fix: 简化棋盘显示外勤医疗预置角色 (#315)
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@@ -77,6 +77,6 @@ Target: a **real 3D board layer** rendered with three.js (vendored ESM, no CDN)
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- One camera model drives both layers: `public/js/render/projection.js` keeps its public API (`worldToScreen`, `screenToWorld`/tile picking, presets, transitions) but derives it from a three.js `PerspectiveCamera` initialised from the official configBlackBoard framing, so Spine units, FX, drag/drop and hit-testing stay aligned with the 3D board.
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- Must degrade gracefully: when local-client art or WebGL2 features are missing, fall back to the current 2D atlas board; keep 60 fps (static geometry merged into few draw calls; textures mipmapped; DPR-aware).
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- Implemented (`public/js/render/board3d/*`, `render/app.js`): three.js is downloaded only when the local-art manifest lists the board atlas; the built 3D area, the drawn 2D rows and the lit rect follow `viewKind(kind, {rect})` (the field the camera actually shows: a 'prep' camera on rows ≤ 6 = `bossPrep`); the background plane is extended with mirrored copies and the clear colour matches the fog (no visible edge at any aspect); battle crates live in their own group (survive scene rebuilds) and follow the board mode (`switchableBox`: 3D mesh ⇄ 2D box on a mode switch or a lost WebGL context); quality 'low' drops shadows; `?board=2d|3d` overrides. The direction wheel's range stripes sit between the board canvas and the unit canvas.
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- Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (`prepCamera` → `bossPrep` in public/js/ui/gameLogic.js; covered by the playtest2 browser tests). A scout of such a board (`m.field` prep of a boss round) comes in boss-field coordinates with the player's `side` and is framed the same way, the leader standing at its spawn (0.2.0, community report item 55). Both players of a pair are shown together, as in the battle (0.2.0, community report item 51): the partner's board stands on the other half (`m.private.bossMate` units, already in boss-field coordinates: mirrored on the right half, RIGHT ↔ LEFT; read-only `m:<uid>` views of `render/app.js syncReadOnlyPrepUnits`), the whole boss field is lit, a scout carries both halves (`mate`), and the team panel frames the pair's avatars in the official green (`ui/battle bg_team_border` tinted, a plain ring without the local art; `gameLogic teamFrameIds`) from the round's start through the fight. With 外勤医疗 selected, every living player's own prep, paired boss prep and scouted prep shows a read-only 预备干员-医疗 on its stage slot; the strategy's Touch replacement occurs only when combat begins.
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- Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (`prepCamera` → `bossPrep` in public/js/ui/gameLogic.js; covered by the playtest2 browser tests). A scout of such a board (`m.field` prep of a boss round) comes in boss-field coordinates with the player's `side` and is framed the same way, the leader standing at its spawn (0.2.0, community report item 55). Both players of a pair are shown together, as in the battle (0.2.0, community report item 51): the partner's board stands on the other half (`m.private.bossMate` units, already in boss-field coordinates: mirrored on the right half, RIGHT ↔ LEFT; read-only `m:<uid>` views of `render/app.js syncReadOnlyPrepUnits`), the whole boss field is lit, a scout carries both halves (`mate`), and the team panel frames the pair's avatars in the official green (`ui/battle bg_team_border` tinted, a plain ring without the local art; `gameLogic teamFrameIds`) from the round's start through the fight. With 外勤医疗 selected, every living player's own prep, paired boss prep and scouted prep shows a read-only 预备干员-医疗 on its stage slot; the strategy's Touch replacement occurs only when combat begins. The DOM fallback draws the same reserve medic from `m.private.prepMapChars` without adding a draggable piece.
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---
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@@ -1587,8 +1587,8 @@ Notes for the integrator
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describes a 预备干员-医疗 appearing on every player's field and being replaced by Touch at combat start if at least two
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elite operators stand there. PRTS 索敌 places the last deployed target ahead at equal taunt. [ASSUMED]: the
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replacement retains the map character's pre-deployment aggro position; the sources do not fix its exact numeric rank.
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- **Now**: in PREP, every living player's own board and scouted board shows a read-only 预备干员-医疗 from the stage's map-character slot when any living player holds 外勤医疗; a boss pair's two medics appear on the respective halves. The prep unit does not become a movable `board` piece. At `battleStart`, only the 外勤医疗 map character (预备干员-医疗 or its Touch replacement) gets an early `aggroSeq`. Its actual deployment event and `deploySeq` stay unchanged. Operators, ordinary initial summons and mid-battle summons retain their existing priority.
