feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand: - #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃 chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝 chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines are identical to #109's tier1/2/3/4/6 diffs. - #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the skill's own mods), and W5D's 冲锋号令 DP start effect is kept. - #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty name (the Chinese text is the PR's), plus its English line in public/i18n/en.json. - data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/ file changed. - docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are always on"), SIM §7.4 (both generic passive cases). - Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js / snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js / plan.mjs, #74 plan.mjs / docs. Where the PRs met feedback5 work: - 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so. - Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the generic:passive buff). Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed and fields the unit that explains it. - #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low, bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low, bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1, 琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype). - #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退): roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high, bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun. - #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3, coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted. - #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low, bond-visiShip-high. - #66 + #160: roster-008, roster-027. - #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06, coop2-HARD-4, coop2-NORMAL-14-standins. - all three: roster-010, roster-012, roster-031. 69 scenarios. Every other digest is unchanged.
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@@ -220,12 +220,22 @@
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.readybtn.is-busy { opacity: .7; }
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/* ---- bond strip ---------------------------------------------------------------------------------------- */
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.gm__bonds { position: absolute; left: 1.56rem; top: 1.36rem; right: 5.2rem; pointer-events: none; }
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.gm__bonds { position: absolute; left: 1.56rem; top: 1.36rem; right: 5.2rem; pointer-events: none;
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display: flex; align-items: flex-start; gap: max(.1rem, 8px); }
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/* Only the bond discs (and the +N chip) take the pointer: the strip's box spans the width under the top bar, where the
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top board row's units stand (row 12 at 16:9 / 21:9 / 720p / phones, the boss field's row 5 in a boss prep) — it used
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to swallow the taps and drags on them (review of user playtest #2 item 8: every own unit reachable). */
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.gm__bonds > *, .gm__bonds .bstrip { pointer-events: none; }
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.gm__bonds .bslot, .gm__bonds .bstrip__more { pointer-events: auto; }
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.gm__bond-list { min-width: 0; }
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/* The hidden list leaves no hit area over the board; only this compact tab can reopen it (GitHub #142). */
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.gm__bonds .bonds-toggle { pointer-events: auto; flex: none; display: inline-flex; align-items: center; justify-content: center;
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gap: max(.03rem, 2px); min-width: 44px; min-height: 44px; padding: .06rem .08rem;
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color: var(--text-hi); background: var(--bg-1); border: 1px solid var(--line-2); cursor: pointer;
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font-size: max(.14rem, 11px); line-height: 1; }
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.bonds-toggle .icon { width: max(.18rem, 14px); height: max(.18rem, 14px); }
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.bonds-toggle:hover { color: var(--mint-500); border-color: var(--mint-500); }
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.bonds-toggle:focus-visible { outline: 2px solid var(--mint-500); outline-offset: 2px; }
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.bstrip { display: flex; align-items: flex-start; gap: .1rem; flex-wrap: nowrap; }
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.bstrip.is-frozen .bslot { opacity: .5; filter: saturate(.4); }
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.bstrip--empty { display: inline-flex; align-items: center; gap: .12rem; padding: .08rem .16rem; font-size: .15rem; color: var(--text-dim); background: rgba(8, 11, 10, .6); border: 1px dashed var(--line-2); }
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