卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
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# 卫戍协议:盟约 — Web Remake · Architecture & Contracts (DESIGN.md)
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This is the **single source of truth** for every implementer. Research lives in `docs/research/` (start with `00-INDEX.md`; where a research file's body and its "Addendum (critic)" disagree, the addendum wins). When this document and research disagree, **this document wins**; when this document is silent, follow research; when both are silent, choose the simplest faithful behaviour and write it down in the module's header comment.
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Language: all player-facing text is **Simplified Chinese** (names/descriptions come from official data). Code, comments and identifiers are English.
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---
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## 0. Product scope (v1)
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A faithful, polished, **online co-op** browser remake of Arknights' seasonal auto-chess TD mode 「卫戍协议:盟约」(下半, `act2autochess`).
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In scope:
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- Title → lobby (nickname, create room / join by 4-letter code or `?room=CODE` link, host picks difficulty, up to 4 players, **AI teammates** can fill seats, ready/start). Solo (独立模拟) and co-op (同盟模拟, 1–4 humans + optional AI).
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- Difficulties: 标准 FUNNY, 险境 NORMAL, 绝境 HARD, 终极 ABYSS (solo and multi variants from `modeDataDict`). Training/tutorial mode is out of scope.
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- Pre-game: INFO_CHECK briefing (disabled bonds, banned operators, enemy factions, stage) → BAND_CHECK strategy draft (40 bands, random order, 1 skip in co-op) → BATTLE_CHECK.
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- Rounds 1–14 (+ hidden 15): prep (shop, hand, board, items, freeze, refresh, level-up, sell, merge + reward pick, ready), 机变 draft rounds, simultaneous auto-combat on each player's own field, 联防 unite phase, LP loss/elimination, Final Assault boss round with merged LP and shared boss HP pool, Hidden Core, settlement with titles.
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- Full content: 112 visible chess (+ elites), their default skills and talents, 23 bonds with layers, all 43 特质 (garrison) effect keys, 56 equipment + Arts, 40 bands, 机变 cards, enemy factions/special enemies, 10 bosses, stage devices/terrain (crates, blowers, mire, smog, deep sea, infection).
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- Rendering with the real Spine battle chibis (PixiJS 7 + pixi-spine 4), procedural tiles, VFX, damage numbers, real BGM/SFX, emotes, broadcast ticker.
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- Reconnect, AI take-over of disconnected players, robust validation of every client intent.
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Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool), trophies/progression persistence, reporting.
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---
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## 1. Tech stack
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- **Node.js ≥ 18** (tested on 22), ESM (`"type": "module"`), single dependency `ws@8`. No bundler, no TypeScript. JSDoc types where helpful.
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- **Server-authoritative simulation.** Clients send *intents*; the server validates, mutates state and pushes state/snapshots.
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- **Client:** static files, native ES modules. Vendored libs in `public/vendor/`: `pixi.min.js` (PixiJS **7.4.2** UMD, global `PIXI`), `pixi-spine.js` (**4.0.6** UMD, `PIXI.spine`), `preact.module.js` + `hooks.module.js` + `htm.module.js` (Preact 10 + htm, no build step). No CDN at runtime (LAN play must work offline).
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- **Shared code** in `shared/` is imported by both server and browser (pure ESM, no Node APIs).
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- Tests: `node --test` (`test/**/*.test.js`). Browser E2E: `puppeteer-core` driving the system Chrome (dev dependency, optional).
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Run: `npm install && npm run assets && npm start` → `http://localhost:3000`. Friends on LAN use `http://<host-ip>:3000`. Internet play: a tunnel (e.g. `cloudflared tunnel --url http://localhost:3000`) or any Node host (Dockerfile provided).
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---
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## 2. Repository layout & ownership
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```
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server/
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index.js HTTP static server (gzip for .skel/.atlas/.json/.js/.css), WebSocket upgrade at /ws, boot
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net.js session registry, send helpers, per-connection rate limit, message validation (uses shared/protocol.js)
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lobby.js rooms (4-letter codes), seats, host, AI seats, ready/start, reconnect tokens, room→Match wiring
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data.js loads data/*.json once, builds indexes (getChess, getBond, …); frozen objects
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match/
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Match.js match state machine, timers, round loop, co-op orchestration, broadcasting views
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PlayerState.js per-player economy/shop/hand/board/items/bonds/LP state + all prep-intent handlers
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pool.js SharedPool (copies per base chess), banned/disabled bonds, odds & rolls
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board.js placement legality, deploy cap, hand/temp management, merge detection & execution
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bondsMeta.js bond member counting (BOARD / BOARD_AND_DECK / golden), activation tiers, persistent layers
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effectsMeta.js registry + dispatcher of prep-phase ("SERVER_*") effects: garrisons, bands, items, bonds
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choices.js 机变 draft: card generation per family, pick order, timeouts, application
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waves.js match enemy factions, per-round spawn list generation, stat scaling, bounties
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unite.js 联防 helper selection, leaked-enemy aggregation, LP attribution
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finalAssault.js R14/R15 pairing, merged LP, shared boss HP pool, overtime drain
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results.js settlement stats, titles (评语)
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bot.js AI player (plays prep phases; also auto-play for disconnected humans)
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sim/
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Battle.js one field simulation (normal / unite / boss); public API §5
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constants.js TICK, conversions, tuning knobs
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rng.js seeded PRNG (mulberry32) + helpers
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grid.js field grid, tile queries, passability, pathfinding (8-dir, no corner cutting)
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units.js Unit / Operator / Enemy / Token classes, stat aggregation
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buffs.js Buff model, status catalogue (stun, freeze, cold, sleep, slow, fragile, stealth, …)
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damage.js damage & heal pipeline, element gauges
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targeting.js target selection helpers, range tests, priorities
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projectiles.js projectile flight/impact
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skills.js skill runtime: SP, triggers, durations, ammo, charges; interprets SkillSpec
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ai.js enemy movement/attack AI, operator attack loop
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snapshot.js compact serialization for clients
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content/
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index.js installs all content into a Battle (kits, bonds, garrisons, items, bands, enemies, devices)
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kits/tier1.js … tier6.js operator kits (skill + talents) keyed by base chessId
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tokens.js summon/token definitions
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bonds.js battle side of the 23 bonds
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garrisons.js battle side (IN_BATTLE) garrison effect keys
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items.js battle side of equipment + Arts
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bands.js battle side of band (strategy) effects
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enemies.js enemy ability specs + generic special-type behaviours
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bosses.js boss scripts (boss_1 … boss_10)
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devices.js stage devices & special terrain
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shared/
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constants.js enums, phases, areas, error codes, UI-relevant constants
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protocol.js message catalogue + validators (§8)
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format.js rich-text description → HTML/plain; number formatting
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rules.js pure helpers shared by UI & server (e.g. price display, sell value, bond tier from count)
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data/ generated by tools/build-data.mjs — committed; see docs/DATA.md
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public/
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index.html single page; loads /js/main.js as module
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css/ theme.css (tokens, fonts), components.css, screens/*.css
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js/
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main.js boot, router between screens, global store
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net.js WebSocket client, reconnect, request/response helpers
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store.js tiny observable store (state from server + local UI state)
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data.js fetches /data/*.json, same indexes as server/data.js
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audio.js BGM/SFX manager (Web Audio), volume settings
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assets.js asset URLs, image cache, Spine loader with LRU + fallback
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screens/ title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js, result.js
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ui/ hud.js, bondStrip.js, bondPopup.js, shopBar.js, teamPanel.js, detailPanel.js,
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tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js
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render/ app.js, projection.js, tiles.js, units.js, spine.js, fx.js, interp.js, drag.js (API §9)
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vendor/ pixi, pixi-spine, preact, hooks, htm (copied from node_modules by tools/vendor.mjs)
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assets/ downloaded art/audio (git-ignored), see docs/ASSETS.md
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fonts/ self-hosted fonts
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tools/
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build-data.mjs official data + research JSON → data/*.json
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fetch-assets.mjs downloads/optimizes assets → public/assets + data/assets.json
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vendor.mjs copies vendor libs from node_modules → public/vendor
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test/ node:test suites; test/e2e/ browser + bot tests
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docs/ DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/
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(the wire protocol is normative in shared/protocol.js itself)
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```
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Ownership rule for parallel agents: **only edit files assigned to you**; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (`shared/*`, `docs/DESIGN.md`) are owned by the architect.
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---
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## 3. Coordinates, fields and geometry
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- Every stage is a **19-row × 21-col** grid (`data/stages.json`). **Row 0 is the bottom** row, col 0 is the left. Tile `(r,c)` has world centre `(x=c, y=r)`; 1 tile = 1 world unit. Unit positions are floats in this space.
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- Areas (research 05 §2.2):
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- **Normal field** (own board): rows 9–12, cols 2–10. Enemy gates `S` at (9,10) and (12,10) (R1–3 only the lower one); protection objective `E` at (9,2). Col 9 lane is not deployable (tile type decides).
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- **Hand (整备区)**: row 7, cols 0–9 (10 regular slots, index = col). **Temp slots**: row 8, cols 4–8 (5 slots). Hand/temp tiles are never part of a battle.
