feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (464a823, item 19) reverted (GitHub #332 and PR #333 by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged
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@@ -229,7 +229,7 @@ export function attachAudit(m, { invariants = true, limit = 200 } = {}) {
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if (f0 - ps.funds !== price && !fx && !hasSpendEffects(m, ps)) fail(`${ps.playerId}: level-up paid ${f0 - ps.funds}, price ${price}`);
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const next = gd.upgradeBase(ps.shop.level) ?? 0;
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if (ps.shop.upgradePrice !== next) fail(`${ps.playerId}: upgrade price after level-up ${ps.shop.upgradePrice}, expected ${next}`);
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// the new level's extra slots open at once (item 19 of 2026-10-06); the cards shown before stay in place
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// the new level's extra slots open at once, empty (GitHub #332 / PR #333); the cards shown before stay in place
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const { chess, item } = gd.shopSlots(ps.shop.level);
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const want = Math.max(chess, layout0.chess) + Math.max(item, layout0.item);
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if (ps.shop.slots.length !== want) fail(`${ps.playerId}: ${ps.shop.slots.length} shop slots after the level-up to ${ps.shop.level}, expected ${want}`);
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