Fix source-owned Lemuen detection and wanted skill triggers (#428)

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sganggs committed 2026-10-09 17:29:46 +08:00
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@@ -78,6 +78,21 @@ The secure Clipboard API remains first choice; a failed fallback returns false f
Shared invite/loadout copying uses the same helper. Device tests passed 16/16; independent interaction probes
passed 12/12. The real nested-dialog regression is included in `test/ui/modal.e2e.test.js` for integration testing.
### 28.4 蕾缪安's wanted range also triggers skills — #428
Reported by @CurlyZhu. Marked enemies' tiles extended normal targeting, but were absent from the skill's
initial trigger range: full SP could sit idle while she attacked a remote wanted enemy. Her kit now registers
those tiles through the existing `addTriggerRange` contract, retaining target selectability and operation cooldown.
[PRTS 蕾缪安](https://prts.wiki/w/蕾缪安) also clarifies that a new detection timer needs a selectable target,
a timer already attached continues while sleeping within detection range, and the source leaving clears its
timers and marks. Each source now tracks its own progress; one Lemuen leaving does not erase another's marks.
The focused 12 tests cover all three skills, cross-player detection in a joint field, sleep/wake, multiple sources,
redeployment (including immediate range cleanup before the next attack) and the existing S3 waiting/late-bombardment behavior. Independent review passed after fixing that cleanup.
Golden: all 285 scenarios recomputed. `roster-016/018/035/036/045`, `boss-boss_1/3/5/7-pair`,
`hidden-boss_9-pair` and `solo-HARD-9-boosted` move because wanted marks now drive skill casts and
source-owned detection/cleanup; allies and kill timing consequently change. Bonds, stand-ins and DIY are unchanged.
### 28.5 远牙's granted trait on substitute switches — #415 / PR #429
Ported from [PR #429](https://github.com/sganggs/Stronghold-Protocol/pull/429) by @CXUtk; reported and
@@ -127,3 +142,4 @@ independently replayed for this port. **[ASSUMED]** other push sources and pulls
share the examples' display behavior; the drag template alone cannot establish that engine rule.
Tests cover real push/pull skill paths, default/override metadata, snapshot reversal, and an earlier attack
arriving after slide prestart in either field direction. Golden metadata deliberately omits the display flag.