Files
ark-stronghold-protocol/server/sim/content/items/meta.js
T
sganggs 91c9b21d7f feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.

- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
  removed, copies back to the pool); its equipment, the cell included, returns to the hand first
  (overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
  operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
  The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
  tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
  counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
  gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
  covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
  without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
  AI 托管 redeploying; feedback1-cell checks the new note.
2026-10-03 15:18:42 +08:00

176 lines
11 KiB
JavaScript

// server/sim/content/items/meta.js — prep side of the items (docs/META.md registry API).
//
// The engine built-ins (server/match/builtinMeta.js) already implement most consume-on-equip items and Arts from the
// concrete item's params; they are reviewed and kept (盟约之币, 骑士储蓄罐, 随身身份牌, 精打细算玩偶, 简易通讯机 (tier ≤
// shop level), 见钱眼开玩偶, 人事部文档 (cap 9), 博士投影 (golden now / normal at the next round start), 拟态物质, 信标,
// 商业包装方案 (count from the concrete record: 8 / golden 7), 突变细胞 (after the battle the carrier is destroyed, its
// equipment — the cell too, which is not consumed (player feedback after 0.1.0) — returns to the hand, then a NORMAL
// random tier+1 operator, max 6, is gained into the hand, not onto the carrier's tile (PR #2)). The Arts' rangeGrid
// (画卷 = placed tile + the tile in front) and the per-round limit are engine rules.
// Overridden / added here (a built-in, when present, is wrapped — never re-implemented):
// 画卷 the copy keeps the target's items; a copied normal item that pairs with an owned one merges and the
// golden stays in the hand (the built-in equipped the merged golden on the copy, and its live loop over
// the target's items skipped the item after a merge)
// 紧急调度券 a shop operator leaves its slot only when it was actually granted (built-in cleared the slot first)
// 寻呼模块 the special refresh shows `refresh_cnt` DIFFERENT operators (fewer when the pool has no more)
// 教鞭 trap_create_self_choice {choice_event: hunter_band_1}: the bounty is a 战术特训 card (choices.json
// cards.bounty payout `perfect`, e.g. 战术特训·飞行I "若各自行动阶段就达成完美作战,获得1资金") — PRTS
// 卫戍协议:盟约 下半/PRTS盟约记录 §法术 教鞭 "于3个战术特训的悬赏任务中选择一项", §机变阶段 "※以下悬赏任务仅由
// 法术教鞭生成", and 杜宾 加练! "<教鞭>:使用后为下场战斗添加额外敌人,若自身战斗完美作战可获得资金" (user
// playtest #6 item 4 review; the built-in drew any tier ≤ II kill bounty, and research 04 §7 [ASSUMED]
// the band family `enemyeffect_b_*`).
// “神秘顾客” the same trap_create_self_choice ("选择一项特殊悬赏任务"; no band grants it in act2, research 04): a band
// bounty `enemyeffect_b_*` (research 04 §7 [ASSUMED]: "adds 1 enemy to your next battle, killer gets `coin`
// funds").
// Both: [ASSUMED simplification, engine: no PERSONAL_CHOOSE overlay] 3 cards whose enemy can appear in the
// mode are drawn and one of them is taken at random; the built-in runs when the family is empty.
