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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@@ -4,7 +4,7 @@
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fabricated m.public / m.private / m.field / b.snap / b.ev streams and a tiny mock server behind
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net.request, so every phase can be developed and screenshot without the game server.
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URL params: ?phase=PREP|INFO_CHECK|BAND_DRAFT|BATTLE_CHECK|SP_DRAFT|COMBAT|UNITE|SETTLE|FINAL_ASSAULT|HIDDEN_CORE|RESULT
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&variant=reward|bounty|supply|tactic|temp|frozen|dead|defeat|solo|popup|detail|drawer|info|pen|emote|settings|collapsed|bond|drag
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&variant=reward|bounty|supply|shop|tactic|temp|frozen|dead|defeat|solo|popup|detail|drawer|info|pen|emote|settings|collapsed|bond|drag
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|leaker (联防: you let enemies through — the ×N counter)
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|overtime|drain (boss rounds: level time over / overtime drain) |paused (solo battles)
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&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) {
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break;
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case PHASE.SP_DRAFT: {
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pub.round = 9; pub.deadline = Date.now() + 14000;
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const fam = VARIANTS.has('supply') ? 'supply' : VARIANTS.has('tactic') ? 'tactic' : 'bounty';
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const fam = VARIANTS.has('supply') ? 'supply' : VARIANTS.has('shop') ? 'shop' : VARIANTS.has('tactic') ? 'tactic' : 'bounty';
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const ch = data.get('choices');
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let cards;
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if (fam === 'supply') cards = shuffle(shopItems().filter((i) => i.tier >= 3)).slice(0, 6).map((i) => ({ itemId: i.id }));
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// the official 机密商店 of match 8 R11 (test/fixtures/official-bounty-drafts.json): the same item twice
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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 }));
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else if (fam === 'tactic') cards = shuffle(ch.cards.tactic.filter((t) => t.kind !== 'terrain')).slice(0, 6).map((t) => ({ effectId: t.effectId }));
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else cards = shuffle(ch.cards.bounty.filter((b) => b.draft !== false)).slice(0, 6).map((b) => ({ effectId: b.effectId }));
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if (solo) { cards = cards.slice(0, 3); pub.deadline = 0; }
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@@ -698,7 +700,7 @@ const SWITCH = [
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['BATTLE_CHECK', PHASE.BATTLE_CHECK, ''], ['PREP', PHASE.PREP, ''], ['PREP + reward', PHASE.PREP, 'reward'],
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['PREP + temp', PHASE.PREP, 'temp'], ['PREP frozen', PHASE.PREP, 'frozen'], ['PREP dead', PHASE.PREP, 'dead'],
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['PREP boss (L)', PHASE.PREP, 'boss'], ['PREP boss (R)', PHASE.PREP, 'bossR'],
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['SP bounty', PHASE.SP_DRAFT, 'bounty'], ['SP supply', PHASE.SP_DRAFT, 'supply'], ['SP tactic', PHASE.SP_DRAFT, 'tactic'], ['SP solo', PHASE.SP_DRAFT, 'solo'],
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['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'],
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['COMBAT', PHASE.COMBAT, ''], ['COMBAT done', PHASE.COMBAT, 'done'], ['UNITE', PHASE.UNITE, ''], ['UNITE leaker', PHASE.UNITE, 'leaker'], ['SETTLE', PHASE.SETTLE, ''],
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['FINAL_ASSAULT', PHASE.FINAL_ASSAULT, ''], ['FA overtime soon', PHASE.FINAL_ASSAULT, 'overtime'], ['FA draining', PHASE.FINAL_ASSAULT, 'drain'],
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['HIDDEN_CORE', PHASE.HIDDEN_CORE, ''], ['COMBAT solo (pause)', PHASE.COMBAT, 'solo'], ['FA solo paused', PHASE.FINAL_ASSAULT, 'solo,paused'],
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