feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)

The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.

Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
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sganggs committed 2026-10-07 02:29:49 +08:00
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commit ef10164773
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@@ -307,6 +307,15 @@
.team__row.is-self .pavatar { box-shadow: 0 0 0 2px var(--mint-500), 0 0 .18rem rgba(23, 249, 183, .35); }
.team__row.is-watched .pavatar { box-shadow: 0 0 0 2px var(--amber), 0 0 .18rem rgba(246, 163, 41, .45); }
.team__row.is-dead .team__name { color: var(--text-dim); text-decoration: line-through; }
/* 最终攻势 / 隐秘核心: the viewer's pair framed in the official green from the round's start (item 51) — the official
ui/battle bg_team_border (a white frame with its glow) tinted through a mask; a plain green ring without the local art.
It replaces the own row's mint ring; a watched row keeps its amber one inside the frame. */
.team__frame {
position: absolute; inset: -.07rem; pointer-events: none; z-index: 1;
background: var(--mint-500); -webkit-mask: var(--frame) center / 100% 100% no-repeat; mask: var(--frame) center / 100% 100% no-repeat;
}
.team__frame--plain { inset: -.04rem; background: none; -webkit-mask: none; mask: none; border: 2px solid var(--mint-500); box-shadow: 0 0 .14rem rgba(78, 216, 175, .65); }
.team__row.is-self.is-team .pavatar { box-shadow: none; }
.team__bubble { position: absolute; left: calc(100% + .06rem); top: 50%; transform: translateY(-50%); width: max-content; max-width: 3.2rem; }
/* 前往查看 / 返回战场 (research 09 §3.1: tapping a teammate's avatar expands a mint button under it) */
.team__row.is-open .pavatar { box-shadow: 0 0 0 2px var(--mint-400), 0 0 .2rem rgba(23, 249, 183, .45); }
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@@ -677,6 +677,7 @@
"刷新商店 · R": "Refresh Shop · R",
"免费 ×{free}": "Free ×{free}",
"查看 {name} 的战场": "View {name}'s Battlefield",
"与你在同一战场": "On your field",
"查看自己的阵地": "View your Field",
"查看 {name} 的阵地": "View {name}'s Field",
"连接已断开": "Disconnected",
+36 -2
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@@ -78,7 +78,10 @@
// boss rows 2–5, bench 7 → 0, temp 8 → 1, side 'R' mirrored col c → 20 − c with RIGHT ↔ LEFT. Every public
// coordinate stays in BOARD space (pieceDrop targets, canPlace, highlightTiles, tileScreen, holdPiece, setPieceDir,
// stored `dir`); `view.prepField()` → { kind, side, mirror } and `tileScreen(...).mirror` tell the direction wheel
// that a screen-right swipe means board LEFT on the mirrored half.
// that a screen-right swipe means board LEFT on the mirrored half. The pair partner's board stands on the other half
// (`priv.bossMate` units, already in boss-field coordinates — server/match/match/views.js bossMateView), read-only
// ('m:<uid>' views: never picked or dragged), and the lit rect is the whole boss field: both players of a pair are
// shown together, as in the battle (community report of 2026-10-06, item 51).
// Lost WebGL context of the 3D board: the 2D board takes over at once and the 3D board is rebuilt on a fresh context
// a moment later (up to 3 tries; a context lost again right away counts as a failure; `setBoardMode('2d')` stops it).
//
@@ -458,7 +461,8 @@ export async function createFieldView(host, options = {}) {
if (k === 'pen') return { r0: 14, r1: 18, c0: 7, c1: 13 };
// prep lights the bench (hand row 7 / temp row 8) with the field, like the official prep view
if (camOpts.rect) { const r = normRect(camOpts.rect); return k === 'prep' ? { ...r, r0: Math.min(r.r0, GEO.HAND_ROW) } : r; }
if (k === 'bossPrep') return camOpts.side === 'R' ? { r0: 0, r1: 5, c0: 10, c1: 20 } : { r0: 0, r1: 5, c0: 0, c1: 10 };
// the boss round's prep lights the whole boss field: the pair partner's half is shown with its pieces (item 51)
if (k === 'bossPrep') return { ...GEO.BOSS_RECT };
return k === 'boss' ? { ...GEO.BOSS_RECT } : k === 'unite' ? { ...GEO.UNITE_RECT } : k === 'prep' ? { r0: 7, r1: 12, c0: 0, c1: 10 } : { ...GEO.NORMAL_RECT };
}
@@ -768,12 +772,42 @@ export async function createFieldView(host, options = {}) {
if (e.area === 'board' && info.dir && !held.has(e.uid) && typeof v.setDir === 'function') v.setDir(info.dir);
}
for (const k of [...views.keys()]) if (String(k).startsWith('p:') && !seen.has(Number(String(k).slice(2)))) dropView(k);
// the boss round's prep: the pair partner's board on its half of the boss field (item 51; display only)
syncMates(prepXf.kind === 'bossPrep' && src.bossMate && Array.isArray(src.bossMate.units) ? src.bossMate.units : []);
prepPieces = list.filter((e) => e.key && views.has(e.key));
if (dragState && !views.has(dragState.key)) { drag.reset(); endDragVisual(false); }
holdScene(false); // the prep pieces reference their models now (a battle's hold ends here)
return true;
}
/**
* The pair partner's pieces in the Final Assault / Hidden Core prep (m.private bossMate units: UnitInfo in boss-field
* coordinates, facing as the battle will place them): read-only 'm:<uid>' views — not prep pieces, so they are never
* picked, dragged or swept with the own ones; a view is rebuilt when its body, tile or facing changes.
