feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)

Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.

- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
  removed, copies back to the pool); its equipment, the cell included, returns to the hand first
  (overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
  operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
  The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
  tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
  counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
  gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
  covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
  without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
  AI 托管 redeploying; feedback1-cell checks the new note.
This commit is contained in:
sganggs committed 2026-10-03 15:18:42 +08:00
1 parent 842e1e13c4
commit 91c9b21d7f
14 files changed
+400 -178

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+42 -48
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@@ -33,9 +33,12 @@
// * Per-piece round counters (pieceRoundCount, piece.meta.round): an operator's own counts of the current round
// (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 — 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.
// * Transformations (transformChess, 突变细胞 — PRTS 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy
// followed by a gain. The carrier leaves wherever it stands (a board tile is freed, the deploy count drops), its
// equipment — the cell included — returns to the hand first (overflow temp), then the new chess is gained like any
// other (acquireChess: hand, overflow temp, the no-room rule; a merge it completes puts the elite on a consumed
// deployed copy's tile — never the carrier's —, else in the hand). Official footage: the tile is empty at the next
// prep and the new operator waits in the 整备区 (pointed out in PR #2).
// * 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
@@ -58,9 +61,9 @@
// the next round start (grantTokensFor) — no out-of-range placement reaches the battle.
// * Facing (DESIGN §3, research 09 §1.2): every board piece has `dir` ∈ UP|RIGHT|DOWN|LEFT (server/sim/dir.js), set
// by g.move {…, dir} (absent ⇒ RIGHT) and kept across rounds. g.move onto the piece's OWN tile re-orients it in
// place; a swap keeps the occupant's dir; pieces put on the board by effects (a merge elite taking a consumed
// copy's tile, a transformation keeping the tile) keep that tile's dir, anything else defaults to RIGHT
// (`pieceDir`). g.art {…, dir} rotates the Art's range (画卷 1-1: its tile + the tile in front).
// place; a swap keeps the occupant's dir; a piece put on the board by an effect (a merge elite taking a consumed
// copy's tile) keeps that tile's dir, anything else defaults to RIGHT (`pieceDir`). g.art {…, dir} rotates the
// Art's range (画卷 1-1: its tile + the tile in front).
// * Operator loadout (DESIGN §16): the human's checked `seat.loadout` ({ [baseChessId]: { skill, module } }, entries
// equal to the defaults dropped) is re-checked against this match's data (shared/protocol.js checkLoadout; a
// mismatch falls back to the defaults) and kept frozen; bots always use the defaults. Match.setLoadout may replace
@@ -507,10 +510,10 @@ export class PlayerState {
* the elite — PRTS 卫戍协议/帮助 §干员的获得与精锐化: "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,
* 则发送至作战区对应位置)" (the user's playtest #6 follow-up confirms it). The tile (`mergeTile`): when a consumed copy
* stood on the board the elite takes its tile and facing — of several, the one that deploys first (board reading
* order: top → bottom, then left → right) [ASSUMED]; `fromKey` / `fromDir` = the tile the incoming piece stood on (a
* transformation of a deployed operator) counts as such a copy. It replaces a deployed copy, so the deploy count never
* grows. Otherwise the elite goes to the hand, overflow temp — outside PREP too (a SETTLE merge's elite waits in temp
* through the next prep, tempDue). The copies' equipment returns to the hand ("干员晋级后已配发装备会回收至整备区";
* order: top → bottom, then left → right) [ASSUMED]. The incoming copy is never deployed (a 突变细胞 transformation
* destroyed its carrier before the gain: that tile is no copy's). It replaces a deployed copy, so the deploy count
* never grows. Otherwise the elite goes to the hand, overflow temp — outside PREP too (a SETTLE merge's elite waits in
* temp through the next prep, tempDue). The copies' equipment returns to the hand ("干员晋级后已配发装备会回收至整备区";
* overflow temp; with both full it stays on the elite, up to its equipPerChess (2) slots — any further item is
* destroyed with a log warning, as before the official rule) and an identical normal pair among it merges like any gain
* (checkItemMerges); their summons are removed, and an elite on the board
@@ -518,15 +521,14 @@ export class PlayerState {
* the elite could not be stored).
