// server/match/player/basics.js — PlayerState methods: the basics — seat flags and counts (isHumanActive, // botControlled, deployCap, deployCount, tempEmpty), the prep that resolves a temp piece (tempDue, _putTemp: every // write into a temp slot), the operator loadout (DESIGN §16: setLoadout, loadoutFor; 0.2.2 潜能 / 练度: cultivationFor), the not-owned operators fielded // as their stand-ins (0.2.0 补位: setNotOwned, fieldsStandIn, fieldRecord), the deploy map on the field the // player deploys on (Match.deployFieldOf) and the withdrawal of pieces a terrain / deploy-field change left on tiles // they may no longer occupy (_evictIllegal), dirty. // Installed on PlayerState.prototype by server/match/PlayerState.js (a method container: never instantiated; `this` is // the player state). import { PHASE } from '../../../shared/constants.js'; import { msg, dn } from '../../../shared/i18n.js'; import { checkLoadout, checkLoadoutOps, cultivationCharIds, checkNotOwned, resolveLoadout } from '../../../shared/protocol.js'; import { cultivationOf } from '../../../shared/potential.js'; import { tileKey, boardOrder } from '../board.js'; /** The charIds a player may set a potential / 练度 for, per game-data object (shared/protocol.js cultivationCharIds). */ const OPS_IDS = new WeakMap(); function opsCharIds(raw) { if (!raw || typeof raw !== 'object') return new Set(); let ids = OPS_IDS.get(raw); if (!ids) { ids = cultivationCharIds(raw.chess, raw.backups); OPS_IDS.set(raw, ids); } return ids; } export class PlayerBasics { get isHumanActive() { return !this.isBot && !this.left; } /** The engine acts for this seat (AI teammate or "AI 托管"; a departed human is eliminated, so nothing is left to do). */ get botControlled() { return this.isBot || this.left || this.autoplay; } get deployCap() { return Math.max(1, this.gd.deployCap + this.deployCapBonus, this.deployCapMin); } get deployCount() { let n = 0; for (const p of this.board.values()) if (p.kind === 'chess') n++; return n; } get tempEmpty() { return this.temp.every((x) => x == null); } /** * Index of the prep whose deadline resolves a temp piece (compare with `prepsEnded`): recorded when the piece entered * temp (_putTemp); a piece put there by other means counts as due at the current (or next) prep. */ tempDue(piece) { const due = piece ? this._tempDue.get(piece.uid) : undefined; return Number.isInteger(due) ? due : this.prepsEnded; } /** * Due prep of a piece entering temp now: the current prep while the player can still act on it (PREP, not ready); * after Ready or at the prep end (onPrepEnd grants) the next one; outside PREP (COMBAT, SETTLE, ROUND_START, 机变) * the next prep to end — `prepsEnded` then already names it. */ _tempDueNow() { return this.prepsEnded + (this.m.phase === PHASE.PREP && this.ready ? 1 : 0); } /** Every write of a piece into a temp slot goes through here (records its due prep). */ _putTemp(i, piece) { this.temp[i] = piece; this._tempDue.set(piece.uid, this._tempDueNow()); } /** * Replace the operator loadout (DESIGN §16) — and, when `ops` is given, the per-operator 潜能 / 练度 (0.2.2; null = none * set, undefined = unchanged) — after re-checking them against this match's data. Accepts the checked form * `{ id: { skill, module|null } }` or raw `room.loadout` entries, and the checked or raw `ops`. Returns false (nothing * changes) when either does not fit the data; bots keep the defaults. * @param {any} loadout * @param {any} [ops] * @returns {boolean} */ setLoadout(loadout, ops = undefined) { if (this.isBot) return false; let opsRes = null; if (ops !== undefined) { const raw = {}; if (ops && typeof ops === 'object' && !Array.isArray(ops)) { for (const [id, e] of Object.entries(ops)) { if (!e || typeof e !