feedback1 WB: bounty drafts and the 机密商店 from 66 official screenshots (22 matches)

Bounty drafts: every 悬赏决策 event is a fixed card list and the draft shows
6 different cards of it, drawn with weight 1 + the official drafts of its
group the card showed in.
- R3: 9 of the 10 fixed sets seen (two new: 20_1 + 20_5, and one with 17_6);
  3 x I + 2 x II + 1 x III in 22 of 22. The unseen 10th set is built by a
  rule whose III is 10_6 or 20_6, the only two-battle cards no draft showed.
- R9: 6 groups of 9 cards, one per bossInitial event. The 鼠王 group came in
  14 of 22 matches (every grey-board match among them), so groups are picked
  by the matches they came in. Named bosses no longer always come together.
- R11: lists of 7 cards, the draft leaves out one (matches 1 / 6 / 21 / 22
  leave out four different cards of one list); 7 of 15 lists seen, the rest
  and the 4 partial lists' 7th cards built by rule. Families 14 / 4 / 4.

机密商店 (the user: "机密商店按官方改成可以重复吧"): choices.json shopDraft,
six slots drawn with replacement - VI, VI, V, 盟约之币 and twice
V / IV / III / 盟约之币, items weighted by the official cards they showed on.
A repeated item now comes in about 61 % of shops (official 3 of 4). Two
identical cards stay two cards (picks by index): E2E, overlay and a
headless-Chrome test (game-mock ?variant=shop, the official match 8 shop).
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sganggs committed 2026-10-03 07:42:20 +08:00
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{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
{"events":{"artifact_paid_1":{"id":"artifact_paid_1","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_1_s":{"id":"artifact_paid_1_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_2":{"id":"artifact_paid_2","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_2_s":{"id":"artifact_paid_2_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_3":{"id":"artifact_paid_3","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_3_s":{"id":"artifact_paid_3_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_4":{"id":"artifact_paid_4","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_4_s":{"id":"artifact_paid_4_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"artifact_paid_5":{"id":"artifact_paid_5","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#35d8b4","family":"shop","solo":false,"training":false},"artifact_paid_5_s":{"id":"artifact_paid_5_s","choiceType":"EQUIP_FREE","effectType":"EQUIP","name":"机密商店","desc":"无需消耗资金,获得装备补给。","descRaw":"无需消耗资金,获得装备补给。","color":"#f2bd3e","family":"shop","solo":true,"training":false},"bossInitial_1":{"id":"bossInitial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_1_s":{"id":"bossInitial_1_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_2":{"id":"bossInitial_2","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_2_s":{"id":"bossInitial_2_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_3":{"id":"bossInitial_3","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_3_s":{"id":"bossInitial_3_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":true,"training":false},"bossInitial_4":{"id":"bossInitial_4","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"选定悬赏目标,获取额外奖励。","descRaw":"选定悬赏目标,获取额外奖励。","color":"#35d8b4","family":"bounty","solo":false,"training":false},"bossInitial_4_s":{"id":"bossInitial_4_s","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"Line truncated
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@@ -4,7 +4,7 @@
fabricated m.public / m.private / m.field / b.snap / b.ev streams and a tiny mock server behind
net.request, so every phase can be developed and screenshot without the game server.
URL params: ?phase=PREP|INFO_CHECK|BAND_DRAFT|BATTLE_CHECK|SP_DRAFT|COMBAT|UNITE|SETTLE|FINAL_ASSAULT|HIDDEN_CORE|RESULT
&variant=reward|bounty|supply|tactic|temp|frozen|dead|defeat|solo|popup|detail|drawer|info|pen|emote|settings|collapsed|bond|drag
&variant=reward|bounty|supply|shop|tactic|temp|frozen|dead|defeat|solo|popup|detail|drawer|info|pen|emote|settings|collapsed|bond|drag
|leaker (联防: you let enemies through — the ×N counter)
|overtime|drain (boss rounds: level time over / overtime drain) |paused (solo battles)
&shot=1 (hide the switcher) &render=engine|fallback (default: the Pixi engine, DOM fallback if it fails)
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@@ -282,10 +282,12 @@ function setPhase(phase, variant) {
break;
case PHASE.SP_DRAFT: {
pub.round = 9; pub.deadline = Date.now() + 14000;
const fam = VARIANTS.has('supply') ? 'supply' : VARIANTS.has('tactic') ? 'tactic' : 'bounty';
const fam = VARIANTS.has('supply') ? 'supply' : VARIANTS.has('shop') ? 'shop' : VARIANTS.has('tactic') ? 'tactic' : 'bounty';
const ch = data.get('choices');
let cards;
if (fam === 'supply') cards = shuffle(shopItems().filter((i) => i.tier >= 3)).slice(0, 6).map((i) => ({ itemId: i.id }));
// the official 机密商店 of match 8 R11 (test/fixtures/official-bounty-drafts.json): the same item twice
else if (fam === 'shop') cards = ['变形同构体', '盟约之币', '商业包装方案', '变形同构体', '天马之盔', '双模机械臂'].map((n) => ({ itemId: shopItems().find((i) => i.name === n).id }));
else if (fam === 'tactic') cards = shuffle(ch.cards.tactic.filter((t) => t.kind !== 'terrain')).slice(0, 6).map((t) => ({ effectId: t.effectId }));
else cards = shuffle(ch.cards.bounty.filter((b) => b.draft !== false)).slice(0, 6).map((b) => ({ effectId: b.effectId }));
if (solo) { cards = cards.slice(0, 3); pub.deadline = 0; }
@@ -698,7 +700,7 @@ const SWITCH = [
['BATTLE_CHECK', PHASE.BATTLE_CHECK, ''], ['PREP', PHASE.PREP, ''], ['PREP + reward', PHASE.PREP, 'reward'],
['PREP + temp', PHASE.PREP, 'temp'], ['PREP frozen', PHASE.PREP, 'frozen'], ['PREP dead', PHASE.PREP, 'dead'],
['PREP boss (L)', PHASE.PREP, 'boss'], ['PREP boss (R)', PHASE.PREP, 'bossR'],
['SP bounty', PHASE.SP_DRAFT, 'bounty'], ['SP supply', PHASE.SP_DRAFT, 'supply'], ['SP tactic', PHASE.SP_DRAFT, 'tactic'], ['SP solo', PHASE.SP_DRAFT, 'solo'],
['SP bounty', PHASE.SP_DRAFT, 'bounty'], ['SP supply', PHASE.SP_DRAFT, 'supply'], ['SP shop', PHASE.SP_DRAFT, 'shop'], ['SP tactic', PHASE.SP_DRAFT, 'tactic'], ['SP solo', PHASE.SP_DRAFT, 'solo'],
['COMBAT', PHASE.COMBAT, ''], ['COMBAT done', PHASE.COMBAT, 'done'], ['UNITE', PHASE.UNITE, ''], ['UNITE leaker', PHASE.UNITE, 'leaker'], ['SETTLE', PHASE.SETTLE, ''],
['FINAL_ASSAULT', PHASE.FINAL_ASSAULT, ''], ['FA overtime soon', PHASE.FINAL_ASSAULT, 'overtime'], ['FA draining', PHASE.FINAL_ASSAULT, 'drain'],
['HIDDEN_CORE', PHASE.HIDDEN_CORE, ''], ['COMBAT solo (pause)', PHASE.COMBAT, 'solo'], ['FA solo paused', PHASE.FINAL_ASSAULT, 'solo,paused'],
+134 -64
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@@ -5,15 +5,17 @@
// count is `cards` (co-op 6, solo 3):
// bounty 悬赏决策 six distinct cards.bounty entries (solo: 3 of them) built like the official draft of the round
// (`bountyDraftCards`; player feedback after 0.1.0, report #2 — late bounty enemies in the early
// drafts; 33 official screenshots, tools/build-data.mjs BOUNTY_INITIAL_SETS): schedule `bountyDraft`
// names the kind and choices.json `bountyDrafts[kind]` its structure —
// initial (R3, 险境 R6 [ASSUMED]): one of the 10 official sets of "接下来两场作战" cards — a seen
// set, or for an unseen slot one card from each of 6 of the series 10–15 / 20 with the
// tiers I I I II II III;
// boss (R9): a seen group of named bosses + the group's cheap boss bounties / 源石虫·特训 to 6;
// hunter (R11): one of the 15 official events — a seen group (a 特异III giant + its tier-II
// "下场战斗" cards, always together) or for an unseen slot a group of that shape
// [ASSUMED] — filled to 6 with tier-I cards, at most one card per faction series;
// drafts; 66 official screenshots of 22 matches, tools/build-data.mjs BOUNTY_INITIAL_SETS): schedule
// `bountyDraft` names the kind and choices.json `bountyDrafts[kind]` its card lists — the event is a
// fixed list and the draft shows 6 different cards of it, each drawn with its weight (1 + the
// official drafts of the group it showed in):
// initial (R3, 险境 R6 [ASSUMED]): one of the 10 official sets of six "接下来两场作战" cards (all
// six) — 9 seen, the 10th built by `rule` (I I I II II III) [ASSUMED];
// boss (R9): one of the 6 groups of 9 boss bounties / 源石虫·特训, picked by the matches it came in
// [ASSUMED];
// hunter (R11): one of the 15 events, a list of 7 "下场战斗" cards — 7 seen (their `open` cards and
// the 8 unseen lists built by `rule`: one 特异III giant + tier I / II cards, one per faction
// series) [ASSUMED];
// only `draft` cards of that `draftPool` (never 战术特训 — 法术教鞭 only —, the 鸭爵 set, the 7
// multi-round cards or the pre-series cards: no official draft shows them); positions shuffled; the
// mode's inactive enemy list does not apply (PRTS 卫戍协议:盟约 11/18 note "以上调整仅针对战术特训敌人,
@@ -22,8 +24,13 @@
// MULTI_ROUND_BOUNTY_BATTLES battles and says so (`bountyBattles` / `bountyText`: the user's call
// after playtest #6 — "我不记得有过多轮悬赏")
// supply 道具补给 random normal EQUIP shop items with tier in supplyTiers [lo, hi] (duplicates allowed)
// shop 机密商店 random normal EQUIP shop items of any tier I–VI (duplicates allowed); FREE — the official card
// text is "无需消耗资金,获得装备补给" (research 01 A4/04 addendum), so the price is 0
// shop 机密商店 choices.json `shopDraft` (the 4 official 机密商店 at R11; the user: "机密商店按官方改成可以重复吧"):
// six slots, each drawn on its own — with replacement, so the same item can be offered twice
// (official: 盟约之币 ×2, 变形同构体 ×2): VI, VI, V, 盟约之币 and twice V / IV / III / 盟约之币, an
// item within its tier by `itemWeights` (solo: 3 of the 6 slots [ASSUMED]); without `shopDraft`
// random normal EQUIP shop items of any tier. FREE — the official card text is "无需消耗资金,获得装备
// 补给" (research 01 A4/04 addendum), so the price is 0. Two identical cards are two cards: picks,
// `taken` and the client go by the card's `idx`
// tactic 战术决策 distinct cards.tactic entries; terrain cards only for the match stage; a 驰援 card
// (single_special_choice_gain_bond_chess) or a 盟誓 card (global_special_choice_bond_addlayer)
// only while at least one of its bonds is live in this match (opts.bondAvailable = Match.bondLive:
@@ -185,76 +192,107 @@ export function bountyCard(gd, c) {
};
}
/** Up to `k` cards of `list` not in `taken`, at most one per series of `onePer` (a Set), in a shuffled order. */
function drawDistinct(rng, list, k, taken, onePer = null) {
/** Up to `k` cards of `list` not in `taken`, in a shuffled order. */
function drawDistinct(rng, list, k, taken) {
const out = [];
const used = new Set([...taken].map((c) => c.series));
for (const c of rng.shuffle(list.slice())) {
if (out.length >= k) break;
if (taken.has(c)) continue;
if (onePer && onePer.has(c.series) && used.has(c.series)) continue;
out.push(c);
taken.add(c);
used.add(c.series);
}
return out;
}
/** `k` different entries of `list` drawn one by one with weights `weights` (missing / bad weights count 1). */
function drawWeighted(rng, list, weights, k) {
const pool = list.map((c, i) => [c, Math.max(0, Number(weights && weights[i]) || 1)]);
const out = [];
while (out.length < k && pool.length) {
const c = weightedPick(rng, pool);
out.push(c);
pool.splice(pool.findIndex(([x]) => x === c), 1);
}
return out;
}
/**
* The cards of a 悬赏决策 of kind `kind` after its official structure (choices.json `bountyDrafts[kind]`, see the module
* The cards of an unseen R3 set (`spec.rule`, [ASSUMED]): one card per tier of `tiers` from the two-battle cards of
* `series`, at most `perSeries` of one series; a tier the `prefer` cards have is filled first, by one of them.
*/
function initialRuleSet(rng, rule, all) {
const out = [];
const perSeries = Number.isInteger(rule.perSeries) ? rule.perSeries : 1;
const ofSeries = (s) => out.filter((c) => c.series === s).length;
const prefer = new Set(Array.isArray(rule.prefer) ? rule.prefer : []);
const series = new Set(Array.isArray(rule.series) ? rule.series : []);
// the tiers a preferred card has go first, so that it still fits its series
const prefTiers = new Set(all.filter((c) => prefer.has(c.effectId)).map((c) => c.tier));
const tiers = rng.shuffle((Array.isArray(rule.tiers) ? rule.tiers : []).slice());
for (const tier of [...tiers.filter((t) => prefTiers.has(t)), ...tiers.filter((t) => !prefTiers.has(t))]) {
const ok = (c) => !out.includes(c) && c.tier === tier && series.has(c.series) && ofSeries(c.series) < perSeries;
const pref = all.filter((c) => prefer.has(c.effectId) && ok(c));
const c = rng.pick(pref.length ? pref : all.filter(ok));
if (c) out.push(c);
}
return out;
}
/**
* Fill an R11 list up to `rule.size` (an unseen event: from nothing; a seen group: its `open` cards) [ASSUMED]: a list
* without a 特异III giant gets one, the rest are tier I / II cards, at most one per `onePerSeries` series and
* `maxSeries16` of series 16.
*/
function hunterFill(rng, rule, list, byId) {
const out = list.slice();
const size = Number.isInteger(rule.size) ? rule.size : 7;
const giants = (Array.isArray(rule.giants) ? rule.giants : []).map((id) => byId.get(id)).filter(Boolean);
const onePer = new Set(Array.isArray(rule.onePerSeries) ? rule.onePerSeries : []);
const max16 = Number.isInteger(rule.maxSeries16) ? rule.maxSeries16 : 2;
if (out.length < size && !out.some((c) => giants.includes(c))) { const g = rng.pick(giants.filter((c) => !out.includes(c))); if (g) out.push(g); }
const fits = (c) => !out.includes(c) && (onePer.has(c.series) ? !out.some((x) => x.series === c.series) : c.series !== 16 || out.filter((x) => x.series === 16 && !giants.includes(x)).length < max16);
for (const c of rng.shuffle((Array.isArray(rule.cards) ? rule.cards : []).map((id) => byId.get(id)).filter(Boolean))) {
if (out.length >= size) break;
if (fits(c)) out.push(c);
}
return out;
}
/**
* The cards of a 悬赏决策 of kind `kind` after its official card lists (choices.json `bountyDrafts[kind]`, see the module
* header), over the eligible cards `byId` (effectId → cards.bounty entry). Ids the eligible list lacks are skipped.
* pick 'slot': one of `slots` events, uniform — a seen group, or for an unseen event a list built by `rule`;
* pick 'seen': a group by the number of official matches it came in.
* The draft is `count` different cards of the list drawn by the group's `weights` (a rule-built card weighs 1).
