chore: sync ammo readout with upstream dev (#552)

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IceCodeNew committed 2026-10-12 15:03:43 +00:00
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@@ -4,6 +4,12 @@ Part of [DESIGN.md](../DESIGN.md) (the index; section numbers are global).
## 9. Client rendering contract (public/js/render)
Bond-layer audio (#482): live own preparation gains arrive as `m.layer`; the displayed battle's `layer` tuples
play the same `bondUp` cue. A gain of several layers plays once, including gains to inactive bonds. The official
`ON_ACT1AUTOCHESS_ADD_BOND` bank allows one sound and replaces the oldest; there is no added cooldown. Existing
bond activation cues use this same channel. State snapshots, settlement backfill and buffered field-entry events
do not generate layer cues. Field entry, leaving the game and muting cancel playing or still-decoding layer audio.
`import { createFieldView } from './render/app.js'`
```js
@@ -55,6 +61,12 @@ A bond the mode never activates (标准: official `inactiveBondIdList`) reads
Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — over a legal tile the dragged unit stands on it, as in the official deploy drag, held under the pointer elsewhere (§27.62); 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's tile ⇒ 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 — the range follows the open detail card (`screens/game/range.js inspectRange`, GitHub PR #281): an own board piece in prep, and in battle or on a scouted board any ally operator / summon on the field with its current range (the live stats' `range` and `dir`, the snapshot's tile), never an enemy or a bench unit (UnitInfo `area` hand / temp); drag, the wheel and the pen hide it; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (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 (or a tap on a shop card while the bar is locked); keyboard shortcuts — the defaults, which each player rebinds in 设置 → 快捷键 (`ui/gameLogic/shortcuts.js`, saved with the settings; §25.15) — `R` refresh, `F` freeze, `D` level-up, `Q` retreat / `X` sell the selected operator, `Space` ready (in a solo battle: pause / resume, §14 Solo pause); `Esc` closes (fixed); none acts while a text field has the focus or a dialog is open. All actions optimistic-free: UI waits for server state (latency is small).
The owner's `prepMapChars` (外勤医疗's 预备干员-医疗, or another displayed map-character variant) are read-only
preparation views: tapping one opens its existing operator-style detail card and highlights its attack range from
its board-space position and facing, including on a mirrored boss half. They cannot be dragged, sold or retreated
from this preview. The inspection affordance does not make the preview a combat unit; the battle sim still creates
the selected variant at battle start (§30.22).
Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15.
---
@@ -62,7 +74,8 @@ Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer
## 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 the art the web download does not include (some of it, most official HUD sprites among it, is on the public mirror too — §22.5) 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). The emotes and the guide pages below are on the public mirror too (§22.5): fetch-assets downloads them (data/assets.json `ui['emoticon/<dir>/<picId>']`, `ui['guide/<key>']`) and the client shows the local copy first, then that one (`data.js artUrls`); docs/DEPLOY.md §6 lists what still needs the client.
- `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.
- `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 textures and materials of the sand theme (the theme of nine of the eleven battlefield scenes, §15).
- `scene/<stageId>/` and `scene/tex/` — the official scene of a battlefield (§15 "Official battlefield scenes", DESIGN §30.21): `scene.json` (materials, key light, chunk records), `scene.bin` (the meshes in board space), the lightmap pages `lm<i>`, and the materials' albedo textures shared by the scenes. Read from the scene bundles `scenes/activities/<season>/level_<stage>/…`, which the client carries only while the season runs: `extract.py --only scene` takes them from the client or from `--scenes <dir>` / `.cache/official-scenes/*` (`tools/local-extract/fetch_scenes.py` downloads them from the official CDN's in-season version). The 0.2.5 full release zip includes the extracted files when the maintainer extracted them before packaging; a lite zip and a source install may fetch and extract them (`node tools/setup.mjs --scenes`). The repository never stores the bundles or the extracted files.
- `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/<dir>/<picId>.png` — the 36 official battle emotes, 6 themes (`shared/constants.js → EMOTE_THEMES / EMOTES`, `emoteArtPath`; data/emotes.json); also downloaded from the mirror (§22.5).
- `guide/autochess_{home,shop,handbook}_N.png` — the 19 official tutorial pages; stored squashed to 1024² — **display at 16:9** (the mirror copies too, §22.5).
@@ -77,6 +90,10 @@ Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer
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`, …).
