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
1 parent 1db8e51023
commit 6bfc08270c
129 files changed
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+3 -1
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@@ -4,7 +4,7 @@
import { EVENT_BUFFER_CAP } from '../constants.js';
import { elementView } from '../damage.js';
import { unitInfo, snapshotUnits, ammoView, wolfView, negView } from '../snapshot.js';
import { unitInfo, snapshotUnits, ammoView, wolfView, negView, coinView } from '../snapshot.js';
export class BattleEvents {
fx(kind, params = {}) {
@@ -102,6 +102,8 @@ export class BattleEvents {
if (wv) (wolves || (wolves = [])).push([u.id, wv[0], wv[1]]);
const ng = negView(u);
if (ng) (neg || (neg = [])).push([u.id, ng]);
const purse = coinView(u);
if (purse) (snap.coins || (snap.coins = [])).push([u.id, ...purse]);
}
if (elem) snap.elem = elem;
if (ammo) snap.ammo = ammo;
+3 -2
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@@ -85,7 +85,7 @@ export class BattlePlayers {
* rows 2–5, the mirrored right half of a pair (whatever coordinates the player's input uses). Never the hand / 临时
* 整备区 rows of a boss field (rows 0–1, inside BOSS_RECT) nor the other half of a 联防 or boss field. Moves that must
* stay where the player could deploy read it (乌尔比安's S3 【移动】, kits/ops/chess_char_5_05-ulpia.js); the 突袭
* landing reads onFieldBoard (any player of this field).
* landing reads onFieldBoard (any player of this field), with a Raid-only multiplayer boss/hidden exception (§29.13).
*/
onOwnBoard(ps, r, c) {
if (!ps) return false;
@@ -104,7 +104,8 @@ export class BattlePlayers {
* the players whose units this battle holds (a teammate eliminated before it or playing another field is not one).
* Both halves on the two-helper 联防 field and on a Final Assault / Hidden Core pair field; the own half only for a
* lone 联防 helper and on a solo boss field; never a boss field's hand / 临时整备区 rows. The 突袭 landing reads it
* (bonds/addon/battle.js raidTile — the owner's decision of 2026-10-07, DESIGN §26.1).
* (bonds/addon/battle.js raidTile — the owner's decision of 2026-10-07, DESIGN §26.1), then separately admits the
* empty deployment half in multiplayer boss/hidden battles only (§29.13); this general method is unchanged.
*/
onFieldBoard(r, c) {
for (const ps of this.players) if (this.onOwnBoard(ps, r, c)) return true;