From 5e6fe19a701f42d2f5571ddb7e03bfa8cb30aadf Mon Sep 17 00:00:00 2001 From: sganggs Date: Sat, 3 Oct 2026 01:38:33 +0800 Subject: [PATCH 1/6] feedback1 WB: bounty drafts offer the cards of their half (late bounty enemies no longer in the R3 draft) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Player report #2: boss bounties, second-half specials and their upgraded copies showed up in the first 悬赏决策 draft. A draft up to R7 (the official wave generator's first half) now offers the 接下来两场作战 cards, a draft from R8 the 下场作战 and multi-round cards, with no tier window (the official late draft screenshot shows boss bounties worth 1 to 6 together). choices.json cards.bounty draftHalf, schedule bountyHalf; the mode's inactive enemy list no longer thins the bounty draft (PRTS 11/18 note). --- data/choices.json | 2 +- docs/DATA.md | 4 +- docs/META.md | 8 +- docs/PLAYING.md | 2 +- server/match/choices.js | 43 +++++-- server/match/waves.js | 4 +- test/content/choices.test.js | 5 +- test/match/feedback1-bounty.test.js | 171 +++++++++++++++++++++++++ test/match/playtest6-matchflow.test.js | 22 ++-- test/ui/playtest6-bounty.test.js | 8 +- tools/build-data.mjs | 34 ++++- 11 files changed, 264 insertions(+), 39 deletions(-) create mode 100644 test/match/feedback1-bounty.test.js diff --git a/data/choices.json b/data/choices.json index b6541c60..6560da9e 100644 --- a/data/choices.json +++ b/data/choices.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/docs/DATA.md b/docs/DATA.md index 77d331ae..2b490443 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -319,9 +319,9 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU | `events[id]` | `{"id":"enemy_initial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"…","color":"#35d8b4","family":"bounty","solo":false,"training":false}` | 109 official choice events; `_s` = solo copies; `usedBy` on events opened by items (`hunter_band_1` ← 教鞭 / “神秘顾客”) | | `families` | `{"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}}` | 悬赏决策 / 道具补给 / 机密商店 / 战术决策 | | `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | | -| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `draft` = offered by the 悬赏决策 draft — the PRTS 下半 记录 §机变阶段 "敌人轮选" table (105 cards: 1- and 2-battle kill bounties, 源石虫·特训, the 7 multi-round cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔, commented out of the table; 4) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4 | +| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `draft` = offered by the 悬赏决策 draft — the PRTS 下半 记录 §机变阶段 "敌人轮选" table (105 cards: 1- and 2-battle kill bounties, 源石虫·特训, the 7 multi-round cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔, commented out of the table; 4) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4; `draftHalf` = the half whose drafts offer it: 1 (rounds ≤ 7) for the 42 "接下来两场作战" cards, 2 (R8 on) for the "下场作战" and multi-round cards (63), null when not drafted — build-data `bountyDraftHalf`, player feedback after 0.1.0 report #2 | | `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates | -| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyTiers":[1,2],"events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `events` = official event ids usable as the phase header | +| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyHalf":1,"events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `bountyHalf` = the `draftHalf` of the round's 悬赏决策 cards (1 up to `factions.generation.firstHalfMaxRound` 7, else 2); `events` = official event ids usable as the phase header (`enemy_initial_*` in the first half, `bounty_hunter_*` / `bossInitial_*` from R8) | | `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform | ## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear) diff --git a/docs/META.md b/docs/META.md index 62ae4972..7f63451c 100644 --- a/docs/META.md +++ b/docs/META.md @@ -111,7 +111,13 @@ text "无需消耗资金"). 