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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