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
1 parent ae22335cfe
commit fd791a66cb
19 files changed
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+33 -7
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@@ -8,9 +8,10 @@
// Humans and bots take the lowest free seat index; seat indexes never compact.
// * ▸ Being in a LOBBY room and sending room.create / room.join implicitly leaves it. While your room is
// in a match, create/join of another room fails with ROOM_STARTED (send g.leave or room.leave first).
// * Host-only: room.setDifficulty, room.addBot, room.removeBot, room.kick, room.start. ▸ Changing the difficulty
// un-readies the other humans. ▸ room.start requires every other human to be connected and ready;
// the host's start counts as the host's ready (the host may still toggle room.ready for display).
// * Host-only: room.setDifficulty, room.setAiPicksLast, room.addBot, room.removeBot, room.kick, room.start.
// ▸ Changing the difficulty or the AI-picks-last option (co-op only) un-readies the other humans.
// ▸ room.start requires every other human to be connected and ready; the host's start counts as the host's
// ready (the host may still toggle room.ready for display).
// * room.kick {seat, playerId} (community report #17, owner approved): before the match only, the host removes another
// human like an AI seat (an AI seat stays room.removeBot's; never the host itself). `playerId` names the player the
// host confirmed: a seat that changed hands meanwhile (left, someone else joined) is refused with BAD_TARGET. The
@@ -37,10 +38,10 @@
// that window coalesce into one deferred resync, so hello spam cannot amplify into ~15 KB per request.
// * Result replay: the match's final m.public and each human's m.result are kept after the match ends. A
// human who resyncs (resume after a drop, a reloaded tab, a repeated hello) while the room is back in LOBBY
// gets room.state followed by those two frames again, until they act in the room (ready, difficulty, AI
// seats, start), leave it, or a new match starts. A human removed by the lobby grace gets them right after
// `room.closed {timeout}` on their next resume (Match.onReconnect cannot do this: the lobby drops the
// match reference at onEnd and disposes it on the next macrotask).
// gets room.state followed by those two frames again, until they act in the room (ready, difficulty, the
// AI-picks-last option, AI seats, start), leave it, or a new match starts. A human removed by the lobby grace
// gets them right after `room.closed {timeout}` on their next resume (Match.onReconnect cannot do this: the
// lobby drops the match reference at onEnd and disposes it on the next macrotask).
// * Per-network limits (internet clients only, see net.js clientAddress): at most `maxRoomsPerAddr` rooms
// created from one network may exist at once and at most `maxMatchesPerAddr` matches started from one
// network may run at once (room.create / room.start → ERR.RATE). Without them a socket loop could fill
@@ -153,6 +154,11 @@ export class Room {
this.code = code;
this.mode = mode;
this.difficulty = difficulty;
/**
* 「AI 队友最后选择」 (room.setAiPicksLast, GitHub #338; co-op only, off by default): the match's strategy and 机变 drafts
* put every human seat before every AI seat (Match opts.aiPicksLast). Kept across the room's matches.
*/
this.aiPicksLast = false;
/** @type {string | null} */
this.hostId = null;
/** @type {(Seat | null)[]} */
@@ -202,6 +208,7 @@ export class Room {
hostId: this.hostId,
mode: this.mode,
difficulty: this.difficulty,
aiPicksLast: this.aiPicksLast,
inMatch: !!this.match,
seats: this.seats.map((s) => (s
? { seat: s.seat, playerId: s.playerId, name: s.name, isBot: s.isBot, ready: s.ready, connected: s.connected && !s.left }
@@ -311,6 +318,7 @@ export class Lobby {
case 'room.leave': return this.leave(session);
case 'room.ready': return this.ready(session, msg);
case 'room.setDifficulty': return this.setDifficulty(session, msg);
case 'room.setAiPicksLast': return this.setAiPicksLast(session, msg);
case 'room.addBot': return this.addBot(session);
case 'room.removeBot': return this.removeBot(session, msg);
case 'room.kick': return this.kick(session, msg);
@@ -499,6 +507,22 @@ export class Lobby {
return OK;
}
/** 「AI 队友最后选择」 (GitHub #338): host-only, before the match, co-op rooms only (a solo room has no AI seat). */
setAiPicksLast(session, { on }) {
const room = this.roomOf(session);
if (!room) return fail(ERR.NOT_IN_ROOM);
if (room.hostId !== session.playerId) return fail(ERR.NOT_HOST);
if (room.match) return fail(ERR.ROOM_STARTED);
if (room.mode === 'solo') return fail(ERR.BAD_TARGET, 'solo rooms have no AI teammates');
this.dropReplay(room, session.playerId);
if (room.aiPicksLast !== on) {
room.aiPicksLast = on;
