feedback1 integrate: the prep dispatcher takes every equipped item before the first one runs (follow-up to the PR #2 fix)

Step 5 read each holder's items when the walk reached that holder, so an item equipped meanwhile onto a holder not yet
walked ran in the same dispatch and an item moved to a later holder ran twice (latent: no shipped item does either).
Every [holder, item] pair is now taken before the first item runs, as the header and META already said.
This commit is contained in:
sganggs committed 2026-10-03 17:47:19 +08:00
1 parent d6b1d1bd26
commit f671c15d3f
2 files changed
+72 -12

No files matched your search

+16 -12
View File
@@ -23,10 +23,12 @@
// ctx.triggerGarrisons(uid, eventType) re-runs another piece's garrisons (铃兰, "触发…的获得时效果", 特质相同).
// Items: onEquip / onArt / onDestroy go to the item's own handler only; every other hook runs for items equipped on
// owned chess (ev.source.holder). That step walks a snapshot — the owned chess and each holder's items as they stand
// when it begins — and runs an item only if, when its turn comes, it is still equipped on that holder and the holder
// is still owned: handlers move and destroy pieces mid-walk (突变细胞 transforms its holder and returns the equipment
// to the hand; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the next item or
// ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch.
// when it begins (every [holder, item] pair, taken before the first item runs) — and runs an item only if, when its
// turn comes, it is still equipped on that holder and the holder is still owned: handlers move and destroy pieces
// mid-walk (突变细胞 transforms its holder and returns the equipment to the hand; normal 博士投影 destroys itself, which
// splices holder.items), and a live walk skipped the next item or ran it with a holder that was gone. Pieces gained or
// equipped during the walk wait for the next dispatch; an item moved during it runs at most once (on the holder it
// stood on, if its turn came before the move).
// Dispatch order per player: global → band → bonds → garrisons (board reading order,
// then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N
// sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is
@@ -212,15 +214,17 @@ export class EffectDispatcher {
}
// 4. garrisons (onPrice: already run as step 0)
if (hook !== 'onPrice') this._garrisons(ps, hook, ev);
// 5. equipped items (not for the item-specific hooks): a snapshot of the owned chess and of each holder's items,
// each run only while still equipped on its still-owned holder — handlers move / destroy pieces (header)
// 5. equipped items (not for the item-specific hooks): every [holder, item] pair of the owned chess, taken before
// the first item runs; each runs only while still equipped on its still-owned holder — handlers move / destroy
// pieces (header). Taking the pairs per holder as the walk reached it ran an item equipped meanwhile onto a later
// holder, and twice an item moved from a holder already walked to a later one.
if (hook !== 'onEquip' && hook !== 'onArt' && hook !== 'onDestroy') {
for (const holder of ownedChess(ps)) {
for (const it of (holder.items || []).slice()) {
const key = `item:${itemKey(it.id)}`;
const h = reg.get(key);
if (h && stillEquipped(ps, holder, it)) this._call(ps, key, h, hook, { kind: 'item', key, piece: it, holder, item: this.m.gd.item(it.id) }, ev);
}
const pairs = [];
for (const holder of ownedChess(ps)) for (const it of holder.items || []) pairs.push([holder, it]);
for (const [holder, it] of pairs) {
const key = `item:${itemKey(it.id)}`;
const h = reg.get(key);
if (h && stillEquipped(ps, holder, it)) this._call(ps, key, h, hook, { kind: 'item', key, piece: it, holder, item: this.m.gd.item(it.id) }, ev);
}
}
// 6. persistent effects
@@ -110,3 +110,59 @@ test('dispatcher: an item whose holder an earlier item\'s handler destroyed is n
assert.ok(!ps.find(victim.uid), 'the victim chess is gone');
assert.deepEqual(calls, [], 'the spy on the destroyed holder never ran');
});
// QA after the integration: the pairs were taken per holder as the walk reached it, not before step 5 began — an item
// equipped meanwhile onto a holder not yet walked ran in the same dispatch, and an item moved from a holder already
// walked to a later one ran twice. Every [holder, item] pair is now taken before the first item runs.
test('dispatcher: an item equipped during the walk waits for the next dispatch, whichever holder it goes to', () => {
for (const where of ['a holder walked later (hand)', 'a holder walked earlier (board)']) {
const calls = [];
const registry = createRegistry({ log: QUIET });
const GIVER = A('1_02');
let target = null, given = null;
registry.item(GIVER, { onRoundStart(ctx) { if (given) return; given = ctx.grantItem(SPY); ctx.equipDirect(given.uid, target.uid); } });
registry.item(SPY, { onRoundStart(ctx) { calls.push(ctx.source.piece.uid); } });
const h = makeMatch({ mode: 'solo', humans: 1, seed: 3, registry, fake: true }).start();
h.toPrep(1);
const m = h.m;
const ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0; ps.bandId = null; ps.recompute();
const [c1, c2] = plain((c) => c.tier === 1);
let giverHolder;
if (where.includes('later')) { giverHolder = give(m, ps, c1, 'board', [9, 4]); target = give(m, ps, c2, 'hand'); }
else { target = give(m, ps, c2, 'board', [9, 4]); giverHolder = give(m, ps, c1, 'hand'); }
assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: giveItem(m, ps, GIVER).uid, targetUid: giverHolder.uid }), OK);
m.dispatch(ps, 'onRoundStart', { round: 2 });
assert.ok(given && target.items.some((it) => it.uid === given.uid), `${where}: the spy item was equipped during the walk`);
assert.deepEqual(calls, [], `${where}: not run in the dispatch that equipped it`);
m.dispatch(ps, 'onRoundStart', { round: 3 });
assert.deepEqual(calls, [given.uid], `${where}: run once in the next dispatch`);
}
});
test('dispatcher: an item moved during the walk from a holder already walked to a later one runs once', () => {
const calls = [];
const registry = createRegistry({ log: QUIET });
const MOVER = A('1_02');
let first = null, later = null, spy = null, done = false;
registry.item(SPY, { onRoundStart(ctx) { calls.push(ctx.source.holder.uid); } });
registry.item(MOVER, { onRoundStart(ctx) { if (done) return; done = true; ctx.destroyPiece(first.uid); ctx.equipDirect(spy.uid, later.uid); } });
const h = makeMatch({ mode: 'solo', humans: 1, seed: 3, registry, fake: true }).start();
h.toPrep(1);
const m = h.m;
const ps = h.ps('p_0');
for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0; ps.bandId = null; ps.recompute();
const [c1, c2, c3] = plain((c) => c.tier === 1);
first = give(m, ps, c1, 'board', [12, 3]); // walked first (deployment order)
const moverHolder = give(m, ps, c2, 'board', [9, 3]);
later = give(m, ps, c3, 'hand'); // walked last
spy = giveItem(m, ps, SPY);
assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: spy.uid, targetUid: first.uid }), OK);
assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: giveItem(m, ps, MOVER).uid, targetUid: moverHolder.uid }), OK);
const firstUid = first.uid;
m.dispatch(ps, 'onRoundStart', { round: 2 });
assert.ok(done && !ps.find(firstUid) && later.items.includes(spy), 'the spy item was moved to the later holder mid-walk');
assert.deepEqual(calls, [firstUid], 'run once, on the holder it stood on when its turn came (it ran twice)');
});