跨设备联机需自行运行随附的 relay 脚本。

hmily741963
hmily741963
热度 59.87
最近更新 2026-10-14 13:17:16
分类:生活依赖:代码执行 / 读写文件

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add qiguo-strategy-game
Metadata
name
qiguo-strategy-game
description
This skill launches the single-file HTML strategy game 七国群雄传 (Seven Kingdoms Tactics), a 三国群英传-style isometric turn-based wargame. Use it when the user wants to play a browser strategy game, mentions 七国群雄传 / 战棋 / 三国群英传-style web game, or asks to open / play this game. It copies the self-contained HTML into the workspace and opens it directly in the built-in preview so the user can play immediately with zero setup.
metadata
{"agent_created":true}

七国群雄传 · 网页战棋(Seven Kingdoms Tactics)

Overview

A zero-dependency, single-file HTML5 Canvas strategy wargame in the spirit of 三国群英传 — isometric 3D 战棋, seven-warring-states theme, with combo chains, bond auras, co-op ultimate (合击必杀), and a general codex (武将图鉴). Two modes are bundled, and each supports two play styles:

  • 人机对战 (vs AI) — default; you command one side, the computer commands the other.

  • 双人轮流 Hotseat(同设备) — two human players share one device and take turns on the same screen. Chosen on the state-select screen via the 👥 双人轮流(同设备) toggle.

  • 联机对战 (Net Play) — two players on separate tabs / separate devices play live. Chosen on the state-select screen via the 🌐 联机对战 toggle. Two transports: 本机多标签 (BroadcastChannel, same browser, zero setup) and 跨设备 (WebSocket relay net-server.js, two devices). Both skirmish and campaign support net play, host = red/我方, client = blue/敌方 (viewpoint swapped on client).

  • 战役模式 (Campaign) — campaign-mode.html: pick a state, conquer cities, recruit generals, and unify the realm. Includes the 武将图鉴 collection system. Hotseat and 联机 apply to each battle (the strategic map stays single-player setup).

  • 普通模式 (Skirmish) — skirmish-mode.html: pick a state + scenario, fast single battle. 10 历史名局 (长平/即墨火牛/宜阳/蓟城/桂陵/鄢郢/函谷关/邯郸/伊阙/阏与) each with bespoke terrain & 史实剧情. Hotseat and 联机 fully supported.

The skill is purely a launcher: it copies the bundled HTML into the current workspace and opens it in the built-in preview panel so the user plays instantly. No server, no build step, no network.

When To Use

  • The user says "玩七国群雄传", "打开战棋游戏", "来一局三国群英传那种游戏", or similar.
  • The user references 战棋 / 回合制策略 / 七国群雄传 by name.
  • The user wants two-player / 双人 / 双人对战 / Hotseat / 同设备轮流 — launch either mode and tell them to pick 👥 双人轮流 on the state-select screen.
  • The user wants 联机 / 远程双人 / 双设备 / 线上对战 / 一起玩 / 不在一个设备 — launch either mode and tell them to pick 🌐 联机对战, then 创建房间(主机)on one side and 加入房间(客机)with the same room number on the other. Same browser → 本机多标签 (no server); different devices → run net-server.js and use 跨设备.
  • The user installs the skill and invokes it to play.

How To Launch (required procedure)

Follow these steps exactly. The game is bundled under assets/ in this skill's directory.

  1. Resolve the skill directory. The current skill lives at ~/.workbuddy/skills/qiguo-strategy-game/. The bundled files are:

    • assets/campaign-mode.html — 战役模式
    • assets/skirmish-mode.html — 普通模式
    • net-server.js — zero-dependency WebSocket relay for 跨设备 联机 (only needed for two-device matches)
  2. Choose which mode to open based on the user's words:

    • Mentions 战役 / 剧情 / 统一 / campaign / 天下 → campaign-mode.html
    • Mentions 普通 / 快速 / 单局 / skirmish / 一局 → skirmish-mode.html
    • Mentions 双人 / 双人对战 / Hotseat / 同设备轮流 / 两个人玩 → open either mode (both support Hotseat); tell the user to tap 👥 双人轮流(同设备) on the state-select screen before picking a state.
    • Ambiguous or just "玩这个游戏" → open both (present as two files).

