feedback7 R22-LOADOUT: the battle takes each operator's potential and 练度 from its spec entry; golden: unchanged
A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.
- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
(shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
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@@ -28,6 +28,7 @@
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import { genericKit, genericTalents } from './generic.js';
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import { withUnitLoadouts } from '../simdata.js';
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import { isPotential } from '../../../shared/potential.js';
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// Content files are loaded with guarded dynamic imports: a module that fails to load (syntax error, throwing
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// top-level code, missing file) is logged and replaced by an empty module instead of breaking the server.
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@@ -136,7 +137,8 @@ function inputEntry(unit) {
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* The loadout `{ skillIndex, moduleId }` a unit's PlayerBattleInput entry gives; an entry without loadout fields means
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* the DEFAULT loadout (`{}`), never "whatever the data view maps this chess id to" (another player's choice in a
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* multi-player field). `standIn: true` rides along (补位: the stand-in def whatever the skill / module fields say), as
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* does `diy` (自选: the pick of a DIY slot's piece). Null when the unit has no input entry.
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* do `diy` (自选: the pick of a DIY slot's piece) and `potential` (0.2.2: 1–6, never a stand-in's). Null when the unit
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* has no input entry.
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*/
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function inputLoadout(unit) {
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const x = inputEntry(unit);
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@@ -144,6 +146,7 @@ function inputLoadout(unit) {
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const extra = {
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...(x.standIn === true ? { standIn: true } : null),
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...(x.diy && typeof x.diy === 'object' ? { diy: x.diy } : null),
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...(x.standIn !== true && isPotential(x.potential) ? { potential: x.potential } : null),
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};
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if (x.skillIndex == null && x.moduleId == null) return extra;
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return { skillIndex: x.skillIndex ?? null, moduleId: x.moduleId ?? null, ...extra };
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