mirror of
https://github.com/Shu-Ying/noname-shuying.git
synced 2026-10-21 14:49:59 +08:00
fixed # 补全部分卡牌
fixed # 修复部分已知BUG
This commit is contained in:
@@ -13,14 +13,13 @@ export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMa
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await presentVictory(copy(job.pending));
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job.victoryPresented = true;
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}
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// Also reopen a legacy chosen defeat: it never had a recovery choice.
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if (job.pending.state !== "chosen" ||
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(job.pending.outcome === "defeat" && !job.pending.failureAction)) {
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if (job.pending.state !== "chosen") {
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state = "choosing";
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if (!job.hasChoice) {
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job.choiceId = job.pending.outcome === "defeat" ? await chooseDefeat()
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job.choiceId = job.pending.outcome === "defeat" ? await chooseDefeat(copy(job.pending.base))
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: await chooseReward(copy(job.pending.choices), {
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boss: job.pending.boss,
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elite: job.pending.elite,
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fixedRewards: copy(job.pending.fixedRewards || []),
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rewardPackage: copy(job.pending.rewardPackage || null),
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});
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@@ -51,7 +50,7 @@ export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMa
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job.nextNode = await showMap(mapRun);
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job.committed.run = mapRun;
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}
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else if (!["retry", "new"].includes(job.committed.route)) {
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else if (job.committed.route !== "new") {
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await showEnding(job.committed.route, copy(job.committed.run));
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}
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job.delivered = true;
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@@ -73,13 +72,12 @@ export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMa
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get error() { return error; },
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async enterBattle({session, run, node, encounter, start}) {
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if (state !== "map") throw new Error("Map handoff not ready");
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if (run.battleFlow?.pending) throw new Error("Resume pending settlement before battle");
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const saved = settlement.readRun();
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if (!saved || saved.runId !== run.runId || saved.revision !== run.revision) throw new Error("Stale battle input");
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state = "starting";
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try {
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await quiesce();
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active = {session, run, retryRun:copy(run), node:copy(node), encounter:copy(encounter)};job = null;work = null;
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active = {session, run, node:copy(node), encounter:copy(encounter)};job = null;work = null;
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// start MUST schedule only; it must not await the battle root's completion.
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state = "battle"; start();
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} catch (cause) { state = "blocked"; error = cause; throw cause; }
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@@ -88,20 +86,12 @@ export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMa
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if (state !== "battle" || session !== active.session) return false;
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if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown outcome");
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if (!Number.isInteger(defeatedEnemies) || defeatedEnemies < 0) throw new Error("Invalid defeated enemy count");
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job = {input:{run:copy(active.run),retryRun:copy(active.retryRun),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
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job = {input:{run:copy(active.run),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
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state = "stopping";
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active.session.requestStop();
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launch();
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return true; // No game.pause/resume: stop loop, let current body unwind, then open rewards.
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},
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resumePending({session}) {
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if (state !== "map") throw new Error("Cannot resume during another operation");
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const run = settlement.readRun(), item = run?.battleFlow?.pending;
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if (!item) throw new Error("No durable pending settlement");
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active = {session};
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job = {input:{run}, pending:copy(item)};
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state = "stopping"; session.requestStop(); launch(); return work;
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},
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retry() {
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if (state !== "retryable") throw new Error("No failed settlement to retry");
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launch(); return work;
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+151
-147
@@ -1,6 +1,9 @@
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// Candidate settlement adapter. Dependencies are the current mode/state reward functions.
