diff --git a/docs/META.md b/docs/META.md index 694cfbb6..937a44c6 100644 --- a/docs/META.md +++ b/docs/META.md @@ -175,7 +175,8 @@ Buys toward a full board first (the cap is 8 from R1; leftover funds are lost), spends the rest on merge progress, bond thresholds around a focus core bond (most owned members, ties → most copies left in the shared pool), role needs (2 blockers, anti-air when the wave flies, ≤ 2 healers), 特质 that keep adding layers (every prep / refresh — the layer engines) and items for free carriers (突变细胞 on its least valuable single -normal operator below 6阶 — never an elite or one of a merge pair, `bot.js cellTarget`); refreshes while a purchase stays +normal operator below 6阶 — never an elite or one of a merge pair, `bot.js cellTarget`; a cell left in temp gets a hand +slot made for it, `makeHandRoom`); refreshes while a purchase stays affordable; sells bench chess that neither make the lineup nor build toward something (a live pair, the focus bond, an elite). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`). Placement uses the round's enemy preview: every route is traced over the own board (ground: the stage's device-aware ground @@ -297,8 +298,9 @@ shopSlots() effect(id)` (`piece(uid)` adds `area`, `holderUid`, `idx`; "身前 counters `counter(k) setCounter(k, v) incCounter(k, n)` (player scope, persistent; prefix keys with your module) and `pieceCounter(uid, k) incPieceCounter(uid, k, n)` (per piece, current round only: 0 in a new round and for a new piece — bought, granted, transformed —; a move keeps it; an elite merged this round keeps the highest of its copies' -[ASSUMED]; `PlayerState.pieceRoundCount`) — 拉普兰德's "本回合首次主动刷新" is the first manual refresh that copy witnesses -(player feedback after 0.1.0: "获得该干员后该回合的首次刷新" also stacks). +[ASSUMED]; `PlayerState.pieceRoundCount`; prefix keys with your module too) — 拉普兰德's "本回合首次主动刷新" is the +first manual refresh that copy witnesses (player feedback after 0.1.0: "获得该干员后该回合的首次刷新" also stacks; a copy +bought after selling one this round is a new copy and fires on its own first refresh [ASSUMED]). Writes (all validated, never throw on bad input, never make funds / pools negative): @@ -343,8 +345,9 @@ Built-ins (builtinMeta.js, overridable): 盟约之币 / 骑士储蓄罐 (random (+funds next round), 人事部文档 (cap 9), 博士投影 (elite now / at the next round start), 寻呼模块 / 信标 (pick-one offers; 信标 gifts the original chess to the teammate with the most members of its bonds next round), 商业包装方案 (every N sells → same-bond chess), 突变细胞 (after battle → a random NORMAL chess one tier higher, max 6, on the carrier's tile; -the carrier's equipment, the cell included, returns to the hand — the cell is not consumed: PRTS 下半 记录 备注 "生效时, -原干员销毁,获得一名高一阶的随机初始干员(最高六阶)", players re-inject it every round; player feedback after 0.1.0), +the carrier's equipment, the cell included, returns to the hand before the new operator's summon cards — the cell is +not consumed: PRTS 下半 记录 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)", PRTS 卫戍协议/帮助 "佩戴的装备 +无法手动卸除,在失去该干员(干员出售、销毁、合并等)…时自动卸除", players re-inject it every round; player feedback after 0.1.0), 画卷 (copy the operator in range with its items), 教鞭 / “神秘顾客” (a random bounty is added). @@ -640,7 +643,9 @@ receiver only), plus CUSTOM texts (eliminations, 联防, hidden core). cell included). * An elite merged in a round keeps the highest per-piece round counter of its copies (`pieceRoundCount`): an elite made from 拉普兰德 copies that already fired this round does not fire again before the next round (conservative; the - official server's instance handling is not observable). + official server's instance handling is not observable). A 拉普兰德 bought after selling one in the same round is a