*/
function structuredBounty(rng, kind, spec, byId) {
const get = (ids) => (Array.isArray(ids) ? ids : []).map((id) => byId.get(id)).filter(Boolean);
const taken = new Set();
const count = Number.isInteger(spec.count) ? spec.count : 6;
if (kind === 'initial') {
const sets = Array.isArray(spec.sets) ? spec.sets : [];
const slot = rng.int(Math.max(sets.length, Number.isInteger(spec.slots) ? spec.slots : 0));
if (slot < sets.length) return get(sets[slot].cards).slice(0, count);
// an unseen official set: one card from each of `count` series, with the seen sets' tier mix
const mx = spec.mixed || {};
const series = rng.shuffle((mx.series || []).slice()).slice(0, mx.count || count);
const tiers = rng.shuffle((mx.tiers || []).slice());
const all = [...byId.values()];
const out = [];
series.forEach((s, i) => {
const ofSeries = all.filter((c) => c.series === s);
const want = ofSeries.filter((c) => c.tier === tiers[i]);
const c = rng.pick(want.length ? want : ofSeries);
if (c) out.push(c);
});
return out;
}
if (kind === 'boss') {
const t = rng.pick(Array.isArray(spec.templates) ? spec.templates : []);
if (!t) return [];
const featured = get(t.featured);
featured.forEach((c) => taken.add(c));
return [...featured, ...drawDistinct(rng, get(t.fill), count - featured.length, taken)].slice(0, count);
}
if (kind === 'hunter') {
// one of the official events: a seen group, or for an unseen slot a group of the same shape; then tier-I fill to 6
const onePer = new Set(Array.isArray(spec.onePerSeries) ? spec.onePerSeries : []);
const templates = Array.isArray(spec.templates) ? spec.templates : [];
const slots = Math.max(templates.length, Number.isInteger(spec.slots) ? spec.slots : 0);
const groups = Array.isArray(spec.groups) ? spec.groups : [];
let group = null;
if (spec.pick === 'seen') {
group = weightedPick(rng, groups.map((g) => [g, (Array.isArray(g.seen) ? g.seen.filter((x) => Number.isInteger(x)).length : 0) || 1]));
} else {
const slots = Math.max(groups.length, Number.isInteger(spec.slots) ? spec.slots : 0);
const slot = slots > 0 ? rng.int(slots) : 0;
let group;
let fill;
if (slot < templates.length) {
group = get(templates[slot].featured);
group.forEach((c) => taken.add(c));
fill = get(templates[slot].fill);
} else {
const r = spec.rule || {};
const sizes = Array.isArray(r.groupSizes) && r.groupSizes.length ? r.groupSizes : [1];
const giant = drawDistinct(rng, get(r.giants), 1, taken);
group = [...giant, ...drawDistinct(rng, get(r.groupCards), rng.pick(sizes), taken, onePer)];
fill = get(r.fill);
}
return [...group, ...drawDistinct(rng, fill, count - group.length, taken, onePer)];
group = slot < groups.length ? groups[slot] : null;
}
return [];
const rule = spec.rule || {};
let list;
let weights;
if (group) {
const ids = Array.isArray(group.cards) ? group.cards : [];
list = [];
weights = [];
ids.forEach((id, i) => { const c = byId.get(id); if (c) { list.push(c); weights.push(Array.isArray(group.weights) ? group.weights[i] : 1); } });
if (kind === 'hunter' && Number(group.open) > 0) list = hunterFill(rng, { ...rule, size: list.length + Number(group.open) }, list, byId);
} else if (kind === 'initial') {
list = initialRuleSet(rng, rule, [...byId.values()]);
} else if (kind === 'hunter') {
list = hunterFill(rng, rule, [], byId);
} else {
list = [];
}
return drawWeighted(rng, list, weights, count);
}
/**
@@ -274,9 +312,41 @@ function bountyDraftCards(gd, rng, n, sch, round) {
return rng.shuffle(out).slice(0, n).map((c) => bountyCard(gd, c));
}
/**
* The 机密商店 cards (choices.json `shopDraft`, module header): every slot drawn on its own — a tier (or `coin`, the
* 盟约之币) by the slot's weights, then an item of that tier by `itemWeights` (1 when unlisted; an empty tier falls back to
* the nearest lower one, then any) — so one item can fill two slots. Positions shuffled; `n` < the slots (solo) keeps
* `n` of them. Null without a usable `shopDraft`.
*/
export function shopDraftCards(gd, rng, n) {
const spec = gd.choices.shopDraft;
const slots = spec && Array.isArray(spec.slots) ? spec.slots.filter((x) => x && typeof x === 'object') : [];
if (!slots.length) return null;
const w = spec.itemWeights && typeof spec.itemWeights === 'object' ? spec.itemWeights : {};
const coin = typeof spec.coin === 'string' && gd.item(spec.coin) ? spec.coin : null;
const ofTier = (t) => {
for (let k = t; k >= 1; k--) if ((gd.shopItemsByTier[k] || []).length) return gd.shopItemsByTier[k];
return eligibleItems(gd, 1, 6);
};
const out = [];
for (const slot of slots) {
const kinds = Object.entries(slot).filter(([k]) => k === 'coin' ? !!coin : Number.isInteger(Number(k)));
const kind = weightedPick(rng, kinds);
if (kind == null) continue;
const list = kind === 'coin' ? [coin] : ofTier(Number(kind));
const id = weightedPick(rng, list.map((x) => [x, Object.hasOwn(w, x) ? w[x] : 1]));
if (id) out.push(itemCard(gd, id));
}
return rng.shuffle(out).slice(0, Math.max(0, n));
}
function buildCards(gd, rng, family, n, sch, { stageId = null, bondAvailable = null, round = 1 } = {}) {
const cardsData = gd.choices.cards || {};
if (family === 'bounty') return bountyDraftCards(gd, rng, n, sch, round);
if (family === 'shop') {
const cards = shopDraftCards(gd, rng, n);
if (cards) return cards;
}
if (family === 'supply' || family === 'shop') {
let lo = 1;
let hi = 6;
+43 -3
View File
@@ -350,7 +350,7 @@ test('道具补给 E2E (co-op): 6 free normal items within the round window; the
m.dispose();
});
test('机密商店 E2E (solo HARD R11): 3 free normal items of any tier I–VI; a second copy merges into the 进阶 item', () => {
test('机密商店 E2E (solo HARD R11): 3 free normal items of the official composition; a second copy merges into the 进阶 item', () => {
const data = dataWith('mode_single_hard', 11, 'shop');
const h = makeMatch({ mode: 'solo', difficulty: 'HARD', humans: 1, seed: 42, data, registry: REG, fake: true });
const m = h.m;
@@ -372,22 +372,62 @@ test('机密商店 E2E (solo HARD R11): 3 free normal items of any tier I–VI;
m.dispose();
});
test('机密商店 draws every tier I–VI with duplicates allowed (generation, 30 drafts)', () => {
test('机密商店 draws the official composition with duplicates allowed (generation, 30 drafts; the evidence is test/match/feedback1-secret-shop.test.js)', () => {
const h = makeMatch({ mode: 'coop', difficulty: 'HARD', humans: 1, seed: 5, data: dataWith('mode_multi_hard', 11, 'shop'), registry: REG, fake: true });
const coin = DATA.choices.shopDraft.coin;
const tiers = new Set();
let dupes = 0;
for (let i = 0; i < 30; i++) {
const d = generateDraft(h.m.gd, h.m.rngDraft, 11, { stageId: h.m.stageId });
assert.equal(d.family, 'shop');
assert.equal(d.cards.length, 6);
assert.equal(d.cards.filter((c) => DATA.items[c.id].tier === 6).length, 2, 'two tier-VI items');
assert.ok(d.cards.some((c) => c.id === coin), 'a 盟约之币');
for (const c of d.cards) tiers.add(DATA.items[c.id].tier);
if (new Set(d.cards.map((c) => c.id)).size < d.cards.length) dupes++;
}
h.m.dispose();
assert.deepEqual([...tiers].sort(), [1, 2, 3, 4, 5, 6]);
assert.deepEqual([...tiers].sort(), [1, 3, 4, 5, 6], 'tiers III–VI and the tier-I 盟约之币');
assert.ok(dupes > 0, 'duplicates allowed');
});
test('机密商店 E2E (co-op): two identical cards are two cards — both can be taken, by index, and each picker gets the item', () => {
// six 变形同构体: every slot draws the one item `coin` names
const one = Object.values(DATA.items).find((i) => i.name === '变形同构体' && !i.isGolden).id;
const data = dataWith('mode_multi_hard', 3, 'shop');
data.choices = { ...data.choices, shopDraft: { ...data.choices.shopDraft, slots: Array.from({ length: 6 }, () => ({ coin: 1 })), coin: one } };
const h = makeMatch({ mode: 'coop', difficulty: 'HARD', humans: 2, bots: 2, seed: 43, data, registry: REG, fake: true });
const m = h.m;
h.start();
const sp = toDraft(h, 3);
assert.equal(sp.family, 'shop');
const pub = m.publicView().sp;
assert.deepEqual(pub.cards.map((c) => c.id), Array(6).fill(one), 'six identical offers');
assert.deepEqual(pub.cards.map((c) => c.idx), [0, 1, 2, 3, 4, 5], 'each its own index');
const funds = { p_0: h.ps('p_0').funds, p_1: h.ps('p_1').funds };
const picked = {};
for (let guard = 0; guard < 1000 && m.phase === 'SP_DRAFT'; guard++) {
const pid = m.spTurn();
if (pid !== 'p_0' && pid !== 'p_1') { h.sched.runNext(); continue; }
// a taken card is refused even though an identical one is still free
const taken = Object.keys(m.sp.taken).map(Number);
if (taken.length) assert.deepEqual(m.handle(pid, { t: 'g.choice', idx: taken[0] }), { error: 'SOLD_OUT' }, 'a taken index stays taken');
const idx = m.sp.cards.find((c) => m.sp.taken[c.idx] == null).idx;
assert.deepEqual(m.handle(pid, { t: 'g.choice', idx }), { ok: true });
picked[pid] = idx;
}
assert.equal(m.phase, 'PREP');
assert.notEqual(picked.p_0, picked.p_1, 'two different cards of the same item');
assert.equal(Object.keys(sp.taken).length, 4, 'every player took one of the identical cards');
for (const pid of ['p_0', 'p_1']) {
const ps = h.ps(pid);
assert.ok([...ps.hand, ...ps.temp].some((p) => p && (p.id === one || p.id === DATA.items[one].goldenId)), `${pid} holds the item`);
assert.equal(ps.funds, funds[pid], 'free');
}
matchInvariants(m);
m.dispose();
});
// =====================================================================================================================
// 战术决策 — prep-side cards
+57 -1
View File
@@ -1,7 +1,8 @@
{
"_doc": "Official 机变 drafts at the start of rounds 3, 9 and 11, read from screenshots of 11 official co-op matches collected by the user (2026-10-03; player names left out). The cards are in screen order (left to right, top to bottom). A bounty card is [title, enemy as printed, coins, battles] (battles 2 = 接下来两场作战, 1 = 下场作战 / 下场战斗; 源石虫·特训 pays 0); a 机密商店 card is [item, tier]; a 战术决策 card is [name]. Names are converted to Simplified Chinese. Matches 1 and 2 come from the Traditional-Chinese client, 3-11 from Simplified-Chinese video captures. Every match is a 4-player co-op match of 绝境 or 终极 (the modes whose SP rounds are 3, 9 and 11; the HUD does not say which). Used by test/match/feedback1-bounty.test.js.",