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// 结算选择留在内存;玩家确认后只提交最终地图进度或结束征程。
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import { applyBattleEndRelics } from "../relics/battle.js";
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import { applySharedBattleEndCards } from "../cards/shared-battle-end.js";
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import { settleBondBattle } from "../bonds/state.js";
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import { recordNormalBattleVictory } from "../progression/encounter-progress.js";
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import { stripBattleProgress } from "../progression/map-checkpoint.js";
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import { prepareRewardPackage, applyRewardPackage }
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from "../progression/reward-package.js";
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@@ -10,185 +13,186 @@ export function createBattleSettlement({
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store, config, getRandomRewardChoices, applyReward, completeNode,
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enterNextAct, createRun, now = Date.now, logRewardPackage = () => {},
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}) {
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let item = null, committed = null, commitPromise = null;
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const readRun = () => store.read()[config.saveKey];
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function current(storage, runId) {
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const run = storage[config.saveKey];
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if (!run || run.runId !== runId) throw new Error("Stale run: settlement refused");
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run.battleFlow ||= { receipts: [], pending: null };
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if (!run || run.runId !== runId || run.status !== "running") throw new Error("Stale run: settlement refused");
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return run;
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}
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function pending(storage, runId, id) {
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const run = current(storage, runId), item = run.battleFlow.pending;
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if (!item || item.id !== id) throw new Error("Settlement checkpoint mismatch");
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return {run, item};
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function pending(runId, id) {
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if (!item || item.id !== id || item.base.runId !== runId) throw new Error("Settlement checkpoint mismatch");
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return item;
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}
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function validateCheckpoint(run, snapshot, nodeId) {
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if (run.actIndex !== snapshot.actIndex || run.revision !== snapshot.revision ||
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run.map?.nodes.find(node => node.id === nodeId)?.completed !== false) {
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throw new Error("Stale node or revision");
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}
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}
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return Object.freeze({
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readRun,
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// Persist fixed candidates before opening choice UI. No mutation of the live run.
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async prepare({run: snapshot, retryRun, node, encounter, hp, outcome = "victory"}) {
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// 创建内存候选不调用存档写入;阵亡弹窗等待多久都不改上次地图存档。
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async prepare({run: snapshot, node, encounter, hp, outcome = "victory"}) {
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if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome");
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if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.rewardPackage && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result");
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const id = idFor(snapshot, node);
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return store.update(storage => {
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const run = current(storage, snapshot.runId);
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if (run.battleFlow.receipts.includes(id)) throw new Error("Battle already settled");
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if (run.battleFlow.pending) {
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if (run.battleFlow.pending.id !== id) throw new Error("Another settlement is pending");
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return run.battleFlow.pending;
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}
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if (run.actIndex !== snapshot.actIndex || run.revision !== snapshot.revision ||
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run.map?.nodes.find(n => n.id === node.id)?.completed !== false) {
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throw new Error("Stale node or revision");
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}
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// Battle may have changed RNG/card state since the last checkpoint.
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const base = copy(snapshot); delete base.battleFlow;
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const bondGrowth = settleBondBattle(base, node);
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if (outcome === "victory") {
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base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
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base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
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}
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const relicRecovery = hp > 0
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? applyBattleEndRelics(base, outcome) : 0;
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const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, encounter.rewardPool).filter(c => c.name) : [];
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// Persist guaranteed gold alongside loot; award it once in the chosen result.
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const choices = outcome === "victory" && !encounter.rewardPackage
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? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
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const rewardPackage = outcome === "victory" && encounter.rewardPackage
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? prepareRewardPackage(base, encounter.rewardPackage,
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getRandomRewardChoices) : null;
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run.battleFlow.pending = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(encounter.fixedRewards || []), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, outcome, relicRecovery, bondGrowth};
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run.battleFlow.pending.rewardPackage = copy(rewardPackage);
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if (outcome === "victory" && !rewardPackage) {
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run.battleFlow.pending.rewardMode = "one-or-skip";
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}
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if (outcome === "defeat") {
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const beforeBattle = retryRun || run;
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if (beforeBattle.runId !== run.runId ||
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beforeBattle.actIndex !== run.actIndex ||
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beforeBattle.revision !== run.revision) throw new Error("Stale retry checkpoint");
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run.battleFlow.pending.retryRun = copy(beforeBattle);
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run.battleFlow.pending.retryRun.battleFlow = {
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receipts:copy(run.battleFlow.receipts), pending:null,
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};
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run.battleFlow.pending.retryNode = copy(node);
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run.battleFlow.pending.retryEncounter = copy(encounter);
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}
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return run.battleFlow.pending;
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});
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const run = current(store.read(), snapshot.runId);
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if (item) {
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if (item.id !== id || item.outcome !== outcome) throw new Error("Another settlement is pending");
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return copy(item);
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}
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validateCheckpoint(run, snapshot, node.id);
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// Battle may have changed RNG/card state since the last checkpoint.
