feedback7: merge fb7-g-ui — PRs #306 #309 #341 #349 #356 #358 #361 applied as-is (Grok coding run; static review p3: MERGE)

- Golden unchanged (union OK); broad node --test 5257 (5256 pass, 0 fail, 1 skipped); lint 0 errors.
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sganggs committed 2026-10-08 20:14:09 +08:00
commit f9969aeeef
15 files changed
+842 -55

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+5 -34
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@@ -8,7 +8,6 @@
// Installed on Match.prototype by server/match/Match.js (a method container: never instantiated; `this` is the match).
import { PHASE, ERR } from '../../../shared/constants.js';
import { boardOrder, pieceDir } from '../board.js';
import { snapFrame } from '../fields.js';
import { OK, fail } from './common.js';
@@ -238,38 +237,9 @@ export class MatchWatch {
}
}
/** Board signature of a prep scout view (board, hand and temp rows: a shop or funds change is not a board change).
* Hand / temp entries carry their slot — `prepFieldMeta` draws x from it, so a piece moved to another slot is a
* change (review of PR #129). In a boss round's prep the pair partner's board is part of the view (item 51). */
_prepScoutSig(ps) {
const parts = [];
const boardSig = (q) => {
for (const { r, c, piece } of boardOrder(q.board)) {
const items = piece.kind === 'chess' && Array.isArray(piece.items) ? piece.items.map((it) => `${it.uid}:${it.id}`).join(',') : '';
parts.push(`${piece.uid}:${piece.id}@${r},${c}:${pieceDir(piece)}:${items}`);
}
};
boardSig(ps);
const m = this._bossMateOf(ps);
if (m) { parts.push(`|mate:${m.mate.playerId}:${m.side}`); boardSig(m.mate); }
for (let i = 0; i < ps.hand.length; i++) {
const piece = ps.hand[i];
if (!piece) continue;
const items = piece.kind === 'chess' && Array.isArray(piece.items) ? piece.items.map((it) => `${it.uid}:${it.id}`).join(',') : '';
parts.push(`h${i}:${piece.uid}:${piece.id}:${items}`);
}
for (let i = 0; i < ps.temp.length; i++) {
const piece = ps.temp[i];
if (!piece) continue;
const items = piece.kind === 'chess' && Array.isArray(piece.items) ? piece.items.map((it) => `${it.uid}:${it.id}`).join(',') : '';
parts.push(`t${i}:${piece.uid}:${piece.id}:${items}`);
}
return parts.join(';');
}
/**
* Push prepFieldMeta to whoever is scouting `ps` during prep (GitHub #87). `to` always receives the current board
* (the player who just asked to watch); everyone scouting it receives a new `m.field` only when the board changed.
* Push prepFieldMeta to whoever is scouting `ps` during prep (GitHub #87). `to` always receives the current view
* (the player who just asked to watch); everyone scouting it receives a new `m.field` only when that view changed.
* A live battle field owns the `n:<pid>` id, so this stays quiet once fields exist.
*/
_notifyPrepScouts(ps, { to = null } = {}) {
@@ -277,12 +247,13 @@ export class MatchWatch {
const fid = `n:${ps.playerId}`;
const watchers = this.watchersOf(fid);
if (!watchers.length) return;
const sig = this._prepScoutSig(ps);
const meta = this.prepFieldMeta(ps);
// Deduplicate the public payload itself: effects and enemy previews can change without any piece moving (#346).
const sig = JSON.stringify(meta);
const changed = sig !== ps._prepScoutSig;
ps._prepScoutSig = sig;
const dest = changed ? watchers : (to ? [to] : []);
if (!dest.length) return;
const meta = this.prepFieldMeta(ps);
for (const pid of dest) this.sendTo(pid, meta);
}
}
+3 -1
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@@ -209,7 +209,9 @@ export class PlayerEconomy {
if (loc.piece.kind !== 'chess') return fail(ERR.BAD_TARGET, loc.piece.kind === 'item' ? 'items cannot be sold' : 'tokens cannot be sold');
const piece = loc.piece;
// its equipment returns to the hand (overflow temp): refuse rather than destroy it when there is no room
const room = this.hand.filter((x) => x == null).length + this.temp.filter((x) => x == null).length + (loc.area === 'hand' || loc.area === 'temp' ? 1 : 0);
// Removing the owner's summon stacks frees one slot per stack, regardless of its summon count.
const freed = (x) => x == null || (x.kind === 'token' && x.ownerUid === piece.uid);
const room = this.hand.filter(freed).length + this.temp.filter(freed).length + (loc.area === 'hand' || loc.area === 'temp' ? 1 : 0);
if ((piece.items || []).length > room) return fail(ERR.HAND_FULL, 'no room for the equipment');
this._detach(loc);
this.removeTokensOf(piece.uid);