feedback7 R22-LOADOUT: the server takes each player's 潜能 / 练度 per operator and every owned operator fights at them (default 潜能 6, 精英2 Lv.60); golden: roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 134/138 moved (+10 % 练度), standins unchanged
The owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」. Official: the account's potential (调度手册);
the 自持有 bonus to owned operators of the same name, initial and elite alike (activity_table cultivateEffectList).
- shared/protocol.js: room.loadout { entries, ops? } — `ops` = { [charId]: { potential?: 1–6, cultivate?: 0–3 } }
(isLoadoutOps, ≤ 256), checkLoadoutOps (strict like checkLoadout: an operator of the 干员调配 roster or the 自选 owned
pool — cultivationCharIds; defaults dropped, entries stored complete); absent = none set.
- server/lobby.js / net.js: checked with the entries (either refused ⇒ nothing stored), session.ops / seat.ops /
seats[].ops, match.setLoadout(playerId, loadout, ops) in INFO_CHECK only.
- PlayerState: ops re-checked and frozen (bots none); cultivationFor (shared/potential.js cultivationOf: null for a
补位 stand-in or a prototype 自选 pick); loadoutFor carries potential / cultivate; battleInput states `potential` /
`cultivate` for every owned operator (the chess as itself, an owned 自选 pick) — an old seat without ops and every bot
at 6 / 3; the 自选 summons' hand count follows the owner's potential (望's 棋子 6 below 潜能3); m.private.ops; the
scouting UnitInfo carries potential (below 6) / cultivate.
- tools/golden.mjs: the direct-spec scenarios field the default player (owned operators at 潜能 6 / 练度 3; stand-ins
and prototype picks neither), as PlayerState does.
- Golden: every battle with an owned operator moves — ATK / DEF / max HP ×1.1 from the first second (roster-001:
角峰 ends at 3527 HP instead of 3115; the first differing snapshot window is 0–10 s in every moved battle); the
matches part at round 1–8 (battle results, then the bots' boards). Unchanged: the 10 stand-in battles (a stand-in has
no 练度) and diy-135…138 (the four prototype 自选 battles). No engine error.
- Docs: design/match.md §16 (潜能 / 练度), design/network.md (room.loadout ops).
- Tests: test/match/potential.test.js (new, 4): the ops wire / data check, battle input of a human (settings, defaults,
stand-in none, elite shares the charId), an old seat and a bot at the defaults, spec → battle, scouting units; 自选
owned pick vs prototype and 望's hand count; Match.setLoadout in INFO_CHECK only, a refusal changes nothing.
test/lobby-loadout.test.js (+2): strict validation, storage beside the loadout, an older client's message, the real
match's briefing (m.private.ops) and lock. test/match/runner.test.js / diy-shop.test.js expect the new fields.
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-7
@@ -64,6 +64,9 @@
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// (or outside a room) it simply replaces the stored one; while the room's match runs it is also handed to
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// match.setLoadout(playerId, loadout), which accepts it only during INFO_CHECK (the 干员调配 entry of the briefing)
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// and refuses it afterwards (WRONG_PHASE: the match's loadout is locked, the stored one applies to the next match).
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// ▸ Its `ops` (0.2.2: the per-operator 潜能 / 练度, shared/protocol.js checkLoadoutOps — an operator of the 干员调配
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// roster or the 自选 owned pool, strict like the entries) travel with it: session.ops / seat.ops / seats[].ops and
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// match.setLoadout(playerId, loadout, ops); a message without `ops` sets none (every operator 潜能 6, 精英2 Lv.60).