* @param {string} baseId
* @param {any} incoming the acquired, not yet stowed copy (null: only owned copies)
* @param {{ fromKey?: string|null, fromDir?: string }} [opts]
*/
_mergeChess(baseId, incoming, { fromKey = null, fromDir = undefined } = {}) {
_mergeChess(baseId, incoming) {
const need = this.gd.mergeCount(baseId);
const goldenId = this.gd.goldenIdOf(baseId);
if (!(need > 1) || !goldenId) return null;
const locs = this._chessLocations().filter((l) => !this.gd.isGolden(l.piece.id) && this.gd.baseIdOf(l.piece.id) === baseId);
const consumed = [];
if (incoming) consumed.push({ piece: incoming, area: 'new', key: fromKey || undefined, dir: fromDir });
if (incoming) consumed.push({ piece: incoming, area: 'new' });
for (const l of locs) { if (consumed.length >= need) break; consumed.push(l); }
if (consumed.length < need) return null;
let copies = 0;
@@ -545,7 +547,7 @@ export class PlayerState {
const rc = l.piece.meta && l.piece.meta.round;
if (rc && rc.r === this.m.round) for (const [k, v] of Object.entries(rc.n)) this.bumpPieceRoundCount(elite, k, Math.max(0, v - this.pieceRoundCount(elite, k)));
}
const deployed = consumed.filter((l) => l.key && !this.board.has(l.key)).map((l) => ({ key: l.key, dir: l.area === 'new' ? l.dir : pieceDir(l.piece) }));
const deployed = consumed.filter((l) => l.key && !this.board.has(l.key)).map((l) => ({ key: l.key, dir: pieceDir(l.piece) }));
const toTile = (t) => { elite.dir = parseDir(t.dir) || 'RIGHT'; this.board.set(t.key, elite); return 'board'; };
const tile = mergeTile(deployed, (r, c) => this._legal(elite, r, c));
let where = tile ? toTile(tile) : this.stow(elite, { allowTemp: true });
@@ -591,51 +593,43 @@ export class PlayerState {
}
/**
* Replace a chess piece by another chess (突变细胞 and similar). The new piece keeps the tile when legal (else goes
* to the hand/temp) and keeps the equipment — or, with `returnItems`, the equipment returns to the hand like the
* equipment of a destroyed / promoted operator (突变细胞: PRTS 备注 "生效时,原干员销毁,获得一名高一阶的随机初始干员"; the
* 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), 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]
* Transformation (突变细胞 "战斗结束后,装备者替换为高一阶的随机干员"; 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)"): a destroy followed by a gain. The carrier is destroyed wherever it
* stands — a board tile is freed (the deploy count drops), its summons are removed, its pool copies return. Its
* equipment, the cell included, comes off first (PRTS 卫戍协议/帮助 "在失去该干员(干员出售、销毁、合并等)…时自动卸除"): to
* the hand, overflowing into temp, auto-merging like any gain. Then `newId` is gained like any other gained operator
* (acquireChess, onGain source 'transform'): the hand, overflow temp ("被发送至手牌区的物资优先从右到左填充空位"), and with
* both full it goes back to the pool ("整备区已满,获得的干员已返还"); it gets no summon card in the hand (only a deployment
* brings one), and a merge it completes follows the ordinary rule (_mergeChess: the elite on a consumed deployed copy's
* tile, else the hand — the carrier's freed tile is no copy's). An item that found no slot takes one the gain freed (a
* merge consumes copies), else stays on the gained operator up to its equipPerChess slots, else it is destroyed with a
* log warning (as in a merge). Official footage (bilibili BV1vzyVBuEN9, BV1Qkw1zMEoR; pointed out in PR #2): at the
* next prep the carrier's tile is empty, one more deployment is left and the new operator waits in the 整备区.
