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
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@@ -18,15 +18,16 @@
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// Every operator card shows the skill it will fight with — the player's 干员调配 loadout (m.private.loadout, DESIGN
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// §16): the skill icon above the name, mint-framed with 已调配 in its title when it is not the default skill (and the
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// module type of an elite card, with its official type icon when the local-client art has it). A chess the player does
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// not own (0.2.0 补位, m.private.standIns) keeps its card — name, portrait, bonds, price — with an ice 「替补:X」 badge,
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// and the skill icon is the stand-in's (its backup skill: the one that fights). A 自选 piece (0.2.0, m.private.diy — a DIY
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// slot the player filled, only ever in its own shop) shows the operator — name, portrait, class, the bonds of its
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// factions, the pick's skill and module — with a mint 「自选」 badge.
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// not own (0.2.0 补位, m.private.standIns) shows its stand-in — portrait, name, class and its backup skill, the one that
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// fights — with the chess's bonds, tier and price and a small ice 「替补」 mark (the owner's recall of the official mode,
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// 2026-10-06; the replaced operator's name is in the mark's title and on the detail card the first tap opens). A 自选
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// piece (0.2.0, m.private.diy — a DIY slot the player filled, only ever in its own shop) shows the operator — name,
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// portrait, class, the bonds of its factions, the pick's skill and module — with a mint 「自选」 badge.
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import { useEffect, useState } from '../../vendor/hooks.module.js';
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import { html, Icon, HexBadge, TierChip, Tooltip, MicroLabel } from './components.js';
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import { Img, BondGlyph, CoinGlyph, GIcon, RichText } from './gameComponents.js';
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import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, offerHeader, briefingBondTip, fieldsStandIn, standInOf, standInLoadout, standInLabel, ownDiyRecord, diyGetter } from './gameLogic.js';
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import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, offerHeader, briefingBondTip, ownStandIn, standInLoadout, standInLabel, standInTip, standInForText, ownDiyRecord, diyGetter } from './gameLogic.js';
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import { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js';
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import { data } from '../data.js';
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import { t } from '../../../shared/i18n.js';
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@@ -71,7 +72,10 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
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// 0.2.0 自选编队: a DIY slot the player filled is its operator (shared/diy.js, the pick of m.private.diy)
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const diyData = { chess: data.get('chess'), backups: data.get('backups') };
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const dr = c0 ? ownDiyRecord(c0, priv, diyData) : null;
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const c = dr || c0;
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// 0.2.0 补位: the player's not-owned chess shows its stand-in (art, name, class, its backup skill); the composed record
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// keeps the chess's identity — tier, bonds, price (a DIY slot is never droppable: one or the other)
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const si = c0 && !dr ? ownStandIn(c0, priv, data.get('backups')) : null;
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const c = dr || si || c0;
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const m = data.get('assets');
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const tier = c?.tier ?? 1;
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const prog = mergeProgress(priv, slot.id, (id) => data.lookup('chess', id));
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@@ -79,13 +83,12 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
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const willMerge = !!hint;
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const bonds = Array.isArray(c?.bonds) ? c.bonds : [];
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const disabled = !!reason;
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// 0.2.0 补位: the player's not-owned chess is deployed as its stand-in — badge + the stand-in's skill
