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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@@ -43,7 +43,7 @@ export class PlayerAcquire {
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const base = this.gd.baseIdOf(chessId);
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const need = rec.isGolden ? this.gd.goldenCopies : 1;
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// the shared pool, or this player's stock of a slotted 自选 piece (player/diy.js poolOf)
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const taken = fromPool ? this.poolOf(base).take(base, need) : 0;
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const taken = fromPool ? this.poolOf(base).take(base, need, { overdraw: true }) : 0;
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const piece = this.newPiece('chess', chessId, { poolCopies: taken });
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this.round.gainedChess++;
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let owned = piece;
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@@ -102,6 +102,7 @@ export class PlayerAcquire {
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// a new piece: this round's per-piece counters start at 0, none is carried over from the copies — a newly merged
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// elite 拉普兰德 is a new 拉普兰德 and fires +8 on its own first manual refresh this round (GitHub #169; the owner's
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// decision of 2026-10-06; pieceRoundCount)
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copies += this.poolOf(baseId).take(baseId, Math.max(0, this.gd.goldenCopies - copies), { overdraw: true });
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const elite = this.newPiece('chess', goldenId, { poolCopies: copies });
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const deployed = consumed.filter((l) => l.key && !this.board.has(l.key)).map((l) => ({ key: l.key, dir: pieceDir(l.piece) }));
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const toTile = (t) => { elite.dir = parseDir(t.dir) || 'RIGHT'; this.board.set(t.key, elite); return 'board'; };
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@@ -146,7 +147,7 @@ export class PlayerAcquire {
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if (!goldenId) return false;
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const base = this.gd.baseIdOf(piece.id);
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const extra = Math.max(0, this.gd.goldenCopies - (piece.poolCopies || 0));
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piece.poolCopies = (piece.poolCopies || 0) + this.poolOf(base).take(base, extra);
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piece.poolCopies = (piece.poolCopies || 0) + this.poolOf(base).take(base, extra, { overdraw: true });
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piece.id = goldenId;
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this.recompute();
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// an elite on the board tops its summon stacks up to the elite's deploy limit, like an elite merged onto a tile
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@@ -196,12 +197,14 @@ export class PlayerAcquire {
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return np;
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}
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/** Normal item → golden version in place (整备). */
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/** Normal item → golden version in place (整备). A golden occupies two shared copies and this piece
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* already occupies one, so the upgrade waits when no second copy is free. The caller keeps its charge. */
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upgradeItem(piece) {
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const rec = this.gd.item(piece.id);
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if (!rec || rec.isGolden) return false;
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const gid = rec.upgradeChessId || rec.goldenId;
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if (!gid || !this.gd.item(gid)) return false;
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if (this.m.itemPool.left(piece.id) < 1) return false;
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piece.id = gid;
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this.recompute();
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return true;
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@@ -241,7 +244,7 @@ export class PlayerAcquire {
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* 'item' under its `label` (the effect's name; player report #6 after 0.1.0).
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*/
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pushItemOffer(ids, { source = 'effect', tier = null, label = null } = {}) {
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const list = [...new Set(Array.isArray(ids) ? ids : [])].filter((id) => this.gd.item(id)).slice(0, MAX_OFFER_SLOTS);
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const list = [...new Set(Array.isArray(ids) ? ids : [])].filter((id) => this.gd.item(id) && this.m.itemPool.canGain(id)).slice(0, MAX_OFFER_SLOTS);
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if (!list.length) return null;
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const offer = { tier: Number.isInteger(tier) ? tier : null, source, label: typeof label === 'string' && label ? label : null, slots: list.map((id) => ({ kind: 'item', id, price: 0, sold: false })) };
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this.offers.push(offer);
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@@ -285,6 +288,10 @@ export class PlayerAcquire {
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acquireItem(itemId, { source = 'grant', toTemp = false, silent = false, deferMerge = false } = {}) {
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const rec = this.gd.item(itemId);
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if (!rec) return null;
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if (!this.m.itemPool.canGain(itemId)) {
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this.m.toast(this, 'warn', '装备库存不足,未获得该装备');
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return null;
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}
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let piece = this.newPiece('item', itemId);
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// A prep-end grant may sit beside an identical copy until the next prep. The invariant counts only copies
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// without this mark, so the fight that is about to start is not reported as a missed merge.
