卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
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// server/match/pool.js — the SHARED chess pool (copies per base chess, across all players), per-match bans,
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// copy-weighted shop rolls (research 00-INDEX §3, §6; DESIGN §6.2).
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//
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// Model:
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// * Every visible (non-hidden, non-DIY) base chess that is not banned this match has `cap` copies
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// (config.economy.poolCopies[tier], overrides e.g. 缪尔赛思 4). `left[baseId]` = copies not owned by anyone.
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// * Owning a piece takes copies: a normal piece holds 1, an elite holds 3 (merge of 3 normals). Shop displays
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// do NOT reserve copies; buying fails (SOLD_OUT) when left = 0.
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// * Pieces remember how many copies they hold (`piece.poolCopies`), so selling / elimination / temp wipes return
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// exactly what was taken — chess granted by effects while the pool is empty (or hidden/banned chess) hold 0.
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// * Invariant (tests): 0 ≤ left ≤ cap and left + Σ held copies == cap for every base chess.
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//
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// Rolls: each chess slot draws ONE copy uniformly from all remaining copies of eligible chess with tier ≤ shop level
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// ("copy-weighted"; duplicates within a roll allowed). The item slot picks a tier with the same tier shares, then a
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// uniform shop-eligible item of that tier (falling back to lower tiers).
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/**
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* Per-match disabled bond set D and banned chess (research 01 A2): D = uniform sample of `core` core bonds and `addon`
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* add-on bonds among weight > 0 bonds that are active in the mode. A visible chess is banned iff every one of its
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* bonds is in D ∪ mode.inactiveBondIds.
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* @param {import('./gamedata.js').GameData} gd
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* @param {Function} rng seeded rng (createRng)
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* @returns {{ drawn: string[], staticOff: string[], banned: string[] }}
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*/
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export function drawDisabledBonds(gd, rng) {
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const { core: nCore, addon: nAddon } = gd.bans(gd.difficulty);
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const staticOff = [...gd.modeInactiveBonds].filter((b) => gd.bond(b)).sort();
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const eligible = gd.bondIds.filter((b) => {
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const bond = gd.bond(b);
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return bond && Number(bond.weight) > 0 && !gd.modeInactiveBonds.has(b);
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});
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const core = eligible.filter((b) => gd.bond(b).isCore);
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const addon = eligible.filter((b) => !gd.bond(b).isCore);
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const drawn = [...sample(core, nCore, rng), ...sample(addon, nAddon, rng)].sort();
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const off = new Set([...drawn, ...staticOff]);
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const banned = [];
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for (const id of gd.visibleChess) {
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const c = gd.chess(id);
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const bonds = Array.isArray(c.bonds) ? c.bonds : [];
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if (bonds.length > 0 && bonds.every((b) => off.has(b))) banned.push(id);
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}
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return { drawn, staticOff, banned };
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}
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function sample(arr, n, rng) {
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const a = arr.slice();
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rng.shuffle(a);
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return a.slice(0, Math.max(0, Math.min(n, a.length)));
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}
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export class SharedPool {
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/**
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* @param {import('./gamedata.js').GameData} gd
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* @param {{ banned?: Iterable<string> }} [opts]
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*/
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constructor(gd, { banned = [] } = {}) {
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this.gd = gd;
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const ban = new Set(banned);
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/** @type {Map<string, { cap: number, left: number, tier: number }>} */
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this.entries = new Map();
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for (const id of gd.visibleChess) {
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if (ban.has(id)) continue;
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const cap = gd.poolCopies(id);
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if (cap <= 0) continue;
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this.entries.set(id, { cap, left: cap, tier: gd.tierOf(id) });
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}
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this.banned = [...ban].sort();
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}
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/** Whether a base chess is part of this match's pool (visible, not banned). */
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has(baseId) { return this.entries.has(baseId); }
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cap(baseId) { return this.entries.get(baseId)?.cap ?? 0; }
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left(baseId) { return this.entries.get(baseId)?.left ?? 0; }
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/** Take up to n copies; returns the number actually taken (0 when not in the pool / empty). */
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take(baseId, n = 1) {
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const e = this.entries.get(baseId);
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if (!e || !(n > 0)) return 0;
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const k = Math.min(e.left, Math.floor(n));
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e.left -= k;
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return k;
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}
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/** Return n copies (clamped at the cap). Returns the number actually returned. */
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give(baseId, n = 1) {
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const e = this.entries.get(baseId);
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if (!e || !(n > 0)) return 0;
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const k = Math.min(e.cap - e.left, Math.floor(n));
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e.left += k;
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return k;
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}
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/** Remaining copies of eligible chess (tier ≤ maxTier, or exactly `tier`). */
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_eligible({ maxTier = 6, tier = null, filter = null } = {}) {
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const out = [];
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for (const [id, e] of this.entries) {
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if (e.left <= 0) continue;
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if (tier != null ? e.tier !== tier : e.tier > maxTier) continue;
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if (filter && !filter(id, e)) continue;
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out.push([id, e.left]);
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}
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return out;
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}
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/**
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* Copy-weighted roll: one copy uniformly among remaining copies of eligible chess. Returns a base id or null.
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* @param {Function} rng
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* @param {{ maxTier?: number, tier?: number|null, filter?: (id: string, e: object) => boolean }} [opts]
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*/
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roll(rng, opts = {}) {
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const el = this._eligible(opts);
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let total = 0;
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for (const [, n] of el) total += n;
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if (total <= 0) return null;
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let r = rng() * total;
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for (const [id, n] of el) { r -= n; if (r < 0) return id; }
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return el[el.length - 1][0];
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}
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/** Tier shares of a copy-weighted roll at shop level `maxTier` (current remaining copies). */
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tierShares(maxTier) {
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const t = {};
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let total = 0;
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for (const [, e] of this.entries) {
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if (e.tier > maxTier || e.left <= 0) continue;
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t[e.tier] = (t[e.tier] || 0) + e.left;
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total += e.left;
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}
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const out = {};
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for (const k of Object.keys(t)) out[k] = total > 0 ? t[k] / total : 0;
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return out;
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}
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/**
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* Item roll for the shop's item slot: tier by the chess tier shares at this level, uniform item within the tier,
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* falling back to lower tiers when a tier has no item. Returns an item id or null.
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*/
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rollItem(rng, maxTier) {
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const shares = this.tierShares(maxTier);
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const tiers = Object.keys(shares).map(Number).sort((a, b) => a - b);
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let tier = null;
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if (tiers.length) {
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let r = rng();
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for (const t of tiers) { r -= shares[t]; if (r < 0) { tier = t; break; } }
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if (tier == null) tier = tiers[tiers.length - 1];
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} else {
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tier = 1 + Math.floor(rng() * Math.max(1, maxTier));
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}
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for (let t = tier; t >= 1; t--) {
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const list = this.gd.shopItemsByTier[t];
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if (list && list.length) return list[Math.floor(rng() * list.length)];
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}
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for (let t = tier + 1; t <= 6; t++) {
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const list = this.gd.shopItemsByTier[t];
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if (list && list.length) return list[Math.floor(rng() * list.length)];
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}
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return null;
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}
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/** { baseId: left } snapshot (tests / diagnostics). */
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snapshot() {
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const o = {};
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for (const [id, e] of this.entries) o[id] = e.left;
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return o;
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}
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totalLeft() {
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let n = 0;
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for (const e of this.entries.values()) n += e.left;
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return n;
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}
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}
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