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const base = copy(snapshot); delete base.battleFlow;
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applySharedBattleEndCards(base,outcome);
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const bondGrowth = settleBondBattle(base, node);
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if (outcome === "victory") {
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recordNormalBattleVictory(base, node, encounter);
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base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
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base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
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}
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const relicRecovery = hp > 0
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? applyBattleEndRelics(base, outcome) : 0;
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const elite = !encounter.boss && encounter.tier === "elite";
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const rewardPool = encounter.boss ? "shared.pool.boss.premium"
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: elite ? "shared.pool.battle.elite" : encounter.rewardPool;
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const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, rewardPool, 3, {
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allowSharedCards: !encounter.boss && encounter.allowSharedCardRewards === true,
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}).filter(c => c.name) : [];
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const fixedRewards = [...(encounter.fixedRewards || [])];
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// 同一内存候选固定这件遗物;选择或跳过卡牌均领取,不在 UI 抽取。
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if (outcome === "victory" && elite) {
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const [relic] = getRandomRewardChoices(base,
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encounter.guaranteedRelicPool || "shared.pool.elite.relics", 1);
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if (relic) fixedRewards.push(relic.id);
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}
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// 金币随最终结果一次性提交。
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const choices = outcome === "victory" && !encounter.rewardPackage
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? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
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const rewardPackage = outcome === "victory" && encounter.rewardPackage
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? prepareRewardPackage(base, encounter.rewardPackage,
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getRandomRewardChoices) : null;
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item = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(fixedRewards), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, elite, outcome, relicRecovery, bondGrowth};
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item.rewardPackage = copy(rewardPackage);
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if (outcome === "victory" && !rewardPackage) {
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item.rewardMode = "one-or-skip";
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}
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return copy(item);
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},
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async choose(runId, id, choiceId) {
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return store.update(storage => {
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const {run, item} = pending(storage, runId, id);
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if (item.outcome === "defeat") {
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const action = typeof choiceId === "string" ? choiceId : choiceId?.action;
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if (!["retry", "new"].includes(action)) throw new Error("Invalid defeat action");
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if (item.failureAction) {
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if (item.failureAction !== action ||
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(action === "new" && item.choiceId.character !== choiceId.character)) {
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throw new Error("Defeat choice already locked");
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}
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return item;
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}
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if (action === "new") {
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if (!config.characters.includes(choiceId.character) || typeof createRun !== "function") {
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throw new Error("Invalid new journey character");
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}
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// Generate once in the chosen checkpoint; a commit retry must not reroll it.
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item.nextRun = createRun(choiceId.character);
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if (!item.nextRun || item.nextRun.status !== "running" || item.nextRun.runId === runId) {
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throw new Error("Invalid new journey");
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}
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item.result = copy(item.base);
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item.result.status = "failed";
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} else {
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// Old pending saves have no retryRun: retain their last successful save.
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item.result = copy(item.retryRun || run);
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item.result.status = "running";
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item.result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null};
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item.retryNode ||= copy(run.map?.nodes.find(node => node.id === item.nodeId));
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if (!item.retryNode || item.retryNode.completed) throw new Error("Missing retry battle node");
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}
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item.state = "chosen"; item.choiceId = copy(choiceId);
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item.failureAction = action; item.route = action; item.completedAt = now();
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return item;
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const item = pending(runId, id);
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const run = current(store.read(), runId);
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validateCheckpoint(run, item.base, item.nodeId);
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if (item.outcome === "defeat") {
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const action = choiceId;
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if (!["restart", "menu"].includes(action)) throw new Error("Invalid defeat action");
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if (item.failureAction) {
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if (item.failureAction !== action) throw new Error("Defeat choice already locked");
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return copy(item);
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}
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if (item.state === "chosen") {
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const sameChoice = item.rewardPackage
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? item.choiceId?.cardId === choiceId?.cardId &&
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item.choiceId?.relicId === choiceId?.relicId
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: item.choiceId === choiceId;
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if (!sameChoice) throw new Error("Choice already locked");
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return item;
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}
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const result = copy(item.base);
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let route = "defeat";
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if (item.outcome === "victory") {
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if (item.rewardPackage) {
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applyRewardPackage(result, item.rewardPackage, choiceId,
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applyReward);
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if (action === "restart") {
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const character = item.base.player.character;
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if (typeof createRun !== "function") {
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throw new Error("Invalid new journey character");
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}
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if (!item.rewardPackage) {
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const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold");
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if (choiceId !== null && !reward) {
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throw new Error("Choose one pending reward or skip");
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}
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// This result is persisted before commit; retries never credit gold twice.
