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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sganggs committed 2026-09-29 16:21:31 +08:00
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// server/sim/snapshot.js — compact serialization for clients (DESIGN §8.2).
//
// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId? }
// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
// flags bits & anim codes come from shared/constants.js (UF / ANIM).
import { UF, ANIM } from '../../shared/constants.js';
import { DIE_ANIM_TIME, ATTACK_ANIM_TIME, DEPLOY_ANIM_TIME } from './constants.js';
const r2 = (v) => Math.round(v * 100) / 100;
const r1 = (v) => Math.round(v * 10) / 10;
/** Static per-unit info sent on spawn / in m.field. */
export function unitInfo(u) {
const d = u.def || {};
return {
id: u.id,
kind: u.kind,
side: u.side,
ownerId: u.ownerId ?? null,
defId: u.defId,
name: u.name,
tier: d.tier ?? (d.rank === 'BOSS' ? 3 : d.rank === 'ELITE' ? 2 : 1),
golden: !!d.golden,
spine: d.spine ?? d.charId ?? u.defId,
avatar: d.avatar ?? d.charId ?? u.defId,
x: r2(u.x),
y: r2(u.y),
facing: u.facing ?? 1,
dir: u.dir ?? 'RIGHT',
maxHp: Math.max(1, Math.round(u.s.maxHp)),
motion: u.motion === 'FLY' ? 'FLY' : undefined,
boss: u.isBoss ? true : undefined,
uid: u.uid ?? undefined,
// DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound)
skillIndex: u.side === 'ally' && Number.isInteger(d.skill?.index) ? d.skill.index : undefined,
// DESIGN §16: an elite ally's equipped module (uniEquipId | 'none'; display only — a teammate's unit in a shared
// field shows its owner's module in the detail card)
moduleId: u.side === 'ally' && d.golden && typeof d.loadout?.moduleId === 'string' ? d.loadout.moduleId : undefined,
};
}
/** Status flag bitmask. */
export function flagsOf(u) {
const f = u.s.flags;
let bits = 0;
if (u.side === 'enemy' ? !!u.blockedBy : u.blocking.length > 0) bits |= UF.BLOCKED;
if (f.stun && !f.freeze && !f.sleep) bits |= UF.STUNNED;
if (f.freeze) bits |= UF.FROZEN;
if (f.stealth) bits |= UF.STEALTH;
if (u.skill && u.skill.active && u.skill.kind !== 'passive') bits |= UF.SKILL;
if (u.s.shield > 0 || u.buffs.some((b) => b.shieldHits > 0)) bits |= UF.SHIELD;
if (f.invulnerable) bits |= UF.INVULN;
if (f.cold) bits |= UF.COLD;
if (f.sleep) bits |= UF.SLEEP;
if (u.motion === 'FLY') bits |= UF.FLYING;
return bits;
}
/** Animation code. */
export function animOf(u, t) {
if (!u.alive) return ANIM.DIE;
if (u.s.flags.stun) return ANIM.STUN;
if (t - u.deployedAt < DEPLOY_ANIM_TIME && u.side === 'ally') return ANIM.DEPLOY;
if (t < (u.skillAnimUntil ?? -1)) return ANIM.SKILL;
if (t - u.lastAttackAt < ATTACK_ANIM_TIME) return u.skill && u.skill.active && u.skill.kind !== 'passive' ? ANIM.SKILL : ANIM.ATTACK;
if (u.side === 'enemy' && u.moving && !u.blockedBy) return ANIM.MOVE;
return ANIM.IDLE;
}
/** Snapshot tuple for one unit. */
export function unitTuple(u, t) {
const sk = u.skill;
const spMax = sk && !sk.noSkill ? sk.spCost : 0;
let sp = sk && !sk.noSkill ? sk.sp : 0;
if (sk && sk.active && sk.isTimed) {
// show remaining duration/ammo as a draining bar
if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammo));
else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) sp = spMax * (sk.timeLeft / sk.duration);
}
// hp is rounded up (a living unit never shows 0) but never above the rounded max HP
const maxHp = Math.max(1, Math.round(u.s.maxHp));
const hp = u.alive ? Math.min(Math.max(1, Math.ceil(u.hp)), maxHp) : 0;
return [u.id, r2(u.x), r2(u.y), hp, maxHp, r1(sp), spMax, flagsOf(u), animOf(u, t)];
}
/** Units included in a snapshot: deployed & visible, plus recently dead ones (DIE animation). */
export function snapshotUnits(units, t) {
const out = [];
for (const u of units) {
if (u.hidden) continue;
if (u.alive && u.deployed) out.push(unitTuple(u, t));
else if (!u.alive && t - u.deathAt < DIE_ANIM_TIME && u.deathAt > -Infinity) out.push(unitTuple(u, t));
}
return out;
}