// “神秘顾客” trap_disney_special: when actively destroyed, +count funds and the Art passes to the next alive player
// (seat order, cyclic)
// 天师古鼎 equip_with_another_gain_coin_when_gain_char: a 【炎】 carrier also holding 炎国短刀 (either quality)
// gains `count` funds every time the player gains an operator, at most `max` times per round per item
import { itemKeyOf, isCoreBond } from '../support/index.js';
import { metaBonds } from '../support/meta.js';
const int = (v, d = 0) => (Number.isFinite(v) ? Math.trunc(v) : d);
/** Params `{ ...bb, ...bbStr }` of the concrete record's buff with official key `key` (null when absent). */
function buffP(ctx, itemId, key) {
const rec = itemId ? ctx.gd.item(itemId) : null;
for (const b of (rec && Array.isArray(rec.buffs) ? rec.buffs : [])) if (b && b.key === key) return { ...(b.bb || {}), ...(b.bbStr || {}) };
return null;
}
/** 【X】盟约干员 on the prep side: own bonds + 变形同构体 grants, or 调和 (maniShip) members while both bonds are active. */
function pieceIsMember(ctx, piece, bondId) {
const bonds = metaBonds(ctx, piece);
if (bonds.includes(bondId)) return true;
return bonds.includes('maniShip') && isCoreBond(bondId) && ctx.bondActive('maniShip') && ctx.bondActive(bondId);
}
/** Offer size of the personal bounty choice (PRTS 法术 教鞭 "于3个战术特训的悬赏任务中选择一项"). */
const OFFER_SIZE = 3;
/** cards.bounty entries matching `test` whose enemy can appear in this mode. */
function bountyCards(ctx, test) {
const all = ctx.data && ctx.data.choices && ctx.data.choices.cards && Array.isArray(ctx.data.choices.cards.bounty) ? ctx.data.choices.cards.bounty : [];
const inactive = ctx.gd.inactiveEnemies instanceof Set ? ctx.gd.inactiveEnemies : new Set();
return all.filter((c) => c && test(c) && ctx.gd.enemy(c.enemyKey) && !inactive.has(c.enemyKey));
}
/** The 战术特训 cards (perfect payout: the chooser's own phase perfect) — what 教鞭 offers. */
const isTraining = (c) => c.payout === 'perfect';
/** The band bounty family `enemyeffect_b_*` — what “神秘顾客” offers [ASSUMED]. */
const isBandBounty = (c) => /^enemyeffect_b_\d+$/.test(String(c.effectId));
function wrap(registry, key, hooks) {
const base = registry.get(`item:${key}`) || {};
registry.item(key, { ...base, ...hooks(base) });
}
export function registerMeta(registry) {
// 紧急调度券 — use_equip_reward_random_char_chess_in_shop {count}
wrap(registry, 'chess_item_2_02_e', () => ({
onEquip(ctx, ev) {
const p = buffP(ctx, ev.item && ev.item.id, 'use_equip_reward_random_char_chess_in_shop') || {};
const n = Math.max(1, int(p.count, 1));
const tried = new Set();
for (let k = 0; k < n; k++) {
const slots = ctx.shopSlots();
const idx = slots.map((s, i) => (s && s.kind === 'chess' && !s.sold && !tried.has(i) ? i : -1)).filter((i) => i >= 0);
if (!idx.length) break;
const i = ctx.rng.pick(idx);
const got = ctx.grantChess(slots[i].id);
if (got) ctx.setShopSlot(i, null);
else { tried.add(i); k--; }
}
},
}));
// 寻呼模块 — use_equip_reward_special_goods_char_chess {refresh_cnt, choice_cnt}
wrap(registry, 'chess_item_4_01_e', () => ({
onEquip(ctx, ev) {
const p = buffP(ctx, ev.item && ev.item.id, 'use_equip_reward_special_goods_char_chess') || {};
const n = Math.max(1, int(p.refresh_cnt, 3));
const bonds = new Set(ctx.pieceBonds(ev.target.uid));
const maxTier = ctx.shopLevel();
const shares = (id) => { const c = ctx.gd.chess(id); return !!(c && Array.isArray(c.bonds) && c.bonds.some((b) => bonds.has(b))); };
const ids = [];
for (let k = 0; k < n; k++) {
// never the same operator twice (user playtest #6 item 19): fewer cards when the pool has no other one
const id = ctx.rollChess({ maxTier, filter: (x) => shares(x) && !ids.includes(x) });
if (id) ids.push(id);
}
if (ids.length) ctx.offerChess(ids, { source: 'item' });
},
}));
// 教鞭 / “神秘顾客” — trap_create_self_choice {choice_event}: 教鞭 a 战术特训 card, “神秘顾客” a band bounty (enemyeffect_b_*)
for (const [key, family] of [['chess_item_6_03_m', isTraining], ['chess_item_6_01_m', isBandBounty]]) {
wrap(registry, key, (base) => ({
onArt(ctx, ev) {
const cards = bountyCards(ctx, family);
if (!cards.length) { if (typeof base.onArt === 'function') base.onArt.call(base, ctx, ev); return; }
const offer = ctx.rng.shuffle(cards.slice()).slice(0, OFFER_SIZE);
const card = ctx.rng.pick(offer);
if (!card || !ctx.addBounty(card)) { ev.error = 'BAD_TARGET'; ev.detail = 'no bounty available'; }
},
}));
}
// 画卷 — trap_copy_front_char: copy the operator in range (elite status included) with its equipment. A copied
// normal item that completes a pair with an owned one merges at once and the golden stays in the hand (research 04
// addendum "两个同名道具(无论是否被装备)会自动合并…并自动返回整备区"); the built-in equipped that golden on the copy.
