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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@@ -3,7 +3,8 @@
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// (test/match/harness.js checkInvariants asserts the list is empty) and by tools/matchrun.mjs --check sweeps.
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//
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// collectViolations(m) → string[] (empty when every invariant holds):
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// pool 0 ≤ left ≤ cap and left + Σ copies held by pieces == cap per base chess; non-pool chess hold 0 copies;
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// pool raw balance ≤ cap and raw balance + Σ copies held by pieces == cap (public availability is clamped at zero) per base chess; non-pool chess hold 0 copies;
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// every capped shop item is held by at most its cap (normal occupies 1, upgraded 2; effect-only items have no cap)
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// a player's 自选 stock (0.2.0, player/diy.js) the same against its own pieces of each slotted slot — a DIY
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// piece is always a slotted slot of its owner's, and a DIY shop / reward card one of its stocked slots
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// economy funds / pendingFunds non-negative integers, LP finite, shop level in range, prices ≥ 0
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@@ -186,7 +187,7 @@ export function collectViolations(m, { limit = 25 } = {}) {
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}
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// 自选 stock accounting (player/diy.js): left + held == cap per slotted slot; a slot without stock holds nothing
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for (const [base, e] of ps.diyStock ? ps.diyStock.entries : []) {
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if (!(e.left >= 0 && e.left <= e.cap)) fail(`${id}: 自选 stock ${base}: left ${e.left} cap ${e.cap}`);
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if (!(Number.isInteger(e.left) && e.left <= e.cap)) fail(`${id}: 自选 stock ${base}: balance ${e.left} cap ${e.cap}`);
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const h = diyHeld.get(base) || 0;
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if (e.left + h !== e.cap) fail(`${id}: 自选 stock ${base}: left ${e.left} + held ${h} != cap ${e.cap}`);
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}
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@@ -195,12 +196,23 @@ export function collectViolations(m, { limit = 25 } = {}) {
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// shared pool accounting
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for (const [base, e] of m.pool.entries) {
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if (!(e.left >= 0 && e.left <= e.cap)) fail(`pool ${base}: left ${e.left} cap ${e.cap}`);
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if (!(Number.isInteger(e.left) && e.left <= e.cap)) fail(`pool ${base}: balance ${e.left} cap ${e.cap}`);
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const h = held.get(base) || 0;
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if (e.left + h !== e.cap) fail(`pool ${base}: left ${e.left} + held ${h} != cap ${e.cap}`);
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}
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for (const [base, n] of held) if (!m.pool.has(base) && n !== 0) fail(`non-pool chess ${base} holds ${n} copies`);
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// Shared shop equipment. The chess pool above may go negative (Mimic). Item stock may not: held ≤ cap.
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if (m.itemPool && gd.raw.items) {
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for (const [id, rec] of Object.entries(gd.raw.items)) {
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if (!rec || rec.isGolden) continue;
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const cap = m.itemPool.cap(id);
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if (!Number.isInteger(cap)) continue;
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const h = m.itemPool.held(id);
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if (h > cap) fail(`item ${id}: held ${h} > cap ${cap}`);
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}
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}
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// combat fields
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if (m.phase === PHASE.COMBAT) {
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// one field per alive player (+ the force-ended field of a player who quit during this combat)
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