- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently). - Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision). - 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified). - Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage. - Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue. - Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia). - golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
288 lines
14 KiB
JavaScript
288 lines
14 KiB
JavaScript
// Income, upgrade price math, shop slots, buy/sell, refresh, freeze, ready gating (research 00-INDEX §3, 01 A1).
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { ERR, PHASE } from '../../shared/constants.js';
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import { GameData } from '../../server/match/gamedata.js';
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import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
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/** Fill every free hand slot with distinct plain equipment (nothing merges), so a piece put into temp stays there. */
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function fillHand(ps) {
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const plain = Object.values(DATA.items).filter((i) => i.itemType === 'EQUIP' && !i.isGolden && i.kind === 'passive').map((i) => i.itemId ?? i.id);
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let k = 0;
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for (let i = 0; i < ps.hand.length; i++) if (ps.hand[i] == null) ps.hand[i] = ps.newPiece('item', plain[k++]);
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ps.recompute();
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}
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test('income = min(3 + r, 12) in every mode; funds are lost at prep end (band_cannot keeps them)', () => {
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for (const modeId of ['mode_single_funny', 'mode_multi_normal', 'mode_multi_abyss']) {
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const gd = new GameData(DATA, modeId);
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for (let r = 1; r <= 15; r++) assert.equal(gd.income(r), Math.min(3 + r, 12), `${modeId} R${r}`);
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}
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const h = makeMatch({ mode: 'solo', seed: 2 }).start();
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h.toPrep(1);
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const ps = h.ps('p_0');
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assert.equal(ps.funds, 4, 'R1 income 4');
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ps.funds = 3;
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h.drive(() => h.m.phase === PHASE.PREP && h.m.round === 2);
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assert.equal(ps.funds, 5, 'leftover lost, R2 income 5');
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h.m.dispose();
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const h2 = makeMatch({ mode: 'solo', seed: 2 }).start();
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h2.toPrep(1, { band: 'band_cannot' });
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const p2 = h2.ps('p_0');
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assert.equal(p2.bandId, 'band_cannot');
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p2.funds = 3;
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h2.drive(() => h2.m.phase === PHASE.PREP && h2.m.round === 2);
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assert.equal(p2.funds, 3 + 5, '坎诺特 carries leftovers (the +1 interest is band content)');
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h2.m.dispose();
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});
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test('upgrade price: base per mode, −1 per round start (floor 0), resets to the next base after a level-up; MAX_LEVEL', () => {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 4 }).start();
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h.toPrep(1);
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const m = h.m;
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const ps = h.ps('p_0');
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const base = m.gd.upgradePrices();
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assert.deepEqual(base, [5, 8, 11, 12, 13]);
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assert.equal(ps.shop.upgradePrice, 5);
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h.drive(() => m.phase === PHASE.PREP && m.round === 2);
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assert.equal(ps.shop.upgradePrice, 4, 'R2: 5 − 1');
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ps.funds = 100;
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assert.deepEqual(m.handle('p_0', { t: 'g.levelUp' }), { ok: true });
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assert.equal(ps.funds, 96);
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assert.equal(ps.shop.level, 2);
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assert.equal(ps.shop.upgradePrice, 8, 'reset to the next base');
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for (let i = 0; i < 4; i++) m.handle('p_0', { t: 'g.levelUp' });
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assert.equal(ps.shop.level, 6);
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assert.deepEqual(m.handle('p_0', { t: 'g.levelUp' }), { error: ERR.MAX_LEVEL });
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assert.equal(ps.privateView().shop.upgradePrice, 0);
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// floor 0 after many rounds at one level
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ps.shop.level = 3;
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ps.shop.upgradePrice = 1;
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ps.startRound(3);
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assert.equal(ps.shop.upgradePrice, 0);
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ps.startRound(4);
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assert.equal(ps.shop.upgradePrice, 0);
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// not enough funds
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ps.funds = 0;
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ps.shop.upgradePrice = 5;
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assert.deepEqual(m.handle('p_0', { t: 'g.levelUp' }), { error: ERR.NO_FUNDS });
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assert.deepEqual(new GameData(DATA, 'mode_single_funny').upgradePrices(), [1, 1, 5, 8, 10]);
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assert.deepEqual(new GameData(DATA, 'mode_multi_funny').upgradePrices(), [5, 8, 10, 11, 11]);
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m.dispose();
