fix: 准备阶段可查看外勤医疗详情与范围 (#315)

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YinqiMargatroid committed 2026-10-11 09:16:00 +08:00
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@@ -50,6 +50,12 @@ A bond the mode never activates (标准: official `inactiveBondIdList`) reads
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).
The owner's `prepMapChars` (外勤医疗's 预备干员-医疗, or another displayed map-character variant) are read-only
preparation views: tapping one opens its existing operator-style detail card and highlights its attack range from
its board-space position and facing, including on a mirrored boss half. They cannot be dragged, sold or retreated
from this preview. The inspection affordance does not make the preview a combat unit; the battle sim still creates
the selected variant at battle start (§29.15).
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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@@ -137,6 +137,7 @@ codes are UI metadata only, never authentication. No new network message or nick
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.
Preparation state carries read-only `prepMapChars` for 外勤医疗. Boss-mate and scouting metadata include them in
displayed field coordinates. Draft cards expose optional `soldOut` when equipment stock is unavailable; the client
Preparation state carries read-only `prepMapChars` for 外勤医疗. The owner's entries can be clicked for a detail card
and board-space range preview without adding a placement intent or a combat entity. Boss-mate and scouting metadata
include them in displayed field coordinates. Draft cards expose optional `soldOut` when equipment stock is unavailable; the client
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
existing player order. A map character spawned ad hoc after battle start keeps normal summon order. The real flying
守墓石像 tests check both variants at target-lock time, a right-side 联防 Touch, and the higher-taunt exception.
The owner's further [official preparation screenshot](https://b23.tv/4JXAp12) at 0:17 shows 预备干员-医疗 selected,
with its detail card and attack range visible before combat. This proves an inspection affordance, but does not
establish that the official game already simulates the medic as a combat entity. The client now lets the existing
read-only preparation view open its operator-style card and board-space range by tap, including on the mirrored boss
half and in the flat fallback renderer. It remains immovable and the battle creation point is unchanged. The same
click path accepts another map-character variant if one is ever included in `prepMapChars`.
`npm run golden:update` recomputed all 287 scenarios. Only `coop2-NORMAL-14-standins` changed: its human seat uses
`band_amedic`, and combat differences first appear in round 11. The match remains a round-14 victory with team LP 31;
that seat's final kills move 272 → 273 and leaks 44 → 43. Its boss damage moves 193,091 → 189,876, while the partner's