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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@@ -108,11 +108,14 @@ test('bench vs board, half pairs, two 变形同构体, the equip order, distinct
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// half pairs grant nothing
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wearer(h, 'p_0', target, [HAMMER]);
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assert.equal(count(ps, bond), 0, 'the bond item alone');
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// A normal plus its golden occupy 3 of the tier-VI cap. The lone copy is a separate match so the pair can sit at that cap.
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const alone = prep({ fake: true });
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wearer(alone, 'p_0', target, [ISO]);
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assert.equal(count(alone.ps('p_0'), bond), 0, '变形同构体 alone');
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const h2 = prep({ fake: true });
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wearer(h2, 'p_0', target, [ISO]);
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const other = Object.values(DATA.chess).find((c) => c.visible && !c.isGolden && c.tier <= 2 && !c.bonds.includes(bond) && c.chessId !== target).chessId;
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wearer(h2, 'p_0', other, [ISO, ISO_B]);
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assert.equal(count(h2.ps('p_0'), bond), 0, '变形同构体 alone / two of them');
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assert.equal(count(h2.ps('p_0'), bond), 0, 'two of them');
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// order: 变形同构体 first
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const h3 = prep({ fake: true });
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const w = wearer(h3, 'p_0', target, [ISO, HAMMER], { board: false });
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@@ -136,7 +139,7 @@ test('bench vs board, half pairs, two 变形同构体, the equip order, distinct
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const h5 = prep({ fake: true });
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wearer(h5, 'p_0', members(bond)[0], [ISO, HAMMER]);
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assert.equal(count(h5.ps('p_0'), bond), 1);
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for (const x of [h, h2, h3, h4, h5]) x.invariants();
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for (const x of [h, alone, h2, h3, h4, h5]) x.invariants();
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});
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test('a teammate\'s views: m.public counts the wearer; the scouting UnitInfo and the battle\'s UnitInfo carry the items', () => {
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