// Candidate settlement adapter. Dependencies are the current mode/state reward functions. import { applyBattleEndRelics } from "../relics/battle.js"; import { settleBondBattle } from "../bonds/state.js"; import { prepareRewardPackage, applyRewardPackage } from "../progression/reward-package.js"; 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, createRun, now = Date.now, logRewardPackage = () => {}, }) { 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, retryRun, node, encounter, hp, outcome = "victory"}) { if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome"); if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.rewardPackage && (!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; const bondGrowth = settleBondBattle(base, node); if (outcome === "victory") { base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp)); base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1; } const relicRecovery = hp > 0 ? applyBattleEndRelics(base, outcome) : 0; const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, encounter.rewardPool).filter(c => c.name) : []; // Persist guaranteed gold alongside loot; award it once in the chosen result. const choices = outcome === "victory" && !encounter.rewardPackage ? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : []; const rewardPackage = outcome === "victory" && encounter.rewardPackage ? prepareRewardPackage(base, encounter.rewardPackage, getRandomRewardChoices) : null; 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}; run.battleFlow.pending.rewardPackage = copy(rewardPackage); if (outcome === "victory" && !rewardPackage) { run.battleFlow.pending.rewardMode = "one-or-skip"; } if (outcome === "defeat") { const beforeBattle = retryRun || run; if (beforeBattle.runId !== run.runId || beforeBattle.actIndex !== run.actIndex || beforeBattle.revision !== run.revision) throw new Error("Stale retry checkpoint"); run.battleFlow.pending.retryRun = copy(beforeBattle); run.battleFlow.pending.retryRun.battleFlow = { receipts:copy(run.battleFlow.receipts), pending:null, }; run.battleFlow.pending.retryNode = copy(node); run.battleFlow.pending.retryEncounter = copy(encounter); } return run.battleFlow.pending; }); }, async choose(runId, id, choiceId) { return store.update(storage => { const {run, item} = pending(storage, runId, id); if (item.outcome === "defeat") { const action = typeof choiceId === "string" ? choiceId : choiceId?.action; if (!["retry", "new"].includes(action)) throw new Error("Invalid defeat action"); if (item.failureAction) { if (item.failureAction !== action || (action === "new" && item.choiceId.character !== choiceId.character)) { throw new Error("Defeat choice already locked"); } return item; } if (action === "new") { if (!config.characters.includes(choiceId.character) || typeof createRun !== "function") { throw new Error("Invalid new journey character"); } // Generate once in the chosen checkpoint; a commit retry must not reroll it. item.nextRun = createRun(choiceId.character); if (!item.nextRun || item.nextRun.status !== "running" || item.nextRun.runId === runId) { throw new Error("Invalid new journey"); } item.result = copy(item.base); item.result.status = "failed"; } else { // Old pending saves have no retryRun: retain their last successful save. item.result = copy(item.retryRun || run); item.result.status = "running"; item.result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null}; item.retryNode ||= copy(run.map?.nodes.find(node => node.id === item.nodeId)); if (!item.retryNode || item.retryNode.completed) throw new Error("Missing retry battle node"); } item.state = "chosen"; item.choiceId = copy(choiceId); item.failureAction = action; item.route = action; item.completedAt = now(); return item; } if (item.state === "chosen") { const sameChoice = item.rewardPackage ? item.choiceId?.cardId === choiceId?.cardId && item.choiceId?.relicId === choiceId?.relicId : item.choiceId === choiceId; if (!sameChoice) throw new Error("Choice already locked"); return item; } const result = copy(item.base); let route = "defeat"; if (item.outcome === "victory") { if (item.rewardPackage) { applyRewardPackage(result, item.rewardPackage, choiceId, applyReward); } if (!item.rewardPackage) { const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold"); if (choiceId !== null && !reward) { throw new Error("Choose one pending reward or skip"); } // This result is persisted before commit; retries never credit gold twice. for (const gold of item.choices.filter(c => c.kind === "gold")) { if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward"); result.player.gold += gold.amount; result.statistics.goldEarned += gold.amount; } if (reward) { applyReward(result, reward.effectId || reward.id); } for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId); } else { 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(); if (item.rewardPackage && item.outcome === "victory") { logRewardPackage(item.rewardPackage, choiceId); } 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); 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}; } 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 === "new" ? "defeat" : item.route, 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); 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}; }); }, }); }