feedback1 WB: R11 bounty list drawn from the 7 seen lists; R9 group sizes stated as they are; official 机密商店 composition only at R11

- R11 悬赏决策: the list is one of the 7 seen lists, uniform (slots 7, taken as the events
  bounty_hunter_1..7, one block of effectChoiceInfoDict). No list is built from nothing any more;
  the rule only completes the 4 lists seen with 6 cards, so 12_8 / 16_2 / 16_6 come in about
  1 R11 bounty draft in 15 (14 drafts without one: about 39 %).
- R9: the groups hold 9, 9, 9, 9, 8 and 6 cards (comments, docs, test); match 4's base-only
  group may be a draft of another group (open). 58 -> 59 bounty drafts in the build-data note.
- 机密商店: shopDraft.rounds [11]. The official composition (VI, VI, V, 盟约之币 + 2) applies at
  R11 (绝境 / 终极, where the screenshots are); the earlier 标准 / 险境 shops keep the previous draw,
  any tier I-VI per card with replacement (repeats still possible, about 26 %).
- Tests: R11 slots / block order / never-shown rate, R9 group sizes, the non-R11 shop draw.
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sganggs committed 2026-10-03 08:09:39 +08:00
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{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
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@@ -321,9 +321,9 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU
| `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | |
| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `enemyKey` = the effect's `enemy_id` (fixed per card; the title only names category and tier); `draft` = offered by a 悬赏决策 draft (86 cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / `unseen` (in none of the 59 official bounty drafts of the user's 66 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4, player feedback after 0.1.0 report #2; `draftPool` = the kind of draft that offers it: `initial` (R3: the 42 "接下来两场作战" cards), `boss` (R9: 19 boss bounties + 源石虫·特训), `hunter` (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; `series` = N of `enemyeffect_N_M` (null otherwise) |
| `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates |
| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"pick":"slot","groups":[{"cards":[…6],"seen":[1,3,5,9,17]},…],"rule":{"series":[10,…,15,20],"tiers":[1,1,1,2,2,3],"perSeries":2,"prefer":["enemyeffect_10_6","enemyeffect_20_6"]},"count":6},"boss":{"events":[…],"slots":6,"pick":"seen","groups":[{"cards":[…9],"seen":[7,…,21],"weights":[12,13,…]},…],"count":6},"hunter":{"events":[…],"slots":15,"pick":"slot","groups":[{"cards":[…7],"seen":[1,6,21,22],"weights":[…]},{"cards":[…6],"open":1,…},…],"rule":{"size":7,"onePerSeries":[10,…,15],"maxSeries16":2,"giants":[…],"cards":[…]},"count":6}}` | the official 悬赏决策 card lists, read from 66 screenshots of 22 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers). A draft = one group (`pick` `slot`: one of `slots` events, uniform — a seen group or, for an unseen event, a list built by `rule`; `seen`: a group by the matches it came in), then `count` different cards of its `cards` drawn one by one by `weights` (1 + the drafts of the group the card showed in; a rule-built card 1). `initial`: 9 seen sets of 6 (all six shown), the 10th by `rule` — tiers I I I II II III, ≤ `perSeries` a series, the III one of `prefer` (the two-battle cards no draft showed) [ASSUMED]; `boss`: the 6 groups of 9 (one per bossInitial event; the three single-draft groups completed with their base cards [ASSUMED]), the 鼠王 group in 14 of 22 matches — every one on the dark grey board — so picked by `seen` [ASSUMED: the per-match cause is open]; `hunter`: 7 seen lists of 7 (`open` = cards still unseen, drawn by `rule`: a giant for a list without one, else tier I / II cards, one per `onePerSeries` series, ≤ `maxSeries16` of 16_9..12), the 8 unseen events built by `rule` [ASSUMED] |
| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws `shopDraft`; `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 14 / 机密商店 4 / 战术决策 4 (the official co-op R11s of 22 matches, no 道具补给; weights = those counts [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
| `shopDraft` | `{"slots":[{"6":1},{"6":1},{"5":1},{"coin":1},{"3":1,"4":2,"5":3,"coin":2},{"3":1,"4":2,"5":3,"coin":2}],"coin":"chess_item_1_03_e_a","itemWeights":{"chess_item_6_09_e_a":5,…},"seen":[2,4,5,8],"count":6}` | the official 机密商店 (R11 of matches 2, 4, 5, 8; build-data `SHOP_DRAFT`; the user: "机密商店按官方改成可以重复吧"): six slots, each drawn on its own — with replacement, so an item can come twice (official: 盟约之币 ×2, 变形同构体 ×2) — a tier (or `coin` = 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 + the official cards it showed on; unlisted 1). Every official shop: exactly two tier VI, ≥ 1 V, ≥ 1 盟约之币, no other tier I / II; the slot split and the weights [ASSUMED]; solo 3 of the 6, other modes / rounds the same [ASSUMED]; free (price 0) |
| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"pick":"slot","groups":[{"cards":[…6],"seen":[1,3,5,9,17]},…],"rule":{"series":[10,…,15,20],"tiers":[1,1,1,2,2,3],"perSeries":2,"prefer":["enemyeffect_10_6","enemyeffect_20_6"]},"count":6},"boss":{"events":[…],"slots":6,"pick":"seen","groups":[{"cards":[…9],"seen":[7,…,21],"weights":[12,13,…]},…],"count":6},"hunter":{"events":[…],"slots":7,"pick":"slot","groups":[{"cards":[…7],"seen":[1,6,21,22],"weights":[…]},{"cards":[…6],"open":1,…},…],"rule":{"size":7,"onePerSeries":[10,…,15],"maxSeries16":2,"giants":[…],"cards":[…]},"count":6}}` | the official 悬赏决策 card lists, read from 66 screenshots of 22 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_GROUPS` / `BOUNTY_HUNTER_GROUPS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers). A draft = one group (`pick` `slot`: one of `slots` events, uniform — a seen group or, for an unseen event, a list built by `rule`; `seen`: a group by the matches it came in), then `count` different cards of its `cards` drawn one by one by `weights` (1 + the drafts of the group the card showed in; a rule-built card 1). `initial`: 9 seen sets of 6 (all six shown), the 10th by `rule` — tiers I I I II II III, ≤ `perSeries` a series, the III one of `prefer` (the two-battle cards no draft showed) [ASSUMED]; `boss`: the 6 groups of 9, 9, 9, 9, 8 and 6 cards (one per bossInitial event; 9 where three named bosses came; the three single-draft groups completed only with the base cards they lack [ASSUMED] — match 4's base-only group may instead be a draft of the 泥岩 group), the 鼠王 group in 14 of 22 matches — every one on the dark grey board — so picked by `seen` [ASSUMED: the per-match cause is open]; `hunter`: the 7 seen lists of 7, `slots` 7 so one of them uniform (taken as the events bounty_hunter_1..7, one block of effectChoiceInfoDict; no list is built from nothing) [ASSUMED]; `open` = cards still unseen, drawn by `rule`: a giant for a list without one, else tier I / II cards, one per `onePerSeries` series, ≤ `maxSeries16` of 16_9..12 [ASSUMED] — the only way 12_8 / 16_2 / 16_6 (in no draft) come, about 1 R11 bounty draft in 15 |
| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws `shopDraft` at its `rounds` (R11), else any normal shop item of tiers I–VI per card (duplicates allowed); `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 14 / 机密商店 4 / 战术决策 4 (the official co-op R11s of 22 matches, no 道具补给; weights = those counts [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header |
| `shopDraft` | `{"rounds":[11],"slots":[{"6":1},{"6":1},{"5":1},{"coin":1},{"3":1,"4":2,"5":3,"coin":2},{"3":1,"4":2,"5":3,"coin":2}],"coin":"chess_item_1_03_e_a","itemWeights":{"chess_item_6_09_e_a":5,…},"seen":[2,4,5,8],"count":6}` | the official 机密商店 (R11 of matches 2, 4, 5, 8; build-data `SHOP_DRAFT`; the user: "机密商店按官方改成可以重复吧"): six slots, each drawn on its own — with replacement, so an item can come twice (official: 盟约之币 ×2, 变形同构体 ×2) — a tier (or `coin` = 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 + the official cards it showed on; unlisted 1). Every official shop: exactly two tier VI, ≥ 1 V, ≥ 1 盟约之币, no other tier I / II; the slot split and the weights [ASSUMED]; solo 3 of the 6 [ASSUMED]; only at `rounds` (R11 = 绝境 / 终极, the rounds of the screenshots) — the earlier 机密商店 of 标准 R3 / R9 and 险境 R3 / R6 / R9 (no screenshot; the data's shop events sit in three blocks) keep the previous draw, any normal shop item of tiers I–VI per card, with replacement [ASSUMED]; free (price 0) |
| `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform |
## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear)
+10 -6
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@@ -110,8 +110,9 @@ family defaults are documented in `choices.js` (bounty / supply / shop / tactic)
text "无需消耗资金") and follow the 4 official 机密商店 (choices.json `shopDraft`, build-data `SHOP_DRAFT`; the user:
"机密商店按官方改成可以重复吧"): six slots drawn with replacement — VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币,
an item within its tier weighted by the official cards it showed on — so the same item can be offered twice (official:
盟约之币 ×2, 变形同构体 ×2; the slot split and the weights [ASSUMED]); two identical cards are two cards (picks go by
index). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
盟约之币 ×2, 变形同构体 ×2; the slot split and the weights [ASSUMED]) — at R11 (绝境 / 终极), the round of the
screenshots; the earlier 机密商店 of 标准 / 险境 (no screenshot) keep the previous draw, any tier I–VI per card with
replacement [ASSUMED]; two identical cards are two cards (picks go by index). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS
"※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (user playtest #6 item 4). **Each draft is
built like the official one of its round** (`choices.js bountyDraftCards`, choices.json `bountyDrafts` / schedule
`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 66
@@ -120,13 +121,16 @@ screenshots of 22 official co-op 绝境 / 终极 matches of this season, reading
it, each drawn with weight 1 + the official drafts of its group it showed in [ASSUMED]. **R3** one of the 10 official
sets of six "接下来两场作战" cards (all six), 3 × I + 2 × II + 1 × III in 22 of 22 — 9 seen, hand-made (one holds two
series-20 cards), the 10th built by a rule whose III is 法术大师A1 or 鼎沸 (the two-battle cards no draft showed)
[ASSUMED]; **R9** boss bounties + 源石虫·特训: one of 6 groups of 9 cards (one per bossInitial event; 庞贝 and 鼠王
never together); the 鼠王 group (杰斯顿 / “自在” / 陷落雪祀) came in 14 of 22 matches, every match on the dark grey board
[ASSUMED]; **R9** boss bounties + 源石虫·特训: one of 6 groups (one per bossInitial event; 庞贝 and 鼠王 never
together) of 9, 9, 9, 9, 8 and 6 cards — 9 where three named bosses came, the single-draft groups completed only with
the base cards they lack [ASSUMED; match 4's base-only group may instead be a draft of the 泥岩 group]; the 鼠王 group (杰斯顿 / “自在” / 陷落雪祀) came in 14 of 22 matches, every match on the dark grey board
among them, so a group is picked by the matches it came in [ASSUMED: something of the match — map, leader or
difficulty — decides, open]; **R11** (绝境 / 终极 co-op: 悬赏决策 14, 机密商店 4, 战术决策 4, never 道具补给, weights =
those counts; solo the same [ASSUMED]) a list of 7 "下场战斗" cards — one 特异III giant, one card per faction series —
of which the draft leaves out one (matches 1 / 6 / 21 / 22 leave out four different cards of one list); 7 of the 15
lists seen, the unseen ones and the 4 lists' 7th cards built by that shape [ASSUMED]. 险境 R6 drafts like R3
of which the draft leaves out one (matches 1 / 6 / 21 / 22 leave out four different cards of one list); one of the 7
lists seen, uniform (taken as the events bounty_hunter_1..7, one block of the data; 15 equally likely events would
rarely show only 7 lists in 14 drafts) [ASSUMED], the 4 lists seen with 6 cards completed by that shape — so the R11
cards no draft showed (12_8 / 16_2 / 16_6) come in about 1 draft in 15 [ASSUMED]. 险境 R6 drafts like R3
[ASSUMED]. A card's enemy is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I =
底海滑动者 or 临时收音师). The players pick in turn from one shared draft (a taken card stays greyed with the taker's
avatar, as in the official matches 17 and 21).
