Files
ark-stronghold-protocol/server/match/match/prep.js
T
Sukvii 56a7b918a9 feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move
Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md
§2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess
choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The
owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules.
Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 /
险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a
reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without
a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while
it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty
scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback
picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over
a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer
goes with it; invariants.js flags an offer outside its owner's own open prep.
Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits
of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys.
Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs
121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs
121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario
and family is unchanged; node tools/golden.mjs --twice is identical.
Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps
the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before
endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline
player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's
pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js,
unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason,
ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1).
2026-10-08 20:45:54 +08:00

142 lines
5.9 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/match/match/prep.js — Match methods: the PREP phase — its start (deferred item merges, onPrepStart), the AI
// seats' sliced preps (scheduleBotPrep: economy + layout, rehearsal, Ready), Ready and the deadline, and its end
// (onPrepEnd, PlayerState.endPrep, then COMBAT or the Final Assault / Hidden Core).
// Installed on Match.prototype by server/match/Match.js (a method container: never instantiated; `this` is the match).
import { PHASE } from '../../../shared/constants.js';
import { botPrepBeginSteps, botPrepEndSteps } from '../bot.js';
import { DELAYS } from './common.js';
export class MatchPrep {
enterPrep() {
this.phase = PHASE.PREP;
this.sp = null;
const alive = this.alivePlayers();
for (const ps of alive) {
ps.ready = false;
// Items gained as the previous prep ended waited unmerged (acquireItem deferMerge). Merge them now, before
// this prep's onPrepStart grants and before the player acts — not in endPrep, which runs in the same prep
// that granted them and would take an equipped copy off for the fight about to start.
ps.checkItemMerges();
ps.recompute();
this.dispatch(ps, 'onPrepStart', { round: this.round });
ps.recompute();
}
// solo / single-human matches: untimed (soloUntimed); co-op: the round's prepTime
const secs = this.soloUntimed ? null : this.gd.prepTime(this.round);
this.setDeadline(secs, () => this.prepDeadline());
let i = 0;
for (const ps of alive) if (ps.botControlled) this.scheduleBotPrep(ps, i++);
this.markPublic();
this.maybeEndPrep();
}
/**
* The bot plays a prep in three stages, every one in slices of ≤ botSliceMs wall-clock ms (one scheduler callback
* each, so other rooms' battles and every player's requests keep flowing): economy + the default layout
* (bot.js botPrepBeginSteps — shop decisions and layout planning, 50–120 ms late in a 4-bot match), the layout
* rehearsal (whole simulated battles, 0.2–1 s of CPU per bot late in a match), then botPrepEndSteps (the rehearsed
* layout, temp, Ready). The step generators run the same actions in the same order as the one-shot routine (same
* rng draws, same decisions); in virtual time (botSliceMs unbounded) each stage runs at once. The prep ending first
* (deadline) or a newer schedule for the seat drops the job (a step never leaves a transient board behind).
*/
scheduleBotPrep(ps, i = 0) {
const round = this.round;
const token = (ps._botPrepToken = (ps._botPrepToken || 0) + 1);
const valid = () => this.phase === PHASE.PREP && this.round === round && ps.alive && !ps.ready && ps.botControlled && ps._botPrepToken === token;
const bounded = Number.isFinite(this.botSliceMs);
const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
/** Step a generator until done or the slice budget is used; `then(value)` once it is done (null on an error). */
const drive = (gen, label, then) => {
const t0 = now();
let r = null;
try {
do r = gen.next(); while (!r.done && !(bounded && now() - t0 >= this.botSliceMs));
} catch (e) {
this.reportError(`bot ${ps.playerId}${label}`, e);
then(null);
return;
}
if (r.done) { then(r.value); return; }
this.later(0, () => { if (valid()) drive(gen, label, then); });
};
const ready = () => {
if (!ps.ready) {
this.autoPickPersonalChoice(ps, 'random');
ps.resolveTemp();
ps.setReady(true);
}
};
const end = (job) => {
let gen = null;
try { gen = botPrepEndSteps(this, ps, job); } catch (e) { this.reportError(`bot ${ps.playerId}`, e); }
if (!gen) { ready(); return; }
drive(gen, '', ready);
};
this.later(this.scaled(DELAYS.BOT_ACTION + i * DELAYS.BOT_STAGGER), () => {
if (!valid()) return;
drive(botPrepBeginSteps(this, ps), '', (job) => {
if (!job) { end(null); return; }
const slice = () => {
if (!valid()) return;
let done = true;
try { done = job.run(this.botSliceMs); } catch (e) { this.reportError(`bot ${ps.playerId} rehearsal`, e); }
if (done) { if (bounded) this.later(0, () => { if (valid()) end(job); }); else end(job); }
else this.later(0, slice);
};
// bounded slices start in a callback of their own (the economy + default layout above already used this one)
if (bounded) this.later(0, slice);
else slice();
});
});
}
onReadyChanged(ps) {
this.markPublic();
void ps;
this.maybeEndPrep();
}
maybeEndPrep() {
if (this.phase !== PHASE.PREP || this._prepEndQueued) return;
const allReady = () => { const alive = this.alivePlayers(); return alive.length > 0 && alive.every((p) => p.ready); };
if (!allReady()) return;
const round = this.round;
this._prepEndQueued = true;
// the prep deadline stays armed until the phase really ends: a player may un-ready before this runs
this.later(0, () => {
this._prepEndQueued = false;
if (this.phase === PHASE.PREP && this.round === round && allReady()) this.endPrep();
});
}
prepDeadline() {
if (this.phase !== PHASE.PREP) return;
for (const ps of this.alivePlayers()) {
if (ps.ready) continue;
this.autoPickPersonalChoice(ps, 'random');
ps.resolveTemp();
ps.ready = true;
ps.dirty();
}
this.endPrep();
}
endPrep() {
if (this.phase !== PHASE.PREP) return;
this.setDeadline(0);
const alive = this.alivePlayers();
for (const ps of alive) this.dispatch(ps, 'onPrepEnd', { round: this.round });
for (const ps of alive) ps.endPrep();
const r = this.round;
if (r === this.gd.bossRound) {
this.hiddenLayerSum = alive.reduce((s, p) => s + p.activatedLayers(), 0);
this.startFinalAssault(false);
} else if (r === this.gd.hiddenRound) {
this.startFinalAssault(true);
} else {
this.startCombat();
}
}
}