feat: reroll 一键重刷

This commit is contained in:
Siornya committed 2026-10-08 19:38:53 +08:00
1 parent 3eced7bdba
commit 816d9dffcc
21 files changed
+709 -27

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+13
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@@ -315,6 +315,8 @@ export class Lobby {
case 'room.removeBot': return this.removeBot(session, msg);
case 'room.kick': return this.kick(session, msg);
case 'room.start': return this.start(session);
case 'room.rerollSetup': return this.rerollSetup(session, msg);
case 'room.cancelReroll': return this.rerollSetup(session, msg, true);
case 'room.loadout': return this.loadout(session, msg);
case 'room.ownership': return this.ownership(session, msg);
case 'room.diy': return this.diy(session, msg);
@@ -575,6 +577,17 @@ export class Lobby {
return this.startMatch(room, key);
}
/** Host authorization stays in the lobby; the match owns the vote and setup. */
rerollSetup(session, msg, cancel = false) {
const room = this.roomOf(session);
if (!room) return fail(ERR.NOT_IN_ROOM);
if (room.spectatorOf(session.playerId)) return fail(ERR.SPECTATOR);
if (room.hostId !== session.playerId) return fail(ERR.NOT_HOST);
const method = cancel ? 'cancelSetupReroll' : 'requestSetupReroll';
if (!room.match || typeof room.match[method] !== 'function') return fail(ERR.WRONG_PHASE);
return this.callMatch(room, method, session.playerId, cancel ? msg.voteId : msg.setupRevision) || fail(ERR.INTERNAL);
}
/**
* room.loadout (DESIGN §16): check the operator loadout against the game data, store it on the session and the seat,
* and — while a match runs — hand it to the match (accepted only during INFO_CHECK, see the header).
+7 -1
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@@ -183,6 +183,7 @@ import { MatchWatch } from './match/watch.js';
import { MatchIntents } from './match/intents.js';
import { MatchPause } from './match/pause.js';
import { MatchPhases } from './match/phases.js';
import { MatchSetupVote } from './match/setupVote.js';
import { MatchSpDraft } from './match/spDraft.js';
import { MatchPrep } from './match/prep.js';
import { MatchCombat } from './match/combat.js';
@@ -338,6 +339,11 @@ export class Match {
/** @type {Set<any>} */
this._timers = new Set();
this._phaseTimer = null;
this._infoAdvanceTimer = null;
this.setupRevision = 0;
this.setupVote = null;
this._setupVoteSeq = 0;
this._lastSetupVoteAt = -Infinity;
this._turnTimer = null;
this._pubDirty = false;
this._pubTimer = null;
@@ -384,7 +390,7 @@ export class Match {
}
// the method modules, in this order (a name defined twice is an error, never a silent override)
for (const part of [MatchPlatform, MatchInfra, MatchMessaging, MatchViews, MatchWatch, MatchIntents, MatchPause, MatchPhases, MatchSpDraft, MatchPrep, MatchCombat, MatchClientCombat, MatchReports, MatchUnite, MatchBoss, MatchSettle]) {
for (const part of [MatchPlatform, MatchInfra, MatchMessaging, MatchViews, MatchWatch, MatchIntents, MatchPause, MatchPhases, MatchSetupVote, MatchSpDraft, MatchPrep, MatchCombat, MatchClientCombat, MatchReports, MatchUnite, MatchBoss, MatchSettle]) {
for (const key of Reflect.ownKeys(part.prototype)) {
if (key === 'constructor') continue;
if (Object.prototype.hasOwnProperty.call(Match.prototype, key)) throw new Error(`Match.${String(key)} is defined twice`);
+3
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@@ -14,8 +14,11 @@ export class MatchIntents {
switch (msg.t) {
case 'g.infoReady':
if (this.phase !== PHASE.INFO_CHECK) return fail(ERR.WRONG_PHASE);
if (this.setupVote) return fail(ERR.WRONG_PHASE, 'setup reroll vote in progress');
if ((msg.setupRevision ?? 0) !== this.setupRevision) return fail(ERR.BAD_TARGET, 'setup changed; confirm the current revision');
if (!ps.infoReady) { ps.infoReady = true; this.markPublic(); this.maybeEndInfo(); }
return OK;
case 'g.rerollVote': return this.voteSetupReroll(ps, msg.voteId, msg.agree);
case 'g.band': return this.pickBand(ps, msg.bandId);
case 'g.bandSkip': return this.skipBand(ps);
// the strategy highlighted in the draft screen (what a timed-out turn takes, timeoutBand)
+5 -2
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@@ -23,10 +23,13 @@ export class MatchPhases {
}
maybeEndInfo() {
if (this.phase !== PHASE.INFO_CHECK) return;
if (this.phase !== PHASE.INFO_CHECK || this.setupVote || this._infoAdvanceTimer) return;
if (this.order.every((p) => p.isBot || p.left || p.infoReady)) {
this.setDeadline(0);
this.later(0, () => { if (this.phase === PHASE.INFO_CHECK) this.enterBandDraft(); });
this._infoAdvanceTimer = this.later(0, () => {
this._infoAdvanceTimer = null;
if (this.phase === PHASE.INFO_CHECK && !this.setupVote) this.enterBandDraft();
});
}
}
+3
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@@ -80,6 +80,8 @@ export class MatchPlatform {
if (!ps || ps.isBot || this.disposed) return;
this.guard(() => {
ps.connected = false;
// A disconnected human's silence is never consent to a new setup.
this.cancelSetupVote();
// a paused solo battle resumes (the server takes the field over; nobody is left to resume it)
this._resume();
if (this.clientCombat) this._authorityLost(ps, 'disconnect');
@@ -128,6 +130,7 @@ export class MatchPlatform {
if (!ps || ps.isBot || ps.left || this.disposed) return;
this.guard(() => {
ps.left = true;
this.cancelSetupVote();
ps.connected = false;
ps.autoplay = false;
this.watchers.delete(playerId);
+111
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@@ -0,0 +1,111 @@
// INFO_CHECK full setup reroll: unanimous human consent, keeping the room and player settings.