+1 -1
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@@ -16,7 +16,7 @@
|---|---|
| 确认本局信息 | 本局地图(标准模拟固定为「战场#01」;险境从 8 张地图中随机,绝境 / 终极从不含战场#01 的 7 张中随机)、敌方派系、**被禁用的盟约及其干员**、领袖预告。所有人确认后继续;同盟模拟最多 25 秒;只有你一名玩家时(独立模拟,或同盟模拟只带 AI 队友)不限时。 |
| 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。 |
| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合多半是悬赏决策(也可能是机密商店或战术决策),其中的悬赏通常有 1 只特异巨兽,其余是各阵营的「下场战斗」悬赏。**机密商店**的 6 件装备都免费:2 件 VI 阶、至少 1 件 V 阶和 1 枚盟约之币,和官方一样可能出现两件相同的装备(各算一张卡,可以分别被选走)。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合多半是悬赏决策(也可能是机密商店或战术决策),其中的悬赏通常有 1 只特异巨兽,其余是各阵营的「下场战斗」悬赏。**机密商店**的 6 件装备都免费,和官方一样可能出现两件相同的装备(各算一张卡,可以分别被选走);第 11 回合(绝境 / 终极)的机密商店按官方:2 件 VI 阶、至少 1 件 V 阶和 1 枚盟约之币,标准 / 险境较早回合的机密商店各阶装备都可能出现。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
| 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 |
| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在原地**(倒地姿势、略微变灰),头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够,红色「!」表示原位被占。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
| 联防 | 见第 5 节。 |
+17 -14
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@@ -11,11 +11,11 @@
// official drafts of the group it showed in):
// initial (R3, 险境 R6 [ASSUMED]): one of the 10 official sets of six "接下来两场作战" cards (all
// six) — 9 seen, the 10th built by `rule` (I I I II II III) [ASSUMED];
// boss (R9): one of the 6 groups of 9 boss bounties / 源石虫·特训, picked by the matches it came in
// [ASSUMED];
// hunter (R11): one of the 15 events, a list of 7 "下场战斗" cards — 7 seen (their `open` cards and
// the 8 unseen lists built by `rule`: one 特异III giant + tier I / II cards, one per faction
// series) [ASSUMED];
// boss (R9): one of the 6 groups (9, 9, 9, 9, 8 and 6 cards) of boss bounties / 源石虫·特训,
// picked by the matches it came in [ASSUMED];
// hunter (R11): one of the 7 seen lists of 7 "下场战斗" cards, uniform (taken as the 7 events
// bounty_hunter_1..7) [ASSUMED]; a list seen with 6 cards gets its 7th (`open`) by `rule`
// (one 特异III giant, else a tier I / II card of a free faction series) [ASSUMED];
// only `draft` cards of that `draftPool` (never 战术特训 — 法术教鞭 only —, the 鸭爵 set, the 7
// multi-round cards or the pre-series cards: no official draft shows them); positions shuffled; the
// mode's inactive enemy list does not apply (PRTS 卫戍协议:盟约 11/18 note "以上调整仅针对战术特训敌人,
@@ -24,11 +24,12 @@
// MULTI_ROUND_BOUNTY_BATTLES battles and says so (`bountyBattles` / `bountyText`: the user's call
// after playtest #6 — "我不记得有过多轮悬赏")
// supply 道具补给 random normal EQUIP shop items with tier in supplyTiers [lo, hi] (duplicates allowed)
// shop 机密商店 choices.json `shopDraft` (the 4 official 机密商店 at R11; the user: "机密商店按官方改成可以重复吧"):
// six slots, each drawn on its own — with replacement, so the same item can be offered twice
// (official: 盟约之币 ×2, 变形同构体 ×2): VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币, an
// item within its tier by `itemWeights` (solo: 3 of the 6 slots [ASSUMED]); without `shopDraft`
// random normal EQUIP shop items of any tier. FREE — the official card text is "无需消耗资金,获得装备
// shop 机密商店 at the rounds of choices.json `shopDraft` (R11: the 4 official 机密商店; the user: "机密商店按官方改
// 成可以重复吧"): six slots, each drawn on its own — with replacement, so the same item can be
// offered twice (official: 盟约之币 ×2, 变形同构体 ×2): VI, VI, V, 盟约之币 and twice V / IV / III /
// 盟约之币, an item within its tier by `itemWeights` (solo: 3 of the 6 slots [ASSUMED]); other rounds
// (标准 / 险境, no screenshot) and without `shopDraft`: random normal EQUIP shop items of any tier I–VI,
// each card on its own (duplicates allowed) [ASSUMED]. FREE — the official card text is "无需消耗资金,获得装备
// 补给" (research 01 A4/04 addendum), so the price is 0. Two identical cards are two cards: picks,
// `taken` and the client go by the card's `idx`
// tactic 战术决策 distinct cards.tactic entries; terrain cards only for the match stage; a 驰援 card
@@ -261,7 +262,8 @@ function hunterFill(rng, rule, list, byId) {
/**
* The cards of a 悬赏决策 of kind `kind` after its official card lists (choices.json `bountyDrafts[kind]`, see the module
* header), over the eligible cards `byId` (effectId → cards.bounty entry). Ids the eligible list lacks are skipped.