Correction (2026-10-11, GitHub #532; PR #533 by @andrew05060414): the first finding above was made off season and is wrong. While a season runs, the official hot-update list carries **one prebuilt scene per battlefield** — `scenes/activities/act1autochess/level_act1autochess_m01…m07` and `scenes/activities/act2autochess/level_act2autochess_m01…m04` (each with `…/lightingdata.ab` and `…_lighting_settings.ab`; Android versions `25-11-21-15-21-44_ee1197`, `26-03-13-06-11-47_14fb99`, `26-04-13-12-31-42_e9b560`); the lists of 2026-09-13 and 2026-10-08 have none, and no 卫戍协议 level data either. The asset index of those versions (`<hash>.idx`: each bundle's dependencies) gives each scene's art: act1 m01–m07 and act2 m02 / m04 depend on `arts/maps/map_autochesssand` (m05 and act2 m04 also on `map_doss_shore`), act2 m01 on `map_lakegarden` + `map_syracuse_metro`, act2 m03 on `map_kxmr` + `map_lm_center`. **No battlefield scene depends on `arts/maps/map_autochess`** (the metal theme the procedural board below draws; in the current client the 矢量突破 scenes `act3break` use it). A scene holds the logic tiles (`(row,col)#tileKey` at anchor-local (col, row, −height), high ground 0.4), the art under `GraphicHolder` (static parts merged into "Combined Mesh (root: scene)" objects, lightmapped: Shadowmask mode, one directional key light), and three sub-graphics `HIDDEN@1…3` (`MapSubGraphicHolder`) that the game switches on: the left normal field, the right normal field and the boss field — the areas of `layout.js AREAS`.
Official battlefield scenes (`board3d/load.js loadScenePack`, `scene.js setScenePack`, `materials.js sceneMaterial`): when `data/local-assets.json` lists `scene/<stageId>`, the 3D board draws that scene instead of the procedural tiles, cliffs and background plane; the devices, gate / objective boxes, field edges and terrain overlays stay as below. The base part is always drawn; a `HIDDEN@n` part is drawn when its centre lies in one of the built areas. Chunks of those shown parts that share a material and a lightmap page are one mesh when the area is built (`load.js mergeSceneChunks`); water shares a mesh across pages because its shader has no lightmap. A switched-off part stays out of that mesh. Without the scene (not extracted, a load failure, an unknown `version`) the procedural metal board is drawn as before. Approximations: the official shaders are not reproduced — a lit material is albedo × (the lightmap's baked light + key light · N·L · the baked shadow mask), in linear light; normal, metallic and emission maps, the vertex-colour blend (`_HG_VERTEX_COLOR_BLEND_ON`), the sky box, the map effects (`mapeff_*`) and the post-processing profile are not drawn; `Torappu/Scene/StylizedWater` is the board's water shader in the material's colours; crates cast no shadow on a scene. **[ASSUMED]** `SCENE_LIGHT` (`direct` 0.8, `indirect` 0.4, `ambient` 0.2: tuned by eye against the PRTS screenshot of 战场#06, the official post-processing being unknown) and the RGBM reading of the lightmap pages (`scenes.py decode_rgbm`: Unity's linear-space decode, range 5). Owner decision (2026-10-12): these extracted files belong to the 0.2.5 asset pack and may ship in the full release zip; a lite package or a source install may download and extract them on that machine. Missing extractor dependencies keep the metal board. The repository still never stores the official files.
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.
@@ -155,3 +172,23 @@ It does not diagnose a particular user's GPU or persist a disabled renderer pref
Community UI and recovery (§29.6): DIY reuses roster stats and skill previews; Swire's coins show current/cap. The lobby player chip opens statistics and the responsive header keeps optional controls from overlapping its title. Settlement's summary scrolls separately from Return. Failed board art can retry, and failed three.js imports use two bounded fresh URLs. Failed engine initialization can remount on online/visibility, at most twice consecutively, cleaning up each previous view; explicit fallback/2D stays selected.
Replacing a field renderer also resets the game screen's entered-view identity. Frames are buffered while the replacement loads; after subscribing, the local runner re-shows full current metadata/snapshot, or the server resends the watched field. Real local and server-streamed battles preserve the same simulation object and clock through recovery, including enemies spawned before the new renderer existed.
§30.4: the HP tower retains current HP until settlement and shows pending loss separately. Shop refresh is single
flight per client until its promise settles (success or error); the button and R key share that state. DIY-only
potential/cultivation changes are exportable; spectator member resolution includes the owner's DIY selection.
Bond tooltips show banned visible members in one clamped scrollable compound box, stacked on narrow screens.
An open list updates on member changes; long-press lists persist for reading and close on outside tap/Escape.
The developer simulation checker and its bounded verification claims are specified in SIM §11 and history §30.5.
Operator attack clips play once per actual attack (§30.7), retaining their interval-based speed. A prepared wind-up
is consumed without replay; a later queued attack may start during the previous recovery. Without another attack
the actor returns to base/skill idle. Late operator events still start at the strike frame; no sim timing changes.
Connection recovery sits above the AI-away overlay and below global modals (§30.8), so a replaced session can
be reclaimed by pointer while away. This does not change the stacking behavior of modals nested inside a screen.
§30.20: 设置 →「官方伤害数字」 defaults off. Off, damage numbers stay the typed every-hit popups. On, and only
while 「显示伤害数字」 is also on, the field draws a red integer for a `dmg` tuple marked `'r'` and a yellow MISS
for a dodge fx whose payload is `num: 'm'` (PRTS 作战机制 「伤害红字(暴击)」). Ordinary hits and heals draw no
digits in that mode. The mark is computed in the sim; the random offset above the model is client-side. The
simplified board uses the same mark with a fixed slot. The title footer links the project repository in a new tab.