feedback5 CB5: a 调度中心 upgrade opens the new level's extra slot at once with a new card, the cards shown stay in place (community report of 2026-10-06, item 19; the official tutorial's 休整期 page: 「升级后将出现更多的商品栏位」)

Until 0.2.0 the shop kept its old slot count until the next roll (a refresh or the round start), so a
level-up 1→2 (险境: 3→4 operator slots) or 3→4 (4→5; 标准: 5→6) showed no new card.
PlayerState._openLevelSlots (player/economy.js): the extra slots of the new level are appended to the
chess slots (the item slot stays after them), each drawn at the new level; [ASSUMED] the new card follows
the freeze toggle as a manual refresh's cards do. audit.js checks the slot count and that every card
shown before stays in place. Docs: META.md §3 / §7, PLAYING.md.

Golden: matches — all 18 scenarios moved (solo-FUNNY-1/2, solo-NORMAL-1/2, solo-HARD-1/2, solo-ABYSS-1/2,
coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun,
solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins, coop2-NORMAL-70-diy): every bot
levels its shop and now sees (and draws the shop RNG for) the new card at once, so purchases and boards
part from there. roster / bonds / fields / standins / diy unchanged; no engine error stored.
Tests: test/match/feedback5-shop-levelslots.test.js (new).
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sganggs committed 2026-10-07 01:44:35 +08:00
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@@ -92,6 +92,27 @@ export class PlayerEconomy {
this.dirty();
}
/**
* The 调度中心's upgrade opens the new level's extra slots at once, each with a new card drawn at the new level; the
* cards already shown stay where they are (chess slots keep their index, the item slot stays after them). Official: the
* tutorial's 休整期 page 「升级:…升级后将出现更多的商品栏位、可调度干员以及新装备」; the community report of 2026-10-06
* (item 19) 「升级商店获得新的商店位时用新卡补上,而不是空着」. Until 0.2.0 the extra slots waited for the next roll (a
* refresh or the round start). [ASSUMED] the new card follows the freeze toggle, as a manual refresh's cards do.
*/
_openLevelSlots() {
const { chess: nChess, item: nItem } = this.gd.shopSlots(this.shop.level);
const old = this.shop.slots;
const layout = this.shop.layout || { chess: old.length, item: 0 };
if (nChess <= layout.chess && nItem <= layout.item) return;
const chess = old.slice(0, layout.chess);
const items = old.slice(layout.chess);
const fresh = (s) => { if (s) s.frozen = this.shop.frozen; return s; };
while (chess.length < nChess) chess.push(fresh(this._rollChessSlot()));
while (items.length < nItem) items.push(fresh(this._rollItemSlot()));
this.shop.slots = [...chess, ...items];
this.shop.layout = { chess: chess.length, item: items.length };
}
/** Combat start: unfrozen slots are emptied (research 01 A1). */
clearUnfrozenShop() {
this.shop.slots = this.shop.slots.map((s) => (s && s.frozen && !s.sold ? s : null));
@@ -173,6 +194,7 @@ export class PlayerEconomy {
this.spend(price);
this.shop.level++;
this.shop.upgradePrice = this.gd.upgradeBase(this.shop.level) ?? 0;
this._openLevelSlots();
this.m.tickerFor('SHOP_LEVEL', [this.name, String(this.shop.level)], { playerId: this.playerId, param: String(this.shop.level) });
this.m.dispatch(this, 'onLevelUp', { level: this.shop.level, price });
this._afterSpend(price, 'levelUp');