* pick 'slot': one of `slots` events, uniform — a seen group, or for an unseen event a list built by `rule`;
* pick 'slot': one of `slots` events, uniform — a seen group, or for an unseen event a list built by `rule` (R3's
* 10th set; R11 has `slots` = its 7 seen lists, so none is built);
* pick 'seen': a group by the number of official matches it came in.
* The draft is `count` different cards of the list drawn by the group's `weights` (a rule-built card weighs 1).
*/
@@ -316,12 +318,13 @@ function bountyDraftCards(gd, rng, n, sch, round) {
* The 机密商店 cards (choices.json `shopDraft`, module header): every slot drawn on its own — a tier (or `coin`, the
* 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 when unlisted; an empty tier falls back to
* the nearest lower one, then any) — so one item can fill two slots. Positions shuffled; `n` < the slots (solo) keeps
* `n` of them. Null without a usable `shopDraft`.
* `n` of them. Null without a usable `shopDraft` or at a round its `rounds` (when given) does not list.
*/
export function shopDraftCards(gd, rng, n) {
export function shopDraftCards(gd, rng, n, round = null) {
const spec = gd.choices.shopDraft;
const slots = spec && Array.isArray(spec.slots) ? spec.slots.filter((x) => x && typeof x === 'object') : [];
if (!slots.length) return null;
if (Array.isArray(spec.rounds) && !spec.rounds.includes(round)) return null;
const w = spec.itemWeights && typeof spec.itemWeights === 'object' ? spec.itemWeights : {};
const coin = typeof spec.coin === 'string' && gd.item(spec.coin) ? spec.coin : null;
const ofTier = (t) => {
@@ -344,7 +347,7 @@ function buildCards(gd, rng, family, n, sch, { stageId = null, bondAvailable = n
const cardsData = gd.choices.cards || {};
if (family === 'bounty') return bountyDraftCards(gd, rng, n, sch, round);
if (family === 'shop') {
const cards = shopDraftCards(gd, rng, n);
const cards = shopDraftCards(gd, rng, n, round);
if (cards) return cards;
}
if (family === 'supply' || family === 'shop') {
+1 -1
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@@ -395,7 +395,7 @@ test('机密商店 E2E (co-op): two identical cards are two cards — both can b
// six 变形同构体: every slot draws the one item `coin` names
const one = Object.values(DATA.items).find((i) => i.name === '变形同构体' && !i.isGolden).id;
const data = dataWith('mode_multi_hard', 3, 'shop');
data.choices = { ...data.choices, shopDraft: { ...data.choices.shopDraft, slots: Array.from({ length: 6 }, () => ({ coin: 1 })), coin: one } };
data.choices = { ...data.choices, shopDraft: { ...data.choices.shopDraft, rounds: [3], slots: Array.from({ length: 6 }, () => ({ coin: 1 })), coin: one } };
const h = makeMatch({ mode: 'coop', difficulty: 'HARD', humans: 2, bots: 2, seed: 43, data, registry: REG, fake: true });
const m = h.m;
h.start();
+39 -7
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@@ -4,9 +4,11 @@
// names left out). They settle the draft rules (tools/build-data.mjs BOUNTY_INITIAL_SETS, server/match/choices.js
// bountyDraftCards): a 悬赏决策 event is a fixed card list and the draft shows 6 different cards of it —
// R3 a set of six "接下来两场作战" cards (all six), 3 × I + 2 × II + 1 × III: 9 of the 10 events seen;
// R9 a group of 9 boss bounties / 源石虫·特训: 6 groups for the 6 events, the 鼠王 group in 14 of 22 matches;
// R9 a group of up to 9 boss bounties / 源石虫·特训: 6 groups (9, 9, 9, 9, 8, 6 cards) for the 6 events, the 鼠王
// group in 14 of 22 matches;
// R11 悬赏决策 14 / 机密商店 4 / 战术决策 4 / 道具补给 0; its bounty: a list of 7 "下场战斗" cards (one 特异III giant),
// one per faction series — 7 of the 15 events seen, three of them whole (each draft leaves out one card);
// one per faction series — 7 lists seen, three of them whole (each draft leaves out one card), taken as the 7
// events bounty_hunter_1..7 and picked uniformly (no list built from nothing);
// no draft shows a multi-round card, a pre-series card (enemyeffect_3_*), 战术特训 or the 鸭爵 set; no card twice.
// Each card's enemy is fixed by its effect; the title only names category and tier (悬赏·损伤I = 底海滑动者 in
// enemyeffect_12_4, 临时收音师 in enemyeffect_18_1). Real data, real draft code, the real match path for the players' case.
