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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sganggs committed 2026-10-05 18:17:08 +08:00
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@@ -16,6 +16,11 @@ export class PlayerPrep {
return null;
}
/**
* g.reward {idx}: the pick of the first queued offer (promotion reward, a strategy's special refresh, an item offer).
* A pick is a 招募 like a purchase: a full regular hand refuses it, also when it would complete a merge (PRTS
* 卫戍协议/帮助 §手牌区, see buy; GitHub #82).
*/
pickReward(idx) {
const g = this._gate(); if (g) return g;
const offer = this.offers[0];
@@ -26,14 +31,14 @@ export class PlayerPrep {
const handFull = freeSlot(this.hand) < 0;
if (slot.kind === 'item') {
if (!this.gd.item(slot.id)) return fail(ERR.BAD_TARGET);
if (handFull && !this.completesItemMerge(slot.id)) return fail(ERR.HAND_FULL);
if (handFull) return fail(ERR.HAND_FULL);
} else {
const rec = this.gd.chess(slot.id);
if (!rec) return fail(ERR.BAD_TARGET);
const base = this.gd.baseIdOf(slot.id);
const need = rec.isGolden ? this.gd.goldenCopies : 1;
if (this.m.pool.has(base) && this.m.pool.left(base) < need) return fail(ERR.SOLD_OUT);
if (handFull && !this.completesChessMerge(slot.id)) return fail(ERR.HAND_FULL);
if (handFull) return fail(ERR.HAND_FULL);
}
const price = Number.isFinite(slot.price) && slot.price > 0 ? Math.trunc(slot.price) : 0;
if (price > this.funds) return fail(ERR.NO_FUNDS);