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- **Partner display** cols 11–18 of rows 9–12 (the unite field uses them).
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- **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18.
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- Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
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- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`.
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- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating. The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged).
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- **Range test:** an enemy is inside a grid range if the tile containing it (`round(y), round(x)`) is one of the range tiles. Radius ranges (enemies, splash, auras) use Euclidean distance in tiles.
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- **Fields at runtime:** a `Battle` receives a **field rect** (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
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- **Speed:** `tilesPerSecond = moveSpeed × MOVE_SCALE` with `MOVE_SCALE = 0.5` (in `sim/constants.js`, tunable).
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---
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## 4. Time model
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- Simulation time is **game seconds**. Fixed step `TICK = 1/30 s`.
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- Combat runs at **2× real time** (forced, like the original): 60 ticks per real second — in the browser's runner (§14) or, for server-run fields, the server's accumulator (2 ticks every real 1/30 s, never more than 8 ticks per interval to avoid spirals).
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- Combat time limits come from `data/config.json → modes[m].rounds[r].combatTimeLimit` (= the level's `maxPlayTime`; also `modes[m].combatTimeLimit[r]`) and are **real seconds of the forced-2× battle** (verified by the balance pass: spawn schedules exceed the limit when read as game seconds). The server passes `2 × value` game seconds to the Battle (`server/match/gamedata.js → combatTimeLimit`; `config.combatTimeScale`, default 2); the countdown players see equals the data value. When time runs out, living non-boss enemies count as leaked. 联防 uses the round's limit.
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- Final Assault / Hidden Core have **no hard stop** and their clocks are real seconds too: the boss level's `levelMaxPlayTime` (120 real s) is only the HUD countdown (`m.public.deadline`; the battle goes on past it), and the overtime drain (`bossOvertimeAfter` 150 / `bossOvertimeDrainPerSec` 1 = official `bossTurnHpReduceTime`) takes 1 team LP per whole **real** second from 150 real s (= 300 game s on the 2× field clock; first point at 151 s — `gamedata.js bossOvertimeDue`). `m.public.overtimeAt` = the ms epoch when the drain starts; both are placed on the field clock.
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- **Solo pause** (§14): while `m.public.paused` the running battle's field clock, the HUD `deadline` / `overtimeAt` and every server deadline of the battle stand still; on resume they move on by the paused time. Co-op battles never pause.
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- Prep/draft timers are **real seconds**, stored as absolute server deadlines (`Date.now()`-based) and sent to clients as `deadline` (ms epoch) + `serverNow` for clock-offset correction.
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- Snapshots to clients: every **3 ticks** (= 20 Hz real) per watched field.
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---
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## 5. Simulation (server/sim) — engine contract
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### 5.1 Battle API (implemented by the sim-core owner; consumed by match & content)
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```js
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import { Battle } from './sim/Battle.js'
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const b = new Battle({
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seed, // uint32
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kind, // 'normal' | 'unite' | 'boss' | 'hidden'
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modeId, round,
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stage, // data/stages.json entry (full 19×21 grid)
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rect: { r0, r1, c0, c1 }, // inclusive field bounds
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timeLimit, // game seconds; boss/hidden: Infinity (overtime handled by match)
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players: [ PlayerBattleInput ], // 1 (normal), 1–2 (unite, boss)
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spawns: [ SpawnSpec ], // enemy schedule for this field
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routes: [ RouteSpec ], // from the wave template, resolved to this field
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sharedBoss: SharedBossPool | null,// { hp, maxHp, damage(playerId, amount) } for boss rounds
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flags: { layerGainsEnabled: bool, dpInit: 10, dpPerSec: 1, dpMax: 99 },
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})
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b.step() // advance exactly one TICK
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b.finished // true when: all enemies dead & no spawns pending, or time limit reached, or all players' LP pools say stop (boss: match decides via b.forceEnd())
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b.forceEnd(reason)
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b.time // game seconds elapsed
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b.result() // BattleResult (below), valid once finished
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b.snapshot() // compact full snapshot (§8.4) of this field
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b.drainEvents() // array of client-facing events since last drain (§8.4)
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b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4)
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```
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`PlayerBattleInput`:
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```js
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{ playerId, seat, side: 'L'|'R',
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colOffset, // 0 for own field; +8 for the right half in unite/boss
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units: [ { uid, kind: 'chess'|'token', chessId /* golden id if elite */, tokenId?, row, col,
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items: [itemId...], // equipped items (golden ids when merged)
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carryState?: { hpPct, sp, skillActive } } ], // unite: helper units keep end-of-combat state
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bonds: { [bondId]: { count, active, tier, layers } }, // snapshot from bondsMeta at combat start
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bandId, playerEffects: [ EffectRef ], // active band/choice/team effects with battle parts
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lpForBoss?: number }
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```
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`SpawnSpec`: `{ time, enemyKey, routeIndex, count=1, interval=0, mods: { hpMul, atkMul, defMul, speedMul }, sourcePlayerId?, bounty?: { coins, ownerPlayerId } , tag?: 'escort'|'boss'|'bounty' }`
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`BattleResult`:
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```js
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{ time, reason: 'cleared'|'timeout'|'forced',
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perPlayer: { [playerId]: {
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killed, total, // enemies attributed to this player's field/half
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leaked: [ { enemyKey, mods, lpr, sourcePlayerId } ], // for unite aggregation & LP
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perfect: bool, // no leaks
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layerGains: { [bondId]: n }, // IN_BATTLE gains (0 if flags.layerGainsEnabled false)
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coins: n, // bounty coins earned
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damageDealt: n, bossDamage: n, healingDone: n, deaths: n,
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unitsEnd: [ { uid, hpPct, sp, alive } ] } },
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bossHpLeft? }
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```
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### 5.2 Units & stats
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`Unit` fields (minimum): `id` (int, unique per battle), `side` ('ally'|'enemy'), `kind` ('op'|'token'|'enemy'|'device'), `defId`, `ownerId` (playerId; enemies: the field owner / source), `x, y`, `tileR, tileC` (ops), `dir` (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; `sim/dir.js`), `facing` (derived horizontal sign +1 / −1: LEFT ⇒ −1), `hp`, `alive`, `sp`, `buffs[]`, `statusFlags`, `blocking[]` (ops), `blockedBy` (enemies).
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Base stats (from data): `maxHp, atk, def, res` (0–100), `aspd` (100 base), `bat` (base attack time, s), `blockCnt`, `rangeGrid` (ops) / `rangeRadius` (enemies, 0 = melee), `moveSpeed`, `massLevel`, `weight`, `lpr` (enemies), `dmgType` ('phys'|'arts'|'heal'|'true'), `motion` ('WALK'|'FLY'), `cost`, `respawnTime`, `spRecovery`.
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**Aggregation** (`units.js`, recomputed lazily when buffs change):
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- `ATK = (base + Σflat) × (1 + Σpct) × Πmul` — same shape for `maxHp`, `def`; `res = clamp((base + Σflat) × Πmul, 0, 100)`; `aspd = clamp(100 + Σaspd + base-100, 10, 600)`.
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- `interval = bat × (1 + ΣbatPct) × 100 / aspd` (blackboard `base_attack_time` is treated as `batPct`, e.g. −0.3 → 70%).
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- Changing `maxHp` keeps the HP **ratio**.
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- Stats are rounded only for display; the sim keeps floats.
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**Elite (精锐) chess** have their own stats in data (golden chess id). The module bonus is already folded into data stats by build-data.
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### 5.3 Buffs & statuses
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`Buff = { key, source, duration /*s, Infinity*/, stacks=1, maxStacks=1, refresh: 'replace'|'extend'|'stack', mods, flags, onTick?, onExpire?, tags[] }`
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- `mods` keys (all optional, additive within a key): `atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed)`.
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- `flags`: `stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed), invulnerable, unblockable, levitate, fear (enemy: cannot attack), taunt (+aggro), cold`.
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- **Status catalogue** (`buffs.js`, keys used by content): `stun`, `freeze` (stun + res −15), `cold` (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), `sleep` (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), `slow` (moveMul), `bind` (moveMul 0), `fragile` (dmgTakenMul), `artsFragile` (artsTakenMul), `silence`, `fear`, `burnGauge`/`necrosis`/`neural` element gauges (see damage), `stealth`, `reveal`.
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- Immunities from enemy data (`stunImmune`, `silenceImmune`, `sleepImmune`, `frozenImmune`, `levitateImmune`) are honoured by `applyStatus`.
