feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0
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+53
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@@ -1,5 +1,7 @@
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// Shared enums & constants (server + browser). Pure ESM, no Node APIs.
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import { N_ } from './i18n.js';
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export const PROTOCOL_VERSION = 1;
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/** Release version shown to players (title screen, server banner, /healthz). Kept equal to package.json "version"
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* (test/version.test.js); PROTOCOL_VERSION above is the separate wire-format number. */
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@@ -17,7 +19,7 @@ export const ROOM_CODE_LEN = 4;
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export const NAME_MAX_LEN = 12;
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export const DIFFICULTIES = ['FUNNY', 'NORMAL', 'HARD', 'ABYSS'];
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export const DIFFICULTY_NAMES = { FUNNY: '标准模拟', NORMAL: '险境模拟', HARD: '绝境模拟', ABYSS: '终极模拟' };
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export const DIFFICULTY_NAMES = { FUNNY: N_('标准模拟'), NORMAL: N_('险境模拟'), HARD: N_('绝境模拟'), ABYSS: N_('终极模拟') };
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export const DIFFICULTY_COLORS = { FUNNY: '#f6a329', NORMAL: '#e85a1a', HARD: '#e73118', ABYSS: '#ff0024' };
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// modeId in data/config.json = `mode_${type}_${difficulty.toLowerCase()}` with type single|multi
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@@ -41,9 +43,9 @@ export const PHASE = Object.freeze({
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});
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export const PHASE_NAMES = {
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LOBBY: '等待中', INFO_CHECK: '确认本局信息', BAND_DRAFT: '选择策略', BATTLE_CHECK: '协议启动',
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ROUND_START: '回合开始', SP_DRAFT: '机变阶段', PREP: '休整期', COMBAT: '作战中', UNITE: '联防阶段',
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SETTLE: '结算', FINAL_ASSAULT: '最终攻势', HIDDEN_CORE: '隐秘核心', RESULT: '模拟结束',
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LOBBY: N_('等待中'), INFO_CHECK: N_('确认本局信息'), BAND_DRAFT: N_('选择策略'), BATTLE_CHECK: N_('协议启动'),
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ROUND_START: N_('回合开始'), SP_DRAFT: N_('机变阶段'), PREP: N_('休整期'), COMBAT: N_('作战中'), UNITE: N_('联防阶段'),
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SETTLE: N_('结算'), FINAL_ASSAULT: N_('最终攻势'), HIDDEN_CORE: N_('隐秘核心'), RESULT: N_('模拟结束'),
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};
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// Board geometry on the 19x21 stage grid (row 0 = bottom). See DESIGN §3.
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@@ -145,12 +147,12 @@ export const ERR = Object.freeze({
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});
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export const ERR_TEXT = {
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BAD_MSG: '无效的请求', RATE: '操作过于频繁', NOT_IN_ROOM: '你不在房间中', ROOM_NOT_FOUND: '未找到该同盟密钥对应的房间',
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ROOM_FULL: '房间已满', ROOM_STARTED: '模拟已开始', NOT_HOST: '只有房主可以操作', NOT_READY: '仍有玩家未就绪',
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WRONG_PHASE: '当前阶段无法进行该操作', NO_FUNDS: '资金不足', HAND_FULL: '整备区已满', BOARD_FULL: '已达到部署上限',
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BAD_TILE: '无法部署在该位置', BAD_TARGET: '无效的目标', SOLD_OUT: '已售出', MAX_LEVEL: '调度中心已达最高等级',
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NOT_YOUR_TURN: '尚未轮到你', ALREADY: '已完成该操作', TEMP_NOT_EMPTY: '临时整备区不为空', ELIMINATED: '你已被淘汰',
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SPECTATOR: '观战中无法进行该操作', INTERNAL: '服务器内部错误',
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BAD_MSG: N_('无效的请求'), RATE: N_('操作过于频繁'), NOT_IN_ROOM: N_('你不在房间中'), ROOM_NOT_FOUND: N_('未找到该同盟密钥对应的房间'),
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ROOM_FULL: N_('房间已满'), ROOM_STARTED: N_('模拟已开始'), NOT_HOST: N_('只有房主可以操作'), NOT_READY: N_('仍有玩家未就绪'),
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WRONG_PHASE: N_('当前阶段无法进行该操作'), NO_FUNDS: N_('资金不足'), HAND_FULL: N_('整备区已满'), BOARD_FULL: N_('已达到部署上限'),
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BAD_TILE: N_('无法部署在该位置'), BAD_TARGET: N_('无效的目标'), SOLD_OUT: N_('已售出'), MAX_LEVEL: N_('调度中心已达最高等级'),
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NOT_YOUR_TURN: N_('尚未轮到你'), ALREADY: N_('已完成该操作'), TEMP_NOT_EMPTY: N_('临时整备区不为空'), ELIMINATED: N_('你已被淘汰'),
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SPECTATOR: N_('观战中无法进行该操作'), INTERNAL: N_('服务器内部错误'),
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};
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// ---- Emotes (交流, research 09 §4) -----------------------------------------------------------------------------
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@@ -166,53 +168,53 @@ export const ERR_TEXT = {
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// derived from the id (autochess_battle_fooldoctor_03…06 → pic_fooldoctor_04/05/06/08_battle).
