feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move

Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md
§2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess
choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The
owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules.
Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 /
险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a
reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without
a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while
it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty
scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback
picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over
a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer
goes with it; invariants.js flags an offer outside its owner's own open prep.
Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits
of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys.
Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs
121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs
121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario
and family is unchanged; node tools/golden.mjs --twice is identical.
Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps
the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before
endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline
player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's
pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js,
unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason,
ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1).
This commit is contained in:
Sukvii authored and sganggs committed 2026-10-08 20:45:54 +08:00
1 parent 05eb2b807f
commit 56a7b918a9
48 files changed
+901 -159

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+35 -5
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@@ -95,7 +95,7 @@ import { pieceTile } from '../render/drag.js';
import {
phaseMode, phaseBanner, isCombatPhase, showDeadPill, isBossPhase, placementContext, canPlace, boardTargets, dropIntent,
battleOverSfx, uniteResultBox, battleResultBox,
snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, sortedPlayers,
snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, normalizePersonalChoice, sortedPlayers,
terrainInfo,
countdownState, shopBlockReason, stageOverrides, effectiveStage, watchTarget, dropFailureReason,
previewEnemyKey, prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, panelSide, panelSlots, bondPopupPlace, unitLoadout, deployedRecord,
@@ -184,6 +184,7 @@ function MatchScreen() {
const [resultBox, setResultBox] = useState(null); // the round's result box (ResultDialog), shown at SETTLE
const [readyBusy, setReadyBusy] = useState(false);
const [spBusy, setSpBusy] = useState(null);
const [personalBusy, setPersonalBusy] = useState(null); // { choiceId, idx }: an older request cannot clear a newer pick
const [layer, setLayer] = useState('ALL'); // 联防 / 最终攻势 camera: 'L' | 'ALL' | 'R'
const [pen, setPen] = useState(false); // the camera shows the enemy preview pen (research 09 §2)
const [camKind, setCamKind] = useState('prep'); // kind of the last camera request (data-camera)
@@ -207,7 +208,9 @@ function MatchScreen() {
const scoutPid = watchingOther && field?.prep && typeof field.fieldId === 'string' && field.fieldId.startsWith('n:') ? field.fieldId.slice(2) : null;
const scoutBandId = scoutPid ? ownerBandId(pub, scoutPid) : null;
const scoutBandOwner = scoutPid ? (players.find((p) => p.playerId === scoutPid)?.name || null) : null;
const editable = phase === PHASE.PREP && !!priv && alive && !priv.ready && !watchingOther;
const personalChoice = !spectator && alive ? normalizePersonalChoice(pub, priv, myId) : null;
const hasPersonalChoice = !!personalChoice;
const editable = phase === PHASE.PREP && !!priv && alive && !priv.ready && !watchingOther && !hasPersonalChoice;
const showShop = !!priv && alive && (phase === PHASE.PREP || phase === PHASE.SP_DRAFT || phase === PHASE.ROUND_START) && !watchingOther;
const layersDisabled = phase === PHASE.UNITE || isBossPhase(phase);
const sp = phase === PHASE.SP_DRAFT ? normalizeSp(pub?.sp, players) : null;
@@ -271,7 +274,7 @@ function MatchScreen() {
getChess: (id) => { const c = gd.chess(id); return ownDiyRecord(c, priv, { chess: data.get('chess'), backups: data.get('backups') }) || c; },
getToken: gd.token, getItem: gd.item, getEffect: gd.effect, backups: gd.backups,
}), [priv, pub?.stageId, editable, gd.ready, deployField]);
live.current = { pub, priv, field, editable, placeCtx, watching, watchWho, home, myId, alive, spectator, detail, drawer, bondOpen, emoteOpen, settingsOpen, exitOpen, drag, facing, sel, selBusy, pen, collapsedNow: collapsed, localDone: false, canPause: false, paused };