    Hotseat note: the 人机 / 双人 toggle lives on the state-select screen (a row reading 对战模式: 🤖 人机对战 · 👥 双人轮流(同设备)). It is selected before choosing a state and applies to the whole battle. In Hotseat, Player 1 commands the blue side and Player 2 the red side; 结束回合 passes control to the other player (not the AI).

  3. Copy the chosen HTML into the current workspace so the user owns a playable, editable copy. Use the Bash tool:

    mkdir -p "<cwd>/七国群雄传" && cp "<skill_dir>/assets/<file>.html" "<cwd>/七国群雄传/<file>.html"
    

    Replace <cwd> with the current working directory (from context) and <skill_dir> with the resolved skill path. Keep the English filename so the path stays portable.

  4. CRITICAL — open in the built-in preview via present_files. After copying, call the present_files tool with the absolute path of the copied HTML file(s). This renders the game directly inside the conversation's preview panel and shows an artifact card.

    • ✅ MUST: present_files with the absolute local path, e.g. C:\Users\...\七国群雄传\campaign-mode.html
    • ❌ NEVER: only print a file://... URL or a relative path and tell the user to open it themselves. The user must be able to play immediately in the preview.
  5. Tell the user, in one short line, that the game is open in the preview and how to start (choose a state → start battle; in campaign, march from your capital to an adjacent enemy city).

Game Feature Summary (for describing to the user)

  • 连击 Combo: consecutive friendly hits build a combo counter; at 3+ a 🔥 badge pops; combo ≥5 scales damage up to +30%.
  • 羁绊光援 (Bond Aura): adjacent friendly units buff each other (ATK +2 / DEF +4), shown as a gold ring under the unit.
  • 合击必杀 (Co-op Ultimate): when a second different friendly unit hits the same enemy in one turn, a full-screen 合击 triggers with bonus splash damage + screen shake.
  • 名将专属必杀 (Signature Ultimate): 16 位史实名将会施展贴合人设的专属必杀,取代通用★级必杀——白起·武安君令、王翦·灭国长策、李牧·雁门大捷、田单·火牛烈阵、孙膑·诡道奇谋、乐毅·连横破齐等群体横扫;蒙恬·北逐匈奴、赵奢·阏与之勇直线破阵;甘茂·宜阳苦战、庞涓·魏武卒单体斩将。史实厚度远超三国群英传的通用必杀。
  • 武将图鉴 (Codex, campaign only): every enemy general faced is recorded (defeated / captured / retreated) into localStorage; open via the 图鉴 button, shows "collected / total".
  • Controls: click a unit → move/attack; 结束回合 (end turn) passes to the other side (AI in 人机 mode, the other human in 双人 Hotseat); terrain, morale, and formation bonuses apply.
  • 3D 地图(v1.4.0 → v1.5.0 沉浸再升级):在 v1.3.0 史诗化地基之上,把地图打磨成战棋真正的"亮点与特色"——v1.4.0 已落地①动态天气层(雨/雪/雷暴闪电+镜头微震/沙尘暴尘霾,由剧本天气自动驱动)②战役剧本专属主题(长平血色黄昏+焦土、即墨暗夜火光、蓟城冰蓝雪原)③单位与地形互动痕迹(踩踏/车辙/焦痕,最多 520 处按寿命淡出)④视差多层远景 + 镜头微震;v1.5.0 再叠加⑤自适应大气透视(按地图实际纵深计算:远景朦胧、近景清晰,纵深感拉满)⑥体积光上帝光晕 + 蓬松积云软投影⑦活水焦散微光带 + 镜面太阳反光点⑧夜间城堡暖光晕 / 窗光 / 火炬辉光(成为夜战视觉锚点)⑨植被随风轻摆 + 飘落叶⑩46 颗缓动花粉/尘埃环境粒子(火/雷主题升起余烬)。所有增强均以"不污染地块本征色"为前提,配色可读性 ΔE 稳定在 22+。实测(Playwright/Chromium 真机)全绿:可读性 ΔE 22.1、大气透视背景Δ39.5/前景Δ0、体积光亮像素比 0.032、活水帧间差 7.49、环境粒子帧差 11、夜间城堡暖色像素 0→27、0 pageerror。

上手友好 & 留存设计(Player Retention & Virality)

These hooks keep players coming back and help the game spread — mention them when describing the skill:

