// server/match/player/prep.js — PlayerState methods: the gate of every prep intent (_gate: alive, PREP, not ready), // g.reward (a reward offer's pick), Ready (refused while temp holds pieces) and the resolution of the temp pieces due // at a prep's deadline. // Installed on PlayerState.prototype by server/match/PlayerState.js (a method container: never instantiated; `this` is // the player state). import { ERR, PHASE } from '../../../shared/constants.js'; import { freeSlot } from '../board.js'; import { OK, fail } from './common.js'; export class PlayerPrep { _gate({ allowWhenReady = false } = {}) { if (!this.alive) return fail(ERR.ELIMINATED); if (this.m.phase !== PHASE.PREP) return fail(ERR.WRONG_PHASE); if (this.ready && !allowWhenReady) return fail(ERR.WRONG_PHASE, 'ready'); return null; } /** * g.reward {idx}: the pick of the first queued offer (promotion reward, a strategy's special refresh, an item offer). * A pick is a 招募 like a purchase: a full regular hand refuses it, also when it would complete a merge (PRTS * 卫戍协议/帮助 §手牌区, see buy; GitHub #82). */ pickReward(idx) { const g = this._gate(); if (g) return g; const offer = this.offers[0]; if (!offer) return fail(ERR.BAD_TARGET, 'no reward'); if (!Number.isInteger(idx) || idx < 0 || idx >= offer.slots.length) return fail(ERR.BAD_TARGET); const slot = offer.slots[idx]; if (!slot || slot.sold) return fail(ERR.SOLD_OUT); const handFull = freeSlot(this.hand) < 0; if (slot.kind === 'item') { if (!this.gd.item(slot.id)) return fail(ERR.BAD_TARGET); if (handFull) return fail(ERR.HAND_FULL); } else { const rec = this.gd.chess(slot.id); if (!rec || (rec.isDiy && !rec.diyFor)) return fail(ERR.BAD_TARGET); const base = this.gd.baseIdOf(slot.id); const need = rec.isGolden ? this.gd.goldenCopies : 1; const pool = this.poolOf(base); // the shared pool, or this player's 自选 stock if (pool.has(base) && pool.left(base) < need) return fail(ERR.SOLD_OUT); if (handFull) return fail(ERR.HAND_FULL); } const price = Number.isFinite(slot.price) && slot.price > 0 ? Math.trunc(slot.price) : 0; if (price > this.funds) return fail(ERR.NO_FUNDS); slot.sold = true; this.offers.shift(); if (price > 0) this.spend(price); if (slot.kind === 'item') this.acquireItem(slot.id, { source: 'reward' }); else this.acquireChess(slot.id, { source: 'reward' }); this._afterSpend(price, 'reward'); this.recompute(); return OK; } setReady(on) { if (!this.alive) return fail(ERR.ELIMINATED); if (this.m.phase !== PHASE.PREP) return fail(ERR.WRONG_PHASE); if (on && this.personalChoice) return fail(ERR.BAD_TARGET, '请先完成教鞭选择'); // i18n-ignore: developer error detail if (on && !this.tempEmpty) return fail(ERR.TEMP_NOT_EMPTY); if (this.ready === !!on) return OK; this.ready = !!on; // un-ready: the player can act again, so what overflowed while it was ready is due at this prep's deadline if (!on) for (const p of this.temp) if (p && this.tempDue(p) > this.prepsEnded) this._tempDue.set(p.uid, this.prepsEnded); this.dirty(); this.m.onReadyChanged(this); return OK; } /** * Prep deadline: every temp piece due at this prep (tempDue ≤ prepsEnded) is resolved — a chess is sold back (its * pool copies return, its summons are removed), items are destroyed, the summon stack of an owner still on the board * is removed and comes back at the next round start (startRound → grantTokensFor; PRTS "干员所属召唤物会于下一回合 * 返还"). Pieces that overflowed after the player could no longer act on them (after Ready, at the prep end) are kept * for the next prep. */ resolveTemp() { let changed = false; for (let i = 0; i < this.temp.length; i++) { const p = this.temp[i]; if (!p || this.tempDue(p) > this.prepsEnded) continue; this.temp[i] = null; this._tempDue.delete(p.uid); changed = true; if (p.kind === 'chess') { this.removeTokensOf(p.uid); this.returnCopies(p); } } if (changed) this.recompute(); } }