feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable

This commit is contained in:
sganggs committed 2026-10-03 06:32:26 +08:00
commit a5e78ee73b
18 files changed
+638 -60

No files matched your search

+59 -7
View File
@@ -30,6 +30,12 @@
// the one that deploys first — board.js mergeTile, [ASSUMED]); it replaces a deployed copy, so the deploy count
// never grows, and it gets its own summon stack (grantTokensFor). Otherwise to the hand, overflow temp — also
// outside PREP (a SETTLE merge's elite waits in temp for the next prep).
// * 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.
// * 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
@@ -353,6 +359,27 @@ export class PlayerState {
return null;
}
/**
* Per-piece counter of the current round (`piece.meta.round` = { r, n: { key: count } }): 0 for a key not counted yet
* this round. The counters belong to the operator: a move keeps them, a new piece (bought, granted, transformed)
* starts at 0, and an elite merged this round keeps the highest count of its copies (_mergeChess) — 拉普兰德's
* "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).
*/
pieceRoundCount(piece, key) {
const rc = piece && piece.meta && piece.meta.round;
return rc && rc.r === this.m.round && Number.isFinite(rc.n[key]) ? rc.n[key] : 0;
}
/** Add `n` to a piece's counter of the current round (pieceRoundCount); returns the new count. */
bumpPieceRoundCount(piece, key, n = 1) {
if (!piece || typeof key !== 'string' || !Number.isFinite(n)) return 0;
if (!piece.meta || typeof piece.meta !== 'object') piece.meta = {};
const v = this.pieceRoundCount(piece, key) + n;
if (!piece.meta.round || piece.meta.round.r !== this.m.round) piece.meta.round = { r: this.m.round, n: {} };
piece.meta.round.n[key] = v;
return v;
}
/** Return a piece's pool copies (and its equipped items are handled by the caller). */
returnCopies(piece) {
if (piece && piece.kind === 'chess' && piece.poolCopies > 0) {
@@ -503,6 +530,12 @@ export class PlayerState {
l.piece.items = [];
}
const elite = this.newPiece('chess', goldenId, { poolCopies: copies });
// this round's per-piece counters: the highest of the copies' (an elite made from 拉普兰德 that already saw their
// first refresh this round does not fire again this round — [ASSUMED] conservative, pieceRoundCount)
for (const l of consumed) {
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 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));
@@ -548,10 +581,17 @@ 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; 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).
* 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]
*/
transformChess(piece, newId) {
transformChess(piece, newId, { returnItems = false } = {}) {
const loc = this.find(piece.uid);
const rec = this.gd.chess(newId);
if (!loc || loc.piece.kind !== 'chess' || !rec) return null;
@@ -563,14 +603,26 @@ export class PlayerState {
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 });
np.items = items;
if (!rec.isGolden && this.completesChessMerge(newId)) {
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);
if (!np) { this.recompute(); return null; }
} 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); this.grantTokensFor(np); } else if (!this.stow(np, { allowTemp: true })) { this.returnCopies(np); np = null; }
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) {
if (this.stow(it, { allowTemp: true })) continue;
if (np && 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);
this.recompute();
if (np) this.m.dispatch(this, 'onGain', { piece: np, kind: 'chess', source: 'transform' });
return np;
+56 -5
View File
@@ -35,8 +35,11 @@
// order as the one-shot functions (runSteps), hence the same rng draws and decisions.
// 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
// 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.
// 5. equip items on the strongest deployed damage dealers (consume-on-equip items / Arts only with a handler)
// 6. resolve the temp slots, keep one hand slot free, then Ready.
// 5. equip items on the strongest deployed damage dealers (consume-on-equip items / Arts only with a handler);
// 突变细胞 (it comes back after every transformation) on the least valuable single normal operator below 6阶 —
// never an elite or one of a merge pair (cellTarget)
// 6. resolve the temp slots (a 突变细胞 left there gets a hand slot made for it — makeHandRoom — instead of being
// destroyed), keep one hand slot free, then Ready.
// Placement quality (tools/matchrun sweeps, research-faithful waves): the planner beats random layouts by ≈ 8 points
// of kill rate and rehearsal adds ≈ 5 more; see docs/META.md §1.5.
@@ -804,12 +807,15 @@ function context(m, ps) {
return { owned, focus: focusBond(m, ps, owned), roles: roles(m, ps), fly: model.flyTotal, model };
}
/** Sell the weakest bench chess that is not part of a merge pair (or anything when keepPairs is false). */
function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity } = {}) {
/**
* Sell the weakest bench chess (temp and hand; the hand only with `handOnly`) that is not part of a merge pair (or
* anything when keepPairs is false).
*/
function sellWeakestHand(m, ps, { keepPairs = true, below = Infinity, handOnly = false } = {}) {
const ctx = context(m, ps);
let worst = null;
let worstV = Infinity;
for (const p of [...ps.temp, ...ps.hand]) {
for (const p of handOnly ? ps.hand : [...ps.temp, ...ps.hand]) {