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for (const gold of item.choices.filter(c => c.kind === "gold")) {
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if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward");
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result.player.gold += gold.amount;
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result.statistics.goldEarned += gold.amount;
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}
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if (reward) {
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applyReward(result, reward.effectId || reward.id);
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}
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for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
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} else {
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for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
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// 当前角色从头开始;保存失败后重试沿用同一新征程,不重新生成。
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const nextRun = createRun(character);
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if (!nextRun || nextRun.player?.character !== character ||
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nextRun.status !== "running" || nextRun.runId === runId) {
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throw new Error("Invalid new journey");
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}
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if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed");
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route = item.boss && !enterNextAct(result) ? "victory" : "map";
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} else result.status = "failed";
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// Save the exact result (including random card ID/target) before final commit.
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item.state = "chosen"; item.choiceId = choiceId; item.result = result;
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item.route = route; item.completedAt = now();
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if (item.rewardPackage && item.outcome === "victory") {
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logRewardPackage(item.rewardPackage, choiceId);
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item.nextRun = stripBattleProgress(nextRun);
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}
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return item;
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});
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item.result = stripBattleProgress(copy(item.base));
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item.result.status = "failed";
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item.state = "chosen"; item.choiceId = copy(choiceId);
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item.failureAction = action; item.route = action === "restart" ? "new" : "menu"; item.completedAt = now();
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return copy(item);
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}
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if (item.state === "chosen") {
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const sameChoice = item.rewardPackage
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? item.choiceId?.cardId === choiceId?.cardId &&
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item.choiceId?.relicId === choiceId?.relicId
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: item.choiceId === choiceId;
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if (!sameChoice) throw new Error("Choice already locked");
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return copy(item);
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}
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const result = copy(item.base);
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let route = "defeat";
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if (item.outcome === "victory") {
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if (item.rewardPackage) {
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applyRewardPackage(result, item.rewardPackage, choiceId,
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applyReward);
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}
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if (!item.rewardPackage) {
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const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold");
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if (choiceId !== null && !reward) {
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throw new Error("Choose one pending reward or skip");
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}
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// 结果只计算一次;保存失败后的重试不再次发放金币。
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for (const gold of item.choices.filter(c => c.kind === "gold")) {
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if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward");
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result.player.gold += gold.amount;
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result.statistics.goldEarned += gold.amount;
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}
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if (reward) {
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applyReward(result, reward.effectId || reward.id);
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}
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for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
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} else {
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for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
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}
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if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed");
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route = item.boss && !enterNextAct(result) ? "victory" : "map";
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} else result.status = "failed";
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// 在内存锁定最终结果(包括随机牌实例),只在 commit 写入地图进度。
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item.state = "chosen"; item.choiceId = copy(choiceId); item.result = stripBattleProgress(result);
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item.route = route; item.completedAt = now();
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if (item.rewardPackage && item.outcome === "victory") {
|
||||
logRewardPackage(item.rewardPackage, choiceId);
|
||||
}
|
||||
return copy(item);
|
||||
},
|
||||
async commit(runId, id) {
|
||||
return store.update(storage => {
|
||||
const item = pending(runId, id);
|
||||
if (item.state !== "chosen") throw new Error("Player choice required before saving");
|
||||
if (committed) return {...copy(committed), duplicate:true};
|
||||
if (commitPromise) return commitPromise;
|
||||
commitPromise = store.update(storage => {
|
||||
const saved = storage[config.saveKey];
|
||||
const prior = storage[config.profileKey]?.completedRuns?.find(r => r.runId === runId && r.settlementId === id);
|
||||
if (!saved && prior) return {route:prior.outcome, run:null, duplicate:true};
|
||||
if (saved?.runId === runId && saved.battleFlow?.receipts?.includes(id)) return {route:"map", run:saved, duplicate:true};
|
||||
const {run, item} = pending(storage, runId, id);
|
||||
if (item.state !== "chosen") throw new Error("Durable chosen result required");
|
||||
const result = copy(item.result);
|
||||
if (item.route === "retry") {
|
||||
// A failed attempt does not complete this node or add its victory receipt.