"_doc": "Official 机变 drafts at the start of rounds 3, 9 and 11, read from screenshots of 22 official co-op matches collected by the user (33 on 2026-10-03, 33 more the same day; player names left out). The cards are in screen order (left to right, top to bottom). A bounty card is [title, enemy as printed, coins, battles] (battles 2 = 接下来两场作战, 1 = 下场作战 / 下场战斗; 源石虫·特训 pays 0); a 机密商店 card is [item, tier]; a 战术决策 card is [name]. Names are converted to Simplified Chinese. Matches 1 and 2 come from the Traditional-Chinese client, 3-22 from Simplified-Chinese video captures of one uploader; the user dates the videos to the end of March 2026, all of one season (卫戍协议:盟约 下半, act2autochess). Every match is a 4-player co-op match of 绝境 or 终极 (the modes whose SP rounds are 3, 9 and 11; the HUD does not say which). A card another player has taken stays in its slot, greyed with the taker's avatar (match 17 R3: 迷茫的修理小助手; match 21 R9: 大鲍勃 and 杰斯顿·威廉姆斯): one shared draft, one pick each in turn. `boards` = the colour of the battlefield behind the overlay (the same in all three rounds of a match). Used by test/match/feedback1-bounty.test.js.",
"season": "act2autochess",
"aliases": { "深池重甲卫队队长": "深池重甲卫士队长" },
"boards": { "_doc": "grey = dark grey metal tiles with blue / red frames; tan = sandy / beige tiles (possibly more than one map)", "grey": [8, 9, 11, 13, 16, 18, 19], "tan": [1, 2, 3, 4, 5, 6, 7, 10, 12, 14, 15, 17, 20, 21, 22] },
"matches": {
"1": {
"3": { "family": "bounty", "cards": [["悬赏·损伤I", "临时收音师", 1, 2], ["悬赏·损伤III", "主角阵营角色", 3, 2], ["悬赏·特异I", "迷茫的修理小助手", 1, 2], ["悬赏·特异II", "寻仇者", 2, 2], ["悬赏·特异II", "圣堂剑士", 2, 2], ["悬赏·特异I", "高能源石虫", 1, 2]] },
@@ -57,6 +58,61 @@
"3": { "family": "bounty", "cards": [["悬赏·持续I", "萨卡兹枯朽战士组长", 1, 2], ["悬赏·损伤I", "底海滑动者", 1, 2], ["悬赏·频次III", "清明", 3, 2], ["悬赏·折射II", "深池暗影术师", 2, 2], ["悬赏·飞行I", "妖怪", 1, 2], ["悬赏·隐匿II", "隐形术师", 2, 2]] },
"9": { "family": "bounty", "cards": [["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["源石虫·特训", "源石虫", 0, 1], ["W·悬赏", "W", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["陷落雪祀·悬赏", "陷落雪祀", 3, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·特异II", "拥霜羽兽", 2, 1], ["悬赏·隐匿I", "重弩突袭者", 1, 1], ["悬赏·损伤I", "心虚设计师", 1, 1], ["悬赏·特异III", "乌顶巨角卢鲁", 3, 1], ["悬赏·频次I", "沏虹", 1, 1], ["悬赏·持续I", "假想敌:蚀裂", 1, 1]] }
},
"12": {
"3": { "family": "bounty", "cards": [["悬赏·损伤II", "控潮术师", 2, 2], ["悬赏·频次I", "磨砻", 1, 2], ["悬赏·损伤II", "无胄盟清扫小队", 2, 2], ["悬赏·持续I", "萨卡兹枯朽战士", 1, 2], ["悬赏·飞行I", "妖怪", 1, 2], ["悬赏·折射III", "深池伙友卫队", 3, 2]] },
"9": { "family": "bounty", "cards": [["碎骨·悬赏", "碎骨", 1, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["W·悬赏", "W", 1, 1], ["源石虫·特训", "源石虫", 0, 1], ["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·折射II", "愤怒的守墓石像", 2, 1], ["悬赏·特异III", "萨卡兹骸骨拷打者", 3, 1], ["悬赏·飞行I", "法术大师A2", 1, 1], ["悬赏·损伤I", "心虚设计师", 1, 1], ["悬赏·损伤II", "灼藤", 2, 1], ["悬赏·频次I", "沏虹", 1, 1]] }
},
"13": {
"3": { "family": "bounty", "cards": [["悬赏·损伤I", "底海滑动者", 1, 2], ["悬赏·频次I", "磨砻", 1, 2], ["悬赏·持续II", "逐腐兽", 2, 2], ["悬赏·折射II", "深池暗影术师", 2, 2], ["悬赏·特异III", "自制投石机", 3, 2], ["悬赏·隐匿I", "隐形弩手", 1, 2]] },
"9": { "family": "bounty", "cards": [["陷落雪祀·悬赏", "陷落雪祀", 3, 1], ["源石虫·特训", "源石虫", 0, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["W·悬赏", "W", 1, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·频次I", "沏虹", 1, 1], ["悬赏·折射II", "深池重甲卫队队长", 2, 1], ["悬赏·特异III", "狂暴宿主组长", 3, 1], ["悬赏·特异II", "拥霜羽兽", 2, 1], ["悬赏·持续II", "尖端萨卡兹枯朽战车", 2, 1], ["悬赏·隐匿I", "重弩突袭者", 1, 1]] }
},
"14": {
"3": { "family": "bounty", "cards": [["悬赏·特异I", "新手祭司学徒", 1, 2], ["悬赏·特异I", "冒失的小弟", 1, 2], ["悬赏·特异II", "骇笑看客", 2, 2], ["悬赏·特异I", "雪孩子", 1, 2], ["悬赏·特异II", "水遁忍者", 2, 2], ["悬赏·特异III", "自制投石机", 3, 2]] },
"9": { "family": "bounty", "cards": [["大鲍勃·悬赏", "大鲍勃", 2, 1], ["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1], ["源石虫·特训", "源石虫", 0, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["“自在”·悬赏", "“自在”", 4, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·飞行I", "法术大师A2", 1, 1], ["悬赏·特异II", "异质裂兽·α", 2, 1], ["悬赏·特异III", "伊利昂的木驮兽", 3, 1], ["悬赏·隐匿II", "家族暗影灭迹人", 2, 1], ["悬赏·特异I", "转译基底·α", 1, 1], ["悬赏·持续I", "假想敌:蚀裂", 1, 1]] }
},
"15": {
"3": { "family": "bounty", "cards": [["悬赏·特异II", "咸鳞汁推荐者", 2, 2], ["悬赏·折射I", "深池侦察犬pro", 1, 2], ["悬赏·损伤III", "反派阵营角色", 3, 2], ["悬赏·飞行II", "吉兆飞鳞", 2, 2], ["悬赏·特异I", "节日气球", 1, 2], ["悬赏·特异I", "简饲源石虫", 1, 2]] },
"9": { "family": "bounty", "cards": [["W·悬赏", "W", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["源石虫·特训", "源石虫", 0, 1], ["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·持续I", "假想敌:蚀裂", 1, 1], ["悬赏·隐匿I", "重弩突袭者", 1, 1], ["悬赏·频次I", "沏虹", 1, 1], ["悬赏·特异I", "转译基底·α", 1, 1], ["悬赏·飞行II", "枯朽萃聚使徒", 2, 1], ["悬赏·损伤II", "灼藤", 2, 1]] }
},
"16": {
"3": { "family": "bounty", "cards": [["悬赏·持续III", "萨卡兹枯朽战车", 3, 2], ["悬赏·特异I", "潜伏者", 1, 2], ["悬赏·频次I", "磨砻", 1, 2], ["悬赏·折射I", "深池方阵战士", 1, 2], ["悬赏·飞行II", "暴鸰", 2, 2], ["悬赏·损伤II", "控潮术师", 2, 2]] },
"9": { "family": "bounty", "cards": [["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1], ["陷落雪祀·悬赏", "陷落雪祀", 3, 1], ["源石虫·特训", "源石虫", 0, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["W·悬赏", "W", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·损伤I", "心虚设计师", 1, 1], ["悬赏·损伤II", "灼藤", 2, 1], ["悬赏·隐匿II", "家族暗影灭迹人", 2, 1], ["悬赏·折射II", "愤怒的守墓石像", 2, 1], ["悬赏·飞行I", "法术大师A2", 1, 1], ["悬赏·特异III", "萨卡兹骸骨拷打者", 3, 1]] }
},
"17": {
"3": { "family": "bounty", "cards": [["悬赏·特异II", "圣堂剑士", 2, 2], ["悬赏·特异I", "迷茫的修理小助手", 1, 2], ["悬赏·特异II", "寻仇者", 2, 2], ["悬赏·损伤I", "临时收音师", 1, 2], ["悬赏·损伤III", "主角阵营角色", 3, 2], ["悬赏·特异I", "高能源石虫", 1, 2]] },
"9": { "family": "bounty", "cards": [["碎骨·悬赏", "碎骨", 1, 1], ["“自在”·悬赏", "“自在”", 4, 1], ["陷落雪祀·悬赏", "陷落雪祀", 3, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["源石虫·特训", "源石虫", 0, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·飞行II", "枯朽萃聚使徒", 2, 1], ["悬赏·特异III", "泥岩巨像", 3, 1], ["悬赏·持续I", "假想敌:蚀裂", 1, 1], ["悬赏·隐匿I", "重弩突袭者", 1, 1], ["悬赏·频次II", "新硎", 2, 1], ["悬赏·折射II", "深池重甲卫队队长", 2, 1]] }
},
"18": {
"3": { "family": "bounty", "cards": [["悬赏·损伤III", "术师快艇", 3, 2], ["悬赏·隐匿I", "隐形弩手", 1, 2], ["悬赏·频次I", "俗心", 1, 2], ["悬赏·飞行I", "妖怪", 1, 2], ["悬赏·折射II", "深池暗影术师", 2, 2], ["悬赏·频次II", "烹泉", 2, 2]] },
"9": { "family": "bounty", "cards": [["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1], ["“自在”·悬赏", "“自在”", 4, 1], ["源石虫·特训", "源石虫", 0, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1], ["“鼠王”·悬赏", "“鼠王”", 2, 1], ["弑君者·悬赏", "弑君者", 1, 1]] },
"11": { "family": "tactic", "cards": [["整备"], ["玛恩纳的盟誓"], ["斯卡蒂的盟誓"], ["萨尔贡驰援"], ["财富"], ["升华"]] }
},
"19": {
"3": { "family": "bounty", "cards": [["悬赏·隐匿I", "隐形弩手", 1, 2], ["悬赏·持续II", "逐腐兽", 2, 2], ["悬赏·频次I", "磨砻", 1, 2], ["悬赏·损伤I", "底海滑动者", 1, 2], ["悬赏·特异III", "自制投石机", 3, 2], ["悬赏·折射II", "深池暗影术师", 2, 2]] },
"9": { "family": "bounty", "cards": [["“自在”·悬赏", "“自在”", 4, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1], ["陷落雪祀·悬赏", "陷落雪祀", 3, 1], ["W·悬赏", "W", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·特异III", "伊利昂的木驮兽", 3, 1], ["悬赏·隐匿II", "家族暗影灭迹人", 2, 1], ["悬赏·特异I", "转译基底·α", 1, 1], ["悬赏·持续I", "假想敌:蚀裂", 1, 1], ["悬赏·飞行I", "法术大师A2", 1, 1], ["悬赏·特异II", "异质裂兽·α", 2, 1]] }
},
"20": {
"3": { "family": "bounty", "cards": [["悬赏·隐匿II", "隐形术师", 2, 2], ["悬赏·损伤I", "底海滑动者", 1, 2], ["悬赏·频次III", "清明", 3, 2], ["悬赏·持续I", "萨卡兹枯朽战士组长", 1, 2], ["悬赏·飞行I", "妖怪", 1, 2], ["悬赏·折射II", "深池暗影术师", 2, 2]] },
"9": { "family": "bounty", "cards": [["“庞贝”·悬赏", "“庞贝”", 2, 1], ["“复仇者”·悬赏", "“复仇者”", 6, 1], ["源石虫·特训", "源石虫", 0, 1], ["萨卡兹百夫长·悬赏", "萨卡兹百夫长", 2, 1], ["澪·悬赏", "澪", 3, 1], ["W·悬赏", "W", 1, 1]] },
"11": { "family": "tactic", "cards": [["阿戈尔驰援"], ["补给"], ["列装"], ["叙拉古驰援"], ["银灰的盟誓"], ["莫斯提马的盟誓"]] }
},
"21": {
"3": { "family": "bounty", "cards": [["悬赏·持续II", "逐腐兽", 2, 2], ["悬赏·特异III", "自制投石机", 3, 2], ["悬赏·折射II", "深池暗影术师", 2, 2], ["悬赏·隐匿I", "隐形弩手", 1, 2], ["悬赏·频次I", "磨砻", 1, 2], ["悬赏·损伤I", "底海滑动者", 1, 2]] },
"9": { "family": "bounty", "cards": [["弑君者·悬赏", "弑君者", 1, 1], ["碎骨·悬赏", "碎骨", 1, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1], ["“鼠王”·悬赏", "“鼠王”", 2, 1], ["杰斯顿·威廉姆斯·悬赏", "杰斯顿·威廉姆斯", 4, 1], ["W·悬赏", "W", 1, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·特异III", "温顺的武装大驮兽", 3, 1], ["悬赏·折射II", "深池重甲卫队队长", 2, 1], ["悬赏·持续II", "尖端萨卡兹枯朽战车", 2, 1], ["悬赏·特异II", "异质裂兽·α", 2, 1], ["悬赏·频次I", "沏虹", 1, 1], ["悬赏·飞行I", "法术大师A2", 1, 1]] }
},
"22": {
"3": { "family": "bounty", "cards": [["悬赏·特异II", "咸鳞汁推荐者", 2, 2], ["悬赏·飞行II", "吉兆飞鳞", 2, 2], ["悬赏·特异I", "简饲源石虫", 1, 2], ["悬赏·特异I", "节日气球", 1, 2], ["悬赏·折射I", "深池侦察犬pro", 1, 2], ["悬赏·损伤III", "反派阵营角色", 3, 2]] },
"9": { "family": "bounty", "cards": [["澪·悬赏", "澪", 3, 1], ["弑君者·悬赏", "弑君者", 1, 1], ["喷气人·悬赏", "喷气人", 3, 1], ["W·悬赏", "W", 1, 1], ["纠缠藤蔓·悬赏", "纠缠藤蔓", 3, 1], ["大鲍勃·悬赏", "大鲍勃", 2, 1]] },
"11": { "family": "bounty", "cards": [["悬赏·特异III", "温顺的武装大驮兽", 3, 1], ["悬赏·频次I", "沏虹", 1, 1], ["悬赏·飞行I", "法术大师A2", 1, 1], ["悬赏·特异II", "异质裂兽·α", 2, 1], ["悬赏·持续II", "尖端萨卡兹枯朽战车", 2, 1], ["悬赏·损伤II", "灼藤", 2, 1]] }
}
},
"extra": {
+141 -103
View File
@@ -1,15 +1,16 @@
// Player feedback after 0.1.0, report #2 (workstream WB): "本来应该后期出的悬赏的怪物在前期的悬赏就出现了,导致选了打不过".
// The user then collected the official 悬赏决策 of rounds 3, 9 and 11 in 11 official co-op matches (33 screenshots, 绝境 /
// 终极; the readings are test/fixtures/official-bounty-drafts.json, player names left out). They settle the draft rules
// (tools/build-data.mjs BOUNTY_INITIAL_SETS, server/match/choices.js bountyDraftCards):
// R3 six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III, one of the official fixed sets (a whole series 17 / 18 / 19,
// or one card from each of 6 of the series 10–15 / 20) — 7 of the 10 events seen;
// R9 boss bounties + 源石虫·特训: a group of named bosses that come together + cheap ones to 6;
// R11 悬赏决策 / 机密商店 / 战术决策 (never 道具补给); its bounty: a group (one 特异III giant + 1–4 tier-II "下场战斗" cards,
// always together — matches 1 and 6 share the whole group) + tier-I cards to 6, at most one per faction series;
// The user then collected the official 机变 of rounds 3, 9 and 11 in 22 official co-op matches (66 screenshots, 绝境 /
// 终极, one season — videos of the end of March 2026; the readings are test/fixtures/official-bounty-drafts.json, player
// names left out). They settle the draft rules (tools/build-data.mjs BOUNTY_INITIAL_SETS, server/match/choices.js
// bountyDraftCards): a 悬赏决策 event is a fixed card list and the draft shows 6 different cards of it —
// R3 a set of six "接下来两场作战" cards (all six), 3 × I + 2 × II + 1 × III: 9 of the 10 events seen;
// R9 a group of 9 boss bounties / 源石虫·特训: 6 groups for the 6 events, the 鼠王 group in 14 of 22 matches;
// R11 悬赏决策 14 / 机密商店 4 / 战术决策 4 / 道具补给 0; its bounty: a list of 7 "下场战斗" cards (one 特异III giant),
// one per faction series — 7 of the 15 events seen, three of them whole (each draft leaves out one card);
// no draft shows a multi-round card, a pre-series card (enemyeffect_3_*), 战术特训 or the 鸭爵 set; no card twice.
// Each card's enemy is fixed by its effect; the title only names category and tier (悬赏·损伤I = 底海滑动者 in
// enemyeffect_12_4, 临时收音师 in enemyeffect_18_1). Real data, real draft code, the real match path for the players' case.