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const emo = (id, sortId, picId, label) => Object.freeze({ id, sortId, picId, label });
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export const EMOTE_THEMES = Object.freeze([
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{ themeId: 'emoticon_autochess_basic', dir: 'basic', sortId: 100000, isBasic: true, name: '表情套组:卫戍协议', emotes: [
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emo('autochess_battle_happy', 1001, 'pic_happy_battle', '开心'),
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emo('autochess_battle_scared', 1002, 'pic_scared_battle', '害怕'),
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emo('autochess_battle_sorry', 1003, 'pic_sorry_battle', '对不起'),
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emo('autochess_battle_thanks', 1004, 'pic_thanks_battle', '谢谢'),
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emo('autochess_battle_thinking', 1005, 'pic_thinking_battle', '思考'),
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emo('autochess_battle_nice_cooperate', 1006, 'pic_cooperate_battle', '合作愉快'),
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{ themeId: 'emoticon_autochess_basic', dir: 'basic', sortId: 100000, isBasic: true, name: N_('表情套组:卫戍协议'), emotes: [
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emo('autochess_battle_happy', 1001, 'pic_happy_battle', N_('开心')),
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emo('autochess_battle_scared', 1002, 'pic_scared_battle', N_('害怕')),
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emo('autochess_battle_sorry', 1003, 'pic_sorry_battle', N_('对不起')),
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emo('autochess_battle_thanks', 1004, 'pic_thanks_battle', N_('谢谢')),
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emo('autochess_battle_thinking', 1005, 'pic_thinking_battle', N_('思考')),
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emo('autochess_battle_nice_cooperate', 1006, 'pic_cooperate_battle', N_('合作愉快')),
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] },
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{ themeId: 'emoticon_originium_slug', dir: 'slug', sortId: 1001, isBasic: false, name: '表情套组:虫动', emotes: [
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emo('slug_autochess_battle_nice_work', 2001, 'pic_nice_work_battle', '合作愉快!'),
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emo('slug_autochess_battle_thanks', 2002, 'pic_thanks_battle', '谢谢!'),
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emo('slug_autochess_battle_sorry', 2003, 'pic_sorry_battle', '对不起!'),
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emo('slug_autochess_battle_bye', 2004, 'pic_bye_battle', '再见!'),
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{ themeId: 'emoticon_originium_slug', dir: 'slug', sortId: 1001, isBasic: false, name: N_('表情套组:虫动'), emotes: [
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emo('slug_autochess_battle_nice_work', 2001, 'pic_nice_work_battle', N_('合作愉快!')),
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emo('slug_autochess_battle_thanks', 2002, 'pic_thanks_battle', N_('谢谢!')),
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emo('slug_autochess_battle_sorry', 2003, 'pic_sorry_battle', N_('对不起!')),
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emo('slug_autochess_battle_bye', 2004, 'pic_bye_battle', N_('再见!')),
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emo('slug_autochess_battle_distrust', 2005, 'pic_distrust_battle', '???'),
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emo('slug_autochess_battle_very_soon', 2006, 'pic_very_soon_battle', '很快就好!'),
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emo('slug_autochess_battle_very_soon', 2006, 'pic_very_soon_battle', N_('很快就好!')),
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] },
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{ themeId: 'emoticon_autochess_basic_2', dir: 'basic_2', sortId: 100001, isBasic: true, name: '表情套组:卫戍协议', emotes: [
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emo('autochess_battle_noproblem', 1007, 'pic_noproblem_battle', '没问题!'),
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emo('autochess_battle_respect', 1008, 'pic_respect_battle', '敬礼!'),
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emo('autochess_battle_call', 1009, 'pic_call_battle', '欢呼!'),
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emo('autochess_battle_playingcool', 1010, 'pic_playingcool_battle', '酷!'),
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emo('autochess_battle_sad', 1011, 'pic_sad_battle', '伤心'),
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emo('autochess_battle_dying', 1012, 'pic_dying_battle', '快死了'),
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{ themeId: 'emoticon_autochess_basic_2', dir: 'basic_2', sortId: 100001, isBasic: true, name: N_('表情套组:卫戍协议'), emotes: [
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emo('autochess_battle_noproblem', 1007, 'pic_noproblem_battle', N_('没问题!')),
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emo('autochess_battle_respect', 1008, 'pic_respect_battle', N_('敬礼!')),
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emo('autochess_battle_call', 1009, 'pic_call_battle', N_('欢呼!')),