== 'object') continue; const x = {}; if (Number.isInteger(e.potential)) x.potential = e.potential; if (Number.isInteger(e.cultivate)) x.cultivate = e.cultivate; if (Object.keys(x).length) raw[id] = x; } } const ids = opsCharIds(this.gd.raw); opsRes = checkLoadoutOps(raw, (id) => ids.has(id)); if (!opsRes || !opsRes.ok) { this.m.log?.warn?.(`[match ${this.m.roomCode}] operator settings of ${this.playerId} ignored: ${opsRes && opsRes.detail}`); return false; } } const entries = {}; if (loadout && typeof loadout === 'object' && !Array.isArray(loadout)) { for (const [id, e] of Object.entries(loadout)) { if (!e || typeof e !== 'object') continue; const x = {}; if (Number.isInteger(e.skill)) x.skill = e.skill; if (typeof e.module === 'string') x.module = e.module; if (Object.keys(x).length) entries[id] = x; } } const res = checkLoadout(entries, (id) => this.gd.chess(id)); if (!res || !res.ok) { this.m.log?.warn?.(`[match ${this.m.roomCode}] loadout of ${this.playerId} ignored: ${res && res.detail}`); return false; } const out = {}; for (const [id, e] of Object.entries(res.loadout)) out[id] = Object.freeze({ skill: e.skill, module: e.module ?? null }); this.loadout = Object.freeze(out); if (opsRes) { const o = {}; for (const [id, e] of Object.entries(opsRes.ops)) o[id] = Object.freeze({ potential: e.potential, cultivate: e.cultivate }); this.ops = Object.freeze(o); } return true; } /** * The potential / 练度 this player's piece of chess record `chessRecord` fights at (0.2.2; shared/potential.js * cultivationOf over `this.ops` — defaults 潜能 6, 精英2 Lv.60): the operator the player owns — the chess fielded as * itself, an owned 自选 pick (its charId) — or null for a 补位 stand-in and a prototype 自选 pick. * @param {object|null} chessRecord * @returns {{ potential: number, cultivate: number } | null} */ cultivationFor(chessRecord) { if (!chessRecord || this.fieldsStandIn(chessRecord)) return null; const rec = chessRecord.isDiy && typeof chessRecord.chessId === 'string' ? this.gd.chess(chessRecord.chessId) || chessRecord : chessRecord; return cultivationOf(rec, this.ops); } /** * The skill index / module a chess record fights with under this player's loadout (DESIGN §16) — for a chess this * player fields as its stand-in (0.2.0 补位) the stand-in's backup selection, whatever the loadout says; for a slotted * 自选 slot (0.2.0, player/diy.js) its pick's skill and module (the composed record's defaults — the loadout never names * a DIY slot: shared/protocol.js checkLoadout). */ loadoutFor(chessRecord) { if (this.fieldsStandIn(chessRecord)) { return { ...resolveLoadout(null, this.gd.standIn(chessRecord.chessId), (id) => this.gd.standIn(id) || this.gd.chess(id)), potential: null, cultivate: null }; } const rec = chessRecord && chessRecord.isDiy && typeof chessRecord.chessId === 'string' ? this.gd.chess(chessRecord.chessId) || chessRecord : chessRecord; // 0.2.2: with the operator's potential / 练度 (null for a prototype 自选 pick) — the 自选 summons' hand count reads it const cv = this.cultivationFor(chessRecord); return { ...resolveLoadout(this.loadout, rec, (id) => this.gd.chess(id)), potential: cv ? cv.potential : null, cultivate: cv ? cv.cultivate : null }; } /** * Replace the not-owned list (0.2.0 补位; the seat's list at the match start — the setting never changes during a * match): keeps the droppable chess (checkNotOwned) whose stand-in this match's data has. Bots own every operator. * @param {any} list base chess ids * @returns {boolean} false when the list is malformed (nothing changes) or the player is a bot */ setNotOwned(list) { if (this.isBot) return false; const res = checkNotOwned(list, (id) => this.gd.chess(id)); if (!res || !res.ok) { this.m.log?.warn?.