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});
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test('shop slots per level (+ the item slot), buy prices by tier, SOLD_OUT, NO_FUNDS, HAND_FULL', () => {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 6 }).start();
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h.toPrep(1);
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const m = h.m;
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const ps = h.ps('p_0');
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const counts = { 1: 3, 2: 4, 3: 4, 4: 5, 5: 5, 6: 5 };
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for (let lv = 1; lv <= 6; lv++) {
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ps.shop.level = lv;
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ps.rollShop();
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const chess = ps.shop.slots.filter((s) => s && s.kind === 'chess');
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const items = ps.shop.slots.filter((s) => s && s.kind === 'item');
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assert.equal(chess.length, counts[lv], `L${lv} chess slots`);
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assert.equal(items.length, 1, `L${lv} item slot`);
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for (const s of chess) {
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assert.ok(DATA.chess[s.id].tier <= lv);
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assert.equal(s.basePrice, { 1: 2, 2: 3, 3: 3, 4: 3, 5: 4, 6: 4 }[DATA.chess[s.id].tier]);
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}
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for (const s of items) assert.equal(s.basePrice, DATA.items[s.id].price);
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}
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ps.shop.level = 1;
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ps.rollShop();
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ps.funds = 1;
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 0 }), { error: ERR.NO_FUNDS });
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ps.funds = 50;
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const slot0 = ps.shop.slots[0];
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const left0 = m.pool.left(slot0.id);
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 0 }), { ok: true });
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assert.equal(ps.funds, 48);
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assert.equal(m.pool.left(slot0.id), left0 - 1);
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assert.equal(ps.hand[9].id, slot0.id, 'hand fills right→left');
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 0 }), { error: ERR.SOLD_OUT });
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 15 }).error, ERR.BAD_TARGET);
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// a display is not a reservation, but its operator remains purchasable after the pool is exhausted (#498)
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const s1 = ps.shop.slots[1];
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const taken = m.pool.take(s1.id, 100);
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 1 }), { ok: true });
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assert.equal(m.pool.entries.get(s1.id).left, -1);
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m.pool.give(s1.id, taken);
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// full hand blocks buys
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const fillers = chessOfTier(3).filter((x) => m.pool.has(x) && x !== s1.id);
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for (let i = 0; ps.hand.some((x) => x == null); i++) give(m, ps, fillers[i]);
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ps.shop.slots[1] = { ...s1, sold: false };
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: 1 }), { error: ERR.HAND_FULL });
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const itemSlot = ps.shop.slots.findIndex((s) => s && s.kind === 'item');
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assert.deepEqual(m.handle('p_0', { t: 'g.buy', slot: itemSlot }), { error: ERR.HAND_FULL });
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checkInvariants(m);
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m.dispose();
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});
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test('refresh: 1 fund, free refreshes first, rerolls every slot; freeze: one toggle, kept through the round start', () => {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 8 }).start();
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h.toPrep(1);
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const m = h.m;
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const ps = h.ps('p_0');
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ps.funds = 10;
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m.handle('p_0', { t: 'g.refresh' });
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assert.equal(ps.funds, 9);
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assert.equal(ps.stats.refreshes, 1);
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ps.shop.freeRefreshes = 2;
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assert.equal(ps.privateView().shop.refreshPrice, 0);
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m.handle('p_0', { t: 'g.refresh' });
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assert.equal(ps.funds, 9);
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assert.equal(ps.shop.freeRefreshes, 1);
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ps.funds = 0;
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ps.shop.freeRefreshes = 0;
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assert.deepEqual(m.handle('p_0', { t: 'g.refresh' }), { error: ERR.NO_FUNDS });
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ps.funds = 20;
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// freeze keeps the unsold slots to the next round; sold slots are refilled
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m.handle('p_0', { t: 'g.buy', slot: 0 });
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assert.deepEqual(m.handle('p_0', { t: 'g.freeze' }), { ok: true });
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assert.equal(ps.shop.frozen, true);
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assert.ok(ps.shop.slots.every((s) => !s || s.sold || s.frozen));
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const keep = ps.shop.slots.slice(1).map((s) => s && s.id);
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// unfreeze and freeze again (toggle)
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m.handle('p_0', { t: 'g.freeze' });