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@@ -53,13 +53,13 @@ export class DiyStock {
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has(baseId) { return this.entries.has(baseId); }
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cap(baseId) { return this.entries.get(baseId)?.cap ?? 0; }
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left(baseId) { return this.entries.get(baseId)?.left ?? 0; }
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left(baseId) { return Math.max(0, this.entries.get(baseId)?.left ?? 0); }
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/** Take up to n copies; returns the number taken (0 for a base id without stock). */
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take(baseId, n = 1) {
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take(baseId, n = 1, { overdraw = false } = {}) {
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const e = this.entries.get(baseId);
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if (!e || !(n > 0)) return 0;
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const k = Math.min(e.left, Math.floor(n));
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const k = overdraw ? Math.floor(n) : Math.min(Math.max(0, e.left), Math.floor(n));
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e.left -= k;
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return k;
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}
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@@ -76,7 +76,7 @@ export class DiyStock {
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/** { baseId: left } (tests / diagnostics). */
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snapshot() {
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const o = {};
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for (const [id, e] of this.entries) o[id] = e.left;
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for (const [id, e] of this.entries) o[id] = Math.max(0, e.left);
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return o;
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}
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}
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@@ -67,7 +67,7 @@ export class PlayerEconomy {
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}
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_rollItemSlot() {
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const id = this.m.pool.rollItem(this.m.rngShop, this.shop.level);
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const id = this.m.pool.rollItem(this.m.rngShop, this.shop.level, this.m.itemPool);
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return id ? { kind: 'item', id, basePrice: this.gd.itemPrice(id), frozen: false, sold: false } : null;
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}
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@@ -151,6 +151,7 @@ export class PlayerEconomy {
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piece = this.acquireChess(slot.id, { source: 'buy' });
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} else {
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if (!this.gd.item(slot.id)) return fail(ERR.BAD_TARGET);
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if (!this.m.itemPool.canGain(slot.id)) return fail(ERR.SOLD_OUT);
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if (handFull) return fail(ERR.HAND_FULL);
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this.spend(price);
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slot.sold = true;
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@@ -8,6 +8,7 @@ import { ERR } from '../../../shared/constants.js';
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import { msg, dn } from '../../../shared/i18n.js';
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import { tileKey, parseKey, inField, canPlace, placeClass, freeSlot, pieceDir, parseDir, ownerRangeKeys } from '../board.js';
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import { attackRangeGrid, loadoutRecord, resolveRecordLoadout } from '../../../shared/loadoutRecord.js';
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import { summonPlacementGrid } from '../../../shared/summonPlacement.js';
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import { OK, fail } from './common.js';
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export class PlayerPlacement {
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@@ -46,7 +47,8 @@ export class PlayerPlacement {
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* Where piece may stand on (r, c): the deploy map of its position class (board.js canPlace) and, for a summon whose
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* text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: 伺夜's 狼群, 缪尔赛思's 流形, Mon3tr's 重构体), a tile of
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* its owner's attack range (summonRange); for one marked `ownerRangeOutside` (凯尔希·思衡托's 战术锚点), a tile outside it
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* (summonExcluded). `owner` = the owner's position after the move being checked ({ key, piece, dir }: a summon swapped
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* (summonExcluded). Jessica's shield instead uses the fixed four-adjacent-tile grid (shared/summonPlacement.js).
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* `owner` = the owner's position after the move being checked ({ key, piece, dir }: a summon swapped
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* with its own owner).
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*/
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_legal(piece, r, c, owner = null) {
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@@ -62,15 +64,18 @@ export class PlayerPlacement {
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* The 'r,c' keys of the attack range of a range-bound summon's owner (player report #9 after 0.1.0: 伺夜's tactical
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* point could be placed anywhere; PRTS 狼群 特性 "只能部署在召唤者攻击范围内"): the owner's loadout-resolved range grid
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* (shared/loadoutRecord.js attackRangeGrid — what the deploy wheel previews) rotated by its facing around its board
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* tile (board.js ownerRangeKeys). Null when the piece is not range-bound or its owner is not on the board (the other
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* tile (board.js ownerRangeKeys). Jessica's shield uses its four-adjacent-tile placement grid, independent of her
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* facing, skill or module. Null when the piece is not range-bound or its owner is not on the board (the other
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* rules refuse such a placement).
