// Temporary combat-only strength. Never alter permanent strength or the run/deck. const records = new WeakMap(); const SKILL = "mengsan_setup_strength_shuying"; export function forgetTemporaryStrength(player) { const existed = records.delete(player); delete player.storage.mengsanSetupStrength_shuying; return existed; } export function clearTemporaryStrength(player) { if (!records.has(player)) return false; forgetTemporaryStrength(player); player.removeSkill(SKILL); return true; } export function temporaryStrengthAmount(player, battle) { const entry = records.get(player); return entry?.battle === battle && battle?.session.active ? entry.amount : 0; } export function temporaryStrengthExpires(player, phase) { const entry = records.get(player); return Boolean(entry && phase.name === "phase" && (!entry.turn || entry.turn === phase)); } export function createTemporaryStrength(game, getActiveBattle) { return { amount(player) { return temporaryStrengthAmount(player, getActiveBattle()); }, capture() { const battle = getActiveBattle(); return battle?.session.active ? battle : null; }, grant(player, amount, event, battle) { if (!battle?.session.active || getActiveBattle() !== battle || !player.isAlive()) return false; if (!Number.isSafeInteger(amount) || amount <= 0) throw new RangeError("临时力量必须是正安全整数"); const ancestor = event.getParent?.("phase"); const turn = ancestor?.name === "phase" ? ancestor : null; let entry = records.get(player); if (entry && (entry.battle !== battle || entry.turn !== turn)) { clearTemporaryStrength(player); entry = null; } if (amount > Number.MAX_SAFE_INTEGER - (entry?.amount || 0)) throw new RangeError("临时力量层数越界"); if (!entry) { entry = { battle, turn, amount: 0 }; // Register cleanup before publishing state. A stale release cannot clear a later battle. battle.session.ownResource(entry, () => { if (records.get(player) === entry) forgetTemporaryStrength(player); }); records.set(player, entry); } entry.amount += amount; player.storage.mengsanSetupStrength_shuying = entry.amount; player.addSkill(SKILL); player.markSkill(SKILL); game.log(player, `在本回合内获得${amount}点力量`); return true; }, }; }