* @param {any} piece the carrier (an owned chess piece)
* @param {string} newId chess id gained in its place
* @returns {any} the gained piece (the elite when it completed a merge) or null
*/
transformChess(piece, newId, { returnItems = false } = {}) {
transformChess(piece, newId) {
const loc = this.find(piece.uid);
const rec = this.gd.chess(newId);
if (!loc || loc.piece.kind !== 'chess' || !rec) return null;
if (!loc || loc.piece.kind !== 'chess' || !this.gd.chess(newId)) return null;
// 原干员销毁: off its tile / slot, its summons removed, its copies back to the pool
this._detach(loc);
this.removeTokensOf(piece.uid);
const items = piece.items || [];
piece.items = [];
this.returnCopies(piece);
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 });
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);
} 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); 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
for (const it of pending) {
// its equipment comes off first (the returned pair auto-merges, which may free a slot for the gain)
const left = items.filter((it) => !this.stow(it, { allowTemp: true }));
this.checkItemMerges();
// 获得一名…干员: gained like any other gained operator
const np = this.acquireChess(newId, { source: 'transform' });
for (const it of left) {
if (this.stow(it, { allowTemp: true })) continue;
if (np && np.items.length < this.gd.equipPerChess) { np.items.push(it); continue; }
if (np && this.find(np.uid) && 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);
if (left.length) this.checkItemMerges();
this.recompute();
if (np) this.m.dispatch(this, 'onGain', { piece: np, kind: 'chess', source: 'transform' });
return np;
}
+9 -9
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@@ -17,8 +17,9 @@
// prep handlers buy / sell / refresh / levelUp pay exactly price / +sell price / refresh price (free first) / level
// price, the level rises by one and its price resets to the next base; Ready only with an empty temp
// merges a merge consuming a deployed copy puts the elite on that copy's tile (of several, the first in deploy
// order legal for it — board.js mergeTile; a transformed piece's own tile counts) with its facing, else
// into the hand / temp; the deploy count never grows (PRTS 卫戍协议/帮助, user playtest #6 follow-up)
// order legal for it — board.js mergeTile; a 突变细胞 carrier destroyed before the gain is no copy) with
// its facing, else into the hand / temp; the deploy count never grows (PRTS 卫戍协议/帮助, user playtest
// #6 follow-up)
// combat start nothing overdue in temp, everyone ready, funds lost (carry bands excepted), unfrozen shop cleared,
// one field per alive player
// drafts every seat holds an allowed band with LP = totalHp; 机变: one card per alive player, card ↔ picker
@@ -227,15 +228,14 @@ export function attachAudit(m, { invariants = true, limit = 200 } = {}) {
});
// merges (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置", user playtest #6 follow-up): with a
// deployed copy among the consumed ones the elite stands on the first such tile in deploy order that is legal for
// it (the incoming piece's own tile when a transformation merged it in place), with that copy's facing; else in the
// hand / temp. A merge never grows the deploy count. Every owned normal copy is consumed (merges are immediate).
wrap(ps, '_mergeChess', function (orig, baseId, incoming, opts) {
// it, with that copy's facing; else in the hand / temp (the incoming copy is never deployed: a 突变细胞
// transformation destroyed its carrier before the gain, so that freed tile is no copy's). A merge never grows the
// deploy count. Every owned normal copy is consumed (merges are immediate).
