Files
ark-stronghold-protocol/server/match/match/setupVote.js
T
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00

120 lines
4.8 KiB
JavaScript

// INFO_CHECK full setup reroll: unanimous human consent, keeping the room and player settings.
// [ASSUMED] Remake convenience: unanimous human vote, pause/resume timer, independent reroll stream and
// a 300 ms request guard. These are not official mode rules; DESIGN §28.21.
// Installed on Match.prototype like the other method containers. The lobby authorizes host-only actions.
import { PHASE, ERR } from '../../../shared/constants.js';
import { createRng, deriveSeed } from '../../sim/rng.js';
import { setupMatchWaves } from '../waves.js';
import { drawDisabledBonds, SharedPool } from '../pool.js';
import { OK, fail } from './common.js';
export class MatchSetupVote {
requestSetupReroll(playerId, revision) {
if (this.disposed || this.ended || this.phase !== PHASE.INFO_CHECK) return fail(ERR.WRONG_PHASE);
const ps = this.players.get(playerId);
if (!ps || ps.isBot || ps.left || !ps.connected) return fail(ERR.NOT_IN_ROOM);
if (revision !== this.setupRevision) return fail(ERR.BAD_TARGET, 'setup revision changed');
if (this.setupVote) return fail(ERR.WRONG_PHASE, 'setup reroll vote in progress');
const humans = this.humans();
if (humans.some((p) => !p.connected)) return fail(ERR.NOT_READY, 'all humans must be connected to vote');
const now = this.sched.now();
if (now - this._lastSetupVoteAt < 300) return fail(ERR.RATE);
this._lastSetupVoteAt = now;
this.setupVote = {
id: ++this._setupVoteSeq,
proposerId: playerId,
voters: humans.map((p) => p.playerId),
agreed: new Set([playerId]),
remainingMs: this.deadline > 0 ? Math.max(1, this.deadline - now) : 0,
};
this.cancel(this._infoAdvanceTimer);
this._infoAdvanceTimer = null;
this.setDeadline(0);
if (humans.length === 1) return this.completeSetupReroll();
this.markPublic();
this.flush(true);
return OK;
}
voteSetupReroll(ps, voteId, agree) {
if (this.phase !== PHASE.INFO_CHECK || !this.setupVote) return fail(ERR.WRONG_PHASE);
const vote = this.setupVote;
if (vote.id !== voteId) return fail(ERR.BAD_TARGET, 'setup vote changed');
if (!ps.connected || !vote.voters.includes(ps.playerId)) return fail(ERR.NOT_IN_ROOM);
if (!agree) { this.cancelSetupVote(); return OK; }
vote.agreed.add(ps.playerId);
if (vote.voters.every((id) => vote.agreed.has(id))) return this.completeSetupReroll();
this.markPublic();
this.flush(true);
return OK;
}
cancelSetupReroll(playerId, voteId) {
if (this.disposed || this.ended || this.phase !== PHASE.INFO_CHECK || !this.setupVote) return fail(ERR.WRONG_PHASE);
if (this.setupVote.id !== voteId) return fail(ERR.BAD_TARGET, 'setup vote changed');
const ps = this.players.get(playerId);
if (!ps || ps.left || !ps.connected) return fail(ERR.NOT_IN_ROOM);
this.cancelSetupVote();
return OK;
}
cancelSetupVote() {
const vote = this.setupVote;
if (!vote) return;
this.setupVote = null;
if (this.phase === PHASE.INFO_CHECK && !this.disposed && !this.ended) {
if (vote.remainingMs > 0) {
this.deadline = this.sched.now() + vote.remainingMs;
this._phaseTimer = this.later(vote.remainingMs, () => {
this._phaseTimer = null;
this.enterBandDraft();
});
}
this.maybeEndInfo();
this.markPublic();
this.flush(true);
}
}
completeSetupReroll() {
let prepared;
try {
const rng = createRng(deriveSeed(this.seed, `reroll-setup:${this.setupRevision + 1}`));
const setup = setupMatchWaves(this.gd, rng);
const stage = setup.stageId ? this.gd.stage(setup.stageId) : null;
const bans = drawDisabledBonds(this.gd, rng);
const pool = new SharedPool(this.gd, { banned: bans.banned });
if (!pool.entries.size) throw new Error('rerolled chess pool is empty');
const off = new Set([...bans.drawn, ...bans.staticOff]);
const stocks = this.order.map((ps) => ps.buildDiyStock(off));
prepared = { setup, stage, bans, pool, stocks };
} catch (e) {
this.reportError('reroll setup', e);
this.cancelSetupVote();
return fail(ERR.INTERNAL);
}
// All data-dependent work succeeds before any opening or player state changes.
const { setup, stage, bans, pool, stocks } = prepared;
this.stageId = setup.stageId;
this.stage = stage;
this.factions = setup.factions;
this.bossId = setup.bossId;
this.hiddenBossId = setup.hiddenBossId;
this.disabledBonds = bans.drawn;
this.staticInactiveBonds = bans.staticOff;
this.bannedChess = bans.banned;
this.pool = pool;
this._botPath = null;
for (const [i, ps] of this.order.entries()) {
ps.diyStock = stocks[i].stock;
ps.diyBanned = stocks[i].banned;
ps.invalidateDeployMap();
ps.infoReady = ps.botControlled;
}
this.setupRevision++;
this.setupVote = null;
this.enterInfoCheck();
return OK;
}
}