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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@@ -35,6 +35,8 @@
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// pieceDragStart { uid, piece, from } · pieceDrop { uid, piece, from, target } · pieceDragEnd {uid, dropped}
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// pieceClick { uid, piece, button, detail, clientX, clientY } (battle units: { unitId, uid, unit, … })
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// pieceDetail (right-click / long-press) · pieceHover { uid } | { uid: null } (battle: + unitId, unit)
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// tileClick { row, col, x, y } — the ground itself was tapped and nothing stands there (GitHub issue #184:
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// a special terrain tile's own tip; the screen resolves it with gameLogic.terrainInfo)
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// tileHover { row, col, area, idx } | null (while dragging: the drop target — the tile under the pointer)
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// view.pieceScreenRect(uid) → { left, top, right, bottom, width, height, x, y } (client px: the drawn body) | null
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// Picking (user playtest #4 item 1: the ground is drawn as tiles — a press on a tile is a press on the unit standing
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@@ -1099,6 +1101,21 @@ export async function createFieldView(host, options = {}) {
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return hit ? hit.ref : null;
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}
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/**
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* The ground itself was tapped: nothing stands there, so the TILE explains itself — a special terrain tile (活性源石,
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* 沼泽, 排气格栅, 深水区, 红/蓝门, 传送) opens its own card (GitHub issue #184; screens/game.js `tileClick` →
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* gameLogic.terrainInfo, which says nothing about an ordinary floor / road / wall tile).
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* The tile is picked as a BOARD tile (`pickBoardTile`, i.e. through `prepXf.toBoard`): on a Final Assault / Hidden Core
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* PREP the board draws the boss field's own rows (stage 2–5 as board 9–12), and the screen maps board → stage once more
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* with `gameLogic.fieldTile` — reporting the DRAWN tile here would be converted twice and explain the wrong tile
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* (review on #185).
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*/
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function emitTileClick(ev, e) {
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const t = pickBoardTile(ev.x, ev.y);
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if (!t || !(t.row >= 0) || !(t.col >= 0)) return; // outside the board this field draws
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emit('tileClick', { row: t.row, col: t.col, button: e.button, clientX: e.clientX, clientY: e.clientY });
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}
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const onPointerDown = (e) => {
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if (destroyed) return;
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const ev = evPayload(e);
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@@ -1109,18 +1126,20 @@ export async function createFieldView(host, options = {}) {
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const payload = { unitId: v.id, uid: info?.uid ?? null, unit: info, button: e.button, detail: e.button === 2, clientX: e.clientX, clientY: e.clientY };
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emit('pieceClick', payload);
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if (e.button === 2) emit('pieceDetail', payload);
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} else if (penViews.size) {
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const pv = penUnitAt(ev.x, ev.y);
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if (pv) emitPenClick(pv, e);
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return;
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}
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const pv = penViews.size ? penUnitAt(ev.x, ev.y) : null;
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if (pv) emitPenClick(pv, e);
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else emitTileClick(ev, e);
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return;
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}
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if (drag.pointerDown(ev)) { try { canvas.setPointerCapture(e.pointerId); } catch { /* ignore */ } return; }
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if (mode === 'prep') { const lv = leaderAt(ev.x, ev.y); if (lv) { emitPenClick(lv, e); return; } }
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if (penViews.size && mode === 'prep') {
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const pv = penUnitAt(ev.x, ev.y);
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if (pv) emitPenClick(pv, e);
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if (pv) { emitPenClick(pv, e); return; }
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}
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emitTileClick(ev, e);
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};
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const onPointerMove = (e) => {
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if (destroyed) return;
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