Balatro-Multiplayer / Balatro-Multiplayer/BalatroMultiplayerAPI
Ban-pick: one-time pool veto for low-rated players (port of Botlatro's tuple veto)
- Langage dominant
- Lua
- Étoiles
- 7
- Forks
- 3
- Merge moyen
- 4 h 42 min
- PR mergées (30 j)
- 4
Description
### What
Port Botlatro-Multiplayer's match **veto** into the in-game ban-pick draft: a
one-time-per-match button letting a low-rated player reroll the candidate pool,
with a difficulty-mercy bias.
### Reference semantics (Botlatro-Multiplayer, verified in source)
- Tuple-ban queues generate 9 weighted (deck, stake) tuples; teams ban from the list.
- **Veto** (`veto-tuples-` handler): only match participants with
`elo <= queues.veto_mmr_threshold` (fallback 200) may press it. Effect: full
tuple-list regeneration with a mercy rule -- `TupleBans.veto()` forces white-stake
generation when the list holds fewer than 4 white-stake options
(`vetoWhiteAmount = 4`). **One veto per match, shared** (`tupleVetoUsed` keyed by
match id): if both players are eligible, first press consumes it. No vote --
unilateral, by design (it is a low-rated-player protection).
- Contrast: **Reroll Options** is the consensual sibling -- any participant may
trigger it but it runs a vote of all match players, also once per match.
- Rank names (STONE etc.) are Discord roles (`queue_roles.mmr_threshold`) and are
**display-only**; the veto gate is an independent raw threshold. The bot does not
tie veto to rank either -- the numbers are just aligned by convention.
### Two bot bugs the port should NOT copy
1. Button visibility checks the WHOLE QUEUE, not the match:
`SELECT elo FROM queue_users WHERE queue_id = $1` + `.some(...)`
(matchHelpers.ts) -- the VETO button renders whenever anyone in the queue is
under threshold, and the real gate only happens at press time.
2. Open TODO: the veto button disappears permanently after a reroll.
### Design: server-computed eligibility (client never knows the rule)
The server computes `can_veto` per player per match and includes it in the
match/draft payload. The client renders the button only when true; the host/server
still validates the veto action itself (client-side gating alone is spoofable).
This keeps the eligibility RULE server-side and swappable: start with bot parity
(rating <= threshold in gamemode/queue config, using `matchmaking_ratings.rating`),
and later move to named tiers if/when the server grows a tier concept -- today the
schema has only integer ratings and leaderboard positions, no named ranks -- all
without touching the mod or API.
### Depends on
#13 (weighted tuple pool policy) -- the mercy rule only has meaning against a weighted tuple pool. Eligibility and pool policy are both per `modId + gameMode`, so PvP and Speedrun configure independently.
### Work items
1. **Server:** veto threshold in gamemode/queue config; compute per-player
`can_veto` into the match payload; validate + consume the veto action
(once per match) server-side.
2. **API engine:** `veto` action -- host regenerates the pool (consumer
`build_pool` re-run with a mercy flag), resets the ban schedule, broadcasts;
once-per-draft guard mirrored in host state.
3. **API UI:** Veto button in the ban-pick button row (definition-time `button`
config + per-frame check, same pattern as Confirm/Random); rendered only when
the payload says `can_veto`; removed once consumed.
4. **Speedrun mod:** pool builder honours the mercy rule (the white-stake-bias
equivalent for its pools; engine already supports `{key, stake}` tuple items +
`decorate_tile`).
### Open questions
- Threshold value per gamemode (bot default is 200; new-server ratings default 600
-- numbers need re-basing).
- Veto on plain deck drafts too, or only tuple (deck+stake) pools?
- Repool semantics: bot restarts the tuple ban list -- mirror that (full draft
restart) or preserve prior bans?
Guide de contribution
Aucun guide de contribution indexé pour ce dépôt
Piste de recherche
Commencez par la gamemode/queue config, matchmaking_ratings.rating et le match/draft payload. Suivez le flux de build_pool de l'API engine, l'host state et la configuration du bouton Confirm/Random, puis examinez decorate_tile dans le mod Speedrun. C'est terminé lorsque can_veto est calculé par le serveur, que la consommation unique et le broadcast sont gérés côté serveur, que le bouton UI est correctement conditionné et que la génération du pool tient compte de mercy.
Rédigé par le modèle d'indexation à partir du texte de l'issue.
Évaluation
- Stack technique
- lua
- Domaine
- api, game-dev
- Type d'issue
- Fonctionnalité
- Difficulté
- 5/5
- Temps estimé
- Plus d'une semaine
- Activité
- Calme
- Clarté
- Plutôt claire
- Accessibilité débutants
- 35/100