feedback7 R22-LOADOUT: the browser stores, syncs and shows each operator's 潜能 / 练度 (cards at the player's settings); golden: unchanged
- ui/loadoutModel.js: `ops` beside the entries (sp.pref.loadout { v, entries, ops }; an older stored loadout has none =
潜能 6, 精英2 Lv.60): parseStoredOps, opsOf / setOps / resetOps (defaults never stored), sanitizeOps (only what the
server keeps: the roster and the 自选 owned pool); 导出 carries `ops`, 导入 replaces the settings when the payload has
them (an older export leaves them alone; settings alone import); the 已调整 count and 仅看已调整 count them.
- ui/loadoutSync.js: the store's `ops` (setOpsMap persists both); the loadout sync watches entries and ops and sends
room.loadout { entries, ops } (the ops sanitised against chess.json + backups.json; nothing set: no download);
openLoadout loads effects.json (the 练度 multipliers).
- Cards: gameLogic chessLoadout(chess, loadout, getChess, { ops | cultivation, effects }) composes the record at the
operator's potential and multiplies its stats by the 练度 tier (the player's m.private.ops — shop / hand / board cards
and the detail panel; a teammate's unit its UnitInfo potential / cultivate: unitCultivation; a teammate's bond-popup
card the defaults, never the viewer's settings; a stand-in neither); a 自选 card is composed at its pick's potential
(ownDiyPick from m.private.ops, unitPick from UnitInfo).
- Tests: test/ui/potential-ui.test.js (new, 7): storage, helpers, 导出 / 导入, the 已调整 count, the sync (sanitised ops,
settings-only edits, no download when none), the cards (刺玫 413 / 17 at 潜能1, ×1.05 at 精英1, a teammate's unit, a
stand-in), 自选 cards at 潜能1 (凯尔希 392 / 20) and the 练度 on top; test/ui/loadout.test.js expects the envelope's
`ops` and room.loadout's `ops: {}`.
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@@ -8,6 +8,8 @@
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// player's units say it themselves (UnitInfo `diy`: the sim's, Match.prepFieldMeta's for scouting, m.result lineups). The
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// composed record is shared/diy.js diyRecordOf over chess.json + backups.json — the one the server and the sim use.
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// `data` below = `{ chess, backups }` (the client's data.get('chess') / data.get('backups'), localized copies).
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// 0.2.2: a pick may carry `potential` (the owner's 潜能 of the operator — m.private.ops for the player's own, UnitInfo
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// `potential` for another player's unit): the record is composed at it (an owned pick; a prototype has none).
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import { diyRecordOf } from '../../../../shared/diy.js';
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import { isObj } from './shared.js';
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@@ -26,7 +28,10 @@ export function ownDiyPick(priv, chess) {
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if (!isObj(chess) || !chess.isDiy) return null;
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const slot = typeof chess.diyFor === 'string' ? chess.diyFor : chess.baseId || chess.chessId;
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const p = diyPicks(priv)[slot];
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return isObj(p) && typeof p.charId === 'string' ? p : null;
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if (!isObj(p) || typeof p.charId !== 'string') return null;
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// 0.2.2: at the player's 潜能 of that operator (m.private.ops; none set = 6)
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const pot = isObj(priv?.ops) && isObj(priv.ops[p.charId]) ? priv.ops[p.charId].potential : null;
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return Number.isInteger(pot) && pot >= 1 && pot < 6 ? { ...p, potential: pot } : p;
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}
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/** Per backups object: `chessId|charId|skill|module` → composed record (or null). */
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@@ -44,10 +49,11 @@ export function diyRecordFor(chess, pick, data) {
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if (!isObj(pick) || !isObj(data?.backups)) return null;
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let m = CACHE.get(data.backups);
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if (!m) { m = new Map(); CACHE.set(data.backups, m); }
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const key = `${chess.chessId}|${pick.charId}|${pick.skillIndex ?? ''}|${pick.uniEquipId ?? ''}`;
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const pot = Number.isInteger(pick.potential) ? pick.potential : null;
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const key = `${chess.chessId}|${pick.charId}|${pick.skillIndex ?? ''}|${pick.uniEquipId ?? ''}|${pot ?? ''}`;
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if (m.has(key)) return m.get(key);
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let rec;
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try { rec = diyRecordOf(chess, pick, data); } catch { rec = null; }
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try { rec = diyRecordOf(chess, pick, data, { potential: pot }); } catch { rec = null; }
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m.set(key, rec);
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return rec;
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}
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@@ -65,10 +71,16 @@ export function ownDiyRecord(chess, priv, data) {
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*/
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export function cardDiy(chess, { priv = null, unit = null, data = null } = {}) {
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if (!isObj(chess) || !chess.isDiy) return null;
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if (unit) return isObj(unit.diy) ? diyRecordFor(chess, unit.diy, data) : null;
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if (unit) return isObj(unit.diy) ? diyRecordFor(chess, unitPick(unit), data) : null;
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return ownDiyRecord(chess, priv, data);
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}
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/** A unit's 自选 pick with its potential (UnitInfo `diy` + `potential`, 0.2.2), or null. */
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export function unitPick(unit) {
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if (!isObj(unit) || !isObj(unit.diy)) return null;
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return Number.isInteger(unit.potential) ? { ...unit.diy, potential: unit.potential } : unit.diy;
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}
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/**
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* id → the player's 自选 record of a filled DIY slot (both forms), else the chess record: the lookup the player's own
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* pieces and cards resolve against (names, art, position, the loadout / range of a 自选 piece — shared/protocol.js
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@@ -2,6 +2,7 @@
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import { MODULE_NONE, loadoutOptions, resolveLoadout } from '../../../../shared/protocol.js';
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import { loadoutRecord, resolveRecordLoadout } from '../../../../shared/loadoutRecord.js';
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import { cultivationOf, cultivateMul, cultivatedStats, isPotential, isCultivate } from '../../../../shared/potential.js';
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import { isObj } from './shared.js';
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import { t } from '../../../../shared/i18n.js';
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@@ -12,14 +13,21 @@ import { t } from '../../../../shared/i18n.js';
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* The skill / module a chess fights with under the player's loadout (m.private.loadout, DESIGN §16) — what the shop
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* card and the detail panel show. Works with data that already lists every selectable skill (`skills[]`, elite
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* `modules[]`) and with older data (only the default `skill` / `module`).