new + copy and fires on its own first refresh ("获得该干员后"; each such +4 costs 3 + 1 refresh − 1 refund and needs her in + the shop). * Chess granted by effects need a free pool copy unless `requirePool: false` (then they hold 0 copies). * Boss-round `local` pack spawns (boss parts) all spawn; content scripts (bosses.js) decide their behaviour. * The Final Assault ends as a defeat when every field finished with the boss pool above 0 (boss escaped). diff --git a/docs/research/04-items.md b/docs/research/04-items.md index 11cdbdb3..681c09ed 100644 --- a/docs/research/04-items.md +++ b/docs/research/04-items.md @@ -251,7 +251,7 @@ Param names below are the keys of `items[].normal.params` / `items[].golden.para - **商业包装方案** (`chess_item_5_07_e_a`, TV, 3) - Stays equipped. Counter of operators SOLD by the player (any): every `count` sales, give 1 random NORMAL operator sharing a bond with the carrier, tier <= current shop level. params: `count=8.0/7.0`; buff keys: `sell_char_count_gain_equip_owner_bond` - **突变细胞** (`chess_item_5_08_e_a`, TV, 2) - After the battle ends: replace the carrier with a random operator one tier higher (max tier 6); item consumed [ASSUMED]. Keeps elite status? [ASSUMED: result is NORMAL quality; other equipped item returns to hand]. Never merges. - **Addendum (player feedback after 0.1.0):** the cell is **not consumed**. PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注: "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)" (normal result confirmed); the official text never says 销毁 (every consumable's does); players re-inject it every round (bilibili cv47000418 "之后就是一直打针,扎到核心卡或者叠层手干员就换人扎", BV1pEQ3BhEEi "如果四回合出了伊内丝,就考虑先不扎针") — the destroyed operator's equipment, the cell included, returns to the hand. + **Addendum (player feedback after 0.1.0):** the cell is **not consumed**. PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注: "生效时,原干员销毁,获得一名高一阶的随机初始干员(最高六阶)" (normal result confirmed); PRTS 卫戍协议/帮助: "佩戴的装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除" (a destroyed operator's equipment comes off); the official text never says 销毁 for the cell (every consumable's does); players re-inject it every round (bilibili cv47000418 "之后就是一直打针,扎到核心卡或者叠层手干员就换人扎"; cg.163.com guide 2025-11-15 "这个道具可以无限使用"; bilibili cv48003106 "扎了好几次") — the destroyed operator's equipment, the cell included, returns to the hand. params: `-`; buff keys: `char_chess_transformation_equip` - **人事部文档** (`chess_item_6_08_e_a`, TVI, 4) - On equip: destroy item; player's max deployable operator count becomes `count` (9) (base maxBattleChessCnt = 8). Never merges; a second copy has no further effect [ASSUMED]. params: `count=9.0`; buff keys: `equip_destory_deployment_cnt_change` diff --git a/public/css/screens/game-panels.css b/public/css/screens/game-panels.css index 394a7d5f..723cbe6e 100644 --- a/public/css/screens/game-panels.css +++ b/public/css/screens/game-panels.css @@ -201,6 +201,8 @@ .dhint .icon { width: .16rem; height: .16rem; margin-top: .03rem; flex: none; } /* a merge-completing shop / reward card's 可晋升 destination (the tag's colour; touch shows no title — QA 6b) */ .dhint--merge { color: var(--gold); } +/* a rule the official item text leaves out (items.json `note`: 突变细胞 returns to the hand after each use) */ +.dhint--rule { color: var(--text-md); } .dactions { display: flex; justify-content: flex-end; gap: .1rem; padding-top: .06rem; border-top: 1px solid var(--line); } .dsell { margin-left: .06rem; color: #1d1400; } .dfactions { display: flex; flex-wrap: wrap; gap: .06rem; } diff --git a/server/match/PlayerState.js b/server/match/PlayerState.js index 3a24f2cf..1a086ed2 100644 --- a/server/match/PlayerState.js +++ b/server/match/PlayerState.js @@ -34,7 +34,8 @@ // (拉普兰德: the manual refreshes she witnessed — player feedback after 0.1.0); a new piece starts at 0, an elite // merged this round keeps the highest of its copies' [ASSUMED]. // * Transformations (transformChess, 突变细胞): the new chess keeps the tile when legal; `returnItems` sends the old -// piece's equipment to the hand (overflow temp) like a destroyed operator's. +// piece's equipment to the hand (overflow temp) like a destroyed operator's — before the new piece's summon stack, +// as in a merge, so a summon card never pushes the returned 突变细胞 into temp. // * Items: equip max 2 (a 3rd replaces the equipped item the player picks — g.equip replaceUid, the oldest when // absent; equipped items are otherwise locked: g.destroy refuses them), // 2 identical normal items (hand/temp/equipped) merge into the golden item in the hand, items are never sold @@ -585,7 +586,9 @@ export class PlayerState { * cell itself comes back, player feedback after 0.1.0), overflowing into temp; with both full an item stays on the new * piece up to its equipPerChess slots (any further one is destroyed with a log warning, as in a merge). Pool copies are * swapped; completes a merge when possible — a deployed piece's tile then counts as a consumed copy's for the elite - * (_mergeChess fromKey, when legal for it). + * (_mergeChess fromKey, when legal for it), and the merge returns the equipment itself. A new piece on the board gets + * its summon stack only after the equipment came back (like _mergeChess: a summon card must not push the returned + * equipment — 突变细胞 — into temp, where it would be lost at the deadline). * @param {{ returnItems?: boolean }} [opts] */ transformChess(piece, newId, { returnItems = false } = {}) { @@ -600,23 +603,26 @@ export class PlayerState { const base = this.gd.baseIdOf(newId); const taken = this.m.pool.take(base, rec.isGolden ? this.gd.goldenCopies : 1); let np = this.newPiece('chess', newId, { poolCopies: taken }); - np.items = returnItems ? [] : items; - if (!rec.isGolden && this.completesChessMerge(newId)) { + const merging = !rec.isGolden && this.completesChessMerge(newId); + // a merge returns the consumed copies' equipment (this one's too) before the elite's summons (_mergeChess) + const pending = returnItems && !merging ? items : []; + np.items = returnItems && !merging ? [] : items; + let deployed = false; + if (merging) { np = this._mergeChess(base, np, loc.area === 'board' ? { fromKey: loc.key, fromDir: pieceDir(piece) } : undefined); - if (!np && !returnItems) { this.recompute(); return null; } } else if (loc.area === 'board') { const [r, c] = parseKey(loc.key); - if (this._legal(np, r, c)) { np.dir = pieceDir(piece); this.board.set(loc.key, np); this.grantTokensFor(np); } else if (!this.stow(np, { allowTemp: true })) { this.returnCopies(np); np = null; } + if (this._legal(np, r, c)) { np.dir = pieceDir(piece); this.board.set(loc.key, np); deployed = true; } else if (!this.stow(np, { allowTemp: true })) { this.returnCopies(np); np = null; } } else if (!this._putBack(loc, np)) { this.returnCopies(np); np = null; } // after the new piece took its place (a hand piece keeps its slot), its predecessor's equipment comes off - if (returnItems) { - for (const it of items) { - if (this.stow(it, { allowTemp: true })) continue; - if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; } - this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: returned item ${it.id} destroyed (no space)`); - } - this.checkItemMerges(); + for (const it of pending) { + if (this.stow(it, { allowTemp: true })) continue; + if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; } + this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: returned item ${it.id} destroyed (no space)`); } + if (returnItems) this.checkItemMerges(); + // deployed in its predecessor's place: its manually deployable summons join the hand, after the returned equipment + if (deployed) this.grantTokensFor(np); this.recompute(); if (np) this.m.dispatch(this, 'onGain', { piece: np, kind: 'chess', source: 'transform' }); return np; diff --git a/server/match/bot.js b/server/match/bot.js index 72752ff1..dd383ab2 100644 --- a/server/match/bot.js +++ b/server/match/bot.js @@ -38,7 +38,8 @@ // 5. equip items on the strongest deployed damage dealers (consume-on-equip items / Arts only with a handler); // 突变细胞 (it comes back after every transformation) on the least valuable single normal operator below 6阶 — // never an elite or one of a merge pair (cellTarget) -// 6. resolve the temp slots, keep one hand slot free, then Ready. +// 6. resolve the temp slots (a 突变细胞 left there gets a hand slot made for it — makeHandRoom — instead of being +// destroyed), keep one hand slot free, then Ready. // Placement quality (tools/matchrun sweeps, research-faithful waves): the planner beats random layouts by ≈ 8 points // of kill rate and rehearsal adds ≈ 5 more; see docs/META.md §1.5. @@ -806,12 +807,15 @@ function context(m, ps) { return { owned, focus: focusBond(m, ps, owned), roles: roles(m, ps), fly: model.flyTotal, model }; } -/** Sell the weakest bench chess that is not part of a merge pair (or anything when keepPairs is false). */ -function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity } = {}) { +/** + * Sell the weakest bench chess (temp and hand; the hand only with `handOnly`) that is not part of a merge pair (or + * anything when keepPairs is false). + */ +function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity, handOnly = false } = {}) { const ctx = context(m, ps); let worst = null; let worstV = Infinity; - for (const p of [...ps.temp, ...ps.hand]) { + for (const p of handOnly ? ps.hand : [...ps.temp, ...ps.hand]) { if (!p || p.kind !== 'chess') continue; const base = m.gd.baseIdOf(p.id); if (keepPairs && !m.gd.isGolden(p.id) && ps.countCopies(base) >= 2) continue; @@ -1215,6 +1219,20 @@ function equipItems(m, ps) { } } +/** + * Free a hand slot for an item worth keeping (突变细胞): sell the weakest single hand chess, else destroy the cheapest + * other hand item, else sell the weakest hand chess even of a pair. false: the hand stays full (summon cards only). + */ +function makeHandRoom(m, ps) { + if (freeSlot(ps.hand) >= 0) return true; + if (sellWeakestHand(m, ps, { handOnly: true }) && freeSlot(ps.hand) >= 0) return true; + const gd = m.gd; + const junk = ps.hand.filter((p) => p && p.kind === 'item' && !isMutationCell(gd, p.id)) + .sort((a, b) => ((gd.item(a.id) || {}).price || 0) - ((gd.item(b.id) || {}).price || 0) || a.uid - b.uid)[0]; + if (junk && tryDo(() => ps.destroy(junk.uid)) && freeSlot(ps.hand) >= 0) return true; + return sellWeakestHand(m, ps, { handOnly: true, keepPairs: false }) && freeSlot(ps.hand) >= 0; +} + function resolveTemp(m, ps) { for (let i = 0; i < ps.temp.length; i++) { const p = ps.temp[i]; @@ -1228,6 +1246,11 @@ function resolveTemp(m, ps) { if (j >= 0) tryDo(() => ps.move(p.uid, { area: 'hand', idx: j })); } } else if (p.kind === 'item') { + // 突变细胞 comes back after every transformation (昆图斯's strategy item): make room in the hand rather than lose it + if (isMutationCell(m.gd, p.id) && makeHandRoom(m, ps)) { + const j = freeSlot(ps.hand); + if (j >= 0 && tryDo(() => ps.move(p.uid, { area: 'hand', idx: j }))) continue; + } tryDo(() => ps.destroy(p.uid)); } } diff --git a/server/match/builtinMeta.js b/server/match/builtinMeta.js index 6228201c..184fae81 100644 --- a/server/match/builtinMeta.js +++ b/server/match/builtinMeta.js @@ -179,9 +179,10 @@ const ITEM_HANDLERS = { }, // 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": the carrier is replaced by a random NORMAL operator one tier higher // (at most 6; an elite carrier too — PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁,获得一名高一阶的随机 - // 初始干员(最高六阶)"); the destroyed operator's equipment, the cell included, returns to the hand (the official text - // never says 销毁 — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到核心卡 - // …就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal. + // 初始干员(最高六阶)"); the destroyed operator's equipment, the cell included, returns to the hand (PRTS 卫戍协议/帮助 + // "佩戴的装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"; the official text never + // says 销毁 for the cell — unlike every consumable item —, and players re-inject it every round: "之后就是一直打针,扎到 + // 核心卡…就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal. char_chess_transformation_equip: { onBattleResult(ctx) { const { piece, holder } = ctx.source; diff --git a/server/sim/content/garrisons/meta.js b/server/sim/content/garrisons/meta.js index 99ce3d8f..a2585e26 100644 --- a/server/sim/content/garrisons/meta.js +++ b/server/sim/content/garrisons/meta.js @@ -21,8 +21,9 @@ // of any tier (the text gives no tier cap); a bond without an available chess falls through to the next tied one. // * [ASSUMED] 松果: the "免费特殊招募" is a free pick-one offer of `rewardOffer.count` (3) chess of the pool's tier. // * 拉普兰德 SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT "若为本回合首次主动刷新": per copy — the first manual refresh this -// operator witnesses in the round (players' report after 0.1.0); an elite merged this round keeps its copies' -// count [ASSUMED]. "本回合每刷新过1次" (SERVER_ADD_REFRESH_CNT_MULTIPLIER_BOND_LAYER, 阿罗玛 / 安洁莉娜 / 售出时) +// operator witnesses in the round (players' report after 0.1.0); [ASSUMED] an elite merged this round keeps its +// copies' count, and a copy bought after selling one this round is a new copy (fires on its own first refresh). +// "本回合每刷新过1次" (SERVER_ADD_REFRESH_CNT_MULTIPLIER_BOND_LAYER, 阿罗玛 / 安洁莉娜 / 售出时) // fires on another event and reads the player's refreshes of the round (roundStats), like 本回合每获得过 / 每花费. import { metaBonds, frontPiece, behindPiece, distinctTiers } from '../support/meta.js'; @@ -196,14 +197,18 @@ H.SERVER_ADD_REFRESH_CNT_MULTIPLIER_BOND_LAYER = { // refreshes this copy witnessed this round (board or hand), so a 拉普兰德 bought after the round's first refresh still // fires on the next one (players' report after 0.1.0: "获得该干员后该回合的首次刷新" also stacks — the official behaviour; // read as each trait instance counting its own SERVER_REFRESH_SHOP triggers against bb.refresh_cnt). A re-triggered trait -// (ev.trigger) is no manual refresh: it neither fires nor counts. The copies of an elite merged this round pass on their -// count [ASSUMED] (PlayerState.pieceRoundCount); a new copy (bought — after a sale too —, granted) starts at 0. +// (ev.trigger) is no manual refresh: it neither fires nor counts. A new copy (bought, granted) starts at 0. [ASSUMED]: +// the copies of an elite merged this round pass on their highest count (PlayerState.pieceRoundCount — no second trigger +// that round, conservative); a copy bought after selling one this round is a new copy — "获得该干员后" — and fires on its +// own first refresh (the server cannot tell it from any other copy; each such +4 costs her price + a refresh − the +// 1-fund refund, and needs her in the shop again). +const REFRESH_CNT_KEY = 'garrison:SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT:refreshes'; // per-piece counter (module-prefixed) H.SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT = { onRefresh(ctx, ev) { if (ev && ev.trigger) return; const { bb, bbStr, garrison, piece } = ctx.source; if (!piece || !Number.isInteger(piece.uid) || piece.uid <= 0) return; - if (ctx.incPieceCounter(piece.uid, 'refreshes') !