|
||||
result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null,
|
||||
retry:{node:copy(item.retryNode), encounter:copy(item.retryEncounter || null)}};
|
||||
storage[config.saveKey] = result;
|
||||
return {route:"retry", run:result, retryNode:copy(item.retryNode),
|
||||
retryEncounter:copy(item.retryEncounter || null), duplicate:false};
|
||||
if (prior && item.route !== "map") {
|
||||
if (item.route === "new" && saved?.runId !== item.nextRun.runId) {
|
||||
throw new Error("Restart checkpoint changed");
|
||||
}
|
||||
return {route:item.route, run:copy(item.route === "new" ? saved : item.result), duplicate:true};
|
||||
}
|
||||
result.battleFlow = {receipts:[...run.battleFlow.receipts, id], pending:null};
|
||||
if (item.route === "map" && saved?.runId === runId &&
|
||||
saved.map?.nodes.some(node => node.id === item.nodeId && node.completed)) {
|
||||
return {route:"map", run:saved, duplicate:true};
|
||||
}
|
||||
const run = current(storage, runId);
|
||||
validateCheckpoint(run, item.base, item.nodeId);
|
||||
const result = stripBattleProgress(copy(item.result));
|
||||
if (item.route === "map") storage[config.saveKey] = result;
|
||||
else {
|
||||
const profile = storage[config.profileKey] ||= {wins:0, completedRuns:[]};
|
||||
profile.completedRuns ||= [];
|
||||
if (!profile.completedRuns.some(r => r.runId === runId)) {
|
||||
if (item.route === "victory") profile.wins = (profile.wins || 0) + 1;
|
||||
profile.completedRuns.push({runId, settlementId:id, outcome:item.route === "new" ? "defeat" : item.route, character:result.player.character,
|
||||
profile.completedRuns.push({runId, settlementId:id, outcome:item.outcome, character:result.player.character,
|
||||
completedNodes:result.statistics.completedNodes, goldEarned:result.statistics.goldEarned, completedAt:item.completedAt});
|
||||
}
|
||||
if (item.route === "new") storage[config.saveKey] = copy(item.nextRun);
|
||||
if (item.route === "new") storage[config.saveKey] = stripBattleProgress(copy(item.nextRun));
|
||||
else delete storage[config.saveKey]; // Same transaction as profile; never a second clear write.
|
||||
}
|
||||
return {route:item.route, run:item.route === "new" ? copy(item.nextRun) : result, duplicate:false};
|
||||
});
|
||||
}).then(result => {
|
||||
committed = copy(result);
|
||||
return copy(committed);
|
||||
}).finally(() => { commitPromise = null; });
|
||||
return commitPromise;
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
@@ -2,20 +2,31 @@
|
||||
import { isAttackCard } from "../monsters/vine-tangled.js";
|
||||
import { _status } from "../../../../noname.js";
|
||||
import { cardUpgradeLevel, cardUpgradeRule } from "../cards/upgrades.js";
|
||||
import { cardPackCosts } from "../cards/packs/data.js";
|
||||
import { ironcladCardOwner, ironcladCost, ironcladCardIsFree } from "../cards/ironclad-hooks.js";
|
||||
import { sharedCardCost, sharedCardIsFree } from "../cards/shared-hooks.js";
|
||||
export const PLAYER_ENERGY = 3;
|
||||
export const PLAYER_HAND_LIMIT = 3;
|
||||
export const SHA_DAMAGE = 6;
|
||||
export const TRICK_DAMAGE = 4;
|
||||
|
||||
const COSTS = Object.freeze({ sha: 1, mengsan_zhongsha: 2, mengsan_fangyu: 1, mengsan_fennu: 0,
|
||||
