- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
(resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
Counting rule (ui/stats.js countsTowardStats, the owner's decision of 2026-10-08: do not count the matches entered and left
right away, but keep them in the history): a settled match (m.result arrived) always counts; a match given up (放弃模拟)
counts once at least one of the player's battles had finished — a round cleared (the server's own rule, platform.js
_quit: leaving while round k runs has passed k - 1, in its settlement k) or already eliminated. Anything earlier is
history only: marked 中途退出 and 不计入统计, dimmed, listed in 对局记录, left out of every aggregate (games, wins, win
rate, strategy table, titles, rounds, time, combat totals); 总览 says how many were left out.
- A leaver gets no m.result, so the page records the match itself: quitMatch (放弃模拟) → recordQuit builds an
`end: 'quit'` record from the app state and a tracker (observeMatch, installed in main.js) that remembers when the page
first saw the match and the last round the player was seen alive in. No record for a spectator seat, a match with its
settlement already there, a match the page never saw; matches the server ended and closed tabs are not recorded.
Defects of PR #323 as submitted, reproduced (scratchpad/w7-stats-notes/repro-pr-bugs.mjs, loads-check*.mjs) and fixed:
- the title screen loaded all 16 game data files (5.3 MB) at boot: <StatsHost/> called useGameData() at mount; now the
host renders nothing until opened, the overview reads config / bands / assets and the settlement re-view loads the rest
when opened (the title screen loads the same 3 files as before);
- importing a file put the list oldest first (the page shows the first 20 as the newest and the cap would drop the
newest); the list is newest first everywhere, also when loaded from storage;
- recordResult wrote over the envelope of a NEWER build (a downgrade, against the PR's own rule); it refuses now, as
saveStats does;
- 1000 four-player records are ~7.2 M characters (the PR's ~1.5 kB/record is a solo match) against a ~2.5 M-character
quota: MAX_RECORDS 1000 stays, plus a 800 000-character budget (the oldest go first), and only the newest 30 records
keep their rows (lineup, bonds, teammates' names; the replay needs them) — older ones are compacted to the player's own
summary row (~620 characters), a refused write retries with half the history; unknown fields and oversized values are
dropped (a strict schema), import files are bounded (8 MB);
- the re-view clobbered the app store (match.public / match.result, the route, the music); ResultScreen is split into
ResultScreen (the store) and ResultView (props: result, myId, back label), so the stats page renders a stored match
itself; a 自选 pick and a 补位 stand-in were dropped from the stored lineup (the replayed card drew the plain
operator); DIFFICULTY_NAMES were not translated; a band cell was a display:flex <td>; the overlay stayed open when a
co-op match started; the 清空 two-step blink was replaced by the shared confirm dialog.
- Corrupt storage: unreadable data is moved to sp.pref.stats.damaged and the page says so; damaged rows are dropped and
counted; duplicates, an oversized or unsorted list are repaired on load; a pre-`end` (PR-era) envelope reads as settled.
UI: a full-screen overlay in the grammar of 干员调配 (top bar with 返回 / four tabs 总览 · 策略 · 战斗累计 · 对局记录 /
导出 导入 清空, a note line saying the data stays in this browser and that teammates' names are stored too), text sizes
with max(.xxrem, N px) for phones in landscape, a 50-row history page with 显示更多, a pass-rate bar, a per-difficulty
table in order; the entries use a new `chart` icon (not the ping bars), the title screen's sits beside the language menu
(the connection row has no room: it squeezed the gear and wrapped the status text), the lobby / room buttons show the
icon alone below 700 px (the room's title ran under the label at 640 px). docs/PLAYING.md §12, README row; 41 + 25 UI
strings in en / ja / ko / zh-TW (the PR's four unused ones removed).
Tests: test/ui/stats.test.js 44 / 44 (counting rule per phase, quit records, bounds, corrupt / old / newer storage,
import order, aggregation, the replay payload); test/ui/stats.e2e.test.js (opt-in SP_E2E=1, real server, headless Chrome:
seeded history on 1920×1080 and 844×390, the re-view, export / import / clear, corrupt and newer storage, and the real
flows: a solo match given up in the briefing is history only, one given up after round 1 counts, a settled match is
recorded once and not again after a reload) 6 / 6; lint 0 errors, i18n extract 0 / check --all --strict clean,
check:imports, typecheck, docs and version tests, golden unchanged.
- public/js/ui/stats.js: one record per finished match in localStorage (sp.pref.stats, envelope {v, records}, at most
1000, quota shrink of the oldest), content-id dedupe of the lobby's result replay, a MIGRATIONS chain and
normalizeRecord (defaults for missing fields, unknown fields kept, a newer envelope refused), merge-by-id export /
import, aggregateStats.
- public/js/screens/stats.js: the viewer (总览 / 策略 / 称号 / 战斗累计 / 最近对局, a row re-views that match's
settlement), 导出 / 导入 / 清空.
- Applied from the PR's own diff after reading it in full (no network, no new dependency, server untouched); only the
UI strings of the page are added to the four packs (en from the PR; ja / ko / zh-TW translated for this commit).
- The follow-up commits rework the page (the counting rule for matches left early, storage bounds, the layout).
- Tests: test/ui/stats.test.js 20 / 20; i18n extract 0, check --all --strict clean.
public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.
tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
Flat config for Node and the browser, with unused names as warnings. The run is clean of errors after three small fixes: the lobby spectate path imports ERR, a disable comment for a rule that is not installed is gone, and two atlas regexes spell the BOM as an escape.
Preact hands the click event to onClick handlers, so the 0.1.3 spectate button normalised an element into the key "OBJE" and every spectate request failed. codeArg() takes only a string key and otherwise falls back to the input field; spectate errors now say what went wrong; a recent-key chip fills the field instead of joining at once. Contributed by @salt-fishes.