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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sganggs committed 2026-10-11 01:58:52 +08:00
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commit 6bfc08270c
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@@ -96,7 +96,7 @@ import {
phaseMode, phaseBanner, isCombatPhase, showDeadPill, isBossPhase, placementContext, canPlace, boardTargets, dropIntent,
battleOverSfx, uniteResultBox, battleResultBox,
snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, normalizePersonalChoice, sortedPlayers,
terrainInfo, deviceInfo, deviceTipAt, noteDeviceUnits,
terrainInfo, deviceInfo, deviceTipAt, noteDeviceUnits, deviceUnitsForEntry,
countdownState, shopBlockReason, stageOverrides, effectiveStage, watchTarget, dropFailureReason,
previewEnemyKey, prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, panelSide, panelSlots, bondPopupPlace, unitLoadout, deployedRecord,
mergeTarget, modeOffBonds, readyFundsPrompt, readyShopFold, ownerBandId, ownDiyRecord, ownStandIn,
@@ -408,8 +408,22 @@ function MatchScreen() {
live.current.deviceBattle = !!shownField && !shownField.prep;
const staleFieldRef = useRef(null);
const enteredFieldRef = useRef(null);
const enteredViewRef = useRef(null);
const pressSel = useRef(null); // the selected piece when the current field press began
useEffect(() => {
// Read before a view change clears the refs. A later refresh of this same field (g.watch / reshow replaces the
// field object) must still know which battle the device units already noted belong to.
const previousFieldId = lastFieldRef.current;
const previousDevices = deviceUnitsRef.current;
if (enteredViewRef.current !== view) {
// A replacement engine has no field, even when the match's m.field object did not change. While it loads,
// buffer frames instead of sending them to a null/destroyed view; its subscription below asks for fresh meta.
enteredViewRef.current = view;
enteredFieldRef.current = null;
lastFieldRef.current = null;
viewModeRef.current = null;
reentryRef.current = null;
}
if (!view) return;
if (showPrep) {
if (field?.prep) staleFieldRef.current = field; // a prep scouting board is never a battle to enter
@@ -442,10 +456,18 @@ function MatchScreen() {
reentryRef.current = null;
viewModeRef.current = 'battle';
snapUnitsRef.current = new Map();
view.enterBattle(field);
const early = evBufRef.current.get(field.fieldId);
evBufRef.current.delete(field.fieldId);
deviceUnitsRef.current = noteDeviceUnits(new Map(), { units: field.units, events: early });
// Crates and turrets are absent from a start-of-battle meta and arrive once, as spawn events. Re-entering the
// same field from a refresh that repeats that meta (the subscription below asks for one) must not drop them.
const noted = noteDeviceUnits(new Map(), { units: field.units, events: early });
deviceUnitsRef.current = deviceUnitsForEntry(previousDevices, noted, previousFieldId != null && previousFieldId === field.fieldId);
// The renderer clears its unit metadata on entry too. Restore known devices there as well as in the card lookup;
// otherwise their next HP tuple becomes an unknown enemy whose pieceClick consumes the device's tileClick.
const units = Array.isArray(field.units) ? [...field.units] : [];
const ids = new Set(units.map((u) => u?.id));
for (const [id, info] of deviceUnitsRef.current) if (!ids.has(id)) units.push(info);
view.enterBattle({ ...field, units });
const earlySnap = snapBufRef.current.get(field.fieldId);
snapBufRef.current.delete(field.fieldId);
// a scouted prep board frames like the own prep with the shop folded (the bench row included, app.js camRect);
@@ -565,6 +587,15 @@ function MatchScreen() {
};
const offs = [net.on('m.field', onFieldMeta), net.on('b.snap', onSnap), net.on('b.ev', onEv)];
if (battleRunner) offs.push(battleRunner.on('field', onFieldMeta), battleRunner.on('snap', onSnap), battleRunner.on('ev', onEv), battleRunner.on('result', onResult));
// Metadata must include enemies/tokens spawned before this renderer existed, not only events buffered during
// loading. Subscribe first so the reshow's metadata and snapshot take the ordinary buffered re-entry path.
if (view && !showPrep && field?.fieldId) {
if (field.local) battleRunner?.reshow();
else if (combat || watchingOther) {
const who = watchWho?.fieldId === field.fieldId ? watchWho.playerId : null;
net.request('g.watch', { fieldId: field.fieldId, ...(who ? { playerId: who } : {}) }).catch(() => {});
}
}
return () => { for (const off of offs) { try { off(); } catch { /* ignore */ } } clearTimeout(pending); };
}, [view]);