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// * Operator ownership (干员持有, 0.2.0 补位, owner's decision 2026-10-05): room.ownership { notOwned } — the base chess
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// ids the player marked as not owned — is checked leniently (shared/protocol.js checkNotOwned: anything that is not
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// a droppable NORMAL chess is dropped, never the whole list; only a malformed list is BAD_MSG) and stored on the
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@@ -96,7 +99,7 @@
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import { randomBytes, randomInt } from 'node:crypto';
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import { ERR, MAX_SEATS, MAX_SPECTATORS, ROOM_CODE_LEN, modeIdFor } from '../shared/constants.js';
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import { checkLoadout, checkNotOwned, checkDiyPicks } from '../shared/protocol.js';
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import { checkLoadout, checkLoadoutOps, cultivationCharIds, checkNotOwned, checkDiyPicks } from '../shared/protocol.js';
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import { encode, isDroppable, isErrCode, sendRaw, sendSession } from './net.js';
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import { getData as defaultGetData, lookup } from './data.js';
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import { Match as DefaultMatch } from './match/Match.js';
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@@ -128,6 +131,7 @@ const noopLog = { info() {}, warn() {}, error() {}, debug() {} };
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/**
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* @typedef {{ seat: number, playerId: string, name: string, isBot: boolean, ready: boolean,
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* connected: boolean, left: boolean, loadout?: Record<string, { skill: number, module: string|null }> | null,
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* ops?: Readonly<Record<string, { potential: number, cultivate: number }>> | null,
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* notOwned?: readonly string[] | null, diy?: Readonly<Record<string, DiyLoadout>> | null }} Seat
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* @typedef {{ charId: string, skillIndex: number, uniEquipId: string|null }} DiyLoadout
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*/
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@@ -139,6 +143,22 @@ function freezeLoadout(loadout) {
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return Object.freeze(out);
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}
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/** Deep-frozen copy of checked operator settings (0.2.2 潜能 / 练度; shared by the session, the seat and the match). */
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function freezeOps(ops) {
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const out = {};
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for (const [id, e] of Object.entries(ops || {})) out[id] = Object.freeze({ potential: e.potential, cultivate: e.cultivate });
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return Object.freeze(out);
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}
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/** The charIds a player may set a potential / 练度 for, per data object (shared/protocol.js cultivationCharIds). */
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const OPS_IDS = new WeakMap();
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function opsCharIds(data) {
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if (!data || typeof data !== 'object') return new Set();
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let ids = OPS_IDS.get(data);
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if (!ids) { ids = cultivationCharIds(data.chess, data.backups); OPS_IDS.set(data, ids); }
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return ids;
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}
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/** Deep-frozen copy of checked 自选 picks (shared by the session, the seat and the match's PlayerState). */
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function freezeDiy(picks) {
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const out = {};
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@@ -576,24 +596,30 @@ export class Lobby {
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}
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/**
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* room.loadout (DESIGN §16): check the operator loadout against the game data, store it on the session and the seat,
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* and — while a match runs — hand it to the match (accepted only during INFO_CHECK, see the header).
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* room.loadout (DESIGN §16): check the operator loadout — and its per-operator 潜能 / 练度 `ops` (0.2.2) — against the
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* game data, store both on the session and the seat, and — while a match runs — hand them to the match (accepted only
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* during INFO_CHECK, see the header). Either part refused: nothing is stored.
