feedback4: merge master — PR #186 (board textures as WebP), PR #134 (the leak alarm), PR #185 (terrain tap-to-explain, one 活性源石 material); DESIGN §24 intro lists §24.5 / §24.6 after the 0.1.4 sections; golden unchanged (client and tools only)
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@@ -2142,7 +2142,7 @@ Decisions of the owner, 2026-10-04: a 联防 devour counts members who enter alr
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## 24. Community reports after 0.1.3
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Reports after the 0.1.3 release. Each was checked against the official data and PRTS; anything with no source is marked [ASSUMED]. Where each is handled: a skill clip with no Begin and no own Idle plays once (德克萨斯 S2 剑雨) → §24.1; 高台 for every melee chess whose trait reads 「可以放置于远程位」 (GitHub #153, PR #69) → §24.2; the 5-阿戈尔 revives go to the first 3 members knocked out (GitHub #105, #140) → §24.3; 联防 阿戈尔 devours the operator in front whoever owns it (GitHub #140) → §24.4. Merged pull requests keep their own notes where they changed the rules: deploy-timed skills as duration skills (PR #109, §5 skill contract), the teammate's hand / temp / equipment in prep scouting (PR #129), 灵巧's knocked-out aura and the hidden-layer bonds (PR #66, research 02).
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Reports after the 0.1.3 release. Each was checked against the official data and PRTS; anything with no source is marked [ASSUMED]. Where each is handled: a skill clip with no Begin and no own Idle plays once (德克萨斯 S2 剑雨) → §24.1; 高台 for every melee chess whose trait reads 「可以放置于远程位」 (GitHub #153, PR #69) → §24.2; the 5-阿戈尔 revives go to the first 3 members knocked out (GitHub #105, #140) → §24.3; 联防 阿戈尔 devours the operator in front whoever owns it (GitHub #140) → §24.4; a special terrain tile explains itself on a tap (GitHub #184, PR #185) → §24.5; 活性源石 was two different materials on the two boards (GitHub #184, PR #185) → §24.6. Merged pull requests keep their own notes where they changed the rules: deploy-timed skills as duration skills (PR #109, §5 skill contract), the teammate's hand / temp / equipment in prep scouting (PR #129), 灵巧's knocked-out aura and the hidden-layer bonds (PR #66, research 02).
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### 24.1 A skill clip with no Begin and no own Idle plays once — 德克萨斯 S2 剑雨 (player report) — `render/spine.js SpineActor.setSkill / update` (`SKILL_CLIP_MIN`, `skillClipOnce`, `skillEndPending`)
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@@ -2312,3 +2312,23 @@ Reports after the 0.1.3 release. Each was checked against the official data and
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through a teammate's 幽灵鲨 equals the own chain, and her knock-out takes her owner's 5-tier slot; the own-board case
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through `uniteBattleOpts` (carry.down from a real own combat, the own combat's gains). The first three fail on the
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previous code. `feedback3-egir-down`, `bonds_core`, `unitedown`, `feedback3-unitecarry` pass unchanged.
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### 24.5 A special terrain tile explains itself on a tap (GitHub #184, player request 「建议加入对于特殊地形的单击信息提示」) — `render/app.js` (`tileClick`, `emitTileClick`), `ui/fallbackField.js` (the board tile), `ui/screens/game.js` (`tileClick` → `terrainInfo`, `live.terrainStage` / `terrainTile`), `ui/gameLogic.js` (`terrainInfo`, `TERRAIN_TIPS`), `ui/detailPanel.js` (`TerrainDetail`, `resolveDetail`)
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- **Asked** (GitHub #184, after 0.1.3): a tap on a special terrain tile should say what it is. The mode draws 活性源石, 沼泽, 排气格栅, 深水区, the gates and the teleports, but nothing in the client names them — the legend lived in `docs/DATA.md` and the data only.
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- **Why the ground was free**: a press on a tile that had nothing on it only closed what was open (a piece / unit card, the selection). `render/app.js` now emits `tileClick { row, col }` when neither a battle unit, a prep piece (the drag controller), a pen enemy nor the boss leader took the press, and `ui/fallbackField.js` emits the same from its own tile divs, so both field implementations behave alike.