wrap(registry, 'chess_item_6_02_m', () => ({
onArt(ctx, ev) {
const target = (ev.targets || []).find((p) => p && p.kind === 'chess');
if (!target) { ev.error = 'BAD_TARGET'; ev.detail = 'no operator in range'; return; }
const copy = ctx.grantChess(target.id, { requirePool: false, source: 'item:chess_item_6_02_m' });
if (!copy) { ev.error = 'HAND_FULL'; return; }
// snapshot first: a merge detaches the original's copy of the item from `target.items` while we iterate
// (the built-in's live loop then skipped the next item)
for (const itemId of (target.items || []).map((it) => it.id)) {
const got = ctx.grantItem(itemId, { source: 'item:chess_item_6_02_m' });
const holder = got ? ctx.piece(copy.uid) : null;
if (got && got.id === itemId && holder && holder.kind === 'chess') ctx.equipDirect(got.uid, holder.uid);
}
},
}));
// “神秘顾客” — trap_create_self_choice (bounty above) + trap_disney_special {count}
wrap(registry, 'chess_item_6_01_m', () => ({
onDestroy(ctx, ev) {
if (!ev || ev.reason !== 'player') return;
const item = ev.item || ctx.source.piece;
const p = buffP(ctx, item && item.id, 'trap_disney_special') || {};
const n = int(p.count, 1);
if (n > 0) ctx.addFunds(n, 'item');
const mates = ctx.teammates();
if (!mates.length || !item) return;
const seat = Number.isInteger(ctx.seat) ? ctx.seat : 0;
const dist = (t) => { const s = Number.isInteger(t.seat) ? t.seat : 0; return ((s - seat) % 64 + 64) % 64 || 64; };
const next = mates.slice().sort((a, b) => dist(a) - dist(b))[0];
if (next) next.grantItem(item.id, { source: 'item' });
},
}));
// 天师古鼎 — equip_with_another_gain_coin_when_gain_char {count, max} {other_equip, bond}
wrap(registry, 'chess_item_6_03_e', (base) => ({
onGain(ctx, ev) {
if (typeof base.onGain === 'function') base.onGain.call(base, ctx, ev);
if (!ev || ev.kind !== 'chess' || !ev.piece) return;
const { piece, holder } = ctx.source;
if (!piece || !holder) return;
const p = buffP(ctx, piece.id, 'equip_with_another_gain_coin_when_gain_char');
if (!p) return;
const bond = typeof p.bond === 'string' && p.bond ? p.bond : 'yanShip';
const others = String(p.other_equip || '').split(',').map((s) => itemKeyOf(s.trim())).filter(Boolean);
const fresh = ctx.piece(holder.uid) || holder;
const carries = (fresh.items || []).some((it) => it && it.uid !== piece.uid && others.includes(itemKeyOf(it.id)));
if (!carries || !pieceIsMember(ctx, fresh, bond)) return;
const k = `cauldron:${piece.uid}:${ctx.round}`;
if (ctx.counter(k) >= Math.max(0, int(p.max, 3))) return;
ctx.incCounter(k);
ctx.addFunds(int(p.count, 2), 'item');
},
}));
}