0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
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@@ -3,12 +3,13 @@
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//
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// Model:
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// * Every visible (non-hidden, non-DIY) base chess that is not banned this match has `cap` copies
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// (config.economy.poolCopies[tier], overrides e.g. 缪尔赛思 4). `left[baseId]` = copies not owned by anyone.
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// (config.economy.poolCopies[tier], measured identity overrides; co-op shared stock doubled). `left` is the
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// signed capacity minus occupation; the public left() and shop sampling clamp a deficit to zero.
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// * Owning a piece takes copies: a normal piece holds 1, an elite holds 3 (merge of 3 normals). Shop displays
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// do NOT reserve copies; buying fails (SOLD_OUT) when left = 0.
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// * Pieces remember how many copies they hold (`piece.poolCopies`), so selling / elimination / temp wipes return
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// exactly what was taken — chess granted by effects while the pool is empty (or hidden/banned chess) hold 0.
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// * Invariant (tests): 0 ≤ left ≤ cap and left + Σ held copies == cap for every base chess.
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// * Invariant: raw left ≤ cap and raw left + Σ held copies == cap. Mimic can exceed stock, but its copies still occupy it.
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//
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// Rolls: each chess slot draws ONE copy uniformly from all remaining copies of eligible chess with tier ≤ shop level
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// ("copy-weighted"; duplicates within a roll allowed). The item slot picks a tier with the same tier shares, then a
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@@ -72,13 +73,13 @@ export class SharedPool {
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/** Whether a base chess is part of this match's pool (visible, not banned). */
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has(baseId) { return this.entries.has(baseId); }
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cap(baseId) { return this.entries.get(baseId)?.cap ?? 0; }
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left(baseId) { return this.entries.get(baseId)?.left ?? 0; }
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left(baseId) { return Math.max(0, this.entries.get(baseId)?.left ?? 0); }
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/** Take up to n copies; returns the number actually taken (0 when not in the pool / empty). */
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take(baseId, n = 1) {
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take(baseId, n = 1, { overdraw = false } = {}) {
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const e = this.entries.get(baseId);
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if (!e || !(n > 0)) return 0;
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const k = Math.min(e.left, Math.floor(n));
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const k = overdraw ? Math.floor(n) : Math.min(Math.max(0, e.left), Math.floor(n));
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e.left -= k;
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return k;
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}
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@@ -96,14 +97,14 @@ export class SharedPool {
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* Remaining copies of eligible chess (tier ≤ maxTier, or exactly `tier`): the pool's entries, then `extra` ([id, entry]
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* pairs of the same shape — a player's 自选 stock) under the same filters.
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*/
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_eligible({ maxTier = 6, tier = null, filter = null, extra = null } = {}) {
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_eligible({ maxTier = 6, tier = null, filter = null, extra = null, ignoreCounts = false } = {}) {
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const out = [];
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const scan = (list) => {
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for (const [id, e] of list) {
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if (e.left <= 0) continue;
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if (!ignoreCounts && e.left <= 0) continue;
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if (tier != null ? e.tier !== tier : e.tier > maxTier) continue;
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if (filter && !filter(id, e)) continue;
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out.push([id, e.left]);
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out.push([id, ignoreCounts ? 1 : e.left]);
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}
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};
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scan(this.entries);
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@@ -145,7 +146,7 @@ export class SharedPool {
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* Item roll for the shop's item slot: tier by the chess tier shares at this level, uniform item within the tier,
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* falling back to lower tiers when a tier has no item. Returns an item id or null.
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*/
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rollItem(rng, maxTier) {
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rollItem(rng, maxTier, stock = null) {
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const shares = this.tierShares(maxTier);
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const tiers = Object.keys(shares).map(Number).sort((a, b) => a - b);
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let tier = null;
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@@ -157,12 +158,12 @@ export class SharedPool {
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tier = 1 + Math.floor(rng() * Math.max(1, maxTier));
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}
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for (let t = tier; t >= 1; t--) {
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const list = this.gd.shopItemsByTier[t];
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if (list && list.length) return list[Math.floor(rng() * list.length)];
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const list = (this.gd.shopItemsByTier[t] || []).filter(id => !stock || stock.canGain(id));
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if (list.length) return stock ? stock.pick(rng, list) : list[Math.floor(rng() * list.length)];
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}
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for (let t = tier + 1; t <= 6; t++) {
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const list = this.gd.shopItemsByTier[t];
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if (list && list.length) return list[Math.floor(rng() * list.length)];
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const list = (this.gd.shopItemsByTier[t] || []).filter(id => !stock || stock.canGain(id));
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if (list.length) return stock ? stock.pick(rng, list) : list[Math.floor(rng() * list.length)];
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}
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return null;
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}
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@@ -170,13 +171,51 @@ export class SharedPool {
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/** { baseId: left } snapshot (tests / diagnostics). */
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snapshot() {
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const o = {};
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for (const [id, e] of this.entries) o[id] = e.left;
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for (const [id, e] of this.entries) o[id] = Math.max(0, e.left);
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return o;
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}
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totalLeft() {
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let n = 0;
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for (const e of this.entries.values()) n += e.left;
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for (const e of this.entries.values()) n += Math.max(0, e.left);
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return n;
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}
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}
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/** Shared equipment stock, derived from actual ownership. Merges, equips and returns cannot lose a reservation:
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* normal equipment occupies one, upgraded equipment two. Shop/choice displays reserve nothing. Source: the original
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* experiment BV1eLXXBqEgF, 1:30 and 2:30. [ASSUMED] An item that is consumed/destroyed or removed by elimination no
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* longer occupies stock, consistently with the video's ownership model; this is not a per-match purchase limit. */
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export class SharedItemPool {
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constructor(gd, players) { this.gd = gd; this.players = players; }
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cap(id) { return this.gd.itemPoolCopies(id); }
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need(id) { return this.gd.isGolden(id) ? 2 : 1; }
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held(id) {
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const base = this.gd.baseIdOf(id);
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let count = 0;
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const see = p => {
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if (!p) return;
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if (p.kind === 'item' && this.gd.baseIdOf(p.id) === base) count += this.need(p.id);
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for (const item of p.items || []) if (this.gd.baseIdOf(item.id) === base) count += this.need(item.id);
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};
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for (const ps of this.players()) {
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for (const p of ps.hand) see(p);
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for (const p of ps.temp) see(p);
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for (const p of ps.board.values()) see(p);
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}
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return count;
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}
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left(id) { const cap = this.cap(id); return cap == null ? Infinity : Math.max(0, cap - this.held(id)); }
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canGain(id) { return this.left(id) >= this.need(id); }
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/** Stock gates eligibility, not probability: retain the existing uniform item draw or explicit data weights.
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* The measured stock table alone does not establish shop probabilities. */
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pick(rng, ids, weights = null) {
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const list = [...new Set(ids)].filter(id => this.canGain(id));
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const pairs = list.map(id => [id, weights ? Math.max(0, Number(weights.get(id)) || 0) : 1]);
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const total = pairs.reduce((n, p) => n + Math.max(0, p[1]), 0);
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if (!(total > 0)) return null;
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let r = rng() * total;
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for (const [id, weight] of pairs) if ((r -= Math.max(0, weight)) < 0) return id;
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return pairs.at(-1)?.[0] || null;
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}
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}
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