feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable
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@@ -30,6 +30,12 @@
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// the one that deploys first — board.js mergeTile, [ASSUMED]); it replaces a deployed copy, so the deploy count
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// never grows, and it gets its own summon stack (grantTokensFor). Otherwise to the hand, overflow temp — also
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// outside PREP (a SETTLE merge's elite waits in temp for the next prep).
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// * Per-piece round counters (pieceRoundCount, piece.meta.round): an operator's own counts of the current round
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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 — 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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@@ -353,6 +359,27 @@ export class PlayerState {
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return null;
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}
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/**
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* Per-piece counter of the current round (`piece.meta.round` = { r, n: { key: count } }): 0 for a key not counted yet
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* this round. The counters belong to the operator: a move keeps them, a new piece (bought, granted, transformed)
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* starts at 0, and an elite merged this round keeps the highest count of its copies (_mergeChess) — 拉普兰德's
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* "本回合首次主动刷新" is the first manual refresh she witnesses (player feedback after 0.1.0, garrisons/meta.js).
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*/
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pieceRoundCount(piece, key) {
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const rc = piece && piece.meta && piece.meta.round;
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return rc && rc.r === this.m.round && Number.isFinite(rc.n[key]) ? rc.n[key] : 0;
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}
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/** Add `n` to a piece's counter of the current round (pieceRoundCount); returns the new count. */
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bumpPieceRoundCount(piece, key, n = 1) {
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if (!piece || typeof key !== 'string' || !Number.isFinite(n)) return 0;
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if (!piece.meta || typeof piece.meta !== 'object') piece.meta = {};
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const v = this.pieceRoundCount(piece, key) + n;
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if (!piece.meta.round || piece.meta.round.r !== this.m.round) piece.meta.round = { r: this.m.round, n: {} };
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piece.meta.round.n[key] = v;
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return v;
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}
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/** Return a piece's pool copies (and its equipped items are handled by the caller). */
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returnCopies(piece) {
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if (piece && piece.kind === 'chess' && piece.poolCopies > 0) {
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@@ -503,6 +530,12 @@ export class PlayerState {
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l.piece.items = [];
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}
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const elite = this.newPiece('chess', goldenId, { poolCopies: copies });
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// this round's per-piece counters: the highest of the copies' (an elite made from 拉普兰德 that already saw their
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// first refresh this round does not fire again this round — [ASSUMED] conservative, pieceRoundCount)
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for (const l of consumed) {
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const rc = l.piece.meta && l.piece.meta.round;
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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)));
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}
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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) }));
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const toTile = (t) => { elite.dir = parseDir(t.dir) || 'RIGHT'; this.board.set(t.key, elite); return 'board'; };
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const tile = mergeTile(deployed, (r, c) => this._legal(elite, r, c));
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@@ -548,10 +581,17 @@ export class PlayerState {
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/**
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* Replace a chess piece by another chess (突变细胞 and similar). The new piece keeps the tile when legal (else goes
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* to the hand/temp) and keeps the equipment; pool copies are swapped; completes a merge when possible — a deployed
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* piece's tile then counts as a consumed copy's for the elite (_mergeChess fromKey, when legal for it).
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* to the hand/temp) and keeps the equipment — or, with `returnItems`, the equipment returns to the hand like the
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* 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
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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), 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) {
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transformChess(piece, newId, { returnItems = false } = {}) {
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const loc = this.find(piece.uid);
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const rec = this.gd.chess(newId);
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if (!loc || loc.piece.kind !== 'chess' || !rec) return null;
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@@ -563,14 +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 = 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) { 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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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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+56
-5
@@ -35,8 +35,11 @@
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// order as the one-shot functions (runSteps), hence the same rng draws and decisions.
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// The summon cards of the placed operators (赫默's 医疗探机, 伺夜's 狼群 …; user playtest #6) are placed after
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// them on the best remaining tiles, 凯瑟琳's 支援装置 next to the best operator no device faces yet, facing it.
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// 5. equip items on the strongest deployed damage dealers (consume-on-equip items / Arts only with a handler)
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// 6. resolve the temp slots, keep one hand slot free, then Ready.
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// 5. equip items on the strongest deployed damage dealers (consume-on-equip items / Arts only with a handler);
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// 突变细胞 (it comes back after every transformation) on the least valuable single normal operator below 6阶 —
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// never an elite or one of a merge pair (cellTarget)
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// 6. resolve the temp slots (a 突变细胞 left there gets a hand slot made for it — makeHandRoom — instead of being
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// destroyed), keep one hand slot free, then Ready.
