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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// server/sim/projectiles.js — projectile flight & impact (DESIGN §5.4 addProjectile).
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//
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// A projectile homes on `target` (a unit) or flies to a fixed point `to` ({x,y}). On arrival `onHit(ctx)` runs
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// with ctx = { battle, projectile, target (null if it died / point shot), x, y }. When a homing target dies
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// mid-flight the projectile fizzles, unless `hitDead: true` (then it lands at the last known position).
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import { PROJECTILE_SPEED } from './constants.js';
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let seq = 0;
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const fin = (v, d) => (typeof v === 'number' && Number.isFinite(v) ? v : d);
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export class ProjectileSystem {
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constructor(battle) {
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this.battle = battle;
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/** @type {object[]} */
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this.list = [];
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}
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add(p) {
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const from = p.from || { x: 0, y: 0 };
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// non-finite coordinates would never "arrive" (NaN distance) and leak the projectile for maxAge
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const fx = fin(from.x, 0), fy = fin(from.y, 0);
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const target = p.target && typeof p.target === 'object' ? p.target : null;
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const proj = {
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id: ++seq,
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x: fx,
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y: fy,
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target,
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// the target "life" it was fired at: an op that dies and is redeployed mid-flight is a new target (fizzle)
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tseq: target ? target.deploySeq : 0,
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tx: fin(p.to ? p.to.x : (target ? target.x : fx), fx),
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ty: fin(p.to ? p.to.y : (target ? target.y : fy), fy),
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speed: p.speed > 0 ? p.speed : PROJECTILE_SPEED,
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onHit: p.onHit ?? null,
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visual: p.visual ?? 'arrow',
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source: p.source ?? (p.from && p.from.id != null ? p.from : null),
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hitDead: !!p.hitDead,
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data: p.data ?? null,
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age: 0,
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maxAge: p.maxAge > 0 ? p.maxAge : 10,
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};
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this.list.push(proj);
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return proj;
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}
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update(dt) {
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if (!this.list.length) return;
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const keep = [];
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const arrived = [];
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for (const p of this.list) {
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p.age += dt;
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if (p.target) {
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if (p.target.alive && !p.target.hidden && p.target.deploySeq === p.tseq) { p.tx = fin(p.target.x, p.tx); p.ty = fin(p.target.y, p.ty); }
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else if (!p.hitDead) continue; // fizzle
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else p.target = null;
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}
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const dx = p.tx - p.x, dy = p.ty - p.y;
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const d = Math.hypot(dx, dy);
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const step = p.speed * dt;
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if (d <= step || p.age >= p.maxAge) {
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p.x = p.tx; p.y = p.ty;
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arrived.push(p);
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} else {
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p.x += (dx / d) * step;
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p.y += (dy / d) * step;
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keep.push(p);
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}
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}
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this.list = keep;
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for (const p of arrived) {
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if (!p.onHit) continue;
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const t = p.target && p.target.alive && p.target.deploySeq === p.tseq ? p.target : null;
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this.battle._safe(() => p.onHit({ battle: this.battle, projectile: p, target: t, x: p.x, y: p.y }), 'projectile.onHit', p.source);
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}
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}
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clear() { this.list = []; }
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}
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