fix: 准备阶段可查看外勤医疗详情与范围 (#315)
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@@ -50,6 +50,12 @@ A bond the mode never activates (标准: official `inactiveBondIdList`) reads
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Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — over a legal tile the dragged unit stands on it, as in the official deploy drag, held under the pointer elsewhere (§27.62); a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit's tile ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range — the range follows the open detail card (`screens/game/range.js inspectRange`, GitHub PR #281): an own board piece in prep, and in battle or on a scouted board any ally operator / summon on the field with its current range (the live stats' `range` and `dir`, the snapshot's tile), never an enemy or a bench unit (UnitInfo `area` hand / temp); drag, the wheel and the pen hide it; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail (or a tap on a shop card while the bar is locked); keyboard shortcuts — the defaults, which each player rebinds in 设置 → 快捷键 (`ui/gameLogic/shortcuts.js`, saved with the settings; §25.15) — `R` refresh, `F` freeze, `D` level-up, `Q` retreat / `X` sell the selected operator, `Space` ready (in a solo battle: pause / resume, §14 Solo pause); `Esc` closes (fixed); none acts while a text field has the focus or a dialog is open. All actions optimistic-free: UI waits for server state (latency is small).
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The owner's `prepMapChars` (外勤医疗's 预备干员-医疗, or another displayed map-character variant) are read-only
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preparation views: tapping one opens its existing operator-style detail card and highlights its attack range from
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its board-space position and facing, including on a mirrored boss half. They cannot be dragged, sold or retreated
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from this preview. The inspection affordance does not make the preview a combat unit; the battle sim still creates
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the selected variant at battle start (§29.15).
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Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15.
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---
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@@ -137,6 +137,7 @@ codes are UI metadata only, never authentication. No new network message or nick
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Optional `coins: [[id, balance, cap]]` is an integer skill-currency readout (§29.6), separate from ammo. It includes zero, is stepped between snapshots and clears when omitted. Result-validation names for board operators are resolved from the server's DIY/stand-in selections, never a supplied display name.
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Preparation state carries read-only `prepMapChars` for 外勤医疗. Boss-mate and scouting metadata include them in
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displayed field coordinates. Draft cards expose optional `soldOut` when equipment stock is unavailable; the client
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Preparation state carries read-only `prepMapChars` for 外勤医疗. The owner's entries can be clicked for a detail card
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and board-space range preview without adding a placement intent or a combat entity. Boss-mate and scouting metadata
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include them in displayed field coordinates. Draft cards expose optional `soldOut` when equipment stock is unavailable; the client
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disables picking and the server checks again before consumption.
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@@ -292,6 +292,13 @@ hooks and scheduled effects. [ASSUMED] If several players have prepared slots, t
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existing player order. A map character spawned ad hoc after battle start keeps normal summon order. The real flying
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守墓石像 tests check both variants at target-lock time, a right-side 联防 Touch, and the higher-taunt exception.
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The owner's further [official preparation screenshot](https://b23.tv/4JXAp12) at 0:17 shows 预备干员-医疗 selected,
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with its detail card and attack range visible before combat. This proves an inspection affordance, but does not
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establish that the official game already simulates the medic as a combat entity. The client now lets the existing
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read-only preparation view open its operator-style card and board-space range by tap, including on the mirrored boss
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half and in the flat fallback renderer. It remains immovable and the battle creation point is unchanged. The same
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click path accepts another map-character variant if one is ever included in `prepMapChars`.