if (!p || p.kind !== 'chess') continue;
const base = m.gd.baseIdOf(p.id);
if (keepPairs && !m.gd.isGolden(p.id) && ps.countCopies(base) >= 2) continue;
@@ -1159,6 +1165,27 @@ function* placeTokensSteps(m, ps) {
}
}
/** 突变细胞 (buff char_chess_transformation_equip): after the battle its carrier becomes a random operator one tier higher. */
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')); };
/**
* Whom the bot injects with 突变细胞 (after the battle the carrier is replaced by a random NORMAL operator one tier
* higher and the cell comes back — builtinMeta char_chess_transformation_equip): its least valuable normal operator
* below 6阶 with a free equip slot — never an elite or one of a merge pair (both would be lost), nobody already carrying
* a cell. null: the cell waits in the hand.
*/
export function cellTarget(m, ps, ctx = context(m, ps)) {
const gd = m.gd;
const cands = ps.allChess().filter((p) => !gd.isGolden(p.id) && gd.tierOf(p.id) < 6 && (p.items || []).length < gd.equipPerChess
&& !(p.items || []).some((it) => isMutationCell(gd, it.id)) && ps.countCopies(gd.baseIdOf(p.id)) < 2);
let best = null, bv = Infinity;
for (const p of cands) {
const v = pieceValue(m, ps, p, ctx);
if (v < bv) { bv = v; best = p; }
}
return best;
}
function equipItems(m, ps) {
const gd = m.gd;
const ctx = context(m, ps);
@@ -1168,6 +1195,11 @@ function equipItems(m, ps) {
const item = [...ps.hand, ...ps.temp].find((p) => p && p.kind === 'item' && canUseItem(m, ps, p) && !tried.has(p.uid));
if (!item) break;
tried.add(item.uid);
if (isMutationCell(gd, item.id)) {
const target = cellTarget(m, ps, ctx);
if (target) tryDo(() => ps.equip(item.uid, target.uid));
continue;
}
const rec = gd.item(item.id);
if (rec && rec.itemType === 'MAGIC') {
const board = [...ps.board.entries()].filter(([, p]) => p.kind === 'chess');
@@ -1187,6 +1219,20 @@ function equipItems(m, ps) {
}
}
/**
* Free a hand slot for an item worth keeping (突变细胞): sell the weakest single hand chess, else destroy the cheapest
* other hand item, else sell the weakest hand chess even of a pair. false: the hand stays full (summon cards only).
*/
function makeHandRoom(m, ps) {
if (freeSlot(ps.hand) >= 0) return true;
if (sellWeakestHand(m, ps, { handOnly: true }) && freeSlot(ps.hand) >= 0) return true;
const gd = m.gd;
const junk = ps.hand.filter((p) => p && p.kind === 'item' && !isMutationCell(gd, p.id))
.sort((a, b) => ((gd.item(a.id) || {}).price || 0) - ((gd.item(b.id) || {}).price || 0) || a.uid - b.uid)[0];
if (junk && tryDo(() => ps.destroy(junk.uid)) && freeSlot(ps.hand) >= 0) return true;
return sellWeakestHand(m, ps, { handOnly: true, keepPairs: false }) && freeSlot(ps.hand) >= 0;
}
function resolveTemp(m, ps) {
for (let i = 0; i < ps.temp.length; i++) {
const p = ps.temp[i];
@@ -1200,6 +1246,11 @@ function resolveTemp(m, ps) {
if (j >= 0) tryDo(() => ps.move(p.uid, { area: 'hand', idx: j }));
}
} else if (p.kind === 'item') {
// 突变细胞 comes back after every transformation (昆图斯's strategy item): make room in the hand rather than lose it
if (isMutationCell(m.gd, p.id) && makeHandRoom(m, ps)) {
const j = freeSlot(ps.hand);
if (j >= 0 && tryDo(() => ps.move(p.uid, { area: 'hand', idx: j }))) continue;
}
tryDo(() => ps.destroy(p.uid));
}
}
+13 -6
View File
@@ -17,11 +17,13 @@
// 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 tier+1
// 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)
// 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 simplifications, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
// a personal choice overlay; 突变细胞 consumes itself.]
// [ASSUMED simplification, documented in docs/META.md: 教鞭/神秘顾客 pick the bounty for the player instead of opening
// a personal choice overlay.]
import { getData } from '../data.js';
import { itemKey } from './gamedata.js';
@@ -175,15 +177,20 @@ 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.
char_chess_transformation_equip: {
onBattleResult(ctx) {
const { piece, holder } = ctx.source;
if (!piece || !holder) return;
if (!piece || !holder || !ctx.piece(holder.uid)) return;
const tier = Math.min(6, ctx.gd.tierOf(holder.id) + 1);
const id = ctx.rollChess({ tier });
if (!id) return;
ctx.destroyPiece(piece.uid);
ctx.transform(holder.uid, id);
ctx.transform(holder.uid, ctx.gd.baseIdOf(id), { returnItems: true });
},
},
trap_copy_front_char: {
+7 -2
View File
@@ -440,6 +440,10 @@ export function makeCtx(m, ps, source, hook, ev = null) {
counter: (k) => (Number.isFinite(ps.counters[k]) ? ps.counters[k] : 0),
setCounter: (k, v) => { if (typeof k === 'string' && Number.isFinite(v)) ps.counters[k] = v; return ps.counters[k] ?? 0; },
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]; },
/** Per-piece counter of the current round (0 in a new round / for a new piece; an elite merged this round keeps the
* highest of its copies' — PlayerState.pieceRoundCount). */
pieceCounter: (uid, k) => { const l = ps.find(uid); return l ? ps.pieceRoundCount(l.piece, k) : 0; },
incPieceCounter: (uid, k, n = 1) => { const l = ps.find(uid); return l ? ps.bumpPieceRoundCount(l.piece, k, n) : 0; },
// ---- economy
addFunds: (n, reason = '') => ps.addFunds(finiteInt(n), { reason }),
@@ -498,8 +502,9 @@ 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). */
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; },
/** 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; },
/** 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). */