- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
237 lines
11 KiB
JavaScript
237 lines
11 KiB
JavaScript
// server/match/player/economy.js — PlayerState methods: the economy — funds, spending (onSpend), prep-side bond layer
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// gains (clamped by layerGainRoom), the shop (onPrice prices, copy-weighted rolls from the shared pool plus the player's
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// own 自选 stock — player/diy.js —, freeze) and its intents: g.buy, g.refresh, g.freeze, g.levelUp, g.sell.
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// Installed on PlayerState.prototype by server/match/PlayerState.js (a method container: never instantiated; `this` is
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// the player state).
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import { ERR, layerGainRoom } from '../../../shared/constants.js';
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import { freeSlot } from '../board.js';
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import { OK, fail } from './common.js';
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export class PlayerEconomy {
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addFunds(n, { reason = '' } = {}) {
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if (!Number.isFinite(n) || n === 0) return 0;
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const v = Math.trunc(n);
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const before = this.funds;
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this.funds = Math.max(0, this.funds + v);
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if (v > 0) this.stats.fundsGained += v;
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this.dirty();
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return this.funds - before;
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}
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spend(n) {
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const v = Number.isFinite(n) ? Math.max(0, Math.trunc(n)) : 0;
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if (v > this.funds) return false;
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this.funds -= v;
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this.stats.gold += v;
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this.round.spent += v;
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this.dirty();
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return true;
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}
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/** onSpend, dispatched once a payment's action is complete (buy / refresh / levelUp / reward / effect). */
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_afterSpend(amount, reason) {
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if (!(amount > 0)) return;
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this.m.dispatch(this, 'onSpend', { amount, reason, total: this.stats.gold });
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}
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/**
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* Bond layer gain (prep-side). `requireActive` = "使已激活的【X】层数+N". Returns layers added: at most the room left
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* under BOND_LAYER_CAP (999, shared/constants.js) — a gain at the cap adds 0 and dispatches nothing.
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*/
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addLayers(bondId, n, { requireActive = false, reason = '' } = {}) {
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if (!this.gd.bond(bondId) || !Number.isFinite(n) || n <= 0) return 0;
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if (requireActive && !(this.bonds[bondId] && this.bonds[bondId].active)) return 0;
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const before = this.layers[bondId] || 0;
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const add = layerGainRoom(before, Math.floor(n));
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if (add <= 0) return 0;
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this.layers[bondId] = before + add;
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this.recompute();
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this.m.dispatch(this, 'onLayers', { bondId, from: before, to: before + add, reason });
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return add;
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}
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/** Effective price of a shop slot after onPrice modifiers (never negative). */
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priceOf(slot) {
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if (!slot) return 0;
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const ev = { slot, kind: slot.kind, id: slot.id, price: slot.basePrice };
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this.m.dispatch(this, 'onPrice', ev, { quiet: true });
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const p = Number(ev.price);
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return Number.isFinite(p) ? Math.max(0, Math.round(p)) : slot.basePrice;
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}
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_rollChessSlot() {
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// the slotted 自选 pieces join the draw once the 调度中心 reaches their slot's level (player/diy.js diyRollEntries)
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const id = this.m.pool.roll(this.m.rngShop, { maxTier: this.shop.level, extra: this.diyRollEntries() });
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return id ? { kind: 'chess', id, basePrice: this.gd.chessPrice(id), frozen: false, sold: false } : null;
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}
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_rollItemSlot() {
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const id = this.m.pool.rollItem(this.m.rngShop, this.shop.level, this.m.itemPool);
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return id ? { kind: 'item', id, basePrice: this.gd.itemPrice(id), frozen: false, sold: false } : null;
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}
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/**
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* Reroll the shop. keepFrozen → frozen unsold slots survive (round start); otherwise everything is rerolled
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* (manual refresh). Slot counts follow the current level.