wrap(ps, '_mergeChess', function (orig, baseId, incoming) {
const tiles = new Map(); // tile key → facing of the copy standing there
for (const [k, p] of ps.board) if (p.kind === 'chess' && !gd.isGolden(p.id) && gd.baseIdOf(p.id) === baseId) tiles.set(k, pieceDir(p));
if (opts && opts.fromKey) tiles.set(opts.fromKey, pieceDir({ dir: opts.fromDir }));
// a transformation (transformChess) detached its deployed carrier before the merge: it still counts as deployed
const deployed0 = ps.deployCount + (opts && opts.fromKey ? 1 : 0);
const elite = orig(baseId, incoming, opts);
const deployed0 = ps.deployCount;
const elite = orig(baseId, incoming);
if (elite) check('merge', () => {
const id = ps.playerId;
const loc = ps.find(elite.uid);
+4 -2
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@@ -53,7 +53,8 @@
// 5. items by what they do (itemTarget): equipment on the strongest deployed damage dealers (survival items on
// blockers, bond signature items on a member), 信标 on a bench single, 拟态物质 on a pair, 博士投影 (both
// qualities) on the strongest normal operator, 突变细胞 on the least valuable normal single below 6阶 (cellTarget:
// never an elite or a pair member), bond items on a focus member; Arts (useArt): 画卷 copies the most valuable
// never an elite or a pair member; the operator its transformation gains joins the bench and steps 3–4 of the next
// prep deploy it like any owned unit), bond items on a focus member; Arts (useArt): 画卷 copies the most valuable
// deployed operator, 教鞭 / “神秘顾客” are used after a perfect battle and kept otherwise (consume-on-equip items /
// Arts only with a handler)
// 6. resolve the temp slots (a 突变细胞 left there — it comes back after every transformation — gets a hand slot made
@@ -1613,7 +1614,8 @@ const isMutationCell = (gd, itemId) => itemEffect(gd.item(itemId)) === 'char_che
/**
* Whom the bot injects with 突变细胞 (after the battle its carrier — deployed or on the bench: every owned carrier's item
* hooks run — becomes a random operator one tier higher; items meta char_chess_transformation_equip): the least
* hooks run — is destroyed and a random operator one tier higher joins the bench, PlayerState.transformChess; the next
* prep's lineup step deploys it like any owned unit, so a deployed carrier only costs a re-placement): the least
* valuable normal operator below 6阶 with a free equip slot — never an elite, never one of a merge pair (the merge
* progress would be lost), nobody already carrying a cell. null: the cell waits in the hand.
*/
+14 -10
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@@ -17,9 +17,10 @@
// use_equip_recruit_new_char_and_give_char_to_player_most_bond {refresh_cnt} 信标 destroy target, offer N same-tier
// chess, gift the original next prep
// sell_char_count_gain_equip_owner_bond {count} 商业包装方案 every `count` sells → same-bond chess
// char_chess_transformation_equip 突变细胞 after battle: holder → random NORMAL tier+1
// (max 6); its equipment, the cell included,
// returns to the hand (not consumed)
// char_chess_transformation_equip 突变细胞 after battle: holder destroyed, its equipment
// (the cell included — not consumed) back to
// the hand, then a random NORMAL tier+1 (max 6)
// operator gained into the hand
// trap_copy_front_char 画卷 (Art) copy the chess on the tile / in front
// trap_create_self_choice {choice_event} 教鞭 / 神秘顾客 (Art) add a random bounty to your next battle
// [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
@@ -177,12 +178,15 @@ 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 (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.
// 突变细胞 "战斗结束后,装备者替换为高一阶的随机干员": 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 carrier (deployed or on the bench) is destroyed and a random NORMAL operator
// one tier higher (at most 6; an elite carrier too) is gained like any gained operator: into the 整备区 (overflow temp),
// never onto the carrier's tile — official footage (bilibili BV1vzyVBuEN9 ≈ 8:24, BV1Qkw1zMEoR ≈ 7:25): at the next
// prep the tile is empty, one more deployment is left and the new operator waits on the bench (pointed out in PR #2).
