feedback1 WB: bounty-half evidence stated as a trend with its counter-evidence; queued free offers counted on the pill and header
- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked [ASSUMED] with its flip; data unchanged - server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED] - m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the reminder pill +N (a 定向投放 behind a promotion reward put off) - tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop and 756x366)
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@@ -543,18 +543,22 @@ export function completesMerge(priv, slot, { getChess = () => null, getItem = ()
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* reads 晋升奖励 / PROMOTION; any other offer — a strategy's special refresh (凯瑟琳 定向投放, 娜仁图亚 见者有份), an item
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* (寻呼模块, 信标) or a 特质 (松果) — reads its `label` with the refresh icon (player report #6 after 0.1.0: 凯瑟琳's three
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* items showed up as nameless operator cards under 晋升奖励). `items` = the offer holds items (cards drawn as item cards).
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* `queued` = offers waiting behind this one (shop.rewardOffer.queued, e.g. a 定向投放 behind a promotion reward put
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* off): `more` (header) and the pill's "+N" say so, null / no suffix when none.
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* @param {any} offer
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* @returns {{ title: string, micro: string, sub: string, icon: string, items: boolean, pill: string }}
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* @returns {{ title: string, micro: string, sub: string, icon: string, items: boolean, pill: string, queued: number, more: string|null }}
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*/
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export function offerHeader(offer) {
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const slots = isObj(offer) && Array.isArray(offer.slots) ? offer.slots : [];
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const items = slots.some((s) => isObj(s) && s.kind === 'item');
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const label = isObj(offer) && typeof offer.label === 'string' && offer.label ? offer.label : null;
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const queued = isObj(offer) && Number.isInteger(offer.queued) && offer.queued > 0 ? offer.queued : 0;
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const tail = { queued, more: queued ? `之后还有 ${queued} 项` : null };
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if (!items && (!isObj(offer) || offer.source === 'merge' || offer.source == null) && !label) {
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return { title: '晋升奖励', micro: 'PROMOTION', sub: '免费选择 1 名', icon: 'crown', items: false, pill: '晋升奖励待选择' };
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return { title: '晋升奖励', micro: 'PROMOTION', sub: '免费选择 1 名', icon: 'crown', items: false, pill: '晋升奖励待选择', ...tail };
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}
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const title = label || (items ? '装备补给' : '特殊招募');
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return { title, micro: 'SPECIAL', sub: items ? '免费选择 1 件' : '免费选择 1 名', icon: 'refresh', items, pill: `${title}待选择` };
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return { title, micro: 'SPECIAL', sub: items ? '免费选择 1 件' : '免费选择 1 名', icon: 'refresh', items, pill: `${title}待选择`, ...tail };
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}
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/**
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@@ -1,8 +1,9 @@
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// Pick-one offer reminder (research 00 §3): the offer's cards themselves live in the shop bar (shopBar.js RewardCards —
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// after a promotion, or a special refresh such as 凯瑟琳's 定向投放, they replace the bar's operator cards, like the
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// original). When the player puts the pick off (稍后选择) this pill above the bar brings the cards back; it names the
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// offer like the bar's header (gameLogic.offerHeader: 晋升奖励待选择 / 定向投放待选择 …, player report #6 after 0.1.0) and
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// disappears once the server clears `shop.rewardOffer` (picked, or the round ended).
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// offer like the bar's header (gameLogic.offerHeader: 晋升奖励待选择 / 定向投放待选择 …, player report #6 after 0.1.0), with
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// "+N" while N more offers wait behind it, and disappears once the server clears `shop.rewardOffer` (picked, or the
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// round ended).
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import { html, Icon, TierChip } from './components.js';
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import { offerHeader } from './gameLogic.js';
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@@ -15,6 +16,6 @@ export function RewardOverlay({ priv, minimized, onMinimize }) {
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if (!offer || !Array.isArray(offer.slots) || !offer.slots.length || !minimized) return null;
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const head = offerHeader(offer);
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return html`<button type="button" class="rewardpill" onClick=${() => onMinimize(false)}>
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<${Icon} name=${head.icon} /><span>${head.pill}</span>${Number.isInteger(offer.tier) ? html`<${TierChip} tier=${offer.tier} size="sm" />` : null}
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<${Icon} name=${head.icon} /><span>${head.pill}</span>${Number.isInteger(offer.tier) ? html`<${TierChip} tier=${offer.tier} size="sm" />` : null}${head.queued ? html`<span class="rewardpill__more" title=${head.more}>+${head.queued}</span>` : null}
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</button>`;
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}
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@@ -217,7 +217,7 @@ export function useTwoTap({ editable, keys }) {
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* the special refreshes of strategies, items and 特质 — e.g. 凯瑟琳 【定向投放】 "在调度中心刷新随机3件装备,可以选择并获得
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* 其中1件". Each slot is drawn by its kind: an item slot is an item card (icon, name, tier, description, FREE) — player
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* report #6 after 0.1.0, the items used to be drawn as nameless operator cards — and the header names the offer
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* (gameLogic.offerHeader: 晋升奖励 / the strategy's effect name …).
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* (gameLogic.offerHeader: 晋升奖励 / the strategy's effect name …; "之后还有 N 项" while more offers wait behind it).
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*/
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export function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed, onTap }) {
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const head = offerHeader(offer);
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@@ -227,6 +227,7 @@ export function RewardCards({ offer, priv, editable, onPick, onDetail, onLater,
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<b class="rwtag__title">${head.title}</b>
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<span class="rwtag__micro">${head.micro}</span>
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<span class="rwtag__sub">${head.sub}</span>
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${head.more ? html`<span class="rwtag__sub rwtag__more">${head.more}</span>` : null}
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<button type="button" class="rwtag__later" onClick=${onLater} title="稍后选择(回合结束后消失)"><${Icon} name="minus" />稍后</button>
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</div>
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<div class="shopbar__rwcards">
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