feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged
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@@ -407,8 +407,8 @@ Writes (all validated, never throw on bad input, never make funds / pools negati
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| `addFunds(n, reason?)` / `addPendingFunds(n)` / `spendFunds(n)` | funds now / at the next round start / pay (false when short) |
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| `addLayers(bondId, n, { requireActive })` | layer gain (`requireActive` = "使已激活的…"); returns layers added — at most the room left under `BOND_LAYER_CAP` (999, shared/constants.js `layerGainRoom`; the battle gains merged at SETTLE too); fires onLayers unless it added 0 |
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| `grantChess(id, { toTemp, golden, requirePool=true, fromPool=true })` | acquire a chess (takes pool copies; with `requirePool` a pool chess with no copy left fails → `null`); merges; fires onGain |
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| `grantItem(id, { toTemp })` | acquire an item (merges with an identical normal item) |
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| `grantChess(id, { toTemp, golden, requirePool=true, fromPool=true })` | acquire a chess (takes pool copies; with `requirePool` a pool chess with no copy left fails → `null`); merges; fires onGain. `toTemp` puts it into temp, but a free hand slot pulls it in at the next recompute (temp holds overflow only, `PlayerState._fillHandFromTemp`) |
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| `grantItem(id, { toTemp })` | acquire an item (merges with an identical normal item); `toTemp` as for grantChess |
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| `rollChess({ maxTier, tier, bond, filter })` / `rollItem({ pool, tier, maxTier })` | copy-weighted chess id from the shared pool / item id (choices.json pools) |
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| `grantFreeRefresh(n)` | free refreshes (stack) |
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| `modifyPrice(delta)` / `setPrice(v)` | onPrice only: edit `ev.price` |
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@@ -508,9 +508,14 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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* **Pool**: copies 12/14/18/16/8/5 (缪尔赛思 4); a normal piece holds 1 copy, an elite 3; displays never reserve copies;
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selling, temp resolution and elimination return exactly what a piece holds (`left + held = cap` always).
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* **Hand**: 10 slots filled right→left, 5 temp slots for passive overflow (merge results, grants, returned equipment);
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a full hand refuses buys unless the purchase completes a merge, and withdrawals unless the withdrawn summoner's own
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summon stack frees a slot (a deployed summon withdrawn with no stack of its own left to join is a new card: `HAND_FULL`,
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never temp); temp blocks Ready. A temp piece is resolved (chess sold back to the pool, items destroyed, a summon stack
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a full hand refuses every buy and reward pick — also one whose copy would complete a merge at once (PRTS
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卫戍协议/帮助 §手牌区 "例如招募/购入等通常情况下会增加手牌的操作"; GitHub #82) — and withdrawals unless the withdrawn
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summoner's own summon stack frees a slot (a deployed summon withdrawn with no stack of its own left to join is a new
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card: `HAND_FULL`, never temp). A free hand slot pulls the temp pieces in at once ("常规手牌区出现空位时自动移入"):
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`PlayerState._fillHandFromTemp` at every recompute, the temp row right → left (the order it fills, [ASSUMED]) into the
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hand's free slots right → left — after a sale, a deployment, a merge that consumed hand copies, an item equipped /
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destroyed / used, a summon stack removed with its owner; so temp holds pieces only while the hand is full
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(`invariants.js`). Temp blocks Ready. A temp piece is resolved (chess sold back to the pool, items destroyed, a summon stack
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removed — it comes back at the next round start, see Summons) at the deadline of the first prep in which its player could act on it (`PlayerState.tempDue` vs
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`prepsEnded`, recorded by `_putTemp`, user playtest #3): arrived during a prep before Ready → that prep's end; after
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Ready, during onPrepEnd, or outside PREP (COMBAT, 联防, SETTLE, ROUND_START, 机变) → the end of the NEXT prep, so it
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