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*/
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loadout(session, { entries }) {
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loadout(session, { entries, ops }) {
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const data = this.safeData();
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const res = checkLoadout(entries, (id) => lookup('chess', id, data));
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if (!res || res.error) return fail(res && isErrCode(res.error) ? res.error : ERR.BAD_MSG, res && res.detail);
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const ids = opsCharIds(data);
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const resOps = checkLoadoutOps(ops, (id) => ids.has(id));
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if (!resOps || resOps.error) return fail(resOps && isErrCode(resOps.error) ? resOps.error : ERR.BAD_MSG, resOps && resOps.detail);
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const loadout = freezeLoadout(res.loadout);
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const opsSet = freezeOps(resOps.ops);
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session.loadout = loadout;
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session.ops = opsSet;
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const room = this.roomOf(session);
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if (!room) return OK;
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const seat = room.seatOf(session.playerId);
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if (seat) seat.loadout = loadout;
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if (seat) { seat.loadout = loadout; seat.ops = opsSet; }
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if (!room.match || !seat) return OK; // a spectator's loadout stays on its session, never reaching the match
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if (typeof room.match.setLoadout !== 'function') return fail(ERR.ROOM_STARTED, 'stored for the next match');
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let r;
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try {
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r = room.match.setLoadout(session.playerId, loadout);
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r = room.match.setLoadout(session.playerId, loadout, opsSet);
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} catch (e) {
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this.log.error(`[lobby] ${room.code} match.setLoadout threw`, e);
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return fail(ERR.INTERNAL);
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@@ -655,8 +681,9 @@ export class Lobby {
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if (host) host.ready = true;
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const seats = room.seats.filter(Boolean).map((s) => ({
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seat: s.seat, playerId: s.playerId, name: s.name, isBot: s.isBot, connected: s.connected,
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// DESIGN §16: the human's checked operator loadout (bots fight with the defaults)
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// DESIGN §16: the human's checked operator loadout and (0.2.2) per-operator 潜能 / 练度 (bots fight with the defaults)
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loadout: s.isBot ? null : s.loadout || null,
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ops: s.isBot ? null : s.ops || null,
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// 0.2.0 补位: the chess the human marked as not owned (bots own every operator)
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notOwned: s.isBot ? null : s.notOwned || null,
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// 0.2.0 自选编队: the human's checked DIY picks (bots field no 自选 piece [ASSUMED])
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@@ -919,6 +946,7 @@ export class Lobby {
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return {
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seat: idx, playerId: session.playerId, name: session.name, isBot: false, ready: false, connected: session.connected, left: false,
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loadout: session.loadout || null,
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ops: session.ops || null,
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notOwned: session.notOwned || null,
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diy: session.diy || null,
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};
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@@ -14,12 +14,16 @@
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// opts.modeId string modeIdFor(mode, difficulty), e.g. 'mode_multi_hard'
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// opts.seats Array<{ seat: 0..3, playerId: string, name: string, isBot: boolean, connected: boolean,
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// loadout?: { [baseChessId]: { skill: index, module: uniEquipId|'none'|null } } | null,
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// ops?: { [charId]: { potential: 1–6, cultivate: 0–3 } } | null,
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// notOwned?: string[] | null,
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// diy?: { [slotBaseId]: { charId, skillIndex, uniEquipId } } | null }>
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// sorted by seat, 1–4 entries, ≥ 1 human; solo ⇒ exactly 1 human and no bots.
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// Bot playerIds start with 'ai_'. Seat indexes may have gaps (e.g. seats 0 and 2).
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// `loadout` (DESIGN §16, optional): the human's operator loadout, already checked by the lobby
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// (shared/protocol.js checkLoadout); PlayerState re-checks it against opts.data and ignores it for bots.
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// `ops` (0.2.2, optional): the human's per-operator 潜能 / 练度 (checkLoadoutOps; missing = 潜能 6, 精英2
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// Lv.60 — the owner's decision of 2026-10-08), re-checked and changed like the loadout (INFO_CHECK);
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// bots fight with the defaults.
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// `notOwned` (0.2.0 补位, optional): the base chess ids the human marked as not owned (干员持有) — fixed
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// for the match; those chess fight as their stand-ins (PlayerState setNotOwned; bots own everything).
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// `diy` (0.2.0 自选编队, optional): the human's 自选 picks (shared/protocol.js checkDiyPicks) — fixed for
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@@ -53,9 +57,10 @@
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// (a resync request). May be called without a preceding onDisconnect. Resend full
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// state: m.public, m.private and, if a battle is on (client-side combat), the
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// b.start of the field the player is on / watching (server-run mode: m.field + b.snap).
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// setLoadout(playerId, loadout) → { ok } | { error, detail? } (DESIGN §16; optional for the platform) a new checked
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// operator loadout from room.loadout. Accepted only during INFO_CHECK (the briefing's
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// 干员调配 entry); afterwards the match's loadout is locked (WRONG_PHASE).
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// setLoadout(playerId, loadout, ops?) → { ok } | { error, detail? } (DESIGN §16; optional for the platform) a new
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// checked operator loadout (and its 潜能 / 练度 `ops`, 0.2.2) from room.loadout. Accepted only
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// during INFO_CHECK (the briefing's 干员调配 entry); afterwards the match's loadout is locked
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// (WRONG_PHASE).
