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).
This commit is contained in:
commit
01a44cd288
408 files changed
+308986
No files matched your search
@@ -0,0 +1,211 @@
|
||||
// server/sim/units.js — Unit model (operators, tokens, enemies, devices) and stat aggregation (DESIGN §5.2).
|
||||
//
|
||||
// Aggregation (recomputed lazily whenever buffs change — `unit.markDirty()`):
|
||||
// ATK/DEF/maxHp = (base + Σflat) × (1 + Σpct) × Πmul
|
||||
// res = clamp((base + Σflat) × Πmul, 0, 100)
|
||||
// aspd = clamp(base + Σaspd, 10, 600) (base is 100 for almost everyone)
|
||||
// interval = bat × (1 + ΣbatPct) × 100 / aspd (ΣbatPct floored at −0.9)
|
||||
// moveSpeed = (base + ΣmoveFlat) × ΠmoveMul (tiles/s = moveSpeed × MOVE_SCALE)
|
||||
// massLevel = max(0, base + ΣmassFlat) (重量: displacement, 浮空 halving; 失重 = massFlat −1)
|
||||
// Changing maxHp keeps the HP ratio. The sim keeps floats; rounding happens only in snapshots.
|
||||
|
||||
import { aggregateMods } from './buffs.js';
|
||||
import { flagsOf } from './snapshot.js';
|
||||
import { ASPD_MIN, ASPD_MAX, ELEMENT_GAUGE_MAX, ELEMENT_GAUGE_MAX_LEADER } from './constants.js';
|
||||
import { DIR_VEC, normDir } from './dir.js';
|
||||
|
||||
const clamp = (v, a, b) => (v < a ? a : v > b ? b : v);
|
||||
const EMPTY = Object.freeze({});
|
||||
/** Aggregates can overflow (huge stacked *Mul mods → Infinity) — fall back to `d` so no stat is ever non-finite. */
|
||||
const fin = (v, d) => (Number.isFinite(v) ? v : d);
|
||||
|
||||
export class Unit {
|
||||
/**
|
||||
* @param {object} init
|
||||
*/
|
||||
constructor(init) {
|
||||
// Heavy references are non-enumerable so assertion diffs / logs never walk the whole battle graph.
|
||||
for (const k of ['def', 'player', 'ownerUnit', 'kit', 'profile', 'skill', 'route', 'bossPool', 'blockedBy', 'blocking', 'carry', 'mem', 'trait']) {
|
||||
Object.defineProperty(this, k, { value: null, writable: true, enumerable: false, configurable: true });
|
||||
}
|
||||
this.id = init.id;
|
||||
this.side = init.side; // 'ally' | 'enemy'
|
||||
this.kind = init.kind; // 'op' | 'token' | 'enemy' | 'device'
|
||||
this.def = init.def; // normalised def (chess / token / enemy / device)
|
||||
this.defId = init.defId ?? init.def?.id ?? 'unknown';
|
||||
this.name = init.name ?? init.def?.name ?? this.defId;
|
||||
this.ownerId = init.ownerId ?? null; // playerId (enemies: field owner)
|
||||
this.uid = init.uid ?? null; // match piece uid (ops/tokens from the board)
|
||||
this.ownerUnit = init.ownerUnit ?? null; // summoner (tokens)
|
||||
this.x = init.x ?? 0;
|
||||
this.y = init.y ?? 0;
|
||||
this.tileR = init.tileR ?? Math.round(this.y);
|
||||
this.tileC = init.tileC ?? Math.round(this.x);
|
||||
this.homeR = this.tileR;
|
||||
this.homeC = this.tileC;
|
||||
// deploy direction (sim/dir.js; allies: from the board piece, default RIGHT); `facing` is its derived horizontal
|
||||
// sign (sprite flip only) — a legacy `init.facing` ±1 still maps to RIGHT / LEFT
|
||||
this.dir = normDir(init.dir ?? init.facing);
|
||||
this.base = {
|
||||
maxHp: 1, atk: 0, def: 0, res: 0, aspd: 100, bat: 1, blockCnt: 0, moveSpeed: 0, spRecovery: 1,
|
||||
tauntLevel: 0, massLevel: 0, hpRecoveryPerSec: 0, cost: 0, respawnTime: 0, rangeRadius: 0,
|
||||
...(init.base || {}),
|
||||
};
|
||||
/** @type {object[]} */
|
||||
this.buffs = [];
|
||||
this._dirty = true;
|
||||
this._s = null;
|
||||
this.hp = this.base.maxHp;
|
||||
this.alive = true;
|
||||
this.deployed = false;
|
||||
this.removed = false; // permanently gone (enemies, tokens, retreated-for-good)
|
||||
this.blocking = []; // ops: enemies currently blocked
|
||||
this.blockedBy = null; // enemies: blocker unit