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- **What the card says**: `gameLogic.terrainInfo(stage, row, col)` reads the glyph from `stage.rows`, its legend entry from `stage.tiles` (tileKey / height / buildable / passability) and **that stage's own terrain parameters** from `stage.special[<terrain>]` — the values `sim/content/devices.js` runs on: 活性源石 `damage 70 / atk 0.2 / attack_speed 20 / duration 300` (PRTS 特殊地形 "部署于其上的我军和经过的敌军在{duration}s内每秒受到{damage}真实伤害…"), 沼泽's stack rule (`intervalSec` 1, `aspdPerStack` −0.05, `moveMulPerStack` −0.05, `maxStacks` 10, `heavyWeight` 3, cleared on leaving — PRTS 沼泽控制), 深水区's drowning (`damage 40`, aspd −0.6, move ×0.6) plus 拒绝部署 (PRTS 深水区 地形信息; `grid.js DEPLOY_REFUSED_TILES`), 排气格栅's "operators on it cannot be targeted by enemy ranged attacks" — completed in review with the two halves that matter in play: the operator it blocks still gets attacked (the tile's buff is a 隐匿-like `stealth` flag, `devices.js enterTerrain`), and 深水区's drowning damage is sourceless damage that no 干员's 增伤 / 穿透 / 装备 applies to and is *not* 环境伤害 (`tickDeepsea`'s tags are `dot` / `periodic` / `deepsea`, deliberately not `terrain`). The gates and teleports carry no `special`, so they key on `tileKey` — 红门 (enemy gate) / 蓝门 (protection objective) / 传送入口 / 传送出口, in the words `docs/PLAYING.md` already uses. The card is a normal `ResultDialog`-less `DetailPanel` card: read-only, no protocol frame, closed by the next field press (`closesOnFieldPress` now lists `terrain`) or its own ✕.
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- **An ordinary tile still says nothing** (road / floor / wall / fence / bench → null): the press keeps its other meanings there — deselecting a piece, closing a card — and a drag still starts only on a piece.
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- **Coordinate spaces (corrected in review)**: a tap reports BOARD coordinates — `emitTileClick` picks with `pickBoardTile`, so the boss-prep transform (`prepXf.toBoard`) is applied once, in the renderer. (The first version reported the DRAWN tile from `groundTile` and the screen mapped it again, so on a Final Assault / Hidden Core prep the tap was converted twice and explained another tile.) Everywhere but that prep board the two spaces are the same: a 最终攻势 / 隐秘核心 battle renders the stage's own rows (`GEO.BOSS_RECT`), the normal and 联防 rects are stage rows. A boss PREP draws the player's half — stage rows 2–5 — as board rows 9–12, and the screen turns the board tile into the stage tile with `gameLogic.fieldTile` before the lookup (and reads the stage the board on screen is built from: the own one with the player's 机变 tile overrides, `effectiveStage`, or the plain stage while watching a teammate).
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- **[ASSUMED]**: that a player wants the official's 地形信息 here (the official shows terrain descriptions in its own level / terrain UI, not in-match — research 09 records none) and the wording of the mechanism lines: the numbers are the data's, the prose is ours (marked as ours in `TERRAIN_TIPS`). A 机变 card that switches a terrain off (模拟战场演变 · 沙尘暴停止) is not reflected — the tip explains the TILE, not the round's modifier.
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- **Tests**: `test/ui/gameLogic.test.js` (every terrain of the real stages with its own numbers: 活性源石 in 战场#04, 沼泽 in 战场#06, 排气格栅 in 战场#07, 深水区 in 战场#05; the four gate / teleport tiles; an ordinary glyph → null; out-of-range, fractional and legend-less input; the fact lines from the legend entry; a stage missing its parameters still explains the mechanism), `test/ui/terrain-detail.test.js` (the tap's target resolves into the card; a tip-less or malformed one does not), `test/ui/terrain-tip.e2e.test.js` (headless Chrome on the mock harness: a tap on 蓝门 / 红门 opens the card with its own line on BOTH field implementations — the engine canvas at the tile's own screen position and the DOM fallback's tile — while a tap on a floor tile opens nothing; and on a Final Assault PREP the tapped tile is the one the board tile maps to on the boss field, the regression the review asked for).