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* 0.2.2: the record (stats, talents) is at the operator's 潜能 and its stats carry the 练度 multiplier — the player's
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* settings (`opts.ops`: m.private.ops / the 干员调配 store; missing = 潜能 6, 精英2 Lv.60), or a unit's own
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* (`opts.cultivation`: a teammate's UnitInfo — null = none); a 补位 stand-in / prototype 自选 record has neither
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* (shared/potential.js cultivationOf). The 练度 needs `opts.effects` (data/effects.json). A composed 自选 record is
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* already at its potential (gameLogic/diy.js: the pick's `potential`).
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* @param {any} chess the chess record (normal or elite)
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* @param {any} loadout m.private.loadout `{ [baseChessId]: { skill, module } }` (entries equal to the defaults may be
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* missing); null → defaults
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* @param {(id: string) => any} [getChess]
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* @param {{ ops?: any, cultivation?: { potential?: number|null, cultivate?: number|null } | null, effects?: any }} [opts]
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* @returns {{ skill: any, skillIndex: number|null, defaultSkill: boolean, module: { id: string, name: string, typeName: string, none: boolean }|null,
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* defaultModule: boolean, changed: boolean, choices: number } | null}
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* defaultModule: boolean, changed: boolean, choices: number, record: any,
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* cultivation: { potential: number, cultivate: number|null } | null } | null}
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*/
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export function chessLoadout(chess, loadout, getChess = () => null) {
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export function chessLoadout(chess, loadout, getChess = () => null, opts = {}) {
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if (!isObj(chess)) return null;
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const lo = isObj(loadout) && !Array.isArray(loadout) ? loadout : null;
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let r = { skillIndex: null, moduleId: null };
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@@ -43,12 +51,42 @@ export function chessLoadout(chess, loadout, getChess = () => null) {
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}
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defaultModule = opt.defaultModule == null || id === opt.defaultModule;
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}
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// the record the unit fights with (stats / 特性 / talents of the chosen module or none — the battle's own composition,
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// shared/loadoutRecord.js): the detail card must show what the sim runs
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// 0.2.2: the operator's 潜能 / 练度 (the player's settings, or the unit's own)
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const cv = cultivationFor(chess, opts);
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// the record the unit fights with (stats / 特性 / talents of the chosen module or none, at its potential — the
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// battle's own composition, shared/loadoutRecord.js): the detail card must show what the sim runs
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let record = chess;
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try { record = loadoutRecord(chess, resolveRecordLoadout(chess, { skillIndex: r.skillIndex, moduleId: r.moduleId })) || chess; } catch { /* the record as is */ }
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try { record = loadoutRecord(chess, resolveRecordLoadout(chess, { skillIndex: r.skillIndex, moduleId: r.moduleId, potential: cv ? cv.potential : null })) || chess; } catch { /* the record as is */ }
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const mul = cv && isCultivate(cv.cultivate) ? cultivateMul(opts?.effects, cv.cultivate) : null;
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if (mul && record && record.stats) record = { ...record, stats: cultivatedStats(record.stats, mul) };
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return { skill, skillIndex: skill?.index ?? null, defaultSkill, module, defaultModule, changed: !defaultSkill || !defaultModule,
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choices: Math.max(skills.length, opt.skills?.length || 0), record };
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choices: Math.max(skills.length, opt.skills?.length || 0), record, cultivation: cv };
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}
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/**
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* The 潜能 / 练度 of a card's record (chessLoadout `opts`): the unit's own (`cultivation`, null = none) or the player's
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* settings (`ops`, shared/potential.js cultivationOf — null for a stand-in / prototype 自选 record).
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* @returns {{ potential: number, cultivate: number|null } | null}
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*/
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function cultivationFor(chess, opts) {
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if (opts && opts.cultivation !== undefined) {
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const c = opts.cultivation;
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if (!isObj(c) || !isObj(chess) || chess.standInFor || chess.diyProto) return null;
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return { potential: isPotential(c.potential) ? c.potential : 6, cultivate: isCultivate(c.cultivate) ? c.cultivate : null };
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}
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return cultivationOf(chess, opts ? opts.ops : null);
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}
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/**
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* The 潜能 / 练度 a battle / scouting unit fights at (UnitInfo `potential` — below 6 only — and `cultivate`, 0.2.2): for
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* chessLoadout `opts.cultivation`; null when the unit has neither (a stand-in, a prototype 自选 piece, a raw unit).
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* @param {any} unit UnitInfo
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*/
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export function unitCultivation(unit) {
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if (!isObj(unit)) return null;
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const pot = isPotential(unit.potential) ? unit.potential : 6;
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const cult = isCultivate(unit.cultivate) ? unit.cultivate : null;
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return cult == null && pot === 6 ? null : { potential: pot, cultivate: cult };
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}
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/**
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