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*/
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rollShop({ keepFrozen = false } = {}) {
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const { chess: nChess, item: nItem } = this.gd.shopSlots(this.shop.level);
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const old = this.shop.slots;
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const layout = this.shop.layout || { chess: old.length, item: 0 };
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const oldChess = old.slice(0, layout.chess);
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const oldItems = old.slice(layout.chess);
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const keep = (s, kind) => (keepFrozen && s && s.kind === kind && !s.sold && s.frozen ? { ...s } : null);
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// frozen slots keep their position; sold / empty / unfrozen positions are rerolled
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const slots = [];
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for (let i = 0; i < nChess; i++) slots.push(keep(oldChess[i], 'chess') ?? this._rollChessSlot());
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for (let i = 0; i < nItem; i++) slots.push(keep(oldItems[i], 'item') ?? this._rollItemSlot());
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this.shop.slots = slots;
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this.shop.layout = { chess: nChess, item: nItem };
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for (const s of slots) if (s) s.frozen = this.shop.frozen;
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this.dirty();
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}
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/**
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* The 调度中心's upgrade opens the new level's extra slots at once — EMPTY: no card is drawn into them (a `null` slot).
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* The next roll (a manual refresh or the round start) fills them with the other unfrozen slots; the cards already shown
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* stay where they are (chess slots keep their index, the item slot stays after them). Official: the footage of a 1→2
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* upgrade (bilibili BV1AXwuzdEys 1:39, GitHub #332 / PR #333 by @2321Robin) shows the new slot appear and stay empty, and
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* the texts only name the slots — the tutorial's 休整期 page 「升级后将出现更多的商品栏位」, PRTS 帮助 「增加刷新栏位」 —,
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* never a card that comes with them. 0.2.0 drew a card into each new slot instead (item 19 of the community report of
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* 2026-10-06, 「升级商店获得新的商店位时用新卡补上,而不是空着」, one uncorroborated remark; its follow-on, that the new card
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* follows the freeze toggle, was [ASSUMED]); until then the extra slots waited for the next roll as well.
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*/
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_openLevelSlots() {
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const { chess: nChess, item: nItem } = this.gd.shopSlots(this.shop.level);
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const old = this.shop.slots;
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const layout = this.shop.layout || { chess: old.length, item: 0 };
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if (nChess <= layout.chess && nItem <= layout.item) return;
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const chess = old.slice(0, layout.chess);
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const items = old.slice(layout.chess);
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while (chess.length < nChess) chess.push(null);
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while (items.length < nItem) items.push(null);
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this.shop.slots = [...chess, ...items];
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this.shop.layout = { chess: chess.length, item: items.length };
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}
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/** Combat start: unfrozen slots are emptied (research 01 A1). */
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clearUnfrozenShop() {
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this.shop.slots = this.shop.slots.map((s) => (s && s.frozen && !s.sold ? s : null));
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this.dirty();
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}
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/**
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* g.buy {slot}. A full regular hand refuses every purchase, also one whose copy would complete a merge at once (PRTS
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* 卫戍协议/帮助 §手牌区 "当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的
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* 操作"; BWIKI 盟约 "当整备区达到上限后将无法进行涉及到整备区的操作(购买、撤回等)"; GitHub #82: the reporter's first-hand
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* check in the official game, "哪怕是已经有了两个相同干员情况"). Until 0.1.3 such a purchase was let through.
