// server/match/bondsMeta.js — bond member counting, activation tiers and persistent layers (DESIGN §6.3, // research 02 §2.1–§2.2). // // Counting modes (data/bonds.json `countMode`): // BOARD distinct base chess (normal/elite of one operator count once) on the board carrying the bond // BOARD_AND_DECK BOARD + the hand (整备区; the 5 temporary slots do not count) — 远见 / 奇迹 / 投资人 // BOARD_ALL_CHESS every elite (精锐) chess on the board, duplicates included — 绝技 (thresholdTemplate *_golden) // Membership = the chess's own `bonds` + bonds granted by 变形同构体 (an item with `canGiveBond`) worn together with // an item that has a `giveBondId` (research 02 §2.1). // Special rules: // 调和 (maniShip): while active, every CORE bond that already has ≥ 1 real member on the board gets count +1 // (one +1 total, research 02 §2.1 [ASSUMED]). // 助力 (deputShip): tier 1 needs `thresholds[0]` distinct operators; the upper tiers count operators that differ // in name OR elite state (PRTS 修正). // 独行 (soloShip, count_threshold_downward): active iff 1 ≤ count ≤ maxCount (distinct 独行 operators). // Bonds in the mode's static inactive list (FUNNY) never activate and are omitted. // `tier` = number of thresholds reached (downward: 1 when active); `active = tier ≥ 1`. // Layers (`ps.layers[bondId]`) persist the whole match; they are reported for every bond but only matter while active. import { layerGainRoom } from '../../shared/constants.js'; export const HARMONY_BOND = 'maniShip'; export const DEPUTY_BOND = 'deputShip'; /** * Bonds of a chess piece: own bonds ∪ bonds granted by 变形同构体 pairings. * @param {import('./gamedata.js').GameData} gd * @param {{ id: string, items?: Array<{ id: string }> }} piece * @returns {string[]} */ export function pieceBonds(gd, piece) { const c = gd.chess(piece.id); const out = c && Array.isArray(c.bonds) ? c.bonds.slice() : []; const items = Array.isArray(piece.items) ? piece.items : []; if (items.length >= 2) { const recs = items.map((it) => gd.item(it.id)).filter(Boolean); if (recs.some((r) => r.canGiveBond)) { for (const r of recs) { if (r.canGiveBond) continue; if (typeof r.giveBondId === 'string' && gd.bond(r.giveBondId) && !out.includes(r.giveBondId)) out.push(r.giveBondId); } } } return out; } /** * Compute every bond's state for a player. * @param {import('./gamedata.js').GameData} gd * @param {{ board: Map, hand: Array, layers: Record, bondCountBonus?: Record }} ps * @returns {Record} */ export function computeBonds(gd, ps) { const boardChess = []; for (const p of ps.board.values()) if (p && p.kind === 'chess') boardChess.push(p); const handChess = ps.hand.filter((p) => p && p.kind === 'chess'); /** bondId → Set(baseId) on board / hand; bondId → Set(baseId|golden) on board */ const onBoard = new Map(); const onBoardVariant = new Map(); const inHand = new Map(); const add = (m, bond, key) => { let s = m.get(bond); if (!s) m.set(bond, (s = new Set())); s.add(key); }; for (const p of boardChess) { const base = gd.baseIdOf(p.id); const golden = gd.isGolden(p.id); for (const b of pieceBonds(gd, p)) { add(onBoard, b, base); add(onBoardVariant, b, `${base}|${golden ? 1 : 0}`); } } for (const p of handChess) { const base = gd.baseIdOf(p.id); for (const b of pieceBonds(gd, p)) add(inHand, b, base); } const goldenOnBoard = boardChess.filter((p) => gd.isGolden(p.id)).length; /** @type {Record} */ const out = {}; const layersOf = (id) => { const v = ps.layers && ps.layers[id]; return Number.isFinite(v) && v > 0 ? v : 0; }; const bonus = ps.bondCountBonus || {}; const bonusOf = (id) => (Number.isInteger(bonus[id]) ? bonus[id] : 0); // first pass: raw counts const raw = {}; for (const id of gd.bondIds) { if (gd.modeInactiveBonds.has(id)) continue; const bond = gd.bond(id); let count; if (bond.countMode === 'BOARD_ALL_CHESS' || bond.thresholdTemplate === 'count_threshold_upward_golden') { count = goldenOnBoard; } else if (bond.countMode === 'BOARD_AND_DECK') { const s = new Set([...(onBoard.get(id) || []), ...