*/
function syncMates(units) {
const keep = new Set();
for (const u of units) {
const info = u && Number.isInteger(u.uid) ? renderInfo({ ...u, id: `m:${u.uid}` }) : null;
if (!info) continue;
keep.add(info.id);
const sig = `${info.defId}|${info.golden ? 1 : 0}|${info.spine || ''}|${info.x},${info.y}|${info.dir || ''}|${(info.items || []).join(',')}`;
let v = views.get(info.id);
if (v && v._sig !== sig) { dropView(info.id); v = null; }
if (v) continue;
v = new UnitView(ctx, { ...info, maxHp: 1 }, { prep: true });
v._sig = sig;
v.setWorld(info.x, info.y, heightAt(info.y, info.x));
if (info.dir && typeof v.setDir === 'function') v.setDir(info.dir);
v._showFacing = true;
if (v.setItems && Array.isArray(info.items) && info.items.length) {
v.setItems(info.items.map((it) => { const r = data.item(it); return assets.itemIcon ? assets.itemIcon(r ? { trapId: r.trapId, iconId: r.iconId } : it) : null; }));
}
views.set(info.id, v);
}
for (const k of [...views.keys()]) if (String(k).startsWith('m:') && !keep.has(k)) dropView(k);
}
/**
* A summon stack of several copies (凯瑟琳's 2 devices, user playtest #6) dropped on a board tile stays in the hand
* and one copy — a new piece of the same token — lands there: the state already shows the move, the stack goes home.
+1 -1
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@@ -26,7 +26,7 @@
export { clamp, tileKey } from './gameLogic/shared.js';
export { phaseMode, isCombatPhase, showDeadPill, isBossPhase } from './gameLogic/phases.js';
export { prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, boardTileOf, ownerBandId } from './gameLogic/camera.js';
export { prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, boardTileOf, ownerBandId, teamFrameIds } from './gameLogic/camera.js';
export { phaseBanner, prepCapsuleLabel, countdownState, phaseTotalSeconds } from './gameLogic/phases.js';
export { STATUS_META } from './gameLogic/format.js';
export { sortedPlayers } from './gameLogic/shared.js';
+32 -1
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@@ -1,6 +1,6 @@
// ui/gameLogic/camera.js — prep camera, boss-field tile mapping, owner band. Re-exported from ../gameLogic.js.
import { GEO } from '../../../../shared/constants.js';
import { GEO, PHASE } from '../../../../shared/constants.js';
import { BOSS_ROW_SHIFT, MAX_COL } from '../../render/prepfield.js';
import { int, isObj } from './shared.js';
@@ -26,6 +26,37 @@ export function prepCamera(pub, myId) {
return { kind: 'bossPrep', opts: { side: idx % 2 === 1 ? 'R' : 'L' } };
}
const BOSS_PREP_PHASES = new Set([PHASE.ROUND_START, PHASE.SP_DRAFT, PHASE.PREP]);
/**
* The players framed in green on the team panel (community report of 2026-10-06, item 51: 「同组两个玩家屏幕左边的头像也像原版
* 那样用绿框框起来」 — the official co-op frame, ui/battle `bg_team_border`): in a boss round (最终攻势 / 隐秘核心) the viewer
* and its pair partner — from the round's start (回合开始 / 机变 / 休整期: the pairing `prepCamera` reads, the players still
* in by seat, two by two — server/match/finalAssault.js pairPlayers) through the fight (the boss field listing the
* viewer). Empty for a lone player, an eliminated player or a spectator seat (no pair of its own) and in every other
* round. PR #191 framed the partner alone, in gold (not merged).
