feedback5: merge W5H — 自选 data (72 owned 6★ without the 6 collab operators, every DIY form, summons, prototypes' locked skills), shared/diy.js, the sim fields DIY picks, OPERATOR_KIT_FILES with 推进之王 as the first operator kit, golden family diy, the art plan (--add-only)

Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
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sganggs committed 2026-10-05 22:52:24 +08:00
commit 1006254beb
32 files changed
+2229 -174

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@@ -103,11 +103,15 @@ export class BattlePlayers {
}
// the unit's own loadout (DESIGN §16): an entry without loadout fields is the DEFAULT — never another player's
// choice for the same chess id in a multi-player field (the per-battle data view maps id-only lookups); `standIn:
// true` fields the chess as its 补位 stand-in (simdata getStandIn: the stand-in's body, the chess's identity)
// true` fields the chess as its 补位 stand-in (simdata getStandIn: the stand-in's body, the chess's identity); `diy`
// fills a 自选 slot with its pick (simdata getDiy: the slot's identity, the operator's body, skill and module)
const lo = { skillIndex: inp.skillIndex ?? null, moduleId: inp.moduleId ?? null };
if (inp.standIn === true) lo.standIn = true;
if (inp.diy && typeof inp.diy === 'object') lo.diy = inp.diy;
const def = this.data.getChess(inp.chessId, lo);
if (!def) { this.log(`unknown chess ${inp.chessId}`); return null; }
if (!def) { this.log(`unknown chess ${inp.chessId}${lo.diy ? ' (illegal 自选 pick)' : ''}`); return null; }
// a DIY slot has no body of its own (甄选干员): it fights only as a 自选 piece (its `diy` pick)
if (def.raw?.isDiy && !def.diyFor) { this.log(`自选 slot ${inp.chessId} without a pick`); return null; }
const u = this._makeAlly(ps, def, 'op', r, c, { uid: inp.uid, dir });
u.items = [...(inp.items ?? [])];
u.carry = inp.carryState ?? null;
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@@ -31,7 +31,7 @@ export class BattleSummons {
const src = d && Array.isArray(d.sources) ? d.sources : null;
if (!src || src.includes('skill') || src.includes('talent')) return true;
const vs = this.data.rawToken?.(tokenId)?.variants;
const id = String(owner.defId ?? '');
const id = String(owner.def?.tokenOwner ?? owner.defId ?? ''); // a 自选 piece's variants are keyed by its owner form
return !(vs && typeof vs === 'object' && (vs[id] || vs[id.replace(/_b$/, '_a')]));
}