for (const s of room.seats) if (s && !s.isBot && s.playerId !== room.hostId) s.ready = false;
this.broadcastState(room);
}
return OK;
}
addBot(session) {
const room = this.roomOf(session);
if (!room) return fail(ERR.NOT_IN_ROOM);
@@ -672,6 +696,8 @@ export class Lobby {
mode: room.mode,
difficulty: room.difficulty,
modeId: modeIdFor(room.mode, room.difficulty),
// 「AI 队友最后选择」 (GitHub #338): fixed for the match
aiPicksLast: room.mode !== 'solo' && room.aiPicksLast === true,
seats,
// the spectator seats (header): watched like eliminated players, never players
spectators: room.spectators.map((s) => s.playerId),
+5
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@@ -12,6 +12,9 @@
// opts.mode 'solo' | 'coop'
// opts.difficulty 'FUNNY'|'NORMAL'|'HARD'|'ABYSS'
// opts.modeId string modeIdFor(mode, difficulty), e.g. 'mode_multi_hard'
// opts.aiPicksLast boolean (optional) the co-op room option 「AI 队友最后选择」 (room.setAiPicksLast, GitHub #338):
// the strategy and 机变 drafts put every human seat before every AI seat
// (MatchPhases.humansFirst); only `true` turns it on; ignored in solo
// opts.seats Array<{ seat: 0..3, playerId: string, name: string, isBot: boolean, connected: boolean,
// loadout?: { [baseChessId]: { skill: index, module: uniEquipId|'none'|null } } | null,
// notOwned?: string[] | null,
@@ -236,6 +239,8 @@ export class Match {
this.gd = new GameData(this.data, this.modeId);
if (!this.difficulty) this.difficulty = this.gd.difficulty;
this.isSolo = this.mode === 'solo' || this.gd.isSolo;
/** 「AI 队友最后选择」 (opts.aiPicksLast, GitHub #338): humans draft before AI seats (MatchPhases.humansFirst) */
this.aiPicksLast = !this.isSolo && opts.aiPicksLast === true;
this.ownsScheduler = !opts.scheduler;
this.sched = opts.scheduler || new RealScheduler({ now: opts.now || Date.now, onError: (e) => this.reportError('timer', e) });
this.registry = opts.registry || getDefaultRegistry();
+28 -2
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@@ -40,8 +40,9 @@ export class MatchPhases {
enterBandDraft() {
if (this.phase !== PHASE.INFO_CHECK) return;
this.phase = PHASE.BAND_DRAFT;
const order = this.order.map((p) => p.playerId);
let order = this.order.map((p) => p.playerId);
if (!this.isSolo) this.rngDraft.shuffle(order);
order = this.humansFirst(order);
const skips = this.isSolo ? 0 : this.gd.bandDraft.skipsPerPlayer;
const untimed = this.soloUntimed;
this.draft = {
@@ -54,6 +55,22 @@ export class MatchPhases {
this.markPublic();
}
/**
* The co-op room option 「AI 队友最后选择」 (this.aiPicksLast, GitHub #338): every human seat before every AI seat, each
* group in the order the draft drew (a stable partition applied AFTER the shuffle — no extra random draw: the order
* with the option off is unchanged, and with it on every random stream stands where it would without it; only the
* picks made in the new order can differ). A human is any seat that is not an AI seat (room.addBot): under AI 托管,
* disconnected or departed it still counts as a human. Used by the strategy draft and the 机变 draft
* (MatchSpDraft.enterSpDraft).
* @param {string[]} order playerIds in drawn order
* @returns {string[]}
*/
humansFirst(order) {
if (!this.aiPicksLast) return order;
const bot = (pid) => !!this.players.get(pid)?.isBot;
return [...order.filter((pid) => !bot(pid)), ...order.filter(bot)];
}
draftTurn() {
const d = this.draft;
if (!d) return null;
@@ -194,7 +211,16 @@ export class MatchPhases {
if (d.order.length - d.idx <= 1) return fail(ERR.BAD_TARGET, 'nobody to pass to');
d.skipsLeft[ps.playerId]--;
d.order.splice(d.idx, 1);
d.order.push(ps.playerId);
// the skipper goes to the end; with 「AI 队友最后选择」 to the end of the humans still to pick — behind them, ahead of
// the AI seats — and to the very end only when no other human is left to pass to [ASSUMED: the option's intent,
// humans before AI, kept through a skip; no source, a remake option]
let at = d.order.length;
if (this.aiPicksLast) {
for (let j = d.order.length - 1; j >= d.idx; j--) {
if (!this.players.get(d.order[j])?.isBot) { at = j + 1; break; }
}
}
d.order.splice(at, 0, ps.playerId);
this.startDraftTurn();
return OK;
}
+3 -1
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@@ -15,8 +15,10 @@ export class MatchSpDraft {
const alive = this.alivePlayers();
if (!draft || !alive.length) { this.enterPrep(); return; }
this.phase = PHASE.SP_DRAFT;
const order = alive.map((p) => p.playerId);
let order = alive.map((p) => p.playerId);
if (!this.isSolo) this.rngDraft.shuffle(order);
// 「AI 队友最后选择」 (GitHub #338): humans before AI seats, after the same shuffle (MatchPhases.humansFirst)
order = this.humansFirst(order);
// untimed: solo and any single-human match (soloUntimed); the co-op order / 6 cards stay
const untimed = this.soloUntimed;
this.sp = { ...draft, order, idx: 0, picks: {}, taken: {}, untimed, turnDeadline: 0 };