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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@@ -15,7 +15,7 @@ import {
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buildBoard, classifyStage, heightOf, AREAS, areaFor, unionAreas, objToBoard, boxProjectUV, tube, Geom, uvAt, ROWS, COLS,
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} from '../../public/js/render/board3d/layout.js';
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import { BoardScene, gatePulse, DIR_TURNS, boxData, LIGHTING } from '../../public/js/render/board3d/scene.js';
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import { loadBoardPack, resetBoardPack, PACK_IMAGES } from '../../public/js/render/board3d/load.js';
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import { loadBoardPack, loadThree, resetBoardPack, PACK_IMAGES } from '../../public/js/render/board3d/load.js';
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import { parseStage } from '../../public/js/render/tiles.js';
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import { TILE_H } from '../../public/js/render/style.js';
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import { presetCamera, syncThreeCamera } from '../../public/js/render/projection.js';
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@@ -303,6 +303,30 @@ describe('BoardScene (three.js scene graph, stub renderer)', () => {
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});
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describe('asset pack loader (fake store)', () => {
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test('resetBoardPack lets a later three.js import try again after three failures', async () => {
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resetBoardPack();
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const missing = new URL('./no-such-three.mjs', import.meta.url).href;
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for (let i = 0; i < 3; i++) assert.equal(await loadThree(missing), null);
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assert.equal(await loadThree(missing), null, 'three failures stop further imports');
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resetBoardPack();
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const mod = await loadThree(new URL('./fake-three.mjs', import.meta.url).href);
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assert.equal(typeof mod?.WebGLRenderer, 'function');
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resetBoardPack();
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});
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test('a transient diffuse-image failure is retried by the next mount instead of cached as permanent 2D', async () => {
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resetBoardPack();
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let calls = 0;
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const store = { local: async () => ({ groups: {} }), localUrl: (g, n) => n === 'TX_autochessi_D' ? '/test/atlas.png' : null,
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image: async () => ++calls === 1 ? null : { width: 8, height: 8 } };
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const original = globalThis.fetch;
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globalThis.fetch = async () => ({ ok: false });
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try {
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assert.equal(await loadBoardPack(store), null);
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const pack = await loadBoardPack(store);
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assert.ok(pack?.images.D); assert.equal(calls, 2);
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assert.equal(await loadBoardPack(store), pack, 'successful pack remains shared');
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} finally { globalThis.fetch = original; resetBoardPack(); }
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});
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test('loads images through the store and meshes through fetch; null without the diffuse atlas', async () => {
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resetBoardPack();
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const manifest = { groups: {} };
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