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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@@ -22,6 +22,23 @@ import { DATA, makeMatch, checkInvariants } from './harness.js';
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const gd = new GameData(DATA, 'mode_multi_hard');
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test('client result names DIY and stand-in operators from the authoritative lineup, never the client or empty slot (#469)', () => {
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const ordinary = Object.values(DATA.chess).find(c => c.visible && !c.isGolden && gd.standIn(c.chessId));
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const cases = [
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{ chessId: 'chess_char_6_diy1_a', diy: { charId: 'char_4231_clemnt', skillIndex: 2, uniEquipId: null }, expected: '克莱门莎' },
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{ chessId: ordinary.chessId, standIn: true, expected: gd.standIn(ordinary.chessId).name },
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];
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for (const { expected, ...unit } of cases) {
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const spec = buildBattleSpec({ battleId: 'names', fieldId: 'n:p', kind: 'normal', seed: 1, round: 3, timeLimit: 60,
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players: [{ playerId: 'p', units: [{ uid: 7, kind: 'chess', row: 10, col: 3, items: [], ...unit }], bonds: {} }],
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spawns: [{ enemyKey: plainKey, count: 1, time: 1 }], flags: { layerGainsEnabled: true } });
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const raw = { reason: 'cleared', time: 20, killed: 1, total: 1, errors: 0,
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perPlayer: { p: perPlayer({ killed: 1, total: 1, unitStats: [{ uid: 7, defId: 'forged', name: 'forged', kind: 'op', dmg: 1e6 }] }) } };
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const v = validateClientResult(spec, raw, { gd }); assert.ok(v.ok, v.reason);
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assert.equal(v.result.perPlayer.p.unitStats[0].name, expected);
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}
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});
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test('eliminated humans auto-observe the first field at COMBAT start (display replica) and may switch freely', () => {
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const h = makeMatch({ mode: 'coop', humans: 3, bots: 1, seed: 9301, fake: true, clientCombat: true, instant: false, pace: 'paced',
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script: () => ({ duration: 6 }) }).start();
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