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`npm run golden:update` recomputed all 287 scenarios. Only `coop2-NORMAL-14-standins` changed: its human seat uses
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`band_amedic`, and combat differences first appear in round 11. The match remains a round-14 victory with team LP 31;
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that seat's final kills move 272 → 273 and leaks 44 → 43. Its boss damage moves 193,091 → 189,876, while the partner's
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+29
-9
@@ -265,6 +265,7 @@ export async function createFieldView(host, options = {}) {
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let pendingView = null; // tile band/focus to apply when the camera transition ends
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const views = new Map(); // key → view (prep: 'p:'+uid; battle: unit id)
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let prepPieces = []; // { uid, piece, area, idx, row, col, key }
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let prepMapChars = []; // { unit (board space), display } — read-only, but inspectable
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// the last prep pieces before a battle / scouting board emptied prepPieces: a merge completed between two preps (a band
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// or 机变 grant at ROUND_START, a SETTLE merge) is still recognised by the next setPrep (QA 6b)
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let promoBase = [];
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@@ -804,16 +805,17 @@ export async function createFieldView(host, options = {}) {
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if (e.area === 'board' && info.dir && !held.has(e.uid) && typeof v.setDir === 'function') v.setDir(info.dir);
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}
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for (const k of [...views.keys()]) if (String(k).startsWith('p:') && !seen.has(Number(String(k).slice(2)))) dropView(k);
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// The 外勤医疗 reserve medic is visible before battle but not a movable board piece. Map its board-space slot to
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// the displayed boss half exactly as for the player's own pieces; the partner's units already use field coordinates.
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const mapChars = Array.isArray(src.prepMapChars) ? src.prepMapChars.map((u) => {
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if (!u || !Number.isInteger(u.x) || !Number.isInteger(u.y)) return null;
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// The 外勤医疗 reserve medic is visible before battle and can be inspected, but is not a movable board piece.
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// Keep its original board-space record for the detail card/range; only the rendered view is transformed to the
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// displayed boss half. The partner's units already use field coordinates and are not own prep map characters.
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prepMapChars = Array.isArray(src.prepMapChars) ? src.prepMapChars.map((u) => {
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if (!u || !Number.isInteger(u.uid) || !Number.isInteger(u.x) || !Number.isInteger(u.y)) return null;
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const p = prepXf.toDisp(u.y, u.x);
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const dir = prepXf.dirToDisp(u.dir);
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return { ...u, x: p.col, y: p.row, dir, facing: dir === 'LEFT' ? -1 : 1 };
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return { unit: u, display: { ...u, x: p.col, y: p.row, dir, facing: dir === 'LEFT' ? -1 : 1 } };
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}).filter(Boolean) : [];
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const mate = prepXf.kind === 'bossPrep' && src.bossMate && Array.isArray(src.bossMate.units) ? src.bossMate.units : [];
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syncReadOnlyPrepUnits([...mapChars, ...mate]);
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syncReadOnlyPrepUnits([...prepMapChars.map((e) => e.display), ...mate]);
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prepPieces = list.filter((e) => e.key && views.has(e.key));
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if (dragState && !views.has(dragState.key)) { drag.reset(); endDragVisual(false); }
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holdScene(false); // the prep pieces reference their models now (a battle's hold ends here)
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@@ -821,8 +823,8 @@ export async function createFieldView(host, options = {}) {
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}
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/**
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* The reserve medic and a boss pair's partner pieces: read-only 'm:<uid>' views. These are not prep pieces, so they
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* are never picked, dragged or swept with the own board; a view is rebuilt when its body, tile or facing changes.
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* The reserve medic and a boss pair's partner pieces: read-only 'm:<uid>' views. These are not movable prep pieces;
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* only the owner's prepMapChars may be picked for inspection. Rebuild when body, tile or facing changes.