== num(bb.refresh_cnt, 1)) return; + if (ctx.incPieceCounter(piece.uid, REFRESH_CNT_KEY) !== num(bb.refresh_cnt, 1)) return; addAll(ctx, ids(bbStr.bond), num(bb.layer), requireActiveOf(garrison)); }, }; diff --git a/test/match/feedback1-meta.test.js b/test/match/feedback1-meta.test.js index f251edc9..ee4ec7a3 100644 --- a/test/match/feedback1-meta.test.js +++ b/test/match/feedback1-meta.test.js @@ -10,7 +10,7 @@ import { test } from 'node:test'; import assert from 'node:assert/strict'; import { makeMatch, give, giveItem, legalTileFor, checkInvariants, DATA } from './harness.js'; import { createRegistry } from '../../server/match/effectsMeta.js'; -import { botPrep, cellTarget } from '../../server/match/bot.js'; +import { botPrep, botPrepEnd, cellTarget } from '../../server/match/bot.js'; const QUIET = { warn() {}, error() {}, info() {} }; const REG = createRegistry({ log: QUIET }); @@ -279,3 +279,73 @@ test('#4 strategy 昆图斯 end to end: the R3 cell survives its first transform assert.ok(!m2.gd.isGolden(carrierOf.id) && m2.gd.tierOf(carrierOf.id) < 6, 'never an elite or a 6阶'); m2.dispose(); }); + +// --------------------------------------------------------------------------------------------------------------------- +// #4 follow-up: the returned cell must not be pushed into temp by the new operator's summon card (it would be lost at +// the deadline), and a bot never throws it away + +const VIGIL = 'chess_char_3_19_a'; // 伺夜 (Ⅲ) — a placeable 狼群 summon card +/** Distinct normal equipment ids (never merge with each other), the cell excluded. */ +const fillerItems = () => Object.values(DATA.items).filter((it) => it.itemType === 'EQUIP' && !it.isGolden && it.id !== CELL).map((it) => it.id).sort(); +/** Fill every free hand slot but `leave` with distinct items. */ +const fillHand = (m, ps, leave = 1) => { + const ids = fillerItems().filter((id) => ![...ps.hand, ...ps.temp].some((p) => p && p.id === id)); + while (ps.hand.filter((x) => x == null).length > leave) giveItem(m, ps, ids.shift()); +}; +/** Force the cell's roll (the random draw) to 伺夜 for tier 3; everything else stays the real path. */ +const forceVigil = (m) => { const roll = m.pool.roll.bind(m.pool); m.pool.roll = (rng, o = {}) => (o.tier === 3 ? VIGIL : roll(rng, o)); }; +const where = (ps, pred) => (ps.hand.some((p) => p && pred(p)) ? 'hand' : ps.temp.some((p) => p && pred(p)) ? 'temp' : null); + +test('#4 one free hand slot, the new operator brings a summon card: the returned cell takes the slot, the card waits in temp', () => { + const s = setup({ seed: 31 }); + const { m, ps } = s; + forceVigil(m); + const t2 = plainOf(m, 2)[0]; + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + const at = ps.find(carrier.uid).key; + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + fillHand(m, ps, 1); + m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); + const next = ps.board.get(at); + assert.equal(next && next.id, VIGIL, '伺夜 takes the carrier\'s tile'); + assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell came back into the hand (it would be lost in temp at the deadline)'); + assert.equal(where(ps, (p) => p.kind === 'token' && p.ownerUid === next.uid), 'temp', 'the 狼群 card overflows into temp (it comes back at the next round start)'); + checkInvariants(m); + m.dispose(); +}); + +test('#4 the transformation completes a merge on the board: the cell is returned before the elite\'s summon card', () => { + const s = setup({ seed: 32 }); + const { m, ps } = s; + forceVigil(m); + const copies = [give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))]; + copies.push(give(m, ps, VIGIL, 'board', legalTileFor(m, ps, VIGIL))); + for (const c of copies) ps.removeTokensOf(c.uid); // keep the hand count exact + const t2 = plainOf(m, 2)[0]; + const carrier = give(m, ps, t2, 'board', legalTileFor(m, ps, t2)); + assert.deepEqual(equip(m, giveItem(m, ps, CELL), carrier), OK); + fillHand(m, ps, 1); + m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true }); + const elite = [...ps.board.values()].find((p) => p.id === m.gd.goldenIdOf(VIGIL)); + assert.ok(elite, 'the elite 伺夜 is deployed on a consumed copy\'s tile'); + assert.equal(where(ps, (p) => p.id === CELL), 'hand', 'the cell is in the hand'); + assert.equal(where(ps, (p) => p.kind === 'token' && p.ownerUid === elite.uid), 'temp', 'the elite\'s 狼群 card in temp'); + checkInvariants(m); + m.dispose(); +}); + +test('#4 a bot never destroys the cell: left in temp with a full hand and nobody to inject, it gets a hand slot', () => { + const s = setup({ seed: 33 }); + const { m, ps } = s; + ps.isBot = true; + const elites = [1, 2, 3, 4, 5, 6].flatMap((t) => plainOf(m, t)).map((id) => m.gd.goldenIdOf(id)).filter((g) => g && m.pool.left(m.gd.baseIdOf(g)) >= m.gd.goldenCopies); + for (let i = 0; i < 8; i++) { const id = elites.shift(); give(m, ps, id, 'board', legalTileFor(m, ps, id)); } + while (ps.hand.some((x) => x == null)) give(m, ps, elites.shift(), 'hand'); + giveItem(m, ps, CELL, 'temp'); + assert.equal(cellTarget(m, ps), null, 'elites only: nobody to inject'); + botPrepEnd(m, ps); // the end of the bot's prep: temp → hand / sell / destroy, a free hand slot, Ready + assert.equal(ownedItems(ps, CELL).length, 1, 'the bot kept its strategy item (a hand chess was sold for the slot)'); + assert.ok(ps.tempEmpty, 'temp resolved'); + checkInvariants(m); + m.dispose(); +}); diff --git a/test/ui/feedback1-cell.test.js b/test/ui/feedback1-cell.test.js index ce813192..d390822d 100644 --- a/test/ui/feedback1-cell.test.js +++ b/test/ui/feedback1-cell.test.js @@ -49,3 +49,8 @@ test('ItemDetail: 突变细胞 (both qualities) says it returns to the hand; an assert.equal(plain.note, null); assert.equal(rule(plain), undefined); }); + +test('the rule line has its own style (game-panels.css .dhint--rule), not only a test hook', () => { + const css = readFileSync(path.join(ROOT, 'public/css/screens/game-panels.css'), 'utf8'); + assert.match(css, /\.dhint--rule\s*\{[^}]*color:/); +}); diff --git a/tools/build-data.mjs b/tools/build-data.mjs index e51a2a4c..63ab907c 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -1360,9 +1360,10 @@ const SHOP_EXCLUDED_ITEMS = Object.freeze({ * Rules the official item text leaves out, by normal item id (both qualities): `note` = a player-facing line shown under * the effect in the item card (items.json `note`), `implFormula` replaces research 04's formula. * 突变细胞 — not consumed (player feedback after 0.1.0): PRTS 卫戍协议:盟约 下半/PRTS盟约记录 备注 "生效时,原干员销毁, - * 获得一名高一阶的随机初始干员(最高六阶)"; the text never says 销毁 for the cell (every consumable item's does), and - * players re-inject it every round ("之后就是一直打针,扎到核心卡或者叠层手干员就换人扎", bilibili cv47000418; - * BV1pEQ3BhEEi "如果四回合出了伊内丝,就考虑先不扎针") — the destroyed operator's equipment returns to the hand. + * 获得一名高一阶的随机初始干员(最高六阶)", and a destroyed operator's equipment comes off (PRTS 卫戍协议/帮助 "佩戴的 + * 装备无法手动卸除,在失去该干员(干员出售、销毁、合并等)或装备合并为进阶品质时自动卸除"); the text never says 销毁 for + * the cell (every consumable item's does), and players re-inject it every round ("之后就是一直打针,扎到核心卡或者叠层 + * 手干员就换人扎", bilibili cv47000418; "这个道具可以无限使用", cg.163.com guide 2025-11-15). */ const ITEM_RULES = Object.freeze({ chess_item_5_08_e_a: {