Commit Graph
3 Commits
Author SHA1 Message Date
IceCodeNew 0ca2a9c21a feedback7 R22-LATE: an open detail card draws its field unit's current attack range — own board pieces in prep, any ally operator / summon in battle or on a scouted board; golden: unchanged
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range
idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The
unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like
behaviour); what remains is the range the unit fights with now.

screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or
stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an
ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy,
a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the
#385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now:
the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to
gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay.

Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs
(PLAYING.md, design/client.md, design/network.md), comments.
Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js;
test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only).
2026-10-08 21:27:33 +08:00
sganggs 5741dc129b feedback5 W5S: i18n phase 2, ui game logic — phase banners and capsule labels, placement and shop refusal reasons, reward offer headers, the ready prompt, watch / view-switcher labels, statuses, bond tips through t(); fmtNum writes K / M / B in English (万 / 亿 count in 10⁴ steps); English for the 6 new msgids; Chinese output unchanged (zh render proof; two rewrites checked by hand) 2026-10-06 18:13:55 +08:00
sganggs eb04f5dfa4 feedback5 R5: split the in-match UI logic into modules
public/js/ui/gameLogic.js becomes a re-export barrel. The bodies move verbatim into public/js/ui/gameLogic/*.js (shared, phases, camera, watch, bonds, shop, placement, draft, enemies, format, shortcuts, settings, result, loadout, panel). The barrel re-exports the same 96 names in the same order. isObj and int gain export on shared.js so sibling modules can import them; they stay off the barrel. No importer changes.
2026-10-05 17:06:45 +08:00