悬赏决策 offers only choices.json cards with `dr item 4): the PRTS table 卫戍协议:盟约 下半/PRTS盟约记录 §机变阶段 "敌人轮选" — kill bounties for the next battle ("下场作战") or the next two ("接下来两场作战"), 源石虫·特训, and the 7 multi-round cards ("之后 / 后续的每场作战"), but never 战术特训 (listed under "※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (commented out of the table) — -105 cards, drawn uniformly. Every bounty card carries the effect's official rich text `descRaw` (the battles in blue +105 cards. **Each draft offers the cards of its half** (`choices.js bountyDraftHalf`, choices.json `draftHalf`; player +feedback after 0.1.0, report #2 — late bounty enemies in the early drafts): a draft up to R7 (the official wave +generator's first half: 绝境 / 终极 R3, 险境 co-op R3 / R6) draws the 42 "接下来两场作战" cards, a draft from R8 on (R9) +the 56 "下场作战" cards (boss bounties, 特异 giants, the faction _7 / _8 cards, 源石虫·特训) and the 7 multi-round ones — +uniformly, with no tier window (the official late-draft screenshot shows boss bounties worth 1 to 6 together; the +evidence is in `tools/build-data.mjs bountyDraftHalf`). The mode's inactive enemy list does not thin the draft (PRTS +11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue "下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战"). **Multi-round cards last two battles** (`choices.js MULTI_ROUND_BOUNTY_BATTLES = 2`, `bountyBattles` / `bountyText`): the user does not remember any multi-round bounty (playtest #6 answer, "我不记得有过多轮悬赏"), so until that is confirmed diff --git a/docs/PLAYING.md b/docs/PLAYING.md index 8774fff9..062df5a5 100644 --- a/docs/PLAYING.md +++ b/docs/PLAYING.md @@ -16,7 +16,7 @@ |---|---| | 确认本局信息 | 本局地图(标准模拟固定为「战场#01」;险境从 8 张地图中随机,绝境 / 终极从不含战场#01 的 7 张中随机)、敌方派系、**被禁用的盟约及其干员**、领袖预告。所有人确认后继续;同盟模拟最多 25 秒;只有你一名玩家时(独立模拟,或同盟模拟只带 AI 队友)不限时。 | | 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。 | -| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 | +| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场。前半程(第 7 回合及以前,如第 3 回合)的悬赏决策只提供「接下来两场作战」的悬赏;「下场作战」的强敌悬赏(各首领、特异巨兽等)和多轮悬赏从第 8 回合以后(第 9 回合)才出现。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 | | 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 | | 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在原地**(倒地姿势、略微变灰),头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够,红色「!」表示原位被占。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 | | 联防 | 见第 5 节。 | diff --git a/server/match/choices.js b/server/match/choices.js index 30ce0492..3d0e079a 100644 --- a/server/match/choices.js +++ b/server/match/choices.js @@ -3,11 +3,17 @@ // // Generation (generateDraft): the family is a weighted pick from choices.schedule[modeId].rounds[r].families; the card // count is `cards` (co-op 6, solo 3): -// bounty 悬赏决策 distinct cards.bounty entries with tier ∈ bountyTiers whose enemy exists and is active in the mode, -// draft cards only (`draftBounty`, choices.json `draft`: the PRTS 下半 记录 §机变阶段 "敌人轮选" table — -// never 战术特训, which only 法术教鞭 creates, nor the hidden 鸭爵 set; the 7 multi-round "之后 / 后续 -// 的每场作战" cards stay in, as the table lists them); each card carries its official rich text -// `descRaw` (the battles in blue "下场作战" / "两场作战"); a multi-round card lasts +// bounty 悬赏决策 distinct cards.bounty entries whose enemy exists, draft cards only (`draftBounty`, choices.json +// `draft`: the PRTS 下半 记录 §机变阶段 "敌人轮选" table — never 战术特训, which only 法术教鞭 creates, +// nor the hidden 鸭爵 set; the 7 multi-round "之后 / 后续的每场作战" cards stay in, as the table lists +// them) of the draft's half (`bountyDraftHalf`, choices.json `draftHalf`; player feedback after +// 0.1.0, report #2 — late bounty enemies in the early drafts): rounds ≤ 7 (the official wave +// generator's first half: R3, 险境 R6) offer the "接下来两场作战" cards, R8 on (R9) the "下场作战" cards +// (boss bounties, 特异 giants, the faction _7 / _8 cards …) and the multi-round ones (tools/build-data.mjs +// bountyDraftHalf has the evidence); drawn uniformly (no tier window: the official late draft shows +// boss bounties worth 1 to 6 together); 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,不影响悬赏决策出场"); each card carries its official +// rich text `descRaw` (the battles in blue "下场作战" / "两场作战"); a multi-round card lasts // 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) @@ -34,7 +40,7 @@ // anything else (env_gbuff…, enemy_attribute_mul…) a battle EffectRef for the sim content (playerEffects) // cards with `team: true` apply to the picker AND every alive teammate ("若存在其他队友则他们也获得"). -import { weightedPick } from './waves.js'; +import { weightedPick, firstHalfMax } from './waves.js'; export const FAMILY_NAMES = { bounty: '悬赏决策', supply: '道具补给', shop: '机密商店', tactic: '战术决策' }; @@ -75,7 +81,16 @@ function scheduleFor(gd, round) { const r = sch && sch.rounds && sch.rounds[String(round)]; if (r && typeof r === 'object') return r; // fallback: a supply draft - return { families: [{ family: 'supply', weight: 1 }], cards: gd.isSolo ? 