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// onLeave(playerId) The human quit permanently (g.leave, room.leave, or the 10-minute reconnect
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// window expired). They will never return under this playerId in this match;
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// treat as quit (AI takes over / eliminated per DESIGN). No onDisconnect follows.
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@@ -73,6 +73,12 @@
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// mismatch falls back to the defaults) and kept frozen; bots always use the defaults. Match.setLoadout may replace
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// it during INFO_CHECK only. battleInput() resolves every chess unit to `skillIndex` + `moduleId` (resolveLoadout:
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// normal chess → moduleId null, elite → uniEquipId | 'none'); m.private exposes `loadout`.
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// * 潜能 / 练度 (0.2.2, the owner's decision of 2026-10-08 「调配干员里自己设置吧,默认满潜满加成」): the human's checked
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// `seat.ops` ({ [charId]: { potential, cultivate } }, defaults dropped) is re-checked (checkLoadoutOps) and changed
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// with the loadout; a missing entry — and every operator of a bot — is 潜能 6, 精英2 Lv.60. battleInput() states both
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// for every operator the player owns (a chess fielded as itself, an owned 自选 pick: `cultivationFor`), never for a
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// 补位 stand-in or a prototype pick (shared/potential.js cultivationOf); the 自选 summons' hand count follows the
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// owner's potential (望's 棋子). m.private exposes `ops`; the scouting views carry each unit's `potential` / `cultivate`.
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// * Operator ownership (0.2.0 补位, the approved plan — owner's decision 2026-10-05): the human's `seat.notOwned` (base
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// chess ids marked 未持有 on the 干员持有 screen) is re-checked against this match's data (shared/protocol.js
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// checkNotOwned + a stand-in record in data/backups.json) and fixed for the match (`standIns`; bots own every
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@@ -152,7 +158,9 @@ export class PlayerState {
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this.lastEmoteAt = -Infinity;
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/** operator loadout (DESIGN §16): frozen { [baseChessId]: { skill, module } }, {} = every chess on its defaults */
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this.loadout = Object.freeze({});
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if (!this.isBot && seat.loadout) this.setLoadout(seat.loadout);
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// 0.2.2: the per-operator 潜能 / 练度 ({} = every operator 潜能 6, 精英2 Lv.60 — bots always)
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this.ops = Object.freeze({});
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if (!this.isBot && (seat.loadout || seat.ops)) this.setLoadout(seat.loadout ?? null, seat.ops ?? null);
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/**
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* 补位 (0.2.0): the base chess ids this player fields as their stand-ins — the seat's not-owned list when the match
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* started, re-checked against this match's data; frozen, sorted; [] = every operator owned (bots always)
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@@ -58,18 +58,20 @@ export class MatchPlatform {
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/**
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* room.loadout during the match (DESIGN §16): only while INFO_CHECK runs (the briefing's 干员调配 entry); the lobby
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* already checked it against the data (PlayerState.setLoadout re-checks it).
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* already checked it against the data (PlayerState.setLoadout re-checks it). `ops` (0.2.2): the per-operator 潜能 /
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* 练度 that come with it (undefined = unchanged).
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* @param {string} playerId
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* @param {Record<string, { skill: number, module: string|null }> | null} loadout
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* @param {Record<string, { potential: number, cultivate: number }> | null} [ops]
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* @returns {{ ok: true } | { error: string, detail?: string }}
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*/
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setLoadout(playerId, loadout) {
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setLoadout(playerId, loadout, ops = undefined) {
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const ps = this.players.get(playerId);
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if (!ps || ps.isBot || ps.left) return fail(ERR.NOT_IN_ROOM);
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if (this.disposed || this.ended || this.phase !== PHASE.INFO_CHECK) return fail(ERR.WRONG_PHASE, 'loadout locked for this match');
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let res = OK;
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this.guard(() => {
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if (!ps.setLoadout(loadout)) { res = fail(ERR.BAD_TARGET, 'loadout does not match the game data'); return; }
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if (!ps.setLoadout(loadout, ops)) { res = fail(ERR.BAD_TARGET, 'loadout does not match the game data'); return; }
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this.markPrivate(ps);
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});
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return res;
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@@ -13,6 +13,17 @@ import { timelineAt } from '../fields.js';
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import { bossFieldPlacement } from '../finalAssault.js';
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import { battleProgress } from '../../sim/spec.js';
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/**
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* A scouted operator's potential (below 6) and 练度 (0.2.2), like the sim's UnitInfo: PlayerState.loadoutFor's
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* `potential` / `cultivate` (null for a stand-in or a prototype 自选 pick: neither field).