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assert.equal(ps.shop.frozen, false);
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m.handle('p_0', { t: 'g.freeze' });
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// combat start clears unfrozen slots only; next round start keeps frozen ones and unfreezes
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h.drive(() => m.phase === PHASE.PREP && m.round === 2);
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assert.deepEqual(ps.shop.slots.slice(1, keep.length + 1).map((s) => s && s.id), keep);
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assert.equal(ps.shop.frozen, false, 'the freeze is consumed at the round start');
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assert.ok(ps.shop.slots.every((s) => !s || !s.frozen));
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// refresh while frozen rerolls everything; the new slots stay frozen until the next round
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m.handle('p_0', { t: 'g.freeze' });
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ps.funds = 50;
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const before = ps.shop.slots.map((s) => s && s.id).join();
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let changed = false;
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for (let i = 0; i < 5 && !changed; i++) { m.handle('p_0', { t: 'g.refresh' }); changed = ps.shop.slots.map((s) => s && s.id).join() !== before; }
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assert.ok(changed, 'refresh rerolls frozen slots');
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assert.ok(ps.shop.slots.every((s) => !s || s.frozen));
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m.dispose();
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});
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test('selling: +1 (normal and elite, board or hand), items return to the hand, items and tokens are not sellable', () => {
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const h = makeMatch({ mode: 'solo', seed: 9 }).start();
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h.toPrep(1);
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const m = h.m;
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const ps = h.ps('p_0');
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ps.funds = 0;
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const id = chessOfTier(5).find((x) => m.pool.has(x));
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const a = give(m, ps, DATA.chess[id].goldenId);
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const it = giveItem(m, ps, 'chess_item_1_02_e_a');
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m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: a.uid });
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assert.equal(a.items.length, 1);
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assert.deepEqual(m.handle('p_0', { t: 'g.sell', uid: it.uid }).error, ERR.BAD_TARGET);
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assert.deepEqual(m.handle('p_0', { t: 'g.sell', uid: a.uid }), { ok: true });
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assert.equal(ps.funds, 1);
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assert.ok(ps.hand.some((p) => p && p.uid === it.uid), 'equipment returned to the hand');
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assert.equal(m.pool.left(id), m.pool.cap(id));
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assert.deepEqual(m.handle('p_0', { t: 'g.destroy', uid: it.uid }), { ok: true });
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assert.ok(!ps.hand.some((p) => p && p.uid === it.uid));
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assert.equal(ps.funds, 1, 'destroying pays nothing');
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assert.deepEqual(m.handle('p_0', { t: 'g.sell', uid: 424242 }).error, ERR.BAD_TARGET);
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// a board chess carrying equipment is not sold while neither the hand nor the temp slots can take the equipment back
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const b = give(m, ps, chessOfTier(4).find((x) => m.pool.has(x)), 'board', [10, 3]);
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b.items.push(ps.newPiece('item', 'chess_item_1_01_e_a'), ps.newPiece('item', 'chess_item_3_03_e_a'));
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const fill = chessOfTier(1).filter((x) => m.pool.has(x));
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for (let i = 0; ps.hand.some((p) => p == null); i++) give(m, ps, fill[i]);
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const fill2 = chessOfTier(2).filter((x) => m.pool.has(x));
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for (let i = 0; i < 4; i++) give(m, ps, fill2[i], 'temp');
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assert.equal(m.handle('p_0', { t: 'g.sell', uid: b.uid }).error, ERR.HAND_FULL, '2 items, 1 free temp slot');
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assert.ok(ps.find(b.uid) && b.items.length === 2, 'nothing lost');
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ps.resolveTemp();
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assert.deepEqual(m.handle('p_0', { t: 'g.sell', uid: b.uid }), { ok: true });
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assert.equal(ps.temp.filter(Boolean).length, 2, 'the equipment overflowed into temp');
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checkInvariants(m);
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m.dispose();
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});
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test('ready gating: temp must be empty (a freed hand slot pulls the temp piece in); unready allowed until everyone is ready; actions locked while ready', () => {
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const h = makeMatch({ mode: 'coop', humans: 2, seed: 10 }).start();
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h.toPrep(1);
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const m = h.m;
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const a = h.ps('p_0');
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fillHand(a);
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const t = give(m, a, chessOfTier(1).find((x) => m.pool.has(x)), 'temp');
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assert.ok(a.temp.includes(t), 'a full hand: it waits in temp');
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assert.equal(a.privateView().canReady, false);
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assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: true }), { error: ERR.TEMP_NOT_EMPTY });
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// destroying a hand item frees its slot: the temp piece moves in by itself (PRTS 卫戍协议/帮助 §手牌区, GitHub #82)