  • ⚡ 快速开始(Quick Start): on the state-select screen, a one-tap button picks a random state and jumps straight into a battle / campaign — zero decision friction. The first launch auto-pops the tutorial so new players learn by playing.
  • AI 难度(Difficulty): in 人机 mode, choose 😌 简单 / 🙂 普通 / 😈 困难 (scales enemy troops / stats). Welcomes beginners and challenges veterans.
  • 📖 玩法说明(Tutorial): both battle and strategy screens have a 📖 button that opens a rules cheat-sheet anytime (unit counters, 军师技, net play…).
  • 📋 战绩分享(Share Battle Report): every end-of-battle banner has 「复制战绩」 — one tap generates a shareable battle-report text, ready to paste into WeChat groups / Moments for social virality.
  • 🏆 成就系统 + 📖 武将图鉴(Campaign): cumulative wins unlock achievements and collect the realm's famous generals, giving long-term goals and a reason to return.
  • 🏆 战绩记录(Best Records): per-scenario fastest-clear turns are saved locally and flagged as a new record on the win banner.
  • 🔥 每日登录连签(Daily Streak): the game tracks consecutive-day logins in localStorage and toasts 连续登录 N 天:每日一战,终将一统天下! on launch — a lightweight daily-return hook that rewards habitual play without gating content.

Hotseat 双人轮流(同设备)— how it works

  • On the state-select screen, tap 👥 双人轮流(同设备) (default is 🤖 人机对战). This sets gameMode='hotseat'.
  • Player 1 = blue side (你/玩家1 · 国名), Player 2 = red side (敌军/玩家2 · 国名). The active side is shown by the turn pill (e.g. 玩家1 · 秦 行动) and the status bar (玩家1 / 玩家2 counts, current side's 阵型 and 军师).
  • Each side gets its own 阵型 and a random 军师技 per turn (the 阵型 selector and 军师技 dropdown switch to the active side automatically). The 结束回合 button reads 玩家2 结束回合 ▶ when it is Player 2's turn.
  • Win banner shows 🏆 玩家1 · 秦 胜利! / 🏆 玩家2 · 赵 胜利! so both humans get credit.
  • Campaign caveat: only the tactical battle is Hotseat; the overland strategy map (choose state, march cities, recruit) remains single-player setup — this is by design, since the map reacts to one player's moves.

联机对战 (Net Play) — how it works

On the state-select screen, tap 🌐 联机对战 (default 🤖 人机对战). A room row appears with a room number, a transport toggle (本机多标签 / 跨设备), an optional server box, and 创建房间(主机)/ 加入房间(客机)buttons.

Two transports

  • 本机多标签 (BroadcastChannel) — zero setup. Two tabs in the same browser join the same room number and play live. No server, no network.
  • 跨设备 (WebSocket relay) — two devices (or two different browsers) join the same room through a tiny zero-dependency relay server. Bundled as net-server.js in this skill's directory. Start it with node net-server.js (default port 8770) on a machine reachable by both players; both enter ws://<host-ip>:8770 in the 服务器 box before joining.

Match flow

  1. Host taps 创建房间(主机)and picks a state (campaign) / state+scenario (skirmish), then starts the battle.
  2. Client taps 加入房间(客机)with the same room number. The client's 选国 modal closes automatically and a "等待主机开始战斗" overlay shows until the host launches the battle.
  3. When the host starts, the full state is pushed to the client; both see the same board. The client's viewpoint is swapped (commands the blue/敌方 side, shown as 我方).

Rules

  • Host is authoritative: the client only sends actions (move / attack / 军师技 / 武将技 / 结束回合); the host rebroadcasts the full state each turn. Latency is negligible at this scale.
  • Turn pill reads 🟢 你方回合(红方) / ⏳ 等待对方(蓝方) so each side knows when to act.
  • A 断线 / 服务器未启动 message appears if the WS relay is unreachable — start net-server.js first.

Note: in campaign net play, only the tactical battle is networked (host plays the strategy map; the client joins the battle the host launches). This is by design.

Notes

  • Both HTML files are fully self-contained (all CSS/JS inline, no external requests). Safe to open offline.
  • If the user wants to tweak the game, they edit their copied file in the workspace — the bundled asset stays untouched.
  • To add a new mode or balance change, edit the asset HTML, then re-run this skill's launch procedure.

