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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@@ -220,19 +220,20 @@ export class MatchViews {
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// items included (the client draws their floating plates). PRTS 帮助 counts the temp area with the hand (review of
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// PR #129). Part of the meta for every watcher alike — the spectator seat's copy equals a teammate's
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// (test/match/spectator.test.js). User playtest #2 item 1 (GitHub #44).
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// (a held chess the player fields as its stand-in keeps the chess's own art — the hand shows the original operator,
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// the approved 0.2.0 补位 plan — and carries `standInFor`: its card shows the stand-in it deploys as)
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// (a held chess the player fields as its stand-in is the stand-in there too — name, art, max HP — and carries
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// `standInFor`, like a board piece: the owner's recall of the official mode, 2026-10-06, the hand shows the stand-in)
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const benchUnit = (piece, i, y) => {
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const rec = piece.kind === 'item' ? gd.item(piece.id) : piece.kind === 'token' ? gd.token(piece.id) : gd.chess(piece.id);
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const assets = (rec && rec.assets) || {};
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const lo = piece.kind === 'chess' && rec ? ps.loadoutFor(rec) : null;
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const standIn = piece.kind === 'chess' && rec && ps.fieldsStandIn(rec) ? this.gd.standIn(rec.chessId) : null;
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const body = standIn || rec;
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const assets = (body && body.assets) || {};
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const lo = piece.kind === 'chess' && rec ? ps.loadoutFor(rec) : null;
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units.push({
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id: piece.uid, uid: piece.uid, kind: piece.kind === 'token' ? 'token' : piece.kind === 'item' ? 'item' : 'op',
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side: 'ally', ownerId: ps.playerId, defId: piece.id,
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name: rec ? rec.name : piece.id, tier: rec && Number.isInteger(rec.tier) ? rec.tier : 1, golden: !!(rec && rec.isGolden),
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spine: assets.spine || (rec && rec.charId) || piece.id, avatar: assets.avatar || (rec && rec.charId) || piece.id,
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x: i, y, maxHp: rec && rec.stats && Number.isFinite(rec.stats.maxHp) ? rec.stats.maxHp : 1,
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name: body ? body.name : piece.id, tier: rec && Number.isInteger(rec.tier) ? rec.tier : 1, golden: !!(rec && rec.isGolden),
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spine: assets.spine || (body && body.charId) || piece.id, avatar: assets.avatar || (body && body.charId) || piece.id,
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x: i, y, maxHp: body && body.stats && Number.isFinite(body.stats.maxHp) ? body.stats.maxHp : 1,
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skillIndex: lo && Number.isInteger(lo.skillIndex) ? lo.skillIndex : undefined,
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moduleId: lo && typeof lo.moduleId === 'string' ? lo.moduleId : undefined,
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items: piece.kind === 'chess' && Array.isArray(piece.items) && piece.items.length ? piece.items.map((it) => it.id) : undefined,
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