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.
This commit is contained in:
sganggs committed 2026-10-08 20:52:30 +08:00
1 parent ec0a2fc669
commit 96d9441ff1
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@@ -1,7 +1,7 @@
// test/lobby-loadout.test.js — room.loadout end to end over WebSocket (DESIGN §16): strict validation, storage on the
// session (follows the player into rooms, survives a resume) and on the seat, seats[].loadout handed to the Match
// (bots: none), re-sendable until the match leaves INFO_CHECK (real Match: accepted in the briefing, WRONG_PHASE after),
// the heavy-intent rate limit.
// the heavy-intent rate limit; its per-operator 潜能 / 练度 `ops` (0.2.2): validated with it, stored and handed over beside it.
import { describe, test, before, after, afterEach } from 'node:test';
import assert from 'node:assert/strict';
@@ -111,6 +111,39 @@ describe('room.loadout (lobby, stub match)', () => {
await back.terminate();
});
test('潜能 / 练度 (ops, 0.2.2): strict validation, defaults dropped, stored per session and seat beside the loadout; a message without ops sets none', async () => {
const VENDLA = C('chess_char_1_06_a').charId; // a 特许 operator of the roster
const KALTS = 'char_003_kalts'; // an owned-6★ 自选 pick
const a = await pool.player('Ops');
await err(a, { t: 'room.loadout', entries: {}, ops: [] }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: {} } }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: { potential: 0 } } }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: { potential: 7 } } }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: { cultivate: 4 } } }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: { potential: 2, elite: 1 } } }, ERR.BAD_MSG);
await err(a, { t: 'room.loadout', entries: {}, ops: { char_609_acguad: { potential: 1 } } }, ERR.BAD_TARGET); // a prototype
await err(a, { t: 'room.loadout', entries: {}, ops: { char_999_nobody: { potential: 1 } } }, ERR.BAD_TARGET);
// a refusal of the ops refuses the entries too (nothing stored)
await err(a, { t: 'room.loadout', entries: { [INSIDE]: { skill: 0 } }, ops: { char_999_nobody: { potential: 1 } } }, ERR.BAD_TARGET);
await ok(a, { t: 'room.loadout', entries: { [INSIDE]: { skill: 0 } }, ops: { [VENDLA]: { potential: 1, cultivate: 0 }, [KALTS]: { cultivate: 2 }, [C(INSIDE).charId]: { potential: 6, cultivate: 3 } } });
await createRoom(a, 'solo');
await ok(a, { t: 'room.start' });
await a.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
const seat = RecordingStub.instances.at(-1).opts.seats[0];
assert.deepEqual(seat.loadout, { [INSIDE]: { skill: 0, module: 'uniequip_002_inside' } });
assert.deepEqual(seat.ops, { [VENDLA]: { potential: 1, cultivate: 0 }, [KALTS]: { potential: 6, cultivate: 2 } }, 'complete entries, defaults dropped');
assert.ok(Object.isFrozen(seat.ops) && Object.isFrozen(seat.ops[VENDLA]));
// an older client's message (no ops): none set — the next match fields every operator at 潜能 6 / 精英2 Lv.60
await err(a, { t: 'room.loadout', entries: {} }, ERR.ROOM_STARTED);
const b = await pool.player('Old');
await ok(b, { t: 'room.loadout', entries: { [INSIDE]: { skill: 0 } } });
await createRoom(b, 'solo');
await ok(b, { t: 'room.start' });
await b.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
assert.deepEqual(RecordingStub.instances.at(-1).opts.seats[0].ops, {});
assert.deepEqual(cap.errors, []);
});
test('heavy-intent limit: a burst of room.loadout beyond the bucket is rate-limited', async () => {
const a = await pool.player('Spam');
const replies = await Promise.all(Array.from({ length: 10 }, () => a.request({ t: 'room.loadout', entries: {} })));
@@ -146,4 +179,19 @@ describe('room.loadout (lobby + real match)', () => {
assert.match(r.detail || '', /locked/);
assert.deepEqual(cap.errors, []);
});
test('潜能 / 练度 (0.2.2): taken with the loadout in the briefing (m.private.ops), stated in the battle input; locked afterwards', async () => {
const VENDLA = C('chess_char_1_06_a').charId;
const a = await pool.player('Solo2');
await createRoom(a, 'solo');
await ok(a, { t: 'room.start' });
await a.waitFor('m.public', (p) => p.phase === PHASE.INFO_CHECK, 5000);
await ok(a, { t: 'room.loadout', entries: {}, ops: { [VENDLA]: { potential: 2, cultivate: 1 } } });
const priv = await a.waitFor('m.private', (p) => p.ops && p.ops[VENDLA], 3000);
assert.deepEqual(priv.ops, { [VENDLA]: { potential: 2, cultivate: 1 } });
await ok(a, { t: 'g.infoReady' });
await a.waitFor('m.public', (p) => p.phase === PHASE.BAND_DRAFT, 3000);
await err(a, { t: 'room.loadout', entries: {}, ops: {} }, ERR.WRONG_PHASE);
assert.deepEqual(cap.errors, []);
});
});