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*/
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function syncReadOnlyPrepUnits(units) {
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const keep = new Set();
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@@ -1016,6 +1018,17 @@ export async function createFieldView(host, options = {}) {
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return { uid: best.uid, kind: best.piece.kind, id: best.piece.id, area: best.area, idx: best.idx, row: best.row, col: best.col, piece: best.piece, draggable: true };
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}
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/** The owner's read-only preparation map character under a canvas point (never a drag target). */
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function mapCharAt(x, y) {
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if (mode !== 'prep') return null;
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const units = [];
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for (const e of prepMapChars) {
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const u = pickUnitOf(views.get(`m:${e.unit.uid}`));
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if (u) { u.unit = e.unit; units.push(u); }
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}
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return pickOnTile(units, groundTile(x, y))?.unit || null;
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}
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const drag = createDragController({
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hitPiece: (x, y) => pieceAt(x, y),
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pickTile: (x, y) => pickBoardTile(x, y),
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@@ -1218,6 +1231,12 @@ export async function createFieldView(host, options = {}) {
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return;
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}
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if (drag.pointerDown(ev)) { try { canvas.setPointerCapture(e.pointerId); } catch { /* ignore */ } return; }
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const mapChar = mapCharAt(ev.x, ev.y);
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if (mapChar) {
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emit('pieceClick', { unit: mapChar, unitId: null, uid: mapChar.uid, prepMapChar: true,
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button: e.button, detail: e.button === 2, clientX: e.clientX, clientY: e.clientY });
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return;
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}
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if (mode === 'prep') { const lv = leaderAt(ev.x, ev.y); if (lv) { emitPenClick(lv, e); return; } }
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if (penViews.size && mode === 'prep') {
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const pv = penUnitAt(ev.x, ev.y);
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@@ -1299,6 +1318,7 @@ export async function createFieldView(host, options = {}) {
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clearViews();
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if (prepPieces.length) promoBase = prepPieces;
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prepPieces = [];
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prepMapChars = [];
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infos.clear();
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gone.clear();
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interp.reset();
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@@ -1937,7 +1957,7 @@ export async function createFieldView(host, options = {}) {
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app, get cam() { return cam; }, get board3d() { return board3d; }, tiles, views, penViews, get leader() { return leader; }, interp, fx, ctx, drag, get camKind() { return viewKind(camKind, camOpts); },
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promotions,
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// picking (render/pick.js) at canvas px: the prep piece / battle view / pen view there, the ground tile under it
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pick: { pieceAt, battleUnitAt, penUnitAt, groundTile },
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pick: { pieceAt, mapCharAt, battleUnitAt, penUnitAt, groundTile },
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},
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};
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// All teardown dependencies now exist. Aborting during either asset wait immediately releases
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@@ -998,7 +998,7 @@ function MatchScreen() {
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// an enemy of the preview pen (research 09 §2.2 "Intel": tap it for its detail card)
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const penKey = previewEnemyKey(e);
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if (penKey) { setDetail({ kind: 'enemy', id: penKey }); return; }
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if (e.unitId != null || e.unit) { setDetail({ kind: 'unit', unit: e.unit || null, unitId: e.unitId, uid: e.uid }); return; }
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if (e.unitId != null || e.unit) { setDetail({ kind: 'unit', unit: e.unit || null, unitId: e.unitId, uid: e.uid, prepMapChar: e.prepMapChar === true }); return; }
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if (!Number.isInteger(e.uid)) return;
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setDetail({ kind: 'piece', uid: e.uid });
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// a tap selects an own piece (underframe + range); right-click / long-press only opens its detail card. A tap on
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@@ -1398,7 +1398,7 @@ function MatchScreen() {
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return priv?.loadout ?? null; // own pieces, shop / reward / bond-member cards
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})();
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// the open detail card's unit draws its attack range on the field (screens/game/range.js inspectRange, GitHub PR #281):
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// an own board piece in prep (its loadout / stand-in record, its facing); in battle or on a scouted board an ally
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// an own board piece or read-only prepared map character in prep; in battle or on a scouted board an ally
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// operator / summon on the field — the range it fights with now (the live stats' `range` and `dir`, the snapshot's
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// tile) — never an enemy, a dead unit or a bench unit (UnitInfo `area` hand / temp); drag, the wheel and the pen
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// draw their own
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@@ -13,15 +13,18 @@ export function inspectRange({ target, detail, pieces, showPrep = false, field,
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const e = pieces?.get(target.uid);
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if (!e || e.area !== 'board') return null;
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row = e.row; col = e.col; dir = normDir(e.piece.dir);
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} else if (target?.kind === 'unit' && !showPrep) {
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} else if (target?.kind === 'unit' && (!showPrep || target.prepMapChar === true)) {
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const unit = target.unit;
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if (!unit || unit.side !== 'ally' || (unit.kind !== 'op' && unit.kind !== 'token')) return null;
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if (unit.area != null && unit.area !== 'board') return null;
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// A prepared map character is a read-only view, not a simulated unit yet. Its board-space coordinates come from
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// m.private.prepMapChars and must not be read from a previous battle's snapshot or transformed twice on boss R.
