The 0.2.2 full browser pass failed diy.e2e 「5阶 / 6阶 slots: Esc cancels the picker…」 (GitHub #284's test) at the
wait for the picker to close after Esc. The picker does open on a real click (the suite's other three tests open it
with real mouse clicks; all green). The cause is a race in the UI: DiyPicker attached its keydown listener in a plain
effect, which runs a frame after the picker is in the DOM, while the 干员调配 overlay's own Esc handler skips Esc as soon
as `.diy-pick` exists — an Esc pressed in between was swallowed and the picker stayed open. Reproduced every time by
dispatching Esc right after the picker renders; on a loaded machine the test's own Esc hit the window. Now a layout
effect: the listener is live in the picker's first commit.
- Test: diy.e2e (the Esc test) adds that immediate Esc — it fails on the parent with the full pass's error and passes
now; the whole suite 4/4 (SP_E2E=1), test/ui unit tests 699 pass.
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
(stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
lint 0 errors; typecheck; i18n strict clean (1152 msgids).
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.
- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
454; the detail's 未精英化 → 413; the row follows; 恢复默认).
Applied as-is. Clicking the operator already in the 自选 draft no longer rebuilds the draft from the saved pick or the default, so an in-progress skill or module edit stays. Choosing a different operator still loads that operator's saved pick or defaultPick.
Tests: node --test test/ui/diy-ui.test.js test/ui/feedback5-module-trait.test.js test/ui/diy.e2e.test.js — 25 pass, 0 fail. The diy.e2e suites skipped because SP_E2E is unset.
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
.modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
— the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
Text only: data/chess.json keeps both lines (traitOverride.desc = the class trait or the module's rewrite,
moduleDesc = the added line) and the battle unit keeps the class trait with the module on — the same trait
text, targeting and attack shape as 不装备 for every added-line module (圣约送葬人 REA-Y also rewrites it).
New helpers ui/loadoutModel.js traitLines / fullTraitText; traitText (ui/detailPanel.js) composes the two.
Golden unchanged (no sim change). Tests: test/ui/feedback5-module-trait.test.js (new), loadout-stats updated.
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).