live.current = { pub, priv, field, editable, hasPersonalChoice, placeCtx, watching, watchWho, home, myId, alive, spectator, detail, drawer, bondOpen, emoteOpen, settingsOpen, exitOpen, drag, facing, sel, selBusy, pen, collapsedNow: collapsed, localDone: false, canPause: false, paused };
// ---- camera: every request goes through setCam, which remembers it for the pen's way back -----------------------
// the own prep board: the normal board, or — in the prep of a boss round — the player's half of the boss field
@@ -637,6 +640,17 @@ function MatchScreen() {
setSpBusy(null);
}, [phaseKey]);
useEffect(() => {
setPersonalBusy((b) => b?.choiceId === personalChoice?.id ? b : null);
if (!personalChoice) return;
setSel(null);
setDetail(null);
setArmedCard(null);
setDrag(null);
view?.highlightTiles(null, null);
cancelFacingRef.current();
}, [personalChoice?.id, view]);
// a reload / reconnect while watching a teammate's battle after the own one (client-side combat): the server resends
// the watched field, the fresh screen adopts it as watched once per battle — the observing pill, 返回战场 and the own
// row work again, and the bond strip's "👁 name" matches the HUD (battle/observe.js resumedWatch)
@@ -1154,6 +1168,14 @@ function MatchScreen() {
const L = live.current;
// dialogs / the guide own the keyboard; behind the 本局信息 / 敌方情报 drawer only Esc (closing it) acts
if (shortcutBlocked(act, { modal: !!document.querySelector('.modal, .guide'), drawer: !!L.drawer })) return;
if (L.hasPersonalChoice) {
if (act !== 'escape') e.preventDefault();
if (act === 'ready') {
audio.sfx('error', { volume: 0.5 });
toast(shopBlockReason('ready', { priv: L.priv, editable: true }), 'warn');
}
return; // ChoiceOverlay handles Escape without cancelling the server's pending choice.
}
if (act === 'escape') {
if (L.emoteOpen) setEmoteOpen(false);
else if (L.pen && !L.detail) togglePenRef.current(false);
@@ -1256,7 +1278,7 @@ function MatchScreen() {
const temp = tempInfo(priv);
const tempNotice = temp.count > 0 && !!view && viewKind !== 'loading' && showPrep && alive && !pen && !sp;
// the ready button shows why it is refused under it (ui/hud.js ReadyToggle): the effects column moves down a line
const readyWhy = phase === PHASE.PREP && alive && !priv?.ready && temp.count > 0;
const readyWhy = phase === PHASE.PREP && alive && !priv?.ready && (hasPersonalChoice || temp.count > 0);
// the frame the panels are laid out in: the HUD layer (client px; inside the safe-area insets of a notched phone),
// and the root font size (1rem)
const panelFrame = () => {
@@ -1307,7 +1329,7 @@ function MatchScreen() {
// bonds this mode never activates (标准: 10 of 23, 奥术 among them) — shown 本局禁用 on cards, chips and the popup
const offBonds = modeOffBonds(getMode(pub?.modeId));
return html`<div class=${cx('screen', 'gm', `gm--${mode}`, drag && 'is-dragging', collapsed && 'is-collapsed', sp && 'has-sp', pen && 'is-pen', readyWhy && 'has-readywhy')}
return html`<div class=${cx('screen', 'gm', `gm--${mode}`, drag && 'is-dragging', collapsed && 'is-collapsed', (sp || hasPersonalChoice) && 'has-sp', pen && 'is-pen', readyWhy && 'has-readywhy')}
data-camera=${pen ? 'pen' : camKind}>
<div class="gm__field" ref=${hostRef} onContextMenu=${(e) => e.preventDefault()}></div>
${viewKind === 'loading' ? html`<div class="gm__loading"><${Spinner} label="LOADING FIELD" /></div>` : null}
@@ -1402,6 +1424,14 @@ function MatchScreen() {
${sp ? html`<${ChoiceOverlay} pub=${pub} sp=${sp} myId=${myId} solo=${solo} busyIdx=${spBusy} total=${total}
onPick=${async (i) => { setSpBusy(i); await actions.choice(i); setSpBusy(null); }} />` : null}
${personalChoice ? html`<${ChoiceOverlay} key=${personalChoice.id} pub=${pub} sp=${personalChoice} myId=${myId} solo=${solo} personal=${true}
busyIdx=${personalBusy?.choiceId === personalChoice.id ? personalBusy.idx : null} total=${total}
onPick=${async (i) => {
const choiceId = personalChoice.id;
setPersonalBusy({ choiceId, idx: i });
await actions.choice(i, choiceId);
setPersonalBusy((b) => b?.choiceId === choiceId ? null : b);
}} />` : null}
${banner ? html`<${PhaseBanner} key=${banner.key} mode="overlay" title=${banner.title} sub=${banner.sub} micro=${banner.micro}
tone=${banner.tone} duration=${banner.duration || 1500} onDone=${() => setBanner(null)} />` : null}
+10 -9
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@@ -127,7 +127,7 @@ export function armedCard(armed, sp, o) {
/**
* The overlay: keeps the two-tap selection and renders ChoiceView. `onPick(idx)` sends the confirmed card (g.choice).
