feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
Conflicts resolved keeping both sides: - effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk. - DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a transformation gains / the bench shed that spares it. - DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence. - PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window). - docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
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@@ -25,10 +25,10 @@
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// owned chess (ev.source.holder). That step walks a snapshot — the owned chess and each holder's items as they stand
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// when it begins (every [holder, item] pair, taken before the first item runs) — and runs an item only if, when its
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// turn comes, it is still equipped on that holder and the holder is still owned: handlers move and destroy pieces
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// mid-walk (突变细胞 transforms its holder and returns the equipment to the hand; normal 博士投影 destroys itself, which
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// splices holder.items), and a live walk skipped the next item or ran it with a holder that was gone. Pieces gained or
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// equipped during the walk wait for the next dispatch; an item moved during it runs at most once (on the holder it
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// stood on, if its turn came before the move).
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// mid-walk (突变细胞 destroys its holder, returns the equipment to the hand and gains an operator; normal 博士投影
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// destroys itself, which splices holder.items), and a live walk skipped the next item or ran it with a holder that was
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// gone. Pieces gained or equipped during the walk wait for the next dispatch; an item moved during it runs at most once
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// (on the holder it stood on, if its turn came before the move).
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// Dispatch order per player: global → band → bonds → garrisons (board reading order,
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// then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N
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// sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is
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@@ -519,9 +519,10 @@ export function makeCtx(m, ps, source, hook, ev = null) {
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return m.dispatcher.triggerGarrisons(ps, l.piece, eventType, { asPiece: as ? as.piece : null, triggeredBy: source.key || null });
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},
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promote: (uid) => { const l = ps.find(uid); return l ? ps.promote(l.piece) : false; },
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/** Replace a chess piece by another chess (keeps its tile when legal, keeps its equipment — `{ returnItems: true }`:
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* the equipment returns to the hand instead, as from a destroyed operator; PlayerState.transformChess). */
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transform: (uid, chessId, opts = {}) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId, { returnItems: !!(opts && opts.returnItems) }); return p ? view(p) : null; },
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/** 突变细胞's transformation: destroy a chess piece wherever it stands (its equipment returns to the hand first), then
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* gain `chessId` like any gained operator — hand, overflow temp, a completed merge as usual
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* (PlayerState.transformChess). Returns the gained piece's view (the elite after a merge) or null. */
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transform: (uid, chessId) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId); return p ? view(p) : null; },
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/** Normal item piece → its golden version in place. */
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upgradeItem: (uid) => { const l = ps.find(uid); return l && l.piece.kind === 'item' ? ps.upgradeItem(l.piece) : false; },
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/** Attach an owned hand/temp item to an owned chess without equip effects (copies, restores). */
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