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if (showPrep && (unit.kind !== 'token' || detail.type !== 'token' || detail.token?.kind !== 'mapChar')) return null;
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// Snapshots exclude undeployed, hidden and removed units. Dead units remain briefly for their death animation.
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if (!field?.prep && (!snapshot || snapshot[3] <= 0)) return null;
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row = Math.round(snapshot ? snapshot[2] : unit.y);
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col = Math.round(snapshot ? snapshot[1] : unit.x);
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dir = normDir(live?.dir, null) || normDir(unit.dir, null) || (unit.facing === -1 ? 'LEFT' : 'RIGHT');
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if (!showPrep && !field?.prep && (!snapshot || snapshot[3] <= 0)) return null;
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row = Math.round(!showPrep && snapshot ? snapshot[2] : unit.y);
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col = Math.round(!showPrep && snapshot ? snapshot[1] : unit.x);
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dir = (!showPrep && normDir(live?.dir, null)) || normDir(unit.dir, null) || (unit.facing === -1 ? 'LEFT' : 'RIGHT');
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} else return null;
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if (!Number.isFinite(row) || !Number.isFinite(col)) return null;
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const record = detail.type === 'token' ? { ...detail.token, ...tokenVariantFor(detail.token, detail.ownerId) }
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@@ -337,7 +337,9 @@ export function createFallbackView(host, opts = {}) {
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const pos = tilePos(L, u.y, u.x);
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const src = tokenAvatarUrl(m(), u.defId);
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pieces.push(html`<div key=${`map:${u.uid}`} class="ff-piece ff-piece--token ff-piece--map-char"
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style=${`transform:translate(${pos.x}px,${pos.y}px);width:${L.tile}px;height:${L.tile}px;pointer-events:none`}
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style=${`transform:translate(${pos.x}px,${pos.y}px);width:${L.tile}px;height:${L.tile}px`}
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onPointerDown=${(e) => { if (e.button === 0) emit('pieceClick', { unit: u, unitId: null, uid: u.uid, prepMapChar: true, button: 0, clientX: e.clientX, clientY: e.clientY }); }}
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onContextMenu=${(e) => { e.preventDefault(); emit('pieceClick', { unit: u, unitId: null, uid: u.uid, prepMapChar: true, button: 2, detail: true, clientX: e.clientX, clientY: e.clientY }); }}
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title=${u.name || u.defId}>
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<div class="ff-piece__art">${src ? html`<img src=${src} alt="" draggable=${false} />` : html`<span>${[...(u.name || '?')][0]}</span>`}</div>
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</div>`);
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@@ -96,7 +96,7 @@ describe('render engine in headless Chrome', { skip }, () => {
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} finally { await page.close(); }
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});
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test('外勤医疗 reserve medic is visible but not draggable in normal and right boss preparation', async () => {
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test('外勤医疗 reserve medic opens its detail from normal and right boss preparation without being draggable', async () => {
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const { page, problems } = await open('scene=prep&panel=0', 1600, 900);
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const first = await page.evaluate(() => {
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const v = window.__demo.view;
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@@ -108,8 +108,14 @@ describe('render engine in headless Chrome', { skip }, () => {
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v.setPrep(st, { editable: true });
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const medic = v.debug.views.get('m:-1');
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const p = v.tileScreen(10, 2), rect = v.debug.app.view.getBoundingClientRect();
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let clicked = null;
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const off = v.on('pieceClick', (e) => { clicked = e; });