* @param {{ pub:any, sp:any, myId:string, solo:boolean, onPick:(idx:number)=>void, busyIdx?:number|null, total?:number|null }} props
* @param {{ pub:any, sp:any, myId:string, solo:boolean, personal?:boolean, onPick:(idx:number)=>void, busyIdx?:number|null, total?:number|null }} props
*/
export function ChoiceOverlay(props) {
const { sp, myId, solo, busyIdx = null, onPick } = props;
@@ -154,10 +154,10 @@ export function ChoiceOverlay(props) {
/**
* The overlay's view (pure: no hooks — test/ui renders it as a function).
* @param {{ pub:any, sp:any, myId:string, solo:boolean, busyIdx?:number|null, total?:number|null, armed?:number|null,
* @param {{ pub:any, sp:any, myId:string, solo:boolean, personal?:boolean, busyIdx?:number|null, total?:number|null, armed?:number|null,
* onTap?:(idx:number)=>void, onConfirm?:()=>void, onDisarm?:()=>void }} props
*/
export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null, armed = null, onTap = () => {}, onConfirm = () => {}, onDisarm = () => {} }) {
export function ChoiceView({ pub, sp, myId, solo, personal = false, busyIdx = null, total = null, armed = null, onTap = () => {}, onConfirm = () => {}, onDisarm = () => {} }) {
if (!sp) return null;
const fam = data.get('choices')?.families?.[sp.family] || null;
const rawFam = data.getRaw('choices')?.families?.[sp.family] || null;
@@ -166,8 +166,8 @@ export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null,
const mine = sp.pickOf.get(myId);
const turnName = players.get(sp.turnPid)?.name || t('队友');
const special = /_s$/.test(String(sp.family || ''));
const order = solo ? [] : sp.order;
const timed = !solo && !sp.untimed;
const order = personal || solo ? [] : sp.order;
const timed = personal ? pub?.deadline > 0 : !solo && !sp.untimed;
const armedCardRec = armed != null ? sp.cards.find((c) => c && c.idx === armed) : null;
const armedName = armedCardRec ? resolveSpCard(armedCardRec, sp.family).name : null;
// a press anywhere but a card or the confirm button drops the selection
@@ -177,17 +177,18 @@ export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null,
if (t && typeof t.closest === 'function' && t.closest('.spcard, .spov__confirm')) return;
onDisarm();
};
return html`<div class=${cx('spov', armed != null && 'has-armed')} role="dialog" aria-label=${t('机变阶段')} onPointerDown=${onDown}>
return html`<div class=${cx('spov', armed != null && 'has-armed')} role="dialog" aria-label=${personal ? t('教鞭选择') : t('机变阶段')} onPointerDown=${onDown}>
<div class="spov__veil" aria-hidden="true"></div>
<div class="spov__inner">
<header class="spov__head">
<div class="spov__titles">
<${MicroLabel} tone="mint">${t('CONTINGENCY // 机变阶段')}</${MicroLabel}>
<${MicroLabel} tone="mint">${personal ? t('教鞭选择') : t('CONTINGENCY // 机变阶段')}</${MicroLabel}>
<h2 class=${cx('spov__title', special && 'is-special')}>${sentText(sp.name, rawFam?.name, fam?.name) || fam?.name || t('机变')}<span class="spov__bar">|</span><span class="spov__desc"><${RichText} text=${sentText(sp.desc, rawFam?.desc, fam?.desc) || fam?.desc || t('选择一项')} /></span></h2>
