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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@@ -18,7 +18,7 @@ import { makeBattle } from '../helpers/battleHarness.js';
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const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
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const { resolveDetail } = await import('../../public/js/ui/detailPanel.js');
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const { deviceInfo, deviceTipAt, noteDeviceUnits, effectiveStage, closesOnFieldPress } = await import('../../public/js/ui/gameLogic.js');
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const { deviceInfo, deviceTipAt, noteDeviceUnits, deviceUnitsForEntry, effectiveStage, closesOnFieldPress } = await import('../../public/js/ui/gameLogic.js');
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const stages = JSON.parse(readFileSync(path.join(ROOT, 'data', 'stages.json'), 'utf8'));
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const pack = (code) => { const p = JSON.parse(readFileSync(path.join(ROOT, 'public', 'i18n', `${code}.json`), 'utf8')); delete p._meta; return p; };
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@@ -267,6 +267,15 @@ test('the prep and a scouted prep board: the stage\'s own device entries answer
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assert.deepEqual([...m.keys()], [2, 3]);
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assert.equal(noteDeviceUnits(new Map(), {}).size, 0);
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assert.equal(noteDeviceUnits(new Map(), { units: 'x', events: 5 }).size, 0);
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// a same-field refresh whose meta has no device keeps spawn-noted crates; a meta that names devices replaces them;
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// another field does not
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const kept = deviceUnitsForEntry(m, new Map(), true);
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assert.equal(kept, m);
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const fresh = new Map([[9, { id: 9, kind: 'device' }]]);
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assert.equal(deviceUnitsForEntry(m, fresh, true), fresh);
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assert.notEqual(deviceUnitsForEntry(m, new Map(), false), m);
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assert.equal(deviceUnitsForEntry(null, new Map(), true).size, 0);
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assert.equal(deviceUnitsForEntry(m, null, true).size, 0);
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});
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test('a device target resolves into the panel card; a malformed one resolves to nothing; the card closes on a field press', () => {
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