mengsan_feijianhuixuanbiao: 1, mengsan_jianbingdaji: 1, mengsan_quanshenzhuangji: 1, mengsan_rongrongzhiquan: 1, mengsan_shandianpili: 1, mengsan_shuangchongdaji: 1, mengsan_tiezhanbo: 1, mengsan_touchui: 1, mengsan_tupo: 1, mengsan_yubeidaji: 1, mengsan_wanmeidaji: 2, mengsan_yujin: 2, mengsan_fangxue: 0, mengsan_jianyi: 1, mengsan_pomie: 1, mengsan_songjianwushi: 1,
|
||||
tao: 1, jiu: 1, shan: 0, wuxie: 0,
|
||||
const COSTS = Object.freeze({ sha: 1, mengsan_zhongsha: 2, tao: 1, jiu: 1, shan: 0, wuxie: 0,
|
||||
juedou: 2, nanman: 2, wanjian: 2, taoyuan: 2 });
|
||||
|
||||
export const isXCostCard = card => cardPackCosts[card?.name] === "X";
|
||||
const xUses = new WeakMap();
|
||||
const xEnergy = player => player?.storage?.mengsanEnergy_shuying;
|
||||
const validXEnergy = player => Number.isSafeInteger(xEnergy(player)) && xEnergy(player) >= 0;
|
||||
const xTax = player => player?.storage?.mengsanTangled_shuying > 0 ? 1 : 0;
|
||||
export const cardCost = (card, player = null) => {
|
||||
player ||= ironcladCardOwner(card);
|
||||
if (ironcladCardIsFree(player,card) || sharedCardIsFree(player,card)) return 0;
|
||||
// 数值接口用于支付;X 的展示标签由牌定义/图鉴和空文本手牌叠层提供。
|
||||
if (isXCostCard(card)) return validXEnergy(player) ? xEnergy(player) : 0;
|
||||
const rule = cardUpgradeLevel(card) ? cardUpgradeRule(card.name) : null;
|
||||
const base = rule?.cost ?? COSTS[card?.name] ?? 1;
|
||||
return base + (player?.storage?.mengsanTangled_shuying > 0 && isAttackCard(card) ? 1 : 0);
|
||||
const base = rule?.cost ?? cardPackCosts[card?.name] ?? COSTS[card?.name] ?? 1;
|
||||
return sharedCardCost(player,card,ironcladCost(player,card,base)) +
|
||||
(player?.storage?.mengsanTangled_shuying > 0 && isAttackCard(card) ? 1 : 0);
|
||||
};
|
||||
|
||||
export const isActiveCardUse = (event, player) => {
|
||||
@@ -48,20 +59,54 @@ function isFreeCardUse(player, card, event) {
|
||||
const seen = new Set();
|
||||
for (let current = event; current && !seen.has(current); current = current.parent) {
|
||||
seen.add(current);
|
||||
// 精确授权的虚拟重放 useCard 没有实体 cards,但不能授权它的嵌套用牌。
|
||||
if (current === entry.choice) return true;
|
||||
if (current.name === "useCard" && (current.player !== player ||
|
||||
current.cards?.length !== 1 || current.cards[0] !== entry.card)) break;
|
||||
if (current === entry.choice) return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export const canPayCard = (player, card, event = _status.event) =>
|
||||
isFreeCardUse(player, card, event) || (player?.storage?.mengsanEnergy_shuying ?? Infinity) >= cardCost(card, player);
|
||||
export const canPayCard = (player, card, event = _status.event) => {
|
||||
if (isXCostCard(card)) return validXEnergy(player) &&
|
||||
(isFreeCardUse(player, card, event) || ironcladCardIsFree(player,card) || sharedCardIsFree(player,card) || xEnergy(player) >= xTax(player));
|
||||
return isFreeCardUse(player, card, event) ||
|
||||
(player?.storage?.mengsanEnergy_shuying ?? Infinity) >= cardCost(card, player);
|
||||
};
|
||||
|
||||
export const payCard = (player, card, event = _status.event) => {
|
||||
export const payCard = (player, card, event = _status.event, battle = null) => {
|
||||
if (isXCostCard(card)) {
|
||||
if (!event || event.name !== "useCard" || event.player !== player ||
|
||||
event.card?.name !== card.name) return false;
|
||||
const existing = xUses.get(event);
|
||||
if (existing) return existing.player === player && existing.name === card.name;
|
||||
if (!canPayCard(player, card, event)) return false;