(`[match ${this.m.roomCode}] not-owned list of ${this.playerId} ignored: ${res && res.detail}`); return false; } const ids = res.notOwned.filter((id) => !!this.gd.standIn(id)); this.standIns = Object.freeze(ids); this._standInSet = new Set(ids); return true; } /** * Whether this player's piece of chess record (or id) `rec` fights as its stand-in (0.2.0 补位): its base chess is * in `standIns` and the data has the stand-in. Normal and elite alike (the elite uses the same backup). * @param {object|string|null} rec */ fieldsStandIn(rec) { if (!this._standInSet || this._standInSet.size === 0 || !rec) return false; const r = typeof rec === 'string' ? this.gd.chess(rec) : rec; if (!r || typeof r.chessId !== 'string') return false; return this._standInSet.has(r.baseId || r.chessId) && !!this.gd.standIn(r.chessId); } /** * The record this player's piece of chess record `rec` fights with (0.2.0 补位): the stand-in record * (gd.standIn — the chess's identity, the stand-in's body) when the player fields its stand-in; for a DIY slot record * the player's 自选 record of that slot (this.gd — a caller holding the match's own record of the slot gets the * operator); else `rec` itself. Rules about the unit's body read it (placement class, summon / bot ranges), and so * does what shows the piece (the scouting art, the elite / gift tickers' names — the owner's recall of 2026-10-06: the official * mode shows the stand-in everywhere); rules about the chess (price, bonds, 特质, merges, pools) keep reading gd.chess. * @param {object|null} rec */ fieldRecord(rec) { if (rec && this.fieldsStandIn(rec)) return this.gd.standIn(rec.chessId) || rec; if (rec && rec.isDiy && !rec.diyFor && typeof rec.chessId === 'string') return this.gd.chess(rec.chessId) || rec; return rec; } /** * Deploy classes of the board tiles (server/match/board.js buildDeployMap) on the field the player deploys on now * (Match.deployFieldOf: the own board, or its half of the boss field in a boss round — user playtest #5 item 7). * A change of that field (the boss round begins, a re-pairing) re-checks the board's legality like a terrain change. */ deployMap() { const field = typeof this.m.deployFieldOf === 'function' ? this.m.deployFieldOf(this) : 'normal'; if (this._deployMap && this._deployField !== undefined && this._deployField !== field) { this._deployMap = null; this._legalityStale = true; } if (!this._deployMap) this._deployMap = this.m.deployMapFor(this, field); this._deployField = field; return this._deployMap; } /** * The board's terrain changed (terrain 机变 cards, content device / tile overrides): legality is re-checked at the * next recompute() / battleInput() — after the whole change, so an intermediate state of a card that toggles several * devices never moves a piece. */ invalidateDeployMap() { this._deployMap = null; this._legalityStale = true; } /** * After a terrain change, pieces standing on tiles they may no longer occupy (a melee operator on a tile that became * a 射击台, anything on a tile that became undeployable) are withdrawn like 撤退: an operator goes to the hand * (overflow temp — a passive move; the player re-places it during the prep), its summons leave the board with it; a * summon returns to its owner's stack. Nothing is lost: with the hand and temp both full a piece stays put. * @returns {number} pieces moved */ _evictIllegal() { this._legalityStale = false; const names = []; let moved = 0; for (const kind of ['chess', 'token']) { for (const { r, c, piece } of boardOrder(this.board)) { if (piece.kind !== kind || this._legal(piece, r, c)) continue; const key = tileKey(r, c); this.board.delete(key); const ok = kind === 'chess' ? !!this.stow(piece, { allowTemp: true }) : this._returnToken(piece); if (!ok) { this.board.set(key, piece); continue; } moved++; if (kind === 'chess') { this.removeTokensOf(piece.uid); const rec = this.gd.chess(piece.id); names.push(rec && rec.name ? rec.name : piece.id); } } } if (names.length) this.m.toast(this, 'warn', msg('地形变化:{names}无法停留在原位置,已撤回整备区', { names: names.map(dn) })); return moved; } dirty() { this.m.markPrivate(this); } }