@@ -163,11 +165,19 @@ test('#2 R3 generated: a seen set (all six cards) or the unseen 10th set — eve
}
});
test('#2 R9 (23 official drafts): six groups of 9 boss bounties / 源石虫·特训, 6 cards each — 庞贝 and 鼠王 never together, the 鼠王 group in 14 of 22 matches', () => {
test('#2 R9 (23 official drafts): six groups (9, 9, 9, 9, 8, 6 cards) of boss bounties / 源石虫·特训, 6 cards a draft — 庞贝 and 鼠王 never together, the 鼠王 group in 14 of 22 matches', () => {
const r9 = officialDrafts().filter((d) => d.round === 9);
assert.equal(r9.length, 23, '22 matches + the Bahamut co-op screenshot');
const B = SPEC.boss;
assert.equal(B.groups.length, B.events.length, 'one group per bossInitial event');
// the groups as they are: 9 cards where three named bosses came; the single-draft groups completed only with the
// base cards they lack — 腐败骑士 9, 泥岩 + 澪 8, match 4 (the base alone) 6 [ASSUMED]
assert.deepEqual(B.groups.map((g) => g.cards.length), [9, 9, 9, 9, 8, 6]);
const base = B.groups.find((g) => g.seen.includes(4));
assert.deepEqual(base.seen, [4]);
assert.ok(sameSet(base.cards, ['b_10', 'b_1', 'b_3', 'b_13', 'b_12', '5_1'].map(EE)), 'match 4: W 碎骨 弑君者 大鲍勃 庞贝 源石虫');
// …which is also six cards of the 喷气人 and 泥岩 groups: match 4 may be a draft of one of them (open question)
for (const boss of ['b_8', 'b_4']) assert.ok(subset(base.cards, B.groups.find((g) => g.cards.includes(EE(boss))).cards));
for (const d of r9) {
assert.equal(d.family, 'bounty', `${d.where}: R9 is a 悬赏决策`);
assert.ok(d.ids.every((id) => CARD.get(id).draftPool === 'boss' && CARD.get(id).rounds === 1), `${d.where}: boss bounties / 源石虫·特训, 下场作战`);
@@ -252,15 +262,31 @@ test('#2 R11 (22 matches: 悬赏决策 14, 机密商店 4, 战术决策 4, 道
assert.equal(sch.bountyDraft, 'hunter');
assert.equal(sch.assumed, true);
}
assert.equal(H.slots, 15, 'bounty_hunter_1..15');
// generated: six different cards, one per faction series, at most one giant; a seen group about 7 in 15; every R11
// card comes up (the unseen ones through the rule)
// the list is one of the 7 seen, uniform (taken as the events bounty_hunter_1..7) — no list built from nothing: 15
// equally likely events would show 7 lists or fewer in 14 drafts about 6 % of the time (7 events: all 7 about 37 %)
assert.equal(H.events.length, 15, 'bounty_hunter_1..15 in the data');
assert.equal(H.slots, H.groups.length);
assert.equal(H.slots, 7);
assert.equal(H.pick, 'slot');
// the data's block: bounty_hunter_1..7 together; 8..15 later, beside artifact_paid_4 / 5 and hardbuff_select
const p = new URL('../../.cache/gamedata/excel/activity_table.json', import.meta.url);
if (existsSync(p)) {
const keys = Object.keys(JSON.parse(readFileSync(p, 'utf8')).activity.AUTOCHESS_SEASON.act2autochess.effectChoiceInfoDict);
const at = (k) => keys.indexOf(k);
for (let i = 2; i <= 7; i++) assert.equal(at(`bounty_hunter_${i}`), at('bounty_hunter_1') + i - 1);
assert.ok(at('bounty_hunter_8') > at('artifact_paid_5') && at('artifact_paid_5') > at('bounty_hunter_7') + 1, 'bounty_hunter_8..15 after artifact_paid_4 / 5');
assert.equal(at('hardbuff_select_1'), at('bounty_hunter_15') + 1);
}
// generated: six different cards, one per faction series, at most one giant, at most the `open` card outside one seen
// list; a whole seen list about 3 in 7; every R11 card comes up (12_8 / 16_2 / 16_6 only as an `open` card, rarely)
const gd = new GameData(DATA, 'mode_multi_hard');
const seen = {};
const offered = new Set();
const never = ['12_8', '16_2', '16_6'].map(EE);
let n = 0;
let fitSeen = 0;
let giants = 0;
let unseenCard = 0;
for (let seed = 1; seed <= 2000; seed++) {
const d = generateDraft(gd, createRng(seed * 13 + 11), 11, { stageId: 'act2autochess_m01' });
seen[d.family] = (seen[d.family] || 0) + 1;
@@ -269,14 +295,20 @@ test('#2 R11 (22 matches: 悬赏决策 14, 机密商店 4, 战术决策 4, 道
assert.equal(new Set(ids).size, 6);
assert.ok(ids.every((id) => CARD.get(id).draftPool === 'hunter') && onePerSeries(ids) && giantsIn(ids) <= 1, d.cards.map((c) => c.name).join(', '));
assert.match(d.eventId, /^bounty_hunter_\d+$/);
assert.ok(H.groups.some((g) => ids.filter((id) => !g.cards.includes(id)).length <= (g.open || 0)), `six cards of a seen list (+ its open card): ${d.cards.map((c) => c.name).join(', ')}`);
if (H.groups.some((g) => !g.open && subset(ids, g.cards))) fitSeen++;
if (ids.some((id) => never.includes(id))) unseenCard++;
giants += giantsIn(ids);
n++;
ids.forEach((id) => offered.add(id));
}
assert.deepEqual(Object.keys(seen).sort(), ['bounty', 'shop', 'tactic'], 'no 道具补给 at R11');
assert.ok(seen.bounty / 2000 > 0.56 && seen.bounty / 2000 < 0.71, JSON.stringify(seen));
assert.ok(fitSeen / n > 0.13 && fitSeen / n < 0.27, `drafts of the three whole seen groups ${(100 * fitSeen / n).toFixed(0)} % (3 / 15)`);
assert.ok(fitSeen / n > 0.36 && fitSeen / n < 0.5, `drafts of the three whole seen groups ${(100 * fitSeen / n).toFixed(0)} % (3 / 7)`);
// a card no official draft showed: rare enough that 14 drafts without one (the official sample) stays likely
const q = unseenCard / n;
assert.ok(q > 0.02 && q < 0.1, `12_8 / 16_2 / 16_6 in ${(100 * q).toFixed(1)} % of R11 bounty drafts`);
assert.ok((1 - q) ** 14 > 0.25, `14 drafts without one: ${(100 * (1 - q) ** 14).toFixed(0)} %`);
assert.ok(giants / n > 0.78 && giants / n < 0.93, `a giant in ${(100 * giants / n).toFixed(0)} % (official 13 / 14)`);
for (const c of CARDS.filter((x) => x.draftPool === 'hunter')) assert.ok(offered.has(c.effectId), `${c.effectId} ${c.name} offered at R11`);
});
+43 -3
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@@ -2,9 +2,10 @@
// "机密商店按官方改成可以重复吧"). The 4 official 机密商店 (R11 of matches 2, 4, 5 and 8 in
// test/fixtures/official-bounty-drafts.json) offer the same item twice (盟约之币 ×2 in 4 and 5, 变形同构体 ×2 in 8) and
// share one composition: exactly two tier-VI items, at least one tier V, at least one 盟约之币, no other tier-I / II item.
