Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
185 lines
8.8 KiB
JavaScript
185 lines
8.8 KiB
JavaScript
// 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), 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, checkNotOwned, resolveLoadout } from '../../../shared/protocol.js';
|
|
import { tileKey, boardOrder } from '../board.js';
|
|
|
|
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) after re-checking it against this match's data. Accepts the checked
|
|
* form `{ id: { skill, module|null } }` or raw `room.loadout` entries. Returns false (loadout unchanged) when it does
|
|
* not fit the data; bots keep the defaults.
|
|
* @param {any} loadout
|
|
* @returns {boolean}
|
|
*/
|
|
setLoadout(loadout) {
|
|
if (this.isBot) 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);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
loadoutFor(chessRecord) {
|
|
if (this.fieldsStandIn(chessRecord)) {
|
|
return resolveLoadout(null, this.gd.standIn(chessRecord.chessId), (id) => this.gd.standIn(id) || this.gd.chess(id));
|
|
}
|
|
return resolveLoadout(this.loadout, chessRecord, (id) => this.gd.chess(id));
|
|
}
|
|
|
|
/**
|
|
* 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, else `rec` itself.
|
|
* Rules about the unit's body read it (placement class, summon / bot ranges, the scouting art); rules about the chess
|
|
* (price, bonds, 特质, merges, pools) keep reading gd.chess.
|
|
* @param {object|null} rec
|
|
*/
|
|
fieldRecord(rec) {
|
|
return rec && this.fieldsStandIn(rec) ? this.gd.standIn(rec.chessId) || rec : 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); }
|
|
}
|