3 : 6, supplyTiers: [1, Math.min(6, 1 + Math.floor(round / 3))], bountyTiers: [1, 2] }; + return { families: [{ family: 'supply', weight: 1 }], cards: gd.isSolo ? 3 : 6, supplyTiers: [1, Math.min(6, 1 + Math.floor(round / 3))] }; +} + +/** + * The half of the match a 悬赏决策 draft of `round` belongs to: 1 up to the official wave generator's first-half end + * (waves.js firstHalfMax, 7), else 2. Its cards are the cards.bounty entries with that `draftHalf` (player feedback + * after 0.1.0, report #2). + */ +export function bountyDraftHalf(round, gd = null) { + return Number(round) <= firstHalfMax(gd) ? 1 : 2; } function formatCount(gd) { @@ -105,7 +120,7 @@ export function generateDraft(gd, rng, round, { stageId = null, bondAvailable = const fams = Array.isArray(sch.families) && sch.families.length ? sch.families.map((f) => [f.family, f.weight]) : [['supply', 1]]; let family = weightedPick(rng, fams) || 'supply'; const n = Number.isInteger(sch.cards) && sch.cards > 0 ? Math.min(sch.cards, 6) : formatCount(gd); - const opts = { stageId, bondAvailable }; + const opts = { stageId, bondAvailable, round }; let cards = buildCards(gd, rng, family, n, sch, opts); if (!cards.length && family !== 'supply') { family = 'supply'; cards = buildCards(gd, rng, family, n, sch, opts); } if (!cards.length) return null; @@ -145,19 +160,21 @@ export function cardTargetBonds(gd, effectId) { /** * A bounty card the 悬赏决策 draft may offer (choices.json cards.bounty `draft`, tools/build-data.mjs * bountyDraftExclusion: the PRTS "敌人轮选" table — no 战术特训, no 鸭爵 set; user playtest #6 item 4). Data without the - * flag (older builds, test fixtures) falls back to the kill bounties. + * flag (older builds, test fixtures) falls back to the kill bounties. With `half` (1 | 2, bountyDraftHalf) the card must + * also belong to that half (choices.json `draftHalf`; a card without one — test fixtures — fits both). */ -export function draftBounty(c) { +export function draftBounty(c, half = null) { if (!c) return false; + if (half != null && Number.isInteger(c.draftHalf) && c.draftHalf !== half) return false; if (typeof c.draft === 'boolean') return c.draft; return c.payout !== 'perfect'; } -function buildCards(gd, rng, family, n, sch, { stageId = null, bondAvailable = null } = {}) { +function buildCards(gd, rng, family, n, sch, { stageId = null, bondAvailable = null, round = 1 } = {}) { const cardsData = gd.choices.cards || {}; if (family === 'bounty') { - const tiers = Array.isArray(sch.bountyTiers) && sch.bountyTiers.length ? sch.bountyTiers : [1, 2]; - const pool = (Array.isArray(cardsData.bounty) ? cardsData.bounty : []).filter((c) => c && draftBounty(c) && tiers.includes(c.tier) && gd.enemy(c.enemyKey) && !gd.inactiveEnemies.has(c.enemyKey)); + const half = sch.bountyHalf === 1 || sch.bountyHalf === 2 ? sch.bountyHalf : bountyDraftHalf(round, gd); + const pool = (Array.isArray(cardsData.bounty) ? cardsData.bounty : []).filter((c) => c && draftBounty(c, half) && gd.enemy(c.enemyKey)); const pick = pool.slice(); rng.shuffle(pick); return pick.slice(0, n).map((c) => { diff --git a/server/match/waves.js b/server/match/waves.js index 2da9d01b..de52d873 100644 --- a/server/match/waves.js +++ b/server/match/waves.js @@ -122,7 +122,9 @@ function placeholderMap(gd) { return out; } -const firstHalfMax = (gd) => intOr(gen(gd).firstHalfMaxRound, Math.floor(intOr(gen(gd).maxLevelCnt, 15) / 2)); +/** Last round of the official generator's first half (factions.generation.firstHalfMaxRound: maxLevelCnt / 2 = 7); also + * the half of the 悬赏决策 drafts (choices.js bountyDraftHalf). */ +export const firstHalfMax = (gd) => intOr(gd && gd.factions ? gen(gd).firstHalfMaxRound : null, Math.floor(intOr(gd && gd.factions ? gen(gd).maxLevelCnt : null, 15) / 2)); /** The special entry list (factions.json entries) sorted by key. */ function entryList(gd) { diff --git a/test/content/choices.test.js b/test/content/choices.test.js index e0b64614..06770bba 100644 --- a/test/content/choices.test.js +++ b/test/content/choices.test.js @@ -27,8 +27,9 @@ function dataWith(modeId, round, family, { tactic = null, bounty = null, cards = const out = { ...DATA, choices: { ...ch, schedule: { ...ch.schedule, [modeId]: { ...sch, rounds: { ...sch.rounds, [String(round)]: r } } }, cards: { ...ch.cards } } }; if (tactic) out.choices.cards.tactic = ch.cards.tactic.filter((c) => tactic.includes(c.effectId)); // the listed bounty cards are offered by this draft even when the real one would not (战术特训 comes from 法术教鞭 - // only — choices.json `draft`, user playtest #6 item 4): these tests drive the payouts through the draft - if (bounty) out.choices.cards.bounty = ch.cards.bounty.filter((c) => bounty.includes(c.effectId)).map((c) => ({ ...c, draft: true })); + // only — choices.json `draft`, user playtest #6 item 4; a "下场作战" card belongs to the drafts from R8 on — + // `draftHalf`, player feedback #2): these tests drive the payouts through the draft + if (bounty) out.choices.cards.bounty = ch.cards.bounty.filter((c) => bounty.includes(c.effectId)).map((c) => ({ ...c, draft: true, draftHalf: null })); return out; } diff --git a/test/match/feedback1-bounty.test.js b/test/match/feedback1-bounty.test.js new file mode 100644 index 00000000..0b0f4492 --- /dev/null +++ b/test/match/feedback1-bounty.test.js @@ -0,0 +1,171 @@ +// 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 悬赏决策 draft of the first half (co-op / solo 绝境 · 终极 R3, 险境 co-op R3 / R6) offered boss bounties (碎骨, W, +// 弑君者, 萨卡兹百夫长, 鼠王, 庞贝, 大鲍勃), second-half specials (尖端萨卡兹枯朽战车, 假想敌:蚀裂 / 淤困 …, 法术大师A2, +// 灼藤, 重弩突袭者) and their upgraded variants (新硎, 家族暗影灭迹人, 异光体孽生者 …): the card tier read from the I/II/III +// suffix, the boss bounties' small coin values and the multi-round cards' fixed tier 2 all passed the R3 tier window +// [1, 2]. Official evidence (tools/build-data.mjs bountyDraftHalf): the one official co-op draft screenshot shows six boss +// bounties with coins 1–6 together at team LP 6 / 10 / 9 / 15 (a late draft), and in every faction series of the data +// the "接下来两场作战" cards use first-half enemies, the "下场作战" ones second-half enemies. Now a first-half draft +// (R ≤ 7, the official wave generator's half) offers the two-battle cards, a draft from R8 on the next-battle and +// multi-round cards. Real data, real draft code, the real match path for the players' scenario. +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { readFileSync, existsSync } from 'node:fs'; +import { PHASE } from '../../shared/constants.js'; +import { DATA, makeMatch } from './harness.js'; +import { FakeBattle } from './fakeBattle.js'; +import { GameData } from '../../server/match/gamedata.js'; +import { generateDraft, bountyDraftHalf, MULTI_ROUND_BOUNTY_BATTLES } from '../../server/match/choices.js'; +import { createRng } from '../../server/sim/rng.js'; + +const BOUNTY_MODES = ['mode_multi_normal', 'mode_multi_hard', 'mode_multi_abyss', 'mode_single_hard', 'mode_single_abyss']; +const CARD = new Map(DATA.choices.cards.bounty.map((c) => [c.effectId, c])); +const isBoss = (key) => DATA.enemies[key] && DATA.enemies[key].rank === 'BOSS'; + +/** The official wave generator's halves (activity_table specialEnemyInfoDict isInFirstHalf), when the cache has it. */ +function officialHalves() { + const p = new URL('../../.cache/gamedata/excel/activity_table.json', import.meta.url); + if (!existsSync(p)) return null; + const act = JSON.parse(readFileSync(p, 'utf8')).activity.AUTOCHESS_SEASON.act2autochess; + const first = new Set(), second = new Set(); + for (const v of Object.values(act.specialEnemyInfoDict)) (v.isInFirstHalf ? first : second).add(v.specialEnemyKey); + return { first, second, secondOnly: new Set([...second].filter((k) => !first.has(k))) }; +} + +/** Every bounty draft of every bounty mode and SP round over `seeds` seeds: [{ modeId, round, cards }]. */ +function drafts(seeds = 30) { + const out = []; + for (const modeId of BOUNTY_MODES) { + const gd = new GameData(DATA, modeId); + for (const r of DATA.choices.schedule[modeId].spRounds) { + for (let seed = 1; seed <= seeds; seed++) { + const d = generateDraft(gd, createRng(seed * 7919 + r * 31), r, { stageId: 'act2autochess_m01' }); + if (d && d.family === 'bounty') out.push({ modeId, round: r, cards: d.cards }); + } + } + } + return out; +} + +test('#2 data: every drafted bounty card names its draft half — the "接下来两场作战" cards the first, the "下场作战" and multi-round cards the second', () => { + let first = 0, second = 0; + for (const c of DATA.choices.cards.bounty) { + if (!c.draft) { assert.equal(c.draftHalf, null, `${c.effectId}: not drafted, no half`); continue; } + assert.equal(c.draftHalf, c.rounds === 2 ? 