(inHand.get(id) || [])]); count = s.size; } else { count = (onBoard.get(id) || new Set()).size; } raw[id] = Math.max(0, count + bonusOf(id)); } // 调和: +1 to core bonds with ≥ 1 real board member while it is active const harmony = gd.bond(HARMONY_BOND); const harmonyActive = harmony && raw[HARMONY_BOND] != null && tierFor(harmony, raw[HARMONY_BOND]) >= 1; for (const id of Object.keys(raw)) { const bond = gd.bond(id); let count = raw[id]; if (harmonyActive && bond.isCore && (onBoard.get(id)?.size ?? 0) >= 1) count += 1; let tier = tierFor(bond, count); if (id === DEPUTY_BOND && tier >= 1) { // upper tiers: operators differing in name OR elite state const variants = (onBoardVariant.get(id)?.size ?? 0) + bonusOf(id); const th = thresholdsOf(bond); let t = 1; for (let i = 1; i < th.length; i++) if (variants >= th[i]) t = i + 1; tier = t; } out[id] = { count, active: tier >= 1, tier, layers: layersOf(id) }; } return out; } /** Ascending member-count thresholds of a bond (fallback: activeCount). */ export function thresholdsOf(bond) { if (Array.isArray(bond.thresholds) && bond.thresholds.length) return bond.thresholds.filter((n) => Number.isFinite(n)).sort((a, b) => a - b); if (Number.isFinite(bond.activeCount)) return [bond.activeCount]; return [2]; } /** Tier for a member count (downward bonds: 1 while 1 ≤ count ≤ maxCount). */ export function tierFor(bond, count) { const th = thresholdsOf(bond); if (bond.thresholdTemplate === 'count_threshold_downward') { const max = Number.isFinite(bond.maxCount) ? bond.maxCount : th[0]; return count >= th[0] && count <= max ? 1 : 0; } let t = 0; for (const n of th) if (count >= n) t++; return t; } /** Σ layers over active bonds (hidden-core check, 不朽盟约 title). */ export function activatedLayers(bonds) { let n = 0; for (const b of Object.values(bonds || {})) if (b.active) n += b.layers || 0; return n; } /** * View list for m.private / m.public: bonds with members or layers, active first, then layers desc, then data order. * @param {import('./gamedata.js').GameData} gd * @param {ReturnType} bonds * @param {{ full?: boolean }} [opts] full → include thresholds/countsHand (m.private) */ export function bondList(gd, bonds, { full = false } = {}) { const order = new Map(gd.bondIds.map((id, i) => [id, i])); const list = []; for (const [bondId, b] of Object.entries(bonds || {})) { if (!(b.count > 0 || b.layers > 0 || b.active)) continue; const e = { bondId, count: b.count, active: b.active, tier: b.tier, layers: b.layers }; if (full) { const bond = gd.bond(bondId); e.thresholds = bond ? thresholdsOf(bond) : []; e.countsHand = !!(bond && bond.countMode === 'BOARD_AND_DECK'); } list.push(e); } list.sort((a, b) => (b.active - a.active) || (b.layers - a.layers) || ((order.get(a.bondId) ?? 99) - (order.get(b.bondId) ?? 99))); return list; } /** * The bond states the views show (m.private / m.public players[].bonds, DESIGN §20.15): `bonds` with this round's * IN_BATTLE gains of a finished normal battle (`gains` = the result's layerGains, PlayerState.pendingLayerGains, set * when the COMBAT phase ends) added the way settle() will add them — at most up to BOND_LAYER_CAP — so the strip of a * player (and of a teammate watching him) keeps the layers his battle reached through the 联防 until the settlement * makes them persistent. `bonds` itself when there is nothing to add; the persistent state is never touched. * @param {ReturnType} bonds * @param {Record|null|undefined} gains */ export function bondsWithGains(bonds, gains) { if (!gains || typeof gains !== 'object') return bonds; let out = null; for (const [id, n] of Object.entries(gains)) { const b = bonds && bonds[id]; if (!b) continue; const add = layerGainRoom(b.layers, Math.floor(Number(n) || 0)); if (!(add > 0)) continue; if (!out) out = { ...bonds }; out[id] = { ...b, layers: (b.layers || 0) + add }; } return out || bonds; } /** Snapshot for PlayerBattleInput.bonds: { [bondId]: { count, active, tier, layers } } (plain copy). */ export function bondSnapshot(bonds) { const o = {}; for (const [id, b] of Object.entries(bonds || {})) o[id] = { count: b.count, active: b.active, tier: b.tier, layers: b.layers }; return o; }