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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@@ -26,8 +26,7 @@ import { useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.
import { html, Icon, MicroLabel, Button, TierChip, TextField, Countdown, Spinner, confirmDialog, hasDeadline, Modal, Fragment } from '../ui/components.js';
import { Img, RichText, UnitThumb } from '../ui/gameComponents.js';
import { chessAvatarUrl, chessPortraitUrl, subProfIconUrl, bondIconUrl, moduleTypeIconUrl } from '../ui/assetUrls.js';
import { chessStatsBlock, traitText, chessTalents, GarrisonBlock } from '../ui/detailPanel.js';
import { chessLoadout } from '../ui/gameLogic.js';
import { GarrisonBlock } from '../ui/detailPanel.js';
import { data, useData, localAsset, DATA_FILES } from '../data.js';
import { useStore } from '../store.js';
import { PHASE } from '../../../shared/constants.js';
@@ -44,6 +43,8 @@ import { atPotential } from '../../../shared/potential.js';
import { setOwned, notOwnedCount, serializeOwnership, parseOwnershipImport, OWNERSHIP_IMPORT_MAX_BYTES } from '../ui/ownershipModel.js';
import { OwnershipPanel, useOwnershipRoster } from './ownership.js';
import { DiyPanel, diyData } from './diy.js';
import { LoadoutStats } from '../ui/loadoutStats.js';
export { LoadoutStats, statsPreview } from '../ui/loadoutStats.js';
import { diyCount, sanitizeDiyPicks, setPick, serializeDiy, parseDiyImport, DIY_IMPORT_MAX_BYTES } from '../ui/diyModel.js';
import { t, tParts, N_ } from '../../../shared/i18n.js';
import { copyText } from '../ui/clipboard.js';
@@ -301,61 +302,9 @@ export function ModuleInfo({ m, golden, opt, potential = null }) {
</div>`;
}
const getChessRec = (id) => data.lookup('chess', id);
/** The name of a chess's 补位 stand-in (data/backups.json), or null. */
const standInName = (chess) => data.get('backups')?.units?.[chess?.backup?.charId]?.name ?? null;
/**
* What 局内数值 shows (GitHub issue #64): the chess variant — the 精锐 record when asked for and the chess has one, else
* the normal one — as the stored loadout makes it. chessLoadout (ui/gameLogic.js) resolves the skill and module the way
* the in-match detail card and the sim do (shared/loadoutRecord.js): the elite's chosen module's stats / 特性 / talents
* (不装备: the base ones), the chosen skill's passive range; a normal chess has no module, the skill does not change its
* stats. Nothing is recomputed here.
* @param {any} base normal chess record @param {any} golden its elite record or null
* @param {Record<string, any>} entries the stored loadout @param {'normal'|'elite'} level
* @param {(id: string) => any} getChess
* @param {Record<string, any>|null} [ops] the stored 潜能 / 练度 (0.2.2: the numbers at the operator's settings — the
* 练度 multiplier needs effects.json; none set = 潜能 6, 精英2 Lv.60)
* @returns {{ elite: boolean, chess: any, lo: any, record: any, trait: string, talents: any[] } | null} null without a record
*/
export function statsPreview(base, golden, entries, level, getChess, ops = null) {
const elite = level === 'elite' && !!golden;
const chess = elite ? golden : base;
if (!chess) return null;
const lo = chessLoadout(chess, entries, getChess, { ops, effects: data.get('effects') });
const record = lo?.record || chess;
// (the card's own rule: the 特性 line exists when the chess has one; its text follows the chosen module)
return { elite, chess, lo, record, trait: chess.trait?.desc ? traitText(chess, !!chess.isGolden, lo) || '' : '', talents: chessTalents(record) };
}
/**
* 局内数值: the stats, 攻击范围, 特性 and 天赋 of the selected chess under its chosen skill and module — the detail
* card's stats block (ui/detailPanel.js chessStatsBlock) without live numbers, so what a player reads here is what the
* shop / board card shows before a battle (not the equipment, bond or skill-cast changes of a running match). The
* toggle picks the 普通 or the 精锐 record; 精锐 is the default because the module only exists there.
* @param {{ base: any, golden: any, entries: Record<string, any>, level: 'normal'|'elite', onLevel: (l: 'normal'|'elite') => void, getChess?: (id: string) => any }} props
*/
export function LoadoutStats({ base, golden, entries, level, onLevel, getChess = getChessRec, ops = null }) {
const pv = statsPreview(base, golden, entries, level, getChess, ops);
if (!pv) return null;
// (the caption names 潜能 / 练度 when the numbers carry both — the 练度 multiplier needs effects.json)
return html`<section class="lo-sec lo-sec--stats" aria-label=${t('局内数值')} data-variant=${pv.elite ? 'elite' : 'normal'}>
<header class="lo-sec__head">
<h3>${t('局内数值')}<${MicroLabel}>STATS<//></h3>
<div class="lo-seg" role="tablist" aria-label=${t('数值版本')}>
<button type="button" role="tab" aria-selected=${pv.elite ? 'false' : 'true'} class=${cx(!pv.elite && 'is-on')} data-variant="normal" onClick=${() => onLevel('normal')}>${t('普通')}</button>
<button type="button" role="tab" aria-selected=${pv.elite ? 'true' : 'false'} class=${cx(pv.elite && 'is-on')} data-variant="elite" disabled=${!golden} onClick=${() => onLevel('elite')}>${t('精锐')}</button>
</div>
</header>
${chessStatsBlock({ rec: pv.record, chess: pv.chess })}
${pv.trait || pv.talents.length ? html`<div class="lo-minfo lo-minfo--kit">
${pv.trait ? html`<div class="lo-minfo__row"><span class="lo-minfo__k">${t('特性')}</span><${RichText} class="lo-minfo__v" text=${pv.trait} /></div>` : null}
${pv.talents.map((tal, i) => html`<div key=${i} class="lo-minfo__row"><span class="lo-minfo__k">${t('天赋')}</span>
<span class="lo-minfo__v"><b class="lo-minfo__tname">${tal.name}</b><${RichText} text=${tal.descRaw || tal.desc || ''} /></span></div>`)}
</div>` : null}
<p class="lo-stats__cap">${pv.elite ? t('数值含所选模组;') : golden ? t('普通干员没有模组,所选模组在「精锐」中生效;') : ''}${pv.lo?.cultivation && data.get('effects') ? t('含潜能与练度;') : ''}${t('不含技能发动、装备、盟约等局内加成')}</p>
</section>`;
}
function Detail({ m, chess, golden, entries, ops = {}, onChange, onOps, onReset, locked, level = 'normal', onLevel, notOwned = false }) {
const [statLevel, setStatLevel] = useState('elite'); // 局内数值: the 精锐 shows the chosen module's effect