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emo('autochess_battle_playingcool', 1010, 'pic_playingcool_battle', N_('酷!')),
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emo('autochess_battle_sad', 1011, 'pic_sad_battle', N_('伤心')),
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emo('autochess_battle_dying', 1012, 'pic_dying_battle', N_('快死了')),
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] },
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{ themeId: 'emoticon_foolsday_doctor', dir: 'fooldoctor', sortId: 1002, isBasic: false, name: '表情套组:博士士', emotes: [
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emo('autochess_battle_fooldoctor_01', 1020, 'pic_fooldoctor_01_battle', '博士士 1'),
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emo('autochess_battle_fooldoctor_02', 1021, 'pic_fooldoctor_02_battle', '博士士 2'),
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emo('autochess_battle_fooldoctor_03', 1022, 'pic_fooldoctor_04_battle', '博士士 3'),
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emo('autochess_battle_fooldoctor_04', 1023, 'pic_fooldoctor_05_battle', '博士士 4'),
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emo('autochess_battle_fooldoctor_05', 1024, 'pic_fooldoctor_06_battle', '博士士 5'),
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emo('autochess_battle_fooldoctor_06', 1025, 'pic_fooldoctor_08_battle', '博士士 6'),
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{ themeId: 'emoticon_foolsday_doctor', dir: 'fooldoctor', sortId: 1002, isBasic: false, name: N_('表情套组:博士士'), emotes: [
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emo('autochess_battle_fooldoctor_01', 1020, 'pic_fooldoctor_01_battle', N_('博士士 1')),
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emo('autochess_battle_fooldoctor_02', 1021, 'pic_fooldoctor_02_battle', N_('博士士 2')),
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emo('autochess_battle_fooldoctor_03', 1022, 'pic_fooldoctor_04_battle', N_('博士士 3')),
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emo('autochess_battle_fooldoctor_04', 1023, 'pic_fooldoctor_05_battle', N_('博士士 4')),
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emo('autochess_battle_fooldoctor_05', 1024, 'pic_fooldoctor_06_battle', N_('博士士 5')),
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emo('autochess_battle_fooldoctor_06', 1025, 'pic_fooldoctor_08_battle', N_('博士士 6')),
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] },
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{ themeId: 'emoticon_foolsday_amiya', dir: 'foolamiya', sortId: 1003, isBasic: false, name: '表情套组:米米子', emotes: [
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emo('autochess_battle_foolamiya_01', 1040, 'pic_foolamiya_01_battle', '米米子 1'),
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emo('autochess_battle_foolamiya_02', 1041, 'pic_foolamiya_02_battle', '米米子 2'),
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emo('autochess_battle_foolamiya_03', 1042, 'pic_foolamiya_03_battle', '米米子 3'),
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emo('autochess_battle_foolamiya_04', 1043, 'pic_foolamiya_04_battle', '米米子 4'),
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emo('autochess_battle_foolamiya_05', 1044, 'pic_foolamiya_05_battle', '米米子 5'),
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emo('autochess_battle_foolamiya_06', 1045, 'pic_foolamiya_06_battle', '米米子 6'),
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{ themeId: 'emoticon_foolsday_amiya', dir: 'foolamiya', sortId: 1003, isBasic: false, name: N_('表情套组:米米子'), emotes: [
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emo('autochess_battle_foolamiya_01', 1040, 'pic_foolamiya_01_battle', N_('米米子 1')),
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emo('autochess_battle_foolamiya_02', 1041, 'pic_foolamiya_02_battle', N_('米米子 2')),
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emo('autochess_battle_foolamiya_03', 1042, 'pic_foolamiya_03_battle', N_('米米子 3')),
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emo('autochess_battle_foolamiya_04', 1043, 'pic_foolamiya_04_battle', N_('米米子 4')),
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emo('autochess_battle_foolamiya_05', 1044, 'pic_foolamiya_05_battle', N_('米米子 5')),
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emo('autochess_battle_foolamiya_06', 1045, 'pic_foolamiya_06_battle', N_('米米子 6')),
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] },
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{ themeId: 'emoticon_foolsday_wisdel', dir: 'foolwisdel', sortId: 1004, isBasic: false, name: '表情套组:维维美', emotes: [
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emo('autochess_battle_foolwisdel_01', 1060, 'pic_foolwisdel_01_battle', '维维美 1'),
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emo('autochess_battle_foolwisdel_02', 1061, 'pic_foolwisdel_02_battle', '维维美 2'),
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emo('autochess_battle_foolwisdel_03', 1062, 'pic_foolwisdel_03_battle', '维维美 3'),
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emo('autochess_battle_foolwisdel_04', 1063, 'pic_foolwisdel_04_battle', '维维美 4'),
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emo('autochess_battle_foolwisdel_05', 1064, 'pic_foolwisdel_05_battle', '维维美 5'),
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emo('autochess_battle_foolwisdel_06', 1065, 'pic_foolwisdel_06_battle', '维维美 6'),