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### 5.4 Hook bus (the only way content plugs in)
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`battle.on(name, handler, { priority, owner })`; handlers run in descending priority, then registration order. Handlers receive a mutable `ctx`. Events:
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| name | ctx | notes |
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|---|---|---|
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| `battleStart` | `{}` | after initial deployment |
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| `deploy` | `{ unit, initial }` | ops/tokens/enemies spawn |
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| `tick` | `{ dt }` | every tick after movement & attacks |
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| `beforeAttack` | `{ attacker, targets }` | may modify `targets` |
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| `attack` | `{ attacker, targets, isSkill }` | an attack was performed |
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| `hit` | `{ source, target, dmg }` | before mitigation; mutate `dmg` (DamageInfo) |
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| `damaged` | `{ source, target, amount, type, dmg }` | after application |
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| `heal` | `{ source, target, amount }` | before application (mutable amount) |
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| `kill` | `{ killer, victim }` | victim hp reached 0 |
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| `death` | `{ unit }` | unit removed (ops may redeploy later) |
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| `skillStart` / `skillEnd` | `{ unit, skill }` | |
|
||||
| `ammoUsed` | `{ unit, left }` | per ammo consumed |
|
||||
| `spGain` | `{ unit, amount }` | mutable |
|
||||
| `statusApplied` | `{ source, target, status, duration }` | after immunity check |
|
||||
| `blocked` | `{ blocker, enemy }` | enemy became blocked |
|
||||
| `enemySpawn` / `enemyLeak` | `{ enemy }` | |
|
||||
| `battleEnd` | `{ result }` | may add layer gains / coins |
|
||||
|
||||
DamageInfo: `{ amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, tags[] }`.
|
||||
|
||||
Engine helpers (content must use these, never touch internals): `battle.dealDamage(source, target, dmgInfo)`, `battle.heal(source, target, amount, {overheal=false})`, `battle.applyStatus(target, key, { duration, source, value })`, `battle.addBuff(unit, buff)`, `battle.removeBuff(unit, key)`, `battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts)`, `battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag })`, `battle.addProjectile({ from, to|target, speed, onHit, visual })`, `battle.unitsInGrid(unit, grid)`, `battle.enemiesInRadius(x, y, r)`, `battle.alliesInRadius(x, y, r, ownerId?)`, `battle.addLayers(playerId, bondId, n, reason)` (no-op when gains disabled; records into result), `battle.addCoins(playerId, n)`, `battle.fx(kind, params)` (client VFX event), `battle.rng()` (never `Math.random`), `battle.getPlayer(playerId)` (bonds/band/effects view), `battle.redeploy(unit)`, `battle.after(seconds, fn)` (scheduled callbacks), `battle.every(seconds, fn)`.
|
||||
|
||||
### 5.5 Combat rules (engine)
|
||||
|
||||
- **Initial deployment** at t=0, free, order top→bottom then left→right (right-side boss player: right→left). Deploy effects fire (`deploy` with `initial: true`). Then `battleStart`.
|
||||
- **DP**: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after `respawnTime`, if its tile is free and DP ≥ cost ⇒ redeploy with full HP, SP = initSp).
|
||||
- **Blocking**: a ground op with free capacity blocks a ground, non-unblockable enemy whose position enters its tile (|dx|,|dy| ≤ 0.5). Enemy uses `blockCnt` capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). Blocker death frees its enemies.
|
||||
- **Operator attacks**: every `interval` s if a valid target exists; targets = up to `maxTargets` (default 1) from `unitsInGrid(rangeGrid)`, priority: (1) units it blocks (melee), (2) profession/trait priorities (e.g. fly-first snipers, `trait` text parsed by build-data into `targetPriority`), (3) enemy with the **least remaining path distance** to its goal, ties → earliest spawned. Melee (no ranged trait) cannot hit FLY enemies. Stealthed enemies can't be targeted unless blocked or revealed. Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact.
|
||||
- **Healers** (`dmgType heal`): target the ally in range with the lowest HP% below 100%; do nothing otherwise (SP still regenerates).
|
||||
- **Enemy AI**: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight; ranged enemies (`rangeRadius > 0`) attack ops within radius: priority blocker → highest taunt → **latest deployed**; they pause movement for `ATTACK_PAUSE = 0.35 s` per attack. FLY enemies ignore blocking and ground obstacles, follow their checkpoint route.
|
||||
- **Damage**: phys `max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A)`; arts `max(A × (1 − R'/100), 0.05·A)` with `R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat)`; true = A. Then × `dmgDealtMul` (source) × `dmgTakenMul` & type-specific taken multipliers (target) × `dmg.mul`; shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000 on enemies, 1000 on ops); at full: burn ⇒ 1200 arts dmg + res −20 for 10 s (enemies); neural ⇒ 1000 true dmg + stun 5 s (ops); necrosis/apoptosis per research; gauge resets after the burst effect ends.
|
||||
- **Leak**: an enemy reaching its goal is removed, counted as leaked for its field owner (`sourcePlayerId` for unite). LP accounting is done by the match, not the battle.
|
||||
- **End**: all spawns done and no enemies alive ⇒ `cleared`; `time ≥ timeLimit` ⇒ `timeout` (remaining enemies = leaked). Boss battles end when the shared boss pool reaches 0 (victory) or the match forces an end (team LP 0).
|
||||
|
||||
### 5.6 Skills (skills.js + kits)
|
||||
|
||||
SP: `spType` `INCREASE_WITH_TIME` (+`spRecovery`/s), `INCREASE_WHEN_ATTACK` (+1 per attack), `INCREASE_WHEN_TAKEN_DAMAGE` (+1 per hit taken); starts at `initSp`; no SP gain while a duration skill is active. `maxChargeTime > 1` ⇒ charges.
|
||||
|
||||
Auto-trigger rules (`skillTrigger.rule` in data): `DEFAULT` (SP ready AND about to attack/heal AND an enemy/injured ally inside the **initial** range), `TAKE_DAMAGE` (on taking damage), `SP_FULL` (immediately), `CUSTOM_RANGE` (enemy inside the custom grid), `SEARCH` (an enemy inside the initial range, checked every tick — no attack needed), special ids. PASSIVE skills are always on.
|
||||
|
||||
**SkillSpec** (authored per chess in `sim/content/kits/tierN.js`; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a *function of the blackboard*):
|
||||
```js
|
||||
// kits map: baseChessId -> (bb, chess) => Kit
|
||||
export default {
|
||||
chess_char_1_01: (bb, chess) => ({
|
||||
skill: {
|
||||
kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle',
|
||||
duration: bb.duration, // duration kind
|
||||
ammo: bb['attack@trigger_time'], // ammo kind
|
||||
mods: { atkPct: bb.atk, batPct: bb.base_attack_time }, // applied while active
|
||||
targeting: { maxTargets, rangeGrid, priority: 'fly'|'ranged'|'lowestHp'|'highestHp'|... },
|
||||
attack: { dmgType, atkScale, splashRadius, hits, projectile: 'arrow'|'bolt'|'none'|'beam', onHit(ctx) },
|
||||
onStart(ctx) {}, onEnd(ctx) {}, // bursts, summons, heals, statuses (use engine helpers only)
|
||||
},
|
||||
talents: [ { install(battle, unit) {} } ], // passive/conditional talents via hooks
|
||||
trait: { ... } // optional overrides of profession trait behaviour
|
||||
}),
|
||||
}
|
||||
```
|
||||
The kit loader passes `bb` = flattened blackboard `{ key: value }` of the chess's skill (normal or elite), and `chess` = data record (for talents' blackboards). Missing kit ⇒ a **generic kit** derived from blackboard keys (atk/attack_speed/def/max_hp/base_attack_time/atk_scale/max_target/duration/ammo) so every chess always works.
|
||||
|
||||
Profession traits (default behaviours implemented once in the engine, keyed by `subProfessionId`): e.g. `fastshot` (fly priority), `aoesniper`/`splashcaster` (splash 1.1 tiles), `chain` caster (bounce ×3, −15%), `funnel`, `blastcaster`, `physician` (single heal), `ringhealer` (aoe heal), `bard` (aura heal, no attack), `slower` (slow on hit), `underminer`, `instructor`, `lord` (ranged attack ×0.8 when not melee), `centurion`/`fighter`/`musha`/`swordmaster`/`reaper` etc., `protector`/`guardian`/`fortress`/`duelist`, `pioneer`/`charger`/`tactician`/`bearer`/`agent`, `executor`, `merchant`, `hookmaster`, `pusher`, `stalker`, `geek`, `dollkeeper`, `traper`, `craftsman`, `summoner` … (build-data provides the list of subprofessions present in the pool; the sim-core owner implements all present ones with simplified faithful behaviour).