1 : 2, `${c.effectId} ${c.name} (${c.rounds} battles): half ${c.draftHalf}`); + if (c.draftHalf === 1) first++; else second++; + } + assert.equal(first, 42, '42 two-battle cards (6 faction series × I–III, 4 sets of 6)'); + assert.equal(second, 63, '56 next-battle cards (incl. 源石虫·特训, 24 boss bounties) + 7 multi-round cards'); + assert.equal(bountyDraftHalf(3), 1); + assert.equal(bountyDraftHalf(7), 1); + assert.equal(bountyDraftHalf(8), 2); + assert.equal(bountyDraftHalf(9), 2); +}); + +test('#2 data cross-check (official tables): no first-half card brings a boss or a second-half-only special; every such card is a second-half card', (t) => { + const halves = officialHalves(); + if (!halves) { t.skip('no .cache/gamedata (run tools/build-data.mjs once)'); return; } + let late = 0; + for (const c of DATA.choices.cards.bounty) { + if (!c.draft) continue; + const lateEnemy = isBoss(c.enemyKey) || halves.secondOnly.has(c.enemyKey); + if (c.draftHalf === 1) assert.ok(!lateEnemy, `${c.effectId} ${c.name}: ${DATA.enemies[c.enemyKey].name} is a boss / second-half special`); + if (lateEnemy) { assert.equal(c.draftHalf, 2, `${c.effectId} ${c.name}`); late++; } + } + assert.ok(late >= 30, `${late} cards with a boss or a second-half special`); + // the faction series pair the halves: _4–_6 (two battles) with first-half enemies, _7 / _8 (next battle) with later ones + for (const s of [10, 11, 12, 13, 14, 15]) { + for (const i of [4, 5, 6]) assert.equal(CARD.get(`enemyeffect_${s}_${i}`).draftHalf, 1, `enemyeffect_${s}_${i}`); + for (const i of [7, 8]) assert.equal(CARD.get(`enemyeffect_${s}_${i}`).draftHalf, 2, `enemyeffect_${s}_${i}`); + } +}); + +test('#2 the first-half drafts (R3, 险境 R6) offer only two-battle cards: no boss, no second-half special, no multi-round card', () => { + const halves = officialHalves(); + let early = 0, cards = 0; + for (const d of drafts()) { + if (d.round > 7) continue; + early++; + for (const c of d.cards) { + cards++; + const card = CARD.get(c.id); + assert.equal(card.rounds, 2, `${d.modeId} R${d.round}: ${c.id} ${c.name} lasts ${card.rounds} battle(s) — a later draft's card`); + assert.ok(!isBoss(c.enemyKey), `${d.modeId} R${d.round}: ${c.name} — a boss bounty in the first half`); + if (halves) assert.ok(!halves.secondOnly.has(c.enemyKey), `${d.modeId} R${d.round}: ${c.name} — a second-half special`); + assert.ok(!card.multiRound, `${d.modeId} R${d.round}: ${c.name} — a multi-round card`); + } + } + assert.ok(early >= 100 && cards >= 400, `${early} first-half bounty drafts, ${cards} cards`); +}); + +test('#2 the second-half drafts (R9) offer the next-battle and multi-round cards — boss bounties of every coin value among them (the official screenshot: 碎骨 1 … “复仇者” 6)', () => { + const coins = new Set(); + let late = 0, multi = 0; + for (const d of drafts(60)) { + if (d.round < 8) continue; + late++; + for (const c of d.cards) { + const card = CARD.get(c.id); + assert.notEqual(card.rounds, 2, `${d.modeId} R${d.round}: ${c.id} ${c.name} — a first-half (two-battle) card`); + if (isBoss(c.enemyKey)) coins.add(c.coin); + if (card.multiRound) { + multi++; + assert.equal(c.rounds, MULTI_ROUND_BOUNTY_BATTLES, 'a multi-round card still lasts two battles (settled, DESIGN §20.9)'); + } + } + } + assert.ok(late >= 100, `${late} second-half drafts`); + for (const n of [1, 2, 3, 4, 5, 6]) assert.ok(coins.has(n), `a boss bounty worth ${n} was offered (seen: ${[...coins].sort().join(', ')})`); + assert.ok(multi > 0, 'multi-round cards are offered in the second half'); +}); + +test('#2 the mode\'s inactive enemy list does not thin the bounty draft (PRTS 卫戍协议:盟约 11/18 note "不影响悬赏决策出场")', () => { + const gd = new GameData(DATA, 'mode_multi_normal'); + const dropped = ['enemy_1272_nhtank_2', 'enemy_10067_ftsjc', 'enemy_9008_acbunn']; + for (const k of dropped) assert.ok(gd.inactiveEnemies.has(k), `${k} is inactive in 险境 waves`); + const seen = new Set(); + for (let seed = 1; seed <= 400 && seen.size < dropped.length; seed++) { + const d = generateDraft(gd, createRng(seed), 