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const si = c && fieldsStandIn(priv, c) ? standInOf(c, data.get('backups')) : null;
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const lo = si ? standInLoadout(si, LOOKUPS.getChess, data.get('backups')) : c ? chessLoadout(c, priv?.loadout, dr ? diyGetter(LOOKUPS.getChess, priv, diyData) : LOOKUPS.getChess) : null;
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const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'chess', hint); };
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const card = html`<button type="button" class=${cx('scard', `scard--t${tier}`, frozen && 'is-frozen', disabled && 'is-disabled', willMerge && 'is-merge', armed && 'is-armed')}
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const name = `${c?.name || '干员'}${si ? `(${standInForText(c0.name)})` : ''}`;
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const card = html`<button type="button" class=${cx('scard', `scard--t${tier}`, frozen && 'is-frozen', disabled && 'is-disabled', willMerge && 'is-merge', armed && 'is-armed', si && 'is-standin')}
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onClick=${tap} onContextMenu=${(e) => { e.preventDefault(); onDetail(slot.id, 'chess', hint); }}
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aria-label=${`${c?.name || '干员'},价格 ${slot.price}${armed ? (disabled ? ',无法购买' : ',再次点击确认') : ''}`} aria-pressed=${onTap ? String(!!armed) : undefined}>
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aria-label=${`${name},价格 ${slot.price}${armed ? (disabled ? ',无法购买' : ',再次点击确认') : ''}`} aria-pressed=${onTap ? String(!!armed) : undefined}>
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<span class="scard__bg" aria-hidden="true"></span>
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<span class="scard__water" aria-hidden="true">${bonds[0] ? html`<${BondGlyph} bondId=${bonds[0]} />` : null}</span>
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<${Img} src=${chessPortraitUrl(m, c)} class="scard__art" />
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@@ -96,10 +99,10 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
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${Array.from({ length: prog.need }, (_, i) => html`<i key=${i} class=${i < prog.copies ? 'on' : ''}></i>`)}
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</span>` : null}
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</span>
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${si ? html`<span class="scard__standin" data-standin=${si.charId} title=${`未持有:由替补干员 ${si.name} 上场(盟约、阶级与价格不变)`}>${standInLabel(si)}</span>` : null}
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${si ? html`<span class="scard__standin" data-standin=${si.charId} data-for=${c0.chessId} title=${standInTip(si, c0.name)}>${standInLabel(si)}</span>` : null}
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${dr ? html`<span class="scard__diy" data-diy=${dr.charId} title=${t('自选编队:{name}(只在你的商店出现)', { name: dr.name })}>${t('自选')}</span>` : null}
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<span class="scard__body">
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${lo?.skill ? html`<${SkillBadge} chess=${si || c} lo=${lo} standIn=${!!si} />` : null}
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${lo?.skill ? html`<${SkillBadge} chess=${c} lo=${lo} standIn=${!!si} />` : null}
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<span class="scard__name">${c?.name || slot.id}</span>
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<span class="scard__bonds">
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${bonds.slice(0, 3).map((b) => {
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@@ -128,7 +131,7 @@ function SkillBadge({ chess, lo, standIn = false }) {
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const src = custom ? skillRecordIconUrl(m, lo.skill, { empty: false }) : skillIconUrl(m, chess);
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const slot = Number.isInteger(lo.skill.index) ? `S${lo.skill.index + 1}` : null;
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const mod = lo.module && !lo.module.none ? lo.module : null;
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const tip = `${standIn ? `替补 ${chess.name} · ` : ''}技能${slot ? ` ${slot}` : ''}:${lo.skill.name || ''}${custom ? '(已调配)' : ''}${mod ? ` · 模组:${mod.name}` : lo.module?.none ? ' · 未装备模组' : ''}`;
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const tip = `技能${slot ? ` ${slot}` : ''}:${lo.skill.name || ''}${custom ? '(已调配)' : ''}${mod ? ` · 模组:${mod.name}` : lo.module?.none ? ' · 未装备模组' : ''}`;
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return html`<span class=${cx('scard__skill', custom && 'is-custom')} title=${tip} aria-label=${tip} data-skill=${lo.skill.skillId || ''}>
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<${Img} src=${src} fallback=${slot ? html`<span class="scard__sglyph num">${slot}</span>` : html`<${GIcon} name="bolt" />`} />
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${mod && mod.typeName ? html`<span class="scard__mod" data-type=${mod.typeName}><${Img} src=${moduleTypeIconUrl(data.get('local'), mod.typeName)} class="scard__modicon" />${mod.typeName}</span>` : null}
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