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*/
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buy(slotIdx) {
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const g = this._gate(); if (g) return g;
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if (!Number.isInteger(slotIdx) || slotIdx < 0 || slotIdx >= this.shop.slots.length) return fail(ERR.BAD_TARGET);
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const slot = this.shop.slots[slotIdx];
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if (!slot) return fail(ERR.BAD_TARGET);
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if (slot.sold) return fail(ERR.SOLD_OUT);
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const price = this.priceOf(slot);
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if (this.funds < price) return fail(ERR.NO_FUNDS);
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const handFull = freeSlot(this.hand) < 0;
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let piece;
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if (slot.kind === 'chess') {
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const rec = this.gd.chess(slot.id);
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// a DIY slot sells only as this player's own 自选 piece (a slotted slot's record carries `diyFor`)
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if (!rec || (rec.isDiy && !rec.diyFor)) return fail(ERR.BAD_TARGET);
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const base = this.gd.baseIdOf(slot.id);
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const need = rec.isGolden ? this.gd.goldenCopies : 1;
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const pool = this.poolOf(base);
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if (pool.has(base) && pool.left(base) < need) return fail(ERR.SOLD_OUT);
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if (handFull) return fail(ERR.HAND_FULL);
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this.spend(price);
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slot.sold = true;
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piece = this.acquireChess(slot.id, { source: 'buy' });
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} else {
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if (!this.gd.item(slot.id)) return fail(ERR.BAD_TARGET);
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if (!this.m.itemPool.canGain(slot.id)) return fail(ERR.SOLD_OUT);
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if (handFull) return fail(ERR.HAND_FULL);
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this.spend(price);
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slot.sold = true;
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piece = this.acquireItem(slot.id, { source: 'buy' });
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}
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this.stats.buys++;
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this.round.buys++;
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this.m.dispatch(this, 'onBuy', { piece, slot, price, kind: slot.kind });
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this._afterSpend(price, 'buy');
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this.recompute();
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return OK;
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}
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refresh() {
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const g = this._gate(); if (g) return g;
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const free = this.shop.freeRefreshes > 0;
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const price = free ? 0 : this.gd.refreshPrice;
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if (!free && this.funds < price) return fail(ERR.NO_FUNDS);
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if (free) this.shop.freeRefreshes--;
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else this.spend(price);
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this.rollShop({ keepFrozen: false });
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this.stats.refreshes++;
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this.round.refreshes++;
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this.m.dispatch(this, 'onRefresh', { slots: this.shop.slots, free, price });
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this._afterSpend(price, 'refresh');
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this.dirty();
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return OK;
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}
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freeze() {
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const g = this._gate(); if (g) return g;
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this.shop.frozen = !this.shop.frozen;
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for (const s of this.shop.slots) if (s && !s.sold) s.frozen = this.shop.frozen;
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this.dirty();
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return OK;
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}
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levelUp() {
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const g = this._gate(); if (g) return g;
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if (this.shop.level >= this.gd.maxShopLevel) return fail(ERR.MAX_LEVEL);
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const price = Math.max(0, this.shop.upgradePrice);
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if (this.funds < price) return fail(ERR.NO_FUNDS);
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this.spend(price);
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this.shop.level++;
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this.shop.upgradePrice = this.gd.upgradeBase(this.shop.level) ?? 0;
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this._openLevelSlots();
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this.m.tickerFor('SHOP_LEVEL', [this.name, String(this.shop.level)], { playerId: this.playerId, param: String(this.shop.level) });
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this.m.dispatch(this, 'onLevelUp', { level: this.shop.level, price });
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this._afterSpend(price, 'levelUp');
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this.dirty();
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return OK;
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}
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sell(uid) {
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const g = this._gate(); if (g) return g;
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const loc = this.find(uid);
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if (!loc) return fail(ERR.BAD_TARGET);
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if (loc.piece.kind !== 'chess') return fail(ERR.BAD_TARGET, loc.piece.kind === 'item' ? 'items cannot be sold' : 'tokens cannot be sold');
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const piece = loc.piece;
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// its equipment returns to the hand (overflow temp): refuse rather than destroy it when there is no room
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// Removing the owner's summon stacks frees one slot per stack, regardless of its summon count.
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const freed = (x) => x == null || (x.kind === 'token' && x.ownerUid === piece.uid);
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const room = this.hand.filter(freed).length + this.temp.filter(freed).length + (loc.area === 'hand' || loc.area === 'temp' ? 1 : 0);
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if ((piece.items || []).length > room) return fail(ERR.HAND_FULL, 'no room for the equipment');
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this._detach(loc);
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this.removeTokensOf(piece.uid);
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for (const it of piece.items || []) {
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if (!this.stow(it, { allowTemp: true })) this.m.log.warn?.(`[match ${this.m.roomCode}] ${this.playerId}: item ${it.id} lost on sell (no space)`);
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}
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piece.items = [];
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this.returnCopies(piece);
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const ev = { piece, gain: this.gd.sellPrice(piece.id) };
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this.m.dispatch(this, 'onSold', ev);
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const gain = Number.isFinite(ev.gain) ? Math.max(0, Math.trunc(ev.gain)) : 1;
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this.addFunds(gain, { reason: 'sell' });
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this.stats.sells++;
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this.round.sells++;
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this.checkItemMerges();
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this.recompute();
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return OK;
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}
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}
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