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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@@ -19,6 +19,9 @@
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// Options:
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// --check report only, change nothing (exit 1 when something essential is missing)
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// --no-assets skip the art/audio download
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// --asset-source=M direct (default) or mirror (opt-in; no public-IP lookup)
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// SP_ASSET_SOURCE sets the default; SP_GITHUB_PROXY sets the HTTPS prefix (https://gh-proxy.com/)
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// An empty SP_GITHUB_PROXY disables the proxy, including in mirror mode.
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// --no-local skip the local-client detection and extraction
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// --local extract from the local client without asking (re-extracts when already done)
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// --game <dir> AssetBundle root of the local client (…/StreamingAssets/AB/Windows or PlayCover …/Documents/Bundles)
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@@ -35,6 +38,7 @@ import path from 'node:path';
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import readline from 'node:readline';
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import { spawnSync } from 'node:child_process';
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import { fileURLToPath } from 'node:url';
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import { validateSource } from './assets/network.mjs';
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export const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..');
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export const MIN_NODE = 22;
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@@ -328,11 +332,13 @@ function ensureVenv(py, log) {
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// ---------------------------------------------------------------------------------------------------
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function parseArgs(argv) {
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const o = { check: false, assets: true, local: 'ask', game: null, yes: false, quiet: false, help: false };
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const o = { check: false, assets: true, local: 'ask', game: null, yes: false, quiet: false, help: false, source: process.env.SP_ASSET_SOURCE || 'direct' };
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for (let i = 0; i < argv.length; i++) {
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const a = argv[i];
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if (a === '--check') o.check = true;
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else if (a === '--no-assets') o.assets = false;
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else if (a === '--asset-source') o.source = argv[++i];
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else if (a.startsWith('--asset-source=')) o.source = a.slice('--asset-source='.length);
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else if (a === '--no-local') o.local = 'no';
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else if (a === '--local') o.local = 'force';
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else if (a === '--game') { o.game = argv[++i] || null; if (o.local !== 'no') o.local = 'force'; }
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@@ -342,6 +348,7 @@ function parseArgs(argv) {
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else if (a === '-h' || a === '--help') o.help = true;
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else throw new Error(`未知参数 / unknown option: ${a}(--help 查看用法)`);
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}
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if (!o.help) validateSource(o.source);
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return o;
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}
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@@ -413,7 +420,7 @@ async function main() {
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const what = !assets.present ? `首次下载约 ${assets.bytes ? mb(assets.bytes) : '270 MB'},可随时中断,重新运行会续传`
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: `补全缺失的 ${assets.missing} 个文件`;
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log(`\n${c.cyan('▶')} 下载美术与音频素材(${what})…`);
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const r = run(process.execPath, [path.join(ROOT, 'tools', 'fetch-assets.mjs')]);
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const r = run(process.execPath, [path.join(ROOT, 'tools', 'fetch-assets.mjs'), `--asset-source=${opts.source}`]);
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assets = checkAssets();
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if (!r.ok && !assets.ok) log(c.warn(' 素材下载未完成(网络问题?)。游戏仍可运行(使用占位图),稍后重新运行 setup 即可续传。'));
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}
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