// Installed on Match.prototype like the other method containers. The lobby authorizes host-only actions.
import { PHASE, ERR } from '../../../shared/constants.js';
import { createRng, deriveSeed } from '../../sim/rng.js';
import { setupMatchWaves } from '../waves.js';
import { drawDisabledBonds, SharedPool } from '../pool.js';
import { OK, fail } from './common.js';
export class MatchSetupVote {
requestSetupReroll(playerId, revision) {
if (this.disposed || this.ended || this.phase !== PHASE.INFO_CHECK) return fail(ERR.WRONG_PHASE);
const ps = this.players.get(playerId);
if (!ps || ps.isBot || ps.left || !ps.connected) return fail(ERR.NOT_IN_ROOM);
if (revision !== this.setupRevision) return fail(ERR.BAD_TARGET, 'setup revision changed');
if (this.setupVote) return fail(ERR.WRONG_PHASE, 'setup reroll vote in progress');
const humans = this.humans();
if (humans.some((p) => !p.connected)) return fail(ERR.NOT_READY, 'all humans must be connected to vote');
const now = this.sched.now();
if (now - this._lastSetupVoteAt < 300) return fail(ERR.RATE);
this._lastSetupVoteAt = now;
this.setupVote = {
id: ++this._setupVoteSeq,
proposerId: playerId,
voters: humans.map((p) => p.playerId),
agreed: new Set([playerId]),
remainingMs: this.deadline > 0 ? Math.max(1, this.deadline - now) : 0,
};
this.cancel(this._infoAdvanceTimer);
this._infoAdvanceTimer = null;
this.setDeadline(0);
if (humans.length === 1) return this.completeSetupReroll();
this.markPublic();
this.flush(true);
return OK;
}
voteSetupReroll(ps, voteId, agree) {
if (this.phase !== PHASE.INFO_CHECK || !this.setupVote) return fail(ERR.WRONG_PHASE);
const vote = this.setupVote;
if (vote.id !== voteId) return fail(ERR.BAD_TARGET, 'setup vote changed');
if (!ps.connected || !vote.voters.includes(ps.playerId)) return fail(ERR.NOT_IN_ROOM);
if (!agree) { this.cancelSetupVote(); return OK; }
vote.agreed.add(ps.playerId);
if (vote.voters.every((id) => vote.agreed.has(id))) return this.completeSetupReroll();
this.markPublic();
this.flush(true);
return OK;
}
cancelSetupReroll(playerId, voteId) {
if (this.disposed || this.ended || this.phase !== PHASE.INFO_CHECK || !this.setupVote) return fail(ERR.WRONG_PHASE);
if (this.setupVote.id !== voteId) return fail(ERR.BAD_TARGET, 'setup vote changed');
const ps = this.players.get(playerId);
if (!ps || ps.left || !ps.connected) return fail(ERR.NOT_IN_ROOM);
this.cancelSetupVote();
return OK;
}
cancelSetupVote() {
const vote = this.setupVote;
if (!vote) return;
this.setupVote = null;
if (this.phase === PHASE.INFO_CHECK && !this.disposed && !this.ended) {
if (vote.remainingMs > 0) {
this.deadline = this.sched.now() + vote.remainingMs;
this._phaseTimer = this.later(vote.remainingMs, () => {
this._phaseTimer = null;
this.enterBandDraft();
});
}
this.maybeEndInfo();
this.markPublic();
this.flush(true);
}
}
completeSetupReroll() {
try {
// Use a separate stream; initial seeds/golden runs and shop/draft randomness stay stable.
const rng = createRng(deriveSeed(this.seed, `reroll-setup:${this.setupRevision + 1}`));
const setup = setupMatchWaves(this.gd, rng);
const bans = drawDisabledBonds(this.gd, rng);
const pool = new SharedPool(this.gd, { banned: bans.banned });
if (!pool.entries.size) throw new Error('rerolled chess pool is empty');
this.stageId = setup.stageId;
this.stage = this.stageId ? this.gd.stage(this.stageId) : null;
this.factions = setup.factions; // includes the non-enumerable full wave schedule
this.bossId = setup.bossId;
this.hiddenBossId = setup.hiddenBossId;
this.disabledBonds = bans.drawn;
this.staticInactiveBonds = bans.staticOff;
this.bannedChess = bans.banned;
this.pool = pool;
this._botPath = null;
const off = new Set([...bans.drawn, ...bans.staticOff]);
for (const ps of this.order) {
ps.initDiyStock(off);
ps.invalidateDeployMap();
ps.infoReady = ps.botControlled;
}
this.setupRevision++;
this.setupVote = null;
this.enterInfoCheck();
return OK;
} catch (e) {
this.reportError('reroll setup', e);
this.cancelSetupVote();
return fail(ERR.INTERNAL);
}
}
}
+7
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@@ -52,6 +52,13 @@ export class MatchViews {
modeId: this.modeId,
difficulty: this.difficulty,
stageId: this.stageId,
setupRevision: this.setupRevision,
rerollVote: this.setupVote ? {
id: this.setupVote.id,
proposerId: this.setupVote.proposerId,
voters: this.setupVote.voters.slice(),
agreed: [...this.setupVote.agreed],
} : null,
factions: this.factions.slice(),
disabledBonds: [...new Set([...this.disabledBonds, ...this.staticInactiveBonds])].sort(),
drawnDisabledBonds: this.disabledBonds.slice(),