feedback5: merge feedback4 (3af5b84) — PRs #186 / #134 / #185 / #24 / #183 ported to the split layout (terrainInfo / TERRAIN_TIPS into a new ui/gameLogic/terrain.js re-exported by the gameLogic.js barrel, closesOnFieldPress into ui/gameLogic/shortcuts.js, the rest in place; 42 strings through t(), #183's 设置 too); golden unchanged
Ported by hand: - public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into ui/gameLogic/shortcuts.js. - i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json (42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone, Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages. - public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo / fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only, so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name). - public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers. - public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear button's aria-label / title are t('设置') (en.json already has "Settings"). - tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's --asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the voice plan unchanged. - data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files 6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash (c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields. - docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md, DEPLOY.md, PLAYING.md auto-merged. - Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js, textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests. Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15, board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313, docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283 scenarios match, nothing regenerated.
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@@ -131,7 +131,7 @@ The `stem` of a Spine model is the upstream file name. Two examples: `char_107_l
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- **Fonts:** OTF/TTF files are converted to WOFF2 by a built-in encoder (`tools/assets/woff2.mjs`: Brotli with null transforms).
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- Its output was verified lossless against Google's reference `woff2` decoder.
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- `fonts.css` lists WOFF2 first and falls back to the original file.
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- Images stay PNG. WebP conversion is not done: it would need a native dependency.
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- Images stay PNG. WebP conversion is not done: it would need a native dependency. The local-client board textures are the exception: `tools/local-extract/extract.py` (Python, where Pillow is already a dependency) writes WebP copies of the 12 textures the 3D board downloads (`WEBP`: colour maps lossy at quality 95 with the alpha and the RGB under transparent texels kept, normal and data maps lossless) and `data/local-assets.json` lists the copies; the PNGs stay beside them for `tools/crop-board-atlas.mjs`. `extract.py --webp` adds the copies to an existing extraction without the client.
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## Manifest schema (`data/assets.json`)
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@@ -186,7 +186,7 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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defenceStart, defenceUnite, battleOverReduce, battleOverNoReduce, battleOverNormal, goFirst,
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disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign,
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goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom },
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battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, win, lose, killCoin },
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battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, leak, win, lose, killCoin },
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units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born?,
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mix?: { [attack|hit|die|born]: { p?, vol? } } } }
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}
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