// Candidate settlement adapter. Dependencies are the current mode/state reward functions. const copy = value => JSON.parse(JSON.stringify(value)); const idFor = (run, node) => JSON.stringify([run.runId, run.actIndex, node.id]); export function createBattleSettlement({store, config, getRandomRewardChoices, applyReward, completeNode, enterNextAct, now = Date.now}) { const readRun = () => store.read()[config.saveKey]; function current(storage, runId) { const run = storage[config.saveKey]; if (!run || run.runId !== runId) throw new Error("Stale run: settlement refused"); run.battleFlow ||= { receipts: [], pending: null }; return run; } function pending(storage, runId, id) { const run = current(storage, runId), item = run.battleFlow.pending; if (!item || item.id !== id) throw new Error("Settlement checkpoint mismatch"); return {run, item}; } return Object.freeze({ readRun, // Persist fixed candidates before opening choice UI. No mutation of the live run. async prepare({run: snapshot, node, encounter, hp, outcome = "victory"}) { if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome"); if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.skipRandomReward && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result"); const id = idFor(snapshot, node); return store.update(storage => { const run = current(storage, snapshot.runId); if (run.battleFlow.receipts.includes(id)) throw new Error("Battle already settled"); if (run.battleFlow.pending) { if (run.battleFlow.pending.id !== id) throw new Error("Another settlement is pending"); return run.battleFlow.pending; } if (run.actIndex !== snapshot.actIndex || run.revision !== snapshot.revision || run.map?.nodes.find(n => n.id === node.id)?.completed !== false) { throw new Error("Stale node or revision"); } // Battle may have changed RNG/card state since the last checkpoint. const base = copy(snapshot); delete base.battleFlow; if (outcome === "victory") { base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp)); base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1; } const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, encounter.rewardPool).filter(c => c.name) : []; if (outcome === "victory" && !encounter.skipRandomReward && !rewards.length) throw new Error("Empty battle reward pool"); // Persist the configured amount as a candidate, never as automatic victory income. const choices = outcome === "victory" && !encounter.skipRandomReward ? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : []; 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}; return run.battleFlow.pending; }); }, async choose(runId, id, choiceId) { return store.update(storage => { const {item} = pending(storage, runId, id); if (item.state === "chosen") { if (item.choiceId !== choiceId) throw new Error("Choice already locked"); return item; } const result = copy(item.base); let route = "defeat"; if (item.outcome === "victory") { const choice = item.choices.find(c => c.id === choiceId); if (item.choices.length && choiceId !== null) { if (!choice) throw new Error("Reward is not a fixed candidate"); if (choice.kind === "gold") { if (!Number.isSafeInteger(choice.amount) || choice.amount < 0) throw new Error("Invalid pending gold reward"); result.player.gold += choice.amount; result.statistics.goldEarned += choice.amount; } else applyReward(result, choice.effectId || choice.id); } else if (choiceId !== null) throw new Error("Unexpected reward selection"); for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId); if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed"); route = item.boss && !enterNextAct(result) ? "victory" : "map"; } else result.status = "failed"; // Save the exact result (including random card ID/target) before final commit. item.state = "chosen"; item.choiceId = choiceId; item.result = result; item.route = route; item.completedAt = now(); return item; }); }, async commit(runId, id) { return 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); result.battleFlow = {receipts:[...run.battleFlow.receipts, id], pending:null}; 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, character:result.player.character, completedNodes:result.statistics.completedNodes, goldEarned:result.statistics.goldEarned, completedAt:item.completedAt}); } delete storage[config.saveKey]; // Same transaction as profile; never a second clear write. } return {route:item.route, run:result, duplicate:false}; }); }, }); }