// The destroyed operator's equipment, the cell included, returns to the hand first (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). PlayerState.transformChess.
char_chess_transformation_equip: {
onBattleResult(ctx) {
const { piece, holder } = ctx.source;
@@ -190,7 +194,7 @@ const ITEM_HANDLERS = {
const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1);
const id = ctx.rollChess({ tier });
if (!id) return;
ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true });
ctx.transform(holder.uid, ctx.gd.baseIdOf(id));
},
},
trap_copy_front_char: {
+7 -6
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@@ -24,9 +24,9 @@
// Items: onEquip / onArt / onDestroy go to the item's own handler only; every other hook runs for items equipped on
// owned chess (ev.source.holder). That step walks a snapshot — the owned chess and each holder's items as they stand
// when it begins — and runs an item only if, when its turn comes, it is still equipped on that holder and the holder
// is still owned: handlers move and destroy pieces mid-walk (突变细胞 transforms its holder and returns the equipment
// to the hand; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the next item or
// ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch.
// is still owned: handlers move and destroy pieces mid-walk (突变细胞 destroys its holder, returns the equipment to the
// hand and gains an operator; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the
// next item or ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch.
// Dispatch order per player: global → band → bonds → garrisons (board reading order,
// then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N
// sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is
@@ -515,9 +515,10 @@ export function makeCtx(m, ps, source, hook, ev = null) {
return m.dispatcher.triggerGarrisons(ps, l.piece, eventType, { asPiece: as ? as.piece : null, triggeredBy: source.key || null });
},
promote: (uid) => { const l = ps.find(uid); return l ? ps.promote(l.piece) : false; },
/** Replace a chess piece by another chess (keeps its tile when legal, keeps its equipment — `{ returnItems: true }`:
* the equipment returns to the hand instead, as from a destroyed operator; PlayerState.transformChess). */
transform: (uid, chessId, opts = {}) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId, { returnItems: !!(opts && opts.returnItems) }); return p ? view(p) : null; },
/** 突变细胞's transformation: destroy a chess piece wherever it stands (its equipment returns to the hand first), then
* gain `chessId` like any gained operator — hand, overflow temp, a completed merge as usual
* (PlayerState.transformChess). Returns the gained piece's view (the elite after a merge) or null. */
transform: (uid, chessId) => { const l = ps.find(uid); if (!l || l.piece.kind !== 'chess') return null; const p = ps.transformChess(l.piece, chessId); return p ? view(p) : null; },
/** Normal item piece → its golden version in place. */
upgradeItem: (uid) => { const l = ps.find(uid); return l && l.piece.kind === 'item' ? ps.upgradeItem(l.piece) : false; },
/** Attach an owned hand/temp item to an owned chess without equip effects (copies, restores). */
+4 -4
View File
@@ -3,10 +3,10 @@
// The engine built-ins (server/match/builtinMeta.js) already implement most consume-on-equip items and Arts from the
// concrete item's params; they are reviewed and kept (盟约之币, 骑士储蓄罐, 随身身份牌, 精打细算玩偶, 简易通讯机 (tier ≤
// shop level), 见钱眼开玩偶, 人事部文档 (cap 9), 博士投影 (golden now / normal at the next round start), 拟态物质, 信标,
// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier becomes a NORMAL
// random tier+1 operator, max 6; its equipment — the cell too, which is not consumed (player feedback after 0.1.0) —
// returns to the hand)). The Arts' rangeGrid (画卷 = placed tile + the tile in front) and the per-round limit are engine
// rules.
// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier is destroyed, its
// equipment — the cell too, which is not consumed (player feedback after 0.1.0) — returns to the hand, then a NORMAL
// random tier+1 operator, max 6, is gained into the hand, not onto the carrier's tile (PR #2)). The Arts' rangeGrid
// (画卷 = placed tile + the tile in front) and the per-round limit are engine rules.
// Overridden / added here (a built-in, when present, is wrapped — never re-implemented):
// 画卷 the copy keeps the target's items; a copied normal item that pairs with an owned one merges and the
// golden stays in the hand (the built-in equipped the merged golden on the copy, and its live loop over