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v.debug.app.view.dispatchEvent(new PointerEvent('pointerdown', { bubbles: true, button: 0, pointerId: 61, clientX: p.x, clientY: p.y }));
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off();
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const out = { exists: !!medic, id: medic?.info.defId, x: medic?.x, y: medic?.y,
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draggable: !!v.debug.pick.pieceAt(p.x - rect.left, p.y - rect.top) };
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draggable: !!v.debug.pick.pieceAt(p.x - rect.left, p.y - rect.top),
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clicked: clicked ? { uid: clicked.uid, id: clicked.unit?.defId, row: clicked.unit?.y, col: clicked.unit?.x,
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prepMapChar: clicked.prepMapChar } : null };
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return out;
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});
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await wait(500);
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@@ -118,7 +124,13 @@ describe('render engine in headless Chrome', { skip }, () => {
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const v = window.__demo.view;
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v.setCamera('bossPrep', { side: 'R', instant: true });
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const mirrored = v.debug.views.get('m:-1');
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return [mirrored?.x, mirrored?.y, mirrored?.dir];
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const p = v.tileScreen(10, 2);
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let clicked = null;
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const off = v.on('pieceClick', (e) => { clicked = e; });
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v.debug.app.view.dispatchEvent(new PointerEvent('pointerdown', { bubbles: true, button: 0, pointerId: 62, clientX: p.x, clientY: p.y }));
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off();
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return { view: [mirrored?.x, mirrored?.y, mirrored?.dir],
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clicked: clicked ? [clicked.unit?.y, clicked.unit?.x, clicked.unit?.dir, clicked.prepMapChar] : null };
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});
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await wait(500);
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await page.screenshot({ path: path.join(OUT, 'touch-prep-boss-right.png') });
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@@ -127,7 +139,8 @@ describe('render engine in headless Chrome', { skip }, () => {
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const st = JSON.parse(JSON.stringify(window.__demo.scene.state));
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st.prepMapChars = [];
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v.setPrep(st, { editable: true });
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return !v.debug.views.has('m:-1');
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const p = v.tileScreen(10, 2), rect = v.debug.app.view.getBoundingClientRect();
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return !v.debug.views.has('m:-1') && !v.debug.pick.mapCharAt(p.x - rect.left, p.y - rect.top);
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});
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const fallback = await page.evaluate(async () => {
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const { createFallbackView } = await import('/js/ui/fallbackField.js');
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@@ -138,18 +151,23 @@ describe('render engine in headless Chrome', { skip }, () => {
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ff.setPrep({ board: [], hand: [], temp: [], prepMapChars: [window.__touchPrepChar] }, { editable: true });
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await new Promise((resolve) => requestAnimationFrame(() => requestAnimationFrame(resolve)));
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const el = host.querySelector('.ff-piece--map-char');
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let clicked = null;
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const off = ff.on('pieceClick', (e) => { clicked = e; });
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el?.dispatchEvent(new PointerEvent('pointerdown', { bubbles: true, button: 0, pointerId: 63 }));
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off();
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const out = { exists: !!el, name: el?.title, pointerEvents: el ? getComputedStyle(el).pointerEvents : null,