// The 机密商店 is in test/match/feedback1-secret-shop.test.js.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync, existsSync } from 'node:fs';
@@ -27,57 +28,39 @@ const SPEC = DATA.choices.bountyDrafts;
const COOP_BOUNTY_MODES = ['mode_multi_normal', 'mode_multi_hard', 'mode_multi_abyss'];
const isBoss = (key) => DATA.enemies[key] && DATA.enemies[key].rank === 'BOSS';
const sameSet = (a, b) => a.length === b.length && [...a].sort().join() === [...b].sort().join();
const subset = (a, b) => a.every((x) => b.includes(x));
const EE = (s) => `enemyeffect_${s}`;
/** The data card of a screenshot reading [title, enemy, coins, battles] (by title, the enemy in the text, coins, battles). */
function resolve([title, enemy, coin, battles]) {
const name = OFFICIAL.aliases[enemy] || enemy;
const hits = CARDS.filter((c) => c.name === title && c.coin === coin && (c.desc.includes(`1只${name}`) || c.desc.includes(`1个${name}`))
// "1只萨卡兹枯朽战士," — the enemy's whole name (萨卡兹枯朽战士 is not 萨卡兹枯朽战士组长)
const hits = CARDS.filter((c) => c.name === title && c.coin === coin && (c.desc.includes(`1只${name},`) || c.desc.includes(`1个${name},`))
&& (battles === 2 ? c.rounds === 2 : c.rounds === 1));
assert.equal(hits.length, 1, `${title} ${enemy} ${coin}: ${hits.map((c) => c.effectId).join(', ') || 'no card'}`);
return hits[0].effectId;
}
/** Every official draft of the fixture: [{ where, round, family, ids? }] (ids for 悬赏决策). */
/** Every official draft of the fixture: [{ where, match, round, family, ids? }] (ids for 悬赏决策). */
function officialDrafts() {
const out = [];
for (const [match, rounds] of Object.entries(OFFICIAL.matches)) {
for (const [round, d] of Object.entries(rounds)) out.push({ where: `match ${match} R${round}`, round: Number(round), family: d.family, ids: d.family === 'bounty' ? d.cards.map(resolve) : null });
for (const [round, d] of Object.entries(rounds)) out.push({ where: `match ${match} R${round}`, match: Number(match), round: Number(round), family: d.family, ids: d.family === 'bounty' ? d.cards.map(resolve) : null });
}
for (const [key, d] of Object.entries(OFFICIAL.extra)) out.push({ where: key, round: 9, family: d.family, ids: d.cards.map(resolve) });
for (const [key, d] of Object.entries(OFFICIAL.extra)) out.push({ where: key, match: key, round: 9, family: d.family, ids: d.cards.map(resolve) });
return out;
}
const tiersOf = (ids) => ids.map((id) => CARD.get(id).tier).sort().join('');
/** The rule of the unseen R3 slots (and of the seen mixed sets): one card from each of 6 of the series, I I I II II III. */
function mixedRule(ids) {
const mx = SPEC.initial.mixed;
const series = ids.map((id) => CARD.get(id).series);
return ids.length === mx.count && ids.every((id) => CARD.get(id).draftPool === 'initial') && new Set(series).size === series.length
&& series.every((s) => mx.series.includes(s)) && tiersOf(ids) === mx.tiers.slice().sort().join('');
}
/** Which official R3 structure a set of ids is: 'set:<i>' (a seen set), 'mixed' (the unseen-slot rule) or null. */
function initialFit(ids) {
const i = SPEC.initial.sets.findIndex((s) => sameSet(s.cards, ids));
if (i >= 0) return `set:${i}`;
return mixedRule(ids) ? 'mixed' : null;
}
/** The R9 groups a set of ids fits (its featured bosses all there, the rest from the group's fill). */
const bossFits = (ids) => SPEC.boss.templates.map((t, i) => [t, i]).filter(([t]) => ids.length === SPEC.boss.count
&& t.featured.every((id) => ids.includes(id)) && ids.filter((id) => !t.featured.includes(id)).every((id) => t.fill.includes(id))).map(([, i]) => i);
/** The group of `spec` whose `seen` lists the draft's match. */
const groupOf = (spec, d) => spec.groups.filter((g) => g.seen.includes(d.match));
/** At most one card per faction series 10–15 (every official R11 draft). */
function onePerSeries(ids) {
const series = ids.map((id) => CARD.get(id).series).filter((s) => SPEC.hunter.onePerSeries.includes(s));
const series = ids.map((id) => CARD.get(id).series).filter((s) => SPEC.hunter.rule.onePerSeries.includes(s));
return new Set(series).size === series.length;
}
/** The seen R11 groups a set of ids fits (the group's giant + tier-II cards all there, the rest from its fill). */
const hunterFits = (ids) => SPEC.hunter.templates.map((t, i) => [t, i]).filter(([t]) => ids.length === SPEC.hunter.count && onePerSeries(ids)
&& t.featured.every((id) => ids.includes(id)) && ids.filter((id) => !t.featured.includes(id)).every((id) => t.fill.includes(id))).map(([, i]) => i);
/** The R11 shape an unseen slot is built by: one tier-III giant, 1–4 tier-II group cards, tier-I fill, one per faction series. */
function hunterShape(ids) {
const r = SPEC.hunter.rule;
const giants = ids.filter((id) => r.giants.includes(id)).length;
const group = ids.filter((id) => r.groupCards.includes(id)).length;
const fill = ids.filter((id) => r.fill.includes(id)).length;
return ids.length === SPEC.hunter.count && giants === 1 && r.groupSizes.includes(group) && giants + group + fill === ids.length && onePerSeries(ids);
const giantsIn = (ids) => ids.filter((id) => SPEC.hunter.rule.giants.includes(id)).length;
/** The weights the data gives a group's cards: 1 + the official drafts of that group the card appeared in. */
function expectedWeights(g, drafts) {
return g.cards.map((id) => 1 + drafts.filter((d) => d.ids.includes(id)).length);
}
/** Bounty drafts generated for `modeId` at `round` over `seeds` seeds. */
@@ -91,13 +74,23 @@ function drafts(modeId, round, seeds, data = DATA) {
return out;
}
/** An unseen-slot R3 set (`rule`): two-battle cards of its series, I I I II II III, ≤ perSeries a series, the III preferred. */
function initialRule(ids) {
const r = SPEC.initial.rule;
const series = ids.map((id) => CARD.get(id).series);
return ids.length === 6 && ids.every((id) => CARD.get(id).draftPool === 'initial' && r.series.includes(CARD.get(id).series))
&& series.every((s) => series.filter((x) => x === s).length <= r.perSeries) && tiersOf(ids) === r.tiers.slice().sort().join('')
&& ids.some((id) => r.prefer.includes(id));
}
test('#2 screenshots → data: every card read is one act2autochess (下半) effect, whose enemy_id is the enemy the card brings', (t) => {
const seen = new Set();
for (const d of officialDrafts()) for (const id of d.ids || []) seen.add(id);
assert.equal(seen.size, 72, 'distinct cards in the 27 bounty drafts: 36 at R3, 20 at R9, 16 at R11');
assert.equal(seen.size, 81, 'distinct cards in the 59 bounty drafts: 40 at R3, 20 at R9, 21 at R11');
// the R3(1) question: the title names category and tier only — two different 悬赏·损伤I cards, each with its own enemy
assert.equal(resolve(['悬赏·损伤I', '临时收音师', 1, 2]), 'enemyeffect_18_1');
assert.equal(resolve(['悬赏·损伤I', '底海滑动者', 1, 2]), 'enemyeffect_12_4');
assert.equal(resolve(['悬赏·持续I', '萨卡兹枯朽战士', 1, 2]), 'enemyeffect_20_1', 'not 萨卡兹枯朽战士组长 (13_4)');
assert.equal(CARD.get('enemyeffect_18_1').enemyKey, 'enemy_10094_crstf');
assert.equal(CARD.get('enemyeffect_12_4').enemyKey, 'enemy_1148_dssbr');
const p = new URL('../../.cache/gamedata/excel/activity_table.json', import.meta.url);
@@ -112,40 +105,47 @@ test('#2 screenshots → data: every card read is one act2autochess (下半) eff
assert.ok(seen.has(id) && !act.act1autochess.effectInfoDataDict[id], `${id} is 下半-only`);
}
assert.match(act.act1autochess.effectInfoDataDict.enemyeffect_11_6.effectDesc, /沉沙/);
// all 22 matches are one season: 终极 (mode_multi_abyss) opened on 2026-03-27 16:00 (UTC+8), before the end-of-March videos
assert.equal(act.act2autochess.modeDataDict.mode_multi_abyss.startTime, Date.UTC(2026, 2, 27, 8) / 1000);
});
test('#2 R3 (11 of 11 official drafts): one of the official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III', () => {
test('#2 R3 (22 of 22 official drafts): one of the official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III — 9 of the 10 seen', () => {
const r3 = officialDrafts().filter((d) => d.round === 3);
assert.equal(r3.length, 11);
const hits = SPEC.initial.sets.map(() => 0);
assert.equal(r3.length, 22);
const hits = SPEC.initial.groups.map(() => []);
for (const d of r3) {
assert.equal(d.family, 'bounty', `${d.where}: R3 is a 悬赏决策`);
assert.ok(d.ids.every((id) => CARD.get(id).rounds === 2 && CARD.get(id).draftPool === 'initial'), `${d.where}: two-battle cards`);
assert.equal(tiersOf(d.ids), '111223', `${d.where}: tiers`);
assert.ok(d.ids.every((id) => !isBoss(CARD.get(id).enemyKey)), `${d.where}: no boss`);
const fit = initialFit(d.ids);
assert.match(fit || '', /^set:/, `${d.where}: a seen set`);
hits[Number(fit.slice(4))]++;
const i = SPEC.initial.groups.findIndex((s) => sameSet(s.cards, d.ids));
assert.ok(i >= 0, `${d.where}: a seen set`);
hits[i].push(d.match);
}
assert.deepEqual(hits, [4, 1, 1, 2, 1, 1, 1], 'series 18 ×4, 19, 17, the 10_5… set ×2, three more mixed sets');
// each seen set is a whole series 17 / 18 / 19 or follows the rule the unseen slots are built by
for (const s of SPEC.initial.sets) {
const series = new Set(s.cards.map((id) => CARD.get(id).series));
assert.ok(series.size === 1 ? [17, 18, 19].includes([...series][0]) && s.cards.length === 6 : mixedRule(s.cards), s.cards.join());
assert.equal(tiersOf(s.cards), '111223');
}
assert.equal(SPEC.initial.slots, 10, 'enemy_initial_1..10');
assert.deepEqual(hits, SPEC.initial.groups.map((s) => s.seen), 'each set\'s `seen` lists the matches it came in');
assert.deepEqual(hits.map((x) => x.length), [5, 3, 2, 3, 2, 1, 2, 1, 3]);
// hand-made sets, not one card per series: two series-20 cards (match 12), a series-17 card among faction cards (13 / 19 / 21)
assert.deepEqual(SPEC.initial.groups[7].cards.filter((id) => CARD.get(id).series === 20), [EE('20_1'), EE('20_5')]);
assert.ok(SPEC.initial.groups[8].cards.includes(EE('17_6')));
for (const s of SPEC.initial.groups) assert.equal(tiersOf(s.cards), '111223', s.cards.join());
assert.equal(SPEC.initial.slots, 10, 'enemy_initial_1..10: one unseen');
assert.equal(SPEC.initial.pick, 'slot');
// the only two-battle cards no draft showed are the unseen set's preferred tier-III cards
const shown = new Set(r3.flatMap((d) => d.ids));
assert.deepEqual(CARDS.filter((c) => c.draftPool === 'initial' && !shown.has(c.effectId)).map((c) => c.effectId), SPEC.initial.rule.prefer);
assert.ok(SPEC.initial.rule.prefer.every((id) => CARD.get(id).tier === 3));
});
test('#2 R3 generated: a seen set or an unseen-slot set (one card from each of 6 of the series 10–15 / 20, I I I II II III) — every seen set comes up, the unseen slots about 3 in 10', () => {
test('#2 R3 generated: a seen set (all six cards) or the unseen 10th set — every seen set comes up, the unseen one about 1 in 10', () => {
const counts = new Map();
let n = 0;
for (const modeId of COOP_BOUNTY_MODES) {
for (const round of DATA.choices.schedule[modeId].spRounds.filter((r) => bountyDraftKind(r) === 'initial')) {
for (const d of drafts(modeId, round, modeId === 'mode_multi_hard' ? 400 : 60)) {
for (const d of drafts(modeId, round, modeId === 'mode_multi_hard' ? 600 : 60)) {
const ids = d.cards.map((c) => c.id);
assert.equal(new Set(ids).size, 6, 'six different cards');
const fit = initialFit(ids);
const i = SPEC.initial.groups.findIndex((s) => sameSet(s.cards, ids));
const fit = i >= 0 ? `set:${i}` : initialRule(ids) ? 'rule' : null;
assert.ok(fit, `${modeId} R${round}: ${d.cards.map((c) => c.name).join(', ')}`);
assert.ok(d.cards.every((c) => c.rounds === 2 && !isBoss(c.enemyKey)), 'two-battle cards, no boss');
assert.match(d.eventId, /^enemy_initial_\d+$/);
@@ -153,9 +153,9 @@ test('#2 R3 generated: a seen set or an unseen-slot set (one card from each of 6
}
}
}
for (let i = 0; i < SPEC.initial.sets.length; i++) assert.ok(counts.get(`set:${i}`) > 0, `set ${i} offered`);
const mixed = (counts.get('mixed') || 0) / n;
assert.ok(mixed > 0.2 && mixed < 0.4, `unseen-slot sets ${(mixed * 100).toFixed(0)} %`);
for (let i = 0; i < SPEC.initial.groups.length; i++) assert.ok(counts.get(`set:${i}`) > 0, `set ${i} offered`);
const rule = (counts.get('rule') || 0) / n;
assert.ok(rule > 0.05 && rule < 0.16, `unseen-set drafts ${(rule * 100).toFixed(0)} %`);
// solo: 3 cards of such a set
for (const d of drafts('mode_single_hard', 3, 40)) {
assert.equal(d.cards.length, 3);
@@ -163,88 +163,125 @@ test('#2 R3 generated: a seen set or an unseen-slot set (one card from each of 6
}
});
test('#2 R9 (12 of 12 official drafts): boss bounties + 源石虫·特训 — a group of named bosses always together, filled to 6 with the cheap ones', () => {
test('#2 R9 (23 official drafts): six groups of 9 boss bounties / 源石虫·特训, 6 cards each — 庞贝 and 鼠王 never together, the 鼠王 group in 14 of 22 matches', () => {
const r9 = officialDrafts().filter((d) => d.round === 9);
assert.equal(r9.length, 12, '11 matches + the Bahamut co-op screenshot');
const hits = SPEC.boss.templates.map(() => 0);
assert.equal(r9.length, 23, '22 matches + the Bahamut co-op screenshot');
const B = SPEC.boss;
assert.equal(B.groups.length, B.events.length, 'one group per bossInitial event');
for (const d of r9) {
assert.equal(d.family, 'bounty', `${d.where}: R9 is a 悬赏决策`);
assert.ok(d.ids.every((id) => CARD.get(id).draftPool === 'boss' && CARD.get(id).rounds === 1), `${d.where}: boss bounties / 源石虫·特训, 下场作战`);
const fits = bossFits(d.ids);
assert.equal(fits.length, 1, `${d.where}: fits exactly one seen group (${fits.join(', ')})`);
hits[fits[0]]++;
const g = groupOf(B, d);
assert.equal(g.length, 1, `${d.where}: listed by one group`);
assert.ok(subset(d.ids, g[0].cards), `${d.where}: six cards of its group`);
assert.ok(!(d.ids.includes(EE('b_12')) && d.ids.includes(EE('b_11'))), `${d.where}: 庞贝 and 鼠王 never together`);
}
assert.ok(hits.every((x) => x > 0), `every group seen (${hits.join(' ')})`);
for (const d of drafts('mode_multi_abyss', 9, 300)) {
for (const g of B.groups) {
const ds = r9.filter((d) => g.seen.includes(d.match));
assert.equal(ds.length, g.seen.length, `${g.cards.join(' ')}: every match it lists`);
assert.deepEqual(g.weights, expectedWeights(g, ds), `${g.cards.join(' ')}: weights = 1 + the drafts each card showed in`);
// every group seen in 3 or more drafts shows exactly 9 different cards — the list
if (ds.length >= 3) assert.ok(sameSet([...new Set(ds.flatMap((d) => d.ids))], g.cards) && g.cards.length === 9, `${g.cards.join(' ')}: the 9 cards its drafts show`);
}
// a named boss does not always come with its partners: 杰斯顿 alone (12, 15, 21); 复仇者 + 百夫长 without 邪魔的利刃 (20)
const named = (d) => d.ids.filter((id) => ['b_9', 'b_14', 'b_23'].map(EE).includes(id));
for (const m of [12, 15, 21]) assert.deepEqual(named(r9.find((d) => d.match === m)), [EE('b_9')], `match ${m}`);
const m20 = r9.find((d) => d.match === 20).ids;
assert.ok(m20.includes(EE('b_21')) && m20.includes(EE('b_2')) && !m20.includes(EE('b_22')));
// the 鼠王 group: 14 of 22 matches, every match on the dark grey board (7 of 7) — something of the match picks the group
const rat = B.groups.find((g) => g.cards.includes(EE('b_11')));
assert.equal(rat.seen.length, 14);
for (const m of OFFICIAL.boards.grey) assert.ok(rat.seen.includes(m), `match ${m} (grey board): the 鼠王 group`);
assert.equal(B.pick, 'seen');
// generated: six different cards of one group; the 鼠王 group about 14 / 22; every card of every group offered
const offered = new Set();
let ratN = 0;
const gen = drafts('mode_multi_abyss', 9, 1500);
for (const d of gen) {
const ids = d.cards.map((c) => c.id);
assert.equal(new Set(ids).size, 6);
assert.ok(bossFits(ids).length > 0, ids.join(', '));
assert.ok(B.groups.some((g) => subset(ids, g.cards)), ids.join(', '));
assert.ok(!(ids.includes(EE('b_12')) && ids.includes(EE('b_11'))), '庞贝 and 鼠王 never together');