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{ themeId: 'emoticon_foolsday_wisdel', dir: 'foolwisdel', sortId: 1004, isBasic: false, name: N_('表情套组:维维美'), emotes: [
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emo('autochess_battle_foolwisdel_01', 1060, 'pic_foolwisdel_01_battle', N_('维维美 1')),
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emo('autochess_battle_foolwisdel_02', 1061, 'pic_foolwisdel_02_battle', N_('维维美 2')),
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emo('autochess_battle_foolwisdel_03', 1062, 'pic_foolwisdel_03_battle', N_('维维美 3')),
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emo('autochess_battle_foolwisdel_04', 1063, 'pic_foolwisdel_04_battle', N_('维维美 4')),
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emo('autochess_battle_foolwisdel_05', 1064, 'pic_foolwisdel_05_battle', N_('维维美 5')),
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emo('autochess_battle_foolwisdel_06', 1065, 'pic_foolwisdel_06_battle', N_('维维美 6')),
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] },
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].map((t) => Object.freeze({ ...t, emotes: Object.freeze(t.emotes) })));
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/** Every emote with its theme: `{ id, sortId, picId, label, themeId, dir }`, in wheel order. */
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+3
-3
@@ -155,12 +155,12 @@ export function diyPool(tier, { data, kitted = null } = { data: null }) {
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*/
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export function checkDiyPick(slotId, pick, data) {
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const slot = diySlot(slotId, data);
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if (!slot) return { error: `not a 自选 slot: ${slotId}` };
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if (!slot) return { error: `not a 自选 slot: ${slotId}` }; // i18n-ignore: developer detail
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if (!isObj(pick) || typeof pick.charId !== 'string' || !ID.test(pick.charId)) return { error: `${slot.baseId}: bad pick` };
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const { charId } = pick;
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const diy = diyOf(data);
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const proto = isPrototypePick(data, slot.tier, charId);
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if (!proto && !(diy.ownedPool ?? []).includes(charId)) return { error: `${charId} is not a tier-${slot.tier} 自选 pick` };
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if (!proto && !(diy.ownedPool ?? []).includes(charId)) return { error: `${charId} is not a tier-${slot.tier} 自选 pick` }; // i18n-ignore: developer detail
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const want = pick.skillIndex ?? null;
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const wantMod = pick.uniEquipId === undefined || pick.uniEquipId === 'none' ? null : pick.uniEquipId;
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if (want !== null && !(Number.isInteger(want) && want >= 0 && want <= 9)) return { error: `${charId}: bad skill index ${want}` };
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@@ -172,7 +172,7 @@ export function checkDiyPick(slotId, pick, data) {
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const lk = lockedSelection(data, slot.tier, charId);
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if (!lk) return { error: `${charId}: no locked selection at tier ${slot.tier}` };
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// omitted / null = its locked selection; another skill, another module or an explicit 'none' is refused
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if (want !== null && want !== lk.skillIndex) return { error: `${charId}: a prototype carries skill ${lk.skillIndex} (与系统补位时一致)` };
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if (want !== null && want !== lk.skillIndex) return { error: `${charId}: a prototype carries skill ${lk.skillIndex} (与系统补位时一致)` }; // i18n-ignore: developer detail
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if (pick.uniEquipId != null && wantMod !== lk.uniEquipId) return { error: `${charId}: a prototype carries module ${lk.uniEquipId ?? 'none'}` };
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({ skillIndex, uniEquipId } = lk);
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} else {
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@@ -10,7 +10,7 @@
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// §战斗部署), and is not read. The battle keeps position MELEE: on a 高台 the unit attacks and blocks nothing.
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/** The trait line that lets a MELEE chess stand on a ranged (高台) tile. */
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export const PLACE_ON_RANGED = '可以放置于远程位';
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export const PLACE_ON_RANGED = '可以放置于远程位'; // i18n-ignore: matched against the data's trait text
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/**
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* The record's trait text without a module ('' when it has none).
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