// choices.json `shopDraft` (tools/build-data.mjs SHOP_DRAFT) draws six slots on their own, with replacement; picking one
// of two identical cards is in test/content/choices.test.js (E2E), the overlay with two identical cards in
// test/ui/feedback1-secret-shop.test.js.
// choices.json `shopDraft` (tools/build-data.mjs SHOP_DRAFT) draws six slots on their own, with replacement, at R11 (the
// round of the screenshots; 绝境 / 终极 only); the earlier 机密商店 of 标准 / 险境 (no screenshot) keep the previous draw,
// any tier I–VI with replacement. Picking one of two identical cards is in test/content/choices.test.js (E2E), the
// overlay with two identical cards in test/ui/feedback1-secret-shop.test.js.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
@@ -47,6 +48,7 @@ test('机密商店 (4 official shops): six free items, two of them tier VI, a ti
assert.deepEqual(rest, { 3: 1, 4: 2, 5: 3, coin: 2 });
for (const s of SHOP.slots.slice(4)) assert.deepEqual(s, rest);
assert.equal(SHOP.slots.length, 6);
assert.deepEqual(SHOP.rounds, [11], 'the composition where the screenshots are: R11 (绝境 / 终极)');
// an item's weight within its tier: 1 + the official cards it showed on
const seen = {};
for (const { cards } of SHOPS) for (const [n] of cards) if (n !== '盟约之币') seen[itemByName(n).id] = (seen[itemByName(n).id] || 0) + 1;
@@ -100,3 +102,41 @@ test('机密商店 generated (co-op 绝境 R11): the official composition, drawn
assert.ok(d.cards.every((c) => c.id === COIN || DATA.items[c.id].tier >= 3));
}
});
test('机密商店 outside R11 (标准 R3 / R9, 险境 R3 / R6 / R9 — no screenshot): the previous draw, any tier I–VI per card, with replacement', () => {
// the data's shop events sit in three blocks (artifact_paid_1 by the R3 events, _2 / _3 by the R9 ones, _4 / _5 by
// hardbuff_select), so an early 机密商店 need not look like the R11 one [ASSUMED: keep the previous draw]
const all = new Set([1, 2, 3, 4, 5, 6].flatMap((t) => new GameData(DATA, 'mode_multi_funny').shopItemsByTier[t] || []));
for (const [modeId, rounds] of [['mode_multi_funny', [3, 9]], ['mode_multi_normal', [3, 6, 9]]]) {
assert.deepEqual(DATA.choices.schedule[modeId].spRounds, rounds);
const gd = new GameData(DATA, modeId);
for (const round of rounds) {
let shops = 0;
let dup = 0;
let twoVI = 0;
let lowTier = 0;
const tiers = new Set();
for (let seed = 1; shops < 300 && seed < 40000; seed++) {
const d = generateDraft(gd, createRng(seed * 7717 + round), round, { stageId: 'act2autochess_m01' });
if (d.family !== 'shop') continue;
shops++;
assert.equal(d.cards.length, 6);
assert.deepEqual(d.cards.map((c) => c.idx), [0, 1, 2, 3, 4, 5]);
for (const c of d.cards) {
assert.ok(all.has(c.id), `${modeId} R${round}: ${c.name} is a normal shop item`);
assert.equal(cardView(c).price, 0);
tiers.add(DATA.items[c.id].tier);
}
const ids = d.cards.map((c) => c.id);
if (new Set(ids).size < ids.length) dup++;
if (count(ids, (id) => DATA.items[id].tier === 6) === 2) twoVI++;
if (ids.some((id) => id !== COIN && DATA.items[id].tier <= 2)) lowTier++;
}
assert.equal(shops, 300, `${modeId} R${round}`);
assert.deepEqual([...tiers].sort(), [1, 2, 3, 4, 5, 6], `${modeId} R${round}: every tier`);
assert.ok(twoVI / shops < 0.4, `${modeId} R${round}: two tier-VI items in ${(100 * twoVI / shops).toFixed(0)} % (R11: always)`);
assert.ok(lowTier / shops > 0.5, `${modeId} R${round}: a tier-I / II item besides 盟约之币 in ${(100 * lowTier / shops).toFixed(0)} %`);
assert.ok(dup / shops > 0.12 && dup / shops < 0.42, `${modeId} R${round}: a repeat in ${(100 * dup / shops).toFixed(0)} % (6 of 51, with replacement: about 26 %)`);
}
}
});
+38 -22
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@@ -2348,8 +2348,8 @@ function bountyDraftExclusion(e, main) {
* in turn from ONE shared draft (a taken card stays greyed with the taker's avatar: match 17 R3, match 21 R9).
*
* One rule covers all three rounds: the draft's event is a fixed list of cards, and the draft shows 6 different cards of
* it (positions shuffled): R3 lists hold 6 cards (all shown), R9 lists 9 (every R9 group seen in 3 or more drafts — and
* only those — shows exactly 9 different cards: 鼠王 group, 喷气人 group, 复仇者 group), R11 lists 7 (the three R11 groups
* it (positions shuffled): R3 lists hold 6 cards (all shown), R9 lists up to 9 (every R9 group seen in 3 or more drafts —
* and only those — shows exactly 9 different cards: 鼠王 group, 喷气人 group, 复仇者 group), R11 lists 7 (the three R11 groups
* seen in 2–4 drafts show exactly 7: matches 1 / 6 / 21 / 22 each leave out a different one of the same 7 cards). Within a
* list a card is drawn with weight 1 + the drafts of its group it appeared in (`hits`; a card no draft of the group has
* shown yet, 1) [ASSUMED: smooths the official counts — in the 鼠王 group 鼠王 showed in 4 of 14, 杰斯顿 in 12].