assert.match(d.eventId, /^bossInitial_\d+$/);
if (ids.some((id) => ['b_11', 'b_9', 'b_14', 'b_23'].map(EE).includes(id)) && subset(ids, rat.cards)) ratN++;
ids.forEach((id) => offered.add(id));
}
const offered = new Set(drafts('mode_multi_hard', 9, 300).flatMap((d) => d.cards.map((c) => c.id)));
for (const t of SPEC.boss.templates) for (const id of t.featured) assert.ok(offered.has(id), `${CARD.get(id).name} offered`);
assert.ok(ratN / gen.length > 0.55 && ratN / gen.length < 0.73, `the 鼠王 group ${(100 * ratN / gen.length).toFixed(0)} %`);
for (const g of B.groups) for (const id of g.cards) assert.ok(offered.has(id), `${CARD.get(id).name} offered`);
for (const id of ['enemyeffect_b_6', 'enemyeffect_b_7', 'enemyeffect_b_15', 'enemyeffect_b_16', 'enemyeffect_b_18']) {
assert.equal(CARD.get(id).draftExcluded, 'unseen', `${CARD.get(id).name}: in no official R9 draft`);
assert.ok(!offered.has(id));
}
});
test('#2 R11 (11 matches: 悬赏决策 5, 机密商店 4, 战术决策 2, 道具补给 0): the families, and the bounty — a group (one 特异III giant + its tier-II cards, always together) + tier-I fill, one card per faction series', () => {
test('#2 R11 (22 matches: 悬赏决策 14, 机密商店 4, 战术决策 4, 道具补给 0): the families, and the bounty — 6 of a list of 7 "下场战斗" cards, one per faction series', () => {
const r11 = officialDrafts().filter((d) => d.round === 11);
const fam = {};
for (const d of r11) fam[d.family] = (fam[d.family] || 0) + 1;
assert.deepEqual(fam, { bounty: 5, shop: 4, tactic: 2 });
const hits = SPEC.hunter.templates.map(() => 0);
const byMatch = {};
for (const d of r11.filter((x) => x.family === 'bounty')) {
assert.deepEqual(fam, { bounty: 14, shop: 4, tactic: 4 });
const H = SPEC.hunter;
const bounty = r11.filter((x) => x.family === 'bounty');
for (const d of bounty) {
assert.ok(d.ids.every((id) => CARD.get(id).draftPool === 'hunter' && CARD.get(id).rounds === 1), `${d.where}: R11 cards, 下场战斗`);
assert.ok(hunterShape(d.ids), `${d.where}: the shape the unseen slots are built by (${tiersOf(d.ids)})`);
const fits = hunterFits(d.ids);
assert.equal(fits.length, 1, `${d.where}: fits exactly one seen group (${fits.join(', ')})`);
hits[fits[0]]++;
byMatch[d.where.split(' ')[1]] = d.ids;
assert.ok(onePerSeries(d.ids), `${d.where}: one card per faction series`);
assert.ok(giantsIn(d.ids) <= 1, `${d.where}: at most one giant`);
const g = groupOf(H, d);
assert.equal(g.length, 1, `${d.where}: listed by one group`);
assert.ok(subset(d.ids, g[0].cards), `${d.where}: six cards of its group`);
}
assert.deepEqual(hits, [2, 1, 1, 1], 'the 16_4 group in matches 1 and 6, three more groups once');
// the evidence against a free draw: matches 1 and 6 share the giant and all four tier-II cards, only the tier-I card differs
const shared = byMatch['1'].filter((id) => byMatch['6'].includes(id));
assert.equal(shared.length, 5);
assert.deepEqual(byMatch['1'].filter((id) => !shared.includes(id)).concat(byMatch['6'].filter((id) => !shared.includes(id))).map((id) => CARD.get(id).tier), [1, 1]);
for (const id of ['enemyeffect_10_8', 'enemyeffect_11_8', 'enemyeffect_12_8']) assert.ok(!Object.values(byMatch).flat().includes(id), `${id} in no official R11 draft`);
assert.equal(bounty.filter((d) => giantsIn(d.ids) === 1).length, 13, 'a giant in 13 of 14 (not match 15)');
for (const g of H.groups) {
const ds = bounty.filter((d) => g.seen.includes(d.match));
assert.equal(ds.length, g.seen.length);
assert.equal(g.cards.length + (g.open || 0), H.rule.size, `${g.cards.join(' ')}: a list of 7`);
assert.deepEqual(g.weights, expectedWeights(g, ds), `${g.cards.join(' ')}: weights = 1 + hits`);
assert.ok(sameSet([...new Set(ds.flatMap((d) => d.ids))], g.cards), `${g.cards.join(' ')}: the cards its drafts show`);
assert.ok(onePerSeries(g.cards) && giantsIn(g.cards) <= 1);
if (!giantsIn(g.cards)) assert.equal(g.open, 1, 'a list showing no giant gets one by the rule');
}
// the evidence for lists of 7: the 16_4 group's four drafts each leave out a different one of the same 7 cards
const big = H.groups.find((g) => g.cards.includes(EE('16_4')));
const left = bounty.filter((d) => big.seen.includes(d.match)).map((d) => big.cards.find((id) => !d.ids.includes(id)));
assert.equal(new Set(left).size, 4, left.join(' '));
assert.equal(H.groups.filter((g) => !g.open).length, 3, 'three groups seen whole');
assert.deepEqual(CARDS.filter((c) => c.draftPool === 'hunter' && !bounty.some((d) => d.ids.includes(c.effectId))).map((c) => c.effectId),
['12_8', '16_2', '16_6'].map(EE), 'R11 cards no draft showed');
for (const modeId of ['mode_multi_hard', 'mode_multi_abyss', 'mode_single_hard', 'mode_single_abyss']) {
const sch = DATA.choices.schedule[modeId].rounds['11'];
assert.deepEqual(sch.families.map((f) => f.family).sort(), ['bounty', 'shop', 'tactic'], `${modeId} R11 (solo: extrapolated from co-op, [ASSUMED])`);
assert.deepEqual(sch.families, [{ family: 'bounty', weight: 14 }, { family: 'shop', weight: 4 }, { family: 'tactic', weight: 4 }], `${modeId} R11 (solo: extrapolated from co-op, [ASSUMED])`);
assert.equal(sch.bountyDraft, 'hunter');
assert.equal(sch.assumed, true);
}
assert.equal(SPEC.hunter.slots, 15, 'bounty_hunter_1..15');
// generated: a seen group (about 4 in 15) or a group of the same shape; every seen group and every R11 card comes up
assert.equal(H.slots, 15, 'bounty_hunter_1..15');
// generated: six different cards, one per faction series, at most one giant; a seen group about 7 in 15; every R11
// card comes up (the unseen ones through the rule)
const gd = new GameData(DATA, 'mode_multi_hard');
const seen = {};
const groups = SPEC.hunter.templates.map(() => 0);
const offered = new Set();
let bounty = 0;
let n = 0;
let fitSeen = 0;
for (let seed = 1; seed <= 1500; seed++) {
let giants = 0;
for (let seed = 1; seed <= 2000; seed++) {
const d = generateDraft(gd, createRng(seed * 13 + 11), 11, { stageId: 'act2autochess_m01' });
seen[d.family] = (seen[d.family] || 0) + 1;
if (d.family !== 'bounty') continue;
const ids = d.cards.map((c) => c.id);
assert.equal(new Set(ids).size, 6);
assert.ok(hunterShape(ids), d.cards.map((c) => c.name).join(', '));
assert.ok(ids.every((id) => CARD.get(id).draftPool === 'hunter') && onePerSeries(ids) && giantsIn(ids) <= 1, d.cards.map((c) => c.name).join(', '));
assert.match(d.eventId, /^bounty_hunter_\d+$/);
const fits = hunterFits(ids);
if (fits.length) { fitSeen++; groups[fits[0]]++; }
bounty++;
if (H.groups.some((g) => !g.open && subset(ids, g.cards))) fitSeen++;
giants += giantsIn(ids);
n++;
ids.forEach((id) => offered.add(id));
}
assert.deepEqual(Object.keys(seen).sort(), ['bounty', 'shop', 'tactic'], 'no 道具补给 at R11');
assert.ok(seen.bounty > seen.shop && seen.shop > seen.tactic, JSON.stringify(seen));
assert.ok(groups.every((x) => x > 0), `every seen group offered (${groups.join(' ')})`);
assert.ok(fitSeen / bounty > 0.17 && fitSeen / bounty < 0.4, `seen groups ${(100 * fitSeen / bounty).toFixed(0)} % of ${bounty}`);
assert.ok(seen.bounty / 2000 > 0.56 && seen.bounty / 2000 < 0.71, JSON.stringify(seen));
assert.ok(fitSeen / n > 0.13 && fitSeen / n < 0.27, `drafts of the three whole seen groups ${(100 * fitSeen / n).toFixed(0)} % (3 / 15)`);
assert.ok(giants / n > 0.78 && giants / n < 0.93, `a giant in ${(100 * giants / n).toFixed(0)} % (official 13 / 14)`);
for (const c of CARDS.filter((x) => x.draftPool === 'hunter')) assert.ok(offered.has(c.effectId), `${c.effectId} ${c.name} offered at R11`);
});
test('#2 never offered by a draft (in none of the 27 official bounty drafts): multi-round cards, enemyeffect_3_*, 战术特训, the 鸭爵 set', () => {
test('#2 never offered by a draft (in none of the 59 official bounty drafts): multi-round cards, enemyeffect_3_*, 战术特训, the 鸭爵 set', () => {
const reasons = {};
for (const c of CARDS) {
if (!c.draft) reasons[c.draftExcluded] = (reasons[c.draftExcluded] || 0) + 1;
@@ -288,7 +325,8 @@ test('#2 E2E (co-op 绝境, the players\' case): the real R3 draft is an officia
assert.ok(h.drive(() => m.phase === PHASE.SP_DRAFT && m.round === 3, { ready: true }), 'the R3 draft');
assert.equal(m.sp.family, 'bounty', 'R3 of 绝境 is always a bounty draft');
const names = m.sp.cards.map((c) => c.name).join(', ');
assert.ok(initialFit(m.sp.cards.map((c) => c.id)), `seed ${seed}: ${names}`);
const ids = m.sp.cards.map((c) => c.id);
assert.ok(SPEC.initial.groups.some((g) => sameSet(g.cards, ids)) || initialRule(ids), `seed ${seed}: ${names}`);
for (const c of m.sp.cards) assert.ok(!isBoss(c.enemyKey), `seed ${seed}: ${c.name} is a boss bounty`);
assert.equal(m.publicView().sp.cards.length, m.sp.cards.length);
// the human takes a card when its turn comes; the bot picks by itself
+102
View File
@@ -0,0 +1,102 @@
// The 机密商店 after the official screenshots (the user, after the R3 / R9 / R11 screenshots of 22 official matches:
// "机密商店按官方改成可以重复吧"). The 4 official 机密商店 (R11 of matches 2, 4, 5 and 8 in
// test/fixtures/official-bounty-drafts.json) offer the same item twice (盟约之币 ×2 in 4 and 5, 变形同构体 ×2 in 8) and
// share one composition: exactly two tier-VI items, at least one tier V, at least one 盟约之币, no other tier-I / II item.
// choices.json `shopDraft` (tools/build-data.mjs SHOP_DRAFT) draws six slots on their own, with replacement; picking one
// of two identical cards is in test/content/choices.test.js (E2E), the overlay with two identical cards in
// test/ui/feedback1-secret-shop.test.js.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { DATA } from './harness.js';
import { GameData } from '../../server/match/gamedata.js';
import { generateDraft, cardView } from '../../server/match/choices.js';
import { createRng } from '../../server/sim/rng.js';
const OFFICIAL = JSON.parse(readFileSync(new URL('../fixtures/official-bounty-drafts.json', import.meta.url), 'utf8'));
const SHOP = DATA.choices.shopDraft;
const COIN = SHOP.coin;
const itemByName = (name) => Object.values(DATA.items).find((i) => i.name === name && !i.isGolden && i.itemType === 'EQUIP');
/** The official 机密商店: [{ match, cards: [[name, tier]] }]. */
const SHOPS = Object.entries(OFFICIAL.matches).flatMap(([m, rs]) => Object.values(rs).filter((d) => d.family === 'shop').map((d) => ({ match: Number(m), cards: d.cards })));
const count = (list, pred) => list.filter(pred).length;
test('机密商店 (4 official shops): six free items, two of them tier VI, a tier V and a 盟约之币 in each, the same item twice in three', () => {
assert.deepEqual(SHOPS.map((s) => s.match), [2, 4, 5, 8]);
assert.deepEqual(SHOP.seen, [2, 4, 5, 8]);
let dupShops = 0;
for (const { match, cards } of SHOPS) {
assert.equal(cards.length, 6, `match ${match}`);
for (const [name, tier] of cards) assert.equal(itemByName(name)?.tier, tier, `match ${match}: ${name} is tier ${tier} in the data`);
assert.equal(count(cards, ([, t]) => t === 6), 2, `match ${match}: exactly two tier-VI items`);
assert.ok(count(cards, ([, t]) => t === 5) >= 1, `match ${match}: a tier-V item`);
assert.ok(count(cards, ([n]) => n === '盟约之币') >= 1, `match ${match}: a 盟约之币`);
assert.ok(cards.every(([n, t]) => t >= 3 || n === '盟约之币'), `match ${match}: no other tier-I / II item`);
if (new Set(cards.map(([n]) => n)).size < cards.length) dupShops++;
}
assert.equal(dupShops, 3, '盟约之币 ×2 (matches 4, 5), 变形同构体 ×2 (match 8)');
// the data: four fixed slots (VI, VI, V, 盟约之币) + two drawn by what the other two cards of each shop were
assert.equal(DATA.items[COIN].name, '盟约之币');
assert.deepEqual(SHOP.slots.slice(0, 4), [{ 6: 1 }, { 6: 1 }, { 5: 1 }, { coin: 1 }]);
const rest = { 3: 0, 4: 0, 5: 0, coin: 0 };
for (const { cards } of SHOPS) {
const left = cards.map(([n, t]) => (n === '盟约之币' ? 'coin' : String(t)));
for (const k of ['6', '6', '5', 'coin']) left.splice(left.indexOf(k), 1);
for (const k of left) rest[k]++;
}
assert.deepEqual(rest, { 3: 1, 4: 2, 5: 3, coin: 2 });
for (const s of SHOP.slots.slice(4)) assert.deepEqual(s, rest);
assert.equal(SHOP.slots.length, 6);
// an item's weight within its tier: 1 + the official cards it showed on
const seen = {};
for (const { cards } of SHOPS) for (const [n] of cards) if (n !== '盟约之币') seen[itemByName(n).id] = (seen[itemByName(n).id] || 0) + 1;
assert.deepEqual(SHOP.itemWeights, Object.fromEntries(Object.entries(seen).map(([id, k]) => [id, 1 + k]).sort()));
assert.equal(SHOP.itemWeights[itemByName('变形同构体').id], 5, '变形同构体 on 4 of the 8 tier-VI cards');
});
test('机密商店 generated (co-op 绝境 R11): the official composition, drawn with replacement — the same item can come twice', () => {
const gd = new GameData(DATA, 'mode_multi_hard');
let shops = 0;
let dup = 0;
let dupItem = 0;
let coins2 = 0;
const offered = new Set();
for (let seed = 1; shops < 2000 && seed < 20000; seed++) {
const d = generateDraft(gd, createRng(seed * 104729 + 7), 11, { stageId: 'act2autochess_m01' });
if (d.family !== 'shop') continue;
shops++;
assert.equal(d.name, '机密商店');
assert.equal(d.cards.length, 6);
const tiers = d.cards.map((c) => DATA.items[c.id].tier);
assert.equal(count(tiers, (t) => t === 6), 2, 'two tier-VI items');
assert.ok(count(tiers, (t) => t === 5) >= 1, 'a tier-V item');
assert.ok(count(d.cards, (c) => c.id === COIN) >= 1, 'a 盟约之币');
assert.ok(d.cards.every((c) => c.id === COIN || DATA.items[c.id].tier >= 3), 'no other tier-I / II item');
assert.deepEqual(d.cards.map((c) => c.idx), [0, 1, 2, 3, 4, 5], 'each card its own index');
for (const c of d.cards) {
assert.equal(c.kind, 'item');
assert.equal(cardView(c).price, 0, '无需消耗资金');
assert.ok(!DATA.items[c.id].isGolden && !DATA.items[c.id].shopExcluded);
offered.add(c.id);
}
const ids = d.cards.map((c) => c.id);
if (new Set(ids).size < ids.length) dup++;
if (new Set(ids.filter((id) => id !== COIN)).size < count(ids, (id) => id !== COIN)) dupItem++;
if (count(ids, (id) => id === COIN) >= 2) coins2++;
}
assert.equal(shops, 2000);
assert.ok(dup / shops > 0.45 && dup / shops < 0.75, `a repeated item in ${(100 * dup / shops).toFixed(0)} % (official 3 of 4)`);
assert.ok(coins2 / shops > 0.35 && coins2 / shops < 0.55, `盟约之币 ×2 in ${(100 * coins2 / shops).toFixed(0)} % (official 2 of 4)`);
assert.ok(dupItem / shops > 0.08, `another item twice in ${(100 * dupItem / shops).toFixed(0)} % (official: 变形同构体 ×2)`);
// every shop item of tiers III–VI can come
for (const t of [3, 4, 5, 6]) for (const id of gd.shopItemsByTier[t]) assert.ok(offered.has(id), `${DATA.items[id].name} (tier ${t}) offered`);
// solo: 3 of the slots
const solo = new GameData(DATA, 'mode_single_hard');
for (let seed = 1, n = 0; n < 30 && seed < 5000; seed++) {
const d = generateDraft(solo, createRng(seed * 31 + 5), 11, {});
if (d.family !== 'shop') continue;
n++;
assert.equal(d.cards.length, 3);
assert.ok(d.cards.every((c) => c.id === COIN || DATA.items[c.id].tier >= 3));
}
});
+3 -3
View File
@@ -109,7 +109,7 @@ test('#19 a tier short of different operators: the offer tops up from the tier b
// v2.4.1 drafted 战术特训 (only 法术教鞭 makes those) and the hidden 鸭爵 set, put one or more multi-round "之后 / 后续的每场
// 作战" cards in about half of the co-op R3 drafts and showed every card as plain text, so a "每场" card looked like a
// "下场" one. Now: no 战术特训 / 鸭爵 set (战术特训 is the 教鞭 Art's, test/content/items.test.js); since player feedback
// #2 the drafts follow the 33 official screenshots (test/match/feedback1-bounty.test.js), where no multi-round card
// #2 the drafts follow the 66 official screenshots (test/match/feedback1-bounty.test.js), where no multi-round card
// appears; each card names its battles in the official colours (blue "下场作战" / "两场作战", red "每场"); a 1–2-battle
// bounty stops after its battles; a multi-round card (教鞭's 法术大师A2·多轮战术特训) lasts two battles.