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- **Now**: in PREP, every living player's own board and scouted board shows a read-only 预备干员-医疗 from the stage's map-character slot when any living player holds 外勤医疗; a boss pair's two medics appear on the respective halves. The DOM fallback also draws the medic without making it draggable. The prep unit does not become a movable `board` piece. At `battleStart`, only the 外勤医疗 map character (预备干员-医疗 or its Touch replacement) gets an early `aggroSeq`. Its actual deployment event and `deploySeq` stay unchanged. Operators, ordinary initial summons and mid-battle summons retain their existing priority.
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- **Golden**: one value moves in `test/golden/matches.json`: `coop2-NORMAL-14-standins`, player `h_0`'s
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`dmgDealt` 3,000,543 → 2,999,081. That match fields 外勤医疗, so its changed initial target order can alter damage;
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every other recorded result is unchanged. **Tests**: `test/content/bands.test.js` checks both variants' priority and
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“萨米的意志” 冰凌 selection on solo and two-player boss fields; `test/match/touch-prep.test.js` checks own, scouted and paired boss preparation views; the render browser test checks that the medic is visible, mirrored and not draggable.
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“萨米的意志” 冰凌 selection on solo and two-player boss fields; `test/match/touch-prep.test.js` checks own, scouted and paired boss preparation views; the render browser test checks that both renderers show the medic, with the right-side mirror and no drag behavior.
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@@ -332,6 +332,16 @@ export function createFallbackView(host, opts = {}) {
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const now = performance.now();
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if (st.mode === 'prep' && st.priv) {
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const heldPos = (p) => { const t = st.held.get(p.uid); return t ? tilePos(L, t.row, t.col) : null; };
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for (const u of Array.isArray(st.priv.prepMapChars) ? st.priv.prepMapChars : []) {
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if (!u || !Number.isInteger(u.x) || !Number.isInteger(u.y) || typeof u.defId !== 'string') continue;
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const pos = tilePos(L, u.y, u.x);
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const src = tokenAvatarUrl(m(), u.defId);
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pieces.push(html`<div key=${`map:${u.uid}`} class="ff-piece ff-piece--token ff-piece--map-char"
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style=${`transform:translate(${pos.x}px,${pos.y}px);width:${L.tile}px;height:${L.tile}px;pointer-events:none`}
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title=${u.name || u.defId}>
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<div class="ff-piece__art">${src ? html`<img src=${src} alt="" draggable=${false} />` : html`<span>${[...(u.name || '?')][0]}</span>`}</div>
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</div>`);
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}
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for (const p of Array.isArray(st.priv.board) ? st.priv.board : []) {
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if (!p || !Number.isInteger(p.row)) continue;
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const pos = heldPos(p) || tilePos(L, p.row, p.col);
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@@ -81,6 +81,7 @@ describe('render engine in headless Chrome', { skip }, () => {
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st.prepMapChars = [{ id: -1, uid: -1, kind: 'token', side: 'ally', ownerId: 'p_0',
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defId: 'char_605_cmedic', name: '预备干员-医疗', spine: 'char_605_cmedic', avatar: 'char_605_cmedic',
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area: 'board', x: 2, y: 10, dir: 'RIGHT', facing: 1, maxHp: 1202 }];
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window.__touchPrepChar = st.prepMapChars[0];
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v.setPrep(st, { editable: true });
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const medic = v.debug.views.get('m:-1');
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const p = v.tileScreen(10, 2), rect = v.debug.app.view.getBoundingClientRect();
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@@ -105,12 +106,27 @@ describe('render engine in headless Chrome', { skip }, () => {
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v.setPrep(st, { editable: true });
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return !v.debug.views.has('m:-1');
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});
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const fallback = await page.evaluate(async () => {
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const { createFallbackView } = await import('/js/ui/fallbackField.js');
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const host = document.createElement('div');
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host.style.cssText = 'position:absolute;width:800px;height:600px';
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document.body.appendChild(host);
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const ff = createFallbackView(host, { data: { get: () => null, lookup: () => null } });
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ff.setPrep({ board: [], hand: [], temp: [], prepMapChars: [window.__touchPrepChar] }, { editable: true });
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await new Promise((resolve) => requestAnimationFrame(() => requestAnimationFrame(resolve)));
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const el = host.querySelector('.ff-piece--map-char');
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const out = { exists: !!el, name: el?.title, pointerEvents: el ? getComputedStyle(el).pointerEvents : null,
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movableId: el?.dataset.uid ?? null };
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ff.destroy(); host.remove();
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return out;
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});
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await page.close();
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assert.deepEqual(problems, []);
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assert.deepEqual(first, { exists: true, id: 'char_605_cmedic', x: 2, y: 10,
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draggable: false });
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assert.deepEqual(boss, [18, 3, 'LEFT']);
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assert.equal(removed, true);
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assert.deepEqual(fallback, { exists: true, name: '预备干员-医疗', pointerEvents: 'none', movableId: null });
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});
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test('fx gallery: every sim fx kind, projectile and status renders without errors; board art in use', async () => {
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