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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@@ -295,11 +295,21 @@ export class GameData {
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/** Copies of a base chess in the shared pool. */
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poolCopies(baseId) {
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const ov = this.economy.poolCopiesOverrides;
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if (ov && typeof ov === 'object' && Number.isInteger(ov[baseId]) && ov[baseId] >= 0) return ov[baseId];
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const tier = this.tierOf(baseId);
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const pc = this.economy.poolCopies;
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const v = pc && typeof pc === 'object' ? pc[tier] : undefined;
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return Number.isInteger(v) && v >= 0 ? v : (DEFAULTS.poolCopies[tier] ?? 10);
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const v = ov && Number.isInteger(ov[baseId]) && ov[baseId] >= 0 ? ov[baseId] : pc?.[tier];
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const base = Number.isInteger(v) && v >= 0 ? v : (DEFAULTS.poolCopies[tier] ?? 10);
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// The measured doubled pool is shared by the whole co-op team, independent of team size. DIY is private stock.
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const multiplier = this.isSolo || this.chess(baseId)?.isDiy ? 1 : posIntOr(this.economy.coopPoolMultiplier, 1);
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return base * multiplier;
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}
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/** Normal equipment copies in the shared pool; effect-only items have no shop stock limit. */
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itemPoolCopies(id) {
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const base = this.baseIdOf(id), rec = this.item(base);
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if (!rec || !isShopItem(rec)) return null;
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const count = this.economy.itemPoolCopiesOverrides?.[base] ?? this.economy.itemPoolCopies?.[rec.tier];
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return Number.isInteger(count) && count >= 0 ? count : null;
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}
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/** Copies needed to merge (0 = never merges: golden chess). */
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@@ -443,8 +453,8 @@ export class GameData {
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* Team LP the overtime drain has taken when a boss field clock reads `gt` game seconds: bossOvertimeDrainReal per
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* whole REAL second past bossOvertimeAfterReal (the first point at 151 real s).
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*/
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bossOvertimeDue(gt) {
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const over = (Number(gt) || 0) / this.combatTimeScale - this.bossOvertimeAfterReal;
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bossOvertimeDue(gt, afterReal = this.bossOvertimeAfterReal) {
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const over = (Number(gt) || 0) / this.combatTimeScale - afterReal;
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return over >= 1 ? Math.floor(over) * this.bossOvertimeDrainReal : 0;
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}
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get dp() {
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