9, { stageId: 'act2autochess_m01' }); + if (d && d.family === 'bounty') for (const c of d.cards) if (dropped.includes(c.enemyKey)) seen.add(c.enemyKey); + } + assert.deepEqual([...seen].sort(), dropped.slice().sort(), 'the three bounties stay in 险境\'s second-half drafts'); +}); + +test('#2 E2E (co-op 绝境, the players\' case): the real R3 draft offers no late bounty, and the picked enemy comes for R3 and R4 at their round scale', () => { + for (let seed = 1; seed <= 6; seed++) { + const h = makeMatch({ mode: 'coop', difficulty: 'HARD', humans: 1, bots: 1, seed: 910 + seed, fake: true }).start(); + const m = h.m; + 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) => `${c.name}(${CARD.get(c.id).rounds})`).join(', '); + for (const c of m.sp.cards) { + assert.equal(CARD.get(c.id).draftHalf, 1, `seed ${seed}: ${names}`); + assert.ok(!isBoss(c.enemyKey), `seed ${seed}: ${c.name} is a boss bounty`); + } + assert.equal(m.publicView().sp.cards.length, m.sp.cards.length); + // the human takes a card when its turn comes; the bot picks by itself + let picked = null; + for (let guard = 0; guard < 200 && m.phase === PHASE.SP_DRAFT; guard++) { + if (m.spTurn() === 'p_0') { + picked = m.sp.cards.find((c) => m.sp.taken[c.idx] == null); + assert.deepEqual(m.handle('p_0', { t: 'g.choice', idx: picked.idx }), { ok: true }); + } else h.sched.runNext(); + } + assert.ok(picked, 'the human picked'); + const b = h.ps('p_0').bounties.find((x) => x.card.effectId === picked.id); + assert.ok(b, 'the picker holds the bounty'); + h.drive(() => m.phase === PHASE.ROUND_START && m.round === 6, { ready: true }); + const rounds = []; + for (const f of FakeBattle.instances) { + if (f.kind !== 'normal' || !f.players.includes('p_0')) continue; + const spec = f.spawns.find((s) => s.tag === 'bounty' && s.mods && s.mods.bountyId === b.id); + if (!spec) continue; + rounds.push(f.round); + const scale = m.gd.enemyScale(f.round); + assert.equal(spec.mods.hpMul, scale.hpMul, `R${f.round}: the bounty enemy takes the round's HP scale`); + assert.equal(spec.mods.atkMul, scale.atkMul, `R${f.round}: the bounty enemy takes the round's ATK scale`); + } + assert.deepEqual(rounds, [3, 4], `seed ${seed}: ${picked.name} (两场作战) spawned in R${rounds.join(', R')}`); + m.dispose(); + } +}); diff --git a/test/match/playtest6-matchflow.test.js b/test/match/playtest6-matchflow.test.js index 7d5dd569..b6aefd6e 100644 --- a/test/match/playtest6-matchflow.test.js +++ b/test/match/playtest6-matchflow.test.js @@ -173,12 +173,13 @@ test('#4 data: cards.bounty marks the draft pool after the PRTS table — 战术 assert.equal(list.find((c) => c.effectId === 'enemyeffect_5_1').draft, true, '源石虫·特训 is in the table too'); }); -/** Drive a co-op 绝境 match to its R3 bounty draft; the human takes the first free card `want(card, free)` accepts. */ -function pickAtR3(seed, want) { +/** Drive a co-op 绝境 match to its R3 (or R`round`) bounty draft; the human takes the first free card `want(card, free)` + * accepts. */ +function pickAtR3(seed, want, round = 3) { const h = makeMatch({ mode: 'coop', difficulty: 'HARD', humans: 1, bots: 1, seed, fake: true }).start(); const m = h.m; - const ok = h.drive(() => m.phase === PHASE.SP_DRAFT && m.round === 3, { ready: true }); - assert.ok(ok && m.sp.family === 'bounty', `seed ${seed}: the R3 bounty draft`); + const ok = h.drive(() => m.phase === PHASE.SP_DRAFT && m.round === round, { ready: true }); + assert.ok(ok && m.sp.family === 'bounty', `seed ${seed}: the R${round} bounty draft`); let picked = null; for (let guard = 0; guard < 200 && m.phase === PHASE.SP_DRAFT; guard++) { if (m.spTurn() === 'p_0') { @@ -191,7 +192,7 @@ function pickAtR3(seed, want) { return { h, m, ps: h.ps('p_0'), picked }; } -/** Rounds (≤ R8) whose normal battle of p_0 spawned bounty `bountyId`. */ +/** Rounds whose normal battle of p_0 spawned bounty `bountyId`. */ function bountyRounds(bountyId) { const out = []; for (const f of FakeBattle.instances) { @@ -221,11 +222,12 @@ test('#4 E2E (co-op 绝境, the real R3 draft): a 1–2-battle bounty\'s enemies }); test('#4 E2E: a multi-round card lasts two battles like the "两场作战" cards — blue text on the card and in the effects column (the user\'s call)', () => { - // "我不记得有过多轮悬赏" (user, after playtest #6): choices.js MULTI_ROUND_BOUNTY_BATTLES = 2; null restores 每场 + // "我不记得有过多轮悬赏" (user, after playtest #6): choices.js MULTI_ROUND_BOUNTY_BATTLES = 2; null restores 每场. The + // multi-round cards are second-half cards (the R9 draft; player feedback #2, choices.js bountyDraftHalf) assert.equal(MULTI_ROUND_BOUNTY_BATTLES, 2); let done = false; for (let seed = 1; seed <= 40 && !done; seed++) { - const { h, m, ps, picked } = pickAtR3(700 + seed, (c) => MULTI.has(c.id)); + const { h, m, ps, picked } = pickAtR3(700 + seed, (c) => MULTI.has(c.id), 9); if (!picked) { m.dispose(); continue; } done = true; assert.equal(picked.rounds, 2); @@ -236,12 +238,12 @@ test('#4 E2E: a multi-round card lasts two battles like the "两场作战" cards const e = ps.privateView().effects.find((x) => x.id === b.id); assert.equal(e.counterText, '还剩 2 场作战'); assert.match(e.desc, /<@ba\.vup>两场作战<\/>/, 'the effects tooltip says the same'); - h.drive(() => m.phase === PHASE.ROUND_START && m.round === 9, { ready: true }); - assert.deepEqual(bountyRounds(b.id), [3, 4], 'its enemy comes for two battles, then never again'); + h.drive(() => m.phase === PHASE.ROUND_START && m.round === 13, { ready: true }); + assert.deepEqual(bountyRounds(b.id), [9, 10], 'its enemy comes for two battles, then never again'); assert.ok(!ps.bounties.some((x) => x.id === b.id), 'and the bounty is gone'); m.dispose(); } - assert.ok(done, 'some R3 draft offered a multi-round card'); + assert.ok(done, 'some R9 draft offered a multi-round card'); }); test('#4 the active bounty says how many battles it has left, with its card text in the official colours (effects column)', () => { diff --git a/test/ui/playtest6-bounty.test.js b/test/ui/playtest6-bounty.test.js index 280bee43..f45c3609 100644 --- a/test/ui/playtest6-bounty.test.js +++ b/test/ui/playtest6-bounty.test.js @@ -37,9 +37,11 @@ test('#4 the draft overlay shows each bounty card\'s battles in the official col // the official multi-round cards: two battles, in the two-battle cards' blue (the user's call after playtest #6) const MULTI = new Set(DATA.choices.cards.bounty.filter((c) => c.multiRound).map((c) => c.effectId)); const seen = new Set(); - for (let seed = 1; seed <= 40 && seen.size < 3; seed++) { - const d = generateDraft(gd, createRng(seed * 977 + 3), 3, { stageId: 'act2autochess_m02' }); - assert.equal(d.family, 'bounty', 'co-op 绝境 R3 is a bounty draft'); + // R3 offers the two-battle cards, R9 the next-battle and multi-round ones (player feedback #2, choices.js bountyDraftHalf) + for (let seed = 1; seed <= 80 && seen.size < 3; seed++) { + const round = seed % 2 ? 3 : 9; + const d = generateDraft(gd, createRng(seed * 977 + 3), round, { stageId: 'act2autochess_m02' }); + assert.equal(d.family, 'bounty', `co-op 绝境 R${round} is a bounty draft`); const sp = normalizeSp({ family: d.family, cards: d.cards.map(cardView), order: ['p_0'], turn: 'p_0', picks: {}, taken: {} }, [{ playerId: 'p_0' }]); for (const card of sp.cards) { const view = resolveSpCard(card, sp.family); diff --git a/tools/build-data.mjs b/tools/build-data.mjs index 7221bb11..48d4d8a3 100644 --- a/tools/build-data.mjs +++ b/tools/build-data.mjs @@ -2334,6 +2334,27 @@ function bountyDraftExclusion(e, main) { return null; } +/** + * The half of the match whose 悬赏决策 drafts offer a drafted bounty card (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"): 1 = the drafts of rounds ≤ firstHalfMaxRound (7: co-op / solo 绝境 · 终极 R3, + * 险境 co-op R3 / R6), 2 = the drafts from R8 on (R9). The official card list of each draft event (enemy_initial_1..10, + * bounty_hunter_1..15, bossInitial_1..6) is server-side; what the official side shows: + * - the one official co-op 悬赏决策 screenshot (Bahamut 12294, research 06 §15 "Wrkhtxv") holds six boss bounties — + * “复仇者” 6, “庞贝” 2, W 1, 萨卡兹百夫长 2, “邪魔的利刃” 3, 碎骨 1 — with the team at LP 6 / 10 / 9 / 15: a late + * draft, coin values 1–6 together; + * - the data's six faction series pair the battles with the wave generator's halves (specialEnemyInfoDict + * isInFirstHalf): "接下来两场作战" (_4–_6) bring first-half enemies or their attached keys (妖怪, 磨砻, 逐腐兽, 萨卡兹 + * 枯朽战车, 山海众头目, 深池伙友卫队 …), "下场作战" (_7 / _8) second-half specials or their upgraded copies (法术大师A2, + * 假想敌:蚀裂, 尖端萨卡兹枯朽战车, 新硎, 家族暗影灭迹人, 异光体孽生者 …). + * Rule: a "接下来两场作战" card (data `round` 2) is a first-half card; a "下场作战" card (the boss bounties, the 特异 giants, + * the faction _7 / _8 cards, 源石虫·特训) and a multi-round card (the 假想敌, a second-half special each) a second-half + * one [ASSUMED beyond the evidence above]. Not a drafted card ⇒ null. + */ +function bountyDraftHalf(main, draftExcluded) { + if (draftExcluded) return null; + return main.rounds === 2 ? 