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Ban-pick: one-time pool veto for low-rated players (port of Botlatro's tuple veto) #14

Description

@ChronoFinale

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?

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