* @param {any} pub m.public @param {string|null} myId
* @returns {Set<string>}
*/
export function teamFrameIds(pub, myId) {
const none = new Set();
if (!pub || !myId) return none;
const players = Array.isArray(pub.players) ? pub.players.filter(isObj) : [];
const me = players.find((p) => p.playerId === myId);
if (!me || me.alive === false) return none;
const r = pub.round;
const bossRound = Number.isInteger(r) && r > 0 && (r === pub.bossRound || r === pub.hiddenRound);
if (pub.phase === PHASE.FINAL_ASSAULT || pub.phase === PHASE.HIDDEN_CORE) {
const f = (Array.isArray(pub.fields) ? pub.fields : []).find((x) => isObj(x) && (x.kind === 'boss' || x.kind === 'hidden') && Array.isArray(x.players) && x.players.includes(myId));
return f && f.players.length > 1 ? new Set(f.players) : none;
}
if (!bossRound || !BOSS_PREP_PHASES.has(pub.phase)) return none;
const alive = players.filter((p) => p.alive !== false).sort((a, b) => int(a.seat, 99) - int(b.seat, 99)).map((p) => p.playerId);
const idx = alive.indexOf(myId);
const pair = alive.slice(idx - (idx % 2), idx - (idx % 2) + 2);
return pair.length > 1 ? new Set(pair) : none;
}
/**
* The own prep board's camera request with the shop bar's state (public issue #5 "准备阶段,收起商店界面时,界面并不会进行
* 缩放"): `prepCamera` plus `shop: !folded` — a folded shop (收起) takes the official shop-collapsed camera
+11 -4
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@@ -1,6 +1,7 @@
// Left team panel (research 06 §11.1, research 09 §3.1): one row per seat — avatar (band icon once picked), name, LP
// tower, status glyph (… acting / ✓ ready / ⌛ deciding / ⚔ combat / door left / ✕ dead), AI badge, "you" marker, the
// field being watched (eye badge), and emote bubbles.
// field being watched (eye badge), and emote bubbles. In a boss round the viewer's pair is framed in green from the
// round's start (gameLogic teamFrameIds; community report of 2026-10-06, item 51).
// Observing (client-side combat, `observe` prop — the official flow): tapping a teammate's avatar expands a mint
// "前往查看" button under the row (when that teammate can be observed now; otherwise the reason is toasted through
// onWatch); while observing, the own row shows a "返回战场" button. Without `observe` (server-run combat) a click
@@ -19,7 +20,7 @@ import { PHASE } from '../../../shared/constants.js';
import { html, Icon, Tooltip } from './components.js';
import { PlayerAvatar, LpTower, GIcon, LocalSprite } from './gameComponents.js';
import { EmoteBubble } from './emotes.js';
import { STATUS_META, sortedPlayers } from './gameLogic.js';
import { STATUS_META, sortedPlayers, teamFrameIds } from './gameLogic.js';
import { MissTag, uniteRemaining } from './hud.js';
import { localAsset } from '../data.js';
import { t } from '../../../shared/i18n.js';
@@ -79,6 +80,10 @@ export function TeamPanel({ pub, myId, watching, bubbles, onWatch, compact = fal
useEffect(() => { setOpenPid(null); }, [phaseKey, watching, observe?.observing]);
const players = sortedPlayers(pub);
if (!players.length) return null;
// a boss round: the viewer's pair framed in green from the round's start (item 51 — the official bg_team_border,
// tinted like the official green; a plain green ring without the local art)
const team = teamFrameIds(pub, myId);
const frameArt = team.size ? localAsset('ui/battle', 'bg_team_border') : null;
const click = (p, self) => {
if (!observe) { onWatch(p); return; }
if (self) { if (observe.observing) observe.onBack(); setOpenPid(null); return; }
@@ -98,9 +103,11 @@ export function TeamPanel({ pub, myId, watching, bubbles, onWatch, compact = fal
const back = !!observe && self && observe.observing;
const title = observe ? (self ? (observe.observing ? t('返回战场') : t('你自己')) : t('查看 {name} 的战场', { name: p.name })) : (self ? t('查看自己的阵地') : t('查看 {name} 的阵地', { name: p.name }));
const lp = rowLp(p, pub, self ? selfLive : null, { uniteLocal, cap });
return html`<div key=${p.playerId} class=${cx('team__row', self && 'is-self', watched && 'is-watched', p.alive === false && 'is-dead', open && 'is-open')}>
<button type="button" class="team__btn" onClick=${() => click(p, self)} title=${title} aria-expanded=${observe && !self ? String(open) : undefined}>
const inTeam = team.has(p.playerId);
return html`<div key=${p.playerId} class=${cx('team__row', self && 'is-self', inTeam && 'is-team', watched && 'is-watched', p.alive === false && 'is-dead', open && 'is-open')}>
<button type="button" class="team__btn" onClick=${() => click(p, self)} title=${inTeam && !self ? `${title} · ${t('与你在同一战场')}` : title} aria-expanded=${observe && !self ? String(open) : undefined}>
<${PlayerAvatar} player=${p} self=${self} />
${inTeam ? html`<span class=${cx('team__frame', !frameArt && 'team__frame--plain')} style=${frameArt ? `--frame:url("${frameArt}")` : undefined} aria-hidden="true"></span>` : null}
<span class="team__seat num">P${(p.seat ?? 0) + 1}</span>
${p.isBot ? html`<span class="team__ai">AI</span>` : null}
${self ? html`<span class="team__you"><${Icon} name="user" /></span>` : null}