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*/
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function cultivationInfo(lo) {
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const out = {};
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if (lo && Number.isInteger(lo.potential) && lo.potential < 6) out.potential = lo.potential;
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if (lo && Number.isInteger(lo.cultivate)) out.cultivate = lo.cultivate;
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return out;
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}
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export class MatchViews {
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statusOf(ps) {
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if (ps.left) return 'left';
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@@ -209,7 +220,7 @@ export class MatchViews {
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const rec = piece.kind === 'token' ? gd.token(piece.id) : ps.fieldRecord(chess);
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const assets = (rec && rec.assets) || {};
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// DESIGN §16: the skill / module THIS player's operator fights with (the scout's detail card shows it, like the
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// sim's UnitInfo in a shared field); moduleId only for an elite
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// sim's UnitInfo in a shared field); moduleId only for an elite; 0.2.2 its potential (below 6) and 练度
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const lo = piece.kind === 'chess' && chess ? ps.loadoutFor(chess) : null;
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units.push({
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id: piece.uid, uid: piece.uid, kind: piece.kind === 'token' ? 'token' : 'op', side: 'ally', ownerId: ps.playerId, defId: piece.id,
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@@ -222,6 +233,7 @@ export class MatchViews {
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items: piece.kind === 'chess' && Array.isArray(piece.items) && piece.items.length ? piece.items.map((it) => it.id) : undefined,
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standInFor: rec && rec.standInFor ? rec.standInFor : undefined,
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diy: this._diyInfo(ps, piece),
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...cultivationInfo(lo),
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});
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}
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return units;
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@@ -281,6 +293,7 @@ export class MatchViews {
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items: piece.kind === 'chess' && Array.isArray(piece.items) && piece.items.length ? piece.items.map((it) => it.id) : undefined,
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standInFor: standIn && standIn.standInFor ? standIn.standInFor : undefined,
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diy: this._diyInfo(ps, piece),
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...cultivationInfo(lo),
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});
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};
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for (let i = 0; i < ps.hand.length; i++) {
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@@ -1,6 +1,6 @@
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// server/match/player/basics.js — PlayerState methods: the basics — seat flags and counts (isHumanActive,
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// botControlled, deployCap, deployCount, tempEmpty), the prep that resolves a temp piece (tempDue, _putTemp: every
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// write into a temp slot), the operator loadout (DESIGN §16: setLoadout, loadoutFor), the not-owned operators fielded
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// write into a temp slot), the operator loadout (DESIGN §16: setLoadout, loadoutFor; 0.2.2 潜能 / 练度: cultivationFor), the not-owned operators fielded
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// as their stand-ins (0.2.0 补位: setNotOwned, fieldsStandIn, fieldRecord), the deploy map on the field the
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// player deploys on (Match.deployFieldOf) and the withdrawal of pieces a terrain / deploy-field change left on tiles
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// they may no longer occupy (_evictIllegal), dirty.