@@ -161,9 +161,9 @@ test('#4 data: cards.bounty marks the draft pool — 战术特训 (教鞭), the
assert.equal(list.filter((c) => c.draft).length, 86);
const multi = list.filter((c) => c.rounds >= 99 && c.payout === 'kill');
assert.equal(multi.length, 7, '多轮悬赏 · 假想敌 ×6 + 山海众头目·多轮悬赏');
assert.ok(multi.every((c) => !c.draft && c.draftExcluded === 'unseen'), 'in none of the 27 official bounty drafts');
assert.ok(multi.every((c) => !c.draft && c.draftExcluded === 'unseen'), 'in none of the 59 official bounty drafts');
const slime = list.find((c) => c.effectId === 'enemyeffect_5_1');
assert.ok(slime.draft && slime.draftPool === 'boss', '源石虫·特训 is an R9 card (8 of the 11 official R9 drafts)');
assert.ok(slime.draft && slime.draftPool === 'boss', '源石虫·特训 is an R9 card (16 of the 23 official R9 drafts)');
});
/** Drive a co-op 绝境 match to its R3 bounty draft; the human takes the first free card `want(card, free)` accepts. */
+83
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@@ -0,0 +1,83 @@
// The 机密商店 overlay with the same item twice, in headless Chrome (puppeteer-core + system Chrome) through the mock
// harness (public/dev/game-mock.html ?phase=SP_DRAFT&variant=shop: the official 机密商店 of match 8 R11 — 变形同构体 in
// slots 1 and 4). Opt-in: SP_E2E=1.
//
// SP_E2E=1 node --test test/ui/feedback1-secret-shop.e2e.test.js
//
// Two identical cards render as two cards; a teammate taking the first leaves the second pickable; two taps on the
// second pick it — its own index goes to the server (g.choice), only it shows my avatar. Screenshots:
// test/e2e/out/fb1-secret-shop-*.png.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { existsSync, mkdirSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const OUT = path.join(ROOT, 'test/e2e/out');
const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome';
const ENABLED = process.env.SP_E2E === '1' && existsSync(CHROME);
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
describe('机密商店: the same item twice (mock harness, headless Chrome)', { skip: !ENABLED && 'set SP_E2E=1 (and have Chrome) to run' }, () => {
let srv;
let browser;
let base;
before(async () => {
const { startServer } = await import('../../server/index.js');
const puppeteer = (await import('puppeteer-core')).default;
srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
base = `http://127.0.0.1:${srv.port}`;
browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-sandbox'] });
mkdirSync(OUT, { recursive: true });
});
after(async () => {
await browser?.close();
await srv?.close();
});
const cards = (page) => page.$$eval('.spov__grid .spcard', (els) => els.map((c) => ({
name: c.querySelector('.spcard__name')?.textContent, taken: c.classList.contains('is-taken'), mine: c.classList.contains('is-mine'),
armed: c.classList.contains('is-armed'), disabled: c.disabled, badge: !!c.querySelector('.spcard__taker'),
})));
for (const [name, w, h, touch] of [['756x366', 756, 366, true], ['1920x1080', 1920, 1080, false]]) {
test(`${name}: two 变形同构体 are two cards; the second stays pickable after the first is taken, and picking it sends its own index`, { timeout: 120000 }, async () => {
const page = await browser.newPage();
await page.setViewport({ width: w, height: h, deviceScaleFactor: 1, isMobile: touch, hasTouch: touch });
const problems = [];
page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
page.on('console', (m) => { if (m.type() === 'error') problems.push(`console: ${m.text()}`); });
await page.goto(`${base}/dev/game-mock.html?shot=1&phase=SP_DRAFT&variant=shop`, { waitUntil: 'networkidle0' });
await page.waitForSelector('.spov__grid .spcard', { timeout: 20000 });
await sleep(600);
// the teammate p4 has taken the first 变形同构体 (slot 0)
await page.evaluate(() => { const S = globalThis.__MOCK__.S(); S.pub.sp = { ...S.pub.sp, picks: { p4: 0 }, turn: 'p1' }; globalThis.__MOCK__.pushPublic(); });
await sleep(300);
let c = await cards(page);
assert.equal(c.length, 6);
assert.equal(c[0].name, '变形同构体');
assert.equal(c[3].name, '变形同构体');
assert.ok(c[0].taken && c[0].badge && c[0].disabled, 'the first twin: taken, with the taker\'s avatar');
assert.ok(!c[3].taken && !c[3].badge && !c[3].disabled, 'the second twin: free');
await page.screenshot({ path: path.join(OUT, `fb1-secret-shop-${name}.png`) });
// two taps on the second twin
const tap = async (i) => { const btn = (await page.$$('.spov__grid .spcard'))[i]; if (touch) await btn.tap(); else await btn.click(); await sleep(250); };
await tap(3);
c = await cards(page);
assert.deepEqual(c.map((x) => x.armed), [false, false, false, true, false, false], 'only the tapped twin is armed');
await page.screenshot({ path: path.join(OUT, `fb1-secret-shop-${name}-armed.png`) });
await tap(3);
const picks = await page.evaluate(() => ({ ...globalThis.__MOCK__.S().pub.sp.picks }));
assert.deepEqual(picks, { p4: 0, p1: 3 }, 'g.choice sent the second twin\'s index');
await sleep(250);
c = await cards(page);
assert.ok(c[3].mine && c[3].badge, 'the second twin is mine');
assert.ok(c[0].taken && !c[0].mine, 'the first twin stays the teammate\'s');
assert.deepEqual(problems, []);
await page.close();
});
}
});
+96
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@@ -0,0 +1,96 @@
// The 机密商店 overlay with the same item twice (the user: "机密商店按官方改成可以重复吧"; official match 8 R11: 变形同构体 ×2,
// matches 4 / 5: 盟约之币 ×2). A real server draft (server/match/choices.js generateDraft → cardView), through m.public's
// normalisation (ui/gameLogic.js normalizeSp), rendered by the overlay's pure view (ui/choiceOverlay.js ChoiceView): two
// identical cards are two buttons keyed by their index — selecting one does not select the other, a teammate taking one
// leaves the other pickable, and the pick sends that card's own index. The browser render is
// test/ui/feedback1-secret-shop.e2e.test.js (SP_E2E=1).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
// the browser data store reads the real data files from disk
globalThis.fetch = async (url) => {
const name = String(url).split('/').pop();
try {
const body = readFileSync(path.join(ROOT, 'data', name), 'utf8');
return { ok: true, status: 200, json: async () => JSON.parse(body) };
} catch {
return { ok: false, status: 404, json: async () => ({}) };
}
};
const { ChoiceView, cardPickable, spTap, armedCard } = await import('../../public/js/ui/choiceOverlay.js');
const { normalizeSp } = await import('../../public/js/ui/gameLogic.js');
const { DATA } = await import('../match/harness.js');
const { GameData } = await import('../../server/match/gamedata.js');
const { generateDraft, cardView } = await import('../../server/match/choices.js');
const { createRng } = await import('../../server/sim/rng.js');
const { data } = await import('../../public/js/data.js');
/** Every vnode of a preact tree (htm output), depth first. */
function* walk(v) {
if (Array.isArray(v)) { for (const x of v) yield* walk(x); return; }
if (!v || typeof v !== 'object') return;
yield v;
yield* walk(v.props?.children);
}
const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c);
await data.loadAll('items', 'effects', 'choices', 'assets', 'chess', 'bonds');
/** A generated co-op 绝境 R11 机密商店 with the same non-coin item twice. */
function shopWithTwin() {
const gd = new GameData(DATA, 'mode_multi_hard');
const coin = DATA.choices.shopDraft.coin;
for (let seed = 1; seed < 50000; seed++) {
const d = generateDraft(gd, createRng(seed * 104729 + 7), 11, {});
if (d.family !== 'shop') continue;
const ids = d.cards.map((c) => c.id);
const twin = ids.find((id, i) => id !== coin && ids.indexOf(id) !== i);
if (twin) return { d, twin, at: ids.flatMap((id, i) => (id === twin ? [i] : [])) };
}
throw new Error('no generated shop with a repeated item');
}
test('机密商店 overlay: the same item twice is two cards — own keys, own selection, one taken leaves the other pickable', () => {
const { d, twin, at } = shopWithTwin();
const [a, b] = at;
const players = [{ playerId: 'me', seat: 0, name: 'Me' }, { playerId: 'p2', seat: 1, name: 'P2' }];
const pub = (picks) => normalizeSp({ family: 'shop', name: d.name, desc: d.desc, cards: d.cards.map(cardView), order: ['p2', 'me'], turn: Object.keys(picks).length ? 'me' : 'p2', picks, taken: {} }, players);
const view = (sp, armed = null) => [...walk(ChoiceView({ pub: { players, deadline: 0 }, sp, myId: 'me', solo: false, armed }))].filter((n) => hasClass(n, 'spcard'));
// before any pick: six buttons, keyed by index; the twins have the same name, icon and text
let sp = pub({});
let cards = view(sp);
assert.equal(cards.length, 6);
assert.deepEqual(cards.map((c) => c.key), [0, 1, 2, 3, 4, 5], 'keyed by index, never by item id');
const name = (c) => [...walk(c)].find((n) => hasClass(n, 'spcard__name')).props.children;
assert.equal(name(cards[a]), DATA.items[twin].name);
assert.equal(name(cards[b]), DATA.items[twin].name);
assert.equal(sp.cards[a].id, sp.cards[b].id);
// the teammate takes the first twin: only that card shows the taker; the second twin is still mine to pick
sp = pub({ p2: a });
assert.equal(sp.cards[a].takenBy, 'p2');
assert.equal(sp.cards[b].takenBy, null);
assert.equal(cardPickable(sp, sp.cards[a], { myId: 'me', solo: false }), false);
assert.equal(cardPickable(sp, sp.cards[b], { myId: 'me', solo: false }), true);
cards = view(sp);
assert.ok(hasClass(cards[a], 'is-taken') && !hasClass(cards[b], 'is-taken'));
assert.ok([...walk(cards[a])].some((n) => hasClass(n, 'spcard__taker')) && ![...walk(cards[b])].some((n) => hasClass(n, 'spcard__taker')));
assert.equal(cards[a].props.disabled, true);
assert.equal(cards[b].props.disabled, false);
// two taps on the second twin: it alone is armed, then its own index is sent
let r = spTap(null, b, cardPickable(sp, sp.cards[b], { myId: 'me', solo: false }));
assert.deepEqual(r, { armed: b, pick: null });
assert.equal(armedCard(r.armed, sp, { myId: 'me', solo: false }), b);
cards = view(sp, r.armed);
assert.deepEqual(cards.map((c) => hasClass(c, 'is-armed')), cards.map((_, i) => i === b), 'only the tapped twin is armed');
r = spTap(r.armed, b, true);
assert.deepEqual(r, { armed: null, pick: b });
});
+134 -83
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@@ -2319,7 +2319,7 @@ const ROMAN = { I: 1, II: 2, III: 3 };
* "※以下悬赏任务仅由法术教鞭生成"
* 'hidden' 鸭爵 / 高普尼克 / 流泪小子 / 圆仔·悬赏 (enemyeffect_5..8): commented out of the table (the 鸭爵 strategy
* “神秘顾客” swaps those enemies into the waves instead)
* 'unseen' kill bounties no official draft showed (33 screenshots of 11 official matches, player feedback after
* 'unseen' kill bounties no official draft showed (66 screenshots of 22 official matches, player feedback after
* 0.1.0 report #2 — see BOUNTY_INITIAL_SETS below): the 7 multi-round cards ("之后 / 后续的每场作战": 山海众头目·
* 多轮悬赏, 多轮悬赏·假想敌 ×6), the pre-series cards enemyeffect_3_* and the boss bounties of no seen R9 group
* (凋零骑士, “遗弃者”, 锏, 扎罗, 迷路的巨像) [ASSUMED: not offered]
@@ -2340,76 +2340,107 @@ function bountyDraftExclusion(e, main) {
/**
* The official 悬赏决策 drafts (player feedback after 0.1.0, report #2: "本来应该后期出的悬赏的怪物在前期的悬赏就出现了,导致选了
* 打不过"), read from 33 screenshots of 11 official co-op 绝境 / 终极 matches at the start of rounds 3, 9 and 11 (collected
* by the user, 2026-10-03; the readings are test/fixtures/official-bounty-drafts.json). Every card's title, enemy and coin
* value is an act2autochess (下半) effect. A card's enemy is fixed by its effect (blackboard `enemy_id`); the title only
* names the category and tier, so 悬赏·损伤I is 底海滑动者 in enemyeffect_12_4 and 临时收音师 in enemyeffect_18_1. The draft
* of a round is one of three kinds (the event ids are the data's; which event lists which cards is server-side):
* initial R3 (enemy_initial_1..10): six "接下来两场作战" cards, always 3 × I (1 coin) + 2 × II + 1 × III. All 11 R3
* drafts are one of 7 fixed sets (BOUNTY_INITIAL_SETS): a whole series 17 / 18 / 19 (18 in 4 matches) or one
* card from each of 6 of the series 10–15 and 20 (one such set in two matches). The 3 other events of the 10
* are unseen: built by that rule (BOUNTY_INITIAL_MIXED) [ASSUMED].