@@ -2364,14 +2364,24 @@ function bountyDraftExclusion(e, main) {
* the match decides — every match on the dark grey board (7) had it (if independent of the board, 2 %); the
* leader, the map or the difficulty (终极 opened 2026-03-27) are candidates. Picked by the matches each group
* came in [ASSUMED]. A named boss does not always come with its partners (杰斯顿 alone in 12 / 15 / 21, 复仇者
* and 萨卡兹百夫长 without 邪魔的利刃 in 20). The three single-draft groups are completed with the 庞贝 base
* cards they lack [ASSUMED]. 凋零骑士, “遗弃者”, 锏, 扎罗 and 迷路的巨像 never appeared: not offered [ASSUMED].
* hunter R11 (bounty_hunter_1..15; R11 is a 悬赏决策 in 14 of the 22 matches): six "下场战斗" cards, the faction _7 / _8
* cards and series 16 (16_1..8 the 特异III giants), at most one per faction series 10–15 (14 of 14). 7 groups
* seen (BOUNTY_HUNTER_GROUPS): three complete (7 cards), four with 6 cards seen and a 7th drawn by the rule
* (`open`; the group of match 15 shows no giant, so its 7th is one). The 8 unseen events: BOUNTY_HUNTER_RULE
* [ASSUMED] — one giant + 6 tier I / II cards, one per faction series, at most two of 16_9..12.
* In none of the 58 bounty drafts: the 7 multi-round cards (山海众头目·多轮悬赏, 多轮悬赏·假想敌 ×6), the pre-series cards
* and 萨卡兹百夫长 without 邪魔的利刃 in 20). The groups hold 9, 9, 9, 9, 8 and 6 cards: the three seen in 3 or
* more drafts show 9 (the 庞贝 / 鼠王 base of 6 + three named bosses); the three single-draft groups are
* completed only with the base cards they lack [ASSUMED] — 腐败骑士 group 9, 泥岩 + 澪 group 8, and match 4
* (the base alone) 6, so that one always shows the same six. Match 4 may instead be a draft of another group
* (most likely the 泥岩 group: 1 in 28 for a uniform 6 of 8), leaving one event unseen — open.
* 凋零骑士, “遗弃者”, 锏, 扎罗 and 迷路的巨像 never appeared: not offered [ASSUMED].
* hunter R11 (R11 is a 悬赏决策 in 14 of the 22 matches): six "下场战斗" cards, the faction _7 / _8 cards and series 16
* (16_1..8 the 特异III giants), at most one per faction series 10–15 (14 of 14). 7 groups seen
* (BOUNTY_HUNTER_GROUPS): three complete (7 cards), four with 6 cards seen and a 7th drawn by the rule (`open`;
* the group of match 15 shows no giant, so its 7th is one). The list is one of these 7, uniform [ASSUMED]:
* the 7 seen lists are taken as the 7 events bounty_hunter_1..7 — one block of effectChoiceInfoDict (act1 and
* act2), while bounty_hunter_8..15 sit later, beside artifact_paid_4 / 5 and hardbuff_select. With 15 equally
* likely events, 14 drafts would show 7 lists or fewer about 6 % of the time (with 7: all 7 about 37 %), and
* the counts 4 / 2 / 3 / 1 / 2 / 1 / 1 fit a uniform pick (χ² = 4, 6 df). No list is built from nothing: the
* R11 cards no draft showed (12_8 异光体孽生者, 16_2 “越长尘”, 16_6 高准度伦蒂尼姆城防自行炮) come only as an
* `open` card (BOUNTY_HUNTER_RULE: one giant for a list without one, else tier I / II cards of the free
* faction series, at most two of 16_9..12), in about 1 R11 bounty draft in 15.
* In none of the 59 bounty drafts: the 7 multi-round cards (山海众头目·多轮悬赏, 多轮悬赏·假想敌 ×6), the pre-series cards
* enemyeffect_3_* (法术大师A2·悬赏 …), 战术特训 (法术教鞭 only) and the 鸭爵 set; no card twice in one draft.
*/
const EE = (s) => `enemyeffect_${s}`;
@@ -2421,9 +2431,9 @@ const BOUNTY_HUNTER_GROUPS = [
hunterGroup(['10_8', '12_7', '13_7', '14_7', '11_7', '16_12'], [1, 1, 1, 1, 1, 1], [15], 1), // no giant seen (枯朽萃聚使徒 …)
];
/**
* An unseen R11 list, and the `open` card of a seen one [ASSUMED]: `size` cards — one tier-III giant (a list without one
* gets one) + tier I / II cards, at most one per series of `onePerSeries` and `maxSeries16` of 16_9..12 — over the R11
* cards by tier (buildChoices).
* The `open` card of a seen R11 list [ASSUMED]: up to `size` cards — one tier-III giant (a list without one gets one) +
* tier I / II cards, at most one per series of `onePerSeries` and `maxSeries16` of 16_9..12 — over the R11 cards by tier
* (buildChoices).
*/
const BOUNTY_HUNTER_RULE = { size: 7, onePerSeries: [10, 11, 12, 13, 14, 15], maxSeries16: 2 };
/**
@@ -2433,9 +2443,13 @@ const BOUNTY_HUNTER_RULE = { size: 7, onePerSeries: [10, 11, 12, 13, 14, 15], ma
* out V ×3, IV ×2, III ×1, 盟约之币 ×2. So: six slots, each drawn on its own (with replacement) — VI, VI, V, 盟约之币 and
* twice a pick of V 3 / IV 2 / III 1 / 盟约之币 2 [ASSUMED: the slot split]; an item within its tier with weight 1 + the
* official 机密商店 cards it showed on (`seen`: 变形同构体 on 4 of the 8 tier-VI cards) [ASSUMED]. Solo shows 3 of the 6
* [ASSUMED]; outside R11 of 绝境 / 终极 no screenshot [ASSUMED the same].