|
||||
|
||||
---
|
||||
|
||||
## 6. Match & meta (server/match)
|
||||
|
||||
### 6.1 State machine (Match.js)
|
||||
|
||||
```
|
||||
LOBBY(room) → INFO_CHECK (co-op 25 s, solo untimed; all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order, 12 s/turn, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ band_bldsk; solo: free pick, no timer) → BATTLE_CHECK (3 s)
|
||||
→ loop r = 1..lastRound:
|
||||
ROUND_START (income, upgrade price −1 (floor 0), temp hand wiped, unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects)
|
||||
[SP_DRAFT] (if r ∈ spRounds: 机变 draft; co-op 30 s first picker / 16 s others; solo 3 cards untimed)
|
||||
PREP (co-op: timer from config, ends when all alive humans+bots ready; solo: untimed, ends on ready)
|
||||
PREP_END (<休整期结束时> effects; unfrozen shop cleared; auto-resolve temp overflow: temp items destroyed/ops sold is NOT allowed → ready is blocked while temp non-empty; on timeout temp contents are sold/destroyed automatically)
|
||||
COMBAT (one Battle per alive player, all in parallel, 2×; watchers get snapshots; solo: pausable, §14 Solo pause)
|
||||
UNITE (co-op only, if ≥1 leaked & ≥1 perfect: ≤2 perfect helpers in `unite.js helperOrder` order (research 08 §5 / PRTS 帮助:
|
||||
most units on the field > an active bond > most standing units > seat; the pair ordered by units > active bond >
|
||||
Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains)
|
||||
SETTLE (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast)
|
||||
R14 FINAL_ASSAULT (merged team LP; pairs by seat; shared boss pool; 120 real s countdown, no hard stop; overtime −1 team LP per
|
||||
real s after 150 real s (§4, m.public.overtimeAt); no layer gains)
|
||||
R15 HIDDEN_CORE (if difficulty ≥ NORMAL and Σ activated layers > 350 solo / 1200 co-op and team LP > 1)
|
||||
→ RESULT (per-player stats, titles, rounds passed, victory/defeat)
|
||||
```
|
||||
Solo FUNNY has 9 rounds (boss at R9); everything is read from `data/config.json → modes[modeId]`.
|
||||
|
||||
### 6.2 Player state (PlayerState.js) — authoritative per player
|
||||
|
||||
```js
|
||||
{ playerId, seat, name, isBot, connected,
|
||||
alive, lp, bandId,
|
||||
funds, shop: { level, upgradePrice, slots: [ Slot ], frozen: bool, freeRefreshes: n, rewardOffer: null | { slots:[Slot], tier } },
|
||||
hand: [ Piece|null ×10 ], temp: [ Piece|null ×5 ],
|
||||
board: Map<'r,c', Piece>, // chess & token pieces on the normal field
|
||||
bonds: { [bondId]: { count, active, tier, layers } }, // layers persist all match
|
||||
effects: [ EffectRef ], // band/choice/team/garrison persistent effects & counters
|
||||
counters: { refreshes, buys, sells, … },
|
||||
stats: { … for results } }
|
||||
Slot = { kind:'chess'|'item', id, price, sold:false, frozen }
|
||||
Piece = { uid, kind:'chess'|'item'|'token', id /* chessId (golden id if elite) | itemId | tokenId */,
|
||||
items:[itemPiece...] (chess only, max 2), count (token stacks), ownerUid (tokens), boughtRound, meta:{} }
|
||||
```
|
||||
|
||||
Intent handlers (validate → mutate → recompute bonds → push private view): `buy(slot)`, `refresh()`, `freeze()`, `levelUp()`, `sell(uid)`, `move(uid, to)`, `equip(itemUid, targetUid, replaceUid?)`, `useArt(itemUid, row, col)`, `destroy(uid)`, `pickReward(idx)`, `pickChoice(idx)`, `setReady(bool)`. Every handler rejects when the phase forbids it (only PREP allows board/shop mutations; SP_DRAFT allows `pickChoice` only; reward pick allowed in PREP). Invalid intents return `error` with a code from `shared/constants.js → ERR` — the server never throws on bad input.
|
||||
|
||||
Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item `replaceUid` names (the replace dialog's pick, official `UseEquipUp.unloadInstId`; absent ⇒ the oldest; a uid not equipped on the target ⇒ `BAD_TARGET`, nothing changes) and the replaced item is destroyed. Equipped items are otherwise **locked**: `destroy` (销毁) accepts hand / temp items only (`BAD_TARGET 'equipped items are locked'`); equipment goes back to the hand only when its carrier merges or is sold (a sale is refused with `HAND_FULL` when there is no room for it).
|
||||
|
||||
Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite to hand + reward offer of 3 free chess of tier `min(level+1, 6)`; purchase completing a merge allowed with full hand; full hand blocks buy; overflow to temp; temp blocks ready).
|
||||
|
||||
### 6.3 Bonds & layers (bondsMeta.js)
|
||||
|
||||
- `count` = number of **distinct base chess** on the board carrying the bond (`BOARD`); `BOARD_AND_DECK` bonds also count the hand; 绝技 counts elites on board; 调和 adds +1 to each core bond count, etc. (research 02).
|
||||
- `tier` from thresholds; `active = tier ≥ 1`.
|
||||
- `layers[bondId]` persist all match; gains come from garrisons/bands/items/choices/bond effects; IN_BATTLE gains are collected from `BattleResult.layerGains` at SETTLE (disabled in unite/boss/hidden).
|
||||
- Σ activated layers (hidden-core check) = Σ layers over bonds that are active at the moment of the check (end of R14 prep, per research).
|
||||
|
||||
### 6.4 Prep-phase effect dispatcher (effectsMeta.js)
|
||||
|
||||
A registry mapping **effect keys** → handler objects `{ onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }`. Sources: garrison `SERVER_*` keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier.
|
||||
|
||||
### 6.5 Waves (waves.js)
|
||||
|
||||
Per match: pick stage (weighted among the mode's `config.modes[m].stages`, weight 50 each: 标准 FUNNY = 战场#01 `act1autochess_m01` only, 险境 NORMAL = 8 stages, 绝境 / 终极 = 7 without 战场#01 — `waves.js setupMatchWaves`, `test/match/stagepick.test.js`), 3 of 6 typed enemy factions, disabled bond set (3 core + 4 add-on for NORMAL+, per research), boss (weighted), hidden boss. Per round: wave template (by mode & round) → replace placeholders per research 05 §3.2 algorithm → apply stat multipliers (research 00-INDEX §5 `atk ×base×1.1^k`, `hp ×base×1.2^k`, ABYSS speed ×1.15 from R3) → `SpawnSpec[]` + routes resolved on the stage. *(Superseded by the official generator — §14 "Corrections from research 08/09" and the waves.js header.)* A player's normal battle (and the bot rehearsal) runs `withBounties(gd, round, wave, bounties, playerId)`: the bounty units inserted among their host action's own units, which are re-timed around them (client order); `previewOf` keeps one entry per action (`wave.spawns` + `bountySpawns`).
|
||||
|
||||
### 6.6 AI players (bot.js)
|
||||
|
||||
Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy: pick a band; each prep: level up on schedule, buy chess that raise bond counts or complete merges, sell leftovers, place melee on road tiles nearest the enemy path, ranged on highland/others, equip items to highest-tier ops, ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
|
||||
|
||||
---
|
||||
|
||||
## 7. Content modules (server/sim/content + match/effectsMeta handlers)
|
||||
|
||||
Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js` exports `install(battle)` (battle side; called once per Battle by `content/index.js → installContent`) and `registerMeta(registry)` (prep side; called once at server boot by `match/effectsMeta.js`, API documented in `docs/META.md`). Kits live in `content/kits/tier1..6.js` (`export default { [baseChessId]: (bb, chess) => Kit }`). Content must be **data-driven from blackboards** (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in `test/content/*.test.js` using the `test/helpers/battleHarness.js` harness (provided by sim-core).
|
||||
|
||||
- kits: all 112 visible chess + hidden ones used by effects (盟约·辅助干员), default skill + talents + trait specifics; tokens.
|
||||
- bonds: 23 (battle + meta), exact per-layer formulas from research 02.
|
||||
- garrisons: 43 effect keys (IN_BATTLE via hooks; SERVER_* via meta registry).
|
||||
- items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos.
|
||||
- bands: 40 strategies (meta + battle).
|
||||
- enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from `data/enemies.json`; bosses 1–10 scripted; devices/terrain.
|
||||
- choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs).
|
||||
|
||||
---
|
||||
|
||||
## 8. Network protocol (shared/protocol.js is normative)
|
||||
|
||||
Transport: one WebSocket per tab at `/ws`, JSON text frames `{ t: '<type>', ...payload }`. Client requests may carry `rid` (request id); the server's direct reply echoes `rid` (`ok` or `error`). Server pushes have no `rid`. Max frame 64 KB inbound; rate limit 40 msgs/s per connection (excess dropped with `error RATE`).
