0.2.5-dev: merge claude/036-touch
# Conflicts: # CHANGELOG.md # docs/history/0.2.5.md
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@@ -414,3 +414,53 @@ Tests: `test/render/board3d-scene.test.js` (the scene table against data/stages.
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layout shared by scenes.py and load.js, sub-graphic groups, RGBM decode, the loader with a fake store, BoardScene
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with a stub renderer: scene on / areas / fallback). `test/scene-assets.test.js` (setup's scene step, the full plan
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ships extracted scene files, the lite plan ships none, git ignores the bundles).
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### 30.17 Prepared 外勤医疗 target order and preparation inspection
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PR #523 by @YinqiMargatroid, continuing #451. PR #451 made 预备干员-医疗 visible in preparation and left its initial
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aggro order unchanged. The owner decided on 2026-10-12 to take both halves of this report as the author describes them.
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The retained team grant in §30.14 is unchanged: a confirmed Touch selection still supplies the medic after the holder
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is eliminated or leaves.
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In the recording [卫戍协议](https://b23.tv/RQLI8WS), the right-side 联防 board at 19:13 has Touch and 哈洛德 inside the
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same flying 守墓石像's attack range when it locks its target, and the attack selects 哈洛德. The 17:01 preparation
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frame shows 哈洛德 with no equipment, and his position makes him the right player's first ordinary deployment under
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the current column scan. The 19:36 clip supplies another targeting comparison. [PRTS 卫戍协议/帮助](https://prts.wiki/w/卫戍协议/帮助)
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gives the column order and places operators before summons; [PRTS 作战机制](https://prts.wiki/w/作战机制) gives 索敌 as
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blocker, then special priority, then 仇恨, then earliest appearance. These observations support an effective priority
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earlier than ordinary operators for the prepared 外勤医疗 slot. They do not expose the official unit identity or the
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exact deployment counter.
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The battle sim still creates the selected map-character variant at `battleStart`, after the board deployment.
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[ASSUMED] The prepared slot keeps an earlier effective targeting order whether it stays 预备干员-医疗 or is replaced
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by Touch. Only `aggroSeq` receives a negative pre-initial value (`i - chars.length` across every prepared character
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on the field); `deploySeq` remains the actual spawn's identity for deployment hooks and scheduled effects. `0` is not
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used, because `aggroCmp` treats a falsy `aggroSeq` as `deploySeq`. [ASSUMED] When several players have prepared slots,
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their relative order follows the existing player iteration, the same way other initial placements do. A map character
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spawned ad hoc after battle start, without `preBattleAggroSeq`, keeps ordinary summon order. Redeploy and device
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spawn still assign `aggroSeq` from the new `deploySeq`. The flying 守墓石像 tests check both variants at target-lock
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time, a right-side 联防 Touch ahead of the left medic and behind no ordinary operator, and the higher-taunt exception.
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The further recording [准备阶段](https://b23.tv/4JXAp12) at 0:17 shows 预备干员-医疗 selected, with its detail card and
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attack range visible before combat. This shows an inspection affordance. It does not establish that the official game
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already simulates the medic as a combat entity during preparation. The client lets the existing read-only preparation
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view open its operator-style card and board-space range by tap, including on the mirrored boss half and in the flat
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fallback renderer. The original board-space record is kept for the card; only the rendered view is transformed. The
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preview stays immovable and is not sold or retreated. The battle creation point is unchanged. The same click path
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accepts another map-character variant if one is included in `prepMapChars`.
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Normative lines: SIM.md §1 and §2 (`aggroSeq`, `spawnToken` `preBattleAggroSeq`), design/engine.md §5.5, design/client.md
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Interactions, design/network.md preparation state. Tests: `test/content/bands.test.js`, `test/content/tokens_devices.test.js`,
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`test/ui/inspect-range.test.js`, `test/ui/playtest6_summons.test.js`, `test/render/browser.test.js` (needs `RENDER_E2E=1`).
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`npm run golden:update` recomputed all 287 scenarios against the preceding 0.2.5 candidate. No scenario was added or
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removed. Only `coop2-NORMAL-14-standins` moved. Its human seat holds `band_amedic`, so the team grant places the
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prepared map character on both fields; the earlier `aggroSeq` changes who those enemies strike, and the later bond
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and combat totals follow. The match stays a round-14 victory with team LP 31. The partner (`band_chiave`) first
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differs at round 11: activated layers 149 → 161, with 拉特兰 5 → 11 and 精准 24 → 30 in that settle row. Round 12
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continues the same layer gap (191 → 206). The human settle row first differs at round 13: kills 21 → 22, leaks
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36 → 35. Final human totals: kills 272 → 273, leaks 44 → 43, damage dealt 2,564,165 → 2,565,610, boss damage
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193,091 → 189,876. Partner boss damage 586,909 → 590,124, damage dealt 3,838,927 → 3,843,408, activated layers
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267 → 282; final bonds move 奥术 27 → 30, 拉特兰 17 → 23 and 精准 53 → 59. This scenario was not among the 45 that
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already differed from 0.2.4 (§30.9, §30.16), so the release-relative total is now 46. The other 286 digests match
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the preceding candidate.
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