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movableId: el?.dataset.uid ?? null };
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movableId: el?.dataset.uid ?? null, clicked: clicked ? [clicked.unit?.defId, clicked.prepMapChar] : null };
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ff.destroy(); host.remove();
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return out;
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});
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await page.close();
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assert.deepEqual(problems, []);
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assert.deepEqual(first, { exists: true, id: 'char_605_cmedic', x: 2, y: 10,
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draggable: false });
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assert.deepEqual(boss, [18, 3, 'LEFT']);
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draggable: false, clicked: { uid: -1, id: 'char_605_cmedic', row: 10, col: 2, prepMapChar: true } });
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assert.deepEqual(boss, { view: [18, 3, 'LEFT'], clicked: [10, 2, 'RIGHT', true] });
|
||||
assert.equal(removed, true);
|
||||
assert.deepEqual(fallback, { exists: true, name: '预备干员-医疗', pointerEvents: 'none', movableId: null });
|
||||
assert.deepEqual(fallback, { exists: true, name: '预备干员-医疗', pointerEvents: 'auto', movableId: null,
|
||||
clicked: ['char_605_cmedic', true] });
|
||||
});
|
||||
|
||||
test('fx gallery: every sim fx kind, projectile and status renders without errors; board art in use', async () => {
|
||||
|
||||
@@ -44,6 +44,18 @@ test('user Given strategy medics When inspecting them Then their healing tiles r
|
||||
}
|
||||
});
|
||||
|
||||
test('user Given a prepared map medic When its card opens Then its board-space range is visible before battle', () => {
|
||||
for (const id of ['char_605_cmedic', 'char_613_acmedc']) {
|
||||
const unit = medic(id, { id: -1, uid: -1, area: 'board', x: 2, y: 10, dir: 'RIGHT' });
|
||||
const r = inspectRange({ ...args(unit), target: { kind: 'unit', unit, prepMapChar: true }, showPrep: true,
|
||||
field: { prep: false }, snapshot: [99, 18, 3, 1202, 1202] });
|
||||
assert.deepEqual([r.row, r.col, r.dir], [10, 2, 'RIGHT'], 'use the original board coordinates even on the mirrored boss half');
|
||||
assert.equal(rangeTiles(r.grid, r.row, r.col, r.dir).length, 12);
|
||||
assert.equal(inspectRange({ ...args(unit), target: { kind: 'unit', unit }, showPrep: true }), null,
|
||||
'other unit cards do not become prep-range previews');
|
||||
}
|
||||
});
|
||||
|
||||
test('user Given a moving battle medic When its current range changes Then the overlay follows live range and position', () => {
|
||||
const r = inspectRange(args(medic(), { field: { prep: false }, snapshot: [71, 8, 10, 120, 200], live: { range: tokens.char_613_acmedc.skill.rangeGrid } }));
|
||||
assert.equal(r.grid.length, 18);
|
||||
|
||||
@@ -134,15 +134,19 @@ test('GitHub #260: Touch / 预备干员-医疗 cards say 干员 · 医疗 and sh
|
||||
['char_613_acmedc', ['恳切福音', '攻击距离<@ba.vup>+2</>', '攫升', '治疗目标时使其获得3点技力', '超脱', '获得5点技力', '恢复友方单位生命', '初始', '持续']],
|
||||
['char_605_cmedic', ['治疗强化·β型', '攻击力<@ba.vup>+50%</>', '攻击提升', '攻击力+4%', '恢复友方单位生命']],
|
||||
]) {
|
||||
// a battle click resolves the unit as its token record
|
||||
const detail = resolveDetail({ kind: 'unit', unit: { id: 91, side: 'ally', defId: id } }, new Map());
|
||||
assert.equal(detail.type, 'token');
|
||||
const text = allText(TokenDetail(detail));
|
||||
assert.match(text, /干员/);
|
||||
assert.match(text, /医疗/);
|
||||
assert.doesNotMatch(text, /召唤物/);
|
||||
for (const w of want) assert.ok(text.includes(w), `${id}: ${w}`);
|
||||
assert.equal(/PRTS 修正/.test(text), id === 'char_613_acmedc', `${id}: the 低于一半 line only under 恳切福音`);
|
||||
for (const unit of [
|
||||
{ id: 91, side: 'ally', defId: id }, // battle click
|
||||
{ id: -1, uid: -1, kind: 'token', side: 'ally', defId: id, area: 'board', x: 2, y: 10 }, // preparation preview click
|
||||
]) {
|
||||
const detail = resolveDetail({ kind: 'unit', unit, prepMapChar: unit.id === -1 }, new Map());
|
||||
assert.equal(detail.type, 'token');
|
||||
const text = allText(TokenDetail(detail));
|
||||
assert.match(text, /干员/);
|
||||
assert.match(text, /医疗/);
|
||||
assert.doesNotMatch(text, /召唤物/);
|
||||
for (const w of want) assert.ok(text.includes(w), `${id}: ${w}`);
|
||||
assert.equal(/PRTS 修正/.test(text), id === 'char_613_acmedc', `${id}: the 低于一半 line only under 恳切福音`);
|
||||
}
|
||||
}
|
||||
// the record keeps the official sentence; the line under it is what touchGospel does (strictly below hp_ratio)
|
||||
assert.match(TOKENS.char_613_acmedc.skill.desc, /不高于一半/);
|
||||
|
||||
Reference in new issue
Block a user