|
||||
|
||||
### 8.1 Session & lobby
|
||||
C→S: `hello {name, token?, version}` · `room.create {mode:'solo'|'coop', difficulty}` · `room.join {code}` · `room.leave` · `room.ready {ready}` · `room.setDifficulty {difficulty}` (host) · `room.addBot` / `room.removeBot {seat}` (host) · `room.start` (host) · `room.loadout {entries}` (§16: any time in the lobby / room and during INFO_CHECK, then `WRONG_PHASE`; heavy rate-limit bucket; the match exposes it as `m.private.loadout`) · `ping {c}`
|
||||
S→C: `welcome {playerId, token, name, serverNow}` · `room.state {code, hostId, mode, difficulty, seats:[{seat, playerId, name, isBot, ready, connected}|null ×4]}` · `room.closed {reason}` · `pong {c, s}` · `error {rid?, code, msg}` · `ok {rid}`
|
||||
|
||||
Platform additions (implemented): `welcome.{resumed, version}`, `room.state.inMatch`, `error.detail`; `room.closed.reason ∈ 'timeout'|'shutdown'`; WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's `room.start` counts as the host being ready. After any (re)`hello` the server pushes `room.state` and, if a match runs, the match resends `m.public`/`m.private` (+`m.field`, or the field's `b.start` under client-side combat). **Reconnect window:** a dropped session stays resumable for 10 min (`net.js NET_DEFAULTS.reconnectWindowMs`; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its **solo** room's match runs stays resumable for the official `config.constants.singleReconnectTime` (86 400 s = 24 h; lobby option `soloReconnectWindowMs`; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become `match.onLeave` (co-op: 中途退出 = elimination; solo: the run ends `'abandoned'`). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, `start/handle/onDisconnect/onReconnect/onLeave/dispose`) is documented verbatim at the top of `server/match/Match.js` and is normative. `server/data.js` provides `getData()` + index getters (`getChess`, `getBond`, `getGarrison`, `getItem`, `getBand`, `getEffect`, `getEnemy`, `getWave`, `getStage`, `getBoss`, `getToken`, `getConfig`, `getMode`). Note: the skill trigger rule lives at `chess.skill.trigger.rule` in data.
|
||||
|
||||
### 8.2 Match
|
||||
C→S (all carry `rid`): `g.infoReady` · `g.band {bandId}` · `g.bandSkip` · `g.buy {slot}` · `g.refresh` · `g.freeze` · `g.levelUp` · `g.sell {uid}` · `g.move {uid, to:{area:'board', row, col}|{area:'hand', idx}, dir?}` · `g.equip {itemUid, targetUid, replaceUid?}` (`replaceUid`: which equipped item a third one replaces, §6.2) · `g.art {itemUid, row, col, dir?}` (`dir` ∈ UP|RIGHT|DOWN|LEFT from the deploy wheel, §3; absent ⇒ `to.dir`, then RIGHT; `g.move` onto the piece's own tile re-orients it; board pieces in `m.private` / `m.field {prep:true}` carry `dir`) · `g.destroy {uid}` (hand / temp items only; equipped items are locked, §6.2) · `g.reward {idx}` · `g.choice {idx}` · `g.ready {ready}` · `g.emote {id}` · `g.watch {fieldId}` · `g.autoplay {on}` · `g.pause {on}` (solo battles only, §14 Solo pause) · `g.leave`
|
||||
S→C:
|
||||
- `m.public` — full public state on every change (throttled ≤ 10/s): `{ phase, round, lastRound, deadline, serverNow, modeId, difficulty, stageId, factions, disabledBonds, bannedChess, bossId, hiddenBossId?, teamLp?, bossHp?:{hp,max}, overtimeAt? /* FA / HC: ms epoch the overtime drain starts, §4 */, paused /* solo pause, §14 */, draft?:{order,turn,picks}, sp?:{family,cards,turn,picks}, players:[{playerId, seat, name, isBot, connected, alive, lp, bandId, shopLevel, boardCount, ready, bonds:[{bondId,count,active,tier,layers}], fieldId, status}] , fields:[{fieldId, kind, players:[playerId...]}] }`
|
||||
- `m.private` — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
|
||||
- `m.field` — field meta when watching starts: `{ fieldId, kind, rect, stageId, units: [UnitInfo] }`
|
||||
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
|
||||
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total }` 20 Hz
|
||||
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]`, `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
|
||||
- `m.toast {kind, text}` · `m.ticker {text}` · `m.emote {playerId, id}` · `m.result {...}`
|
||||
|
||||
`UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId? }` (`dir` = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; `skillIndex` = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (`anims.skills[i]`) and the audio its own ON_SKILL_START sound; `moduleId` = an elite ally's equipped module (uniEquipId | 'none'); both also on the prep-scouting `m.field` units (`Match.prepFieldMeta`), so a teammate's unit shows its owner's loadout in the detail card).
|
||||
|
||||
### 8.3 Exact view shapes (normative for match ⇄ UI)
|
||||
|
||||
`m.private`:
|
||||
```js
|
||||
{ playerId, seat, alive, lp, funds, bandId, ready, canReady /* false while temp non-empty */,
|
||||
shop: { level, maxLevel: 6, upgradePrice, refreshPrice /* effective (0 when a free refresh is available) */, freeRefreshes,
|
||||
frozen, slots: [ { kind: 'chess'|'item', id, price, basePrice, sold } | null ],
|
||||
rewardOffer: null | { tier, slots: [ { kind: 'chess', id, price: 0, sold } ] } },
|
||||
hand: [ Piece | null ], // length 10, index = hand slot
|
||||
temp: [ Piece | null ], // length 5
|
||||
board: [ Piece & { row, col, dir } ], // dir ∈ UP|RIGHT|DOWN|LEFT (§3; bench pieces carry none)
|
||||
deployCap, deployCount,
|
||||
bonds: [ { bondId, count, active, tier, layers, thresholds, countsHand } ], // sorted: active first, then layers desc
|
||||
effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter? } ],
|
||||
nextEnemies: [ { enemyKey, count, tag } ], // preview of the upcoming round's wave (after waves.js generation)
|
||||
stats: { dmgDealt, kills, leaks, gold, refreshes, merges } }
|
||||
Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ { uid, id } ] /* chess only */, count /* token stacks */, ownerUid /* token */ }
|
||||
```
|
||||
`m.public.players[].status` ∈ `'acting' | 'ready' | 'deciding' | 'combat' | 'done' | 'helping' | 'left' | 'dead'`.
|
||||
`m.public.fields[]`: `{ fieldId, kind: 'normal'|'unite'|'boss'|'hidden', players: [playerId…], live: bool }` — `fieldId` is `'n:<playerId>'` for normal fields, `'u'` for the unite field, `'b1'`/`'b2'` for boss fields. Clients `g.watch` a fieldId; default = own field (or the unite/boss field they are in).
|
||||
`flags` bitmask: 1 blocked, 2 stunned, 4 frozen, 8 stealth, 16 skillActive, 32 shielded, 64 invulnerable, 128 cold, 256 sleep, 512 flying.
|
||||
`anim` small int: 0 idle, 1 move, 2 attack, 3 skill, 4 die, 5 stun, 6 deploy.
|
||||
|
||||
---
|
||||
|
||||
## 9. Client rendering contract (public/js/render)
|
||||
|
||||
`import { createFieldView } from './render/app.js'`
|
||||
|
||||
```js
|
||||
const view = await createFieldView(canvasHost /* HTMLElement */, { data, assets, audio })
|
||||
view.setStage(stage) // draw tiles (procedural), devices
|
||||
view.setCamera(kind /* 'prep'|'normal'|'unite'|'boss' */, { rect, side }) // animates camera
|
||||
view.setPrep(privateState, { editable }) // render hand/temp/board pieces as chibis (spine or fallback); editable enables drag
|
||||
view.enterBattle(fieldMeta) // switch to battle rendering for m.field
|
||||
view.pushSnapshot(snap) ; view.pushEvents(ev) // interpolated rendering (100 ms buffer)
|
||||
view.highlightTiles(tiles, style) // legal/illegal placement, range preview
|
||||
view.on('pieceDragStart'|'pieceDrop'|'pieceClick'|'pieceHover'|'tileHover', fn)
|
||||
// pieceDrop: { uid, target: {area:'board',row,col}|{area:'hand',idx}|{area:'outside', clientX, clientY} }
|
||||
// area 'outside' lets the DOM UI decide (e.g. dropped on the shop bar ⇒ sell)
|
||||
view.pieceScreenRect(uid) // for tooltips/overlays
|
||||
view.tileScreen(row, col) // { x, y, s, poly } client px of a tile top (direction wheel geometry)
|
||||
view.holdPiece(uid, {row,col}|null) // keep a dropped piece on a tile while its direction is chosen
|
||||
view.setPieceDir(uid, dir) // show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
|
||||
view.resize() ; view.destroy()
|
||||
```
|
||||
Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons; damage numbers (phys orange-white, arts purple, true white, heal green); projectiles and hit sparks; skill activation flash; death fade; leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens. 60 fps target with ≤ 120 units.
|
||||
|
||||
---
|
||||
|
||||
## 10. Client UI (screens & components)
|
||||
|
||||
Look & feel: research 06 §11–§12 (near-black green-grey panels, mint `#4ed8af` accents, gold prices, bracket frames, hexagon badges, bond discs, 7-segment countdown). Fonts: Noto Sans SC (Google Fonts with local fallback), Bender/Novecento self-hosted for numerals and Latin micro-labels.
