Files
ark-stronghold-protocol/server/match/player/prep.js
T
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- 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.
2026-10-12 14:07:08 +08:00

92 lines
4.2 KiB
JavaScript

// 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 (!this.m.itemPool.canGain(slot.id)) return fail(ERR.SOLD_OUT);
if (handFull) return fail(ERR.HAND_FULL);
} else if (slot.kind === 'chess') {
const rec = this.gd.chess(slot.id);
if (!rec || (rec.isDiy && !rec.diyFor)) return fail(ERR.BAD_TARGET);
// Owner decision 2026-10-11 (#498): already displayed operator rewards survive stock exhaustion.
// acquireChess records the deficit. Item rewards above still require itemPool.canGain.
if (handFull) return fail(ERR.HAND_FULL);
} else return fail(ERR.BAD_TARGET);
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();
}
}