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@@ -9,9 +9,19 @@
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import { PHASE } from '../../../shared/constants.js';
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import { msg, dn } from '../../../shared/i18n.js';
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import { checkLoadout, checkNotOwned, resolveLoadout } from '../../../shared/protocol.js';
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import { checkLoadout, checkLoadoutOps, cultivationCharIds, checkNotOwned, resolveLoadout } from '../../../shared/protocol.js';
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import { cultivationOf } from '../../../shared/potential.js';
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import { tileKey, boardOrder } from '../board.js';
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/** The charIds a player may set a potential / 练度 for, per game-data object (shared/protocol.js cultivationCharIds). */
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const OPS_IDS = new WeakMap();
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function opsCharIds(raw) {
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if (!raw || typeof raw !== 'object') return new Set();
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let ids = OPS_IDS.get(raw);
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if (!ids) { ids = cultivationCharIds(raw.chess, raw.backups); OPS_IDS.set(raw, ids); }
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return ids;
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}
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export class PlayerBasics {
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get isHumanActive() { return !this.isBot && !this.left; }
|
||||
/** The engine acts for this seat (AI teammate or "AI 托管"; a departed human is eliminated, so nothing is left to do). */
|
||||
@@ -46,14 +56,35 @@ export class PlayerBasics {
|
||||
}
|
||||
|
||||
/**
|
||||
* Replace the operator loadout (DESIGN §16) after re-checking it against this match's data. Accepts the checked
|
||||
* form `{ id: { skill, module|null } }` or raw `room.loadout` entries. Returns false (loadout unchanged) when it does
|
||||
* not fit the data; bots keep the defaults.
|
||||
* Replace the operator loadout (DESIGN §16) — and, when `ops` is given, the per-operator 潜能 / 练度 (0.2.2; null = none
|
||||
* set, undefined = unchanged) — after re-checking them against this match's data. Accepts the checked form
|
||||
* `{ id: { skill, module|null } }` or raw `room.loadout` entries, and the checked or raw `ops`. Returns false (nothing
|
||||
* changes) when either does not fit the data; bots keep the defaults.
|
||||
* @param {any} loadout
|
||||
* @param {any} [ops]
|
||||
* @returns {boolean}
|
||||
*/
|
||||
setLoadout(loadout) {
|
||||
setLoadout(loadout, ops = undefined) {
|
||||
if (this.isBot) return false;
|
||||
let opsRes = null;
|
||||
if (ops !== undefined) {
|
||||
const raw = {};
|
||||
if (ops && typeof ops === 'object' && !Array.isArray(ops)) {
|
||||
for (const [id, e] of Object.entries(ops)) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const x = {};
|
||||
if (Number.isInteger(e.potential)) x.potential = e.potential;
|
||||
if (Number.isInteger(e.cultivate)) x.cultivate = e.cultivate;
|
||||
if (Object.keys(x).length) raw[id] = x;
|
||||
}
|
||||
}
|
||||
const ids = opsCharIds(this.gd.raw);
|
||||
opsRes = checkLoadoutOps(raw, (id) => ids.has(id));
|
||||
if (!opsRes || !opsRes.ok) {
|
||||
this.m.log?.warn?.(`[match ${this.m.roomCode}] operator settings of ${this.playerId} ignored: ${opsRes && opsRes.detail}`);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
const entries = {};
|
||||
if (loadout && typeof loadout === 'object' && !Array.isArray(loadout)) {
|
||||
for (const [id, e] of Object.entries(loadout)) {
|
||||
@@ -72,9 +103,27 @@ export class PlayerBasics {
|
||||
const out = {};
|
||||
for (const [id, e] of Object.entries(res.loadout)) out[id] = Object.freeze({ skill: e.skill, module: e.module ?? null });
|
||||
this.loadout = Object.freeze(out);
|
||||
if (opsRes) {
|
||||
const o = {};
|
||||
for (const [id, e] of Object.entries(opsRes.ops)) o[id] = Object.freeze({ potential: e.potential, cultivate: e.cultivate });
|
||||
this.ops = Object.freeze(o);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* The potential / 练度 this player's piece of chess record `chessRecord` fights at (0.2.2; shared/potential.js
|
||||
* cultivationOf over `this.ops` — defaults 潜能 6, 精英2 Lv.60): the operator the player owns — the chess fielded as
|
||||
* itself, an owned 自选 pick (its charId) — or null for a 补位 stand-in and a prototype 自选 pick.
