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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sganggs committed 2026-10-11 01:58:52 +08:00
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@@ -256,9 +256,11 @@ test('place in the detail: after the skills, before the modules; the first .lo-s
const mods = detail.indexOf('<section class="lo-sec lo-sec--mod">');
assert.ok(toggle > 0 && skills > toggle && stats > skills && mods > stats, 'skills (and their level toggle) → 局内数值 → modules');
// one record resolution, shared with the card: chessLoadout, the card's block, trait and talent helpers — no stat arithmetic of its own
assert.match(src, /import \{ chessStatsBlock, traitText, chessTalents, GarrisonBlock \} from '\.\.\/ui\/detailPanel\.js';/);
assert.match(src, /import \{ chessLoadout \} from '\.\.\/ui\/gameLogic\.js';/);
const fn = src.slice(src.indexOf('export function statsPreview'), src.indexOf('export function LoadoutStats'));
const shared = read('public/js/ui/loadoutStats.js');
assert.match(src, /import \{ LoadoutStats \} from '\.\.\/ui\/loadoutStats\.js';/);
assert.match(shared, /import \{ chessStatsBlock, traitText, chessTalents \} from '\.\/detailPanel\.js';/);
assert.match(shared, /import \{ chessLoadout \} from '\.\/gameLogic\.js';/);
const fn = shared.slice(shared.indexOf('export function statsPreview'), shared.indexOf('export function LoadoutStats'));
assert.ok(!/composeStats|attr\b|maxHp|statsBase/.test(fn), 'no stat arithmetic in the screen');
// the screen's own state: 精锐 by default, independent of the skill toggle's 普通
assert.match(src, /const \[statLevel, setStatLevel\] = useState\('elite'\)/);