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### 24.6 活性源石 is ONE material on both boards (GitHub #184, same report's second half) — `render/style.js` (`ORIGINIUM`, `linearToSrgb255` / `linearToHex`), `render/textures.js` (`originiumCanvas` / `originiumOverlay`, `MAT_DRAW.infection` / `infection2`, `PROC_LAYERS.originium` / `originium2`, `DEFAULT_ART_LAYERS.infection` / `infection2`), `render/tiles.js` (`variantMat`, the pulse tint), `render/board3d/materials.js` (`infectionMaterial`)
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- **Reported** (GitHub #184): 「感觉源石地板的图片有点奇怪(有点简陋,另外两个源石地板的贴图不一致)」 — two originium floors that do not match. They were two different materials: with the board art installed (or `?board=2d`) the tile came from the 2D atlas cell — a beveled brick with seven randomly placed orange crystal clusters — while the 3D board drew a world-space crust with pulsing veins over the official concrete. And that 3D crust was multiplied by a per-tile fade (`edge = smoothstep(0, 0.1, min(vUv, 1 − vUv))`), so every tile of a 活性源石 area faded out at its own border and the area read as separate patches rather than one floor.
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- **One palette**: `style.js ORIGINIUM` holds the crust's dark and lit sides, the vein and the crystal grains. The values are the 3D shader's own working colours (its fragment ends in `#include <colorspace_fragment>`, so they are linear); the canvas converts them with `linearToSrgb255` — without that the 2D tile came out darker than the 3D one, which is what the first version of this change did.
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- **One recipe**: two octaves of noise make the crust mask (`smoothstep(0.38, 0.62, n·0.7 + n2·0.45)`), the ridge of the fine octave its veins (`smoothstep(0.86, 0.98, 1 − |2·n2 − 1|)`, brightened where the crust is), the rare top of a third octave the grains — the shader runs it over world-space noise, `textures.js originiumCanvas` over a *toroidal* field (the noise wraps, so a cell that is repeated over the board lines up with itself: the veins run through the tile's edge instead of stopping at it).
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- **Both reach the tile's edges**: the 3D material no longer has the per-tile fade, and the 2D cell has no frame any more (the old `bevelTile` is gone). The mire / water / smog materials keep their own fades — this section is about 活性源石, the tile that was reported.
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- **With the board art installed** the 2D tile is composed exactly like the 3D one: `DEFAULT_ART_LAYERS.infection` draws the official concrete slab (`board3d/atlas.js concrete`, the same atlas rect) and then the crust as a procedural layer; without the art the cell falls back to `MAT_DRAW.infection` (the procedural ground + the same crust). A second variant (`infection2`, the same art mirrored; `PROC_LAYERS.originium2` for the art path) is picked by tile (`tiles.js variantMat`), so a field of 活性源石 does not repeat one pattern.
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- **Not [ASSUMED]** — this is our own art: the palette and the recipe are ours, the tile it dresses and its numbers are the data's (a 机变 card can switch the terrain off, §24.5).
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- **Tests**: `test/render/originium-art.test.js` (the couplings: both renderers take the palette from `ORIGINIUM`, the canvas converts it, the recipe's thresholds agree, the 2D base slab is the same atlas rect the 3D board lays its crust on, the infection shader has no per-tile fade while the mire keeps its own, two variants are registered and picked, the pulse tint is the shared one), `test/render/originium-cell.e2e.test.js` (headless Chrome: the cell's veins hit the palette's displayed colour (`linearToHex(ORIGINIUM.vein)`), veins reach the border like the middle (no frame), the veins at opposite edges are alike (the cell joins itself), and the second variant is a different pattern).
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