feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.
- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
removed, copies back to the pool); its equipment, the cell included, returns to the hand first
(overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
AI 托管 redeploying; feedback1-cell checks the new note.
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@@ -1,6 +1,7 @@
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// Player feedback after 0.1.0, #4 (workstream WA): the 突变细胞 item card says what the official text leaves out — the
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// cell is not consumed, it returns to the hand with the destroyed operator's other equipment (items.json `note`, built
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// by tools/build-data.mjs ITEM_RULES; server: builtinMeta char_chess_transformation_equip).
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// cell is not consumed, it returns to the hand with the destroyed operator's other equipment, and the new operator joins
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// the 整备区 to be deployed again (official footage; PR #2) (items.json `note`, built by tools/build-data.mjs ITEM_RULES;
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// server: builtinMeta char_chess_transformation_equip).
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync } from 'node:fs';
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@@ -35,7 +36,7 @@ const textOf = (v) => {
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};
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const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c);
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test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand; an ordinary item has no rule line', async () => {
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test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand and the new operator joins the 整备区; an ordinary item has no rule line', async () => {
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await data.loadAll('items', 'assets');
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const rule = (item) => [...walk(ItemDetail({ item, piece: null, editable: false }))].find((n) => hasClass(n, 'dhint--rule'));
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for (const id of ['chess_item_5_08_e_a', 'chess_item_5_08_e_b']) {
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@@ -44,6 +45,7 @@ test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand; an
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const t = textOf(rule(cell));
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assert.match(t, /原干员销毁/);
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assert.match(t, /突变细胞与其他装备退回整备区,可再次配发/);
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assert.match(t, /高一阶的随机初始干员(最高6阶),进入整备区,需要重新部署/);
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}
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const plain = data.lookup('items', 'chess_item_1_01_e_a'); // 维式重锤
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assert.equal(plain.note, null);
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