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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@@ -123,10 +123,10 @@ test('effect-only items are never shop items: not in shopItemsByTier, never in t
m.dispose();
});
test('维多利亚 25-layer reward and 洛洛的定制品: the 4 special 维式重锤 (and nothing else)', () => {
test('维多利亚 25-layer reward: the 4 special 维式重锤 (and nothing else)', () => {
const special = ['chess_item_2_03_e_a', 'chess_item_3_09_e_a', 'chess_item_3_10_e_a', 'chess_item_4_09_e_a'];
const m = makeMatch({ mode: 'coop', seed: 3, fake: true }).m;
for (const pid of ['pool_equip_vict', 'pool_equip_rockr']) {
for (const pid of ['pool_equip_vict']) {
assert.deepEqual([...DATA.choices.pools[pid].items].sort(), special, pid);
const seen = new Set();
for (let i = 0; i < 200; i++) seen.add(m.rollPool(pid).id);
@@ -135,6 +135,24 @@ test('维多利亚 25-layer reward and 洛洛的定制品: the 4 special 维式
m.dispose();
});
test('洛洛 and 焰尾 use the measured eight-item and 10/10/3 subsets; exhausted shop items are excluded', () => {
const m = makeMatch({ mode: 'coop', seed: 3, fake: true }).m;
const rock = DATA.choices.pools.pool_equip_rockr.weighted;
assert.deepEqual(rock.map(([id, n]) => [m.gd.item(id).name, n]), [
['维式重锤', 10], ['战栗维式重锤', 2], ['坚固维式重锤', 2], ['加速维式重锤', 2], ['灼燃维式重锤', 2],
['有限加速器', 1], ['护盾无人机', 4], ['激光发射器', 4],
]);
assert.deepEqual(DATA.choices.pools.pool_char_pinus.weighted.map(([id, n]) => [m.gd.chess(id).name, n]), [['野鬃', 10], ['灰毫', 10], ['远牙', 3]]);
const seen = new Set();
for (let i = 0; i < 300; i++) seen.add(m.rollPool('pool_equip_rockr').id);
assert.deepEqual([...seen].sort(), rock.map(x => x[0]).sort());
const normal = rock[0][0], ps = m.order[0];
for (let i = 0; i < m.itemPool.cap(normal); i++) assert.ok(ps.acquireItem(normal));
assert.equal(m.itemPool.left(normal), 0);
for (let i = 0; i < 100; i++) assert.notEqual(m.rollPool('pool_equip_rockr').id, normal);
m.dispose();
});
test('per-match disabled bonds: 3 core + 4 add-on (NORMAL+), FUNNY static + 0 + 1; weight-0 never drawn; subset ban rule', () => {
for (const [modeId, core, addon] of [['mode_multi_hard', 3, 4], ['mode_single_abyss', 3, 4], ['mode_multi_funny', 0, 1], ['mode_single_normal', 3, 4]]) {
const gd = new GameData(DATA, modeId);