feedback5: merge feedback4 (beb0296) — PR #73 (operator battle voices) ported to the split layout (the voice setting into ui/gameLogic/settings.js, the gameLogic.js shim unchanged; onResult and DetailPanel voice stay in screens/game.js, which needed its store import back; the sim's 'engage' in server/sim/ai.js performAttack, still the one battle/combat.js and devices.js call; plan.mjs / fetch-assets.mjs merged with --add-only, extraOperators and moduleTypes; the 干员语音 slider through t() with English); golden: roster / bonds / fields / standins / diy differ only in events.engage, matches unchanged
Ported by hand: - public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice` hunk went into public/js/ui/gameLogic/settings.js. - public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker / resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped. - public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json "干员语音": "Operator Voices" (next to Music / Sound Effects). - tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators / moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks, so the voice loop's comment says so (the next `npm run assets` plans their lines too). - tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all. - data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order); stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with the generator's contentHash. No other entry changed. - docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's 'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code). - Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests. Where #73 met feedback5 work: - 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's. - The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well. Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change), proven by a field-path diff against feedback5: - roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage). - diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on feedback5). - matches: unchanged.
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@@ -103,12 +103,12 @@ import { BriefingScreen } from './briefing.js';
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import { BandDraftScreen } from './bandDraft.js';
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import { ResultScreen } from './result.js';
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import { net } from '../net.js';
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import { useStore, shallowEqual, serverNow, isSpectating } from '../store.js';
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import { store, useStore, shallowEqual, serverNow, isSpectating } from '../store.js';
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import { battleRunner } from '../battle/runner.js';
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import { isClientCombat, observeTarget, teammateProgress, cameraLayers, layerCamera, sidesOf, resumedWatch } from '../battle/observe.js';
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import { screenStrip, playerBonds, playerLayer, detailBondOwner, toggleBond, popupView } from '../ui/watchBonds.js';
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import { data, getMode } from '../data.js';
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import { audio } from '../audio.js';
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import { audio, resultSpeaker, resultVoiceSlot } from '../audio.js';
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import { useDocClass, FullscreenButton } from '../ui/device.js';
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// MatchEnded, PausedOverlay, the highlight styles and keepEarly live in ./game/*.js.
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import { HUD_HZ_MS, MERGE_HL, SEL_RANGE, cx } from './game/marks.js';
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@@ -466,8 +466,30 @@ function MatchScreen() {
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view?.pushEvents(msg);
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audio.handleBattleEvents(msg.ev);
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};
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// 干员语音 (结算): the own battle's result just came in — the operator's line depends on how it went
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// (完美作战 ⇒ 3星结束行动, 绝境 / 终极 ⇒ 完成高难行动, 有漏怪 ⇒ 非3星结束行动, 一个没杀 ⇒ 行动失败)
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const onResult = (msg) => {
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try {
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if (!msg || !msg.result) return;
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const st = store.get();
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const pid = st.me?.playerId;
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const mine = (pid && msg.result.perPlayer && msg.result.perPlayer[pid]) || null;
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const diff = st.match?.public?.difficulty;
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// the speaker comes from THIS battle's own field (`mine.unitsEnd`), not from the field on screen: watching a
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// teammate used to make THEIR operator say the viewer's line (review on #73)
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const charId = resultSpeaker(mine);
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if (!charId) return;
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audio.voice(charId, resultVoiceSlot({
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perfect: !!(mine?.perfect),
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leaked: Array.isArray(mine?.leaked) ? mine.leaked.length : 0,
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killed: mine?.killed ?? msg.result.killed,
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total: mine?.total ?? msg.result.total,
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hard: diff === 'HARD' || diff === 'ABYSS',
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}));
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} catch { /* ignore */ }
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};
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const offs = [net.on('m.field', onFieldMeta), net.on('b.snap', onSnap), net.on('b.ev', onEv)];
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if (battleRunner) offs.push(battleRunner.on('field', onFieldMeta), battleRunner.on('snap', onSnap), battleRunner.on('ev', onEv));
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if (battleRunner) offs.push(battleRunner.on('field', onFieldMeta), battleRunner.on('snap', onSnap), battleRunner.on('ev', onEv), battleRunner.on('result', onResult));
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return () => { for (const off of offs) { try { off(); } catch { /* ignore */ } } clearTimeout(pending); };
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}, [view]);
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@@ -1286,7 +1308,7 @@ function MatchScreen() {
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onClose=${() => setBondOpen(null)} onMember=${(id, items, standInFor) => setDetail({ kind: 'chess', id, owner: bondPop.ownerId, items: items || null, standInFor: standInFor || null })} />` : null}
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${resolved ? html`<${DetailPanel} detail=${resolved} snapHp=${snapHp} onClose=${() => { setDetail(null); setSel(null); }}
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bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} side=${dSide} shopOpen=${shopOpen} live=${liveStats}
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bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} side=${dSide} shopOpen=${shopOpen} live=${liveStats} voice=${combat}
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onBond=${(id) => openBond(id, detailOwner, 'detail')} />` : null}
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${selEntry && editable && !facing && !drag && showPrep ? html`<${Underframe} key=${sel.uid} view=${view} uid=${sel.uid}
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