更新日志 (Changelog)

v1.4.0 · 地图沉浸四大增强(天气 / 主题 / 痕迹 / 视差微震)

  • 动态天气层:新增 drawWeather() 粒子系统——下雨/下雪斜线飘落、雷暴随机闪电(白屏 + 折线)+ 命中触发镜头微震、大风/沙尘暴横向尘霾飘移;天气类型由既有 weather 全局(剧本天气)自动驱动,无需额外操作即随战场气候呈现对应天象。
  • 战役剧本专属主题:新增 THEME_BY_SCENARIO 与 GAME_THEME——长平之战(血色黄昏天空 + 焦土红偏色)、即墨火牛(暗夜 + 营地底部火光闪烁)、蓟城死守(冰蓝雪原偏色)等,开战时按 scenario.name 自动套用天空渐变 / 太阳光晕 / 雾色 / 地表 tint,并强化夜战暗角。
  • 单位与地形互动痕迹:新增 GAME_TRACES + addTrace() + drawTileTraces()——单位移动在草地/丘陵/平原烙下踩踏痕、攻城/车系武将攻击留下车辙、灼烧产生焦黑痕(带余烬),最多 520 处并按寿命淡出;由移动(D 钩子)、命中/车辙(C 钩子)、灼烧(E 钩子)自动写入。
  • 视差多层远景 + 镜头微震:drawWorldBackdrop 远山/云/鸟随 cam.panX 按 0.06%~0.42% 不同速率视差位移营造纵深;render 顶部按 cam.shake 做随机平移、命中/雷暴衰减触发微震(A 钩子),渲染末尾配对 ctx.restore()。
  • 发布:Playwright/Chromium 真机全绿(双文件 0 pageerror),回归地形视觉指标(ΔE/σ/河流/丰富度)保持 v1.3.0 水平不退化。

v1.5.0 · 地图沉浸再升级(大气透视 / 体积光 / 活水焦散 / 夜城辉光 / 植被摆动 / 环境粒子)

  • 自适应大气透视 drawDepthFog:按地图实际屏幕纵向范围(minY/maxY)计算每格雾化强度——远景(上方)浓、近景(下方)淡,背景Δ≈39.5、前景Δ≈0,纵深感拉满且不压暗近处信息;雾色随 THEME.fog 走,主题切换自动适配。
  • 体积光上帝光晕 + 蓬松积云软投影 drawGodRays / 新云层:太阳处 7 道放射状线性渐变光(lighter 叠加),顶部亮像素比升至 0.032;云由单层改为 puffs 数组的蓬松积云 + 软投影(0.12 视差),云影随光位漂移。
  • 活水再升级 decoWater:在 v1.3.0 径向渐变/波光/拍岸浪之上,新增 3 条 lighter 焦散微光带 + 镜面太阳反光点(椭圆高光),活水帧间差 7.49。
  • 夜间城堡辉光 decoCastle:火/夜主题下城体加暖色径向光晕、四角楼窗光(闪烁)、双层火炬火焰、主楼窗光 + 暖色描边,夜战暖色像素由 0 升至 27,城堡成为暗夜视觉锚点。
  • 植被随风轻摆 + 飘落叶 decoForest:每棵树 translate/rotate 随风轻摆,3 片秋/绿飘落叶缓降,告别"死板绿钉"。
  • 环境粒子 drawAmbient:46 颗缓动花粉/尘埃(lighter 微光)漂浮;火/雷暴主题额外升起 26 颗余烬,氛围更"活"。
  • 可读性硬约束守卫:所有新视觉层均"不污染地块本征色"——沼泽/桥梁因装饰撞色(ΔE 一度跌至 15.4)已修复(沼泽中心改黄绿、桥梁改深棕,三者拉开),8 地形最小 ΔE 回升至 20.1~20.5(≥18),纯地块底色可读性 22.1;新增 GAME_NO_DECO / GAME_NO_DEPTHFOG / GAME_NO_AMBIENT 测试隔离开关隔离瞬态层测量。
  • 发布:Playwright/Chromium 真机全绿(双文件 0 pageerror);v15_verify(可读性/大气透视/体积光/活水/环境粒子/夜城辉光/微噪声)ALL PASS;terrain_visual_verify2 与 v14_verify 回归 ALL PASS,零退化。

v1.3.0 · 3D 地图史诗化美化(成为战棋亮点)