|
||||
* @param {object|null} chessRecord
|
||||
* @returns {{ potential: number, cultivate: number } | null}
|
||||
*/
|
||||
cultivationFor(chessRecord) {
|
||||
if (!chessRecord || this.fieldsStandIn(chessRecord)) return null;
|
||||
const rec = chessRecord.isDiy && typeof chessRecord.chessId === 'string' ? this.gd.chess(chessRecord.chessId) || chessRecord : chessRecord;
|
||||
return cultivationOf(rec, this.ops);
|
||||
}
|
||||
|
||||
/**
|
||||
* The skill index / module a chess record fights with under this player's loadout (DESIGN §16) — for a chess this
|
||||
* player fields as its stand-in (0.2.0 补位) the stand-in's backup selection, whatever the loadout says; for a slotted
|
||||
@@ -83,10 +132,12 @@ export class PlayerBasics {
|
||||
*/
|
||||
loadoutFor(chessRecord) {
|
||||
if (this.fieldsStandIn(chessRecord)) {
|
||||
return resolveLoadout(null, this.gd.standIn(chessRecord.chessId), (id) => this.gd.standIn(id) || this.gd.chess(id));
|
||||
return { ...resolveLoadout(null, this.gd.standIn(chessRecord.chessId), (id) => this.gd.standIn(id) || this.gd.chess(id)), potential: null, cultivate: null };
|
||||
}
|
||||
const rec = chessRecord && chessRecord.isDiy && typeof chessRecord.chessId === 'string' ? this.gd.chess(chessRecord.chessId) || chessRecord : chessRecord;
|
||||
return resolveLoadout(this.loadout, rec, (id) => this.gd.chess(id));
|
||||
// 0.2.2: with the operator's potential / 练度 (null for a prototype 自选 pick) — the 自选 summons' hand count reads it
|
||||
const cv = this.cultivationFor(chessRecord);
|
||||
return { ...resolveLoadout(this.loadout, rec, (id) => this.gd.chess(id)), potential: cv ? cv.potential : null, cultivate: cv ? cv.cultivate : null };
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -36,6 +36,7 @@
|
||||
import { KITTED_CHARS } from '../../sim/content/kits/index.js';
|
||||
import { checkDiyPicks } from '../../../shared/protocol.js';
|
||||
import { diyRecord, diySlot, diyTokenOwner } from '../../../shared/diy.js';
|
||||
import { atPotential } from '../../../shared/potential.js';
|
||||
|
||||
const posIntOr = (v, d) => (Number.isInteger(v) && v > 0 ? v : d);
|
||||
const isObj = (v) => !!v && typeof v === 'object' && !Array.isArray(v);
|
||||
@@ -102,7 +103,8 @@ export function diyGameData(gd, records) {
|
||||
* placeable, by the variant of the owner form (`bySkill[skillIndex]` sources) — the deploy limit as the count (PRTS
|
||||
* 卫戍协议/帮助 "根据召唤物部署数量上限(非初始持有量)"), the active module's own when its variant has one (`byModule`:
|
||||
* 望's TRP-X "可同时部署的陷阱数量提升", 6 → 7 棋子; SUM-Y stage 2+ 4 drones / summons). The data's deploy limit holds the
|
||||
* token's own talent additions (tools/build-data.mjs tokenTalentDeckBonus, 0.2.0): 麦哲伦 / 令 / 电弧 3, 白铁 2, 夜莺 3 幻影.
|
||||
* token's own talent additions (tools/build-data.mjs tokenTalentDeckBonus, 0.2.0): 麦哲伦 / 令 / 电弧 3, 白铁 2, 夜莺 3 幻影 —
|
||||
* at the owner's potential (`loadout.potential`, PlayerState.loadoutFor; 0.2.2: 望's 棋子 6 below 潜能3, 7 from it).