|
||||
|
||||
Screens: **Title** (season art backdrop, 开始 → nickname), **Lobby** (独立模拟 / 同盟模拟 → create or join; recent rooms), **Room** (4 seats, invite code + copy link, difficulty picker (host), add/remove AI, ready, start), **Briefing** (INFO_CHECK: stage, factions, disabled bonds, banned chess, boss silhouette, ready x/4), **Band draft** (grid of 40 bands with icon/name/LP/effect; turn order list; skip), **Game** (Pixi field + DOM HUD: top bar with round/phase capsule/LP/timer/ready; bond strip + popups; left team panel with LP/status/emote bubbles, click to watch; bottom shop bar (level card, 3–5 chess cards, item card, funds, refresh, freeze, collapse); detail panel on click/hover (stats, skill, talents, 特质, bonds, items); enemy preview drawer (next round enemies with counts, factions); 机变 overlay; merge reward overlay; phase banners; ticker; toasts; emote wheel; settings (volume, quality, show damage numbers)), **Result** (victory/defeat, rounds, per-player lineup, stats, titles, back to room).
|
||||
|
||||
Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card and upgrade are two-tap (select → confirm); drag bench↔board — a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range; no drag-to-sell; drag item onto unit ⇒ equip (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail; `R` refresh, `F` freeze, `D` level-up, `Space` ready (in a solo battle: pause / resume, §14 Solo pause). All actions optimistic-free: UI waits for server state (latency is small).
|
||||
|
||||
Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled), boss music in R14/15.
|
||||
|
||||
---
|
||||
|
||||
## 11. Quality bar & testing
|
||||
|
||||
- **No crash paths**: every server handler guarded; a thrown error inside a Battle tick for one field must not kill the match (log, force-end that battle as timeout, continue). Invariants asserted in tests: no NaN/Infinity in any unit field; hp ∈ [0, maxHp]; positions inside rect; battles terminate within `timeLimit + 1 s` (boss: terminate by pool/force); pool copy counts never negative and never exceed caps; funds never negative; hand/temp sizes respected.
|
||||
- Unit tests per module; content tests per effect; **full-match bot tests**: 1/2/4-player matches of every difficulty with fixed seeds run to RESULT headlessly (fast-forward: no real-time pacing) with zero errors; protocol fuzz (random/invalid intents) never crashes and never corrupts state.
|
||||
- **Browser E2E** (puppeteer-core + system Chrome): open 2 tabs, create/join room, add AI, play through prep/combat of several rounds, zero console errors, screenshots saved to `test/e2e/out/` for visual review.
|
||||
- Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core.
|
||||
|
||||
---
|
||||
|
||||
## 12. Implementation phases
|
||||
|
||||
1. **Foundation**: build-data, fetch-assets/vendor, server platform (http/ws/lobby), client shell (screens up to room).
|
||||
2. **Core**: sim engine + harness; match/meta; render engine; game UI.
|
||||
3. **Content**: kits, bonds, garrisons, items, bands, enemies/bosses/devices, choices.
|
||||
4. **Integration & QA**: wire everything, bots, E2E, balance pass, bug-hunt workflows until dry, visual polish.
|
||||
|
||||
---
|
||||
|
||||
## 13. Local-client art (optional, host-side)
|
||||
|
||||
`tools/local-extract/extract.py` (Python: UnityPy + lz4 + Pillow; decodes Arknights' custom **LZ4AK** bundle compression via `aklz4.py`) extracts art that no web source has from a locally installed client (CrossOver Windows build or PlayCover iOS build) into `public/assets/local/**` and writes `data/local-assets.json` (`{ groups: { '<subdir>': { name: { path, w, h, kind } } } }`). Everything here is **optional**: clients must render correctly when the file or any entry is missing (fall back to the web assets / procedural art).
|
||||
- `map/autochess/TX_autochessi_*` — the real autochess board atlas (`_D` diffuse 2048² with floor tiles, gold-framed high-ground plates, REINFORCEMENTS bench pads, EQUIPMENTS pads, crates, gates; `_N/_M/_E` normal/mask/emission; `common_D` device icons; `BG` backdrop). `map/autochesssand/*` — the sand-theme variant.
|
||||
- `ui/{common,battle,outer}/*` — every sprite of the three official autochess UI bundles (tier chips I–VI, bond disc rings, frames, banners, HUD pieces, badges, backgrounds, mode art).
|
||||
- `emoticon/{basic,basic_2}/pic_<id>_battle.png` — the 12 official battle emotes (`shared/constants.js → EMOTES`, `emoteArtPath`).
|
||||
- `guide/autochess_{home,shop,handbook}_N.png` — the official tutorial pages; stored squashed to 1024² — **display at 16:9**.
|
||||
- `projectiles/*` — battle projectile sprites.
|
||||
- `module/<TYPE>` — the official module (uniequip) TYPE icons (white glyphs; keys are the client's mixed-case file names, e.g. `PRI-X`, `mar-x`, `isw-a`), matched **case-insensitively** against a ModuleRecord's `typeName` by `assetUrls.moduleTypeIconUrl(local, typeName)` (Greek type letters map to the file's Latin letter: `ISW-α` → `isw-a`) — shown on the 干员调配 module cards / module info, the detail panel's 模组 row and the shop card's module tag; lettered tiles / type text without them.
|
||||
|
||||
---
|
||||
|
||||
## 14. Client-side combat (v2 architecture — supersedes the combat-streaming parts of §4, §8.2, §9)
|
||||
|
||||
**Why:** like the official client, each player's browser simulates its own battle locally and uploads the result. The server no longer paces battles in real time nor streams `b.snap`/`b.ev` for combat, so a low-power host (e.g. a Windows mini PC) is enough, and combat rendering has no network jitter. Measured (4 human seats, HARD, real sim, in-process): server CPU per combat round ≈ 170–360 ms → ≈ 1 ms; server→client traffic ≈ 2–3.3 MB → ≈ 0.25 MB per round. Browser cost ≈ 0.05–0.1 ms per tick (≈ 3–6 ms per real second at 2×) on the main thread (no worker needed).
|
||||
|
||||
**Modes.** `Match` option `clientCombat` (default **on**; env `SP_COMBAT=server` → the legacy server-run + streaming mode, kept as a fallback). `m.public.combatMode` = `'client' | 'server'` tells the UI which one runs.
|
||||
|
||||
**Shared deterministic sim.** `server/sim/**` is pure ESM runnable in both Node and browsers. Node-only code (reading `data/*.json` from disk, research fallbacks) lives in `server/sim/nodeData.js`, imported dynamically by `simdata.js` under Node only; the browser injects its own frozen copies of `/data/{chess,enemies,tokens,stages,waves,bonds,items,garrisons,bands,effects}.json` via `setSimData(data)` (`getSimData()` serves them). The HTTP server serves `server/sim/**` read-only at `/sim/` (`.js` only, no listings, `nodeData.js` excluded under any spelling — the on-disk name decides, for case-insensitive hosts) and a generated `/data.js` stand-in of `server/data.js` (the content support module imports `../../../data.js`; in the browser it returns `getSimData()`). A battle is fully described by a JSON **BattleSpec** (`server/sim/spec.js buildBattleSpec`: `{ v, battleId, fieldId, kind, seed, modeId, round, stageId, rect, timeLimit|null, players:[PlayerBattleInput], spawns, routes, flags, enemyOverrides, waveId, bossId, content, boss?: { poolHp, poolMax } }` — the JSON round trip of the Battle options; ±Infinity → ±1e308, spawns at time Infinity dropped) and constructed with `createBattleFromSpec(spec, dataSource, { sharedBoss? })` identically on both sides; **the server builds its own battles from the spec too**, so both run exactly the same input. No wall-clock or `Math.random` inside the sim. Verified: spec-built battles give identical result digests (`resultDigest`) in any construction order; whole client-combat matches are outcome-identical to server-run matches (same seed).
|
||||
|
||||
**Authority per field.**
|
||||
- Normal field: the owning human's client is **authoritative** (if connected).
|
||||
- Unite field (联防) and boss/hidden pair fields: the lowest-seat **connected human** in that field is authoritative; every other human in (or watching) that field receives the same spec and simulates it locally **for display only**.
|
||||
- Bots, departed/disconnected players, fields with no connected human: the **server** simulates. Normal and 联防 fields headlessly (`fields.js HeadlessJob`, with a `[gt, killed, total]` progress timeline) in wall-clock slices of `headlessSliceMs` (8 ms) per callback on a real host — never one blocking run per field (3 bot fields ≈ 0.2–0.5 s of CPU at COMBAT start here, seconds on a mini PC); at once in virtual time; the result is released at the battle's natural end on the field clock (so round pacing and the teammates' progress look live). Boss fields in real time without snapshots (`HeadlessPacer`); when no field of a boss round has a connected human the whole round runs server-side as before (FieldRunner with streaming off).
|
||||
- Takeover: an authority that disconnects or leaves, or misses its deadline (`timeLimit / speed` real s + 15 s grace, normal/联防) loses the field: normal/联防 → the server re-simulates the spec from t = 0 (deterministic: the same result); boss → the partner's replica is promoted (`b.start authoritative: true`), else the server runs it, fast-forwarded to the field clock through a `CreditPool` that only credits damage beyond what the client already reported (the fast-forward is spread over the pacing intervals, ≤ 240 extra ticks each). A boss authority silent for 12 s is handed over the same way. The former authority gets `b.end { reason: 'takeover' }` and keeps displaying.