1 : 2; +} + /** Classify a 机变 choice event id into a family. */ function choiceFamily(ev) { if (ev.choiceType === 'BOUNTY_HUNT' || ev.choiceType === 'PERSONAL_CHOOSE') return 'bounty'; @@ -2387,7 +2408,7 @@ function buildChoices(ctx, effects, items, chess) { bounty.push({ effectId: e.effectId, name: e.name, desc: e.desc, tier, coin, payout: main.payout, rounds: main.rounds, multiRound, enemyKey: main.enemyKey, count: main.count, adds, - draft: !draftExcluded, draftExcluded, + draft: !draftExcluded, draftExcluded, draftHalf: bountyDraftHalf(main, draftExcluded), }); } bounty.sort((a, b) => naturalCmp(a.effectId, b.effectId)); @@ -2412,7 +2433,9 @@ function buildChoices(ctx, effects, items, chess) { // Per-mode schedule of families (research 01 A4). const schedule = {}; const supplyWindow = { 3: [1, 4], 6: [2, 5], 9: [3, 6], 11: [4, 6] }; - const bountyTiers = { 3: [1, 2], 6: [1, 2, 3], 9: [2, 3], 11: [2, 3] }; + // the 悬赏决策 draft of a round offers the cards of its half (cards.bounty `draftHalf`, bountyDraftHalf): the official + // wave generator's first half ends at maxLevelCnt / 2 (factions.generation.firstHalfMaxRound) + const firstHalfMaxRound = Math.floor((ctx.ac.constData.maxLevelCnt ?? 15) / 2); for (const [modeId, rounds] of Object.entries(act.battleDataDict)) { const mode = act.modeDataDict[modeId]; const solo = mode.modeType === 'SINGLE'; @@ -2429,10 +2452,11 @@ function buildChoices(ctx, effects, items, chess) { ? [{ family: r === 9 ? 'tactic' : 'supply', weight: 100 }] : [{ family: 'bounty', weight: 50 }, { family: 'supply', weight: 25 }, { family: 'shop', weight: 10 }, { family: 'tactic', weight: 15 }]; } else families = [{ family: 'supply', weight: 45 }, { family: 'tactic', weight: 35 }, { family: 'shop', weight: 20 }]; - const bountyEvents = r <= 3 ? eventsOf('bounty', (e) => /^enemy_initial/.test(e.id) && e.solo === solo) : eventsOf('bounty', (e) => /^(bounty_hunter|bossInitial)/.test(e.id) && e.solo === solo); + const bountyHalf = r <= firstHalfMaxRound ? 1 : 2; + const bountyEvents = bountyHalf === 1 ? eventsOf('bounty', (e) => /^enemy_initial/.test(e.id) && e.solo === solo) : eventsOf('bounty', (e) => /^(bounty_hunter|bossInitial)/.test(e.id) && e.solo === solo); m[r] = { families, cards: solo ? 3 : 6, - supplyTiers: supplyWindow[r] || [1, 6], bountyTiers: bountyTiers[r] || [1, 3], + supplyTiers: supplyWindow[r] || [1, 6], bountyHalf, events: { bounty: bountyEvents, supply: diff === 'TRAINING' ? eventsOf('supply', (e) => e.training) : eventsOf('supply', (e) => !e.training && e.solo === solo), @@ -2448,7 +2472,7 @@ 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: 'cards.bounty entries with draft: true (PRTS 敌人轮选: no 战术特训 — the 教鞭 Art offers those — and no 鸭爵 set)' }, + bounty: { name: '悬赏决策', desc: '选定悬赏目标,获取额外奖励。', cards: 'cards.bounty entries with draft: true (PRTS 敌人轮选: no 战术特训 — the 教鞭 Art offers those — and no 鸭爵 set) and draftHalf = schedule[*].bountyHalf (1: the "接下来两场作战" cards, rounds ≤ firstHalfMaxRound; 2: the "下场作战" and multi-round cards)' }, 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)' }, tactic: { name: '战术决策', desc: '选择战术增益。', cards: 'cards.tactic (terrain cards only for the match stage)' }, From 49c0ebcf4d7d0ea932c428e6d6148bd77a852fd8 Mon Sep 17 00:00:00 2001 From: sganggs Date: Sat, 3 Oct 2026 01:48:29 +0800 Subject: [PATCH 2/6] =?UTF-8?q?feedback1=20WB:=20special-refresh=20offers?= =?UTF-8?q?=20drawn=20as=20what=20they=20hold=20(=E5=87=AF=E7=91=9F?= =?UTF-8?q?=E7=90=B3's=20three=20items=20as=20item=20cards)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Player report #6: 凯瑟琳's 定向投放 offer after a level-up showed three nameless operator cards (the raw item ids) under the promotion reward's 晋升奖励 header. The shop bar now draws each offer slot by its kind (item slots as free item cards) and names the offer: m.private shop.rewardOffer carries source ('merge' | 'special') and label (the strategy's effect name, the item's name or the 特质's operator — effectsMeta.offerLabel); the reminder pill says