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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@@ -38,9 +38,45 @@ test('bounty pick: the card the own board can beat, never one it cannot (even wh
assert.equal(botPickCard(m, ps, [hard, easy, huge].map((c, idx) => ({ ...c, idx })), [0, 1, 2]), 1);
ps.lp = 2;
assert.equal(botPickCard(m, ps, [hard, huge, easy].map((c, idx) => ({ ...c, idx })), [0, 1, 2]), 2, 'low LP: still the beatable one');
const raw = [hard, easy].map((c) => DATA.choices.cards.bounty.find((x) => x.effectId === c.id));
assert.deepEqual(m.offerBountyChoice(ps, raw, 'chess_item_6_03_m'), { ok: true });
assert.deepEqual(m.autoPickPersonalChoice(ps, 'bot'), { ok: true });
assert.equal(ps.personalChoice, null);
assert.equal(ps.bounties.at(-1).card.enemyKey, easy.enemyKey, 'personal cards use bounty scoring too');
const metaState = m.rngMeta.state(), botState = m.rngBots.state();
m.autoPickPersonalChoice(ps, 'bot');
m.autoPickPersonalChoice(ps, 'random');
assert.equal(m.rngMeta.state(), metaState);
assert.equal(m.rngBots.state(), botState, 'nothing pending: no RNG draws');
m.dispose();
});
test('a bot\'s 教鞭 pick is deterministic: one seed offers the same three cards and picks the same one, drawing only on the bots\' rng', () => {
const runs = [];
for (let k = 0; k < 2; k++) {
const h = soloBot({ seed: 5, difficulty: 'HARD' }).start();
const m = h.m;
const ps = m.order[0];
h.run(() => m.phase === PHASE.PREP && m.round === 1);
ps.lp = 999;
h.run(() => m.phase === PHASE.PREP && m.round === 5);
const art = giveItem(m, ps, 'chess_item_6_03_m');
assert.deepEqual(ps.useArt(art.uid, 10, 5), { ok: true });
const offered = ps.personalChoice.cards.map((c) => c.effectId);
assert.equal(offered.length, 3);
assert.equal(new Set(offered).size, 3, 'three different cards');
const meta = m.rngMeta.state(), bots = m.rngBots.state();
assert.deepEqual(m.autoPickPersonalChoice(ps, 'bot'), { ok: true });
assert.equal(m.rngMeta.state(), meta, 'the pick leaves the meta rng alone');
assert.notEqual(m.rngBots.state(), bots, 'one scoring draw per card from the bots\' rng');
assert.equal(ps.personalChoice, null);
runs.push({ offered, picked: ps.bounties.at(-1).card.effectId, bots: m.rngBots.state() });
assert.ok(offered.includes(runs[k].picked));
m.dispose();
}
assert.deepEqual(runs[0], runs[1]);
});
test('bounty pick in real drafts (绝境 R3 悬赏决策): a card the board likely beats (p ≥ 0.5) whenever a near-sure one (p ≥ 0.9) is offered', () => {
let drafts = 0;
for (const seed of [1, 2, 3, 4]) {
@@ -138,9 +174,12 @@ test('bounty Arts (教鞭): kept after a battle with leaks, used after a perfect
assert.ok(owns(ps, WHIP), 'kept after a battle with leaks (not destroyed)');
h.run(() => m.phase === PHASE.PREP && m.round === 4);
m.lastResults.set(ps.playerId, clean);
giveItem(m, ps, WHIP);
const bounties = ps.bounties.length;
h.run(() => m.phase === PHASE.COMBAT && m.round === 4);
assert.ok(!owns(ps, WHIP) && ps.bounties.length > bounties, 'used after a perfect battle');
assert.ok(!owns(ps, WHIP) && ps.bounties.length === bounties + 2, 'both Arts used and picked after a perfect battle');
assert.equal(ps.personalChoice, null);
assert.equal(ps.round.arts, 2);
assert.equal(m.errorCount, 0);
m.dispose();
}