feedback1 WA: return the Mutation Cell before summon cards; bots keep it
Review follow-ups for reports #1 and #4. - transformChess: the returned equipment is stowed before the new operator's summon stack is granted (as in _mergeChess); when the transformation completes a merge, the carrier's equipment goes through _mergeChess, which also returns it before the elite's summons. A summon card no longer pushes the returned 突变细胞 into temp, where it would be lost at the deadline. - bot: a 突变细胞 left in temp with a full hand gets a hand slot (sell the weakest single hand chess, else destroy the cheapest other hand item, else sell any hand chess) instead of being destroyed. - 拉普兰德's per-piece counter key is module-prefixed; the re-bought copy case is marked [ASSUMED] in the code and docs/META.md. - .dhint--rule gets a style; sources quote PRTS 卫戍协议/帮助 exactly ("在失去该干员(干员出售、销毁、合并等)…时自动卸除").
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@@ -34,7 +34,8 @@
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// (拉普兰德: the manual refreshes she witnessed — player feedback after 0.1.0); a new piece starts at 0, an elite
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// merged this round keeps the highest of its copies' [ASSUMED].
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// * Transformations (transformChess, 突变细胞): the new chess keeps the tile when legal; `returnItems` sends the old
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// piece's equipment to the hand (overflow temp) like a destroyed operator's.
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// piece's equipment to the hand (overflow temp) like a destroyed operator's — before the new piece's summon stack,
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// as in a merge, so a summon card never pushes the returned 突变细胞 into temp.
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// * Items: equip max 2 (a 3rd replaces the equipped item the player picks — g.equip replaceUid, the oldest when
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// absent; equipped items are otherwise locked: g.destroy refuses them),
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// 2 identical normal items (hand/temp/equipped) merge into the golden item in the hand, items are never sold
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@@ -585,7 +586,9 @@ export class PlayerState {
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* cell itself comes back, player feedback after 0.1.0), overflowing into temp; with both full an item stays on the new
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* piece up to its equipPerChess slots (any further one is destroyed with a log warning, as in a merge). Pool copies are
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* swapped; completes a merge when possible — a deployed piece's tile then counts as a consumed copy's for the elite
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* (_mergeChess fromKey, when legal for it).
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* (_mergeChess fromKey, when legal for it), and the merge returns the equipment itself. A new piece on the board gets
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* its summon stack only after the equipment came back (like _mergeChess: a summon card must not push the returned
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* equipment — 突变细胞 — into temp, where it would be lost at the deadline).
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* @param {{ returnItems?: boolean }} [opts]
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*/
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transformChess(piece, newId, { returnItems = false } = {}) {
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@@ -600,23 +603,26 @@ export class PlayerState {
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const base = this.gd.baseIdOf(newId);
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const taken = this.m.pool.take(base, rec.isGolden ? this.gd.goldenCopies : 1);
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let np = this.newPiece('chess', newId, { poolCopies: taken });
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np.items = returnItems ? [] : items;
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if (!rec.isGolden && this.completesChessMerge(newId)) {
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const merging = !rec.isGolden && this.completesChessMerge(newId);
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// a merge returns the consumed copies' equipment (this one's too) before the elite's summons (_mergeChess)
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const pending = returnItems && !merging ? items : [];
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np.items = returnItems && !merging ? [] : items;
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let deployed = false;
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if (merging) {
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np = this._mergeChess(base, np, loc.area === 'board' ? { fromKey: loc.key, fromDir: pieceDir(piece) } : undefined);
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if (!np && !returnItems) { this.recompute(); return null; }
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} else if (loc.area === 'board') {
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const [r, c] = parseKey(loc.key);
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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; }
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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; }
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} else if (!this._putBack(loc, np)) { this.returnCopies(np); np = null; }
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// after the new piece took its place (a hand piece keeps its slot), its predecessor's equipment comes off
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if (returnItems) {
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for (const it of items) {
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if (this.stow(it, { allowTemp: true })) continue;
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if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; }
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this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: returned item ${it.id} destroyed (no space)`);
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}
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this.checkItemMerges();
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for (const it of pending) {
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if (this.stow(it, { allowTemp: true })) continue;
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if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; }
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this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: returned item ${it.id} destroyed (no space)`);
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}
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if (returnItems) this.checkItemMerges();
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// deployed in its predecessor's place: its manually deployable summons join the hand, after the returned equipment
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if (deployed) this.grantTokensFor(np);
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this.recompute();
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if (np) this.m.dispatch(this, 'onGain', { piece: np, kind: 'chess', source: 'transform' });
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return np;
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