0.2.5-dev: community round 30 and follow-ups

- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
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sganggs committed 2026-10-12 14:07:08 +08:00
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@@ -10,7 +10,9 @@
// pointer): there is no ⓘ corner (the official cards have none; user playtest #6 item 10 — on phones its invisible
// 44 px touch area covered the card's bottom-right quarter, half the strip, and a second tap there only re-opened the
// detail); a card that cannot be bought right now (the bar is not editable: ready, round start) opens its detail. The
// D / R / F keys stay one-press shortcuts. There is no drag-to-sell zone: selling is the 出售 +N button of a tapped
// D / R / F keys stay one-press shortcuts — a 刷新 whose request is still on the wire dims the button and swallows
// further taps and the R key until the reply lands (GitHub #501; the single-flight lives in ui/gameActions.js
// onRefreshBusy, ui/shopBar.js only draws it). There is no drag-to-sell zone: selling is the 出售 +N button of a tapped
// unit's underframe (ui/underframe.js). After a promotion the operator cards are replaced by
// the 晋升奖励 cards (3 free operators, pick 1 — also two taps) until picked or put off (稍后 → rewardOverlay.js pill);
// a special refresh (凯瑟琳 定向投放's 3 items, 娜仁图亚, 寻呼模块, 信标, 松果) takes the same place under its own name, an
@@ -286,13 +288,13 @@ export function RewardCards({ offer, priv, editable, onPick, onDetail, onLater,
/**
* The bar.
* @param {{ priv:any, editable:boolean, collapsed:boolean, onCollapse:(c:boolean)=>void,
* @param {{ priv:any, editable:boolean, collapsed:boolean, refreshBusy?:boolean, onCollapse:(c:boolean)=>void,
* onBuy:(i:number)=>void, onLevel:Function, onRefresh:Function, onFreeze:Function, onDetail:(id:string, kind?:string, hint?:string|null)=>void,
* onDetailClose?: () => void, onRefuse?: (reason: string) => void, barRef:any,
* reward?: any, onReward?: (idx:number)=>void, onRewardLater?: Function, offBonds?: Set<string>|null }} props — offBonds:
* the bonds this mode never activates (gameLogic modeOffBonds), struck through on the operator cards
*/
export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
export function ShopBar({ priv, editable, collapsed, refreshBusy = false, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
reward = null, onReward, onRewardLater, onArm = null, offBonds = null }) {
const shop = priv?.shop || {};
const slots = Array.isArray(shop.slots) ? shop.slots : [];
@@ -354,10 +356,10 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
<${Img} src=${uiUrl(data.get('assets'), frozen ? 'shopPanel/frozen_icon2' : 'shopPanel/frozen_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="snow" />`} />
<span>${frozen ? t('解冻') : t('冻结')}</span><kbd>${hk.freeze}</kbd>
</button>
<button type="button" class="toolbtn toolbtn--amber" disabled=${!!refReason} onClick=${onRefresh} title=${refReason || t('刷新商店 · {key}', { key: hk.refresh })}>
<button type="button" class="toolbtn toolbtn--amber" disabled=${!!refReason || refreshBusy} onClick=${onRefresh} title=${refReason || (refreshBusy ? t('正在刷新…') : t('刷新商店 · {key}', { key: hk.refresh }))}>
<${Img} src=${uiUrl(data.get('assets'), 'shopPanel/refresh_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="refresh" />`} />
<span>${t('刷新')}</span>
${free > 0 ? html`<span class="toolbtn__free">${t('免费 ×{free}', { free })}</span>` : html`<${HexBadge} value=${shop.refreshPrice ?? 1} tone=${refReason ? 'dark' : 'gold'} size="sm" />`}
${free > 0 ? html`<span class="toolbtn__free">${t('免费 ×{free}', { free })}</span>` : html`<${HexBadge} value=${shop.refreshPrice ?? 1} tone=${refReason || refreshBusy ? 'dark' : 'gold'} size="sm" />`}
<kbd>${hk.refresh}</kbd>
</button>
</div>