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const freed = a.hand[3];
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assert.deepEqual(m.handle('p_0', { t: 'g.destroy', uid: freed.uid }), { ok: true });
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assert.equal(a.hand[3], t);
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assert.ok(a.tempEmpty);
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assert.equal(a.privateView().canReady, true);
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const art = giveItem(m, a, 'chess_item_6_03_m', 'temp');
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assert.deepEqual(a.useArt(art.uid, 10, 5), { ok: true });
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assert.ok(a.tempEmpty);
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assert.equal(a.privateView().canReady, false);
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assert.deepEqual(a.setReady(true), { error: ERR.BAD_TARGET, detail: '请先完成教鞭选择' });
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assert.deepEqual(a.setReady(false), { ok: true });
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assert.deepEqual(m.handle('p_0', { t: 'g.choice', idx: 0, choiceId: a.personalChoice.id }), { ok: true });
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assert.equal(a.privateView().canReady, true);
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assert.equal(a.round.arts, 1);
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assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: true }), { ok: true });
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assert.deepEqual(m.handle('p_0', { t: 'g.refresh' }), { error: ERR.WRONG_PHASE, detail: 'ready' });
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assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: false }), { ok: true });
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assert.deepEqual(m.handle('p_0', { t: 'g.refresh' }).ok, true);
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m.handle('p_0', { t: 'g.ready', ready: true });
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h.sched.advance(10);
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assert.equal(m.phase, PHASE.PREP, 'still waiting for p_1');
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m.handle('p_1', { t: 'g.ready', ready: true });
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h.sched.runNext();
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assert.notEqual(m.phase, PHASE.PREP, 'everyone ready → prep ends');
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assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: false }), { error: ERR.WRONG_PHASE });
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m.dispose();
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});
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test('prep deadline (co-op): unready players are auto-readied and their temp is auto-resolved', () => {
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const h = makeMatch({ mode: 'coop', humans: 2, seed: 12, fake: true }).start();
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h.toPrep(1);
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const m = h.m;
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const a = h.ps('p_0');
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const id = chessOfTier(1).find((x) => m.pool.has(x));
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const left = m.pool.left(id);
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const art = giveItem(m, a, 'chess_item_6_03_m');
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assert.deepEqual(a.useArt(art.uid, 10, 5), { ok: true });
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fillHand(a);
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give(m, a, id, 'temp');
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assert.ok(!a.tempEmpty, 'a full hand: it waits in temp');
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const endPrep = m.endPrep.bind(m);
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let checked = false;
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m.endPrep = () => {
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assert.equal(a.personalChoice, null, 'deadline picks before endPrep builds the battle');
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assert.equal(a.bounties.length, 1);
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assert.equal(a.round.arts, 1);
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assert.ok(a.ready && a.tempEmpty);
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checked = true;
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endPrep();
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};
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assert.ok(m.deadline > h.sched.now(), 'co-op prep is timed');
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assert.equal(Math.round((m.deadline - h.sched.now()) / 1000), m.gd.prepTime(1));
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h.sched.advance(m.deadline - h.sched.now() + 1);
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assert.notEqual(m.phase, PHASE.PREP);
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assert.ok(checked);
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assert.ok(a.tempEmpty);
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assert.equal(m.pool.left(id), left, 'temp chess sold back to the pool');
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checkInvariants(m);
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m.dispose();
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});
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test('solo prep and 机变 are untimed', () => {
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const h = makeMatch({ mode: 'solo', difficulty: 'NORMAL', seed: 13 }).start();
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h.toPrep(1);
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assert.equal(h.m.deadline, 0);
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const ps = h.ps('p_0');
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const art = giveItem(h.m, ps, 'chess_item_6_03_m');
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assert.deepEqual(ps.useArt(art.uid, 10, 5), { ok: true });
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const id = ps.personalChoice.id;
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h.sched.advance(10 * 60 * 1000);
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assert.equal(h.m.phase, PHASE.PREP);
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assert.equal(ps.personalChoice.id, id, 'no separate personal-choice timer');
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h.m.dispose();
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});
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