feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy

No golden scenario moved (none fields a 自选 piece).
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sganggs committed 2026-10-05 19:51:40 +08:00
1 parent c278eafa52
commit 2b72d4deb0
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@@ -11,6 +11,9 @@
// kits[def.charId] (the stand-in's own, kits/ops/standin-<codename>.js), never the chess id's — that is the replaced
// operator's kit; without one, the generic kit plus the talents it can apply exactly (generic.js genericTalents).
// A stand-in has no default skill: its kit authors every skill it supports in `skills` (selectSkillSpec).
// 自选 pieces (isDiyDef: the def of simdata getDiy — a DIY slot's ids, the picked operator's body) take their kit the
// same way: kits[def.charId] (an owned 6★'s kits/ops/op-<codename>.js, a prototype's standin-<codename>.js), else the
// generic kit plus genericTalents; no default skill either (the pick chooses any of the three).
// Operator loadouts (DESIGN §16): the def is resolved for the unit's selected skill / module (simdata getChess), so
// the kit receives `chess.skill` = the SELECTED skill record and `bb` = its blackboard (talents / trait / module of
// the selected module). Kit contract (backward compatible): `{ skill?, skills?: { [skillId]: SkillSpec }, talents,
@@ -60,21 +63,33 @@ export function isStandInDef(def) {
}
/**
* The kit builder of an operator def in `reg` ({ [key]: (bb, chess, def) => Kit }), or undefined. A stand-in's kit is
* keyed by its charId (`char_609_acguad`) and by nothing else: the chess id it keeps names the replaced operator's kit.
* Any other def: baseId (`…_a`, data/SIM.md), the exact id, or the suffix-less id of DESIGN §5.6's example.
* Whether `def` is a 自选 piece: a DIY slot fielded with a picked operator's body (simdata getDiy — `diyFor` = the slot's
* base id, `charId` = the operator's).
*/
export function isDiyDef(def) {
return !!(def && def.diyFor && def.charId);
}
/** A def whose body is another character than its chess id names (补位 stand-in, 自选 piece): its kit is keyed by charId. */
const isOtherBody = (def) => isStandInDef(def) || isDiyDef(def);
/**
* The kit builder of an operator def in `reg` ({ [key]: (bb, chess, def) => Kit }), or undefined. A stand-in's and a
* 自选 piece's kit is keyed by its charId (`char_609_acguad`, `char_112_siege`) and by nothing else: the chess id it keeps
* names the replaced operator's kit (a DIY slot has none). Any other def: baseId (`…_a`, data/SIM.md), the exact id, or
* the suffix-less id of DESIGN §5.6's example.
*/
export function kitOf(def, reg) {
if (!def || !reg) return undefined;
if (isStandInDef(def)) return Object.prototype.hasOwnProperty.call(reg, def.charId) ? reg[def.charId] : undefined;
if (isOtherBody(def)) return Object.prototype.hasOwnProperty.call(reg, def.charId) ? reg[def.charId] : undefined;
const bare = String(def.baseId ?? def.id ?? '').replace(/_[ab]$/, '');
return reg[def.baseId] ?? reg[def.id] ?? reg[bare];
}
/** The generic kit of an operator def; a stand-in's also carries the talents generic.js can apply exactly. */
/** The generic kit of an operator def; a stand-in's / 自选 piece's also carries the talents generic.js can apply exactly. */
function fallbackKit(bb, raw, def) {
const k = genericKit(bb, raw, def);
if (!isStandInDef(def)) return k;
if (!isOtherBody(def)) return k;
const talents = genericTalents(def);
return talents.length ? { ...k, talents: [...(k.talents ?? []), ...talents] } : k;
}
@@ -102,7 +117,7 @@ export function setupUnitKit(battle, unit, mode = 'full') {
const k = f(bb, raw, def);
if (k) return selectSkillSpec(k, bb, raw, def);
} catch (e) {
battle._handlerError(`kit:${isStandInDef(def) ? def.charId : def.baseId}`, unit, e);
battle._handlerError(`kit:${isOtherBody(def) ? def.charId : def.baseId}`, unit, e);
}
}
}
@@ -120,15 +135,18 @@ function inputEntry(unit) {
/**
* The loadout `{ skillIndex, moduleId }` a unit's PlayerBattleInput entry gives; an entry without loadout fields means
* the DEFAULT loadout (`{}`), never "whatever the data view maps this chess id to" (another player's choice in a
* multi-player field). `standIn: true` rides along (补位: the stand-in def whatever the skill / module fields say).
* Null when the unit has no input entry.
* multi-player field). `standIn: true` rides along (补位: the stand-in def whatever the skill / module fields say), as
* does `diy` (自选: the pick of a DIY slot's piece). Null when the unit has no input entry.
*/
function inputLoadout(unit) {
const x = inputEntry(unit);
if (!x) return null;
const standIn = x.standIn === true ? { standIn: true } : null;
if (x.skillIndex == null && x.moduleId == null) return standIn ?? {};
return { skillIndex: x.skillIndex ?? null, moduleId: x.moduleId ?? null, ...standIn };
const extra = {
...(x.standIn === true ? { standIn: true } : null),
...(x.diy && typeof x.diy === 'object' ? { diy: x.diy } : null),
};
if (x.skillIndex == null && x.moduleId == null) return extra;
return { skillIndex: x.skillIndex ?? null, moduleId: x.moduleId ?? null, ...extra };
}
/** Put a def on a not-yet-deployed ally (the fields Battle._makeAlly takes from the def). */
@@ -179,9 +197,10 @@ const selectedSkillId = (def) => def?.skill?.id ?? def?.raw?.skill?.skillId ?? n
/**
* True when the def's selected skill is the chess's default skill (no loadout info ⇒ default). Never for a stand-in:
* the skill it fields is the one its chess names (S2 on one chess, S3 on another), so its kit authors each in `skills`.
* the skill it fields is the one its chess names (S2 on one chess, S3 on another), so its kit authors each in `skills`;
* nor for a 自选 piece (the pick chooses any of its skills).
*/
const skillIsDefault = (def) => !isStandInDef(def) && (!def?.loadout || def.loadout.skillIsDefault !== false);
const skillIsDefault = (def) => !isOtherBody(def) && (!def?.loadout || def.loadout.skillIsDefault !== false);
/**
* The kit with the skill spec of the SELECTED skill (see header): `kit.skills[id]` → `kit.skill` (default skill only;