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* @param {any} piece
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* @param {{ key: string, piece: any, dir: string } | null} [owner] the owner's position to use instead of its current one
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* @returns {Set<string> | null}
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*/
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summonRange(piece, owner = null) {
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if (!piece || piece.kind !== 'token' || this.gd.token(piece.id)?.ownerRange !== true) return null;
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return this._ownerRangeOf(piece, owner);
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if (!piece || piece.kind !== 'token') return null;
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const grid = summonPlacementGrid(piece.id);
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if (!grid && this.gd.token(piece.id)?.ownerRange !== true) return null;
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return this._ownerRangeOf(piece, owner, grid);
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}
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/**
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@@ -86,14 +91,14 @@ export class PlayerPlacement {
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return this._ownerRangeOf(piece, owner);
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}
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/** The owner's attack-range keys of a summon piece (summonRange / summonExcluded), or null when its owner is off the board. */
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_ownerRangeOf(piece, owner = null) {
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/** The owner's attack or fixed placement range of a summon, or null when its owner is off the board. */
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_ownerRangeOf(piece, owner = null, placementGrid = null) {
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let at = owner;
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if (!at) for (const [key, p] of this.board) if (p.uid === piece.ownerUid && p.kind === 'chess') { at = { key, piece: p, dir: pieceDir(p) }; break; }
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const chess = at && this.gd.chess(at.piece.id);
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if (!chess) return null;
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const rec = this.fieldRecord(chess); // 0.2.0 补位: a stand-in's own range (its backup selection)
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const grid = attackRangeGrid(loadoutRecord(rec, resolveRecordLoadout(rec, this.loadoutFor(chess)))) || rec.rangeGrid;
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const grid = placementGrid || attackRangeGrid(loadoutRecord(rec, resolveRecordLoadout(rec, this.loadoutFor(chess)))) || rec.rangeGrid;
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const [r, c] = parseKey(at.key);
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return ownerRangeKeys(grid, r, c, at.dir);
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}
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@@ -108,7 +113,7 @@ export class PlayerPlacement {
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* battle. Returns the number taken off the board; a toast names them.
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*/
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_liftOutOfRange() {
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const back = [], gone = [], backOut = [], goneOut = [];
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const back = [], gone = [], backOut = [], goneOut = [], backAdjacent = [], goneAdjacent = [];
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for (const [k, p] of [...this.board]) {
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if (p.kind !== 'token') continue;
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const range = this.summonRange(p);
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@@ -117,14 +122,17 @@ export class PlayerPlacement {
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if (!inside && (!range || range.has(k))) continue;
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this.board.delete(k);
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const ok = this._returnToken(p, null, { allowTemp: true });
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(inside ? (ok ? backOut : goneOut) : (ok ? back : gone)).push(this.gd.token(p.id)?.name || p.id);
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const returned = inside ? (ok ? backOut : goneOut) : summonPlacementGrid(p.id) ? (ok ? backAdjacent : goneAdjacent) : (ok ? back : gone);
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returned.push(this.gd.token(p.id)?.name || p.id);
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}
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if (back.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者攻击范围内,已退回整备区', { names: back.map(dn) }));
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if (gone.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者攻击范围内,整备区已满,下回合返还', { names: gone.map(dn) }));
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// an outside-bound summon (战术锚点) its owner's new range now covers
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if (backOut.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者攻击范围外,已退回整备区', { names: backOut.map(dn) }));
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if (goneOut.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者攻击范围外,整备区已满,下回合返还', { names: goneOut.map(dn) }));
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return back.length + gone.length + backOut.length + goneOut.length;
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if (backAdjacent.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者相邻四格,已退回整备区', { names: backAdjacent.map(dn) }));
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if (goneAdjacent.length) this.m.toast(this, 'warn', msg('{names}只能部署在召唤者相邻四格,整备区已满,下回合返还', { names: goneAdjacent.map(dn) }));
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return back.length + gone.length + backOut.length + goneOut.length + backAdjacent.length + goneAdjacent.length;
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}
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/**
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@@ -31,6 +31,7 @@ export class PlayerPrep {
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const handFull = freeSlot(this.hand) < 0;
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if (slot.kind === 'item') {
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if (!this.gd.item(slot.id)) return fail(ERR.BAD_TARGET);
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if (!this.m.itemPool.canGain(slot.id)) return fail(ERR.SOLD_OUT);
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if (handFull) return fail(ERR.HAND_FULL);
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} else {
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const rec = this.gd.chess(slot.id);
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@@ -88,6 +88,8 @@ export class PlayerViews {
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hand: this.hand.map((p) => (p ? this.pieceView(p) : null)),
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temp: this.temp.map((p) => (p ? this.pieceView(p) : null)),
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board,
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// The stage's 外勤医疗 reserve medic is present during prep, but is not a draggable board piece.
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prepMapChars: this.m.prepMapChars(this),
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deployCap: this.deployCap,
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deployCount: this.deployCount,
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// + the mode-off bonds it has members of (`off: true`, the strip's grey 本局禁用 discs — bondsMeta.offBondCounts)
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