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).
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Sukvii authored and sganggs committed 2026-10-08 20:45:54 +08:00
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@@ -1329,6 +1329,7 @@ export function botPrepBegin(m, ps) {
*/
export function* botPrepBeginSteps(m, ps) {
if (!ps.alive || ps.ready) return null;
m.autoPickPersonalChoice(ps, 'bot');
// 1. reward offers (free)
takeOffers(m, ps);
yield;
@@ -1366,6 +1367,7 @@ export function* botPrepEndSteps(m, ps, job = null) {
if (freeSlot(ps.hand) < 0) freeHandSlot(m, ps);
// what the next prep's bench shed may judge by value: what is owned now (later gains wait for a placement step)
rememberOwned(ps);
m.autoPickPersonalChoice(ps, 'bot');
tryDo(() => ps.setReady(true));
}
@@ -1807,8 +1809,8 @@ const isBountyArt = (gd, itemId) => { const rec = gd.item(itemId); return !!rec
/**
* Use an Art: 画卷 copies the operator on its tile (its range is the tile + the one in front) — the most valuable
* deployed operator, with a free hand slot for the copy; 教鞭 / “神秘顾客” add a bounty to the next battle (one the engine
* draws, not chosen) — only after a perfect battle with LP to spare, else the Art stays in the hand for a later round
* deployed operator, with a free hand slot for the copy; 教鞭 offers a scored personal bounty choice, “神秘顾客” adds a
* random bounty — only after a perfect battle with LP to spare, else the Art stays in the hand for a later round
* (destroying 教鞭 gives nothing; a full hand at the prep end: freeHandSlot).
*/
function useArt(m, ps, item, ctx) {
@@ -1825,7 +1827,10 @@ function useArt(m, ps, item, ctx) {
if (keys.includes('trap_create_self_choice')) {
if (!lastPerfect(m, ps) || ps.lp < 10) return; // kept
const [key] = [...ps.board.keys()];
if (key) { const [r, c] = parseKey(key); tryDo(() => ps.useArt(item.uid, r, c)); }
if (key) {
const [r, c] = parseKey(key);
if (tryDo(() => ps.useArt(item.uid, r, c))) m.autoPickPersonalChoice(ps, 'bot');
}
return;
}
const [key] = [...ps.board.keys()];