<p class="spov__sub">${timed ? t('倒计时结束后仍未选定将自动分配') : t('选择一项(无时间限制)')}${mine == null && myTurn ? t(' · 点击卡牌选中,再次点击确认') : ''}</p>
<p class="spov__sub">${timed ? (personal ? t('休整期结束时未选择将自动选定') : t('倒计时结束后仍未选定将自动分配')) : t('选择一项(无时间限制)')}${mine == null && myTurn ? t(' · 点击卡牌选中,再次点击确认') : ''}</p>
</div>
<div class="spov__turn">
${mine != null ? html`<span class="spov__turntxt is-done"><${Icon} name="check" />${t('已完成选择')}</span>`
${personal ? html`<span class="spov__turntxt is-mine">${t('从候选中选择一项战术特训')}</span>`
: mine != null ? html`<span class="spov__turntxt is-done"><${Icon} name="check" />${t('已完成选择')}</span>`
: myTurn ? html`<span class="spov__turntxt is-mine">${t('当前轮到你决策')}</span>`
: html`<span class="spov__turntxt">${t('{turnName} 正在决策…', { turnName })}<${Icon} name="hourglass" /></span>`}
${armed != null ? html`<${Button} variant="primary" size="lg" icon="check" class="spov__confirm" data-testid="sp-confirm"
+1 -1
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@@ -64,7 +64,7 @@ export const actions = {
art: (itemUid, row, col, dir) => act('g.art', dir ? { itemUid, row, col, dir } : { itemUid, row, col }),
destroy: (uid) => act('g.destroy', { uid }),
reward: (idx) => act('g.reward', { idx }),
choice: (idx) => act('g.choice', { idx }),
choice: (idx, choiceId) => act('g.choice', choiceId === undefined ? { idx } : { idx, choiceId }),
ready: (ready) => act('g.ready', { ready }, { sfx: ready ? 'ready' : 'back' }),
emote: (id) => act('g.emote', { id }, { quiet: true }),
// `playerId`: the player tapped in the team panel (a shared field shows two) — what an eliminated viewer follows
+1 -1
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@@ -36,7 +36,7 @@ export { sortBonds, bondTier, nextThreshold, grantedBonds, pieceBondIds, morphPa
export { priceTone, mergeProgress, mergeTarget, handFull, completesMerge, offerHeader, shopBlockReason, readyFundsPrompt } from './gameLogic/shop.js';
export { deploySets, stageOverrides, deployMap, effectiveStage, indexPieces, placementContext, piecePosition, tileAllows, summonRange, summonExcluded, canPlace, equipReplaces, equipMerges, boardTargets, dropIntent, dropFailureReason } from './gameLogic/placement.js';
export { terrainInfo } from './gameLogic/terrain.js';
export { normalizeDraft, normalizeSp } from './gameLogic/draft.js';
export { normalizeDraft, normalizeSp, normalizePersonalChoice } from './gameLogic/draft.js';
export { groupEnemies, PEN, penZoneTiles, penPlacement, previewEnemyKey, factionTypes } from './gameLogic/enemies.js';
export { snapHud, bossFrac, bossPctText, hasFlag, UF, attackInterval, fmtNum, rangeGridBox } from './gameLogic/format.js';
export { shortcutFor, closesOnFieldPress, shortcutBlocked, HOTKEY_ACTIONS, DEFAULT_HOTKEYS, isBindableCode, hotkeyLabel, sanitizeHotkeys, rebindHotkey, isDefaultHotkeys, hotkeyOf, actionForKey, captureHotkey, facingSwallows } from './gameLogic/shortcuts.js';
+14
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@@ -1,6 +1,8 @@
// ui/gameLogic/draft.js — 机变 and band-draft normalisation. Re-exported from ../gameLogic.js.