|
||||
this.motion = init.motion ?? 'GROUND'; // enemies: 'WALK' | 'FLY'
|
||||
this.profile = null; // resolved profession/attack profile
|
||||
this.skill = null; // SkillRuntime
|
||||
this.kit = null;
|
||||
this.atkCd = 0;
|
||||
this.lastAttackAt = -Infinity;
|
||||
this.lastHitAt = -Infinity;
|
||||
this.deployedAt = -Infinity;
|
||||
this.deathAt = -Infinity;
|
||||
this.respawnAt = Infinity;
|
||||
this.deploySeq = 0;
|
||||
this.spawnSeq = 0;
|
||||
this.elem = { burn: 0, neural: 0, necrosis: 0, apoptosis: 0, erosion: 0 };
|
||||
this.burstPending = null; // { [element]: true } while that element's burst resolves (damage.js burstLocked)
|
||||
this.tags = new Set(init.tags || []);
|
||||
this.mem = {}; // free scratch space for content (per unit)
|
||||
this.trait = {}; // profession runtime state
|
||||
this.stats = { dmg: 0, kills: 0, heal: 0, taken: 0, attacks: 0 };
|
||||
this.hidden = false; // enemies inside a DISAPPEAR segment
|
||||
this.anim = 0;
|
||||
this.persist = { redeployMul: 1, freeRedeploys: 0 };
|
||||
this.isBoss = false;
|
||||
this.bossPool = null;
|
||||
}
|
||||
|
||||
markDirty() { this._dirty = true; }
|
||||
|
||||
/** Horizontal sign of the direction (LEFT ⇒ −1, else +1): sprite flip only — geometry uses `dir` / `fwd`. */
|
||||
get facing() { return this.dir === 'LEFT' ? -1 : 1; }
|
||||
/** Legacy setter: ±1 ⇒ RIGHT / LEFT (prefer assigning `dir`). */
|
||||
set facing(v) { this.dir = normDir(v, this.dir); }
|
||||
/** Forward vector [dRow, dCol] (UP = +row). */
|
||||
get fwd() { return DIR_VEC[this.dir] ?? DIR_VEC.RIGHT; }
|
||||
|
||||
/** Aggregated stats (lazy). */
|
||||
get s() {
|
||||
if (this._dirty) this._recalc();
|
||||
return this._s;
|
||||
}
|
||||
|
||||
get maxHp() { return this.s.maxHp; }
|
||||
get atk() { return this.s.atk; }
|
||||
|
||||
_recalc() {
|
||||
const prevMax = this._s ? this._s.maxHp : this.base.maxHp;
|
||||
const { add, mul, flags, shield, permRangeExtend } = aggregateMods(this.buffs);
|
||||
const a = (k) => add[k] ?? 0;
|
||||
const m = (k) => mul[k] ?? 1;
|
||||
const b = this.base;
|
||||
const bHp = fin(b.maxHp, 1) > 0 ? fin(b.maxHp, 1) : 1;
|
||||
const maxHp = Math.max(1, fin((bHp + a('hpFlat')) * Math.max(0, 1 + a('hpPct')) * m('hpMul'), bHp));
|
||||
const atk = Math.max(0, fin((b.atk + a('atkFlat')) * Math.max(0, 1 + a('atkPct')) * m('atkMul'), fin(b.atk, 0)));
|
||||
const def = Math.max(0, fin((b.def + a('defFlat')) * Math.max(0, 1 + a('defPct')) * m('defMul'), fin(b.def, 0)));
|
||||
const res = clamp(fin((b.res + a('resFlat')) * m('resMul'), fin(b.res, 0)), 0, 100);
|
||||
const aspd = clamp(fin(b.aspd + a('aspd'), 100), ASPD_MIN, ASPD_MAX);
|
||||
const bBat = fin(b.bat, 1) > 0 ? fin(b.bat, 1) : 1;
|
||||
const bat = fin(bBat * Math.max(0.1, 1 + a('batPct')), bBat);
|
||||
const s = {
|
||||
maxHp, atk, def, res, aspd, bat,
|
||||
interval: (bat * 100) / aspd,
|
||||
blockCnt: Math.max(0, fin(Math.round(b.blockCnt + a('blockCnt')), 0)),
|
||||
moveSpeed: Math.max(0, fin((b.moveSpeed + a('moveFlat')) * m('moveMul'), fin(b.moveSpeed, 0))),
|
||||
rangeExtend: Math.max(0, Math.round(a('rangeExtend'))),
|
||||
baseRangeExtend: Math.max(0, fin(Math.round(permRangeExtend), 0)), // permanent part (initial range)
|
||||
massLevel: Math.max(0, fin(fin(b.massLevel, 0) + a('massFlat'), 0)),
|
||||
maxTargets: a('maxTargets'),
|
||||
// DESIGN §5.3 lists `taunt` as a buff flag (+aggro) as well as a numeric mod: the flag counts as +1 level
|
||||
taunt: (Number.isFinite(b.tauntLevel) ? b.tauntLevel : 0) + a('taunt') + (flags.taunt === true ? 1 : 0),
|
||||
dodgePhys: clamp(a('dodgePhys'), 0, 1),
|
||||
dodgeArts: clamp(a('dodgeArts'), 0, 1),
|
||||
defIgnoreFlat: a('defIgnoreFlat'),
