0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative card preferences and emotes, skill sound banks, per-operator voice choices, text sizing, install prompts, closed-tab recovery and unanimous setup rerolls. Retain late deployment elapsed time and resolve echo/counter pulses without recursive hook overflow. Independent final review remains pending. Golden: roster-016, roster-035, roster-036, roster-045; boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair, hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence. diy-132: Necras extra activation targets. coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes. hidden-boss_10-solo: echo pulse FIFO resolution. See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
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@@ -530,6 +530,7 @@ export class UnitView {
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this.actor = null;
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this.spineReady = false;
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this._modelDirty = false; // died / stood up since the last frame: update() checks Front ⇄ Back (_syncModel)
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this._pendingDeployElapsed = null; // elapsed game seconds until a late model can continue Start
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this._spineBusy = false; // a Spine load of this view is in flight
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this._spineTries = 0; // failed loads since the last model (SPINE_RETRY_MS)
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this._retryAt = 0; // when the next retry is due (ms, performance clock; 0 = none)
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@@ -650,7 +651,8 @@ export class UnitView {
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// no fallback diamond in between; a deploy clip it was playing goes on on the new model (an operator facing UP
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// redeployed: its Back model takes over from the Front model it lay down with)
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const swap = !!this.actor;
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const deployed = swap && this.alive ? this.actor.deployElapsed() : null;
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const deployed = swap && this.alive ? this.actor.deployElapsed() : this._pendingDeployElapsed;
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this._pendingDeployElapsed = null;
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if (swap) this._dropActor();
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this.actor = actor;
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this._actorEntry = entry;
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@@ -961,6 +963,7 @@ export class UnitView {
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/** An attack was made (b.ev 'atk'). `target` = view or null. */
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onAttack(target, now, kind) {
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if (!this.alive) return;
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this._pendingDeployElapsed = null;
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// a one-off cast (PROJ[kind].once: 暴鸰's bomb drop) is no attack rhythm: its clip plays once at its own speed
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const once = !!PROJ[kind]?.once;
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if (!once) {
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@@ -1018,6 +1021,7 @@ export class UnitView {
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onDeploy() {
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this.fadeIn = 0;
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if (!this.alive) this.revive();
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this._pendingDeployElapsed = this.actor ? null : 0;
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if (this.actor) this.actor.deploy();
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}
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@@ -1038,6 +1042,7 @@ export class UnitView {
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*/
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die(instant = false) {
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if (!this.alive) return;
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this._pendingDeployElapsed = null;
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this.alive = false;
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this._modelDirty = true;
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this._dieForm = this._formSpec();
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@@ -1105,6 +1110,7 @@ export class UnitView {
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/** @param {number} dt real seconds @param {any} cam camera @param {number} t real clock */
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update(dt, cam, t) {
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if (this.destroyed) return;
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if (this._pendingDeployElapsed != null) this._pendingDeployElapsed += dt * (this.ctx.animRate?.() || 1);
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// a displacement's slide (slideTo): held where it stood until the snapshot with the destination is shown, then
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// eased into the sampled position (sync keeps `lx, ly` current) under a constant deceleration
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if (this.slide) {
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