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// Placement quality (tools/matchrun sweeps, research-faithful waves): the planner beats random layouts by ≈ 8 points
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// of kill rate and rehearsal adds ≈ 5 more; see docs/META.md §1.5.
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@@ -804,12 +807,15 @@ function context(m, ps) {
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return { owned, focus: focusBond(m, ps, owned), roles: roles(m, ps), fly: model.flyTotal, model };
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}
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/** Sell the weakest bench chess that is not part of a merge pair (or anything when keepPairs is false). */
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function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity } = {}) {
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/**
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* Sell the weakest bench chess (temp and hand; the hand only with `handOnly`) that is not part of a merge pair (or
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* anything when keepPairs is false).
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*/
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function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity, handOnly = false } = {}) {
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const ctx = context(m, ps);
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let worst = null;
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let worstV = Infinity;
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for (const p of [...ps.temp, ...ps.hand]) {
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for (const p of handOnly ? ps.hand : [...ps.temp, ...ps.hand]) {
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if (!p || p.kind !== 'chess') continue;
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const base = m.gd.baseIdOf(p.id);
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if (keepPairs && !m.gd.isGolden(p.id) && ps.countCopies(base) >= 2) continue;
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@@ -1159,6 +1165,27 @@ function* placeTokensSteps(m, ps) {
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}
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}
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/** 突变细胞 (buff char_chess_transformation_equip): after the battle its carrier becomes a random operator one tier higher. */
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const isMutationCell = (gd, itemId) => { const rec = gd.item(itemId); return !!(rec && Array.isArray(rec.buffs) && rec.buffs.some((b) => b && b.key === 'char_chess_transformation_equip')); };
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/**
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* Whom the bot injects with 突变细胞 (after the battle the carrier is replaced by a random NORMAL operator one tier
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* higher and the cell comes back — builtinMeta char_chess_transformation_equip): its least valuable normal operator
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* below 6阶 with a free equip slot — never an elite or one of a merge pair (both would be lost), nobody already carrying
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* a cell. null: the cell waits in the hand.
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*/
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export function cellTarget(m, ps, ctx = context(m, ps)) {
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const gd = m.gd;
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const cands = ps.allChess().filter((p) => !gd.isGolden(p.id) && gd.tierOf(p.id) < 6 && (p.items || []).length < gd.equipPerChess
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&& !(p.items || []).some((it) => isMutationCell(gd, it.id)) && ps.countCopies(gd.baseIdOf(p.id)) < 2);
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let best = null, bv = Infinity;
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for (const p of cands) {
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const v = pieceValue(m, ps, p, ctx);
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if (v < bv) { bv = v; best = p; }
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}
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return best;
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}
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function equipItems(m, ps) {
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const gd = m.gd;
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const ctx = context(m, ps);
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@@ -1168,6 +1195,11 @@ function equipItems(m, ps) {
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const item = [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'item' && canUseItem(m, ps, p) && !tried.has(p.uid));
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if (!item) break;
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tried.add(item.uid);
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if (isMutationCell(gd, item.id)) {
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const target = cellTarget(m, ps, ctx);
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if (target) tryDo(() => ps.equip(item.uid, target.uid));
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continue;
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}
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const rec = gd.item(item.id);
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if (rec && rec.itemType === 'MAGIC') {
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const board = [...ps.board.entries()].filter(([, p]) => p.kind === 'chess');
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@@ -1187,6 +1219,20 @@ function equipItems(m, ps) {
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}
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}
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/**
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* Free a hand slot for an item worth keeping (突变细胞): sell the weakest single hand chess, else destroy the cheapest
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* other hand item, else sell the weakest hand chess even of a pair. false: the hand stays full (summon cards only).
