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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@@ -73,6 +73,85 @@ describe('render engine in headless Chrome', { skip }, () => {
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});
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}
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test('Swire coins from a real snapshot remain separate from the elemental gauge', async () => {
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const { makeBattle } = await import('../helpers/battleHarness.js');
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const h = makeBattle({ autoFinish: false, units: [{ uid: 1, chessId: 'chess_char_3_04_a', row: 10, col: 4, skillIndex: 1 }] });
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h.step(); const u = h.unit(1); u.mem.coins = 1;
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h.b.dealDamage(null, u, { type: 'element', element: 'burn', amount: 300 });
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const { page, problems } = await open('scene=prep&panel=0', 1600, 900);
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try {
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await page.evaluate(({ meta, snap }) => {
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window.__demo.pause(); const v = window.__demo.view;
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v.enterBattle(meta); v.pushSnapshot(snap);
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}, { meta: h.b.fieldMeta(), snap: h.b.snapshot() });
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await page.waitForFunction(id => window.__demo.view.debug.views.get(id)?.coinHud?.root.visible, {}, u.id);
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const bounds = await page.evaluate(id => {
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const v = window.__demo.view.debug.views.get(id), coins = v.coinHud.root.getBounds(), elem = v._elBar.root.getBounds();
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return { label: v.coinHud.text.text, coinBottom: coins.bottom, elementTop: elem.top };
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}, u.id);
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assert.equal(bounds.label, `1/${u.skill.bb.sp}`);
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assert.ok(bounds.coinBottom <= bounds.elementTop, JSON.stringify(bounds));
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await page.screenshot({ path: path.join(OUT, 'swire-coins-element.png') });
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assert.deepEqual(problems, []);
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} finally { await page.close(); }
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});
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test('外勤医疗 reserve medic is visible but not draggable in normal and right boss preparation', async () => {
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const { page, problems } = await open('scene=prep&panel=0', 1600, 900);
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const first = await page.evaluate(() => {
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const v = window.__demo.view;
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const st = JSON.parse(JSON.stringify(window.__demo.scene.state));
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st.prepMapChars = [{ id: -1, uid: -1, kind: 'token', side: 'ally', ownerId: 'p_0',
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defId: 'char_605_cmedic', name: '预备干员-医疗', spine: 'char_605_cmedic', avatar: 'char_605_cmedic',
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area: 'board', x: 2, y: 10, dir: 'RIGHT', facing: 1, maxHp: 1202 }];
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window.__touchPrepChar = st.prepMapChars[0];
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v.setPrep(st, { editable: true });
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const medic = v.debug.views.get('m:-1');
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const p = v.tileScreen(10, 2), rect = v.debug.app.view.getBoundingClientRect();
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const out = { exists: !!medic, id: medic?.info.defId, x: medic?.x, y: medic?.y,
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draggable: !!v.debug.pick.pieceAt(p.x - rect.left, p.y - rect.top) };
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return out;
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});
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await wait(500);
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await page.screenshot({ path: path.join(OUT, 'touch-prep-normal.png') });
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const boss = await page.evaluate(() => {
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const v = window.__demo.view;
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v.setCamera('bossPrep', { side: 'R', instant: true });
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const mirrored = v.debug.views.get('m:-1');
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return [mirrored?.x, mirrored?.y, mirrored?.dir];
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});
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await wait(500);
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await page.screenshot({ path: path.join(OUT, 'touch-prep-boss-right.png') });
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const removed = await page.evaluate(() => {
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const v = window.__demo.view;
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const st = JSON.parse(JSON.stringify(window.__demo.scene.state));
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st.prepMapChars = [];
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v.setPrep(st, { editable: true });
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return !v.debug.views.has('m:-1');
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});
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const fallback = await page.evaluate(async () => {
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const { createFallbackView } = await import('/js/ui/fallbackField.js');
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const host = document.createElement('div');
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host.style.cssText = 'position:absolute;width:800px;height:600px';
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document.body.appendChild(host);
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const ff = createFallbackView(host, { data: { get: () => null, lookup: () => null } });
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ff.setPrep({ board: [], hand: [], temp: [], prepMapChars: [window.__touchPrepChar] }, { editable: true });
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await new Promise((resolve) => requestAnimationFrame(() => requestAnimationFrame(resolve)));
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const el = host.querySelector('.ff-piece--map-char');
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const out = { exists: !!el, name: el?.title, pointerEvents: el ? getComputedStyle(el).pointerEvents : null,
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movableId: el?.dataset.uid ?? null };
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ff.destroy(); host.remove();
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return out;
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});
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await page.close();
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assert.deepEqual(problems, []);
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assert.deepEqual(first, { exists: true, id: 'char_605_cmedic', x: 2, y: 10,
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draggable: false });
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assert.deepEqual(boss, [18, 3, 'LEFT']);
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assert.equal(removed, true);
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assert.deepEqual(fallback, { exists: true, name: '预备干员-医疗', pointerEvents: 'none', movableId: null });
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});
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test('fx gallery: every sim fx kind, projectile and status renders without errors; board art in use', async () => {
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const { page, problems } = await open('scene=fx&panel=0', 1280, 720);
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// cycle through the whole FX_KINDS table (one kind every 0.5 game s = 0.25 real s), watching the FX system: shots
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