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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@@ -11,7 +11,7 @@ import {
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phaseMode, phaseBanner, isCombatPhase, isBossPhase, countdownState, phaseTotalSeconds, sortBonds, bondTier, nextThreshold,
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battleOverSfx, ownRoundLoss, uniteResultBox, battleResultBox, roundResultBox, RESULT_BOX_MS,
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bondMembers, memberHeadCount, bannedPerBond, priceTone, mergeProgress, shopBlockReason, deploySets, indexPieces, placementContext, canPlace,
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boardTargets, dropIntent, normalizeDraft, normalizeSp, groupEnemies, factionTypes, snapHud, bossFrac, attackInterval, fmtNum,
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boardTargets, dropIntent, normalizeDraft, normalizeSp, normalizePersonalChoice, groupEnemies, factionTypes, snapHud, bossFrac, attackInterval, fmtNum,
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rangeGridBox, shortcutFor, sanitizeSettings, DEFAULT_SETTINGS, normalizeResult, cycleField, fieldLabel, homeFieldId,
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activeBubbles, sortedPlayers, tileKey, prepCapsuleLabel, prepCamera, dropFailureReason, terrainInfo,
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} from '../../public/js/ui/gameLogic.js';
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@@ -532,6 +532,32 @@ describe('drafts', () => {
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assert.equal(normalizeSp(null), null);
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assert.equal(normalizeSp({ cards: new Array(9).fill({}) }).cards.length, 6, 'at most 6 cards');
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});
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test('personal choice: only the living recipient in the current PREP, independent of the public draft', () => {
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const pub = { phase: PHASE.PREP, round: 14, sp: { family: 'supply', cards: ['global'] } };
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const priv = { playerId: 'a', alive: true, canReady: false, temp: [], personalChoice: {
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id: 'seed.choice.3', round: 14, sourceItemId: 'chess_item_6_03_m',
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cards: [{ id: 'e1', kind: 'bounty', name: '战术特训', coin: 2 }, { id: 'e2', kind: 'bounty' }],
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} };
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const before = JSON.stringify({ pub, priv });
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const sp = normalizePersonalChoice(pub, priv, 'a');
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assert.equal(sp.id, priv.personalChoice.id);
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assert.equal(sp.family, 'bounty');
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assert.equal(sp.name, '教鞭 · 战术特训');
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assert.equal(sp.turnPid, 'a');
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assert.equal(sp.pickOf.size, 0);
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assert.deepEqual(sp.cards.map((c) => c.idx), [0, 1]);
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assert.ok(sp.cards.every((c) => c.takenBy === null));
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assert.equal(JSON.stringify({ pub, priv }), before);
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assert.equal(shopBlockReason('ready', { priv, editable: true }), '请先完成教鞭选择');
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assert.equal(shopBlockReason('ready', { priv: { ...priv, temp: [{}] }, editable: true }), '请先完成教鞭选择');
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assert.match(shopBlockReason('ready', { priv: { ...priv, personalChoice: null }, editable: true }), /临时整备区/);
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for (const phase of [PHASE.SP_DRAFT, PHASE.COMBAT, PHASE.ROUND_START]) assert.equal(normalizePersonalChoice({ ...pub, phase }, priv, 'a'), null);
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assert.equal(normalizePersonalChoice(pub, null, 'a'), null, 'spectator has no private state');
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assert.equal(normalizePersonalChoice(pub, priv, 'b'), null);
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assert.equal(normalizePersonalChoice(pub, { ...priv, alive: false }, 'a'), null);
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assert.equal(normalizePersonalChoice({ ...pub, round: 15 }, priv, 'a'), null);
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assert.equal(normalizePersonalChoice(pub, { ...priv, personalChoice: null }, 'a'), null);
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});
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});
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describe('fields, players, emotes', () => {
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