|
||||
|
||||
**Protocol (additions; `shared/protocol.js` is normative).**
|
||||
- `battleId` = `<prefix>.<round>.<seq>.<fieldId>` (`Match._ccField`; `<prefix>` = the match seed in base 36 plus `-<matchNo>`, the room's match number the lobby passes as `opts.matchNo`; `<seq>` counts every battle of the match; the informational `.<fieldId>` is dropped when the id would exceed the protocol's 64 chars): unique for the whole match although field ids repeat (`n:<pid>` every round, `u`, `b1`/`b2` in both boss rounds), and across the matches of one room. The client runner keys its local battles by it (the same id again = the same battle, no rebuild) and the server matches reports by it, so a late `b.progress` / `b.result` of a finished battle — or one that crossed into the room's next match on the same socket — is ignored instead of being credited to another battle.
|
||||
- S→C `b.start { battleId, fieldId, kind, spec, authoritative, startAt, serverNow, elapsed, speed, watch, done }` — sent at COMBAT/UNITE/FINAL_ASSAULT/HIDDEN start to every human in the field (联防: to every human; COMBAT and boss rounds: eliminated humans get the first field as a display replica — research 09 "keep-watching auto-observes the first available field"), on `g.watch`, and on reconnect/resync. `elapsed` = game seconds on the field clock (a finished field: its end time); the client fast-forwards to it. `speed` = game seconds per real second (2; tests/tools may speed up).
|
||||
- C→S `b.progress { battleId, gt, killed, total, leaks?, bossDmg?, by?, done? }` — authoritative clients, ~1 Hz (boss fields 4 Hz). Normal/联防: `leaks` = counted leaks so far. Boss: `bossDmg` = cumulative damage of this field to the shared pool, `by` = the same per player, `leaks` = the field's cumulative LP cost (leaks × `lpr` + leader "扣除目标生命" effects; `spec.js attachLpMeter`). The server applies deltas (never twice). Stale reports (unknown battle, not the authority, after the match ended) are ignored, never answered with an error; the platform never answers a rid-less `b.progress` with an error frame (it would surface as a toast).
|
||||
- C→S `b.result { battleId, result }` — authoritative client at battle end; `result` = `compactResult(BattleResult)` (the fields the match consumes; ≤ 4 players, ≤ 400 leaks, ≤ 64 unitsEnd, ≤ 160 unitStats, ≤ 40 layer gains; `fitResult` keeps the frame ≤ 60 KB: unit statistics, then leak mods, then — boss only — leak entries go first). Structural checks in `isBattleResult`; `server/net.js` routes `b.*` frames to the match (lobby `routeGame`).
|
||||
- S→C `b.pool { hp, max, teamLp, acked: { [fieldId]: cumulative damage counted } }` (boss rounds, ≤ 4 Hz; exact numbers, never rounded) — clients reconcile their `LocalBossPool`: displayed pool = server hp − (local cumulative damage − acked). A boss field whose client result is `'cleared'` while < 1 HP is left on the server (float dust of summing both fields) empties the pool.
|
||||
- S→C `b.end { battleId, fieldId, reason }` — `'cleared'` (pool 0) / `'forced'` (team LP 0): the client calls `battle.forceEnd` and reports; `'takeover'`: stop reporting, keep displaying.
|
||||
- `m.public.fields[]` gains `progress: { killed, total, done }`; `m.public.combatMode`; `m.public.paused: boolean` (always present; solo pause below).
|
||||
- `b.snap` / `b.ev` are **not sent for combat** in client mode. `g.watch` rules: see Spectating.
|
||||
|
||||
**Result validation (server, `fields.js validateClientResult`).** A client result is accepted only if structurally valid and plausible for its spec: every spec player reported and nobody else; finite numbers; `killed ≤ total ≤ 4·spawns + 100`; every leaked `enemyKey` is in the spec's spawns (multiset bound) or a key the spawned enemies' data mentions (content summons/splits, bounded by the total) — boss fields excepted (their leaks cost team LP through `b.progress`); `counted: false` only for enemies that never count (data `notCountInTotal`, schedule `countInTotal: false`, boss/part entries, content spawns); 联防: leaks + `unspawned` per (enemy, leaker) ≤ what that leaker sent in (nobody's survivors are billed to a teammate); per-bond `layerGains ≤ 60 + 4·round`, none when the spec disables gains, bonds must exist and be named by the player's bond snapshot, band, effects, units or items; `coins ≤ Σ bounty coins of the spawns`; `perfect` consistent with the counted leaks; unit states only for the player's own board uids with hpPct ∈ [0, 1]. The accepted result is **rebuilt** from whitelisted fields (leak mods/tags/sources from the spec — a content-spawned enemy (split, summon) keeps the mods of the schedule entry they equal, i.e. its parent's round multipliers and bounty id, so its 联防 re-entry and bounty match the server run; unit names from server data). Otherwise (or on any exception) the server re-simulates (normal/联防); a boss field is **handed over** instead (below). `SP_VERIFY=all|sample|off` (default `off`): `all` re-simulates every accepted normal/联防 result before accepting it (the server result wins on a digest mismatch); `sample` checks ~1 battle in 8 in a later callback and logs mismatches. `Match.verifyStats = { checked, mismatches, rejected, takeovers }`. Desync between display-only clients and the authority is tolerated: the authoritative outcome is what counts and is broadcast at settlement.
|
||||
|
||||
**Boss rounds.** The shared pool (`SharedBossPool`, co-op size = `bloodPoint[difficulty]`, see corrections) lives on the server and is fed by the authorities' `b.progress` damage deltas (attributed per player through `by`, BOSS_HIT tickers as before) and by server-run fields; a server clock (250 ms) applies the overtime drain (−`bossOvertimeDrainPerSec` team LP per whole **real** second past `bossOvertimeAfter` real s, measured on the field clock — `gamedata.js bossOvertimeDue`, §4), the silence watchdog and the end checks: pool 0 → `b.end cleared` (victory), team LP 0 → `b.end forced` (defeat); results are awaited ≤ 6 s (× timerScale) after a forced end. `b.pool` is the live channel for the pool and the team LP: a boss `b.progress` (4 Hz per field) and the team-LP losses never re-mark the whole public state — `m.public` (`bossHp`, `teamLp`, `fields[].progress`) and the players' merged-LP shares (`_syncTeamLp`) refresh at ~1 Hz (`Match._bossPublic`, `BOSS_PUBLIC_MS`), and at once when the round ends. A boss field's `b.result` ends it only when the shared pool is empty or after that `b.end`: any other result — `'forced'` / `'timeout'` at t = 0, `'cleared'` while the pool still holds — and any result failing validation would stop the pair's fight (and, with every field done, end the Final Assault as a defeat), so the field is **handed over** (`Match._bossHandover`) to the partner's display replica (promoted with `b.start authoritative: true`) or, without one, to the server (fast-forwarded to the field clock); the sender gets `b.end takeover` and is never that field's authority again (`f.demoted`). There is no synthetic zero result for a running boss field: a stats-only stand-in (`fields.js syntheticResult`, carrying the damage already credited, never charging LP) only fills a result that cannot be had otherwise — the Final Assault already ending (no result, or an invalid one, within the grace) or a server-run battle whose `result()` threw.
|
||||
|
||||
**Solo pause (official `PauseUp` / `ResumeUp`; `Match.setPause`).** C→S `g.pause { on }`: solo matches only (co-op → `WRONG_PHASE 'co-op battles never pause'`), and `on: true` only while a battle runs (COMBAT / FINAL_ASSAULT / HIDDEN_CORE with a live field, not once the Final Assault is ending — else `WRONG_PHASE 'no battle running'`); `on: false` is always accepted. While `m.public.paused` is true everything of the battle is frozen: the field clock (`b.start elapsed`, the boss plausibility budgets and the overtime drain), the authority deadline and the server-run release timers, the boss clock, the HUD `deadline` / `overtimeAt` (shifted by the paused time on resume) and the server-run pacers (FieldRunner / HeadlessPacer skip their intervals); the browser's runner stops its local clock. In solo battles the top bar shows a 暂停 / 继续作战 button (`ui/hud.js PauseButton`, `ui/matchStatus.js pauseAvailable`; `Space` toggles it), a paused overlay offers 继续作战 / 放弃模拟, and the HUD clocks freeze at the pause moment. A disconnect or leave resumes (the server takes the field over — nobody is left to resume it); the battle phase ending drops the pause.
|
||||
|
||||
**Spectating (research 09 §3.1 / §6.3).** No live spectating while your own normal battle runs (`g.watch` → `WRONG_PHASE 'own battle running'`; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (`m.public.fields[].progress`); tapping a teammate's avatar expands **前往查看** → `g.watch` → `b.start` (display replica fast-forwarded to the field clock); the own row shows **返回战场**. Prep: the same flow shows the teammate's board (`m.field` with `prep: true`, unchanged). 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → `BAD_TARGET 'other group hidden'`. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is **no** view switcher during normal combat. Eliminated players start each combat phase on the first field (auto-observe) and may watch any field.
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**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle`, sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; catch-up when visible again; the server deadline + takeover cover extreme cases). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels.
