feedback7 G-SMALL: co-op rooms can make AI teammates draft last (PR #368 by @anAtheist987)

Applied the host-only room option 「AI 队友最后选择」, default off. Off, the draft order and the random streams stay as they are. On, humans draft before AI seats after the existing shuffle, and a skip stays ahead of the AI seats.

Dropped docs/history/0.2.2.md and every §27 citation. The player-facing sentence is in docs/PLAYING.md. The room-option rule is in docs/design/match.md, docs/design/client.md and docs/design/network.md. The #338 per-bot faction and ban presets are not included.

Tests: node --test test/lobby-ai-last.test.js test/match/ai-picks-last.test.js test/ui/ai-picks-last.test.js — 18 pass. node --test test/lobby.test.js test/client-static.test.js — 378 pass. node tools/i18n.mjs check --all --strict — 1032/1032 in en, ja, ko and zh-TW, 0 errors.
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anAtheist987 authored and sganggs committed 2026-10-08 19:57:26 +08:00
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@@ -7,11 +7,11 @@ Part of [DESIGN.md](../DESIGN.md) (the index; section numbers are global).
### 6.1 State machine (Match.js)
```
LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed (§18.2); all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order, ONE countdown — `BAND_TURN_SECONDS` 30 s per turn = m.public.deadline, AI seats pick at once, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ the strategy the player highlights (`g.bandFocus`) while free, else band_bldsk, else the first free one; solo: free pick, no timer, no skip; a single human: untimed) → BATTLE_CHECK (3 s)
LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed (§18.2); all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order — the room option 「AI 队友最后选择」 (host, off by default; `room.setAiPicksLast`) puts every human seat before every AI seat, each group keeping the drawn order, and draws no extra random number; a skipping human goes behind the other humans still to pick and ahead of the AI seats, or to the very end when no other human remains [ASSUMED] —, ONE countdown — `BAND_TURN_SECONDS` 30 s per turn = m.public.deadline, AI seats pick at once, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ the strategy the player highlights (`g.bandFocus`) while free, else band_bldsk, else the first free one; solo: free pick, no timer, no skip; a single human: untimed) → BATTLE_CHECK (3 s)
→ loop r = 1..lastRound:
ROUND_START (income, upgrade price −1 (floor 0), temp NOT wiped — what overflowed after the last prep's deadline is shown in this
prep (§6.2 temp overflow), unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects)
[SP_DRAFT] (if r ∈ spRounds: 机变 draft; co-op 30 s first picker / 16 s others; solo 3 cards; solo / single human untimed;
[SP_DRAFT] (if r ∈ spRounds: 机变 draft; co-op: random order (「AI 队友最后选择」, off by default: humans first, the same partition as the strategy draft), 30 s first picker / 16 s others; solo 3 cards; solo / single human untimed;
a card is picked with two taps, §18.2)
PREP (co-op: timer from config, ends when all alive humans+bots ready; solo / single human: untimed, ends on ready)
PREP_END (<休整期结束时> effects; unfrozen shop cleared; temp overflow: Ready is blocked while temp is non-empty; at the deadline