* boss R9 (bossInitial_1..6): the boss bounties "X·悬赏" and 源石虫·特训, all "下场作战". All 12 drafts (11 matches +
* the Bahamut 12294 co-op screenshot) are a group of 0–3 named bosses that always come together, filled up to 6
* with cheap ones (W / 碎骨 / 弑君者 1, 大鲍勃 2, 庞贝 or 鼠王 2, 源石虫·特训 0): BOUNTY_BOSS_TEMPLATES. 7 groups
* were seen for 6 events (庞贝 and 鼠王 never in one draft; 杰斯顿 only in matches 7–11): two game versions,
* or a group set by something of the match (its leader, its map — the 杰斯顿 groups came on both boards) —
* open; uniform among the seen groups [ASSUMED]. 凋零骑士, “遗弃者”, 锏, 扎罗 and 迷路的巨像 never appeared: not
* offered [ASSUMED].
* hunter R11 (bounty_hunter_1..15; R11 is a 悬赏决策 in 5 of the 11 matches): six "下场战斗" cards, exactly one 特异III
* giant (enemyeffect_16_1..8, 3 coins), the others tier II / I faction _7 / _8 cards and enemyeffect_16_9..12,
* at most one per faction series 10–15 (5 of 5 drafts). Not a free draw within that rule: matches 1 and 6
* show the same giant (16_4) and the same four tier-II cards (16_10 15_7 12_7 13_8) and differ only in their
* one tier-I card (10_7 / 11_7); 15_7 + 13_8 come together in matches 1, 3 and 6; 10_8, 11_8 and 12_8 never
* show (a uniform draw under the rule gives some pair of 5 drafts 5 shared cards in about 2.5 % of samples).
* Like R9, a draft is a group — the giant + 1–4 tier-II cards, always together — filled to 6 with tier-I
* cards: BOUNTY_HUNTER_TEMPLATES, 4 groups seen for the 15 events (fill = the 5 tier-I cards seen); an unseen
* event draws a group of that shape over all the R11 cards (BOUNTY_HUNTER) [ASSUMED: the group / fill split
* by tier, uniform among the 15 events]. The fill cards 16_11 and 13_7 only came in matches 10–11 (the
* 杰斯顿 period of R9) — too few drafts to split the fill by period.
* In none of the 27 bounty drafts: the 7 multi-round cards (山海众头目·多轮悬赏, 多轮悬赏·假想敌 ×6), the pre-series cards
* 打不过"), read from 66 screenshots of 22 official co-op 绝境 / 终极 matches at the start of rounds 3, 9 and 11 (collected
* by the user, 2026-10-03, from videos of this season recorded at the end of March 2026; the readings are
* test/fixtures/official-bounty-drafts.json, `seen` below = its match numbers). Every card's title, enemy and coin value is
* an act2autochess (下半) effect. A card's enemy is fixed by its effect (blackboard `enemy_id`); the title only names the
* category and tier, so 悬赏·损伤I is 底海滑动者 in enemyeffect_12_4 and 临时收音师 in enemyeffect_18_1. The players pick
* in turn from ONE shared draft (a taken card stays greyed with the taker's avatar: match 17 R3, match 21 R9).
*
* One rule covers all three rounds: the draft's event is a fixed list of cards, and the draft shows 6 different cards of
* it (positions shuffled): R3 lists hold 6 cards (all shown), R9 lists 9 (every R9 group seen in 3 or more drafts — and
* only those — shows exactly 9 different cards: 鼠王 group, 喷气人 group, 复仇者 group), R11 lists 7 (the three R11 groups
* seen in 2–4 drafts show exactly 7: matches 1 / 6 / 21 / 22 each leave out a different one of the same 7 cards). Within a
* list a card is drawn with weight 1 + the drafts of its group it appeared in (`hits`; a card no draft of the group has
* shown yet, 1) [ASSUMED: smooths the official counts — in the 鼠王 group 鼠王 showed in 4 of 14, 杰斯顿 in 12].
* initial R3 (enemy_initial_1..10): six "接下来两场作战" cards, always 3 × I (1 coin) + 2 × II + 1 × III (22 of 22).
* 9 of the 10 fixed sets seen (BOUNTY_INITIAL_SETS: 18 ×5, 19 / the 10_5 set / the 17_6 set ×3, 17 / two more
* ×2, two ×1 — consistent with a uniform pick among 10). Hand-made: a set can hold two series-20 cards (12) or
* one card of series 17 (13 / 19 / 21). The unseen 10th set: BOUNTY_INITIAL_RULE [ASSUMED] — its III is one of
* the only two two-battle cards no draft showed (法术大师A1 10_6, 鼎沸 20_6).
* boss R9 (bossInitial_1..6): the boss bounties "X·悬赏" and 源石虫·特训 (16 of 22), all "下场作战". Six groups, one
* per event (BOUNTY_BOSS_GROUPS); 庞贝 and 鼠王 are never in one draft. The 鼠王 group (W 碎骨 弑君者 大鲍勃 源石虫
* 鼠王 杰斯顿 “自在” 陷落雪祀) came in 14 of the 22 matches, so the event is not picked uniformly: something of
* the match decides — every match on the dark grey board (7) had it (if independent of the board, 2 %); the
* leader, the map or the difficulty (终极 opened 2026-03-27) are candidates. Picked by the matches each group
* came in [ASSUMED]. A named boss does not always come with its partners (杰斯顿 alone in 12 / 15 / 21, 复仇者
* and 萨卡兹百夫长 without 邪魔的利刃 in 20). The three single-draft groups are completed with the 庞贝 base
* cards they lack [ASSUMED]. 凋零骑士, “遗弃者”, 锏, 扎罗 and 迷路的巨像 never appeared: not offered [ASSUMED].
* hunter R11 (bounty_hunter_1..15; R11 is a 悬赏决策 in 14 of the 22 matches): six "下场战斗" cards, the faction _7 / _8
* cards and series 16 (16_1..8 the 特异III giants), at most one per faction series 10–15 (14 of 14). 7 groups
* seen (BOUNTY_HUNTER_GROUPS): three complete (7 cards), four with 6 cards seen and a 7th drawn by the rule
* (`open`; the group of match 15 shows no giant, so its 7th is one). The 8 unseen events: BOUNTY_HUNTER_RULE
* [ASSUMED] — one giant + 6 tier I / II cards, one per faction series, at most two of 16_9..12.
* In none of the 58 bounty drafts: the 7 multi-round cards (山海众头目·多轮悬赏, 多轮悬赏·假想敌 ×6), the pre-series cards
* enemyeffect_3_* (法术大师A2·悬赏 …), 战术特训 (法术教鞭 only) and the 鸭爵 set; no card twice in one draft.
*/
const EE = (s) => `enemyeffect_${s}`;
const seriesIds = (n) => [1, 2, 3, 4, 5, 6].map((i) => EE(`${n}_${i}`));
/** The R3 sets seen (`seen` = match numbers of test/fixtures/official-bounty-drafts.json). */
/** The R3 sets seen. */
const BOUNTY_INITIAL_SETS = [
{ cards: seriesIds(18), seen: [1, 3, 5, 9] },
{ cards: seriesIds(19), seen: [2] },
{ cards: seriesIds(17), seen: [7] },
{ cards: ['10_5', '11_4', '12_5', '13_6', '15_4', '20_3'].map(EE), seen: [4, 10] },
{ cards: ['10_4', '11_5', '12_6', '14_4', '15_5', '20_2'].map(EE), seen: [6] },
{ cards: seriesIds(18), seen: [1, 3, 5, 9, 17] },
{ cards: seriesIds(19), seen: [2, 15, 22] },
{ cards: seriesIds(17), seen: [7, 14] },
{ cards: ['10_5', '11_4', '12_5', '13_6', '15_4', '20_3'].map(EE), seen: [4, 10, 16] },
{ cards: ['10_4', '11_5', '12_6', '14_4', '15_5', '20_2'].map(EE), seen: [6, 18] },
{ cards: ['10_4', '11_5', '12_4', '14_6', '15_4', '20_4'].map(EE), seen: [8] },
{ cards: ['10_4', '11_6', '12_4', '13_4', '14_5', '15_5'].map(EE), seen: [11] },
];
/** An unseen R3 set: one card from each of `count` of these series, with these tiers (the seen mixed sets' rule). */
const BOUNTY_INITIAL_MIXED = { series: [10, 11, 12, 13, 14, 15, 20], count: 6, tiers: [1, 1, 1, 2, 2, 3] };
const BOSS_FILL_A = ['b_1', 'b_3', 'b_10', 'b_12', 'b_13', '5_1'].map(EE); // 碎骨 弑君者 W 庞贝 大鲍勃 源石虫·特训
const BOSS_FILL_B = ['b_1', 'b_3', 'b_10', 'b_11', 'b_13', '5_1'].map(EE); // 鼠王 in place of 庞贝
/** The R9 groups seen: `featured` always all on the card row, `fill` drawn to make 6. */
const BOUNTY_BOSS_TEMPLATES = [
{ featured: [], fill: BOSS_FILL_A, seen: [4] },
{ featured: ['b_8', 'b_24'].map(EE), fill: BOSS_FILL_A, seen: [1, 5] }, // 喷气人 纠缠藤蔓
{ featured: ['b_4', 'b_19'].map(EE), fill: BOSS_FILL_A, seen: [2] }, // 泥岩 澪
{ featured: ['b_5', 'b_17', 'b_20'].map(EE), fill: BOSS_FILL_A, seen: [3] }, // 腐败骑士 “墓碑” “巨大的丑东西”
{ featured: ['b_22', 'b_21', 'b_2'].map(EE), fill: BOSS_FILL_A, seen: [6, 'bahamut-12294'] }, // “邪魔的利刃” “复仇者” 萨卡兹百夫长
{ featured: ['b_9', 'b_23'].map(EE), fill: BOSS_FILL_B, seen: [7, 11] }, // 杰斯顿·威廉姆斯 陷落雪祀
{ featured: ['b_9', 'b_14'].map(EE), fill: BOSS_FILL_B, seen: [8, 9, 10] }, // 杰斯顿·威廉姆斯 “自在”
];
const HUNTER_FILL = ['10_7', '11_7', '13_7', '14_7', '16_11'].map(EE); // 法术大师A2 沏虹 假想敌:蚀裂 重弩突袭者 心虚设计师
/** The R11 groups seen: `featured` (the 特异III giant + its tier-II cards) always all on the card row, `fill` (tier I) drawn to make 6. */
const BOUNTY_HUNTER_TEMPLATES = [
{ featured: ['16_4', '16_10', '15_7', '12_7', '13_8'].map(EE), fill: HUNTER_FILL, seen: [1, 6] }, // 温顺的武装大驮兽 异质裂兽·α 深池重甲卫士队长 灼藤 尖端萨卡兹枯朽战车
{ featured: ['16_3', '15_7', '13_8'].map(EE), fill: HUNTER_FILL, seen: [3] }, // 狂暴宿主组长 深池重甲卫士队长 尖端萨卡兹枯朽战车
{ featured: ['16_5', '14_8', '12_7', '15_8'].map(EE), fill: HUNTER_FILL, seen: [10] }, // 萨卡兹骸骨拷打者 家族暗影灭迹人 灼藤 愤怒的守墓石像
{ featured: ['16_7', '16_9'].map(EE), fill: HUNTER_FILL, seen: [11] }, // 乌顶巨角卢鲁 拥霜羽兽
{ cards: ['10_4', '11_6', '12_4', '13_4', '14_5', '15_5'].map(EE), seen: [11, 20] },
{ cards: ['10_4', '11_4', '12_5', '15_6', '20_1', '20_5'].map(EE), seen: [12] },
{ cards: ['11_4', '12_4', '13_5', '14_4', '15_5', '17_6'].map(EE), seen: [13, 19, 21] },
];
/**
* An unseen R11 group (the seen groups' shape): one tier-III giant + `groupSizes` (one drawn: the seen 4 / 2 / 3 / 1)
* tier-II cards, filled with tier-I cards, at most one card per series of `onePerSeries` — over the R11 cards by tier
* (buildChoices). [ASSUMED]
* The unseen R3 set [ASSUMED]: six two-battle cards of these series with the seen sets' tiers, at most `perSeries` of one
* series (the 20_1 / 20_5 set has two), its tier-III card one of `prefer` (the two-battle cards no draft showed).
*/
const BOUNTY_HUNTER = { groupSizes: [1, 2, 3, 4], onePerSeries: [10, 11, 12, 13, 14, 15], count: 6 };
const BOUNTY_INITIAL_RULE = { series: [10, 11, 12, 13, 14, 15, 20], tiers: [1, 1, 1, 2, 2, 3], perSeries: 2, prefer: ['10_6', '20_6'].map(EE) };
// R9 cards by name (enemyeffect_b_N, 源石虫·特训 enemyeffect_5_1)
const R9 = {
W: 'b_10', 碎骨: 'b_1', 弑君者: 'b_3', 大鲍勃: 'b_13', 庞贝: 'b_12', 鼠王: 'b_11', 源石虫: '5_1', 杰斯顿: 'b_9', 自在: 'b_14', 陷落雪祀: 'b_23',
喷气人: 'b_8', 纠缠藤蔓: 'b_24', 澪: 'b_19', 邪魔的利刃: 'b_22', 复仇者: 'b_21', 萨卡兹百夫长: 'b_2', 腐败骑士: 'b_5', 墓碑: 'b_17', 巨大的丑东西: 'b_20', 泥岩: 'b_4',
};
/** A group from [name, hits] pairs (hits = the drafts of the group the card appeared in). */
const r9Group = (pairs, seen) => ({ cards: pairs.map(([n]) => EE(R9[n])), hits: pairs.map(([, h]) => h), seen });
/** The R9 groups (one per bossInitial event), picked by the matches they came in. */
const BOUNTY_BOSS_GROUPS = [
r9Group([['W', 11], ['碎骨', 12], ['弑君者', 11], ['大鲍勃', 11], ['源石虫', 10], ['鼠王', 4], ['杰斯顿', 12], ['自在', 7], ['陷落雪祀', 6]], [7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 21]),
r9Group([['W', 3], ['碎骨', 1], ['弑君者', 1], ['大鲍勃', 3], ['庞贝', 1], ['源石虫', 2], ['喷气人', 3], ['纠缠藤蔓', 3], ['澪', 1]], [1, 5, 22]),
r9Group([['W', 3], ['碎骨', 2], ['弑君者', 1], ['庞贝', 2], ['源石虫', 1], ['澪', 1], ['邪魔的利刃', 2], ['复仇者', 3], ['萨卡兹百夫长', 3]], [6, 20, 'bahamut-12294']),
r9Group([['W', 1], ['碎骨', 1], ['弑君者', 0], ['大鲍勃', 0], ['庞贝', 0], ['源石虫', 1], ['腐败骑士', 1], ['墓碑', 1], ['巨大的丑东西', 1]], [3]),
r9Group([['W', 0], ['碎骨', 0], ['弑君者', 1], ['大鲍勃', 1], ['庞贝', 1], ['源石虫', 1], ['泥岩', 1], ['澪', 1]], [2]),
r9Group([['W', 1], ['碎骨', 1], ['弑君者', 1], ['大鲍勃', 1], ['庞贝', 1], ['源石虫', 1]], [4]),
];
/** The R11 groups seen: 7 cards, or 6 + `open` cards drawn by BOUNTY_HUNTER_RULE. */
const hunterGroup = (ids, hits, seen, open = 0) => ({ cards: ids.map(EE), hits, seen, ...(open ? { open } : {}) });
const BOUNTY_HUNTER_GROUPS = [
hunterGroup(['16_4', '16_10', '15_7', '12_7', '13_8', '10_7', '11_7'], [4, 4, 3, 3, 4, 3, 3], [1, 6, 21, 22]), // 温顺的武装大驮兽 …
hunterGroup(['16_3', '15_7', '13_8', '16_9', '14_7', '11_7', '10_7'], [2, 2, 2, 1, 2, 2, 1], [3, 13]), // 狂暴宿主组长 …
hunterGroup(['16_5', '15_8', '12_7', '14_8', '10_7', '16_11', '11_7'], [3, 3, 3, 2, 3, 3, 1], [10, 12, 16]), // 萨卡兹骸骨拷打者 …
hunterGroup(['16_7', '16_9', '14_7', '16_11', '11_7', '13_7'], [1, 1, 1, 1, 1, 1], [11], 1), // 乌顶巨角卢鲁 …
hunterGroup(['16_8', '16_10', '14_8', '10_7', '16_12', '13_7'], [2, 2, 2, 2, 2, 2], [14, 19], 1), // 伊利昂的木驮兽 …
hunterGroup(['16_1', '10_8', '11_8', '15_7', '13_7', '14_7'], [1, 1, 1, 1, 1, 1], [17], 1), // 泥岩巨像 …
hunterGroup(['10_8', '12_7', '13_7', '14_7', '11_7', '16_12'], [1, 1, 1, 1, 1, 1], [15], 1), // no giant seen (枯朽萃聚使徒 …)
];
/**
* An unseen R11 list, and the `open` card of a seen one [ASSUMED]: `size` cards — one tier-III giant (a list without one
* gets one) + tier I / II cards, at most one per series of `onePerSeries` and `maxSeries16` of 16_9..12 — over the R11
* cards by tier (buildChoices).