|
||||
*/
|
||||
placeableTokens: {
|
||||
value: (chessId, loadout = null) => {
|
||||
@@ -113,7 +115,7 @@ export function diyGameData(gd, records) {
|
||||
for (const tid of Array.isArray(rec.tokens) ? rec.tokens : []) {
|
||||
const t = tokenOf(tid);
|
||||
if (!t || t.kind !== 'summon' || t.placeable !== true) continue;
|
||||
const v = isObj(t.variants) ? t.variants[owner] ?? null : null;
|
||||
const v = isObj(t.variants) ? atPotential(t.variants[owner] ?? null, loadout?.potential) : null;
|
||||
if (v) {
|
||||
const alt = loadout && Number.isInteger(loadout.skillIndex) && v.bySkill ? v.bySkill[loadout.skillIndex] : null;
|
||||
const src = Array.isArray(alt?.sources) ? alt.sources : Array.isArray(v.sources) ? v.sources : [];
|
||||
|
||||
@@ -118,6 +118,10 @@ export class PlayerRound {
|
||||
u.skillIndex = lo.skillIndex;
|
||||
u.moduleId = lo.moduleId;
|
||||
}
|
||||
// 0.2.2: the potential / 练度 of an operator the player owns (the chess as itself, an owned 自选 pick — the player's
|
||||
// 干员调配 settings, 潜能 6 / 精英2 Lv.60 by default and for bots; never a stand-in's nor a prototype pick's)
|
||||
const cv = u.standIn ? null : this.cultivationFor(this.gd.chess(piece.id));
|
||||
if (cv) { u.potential = cv.potential; u.cultivate = cv.cultivate; }
|
||||
if (carry && carry.has(piece.uid)) u.carryState = carry.get(piece.uid);
|
||||
units.push(u);
|
||||
} else if (piece.kind === 'token') {
|
||||
|
||||
@@ -90,6 +90,9 @@ export class PlayerViews {
|
||||
nextEnemies: this.m.nextEnemiesFor(this),
|
||||
// DESIGN §16: the effective operator loadout ({ [baseChessId]: { skill, module } }; chess not listed use defaults)
|
||||
loadout: this.loadout,
|
||||
// 0.2.2: the effective per-operator 潜能 / 练度 ({ [charId]: { potential, cultivate } }; operators not listed: 潜能 6,
|
||||
// 精英2 Lv.60) — the client's cards compose the numbers from it (shared/potential.js)
|
||||
ops: this.ops,
|
||||
// 0.2.0 补位: the base chess ids this player fields as their stand-ins in this match (the not-owned list the seat had
|
||||
// at the match start; [] = every operator owned) — the client shows these as their stand-ins (cards, pieces, the
|
||||
// detail card, with a small 「替补」 mark)
|
||||
|
||||
+4
-1
@@ -62,7 +62,8 @@ export const NET_DEFAULTS = Object.freeze({
|
||||
|
||||
/**
|
||||
* Intents that also draw from the per-connection heavy bucket: g.watch (its reply is a large state resend, m.field),
|
||||
* room.loadout (a ≤ 160-entry map validated against the game data; the client debounces its edits), room.ownership
|
||||
* room.loadout (a ≤ 160-entry map and ≤ 256 operator settings validated against the game data; the client debounces its
|
||||
* edits), room.ownership
|
||||
* (a ≤ 160-id list, the same way), room.diy (≤ 8 自选 picks checked against the data, the same way) and room.spectate
|
||||
* (taking a spectator seat in a running match resends its state like a watcher's g.watch — server/lobby.js spectate).
|
||||
*/
|
||||
@@ -109,6 +110,8 @@ export class Session {
|
||||
this.resyncAt = -Infinity;
|
||||
/** @type {Record<string, { skill: number, module: string|null }> | null} checked operator loadout (lobby-owned, DESIGN §16) */
|
||||
this.loadout = null;
|
||||
/** @type {Readonly<Record<string, { potential: number, cultivate: number }>> | null} checked per-operator 潜能 / 练度 (lobby-owned, 0.2.2; room.loadout `ops`) */
|
||||
this.ops = null;
|
||||
/** @type {readonly string[] | null} checked not-owned chess ids (干员持有, lobby-owned, 0.2.0 补位) */
|
||||
this.notOwned = null;
|
||||
/** @type {Readonly<Record<string, { charId: string, skillIndex: number, uniEquipId: string|null }>> | null} checked 自选 picks (lobby-owned, 0.2.0 自选编队) */
|
||||
|
||||
Reference in new issue
Block a user