import { isObj } from './shared.js';
import { PHASE } from '../../../../shared/constants.js';
import { t } from '../../../../shared/i18n.js';
// ---- 机变 / band draft normalisation ----------------------------------------------------------------------
@@ -73,3 +75,15 @@ export function normalizeSp(sp, players = []) {
cards, order, turnPid, pickOf, takenBy, pickedCount: pickOf.size,
};
}
/** Adapt only the recipient's current PREP choice; never write it into the public draft. */
export function normalizePersonalChoice(pub, priv, myId) {
const choice = priv?.personalChoice;
if (pub?.phase !== PHASE.PREP || !priv || priv.playerId !== myId || priv.alive === false
|| !choice || choice.round !== pub.round) return null;
return {
...normalizeSp({ family: 'bounty', name: t('教鞭 · 战术特训'), desc: t('请选择一项战术特训'),
cards: choice.cards, turn: myId, order: [myId], picks: {} }),
id: choice.id,
};
}
+4 -1
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@@ -139,7 +139,10 @@ export function offerHeader(offer) {
export function shopBlockReason(kind, { priv, editable, slot } = {}) {
if (!priv) return t('尚未就绪');
if (priv.alive === false) return t('你已被淘汰');
if (kind === 'ready') return priv.canReady === false ? t('临时整备区不为空,请先处理溢出的资源') : null;
if (kind === 'ready') {
if (priv.personalChoice) return t('请先完成教鞭选择');
return priv.canReady === false ? t('临时整备区不为空,请先处理溢出的资源') : null;
}
if (!editable) {
if (kind === 'reward') return t('当前无法选择');
return priv.ready ? t('已准备就绪,取消准备后才能操作') : t('当前阶段无法进行该操作');
+9 -6
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@@ -207,24 +207,27 @@ export function tempReadyReason(priv) {
}
/**
* Ready toggle (PREP only). Disabled while the temp row holds pieces — the reason shows under it (not only on hover):
* "临时整备区 N 个单位待处理" (user playtest #3 item 3).
* Ready toggle (PREP only). Disabled while the temp row holds pieces or a personal choice (教鞭) is open — the reason shows
* under it (not only on hover): "临时整备区 N 个单位待处理" (user playtest #3 item 3), "请先完成教鞭选择".
* @param {{ priv:any, onToggle:(ready:boolean)=>void, busy?:boolean, readyCount?:number, total?:number }} props
*/
export function ReadyToggle({ priv, onToggle, busy, readyCount, total }) {
const ready = !!priv?.ready;
const temp = tempInfo(priv);
const reason = !ready ? tempReadyReason(priv) || shopBlockReason('ready', { priv, editable: true }) : null;
const choice = !!priv?.personalChoice;
const reason = !ready ? (choice ? shopBlockReason('ready', { priv, editable: true }) : tempReadyReason(priv) || shopBlockReason('ready', { priv, editable: true })) : null;
const why = !ready && (choice || temp.count > 0);
const btn = html`<button type="button" class=${cx('readybtn', 'tapx', ready && 'is-on', busy && 'is-busy')} disabled=${!!reason || busy}
aria-pressed=${ready ? 'true' : 'false'} aria-describedby=${!ready && temp.count ? 'readywrap-why' : undefined} onClick=${() => onToggle(!ready)}>
aria-pressed=${ready ? 'true' : 'false'} aria-describedby=${why ? 'readywrap-why' : undefined} onClick=${() => onToggle(!ready)}>
<span class="readybtn__box">${ready ? html`<${Icon} name="check" />` : null}</span>
<span class="readybtn__label">${ready ? t('取消准备') : t('准备就绪')}</span>
<kbd class="readybtn__key">${hotkeyLabelOf('ready')}</kbd>
</button>`;
return html`<div class="readywrap">
${reason ? html`<${Tooltip} text=${reason} placement="bottom">${btn}<//>` : btn}
${!ready && temp.count ? html`<span class="readywrap__why" id="readywrap-why" role="status" data-testid="ready-why">
<${Icon} name="warn" /><span>${tParts('临时整备区 {n} 个单位待处理', { n: html`<b class="num">${temp.count}</b>`, count: temp.count })}</span></span>` : null}
${why ? html`<span class="readywrap__why" id="readywrap-why" role="status" data-testid="ready-why">
<${Icon} name="warn" />${choice ? html`<span>${reason}</span>`
: html`<span>${tParts('临时整备区 {n} 个单位待处理', { n: html`<b class="num">${temp.count}</b>`, count: temp.count })}</span>`}</span>` : null}
${Number.isFinite(total) && total > 1 ? html`<span class="readywrap__count">${t('已就绪')} <b class="num">${readyCount}</b>/<span class="num">${total}</span></span>` : null}
</div>`;
}