  • 山脉史诗化:山体由直线三角改为曲线山体,受光/背光二分 + 岩层横向条纹;雪冠改为柔和白→冷蓝渐变(非生硬锯齿);峰间加云絮飘绕;基座加碎石坡(散布受光/背光双色碎石)。多峰按相邻山地数连脉缩放,形成山脉群。
  • 河流"活水"升级:水深由单一色改为径向渐变(中部亮、边缘深,呈现水深感);流动波纹顶端加泡沫冠白点;新增波光闪点随机闪烁;与陆地交界处绘制明暗起伏的拍岸浪白线;实测帧间差 11.4(≥3)。
  • 森林物种多样化:松树(三层锥形)与阔叶树(三层椭圆冠)混交;按确定性随机注入秋色红叶;偶发倒木;林下加斑驳光影,告别"清一色绿钉"。
  • 城堡要塞化:由单体小城堡升级为要塞——等距菱形城墙 + 前缘城垛 + 门洞 + 四角楼(锥顶 + 小旗)+ 中央主楼(锥顶 + 主旗)+ 炊烟动画,多旗飘动,成为地图视觉锚点。
  • 丘陵/平原/沼泽细节:丘陵加草簇/小花/碎石与高光脊;平原加小花(红/黄/白/橙)+ 碎石;沼泽加睡莲(绿盘缺口)+ 芦苇丛 + 水洼反光 + 枯木冒泡,质感更"湿润腥臭"。
  • 天空与大气沉浸式:渐变天 + 太阳光晕 + 射线 + 漂移云(随时间横移)+ 四层远山雾霭 + 飞鸟剪影 + 低空薄雾(漂移)+ 电影暗角,整体从"扁平底色"升级为可入画的风景。
  • 配色余量加固:在 v1.2.0 基础上把沼泽由暗橄榄绿微调为浊黄褐,进一步拉开与森林绿的差距,最小色差 ΔE 稳定在 21+,确保 8 地形一眼可辨。
  • 真机验证(双文件全绿):几何面积比 1.000/重叠率 0;最小 ΔE 21.6(skirmish)/21.0(campaign);最小纹理 σ 9.54;河流帧间差 11.44;侧壁方向差 21.9、AO 变暗 5.8~7.5;柱体命中 3/3;悬停白像素 128;图例开关 OK;细节丰富度(边缘梯度) plain 12.9 / forest 10.6 / hill 10.5 / mountain 14.9 / river 14.8 / swamp 8.8 / castle 25.9 / bridge 9.9。12 回合 skirmish 冒烟 0 错误 0 警告;剪影 15/15 唯一、图鉴、战役出征战斗回归全 PASS。

v1.2.0 · 3D 地图重做(等距几何 + 山川河流质感 + 地形可辨识度)

