feedback1 integrate: the prep dispatcher walks a snapshot of equipped items (pointed out in PR #2)

Step 5 iterated holder.items live while handlers move and destroy pieces: normal 博士投影
splices itself out (the next item on that holder was skipped) and 突变细胞 transforms its
holder (the next item ran with a holder that was gone). It now walks a copy and runs an item
only while it is still equipped on its still-owned holder; the rule is in the header and
META.md. Tests use a synthetic spy handler after the 突变细胞 and after 博士投影.
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sganggs committed 2026-10-03 13:43:56 +08:00
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// Prep-effect dispatcher, step 5 (equipped items; server/match/effectsMeta.js): it walks a snapshot of the owned chess
// and of each holder's items, and an item's hook runs only while that item is still equipped on that holder and the
// holder is still owned. Handlers move and destroy pieces mid-walk — 突变细胞 (onBattleResult) transforms its holder and
// sends the equipment back to the hand, normal 博士投影 (onRoundStart) destroys itself and promotes its holder — so the
// live array either skipped the next item on that holder (a splice shifts it under the loop) or ran it with a holder
// that was no longer owned. No shipped item has a second onBattleResult / onRoundStart hook, so a synthetic spy handler
// on an ordinary item (registered in a private registry) stands in for one. DESIGN §21.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeMatch, give, giveItem, DATA } from './harness.js';
import { createRegistry } from '../../server/match/effectsMeta.js';
const QUIET = { warn() {}, error() {}, info() {} };
const A = (k) => `chess_item_${k}_e_a`;
const CELL = A('5_08');
const PROJECTION = A('5_06'); // 博士投影 (normal): promotes its holder at the next round start, then is gone
const SPY = A('1_01'); // any item: carries the synthetic spy handler
const OK = { ok: true };
/** Solo match in PREP R1, everything cleared, with a private registry holding `spy` on SPY. */
function setup(spy, seed = 3) {
const registry = createRegistry({ log: QUIET });
registry.item(SPY, spy);
const h = makeMatch({ mode: 'solo', humans: 1, seed, registry, fake: true }).start();
h.toPrep(1);
const m = h.m;
for (const ps of m.players.values()) {
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0;
ps.funds = 50; ps.layers = {}; ps.pendingFunds = 0; ps.shop.freeRefreshes = 0; ps.bandId = null;
ps.recompute();
}
const ps = h.ps('p_0');
const equip = (item, target) => m.handle('p_0', { t: 'g.equip', itemUid: item.uid, targetUid: target.uid });
return { m, ps, equip };
}
/** Visible normal chess whose 特质 are all IN_BATTLE (no prep-side side effects), sorted. */
const plain = (pred) => Object.values(DATA.chess)
.filter((c) => c.visible && !c.isGolden && (c.garrisonIds || []).every((g) => DATA.garrisons[g].eventType === 'IN_BATTLE') && pred(c))
.map((c) => c.chessId).sort();
/** What the spy saw: its holder still owned, and itself still equipped on it. */
function spyCall(ctx) {
const { piece, holder } = ctx.source;
return { holderOwned: !!ctx.piece(holder.uid), equipped: (holder.items || []).includes(piece) };
}
test('dispatcher: an item after the 突变细胞 on the same holder is not run with the transformed (gone) holder', () => {
for (const order of ['cell first', 'spy first']) {
const calls = [];
const { m, ps, equip } = setup({ onBattleResult(ctx) { calls.push(spyCall(ctx)); } });
const cid = plain((c) => c.tier === 2)[0];
const holder = give(m, ps, cid, 'hand');
const cell = giveItem(m, ps, CELL);
const spy = giveItem(m, ps, SPY);
for (const it of order === 'cell first' ? [cell, spy] : [spy, cell]) assert.deepEqual(equip(it, holder), OK);
m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true });
const chess = ps.hand.filter((p) => p && p.kind === 'chess');
assert.equal(chess.length, 1, `${order}: the holder was transformed`);
assert.equal(DATA.chess[chess[0].id].tier, 3);
assert.ok(ps.hand.some((p) => p && p.uid === spy.uid), `${order}: the spy item is back in the hand`);
if (order === 'cell first') {
assert.deepEqual(calls, [], 'its holder was gone when its turn came: not run (it was run with a stale holder)');
} else {
assert.deepEqual(calls, [{ holderOwned: true, equipped: true }], 'run once, before the cell, on its owned holder');
}
}
});
test('dispatcher: 博士投影 destroying itself at the round start does not skip the next item on its holder', () => {
for (const order of ['projection first', 'spy first']) {
const calls = [];
const { m, ps, equip } = setup({ onRoundStart(ctx) { calls.push({ ...spyCall(ctx), golden: DATA.chess[ctx.source.holder.id].isGolden }); } });
const cid = plain((c) => c.tier === 2)[0];
const holder = give(m, ps, cid, 'board', [10, 5]);
const proj = giveItem(m, ps, PROJECTION);
const spy = giveItem(m, ps, SPY);
for (const it of order === 'projection first' ? [proj, spy] : [spy, proj]) assert.deepEqual(equip(it, holder), OK);
m.dispatch(ps, 'onRoundStart', { round: 2 });
assert.ok(DATA.chess[holder.id].isGolden, `${order}: 博士投影 promoted its holder`);
assert.ok(!ps.find(proj.uid), `${order}: 博士投影 is gone`);
assert.deepEqual(holder.items.map((it) => it.uid), [spy.uid], `${order}: the spy item stays equipped`);
// the projection's splice shifted the spy item under the live loop: it was skipped
assert.deepEqual(calls, [{ holderOwned: true, equipped: true, golden: order === 'projection first' }], `${order}: run exactly once`);
}
});
test('dispatcher: an item whose holder an earlier item\'s handler destroyed is not run', () => {
const calls = [];
const registry = createRegistry({ log: QUIET });
const KILLER = A('1_02');
let victimUid = null;
registry.item(KILLER, { onRoundStart(ctx) { if (victimUid != null) ctx.destroyPiece(victimUid); } });
registry.item(SPY, { onRoundStart(ctx) { calls.push(spyCall(ctx)); } });
const h = makeMatch({ mode: 'solo', humans: 1, seed: 5, registry, fake: true }).start();
h.toPrep(1);
const m = h.m;
const ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0; ps.bandId = null; ps.recompute();
const [c1, c2] = plain((c) => c.tier === 1);
// board reading order: the killer's holder comes first
const first = give(m, ps, c1, 'board', [9, 4]);
const victim = give(m, ps, c2, 'hand');
victimUid = victim.uid;
for (const [it, holder] of [[giveItem(m, ps, KILLER), first], [giveItem(m, ps, SPY), victim]]) {
assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: holder.uid }), OK);
}
m.dispatch(ps, 'onRoundStart', { round: 2 });
assert.ok(!ps.find(victim.uid), 'the victim chess is gone');
assert.deepEqual(calls, [], 'the spy on the destroyed holder never ran');
});