|
||||
defIgnorePct: clamp(a('defIgnorePct'), 0, 1),
|
||||
resIgnoreFlat: a('resIgnoreFlat'),
|
||||
resIgnorePct: clamp(a('resIgnorePct'), 0, 1),
|
||||
dmgDealtMul: m('dmgDealtMul'),
|
||||
physDealtMul: m('physDealtMul'),
|
||||
artsDealtMul: m('artsDealtMul'),
|
||||
dmgTakenMul: m('dmgTakenMul'),
|
||||
physTakenMul: m('physTakenMul'),
|
||||
artsTakenMul: m('artsTakenMul'),
|
||||
trueTakenMul: m('trueTakenMul'),
|
||||
elemTakenMul: m('elemTakenMul'),
|
||||
healingDealtMul: m('healingDealtMul'),
|
||||
healingTakenMul: m('healingTakenMul'),
|
||||
atkScaleMul: m('atkScaleMul'),
|
||||
spRecovery: Math.max(0, fin((b.spRecovery + a('spRecoveryFlat')) * m('spRecoveryMul'), 0)),
|
||||
spCostFlat: a('spCostFlat'),
|
||||
redeployMul: m('redeployMul'),
|
||||
hpRegen: fin(b.hpRecoveryPerSec + a('hpRegen') + a('hpRegenRatio') * maxHp, 0),
|
||||
shield,
|
||||
flags: flags || EMPTY,
|
||||
};
|
||||
s.flags.stun = !!(flags.stun || flags.freeze || flags.sleep || flags.levitate);
|
||||
this._s = s;
|
||||
this._dirty = false;
|
||||
if (this.alive && prevMax > 0 && Math.abs(prevMax - maxHp) > 1e-9) {
|
||||
this.hp = clamp(fin(this.hp * (maxHp / prevMax), maxHp), 0, maxHp);
|
||||
}
|
||||
}
|
||||
|
||||
/** Current flags object (stun/freeze/sleep/…) */
|
||||
get flags() { return this.s.flags; }
|
||||
|
||||
/** Can act at all this tick (not stunned/frozen/sleeping/levitated). */
|
||||
get canAct() { return this.alive && this.deployed && !this.hidden && !this.s.flags.stun; }
|
||||
|
||||
hasFlag(k) { return !!this.s.flags[k]; }
|
||||
|
||||
/** Ground unit: enemies that WALK and aren't levitated; ally units standing on a LOW tile. */
|
||||
get isFlying() { return this.motion === 'FLY'; }
|
||||
|
||||
get hpRatio() { const mh = this.s.maxHp; return mh > 0 ? this.hp / mh : 0; }
|
||||
|
||||
/** Snapshot status bitmask (UF bits: blocked, stunned, frozen, stealth, skill, shield, invuln, cold, sleep, flying). */
|
||||
get statusFlags() { return flagsOf(this); }
|
||||
/** Damage type of the unit's normal attack ('phys' | 'arts' | 'true' | 'heal' | 'none'). */
|
||||
get dmgType() { return (this.profile && this.profile.dmgType) || (this.def && this.def.dmgType) || 'phys'; }
|
||||
/** Displacement weight (= current massLevel incl. `massFlat` buffs). Enemies also carry `lpr` (LP cost) as a plain field. */
|
||||
get weight() { return this.s.massLevel; }
|
||||
|
||||
get spMax() { return this.skill ? this.skill.spCost : 0; }
|
||||
get sp() { return this.skill ? this.skill.sp : 0; }
|
||||
|
||||
isOp() { return this.kind === 'op'; }
|
||||
isEnemy() { return this.side === 'enemy'; }
|
||||
isAlly() { return this.side === 'ally'; }
|
||||
|
||||
/** Element gauge capacity: 1000, leaders (enemy rank BOSS) 2000 (official "·我方" burst terms). */
|
||||
get gaugeMax() {
|
||||
return this.side === 'enemy' && (this.isBoss || (this.def && this.def.rank === 'BOSS')) ? ELEMENT_GAUGE_MAX_LEADER : ELEMENT_GAUGE_MAX;
|
||||
}
|
||||
|
||||
/** Element gauge helper */
|
||||
elemRatio(el) { return (this.elem[el] ?? 0) / this.gaugeMax; }
|
||||
|
||||
findBuff(key) {
|
||||
for (const b of this.buffs) if (b.key === key) return b;
|
||||
return null;
|
||||
}
|
||||
hasBuff(key) { return this.findBuff(key) !== null; }
|
||||
|
||||
toString() { return `${this.kind}#${this.id}(${this.name})`; }
|
||||
|
||||
/** Compact inspection (avoids dumping the whole battle graph in assertion messages / logs). */
|
||||
[Symbol.for('nodejs.util.inspect.custom')]() {
|
||||
return `Unit<${this.kind}#${this.id} ${this.defId} hp=${Math.round(this.hp)}${this.alive ? '' : ' dead'} @${this.x.toFixed(2)},${this.y.toFixed(2)}>`;
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user