* [ASSUMED]. Only at R11 (`rounds`; R11 is 绝境 / 终极 only, the rounds of the screenshots): the 机密商店 of 标准 R3 / R9
* and 险境 R3 / R6 / R9 has no screenshot, and the data's shop events sit in three blocks (artifact_paid_1 by the R3
* events, _2 / _3 by bossInitial / bounty_hunter_1..7, _4 / _5 by hardbuff_select), so those keep the previous draw —
* any normal shop item of tiers I–VI per card, with replacement (the same item can come twice there too) [ASSUMED].
*/
const SHOP_DRAFT = {
rounds: [11],
slots: [{ 6: 1 }, { 6: 1 }, { 5: 1 }, { coin: 1 }, { 5: 3, 4: 2, 3: 1, coin: 2 }, { 5: 3, 4: 2, 3: 1, coin: 2 }],
coin: '盟约之币',
seen: { 变形同构体: 4, 天师古鼎: 1, 人事部文档: 1, 家族徽章: 1, 铳骑之威: 1, 天马之盔: 2, 双模机械臂: 2, 商业包装方案: 2, 博士投影: 1, 护盾无人机: 1, 寻呼模块: 1, 骑士储蓄罐: 1, 盟约之币: 6 },
@@ -2598,9 +2612,9 @@ function buildChoices(ctx, effects, items, chess) {
return {
events,
families: {
bounty: { name: '悬赏决策', desc: '选定悬赏目标,获取额外奖励。', cards: 'bountyDrafts[schedule[*].bountyDraft] — one official card list of the round (initial: an R3 set of 6; boss: an R9 group of 9; hunter: an R11 group of 7), six different cards of it drawn by weight, over cards.bounty entries with draft: true and that draftPool' },
bounty: { name: '悬赏决策', desc: '选定悬赏目标,获取额外奖励。', cards: 'bountyDrafts[schedule[*].bountyDraft] — one official card list of the round (initial: an R3 set of 6; boss: an R9 group of up to 9; hunter: one of the 7 seen R11 lists of 7), six different cards of it drawn by weight, over cards.bounty entries with draft: true and that draftPool' },
supply: { name: '道具补给', desc: '无需消耗资金,获得装备补给。', cards: 'random normal EQUIP items in schedule[*].supplyTiers (duplicates allowed)' },
shop: { name: '机密商店', desc: '无需消耗资金,获得装备补给。', cards: 'shopDraft: six slots drawn with replacement (VI, VI, V, 盟约之币, 2 × V / IV / III / 盟约之币) — the same item can come twice' },
shop: { name: '机密商店', desc: '无需消耗资金,获得装备补给。', cards: 'at shopDraft.rounds (R11): six slots drawn with replacement (VI, VI, V, 盟约之币, 2 × V / IV / III / 盟约之币); other rounds: random normal EQUIP shop items of tiers I–VI (duplicates allowed) — the same item can come twice' },
tactic: { name: '战术决策', desc: '选择战术增益。', cards: 'cards.tactic (terrain cards only for the match stage)' },
},
format: {
@@ -2623,19 +2637,21 @@ function buildChoices(ctx, effects, items, chess) {
assumed: ['a group picked by the matches it came in (the per-match cause is open)', 'card weights 1 + hits', 'the single-draft groups completed with their base cards', 'boss bounties of no seen group are not offered'],
},
hunter: {
events: eventsOf('bounty', (e) => bountyEventRe.hunter.test(e.id) && !e.solo), slots: eventsOf('bounty', (e) => bountyEventRe.hunter.test(e.id) && !e.solo).length,
events: eventsOf('bounty', (e) => bountyEventRe.hunter.test(e.id) && !e.solo), slots: BOUNTY_HUNTER_GROUPS.length,
// the 7 seen lists = the 7 events bounty_hunter_1..7 (one block of effectChoiceInfoDict) [ASSUMED]: `slots` 7, so
// no list is built from nothing; `rule` builds the `open` cards only
pick: 'slot', groups: BOUNTY_HUNTER_GROUPS.map(withWeights),
rule: { ...BOUNTY_HUNTER_RULE, giants: hunterTier(3), cards: [...hunterTier(2), ...hunterTier(1)] }, count: 6,
assumed: ['a uniform pick among the 15 events', 'card weights 1 + hits', 'the `open` cards and the 8 unseen lists built by `rule`'],
assumed: ['the 7 seen lists are the R11 events (bounty_hunter_1..7), picked uniformly', 'card weights 1 + hits', 'the `open` cards built by `rule`'],
},
},
// the official 机密商店 (SHOP_DRAFT): `slots` tier → weight (`coin` = 盟约之币), each drawn on its own; `itemWeights` =
// 1 + the official cards an item showed on (other shop items 1)
// the official 机密商店 (SHOP_DRAFT) at `rounds`: `slots` tier → weight (`coin` = 盟约之币), each drawn on its own;
// `itemWeights` = 1 + the official cards an item showed on (other shop items 1)
shopDraft: {
slots: SHOP_DRAFT.slots, coin: itemByName(SHOP_DRAFT.coin),
rounds: SHOP_DRAFT.rounds, slots: SHOP_DRAFT.slots, coin: itemByName(SHOP_DRAFT.coin),
itemWeights: Object.fromEntries(Object.entries(SHOP_DRAFT.seen).filter(([n]) => n !== SHOP_DRAFT.coin).map(([n, k]) => [itemByName(n), 1 + k]).sort((a, b) => naturalCmp(a[0], b[0]))),
seen: SHOP_DRAFT.matches, count: 6,
assumed: ['the slot split', 'item weights 1 + seen', 'solo shows 3 of the 6', 'the same outside R11 of 绝境 / 终极'],
assumed: ['the slot split', 'item weights 1 + seen', 'solo shows 3 of the 6', 'other rounds (标准 / 险境) keep the previous draw: tiers I–VI with replacement'],
},
schedule,
pools: {