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*/
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function makeHandRoom(m, ps) {
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if (freeSlot(ps.hand) >= 0) return true;
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if (sellWeakestHand(m, ps, { handOnly: true }) && freeSlot(ps.hand) >= 0) return true;
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const gd = m.gd;
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const junk = ps.hand.filter((p) => p && p.kind === 'item' && !isMutationCell(gd, p.id))
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.sort((a, b) => ((gd.item(a.id) || {}).price || 0) - ((gd.item(b.id) || {}).price || 0) || a.uid - b.uid)[0];
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if (junk && tryDo(() => ps.destroy(junk.uid)) && freeSlot(ps.hand) >= 0) return true;
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return sellWeakestHand(m, ps, { handOnly: true, keepPairs: false }) && freeSlot(ps.hand) >= 0;
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}
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function resolveTemp(m, ps) {
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for (let i = 0; i < ps.temp.length; i++) {
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const p = ps.temp[i];
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@@ -1200,6 +1246,11 @@ function resolveTemp(m, ps) {
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if (j >= 0) tryDo(() => ps.move(p.uid, { area: 'hand', idx: j }));
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}
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} else if (p.kind === 'item') {
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// 突变细胞 comes back after every transformation (昆图斯's strategy item): make room in the hand rather than lose it
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if (isMutationCell(m.gd, p.id) && makeHandRoom(m, ps)) {
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const j = freeSlot(ps.hand);
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if (j >= 0 && tryDo(() => ps.move(p.uid, { area: 'hand', idx: j }))) continue;
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}
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tryDo(() => ps.destroy(p.uid));
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}
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}
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@@ -17,11 +17,13 @@
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// use_equip_recruit_new_char_and_give_char_to_player_most_bond {refresh_cnt} 信标 destroy target, offer N same-tier
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// chess, gift the original next prep
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// sell_char_count_gain_equip_owner_bond {count} 商业包装方案 every `count` sells → same-bond chess
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// char_chess_transformation_equip 突变细胞 after battle: holder → random tier+1
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// char_chess_transformation_equip 突变细胞 after battle: holder → random NORMAL tier+1
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// (max 6); its equipment, the cell included,
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// returns to the hand (not consumed)
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// trap_copy_front_char 画卷 (Art) copy the chess on the tile / in front
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// trap_create_self_choice {choice_event} 教鞭 / 神秘顾客 (Art) add a random bounty to your next battle
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// [ASSUMED simplifications, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
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// a personal choice overlay; 突变细胞 consumes itself.]
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// [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
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// a personal choice overlay.]
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import { getData } from '../data.js';
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import { itemKey } from './gamedata.js';
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@@ -175,15 +177,20 @@ const ITEM_HANDLERS = {
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}
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},
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},
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// 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
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// (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
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// 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
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// "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
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// 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
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// 核心卡…就换人扎", bilibili cv47000418; player feedback after 0.1.0). The new operator keeps the tile when legal.
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char_chess_transformation_equip: {
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onBattleResult(ctx) {
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const { piece, holder } = ctx.source;
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if (!piece || !holder) return;
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if (!piece || !holder || !ctx.piece(holder.uid)) return;
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const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1);
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const id = ctx.rollChess({ tier });
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if (!id) return;
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ctx.destroyPiece(piece.uid);
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ctx.transform(holder.uid, id);
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ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true });
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},
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},
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trap_copy_front_char: {
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@@ -440,6 +440,10 @@ export function makeCtx(m, ps, source, hook, ev = null) {
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counter: (k) => (Number.isFinite(ps.counters[k]) ? ps.counters[k] : 0),
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setCounter: (k, v) => { if (typeof k === 'string' && Number.isFinite(v)) ps.counters[k] = v; return ps.counters[k] ?? 0; },
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incCounter: (k, n = 1) => { if (typeof k !== 'string' || !Number.isFinite(n)) return 0; ps.counters[k] = (Number.isFinite(ps.counters[k]) ? ps.counters[k] : 0) + n; return ps.counters[k]; },
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/** Per-piece counter of the current round (0 in a new round / for a new piece; an elite merged this round keeps the
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* highest of its copies' — PlayerState.pieceRoundCount). */
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pieceCounter: (uid, k) => { const l = ps.find(uid); return l ? ps.pieceRoundCount(l.piece, k) : 0; },
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incPieceCounter: (uid, k, n = 1) => { const l = ps.find(uid); return l ? ps.bumpPieceRoundCount(l.piece, k, n) : 0; },
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// ---- economy
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addFunds: (n, reason = '') => ps.addFunds(finiteInt(n), { reason }),
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@@ -498,8 +502,9 @@ export function makeCtx(m, ps, source, hook, ev = null) {
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return m.dispatcher.triggerGarrisons(ps, l.piece, eventType, { asPiece: as ? as.piece : null, triggeredBy: source.key || null });
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},
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promote: (uid) => { const l = ps.find(uid); return l ? ps.promote(l.piece) : false; },
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/** Replace a chess piece by another chess (keeps its tile when legal, keeps its equipment). */
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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; },
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/** Replace a chess piece by another chess (keeps its tile when legal, keeps its equipment — `{ returnItems: true }`:
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* the equipment returns to the hand instead, as from a destroyed operator; PlayerState.transformChess). */
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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; },
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/** Normal item piece → its golden version in place. */
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upgradeItem: (uid) => { const l = ps.find(uid); return l && l.piece.kind === 'item' ? ps.upgradeItem(l.piece) : false; },
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/** Attach an owned hand/temp item to an owned chess without equip effects (copies, restores). */
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