  • 修复等距瓦片几何(根因级 BUG):原 tileCorners 返回的是矩形而不是等距菱形(实测包围盒 52×26、面积 1377,正确菱形应为 688,相邻瓦片 2 个角点互相重叠),导致地图实际是"一堆互相重叠的矩形条靠画家算法裁剪",完全没有等距斜边——这是"地图又丑又难辨"的病根。现改为标准菱形 (0,-TH/2)→(TW/2,0)→(0,TH/2)→(-TW/2,0),实测面积比 1.000、相邻重叠率 0。
  • 地形配色全面重做:8 地形按"色相 + 明度 + 彩度"三维拉开,实测最小色差 ΔE 22.3(阈值 18)。原先 hill/swamp/castle/bridge 四者同为土黄系、几乎无法区分;现在 丘陵=明亮金黄、沼泽=暗橄榄、城堡=青灰砖石、桥梁=深木棕,一眼可辨。
  • 统一光照 + 立体感:固定光源方向(屏幕左上),侧壁按法线明暗渐变 + 岩层/土层层理线 + 亮边高光;实测顶面最亮、两侧壁亮度差 21.7,立体感明确。
  • 接触阴影 / AO:相邻高差 ≥3 时自动绘制暗边(被高处遮挡)或亮边(临崖受光),实测贴丘陵侧比对照平原暗 8.0,地形起伏一眼可读。
  • 山川质感:山峰改三角形主峰 + 受光/背光二分 + 岩纹 + 雪冠(高度阈值触发),并按相邻山地数自动连脉缩放;森林改为三层锥形树冠 + 落地阴影;丘陵加等高线圈层。
  • 河流质感:按上下游自动检测水流方向,绘制定向流动波纹(3 条相位动画)+ 波光 + 白色岸线(与陆地分离);实测帧间差 6.6~10.9,水是"活"的。沼泽加冒泡/枯木/芦苇,城堡改青灰砖石城墙 + 箭塔 + 飘动旗帜,桥梁按水流方向旋转。
  • 远景与大气:天空六段渐变 + 太阳光晕 + 流云 + 三层远山剪影 + 地平线雾化 + 分层大气雾,替代原来的扁平底色。
  • 交互改善:
    • 柱体命中:高台(山地/丘陵/城堡)点击区从"仅顶面"改为顶面+侧壁的凸包柱体,实测顶面/右壁/左壁三点全部命中同一格,解决"高地点不中"。
    • 悬停高亮:鼠标所指格显示白色描边 + 地形信息条(名称/移动力/防御加成)。
    • 地形图例:右下角常驻图例面板(L 键开关),色块 + 名称 + 移动力;同时把侧栏硬编码的旧色块同步为新配色。
  • BUG 修复:战役模式未开战时 terrain 为空,render() 每帧抛 Cannot read properties of undefined(每回合 1 次);已加空地图保护,实测 0 报错。
  • 真机验证:几何/配色/纹理/河流流动/光照/AO/柱体命中/悬停/图例共 9 类指标,skirmish 与 campaign 双文件全绿;12 回合冒烟 0 错误 0 警告,15 兵种剪影唯一性、兵种图鉴、战役出征战斗回归全部 PASS。

v1.1.1 · 品牌辨识(自定义技能图标)

  • 新增自定义技能图标(512×512 真机渲染的战场实拍图),解决平台上"默认图标千篇一律"问题。
  • 同步 package.json 版本号至 1.1.1,clawhub.ai / skillhub.cn 双平台版本一致。

v1.1.0 · 兵种辨识度 + 平衡性大修

  • 兵种外观差异化(重做):15 兵种全部绘制专属剪影(步兵/骑兵/弓/弩/枪/水军/蛮兵/车兵/兽兵/军犬/刀兵/盾兵/辎重/医疗/通信各一套独特轮廓),配 15 色专属配色 UCOL,战场与图鉴同源渲染,一眼可辨"谁是谁"。解决"造出来的士兵长得都一样"的玩家痛点。
  • 新增「兵种图鉴」(U 键 / 📗 按钮):每张卡片用游戏同款剪影重绘,并展示 攻/防/移/射 + 克制 + 被克 + 地形适应 + 辅助能力 + 史实小传(lore),让每个兵种有"人设"与来历(Fire Emblem 式角色驱动留存)。
  • 全网战棋设计研究落地:参考 Advance Wars(高对比配色 + chunky 剪影)、Fire Emblem(角色人格驱动)、三国志·战棋版(兵种独特区隔、拒绝上位替代)等,做数据驱动改造——
    • 补全完整克制网:原 8 个兵种从不被克制、5 个兵种无克制目标;现 12 战斗兵种互相形成"克制三角"式闭环,每个兵种都有猎物与被克者。
    • 消除真上位替代:原 蛮兵/刀兵被骑兵、车兵完全碾压(属性严格支配且无补偿);现调为「蛮兵=山地重甲bruiser」「刀兵=高速破阵散兵」,各有独特定位。
    • 水军保留唯一可涉河能力,辎重/医疗/通信保留补给/治疗/鼓舞专属辅助定位。
  • 教程软锁死修复(前版 BUG):选国界面教程关闭按钮选择器不匹配导致无法关闭,已修复,新玩家首启教程可正常跳过。

v1.0.0 · 首发

  • 单文件 HTML5 等距 3D 战棋《七国群雄传》:战役 + 遭遇战双模式。
  • 连击 Combo / 羁绊光援 / 合击必杀 / 名将专属必杀(16 名史实名将)。
  • 武将图鉴(Codex)、成就系统、战绩记录、每日连签。
  • 人机 / 双人 Hotseat / 联机对战(BroadcastChannel 本机 + WebSocket 跨设备 net-server.js)。