|
||||
const free = isFreeCardUse(player, card, event) || ironcladCardIsFree(player,card) || sharedCardIsFree(player,card);
|
||||
const count = xEnergy(player) - (free ? 0 : xTax(player));
|
||||
xUses.set(event, { player, name: card.name, count, battle,
|
||||
session: battle?.session, taken: false });
|
||||
if (!free) player.storage.mengsanEnergy_shuying = 0;
|
||||
return true;
|
||||
}
|
||||
if (isFreeCardUse(player, card, event)) return true;
|
||||
if (!canPayCard(player, card, event)) return false;
|
||||
player.storage.mengsanEnergy_shuying -= cardCost(card, player);
|
||||
return true;
|
||||
};
|
||||
|
||||
// X 仅属于最近一条真实 useCard;嵌套其他用牌不得借用外层次数。
|
||||
export function takeXCardUse(player, event, battle) {
|
||||
const seen = new Set();
|
||||
for (let current = event; current && !seen.has(current); current = current.parent) {
|
||||
seen.add(current);
|
||||
if (current.name !== "useCard") continue;
|
||||
const entry = xUses.get(current);
|
||||
if (!entry || entry.taken || entry.player !== player ||
|
||||
current.player !== player || current.card?.name !== entry.name ||
|
||||
entry.battle !== battle || entry.session !== battle?.session) return null;
|
||||
entry.taken = true;
|
||||
return entry.count;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import { slowAttackDamage } from "../monsters/effigy-slow.js";
|
||||
import { shrinkAttackDamage } from "../monsters/shrinker-status.js";
|
||||
import { ironcladStrengthPenalty } from "../cards/ironclad-hooks.js";
|
||||
|
||||
export function attackHitCount(intent) {
|
||||
const hits = intent.hits ?? 1;
|
||||
@@ -15,7 +16,7 @@ export function outgoingAttackDamage(intent, source) {
|
||||
}
|
||||
const storedStrength = source?.storage?.mengsanStrength_shuying;
|
||||
const strength = Number.isInteger(storedStrength) ? storedStrength : 0;
|
||||
let damage = Math.max(0, intent.damage + strength);
|
||||
let damage = Math.max(0, intent.damage + strength - ironcladStrengthPenalty(source));
|
||||
if (source?.storage?.mengsanWeak_shuying > 0) {
|
||||
damage = Math.floor(damage * 0.75);
|
||||
}
|
||||
|
||||
@@ -11,10 +11,10 @@ export const getIntentHostiles = (game, source) =>
|
||||
export function createIntentExecutor(game, getActiveBattle) {
|
||||
const active = source => source.isAlive() &&
|
||||
Boolean(getActiveBattle()?.session.active);
|
||||
const applyDebuff = (target, move) => {
|
||||
const applyDebuff = (target, move, source) => {
|
||||
if (!move.debuff) return;
|
||||
if (move.debuff === "缠结") { applyTangled(getActiveBattle(), target, move.stacks); return; }
|
||||
applyMengsanDebuff(target, move.debuff === "脆弱" ? "frail" : "vulnerable", move.stacks);
|
||||
applyMengsanDebuff(target, move.debuff === "脆弱" ? "frail" : move.debuff === "虚弱" ? "weak" : "vulnerable", move.stacks, source);
|
||||
};
|
||||
return async (source, move) => {
|
||||
for (const target of getIntentHostiles(game, source)) {
|
||||
@@ -34,7 +34,7 @@ export function createIntentExecutor(game, getActiveBattle) {
|
||||
await hit;
|
||||
}
|
||||
}
|
||||
if (target.isAlive() && active(source)) applyDebuff(target, move);
|
||||
if (target.isAlive() && active(source)) applyDebuff(target, move, source);
|
||||
}
|
||||
if (!active(source)) return;
|
||||
if (move.block) await source.changeHujia(move.block);
|
||||
|
||||
Reference in New Issue
Block a user