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**Corrections from research 08/09 (normative):**
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- Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN **action** becomes `clamp(roundHalfEven(n·P(t)/P(new)), 1, 5)` units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (`data/tuning.json` keeps only titles); co-op boss pool = `bloodPoint[difficulty]` unscaled.
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- Ground pathing: official SPFA-style 4-direction search from the goal with crates as cost-1000 tiles, then straight-line smoothing (research 08 §3.4). act1 m02 crates #001–#004 inactive in 下半. Remake refinement (user playtest #2): route lengths stay the official ones, but among equal-length routes the one with the fewest non-blockable (floor / gate) tiles wins and smoothing never cuts across floor the grid route does not walk — e.g. 战场#01's lower-gate enemies take the col-8 road, not the col-9 floor lane (server/sim/grid.js header; test/sim/pathing-blockable.test.js).
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- Observing: no watching while your own normal battle runs; after it ends (and in prep) tap a teammate → 前往查看 (local replica, fast-forwarded). ‹ › only inside 联防/FA fields; FA: own pair only; eliminated: free.
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||||
- Prep interactions: tap a unit → underframe with 出售 +1 (and 撤退 on board); items/Arts → 销毁; shop and upgrade are two-tap (select → confirm); strategy draft forbids a strategy already taken by a teammate (队友已选).
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||||
- Emotes: 6 themes × 6 battle emotes (research 09 §4.2), image-only bubbles beside the sender avatar, 1 s cooldown, 3 s bubble; `g.emote {id}` with the official emoji id.
|
||||
|
||||
---
|
||||
|
||||
## 15. Official 3D board scene (v2 visual target)
|
||||
|
||||
Findings (2026-09-28): 卫戍协议 levels have no scene bundle (`mapId` null; the official hot-update list contains none). The client **builds the board at runtime** from the stage grid using the map theme `arts/maps/map_autochess` (materials `MT_autochess` (albedo `TX_autochessi_D` 2048², normal `_N`, metallic/gloss `_M`, emission `_E`), `MT_autochess_common` (`common_D/_E`: device/gate icons), `MT_autochess_Transparent` (`Transparent_D/N/M/E`), `MT_autochessi_BG` (`TX_autochessi_BG`)), the background meshes `arts/maps/map_autochess/bkg_mesh.ab` (`S_Background_common`, `S_Background_shadow`) and `arts/maps/common/meshes/s_background_common.ab`, device meshes (`s_common_box_01` crate, `s_wind_device` blower, …), plus the standard gate/objective effects. The level's `options.configBlackBoard` carries the official camera framing (`default_pos_x/y`, `default_size`, `enemy_pos_x/y`, …).
|
||||
|
||||
Target: a **real 3D board layer** rendered with three.js (vendored ESM, no CDN) underneath the existing Pixi layer:
|
||||
- Geometry generated from `data/stages.json` like the official builder: LOW tiles = top quads; HIGH tiles = raised blocks with side walls; forbidden/void, fences, gates (red), objective (blue), hand/temp pads, special terrain; UVs mapped onto the official atlas regions (reuse/extend `public/assets/local/map/autochess/tiles.json`); normal + emission + metallic maps; lighting tuned to match official screenshots (key directional light, ambient/hemisphere, soft contact shadows); official background meshes & texture; device meshes (OBJ exported by `tools/local-extract`) with their textures; animated gate/objective effects.
|
||||
- One camera model drives both layers: `public/js/render/projection.js` keeps its public API (`worldToScreen`, `screenToWorld`/tile picking, presets, transitions) but derives it from a three.js `PerspectiveCamera` initialised from the official configBlackBoard framing, so Spine units, FX, drag/drop and hit-testing stay aligned with the 3D board.
|
||||
- Must degrade gracefully: when local-client art or WebGL2 features are missing, fall back to the current 2D atlas board; keep 60 fps (static geometry merged into few draw calls; textures mipmapped; DPR-aware).
|
||||
- Implemented (`public/js/render/board3d/*`, `render/app.js`): three.js is downloaded only when the local-art manifest lists the board atlas; the built 3D area, the drawn 2D rows and the lit rect follow `viewKind(kind, {rect})` (the field the camera actually shows: a 'prep' camera on rows ≤ 6 = `bossPrep`); the background plane is extended with mirrored copies and the clear colour matches the fog (no visible edge at any aspect); battle crates live in their own group (survive scene rebuilds) and follow the board mode (`switchableBox`: 3D mesh ⇄ 2D box on a mode switch or a lost WebGL context); quality 'low' drops shadows; `?board=2d|3d` overrides. The direction wheel's range stripes sit between the board canvas and the unit canvas.
|
||||
- Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (`prepCamera` → `bossPrep` in public/js/ui/gameLogic.js; covered by the playtest2 browser tests).
|
||||
|
||||
---
|
||||
|
||||
## 16. Operator loadout: skill & module selection (v2.1, user playtest #1)
|
||||
|
||||
Official rule (bwiki 盟约, 更新公告 5114): before a match the player cannot change an operator's tier, but can change the **equipped skill and module** of each chess; some non-default choices are stronger. Scope in the remake (no accounts ⇒ everything the chess's status unlocks is selectable):
|
||||
- **Skills:** any skill unlocked at the chess's status (`evolvePhase`: E1 ⇒ S1–S2, E2 ⇒ S1–S3) at the chess's skill level (normal Lv4, elite Lv7). Default = `defaultSkillIndex`.
|
||||
- **Modules:** only matter for the elite (golden) chess (`equipLevel` 1, or 3 at T6): any module of that character (or none); default = `defaultUniEquipId`. Normal chess have no module (equipLevel 0).
|
||||
|
||||
**Data (`data/chess.json`, built by tools/build-data.mjs):** every chess keeps `skill` (the default, unchanged shape) and gains `skills: [SkillRecord…]` (index, skillId, iconId, name, desc/descRaw, skillType, durationType, duration, spType, spCost, initSp, maxChargeTime, bb (at the chess's skill level), bbStr, rangeGrid, trigger {rule, customRangeGrid} resolved for THAT skill index, isDefault). Golden chess gain `modules: [ModuleRecord…]` = `{ uniEquipId, name, typeName, icon, isDefault, attr: {maxHp, atk, def, res, aspd, cost, blockCnt, respawnTime…} (flat adds at the chess's equipLevel), traitOverride: {desc, descRaw, bb} | null, talentChanges: [{talentIndex, name, desc, bb}] }` plus `statsBase` (stats WITHOUT any module); `stats` stays = stats with the default module (back-compat).
|
||||
|
||||
**Loadout wire & state:** the client keeps a per-browser loadout `{ [baseChessId]: { skill: index, module: uniEquipId | 'none' } }` (localStorage) and sends it with C2S `room.loadout { entries }` (validated: known visible chess, legal skill index for that chess's normal AND elite status, legal module id). The lobby stores it on the seat; at match start `Match` receives `seats[].loadout`; `PlayerState` keeps it immutable for the match; board pieces are resolved to `{chessId, skillIndex, moduleId}` when building `PlayerBattleInput.units[]` (fields `skillIndex`, `moduleId`; BattleSpec carries them). Bots use defaults. m.private exposes the effective loadout so the UI (shop cards, detail panel) shows the chosen skill/module.
|
||||
|
||||
**Sim:** `simdata` resolves a unit def for `(chessId, skillIndex, moduleId)` (cached): `skill` = the selected SkillRecord; stats = `statsBase` + module attr (elite) ; trait/talents = base with the selected module's overrides. Kit contract (backward compatible): a kit function `(bb, chess) => { skill?, skills?: { [skillId]: SkillSpec }, talents, trait }` receives `chess.skill` = the **selected** skill and `bb` = its blackboard; the loader uses `skills[selectedSkillId]` if present, else `skill` only when the selected skill is the chess's default, else the **generic** skill spec — talents/trait from the kit always apply. Every visible chess must get hand-authored specs for all of its selectable skills (tracked by a coverage test).
|
||||
|
||||
**UI:** a 干员调配 screen reachable from the lobby, room and briefing (INFO_CHECK): filter by tier/bond/class, per chess choose skill (icon, name, SP info, desc at Lv4 and Lv7) and elite module (official type icon from the local-client art when extracted (§13), else a lettered tile; name/type, stat bonus, trait/talent changes), 恢复默认, persisted; the chosen skill/module shown on shop cards and in the detail panel (a teammate's unit — 前往查看 in prep, 联防 / 最终攻势 fields, an observed battle — shows **its owner's** skill/module from its UnitInfo `skillIndex` / `moduleId`, `gameLogic.js unitLoadout`) — which also shows the stats, 特性, talents and attack range the unit fights with (`shared/loadoutRecord.js` `loadoutRecord` / `attackRangeGrid`, the same composition the sim's `getChess(id, loadout)` uses; the deploy wheel's range preview too). In battle the renderer plays the equipped skill's own Spine clip and ON_SKILL_START sound (`UnitInfo.skillIndex`; `data/assets.json` lists icons, clips and sounds for every skill index).
|
||||
Reference in new issue
Block a user