*/
const BOUNTY_HUNTER_RULE = { size: 7, onePerSeries: [10, 11, 12, 13, 14, 15], maxSeries16: 2 };
/**
* The official 机密商店 (R11 of matches 2, 4, 5 and 8; the user: "机密商店按官方改成可以重复吧"): six item cards, free, and
* the same item can be offered twice (盟约之币 ×2 in 4 and 5, 变形同构体 ×2 in 8). Every one of the 4 has exactly two tier-VI
* items, at least one tier V and at least one 盟约之币 — never a tier-I / II item besides 盟约之币; the other two cards came
* out V ×3, IV ×2, III ×1, 盟约之币 ×2. So: six slots, each drawn on its own (with replacement) — VI, VI, V, 盟约之币 and
* twice a pick of V 3 / IV 2 / III 1 / 盟约之币 2 [ASSUMED: the slot split]; an item within its tier with weight 1 + the
* official 机密商店 cards it showed on (`seen`: 变形同构体 on 4 of the 8 tier-VI cards) [ASSUMED]. Solo shows 3 of the 6
* [ASSUMED]; outside R11 of 绝境 / 终极 no screenshot [ASSUMED the same].
*/
const SHOP_DRAFT = {
slots: [{ 6: 1 }, { 6: 1 }, { 5: 1 }, { coin: 1 }, { 5: 3, 4: 2, 3: 1, coin: 2 }, { 5: 3, 4: 2, 3: 1, coin: 2 }],
coin: '盟约之币',
seen: { 变形同构体: 4, 天师古鼎: 1, 人事部文档: 1, 家族徽章: 1, 铳骑之威: 1, 天马之盔: 2, 双模机械臂: 2, 商业包装方案: 2, 博士投影: 1, 护盾无人机: 1, 寻呼模块: 1, 骑士储蓄罐: 1, 盟约之币: 6 },
matches: [2, 4, 5, 8],
};
/** The kind of a round's 悬赏决策: R3 (and 险境 R6, [ASSUMED]) initial, R9 boss, R11 hunter. */
const bountyDraftOf = (r) => (r < 8 ? 'initial' : r < 11 ? 'boss' : 'hunter');
@@ -2474,8 +2505,8 @@ function buildChoices(ctx, effects, items, chess) {
let draftExcluded = bountyDraftExclusion(e, main);
if (draftExcluded === 'hidden' && !/鸭爵|高普尼克|流泪小子|圆仔/.test(e.name || '')) warn(`bounty ${e.effectId} "${e.name}": expected one of the 鸭爵 set`);
let draftPool = bountyDraftPool(e, main, draftExcluded);
// a boss bounty is offered only through a seen R9 group (BOUNTY_BOSS_TEMPLATES)
if (draftPool === 'boss' && !BOUNTY_BOSS_TEMPLATES.some((t) => t.featured.includes(e.effectId) || t.fill.includes(e.effectId))) draftPool = null;
// a boss bounty is offered only through a seen R9 group (BOUNTY_BOSS_GROUPS)
if (draftPool === 'boss' && !BOUNTY_BOSS_GROUPS.some((g) => g.cards.includes(e.effectId))) draftPool = null;
if (!draftExcluded && !draftPool) draftExcluded = 'unseen';
const sm = /^enemyeffect_(\d+)_\d+$/.exec(e.effectId);
bounty.push({
@@ -2489,16 +2520,21 @@ function buildChoices(ctx, effects, items, chess) {
const bountyById = new Map(bounty.map((c) => [c.effectId, c]));
const checkKind = (ids, kind, what) => { for (const id of ids) if (bountyById.get(id)?.draftPool !== kind) warn(`bounty draft ${what}: ${id} is not a "${kind}" card`); };
for (const s of BOUNTY_INITIAL_SETS) checkKind(s.cards, 'initial', 'R3 set');
for (const t of BOUNTY_BOSS_TEMPLATES) checkKind([...t.featured, ...t.fill], 'boss', 'R9 group');
for (const t of BOUNTY_HUNTER_TEMPLATES) {
checkKind([...t.featured, ...t.fill], 'hunter', 'R11 group');
const tiers = t.featured.map((id) => bountyById.get(id)?.tier);
if (tiers.filter((x) => x === 3).length !== 1 || tiers.some((x) => x !== 3 && x !== 2)) warn(`bounty draft R11 group ${t.featured.join(' ')}: not one giant + tier-II cards`);
if (t.fill.some((id) => bountyById.get(id)?.tier !== 1)) warn(`bounty draft R11 group ${t.featured.join(' ')}: a fill card is not tier I`);
for (const g of BOUNTY_BOSS_GROUPS) checkKind(g.cards, 'boss', 'R9 group');
for (const g of BOUNTY_HUNTER_GROUPS) checkKind(g.cards, 'hunter', 'R11 group');
for (const g of [...BOUNTY_INITIAL_SETS, ...BOUNTY_BOSS_GROUPS, ...BOUNTY_HUNTER_GROUPS]) {
if (new Set(g.cards).size !== g.cards.length) warn(`bounty draft group ${g.cards.join(' ')}: a card twice`);
if (g.hits && g.hits.length !== g.cards.length) warn(`bounty draft group ${g.cards.join(' ')}: hits do not match the cards`);
}
// the unseen R11 groups draw over the R11 cards by tier: III the giants, II the group cards, I the fill
for (const s of BOUNTY_INITIAL_SETS) if (s.cards.map((id) => bountyById.get(id)?.tier).sort().join('') !== '111223') warn(`bounty draft R3 set ${s.cards.join(' ')}: not I I I II II III`);
for (const g of BOUNTY_HUNTER_GROUPS) {
const giants = g.cards.filter((id) => bountyById.get(id)?.tier === 3).length;
if (giants > 1 || g.cards.length + (g.open || 0) !== BOUNTY_HUNTER_RULE.size) warn(`bounty draft R11 group ${g.cards.join(' ')}: not ${BOUNTY_HUNTER_RULE.size} cards with at most one giant`);
}
// the R11 rule draws over the R11 cards by tier: III the giants, II / I the rest
const hunterTier = (t) => bounty.filter((c) => c.draftPool === 'hunter' && c.tier === t).map((c) => c.effectId);
if (hunterTier(1).length + hunterTier(2).length + hunterTier(3).length !== bounty.filter((c) => c.draftPool === 'hunter').length) warn('bounty: an R11 card of no tier I–III');
const withWeights = ({ hits, ...g }) => ({ ...g, weights: hits.map((h) => h + 1) });
// Tactic cards (BUFF_GAIN effects).
const tactic = [];
@@ -2532,11 +2568,11 @@ function buildChoices(ctx, effects, items, chess) {
let families;
if (diff === 'TRAINING') families = [{ family: 'supply', weight: 100 }];
else if (diff === 'HARD' || diff === 'ABYSS') {
// R11 of the 11 official co-op matches (player feedback after 0.1.0 report #2, the screenshots of BOUNTY_INITIAL_SETS):
// 悬赏决策 5, 机密商店 4, 战术决策 2, 道具补给 0 — the weights follow those counts [ASSUMED]. Solo 绝境 / 终极 take the
// R11 of the 22 official co-op matches (player feedback after 0.1.0 report #2, the screenshots of BOUNTY_INITIAL_SETS):
// 悬赏决策 14, 机密商店 4, 战术决策 4, 道具补给 0 — the weights are those counts [ASSUMED]. Solo 绝境 / 终极 take the
// same weights [ASSUMED: no solo screenshot; extrapolated from co-op — the data has solo 悬赏决策 events for R11,
// bounty_hunter_*_s, which the previous supply 50 / shop 50 never used]
families = r === 11 ? [{ family: 'bounty', weight: 45 }, { family: 'shop', weight: 35 }, { family: 'tactic', weight: 20 }] : [{ family: 'bounty', weight: 100 }];
families = r === 11 ? [{ family: 'bounty', weight: 14 }, { family: 'shop', weight: 4 }, { family: 'tactic', weight: 4 }] : [{ family: 'bounty', weight: 100 }];
} else if (diff === 'NORMAL') {
families = solo
? [{ family: r === 9 ? 'tactic' : 'supply', weight: 100 }]
@@ -2562,9 +2598,9 @@ function buildChoices(ctx, effects, items, chess) {
return {
events,
families: {
bounty: { name: '悬赏决策', desc: '选定悬赏目标,获取额外奖励。', cards: 'bountyDrafts[schedule[*].bountyDraft] — the official draft structure of the round (initial: one of the R3 sets; boss: an R9 group + cheap fill; hunter: an R11 group — one 特异III giant + tier-II cards — + tier-I fill, one per faction series), over cards.bounty entries with draft: true and that draftPool' },
bounty: { name: '悬赏决策', desc: '选定悬赏目标,获取额外奖励。', cards: 'bountyDrafts[schedule[*].bountyDraft] — one official card list of the round (initial: an R3 set of 6; boss: an R9 group of 9; hunter: an R11 group of 7), six different cards of it drawn by weight, over cards.bounty entries with draft: true and that draftPool' },
supply: { name: '道具补给', desc: '无需消耗资金,获得装备补给。', cards: 'random normal EQUIP items in schedule[*].supplyTiers (duplicates allowed)' },
shop: { name: '机密商店', desc: '无需消耗资金,获得装备补给。', cards: 'random normal EQUIP items of any tier I–VI (duplicates allowed)' },
shop: { name: '机密商店', desc: '无需消耗资金,获得装备补给。', cards: 'shopDraft: six slots drawn with replacement (VI, VI, V, 盟约之币, 2 × V / IV / III / 盟约之币) — the same item can come twice' },
tactic: { name: '战术决策', desc: '选择战术增益。', cards: 'cards.tactic (terrain cards only for the match stage)' },
},
format: {
@@ -2574,18 +2610,33 @@ function buildChoices(ctx, effects, items, chess) {
},
cards: { bounty, tactic },
// the official 悬赏决策 structures by kind (tools/build-data.mjs BOUNTY_INITIAL_SETS; `seen` = the match numbers of
// test/fixtures/official-bounty-drafts.json; `slots` = the official events, the unseen ones built by `mixed` / `rule`)
// test/fixtures/official-bounty-drafts.json; `slots` = the official events, the unseen ones built by `rule`)
bountyDrafts: {
initial: { events: eventsOf('bounty', (e) => bountyEventRe.initial.test(e.id) && !e.solo), slots: eventsOf('bounty', (e) => bountyEventRe.initial.test(e.id) && !e.solo).length, sets: BOUNTY_INITIAL_SETS, mixed: BOUNTY_INITIAL_MIXED, count: 6, assumed: ['the unseen slots built by `mixed`', '险境 R6 drafts like R3'] },
boss: { events: eventsOf('bounty', (e) => bountyEventRe.boss.test(e.id) && !e.solo), templates: BOUNTY_BOSS_TEMPLATES, count: 6, assumed: ['a uniform pick among the seen groups', 'boss bounties of no seen group are not offered'] },
initial: {
events: eventsOf('bounty', (e) => bountyEventRe.initial.test(e.id) && !e.solo), slots: eventsOf('bounty', (e) => bountyEventRe.initial.test(e.id) && !e.solo).length,
pick: 'slot', groups: BOUNTY_INITIAL_SETS, rule: BOUNTY_INITIAL_RULE, count: 6,
assumed: ['a uniform pick among the 10 events', 'the unseen 10th set built by `rule`', '险境 R6 drafts like R3'],
},
boss: {
events: eventsOf('bounty', (e) => bountyEventRe.boss.test(e.id) && !e.solo), slots: BOUNTY_BOSS_GROUPS.length,
pick: 'seen', groups: BOUNTY_BOSS_GROUPS.map(withWeights), count: 6,
assumed: ['a group picked by the matches it came in (the per-match cause is open)', 'card weights 1 + hits', 'the single-draft groups completed with their base cards', 'boss bounties of no seen group are not offered'],
},
hunter: {
events: eventsOf('bounty', (e) => bountyEventRe.hunter.test(e.id) && !e.solo), slots: eventsOf('bounty', (e) => bountyEventRe.hunter.test(e.id) && !e.solo).length,
templates: BOUNTY_HUNTER_TEMPLATES,
rule: { giants: hunterTier(3), groupCards: hunterTier(2), groupSizes: BOUNTY_HUNTER.groupSizes, fill: hunterTier(1) },
onePerSeries: BOUNTY_HUNTER.onePerSeries, count: BOUNTY_HUNTER.count,
assumed: ['a group (the giant + tier-II cards) + tier-I fill, like R9', 'the unseen slots built by `rule`', 'a uniform pick among the 15 events'],
pick: 'slot', groups: BOUNTY_HUNTER_GROUPS.map(withWeights),
rule: { ...BOUNTY_HUNTER_RULE, giants: hunterTier(3), cards: [...hunterTier(2), ...hunterTier(1)] }, count: 6,
assumed: ['a uniform pick among the 15 events', 'card weights 1 + hits', 'the `open` cards and the 8 unseen lists built by `rule`'],
},
},
// the official 机密商店 (SHOP_DRAFT): `slots` tier → weight (`coin` = 盟约之币), each drawn on its own; `itemWeights` =
// 1 + the official cards an item showed on (other shop items 1)
shopDraft: {
slots: SHOP_DRAFT.slots, coin: itemByName(SHOP_DRAFT.coin),
itemWeights: Object.fromEntries(Object.entries(SHOP_DRAFT.seen).filter(([n]) => n !== SHOP_DRAFT.coin).map(([n, k]) => [itemByName(n), 1 + k]).sort((a, b) => naturalCmp(a[0], b[0]))),
seen: SHOP_DRAFT.matches, count: 6,
assumed: ['the slot split', 'item weights 1 + seen', 'solo shows 3 of the 6', 'the same outside R11 of 绝境 / 终极'],
},
schedule,
pools: {
pool_equip_normal: { kind: 'equip', rule: 'shopEligible', maxTier: 'shopLevel', assumed: true },