feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed

The official R11 bounty drafts are not a free draw under the old rule: matches 1
and 6 show the same 特异III giant and the same four tier-II cards and differ only
in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8,
11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards
in some pair of 5 drafts in about 2.5 % of samples.

- tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant +
  tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an
  unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per
  faction series 10-15). choices.json bountyDrafts.hunter gains slots (15),
  templates and rule. The R9 note now names the per-match explanation (leader,
  map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as
  extrapolated from co-op.
- server/match/choices.js: the hunter draft picks one of the 15 event slots: a
  seen group, or a rule group of that shape, then tier-I fill.
- test/match/feedback1-bounty.test.js: each official R11 bounty draft fits
  exactly one seen group and the rule shape; matches 1 / 6 share 5 cards;
  generated drafts: a seen group in about 4 of 15, every seen group and every
  R11 card offered.
- docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9
  open question.
This commit is contained in:
sganggs committed 2026-10-03 05:08:25 +08:00
1 parent e60067a9f3
commit 7c13e38422
6 files changed
+134 -43

No files matched your search

+8 -4
View File
@@ -115,12 +115,16 @@ screenshots of 11 official co-op 绝境 / 终极 matches, readings in `test/fixt
one of the 10 official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III — 7 seen (a whole series 17 / 18 / 19,
or one card from each of 6 of the series 10–15 / 20), the 3 unseen slots built by that rule [ASSUMED]; **R9** boss
bounties + 源石虫·特训: a seen group of 0–3 named bosses that always come together, filled to 6 with the cheap ones (W /
碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训); **R11** (绝境 / 终极: 悬赏决策, 机密商店 or 战术决策, never 道具补给)
one 特异III giant + 5 "下场战斗" cards, at most one per faction series. 险境 R6 drafts like R3 [ASSUMED]. A card's enemy
is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I = 底海滑动者 or 临时收音师).
碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训) — 7 groups for 6 events: two game versions or a group set per match
(leader, map), open; **R11** (绝境 / 终极 co-op: 悬赏决策, 机密商店 or 战术决策, never 道具补给; solo the same weights
[ASSUMED]) six "下场战斗" cards like R9: a group — one 特异III giant + 1–4 tier-II cards, always together (matches 1 and 6
share the whole group, only the tier-I card differs) — filled to 6 with tier-I cards, at most one per faction series;
4 groups seen for the 15 events, the unseen slots draw a group of that shape [ASSUMED]. 险境 R6 drafts like R3
[ASSUMED]. A card's enemy is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I =
底海滑动者 or 临时收音师).
No official draft showed a multi-round card, a pre-series card (enemyeffect_3_*) or the boss bounties 凋零骑士 / “遗弃者”
/ 锏 / 扎罗 / 迷路的巨像: `draftExcluded: 'unseen'` [ASSUMED], flipped by adding them to build-data
`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_TEMPLATES` once a screenshot shows one. The card positions are shuffled; solo
`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_TEMPLATES` / `BOUNTY_HUNTER_TEMPLATES` once a screenshot shows one. The card positions are shuffled; solo
shows 3 of the 6 [ASSUMED]. The mode's inactive enemy list does not thin the draft (PRTS
11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue
"下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战").