0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
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@@ -16,10 +16,20 @@ import { parseObj } from './obj.js';
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export const THREE_URL = '/vendor/three.module.js';
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let threePromise = null;
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let threeFailures = 0;
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/** Dynamic import of the vendored three.js ESM build (browser only); null when unavailable. */
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export function loadThree(url = THREE_URL) {
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if (!threePromise) {
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threePromise = import(/* @vite-ignore */ url).then((m) => (m && m.WebGLRenderer ? m : null), () => null);
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// Browsers also cache failed module imports. Two bounded retry URLs permit a transient download failure to
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// recover; clearing only our promise would keep receiving that same cached rejection without another request.
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if (threeFailures >= 3) return Promise.resolve(null);
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const source = new URL(url, import.meta.url);
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if (threeFailures) source.searchParams.set('sp-retry', String(threeFailures));
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const pending = import(/* @vite-ignore */ source.href).then((m) => (m && m.WebGLRenderer ? m : null), () => null).then((m) => {
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if (!m && threePromise === pending) { threePromise = null; threeFailures++; }
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return m;
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});
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threePromise = pending;
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}
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return threePromise;
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}
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@@ -95,7 +105,7 @@ async function fetchJson(url) {
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*/
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export function loadBoardPack(assets) {
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if (cached) return cached;
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cached = (async () => {
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const pending = (async () => {
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if (!assets || typeof assets.local !== 'function' || typeof assets.localUrl !== 'function' || typeof assets.image !== 'function') return null;
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const manifest = await assets.local().catch(() => null);
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if (!isObj(manifest)) return null;
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@@ -106,7 +116,7 @@ export function loadBoardPack(assets) {
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await Promise.all(Object.entries(PACK_IMAGES).map(async ([k, [g, n]]) => {
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const u = url(g, n);
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if (!u) return;
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const img = await assets.image(u).catch(() => null);
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const img = await assets.image(u, { retry: true }).catch(() => null);
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if (img && (img.width || img.naturalWidth) > 0) images[k] = img;
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}));
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if (!images.D) return null;
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@@ -138,9 +148,15 @@ export function loadBoardPack(assets) {
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images, meshes, tiles: isObj(tiles) ? tiles : null, uv: resolveUvTable(isObj(tiles) ? tiles : null),
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materials: { theme: isObj(theme) ? theme : null, fx: isObj(fxMats) ? fxMats : null },
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};
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})().catch((err) => { console.warn('[board3d] art load failed', err); return null; });
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return cached;
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})().catch((err) => { console.warn('[board3d] art load failed', err); return null; }).then((pack) => {
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// A timeout / failed atlas is not proof the host lacks 3D art. A later mount or visibility change may retry.
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// An older attempt finishing after reset must not discard a newer cached request.
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if (!pack && cached === pending) cached = null;
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return pack;
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});
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cached = pending;
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return pending;
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}
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/** Forget the cached pack (tests / hot reload). */
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export function resetBoardPack() { cached = null; threePromise = null; }
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/** Forget the cached pack and the three.js import attempt (tests / hot reload). */
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export function resetBoardPack() { cached = null; threePromise = null; threeFailures = 0; }
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