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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@@ -77,6 +77,7 @@ for (const n of [1, 2, 3, 4]) {
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assert.equal(pool.maxHp, bossPoolHp(m.gd, m.bossId, n));
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for (const f of fields) {
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assert.deepEqual(f.opts.rect, GEO.BOSS_RECT);
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assert.equal(f.opts.modeId, 'mode_multi_funny', '#475: an unpaired field retains multiplayer mode despite its solo wave template');
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assert.equal(f.opts.timeLimit, Infinity);
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assert.equal(f.opts.flags.layerGainsEnabled, false);
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assert.deepEqual(f.opts.flags.enemyScale, m.gd.enemyScale(14), 'the round\'s enemy effects for the leader\'s summons (PR #272)');
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@@ -109,7 +110,7 @@ for (const n of [1, 2, 3, 4]) {
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});
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}
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test('overtime: −1 team LP per REAL second after 150 real s (300 game s at 2×); team LP 0 ends every field → defeat (13 rounds passed)', () => {
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test('all-human overtime: −1 team LP per REAL second after 120 real s (240 game s at 2×); team LP 0 ends every field → defeat (13 rounds passed)', () => {
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const h = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 50, fake: true, script: (b) => (b.kind === 'boss' ? { bossDps: 1 } : {}) }).start();
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const m = h.m;
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h.drive(() => m.phase === PHASE.PREP && m.round === 14);
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@@ -120,7 +121,7 @@ test('overtime: −1 team LP per REAL second after 150 real s (300 game s at 2×
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const end = h.runToEnd();
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assert.equal(end.victory, false);
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assert.equal(end.roundsPassed, 13);
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assert.ok(Math.abs(f.time - 340) < 2.5, `ended ≈ 300 + 2 × 20 game s (${f.time})`);
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assert.ok(Math.abs(f.time - 280) < 2.5, `ended ≈ 240 + 2 × 20 game s (${f.time})`);
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assert.equal(m.teamLp, 0);
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m.dispose();
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});
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