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

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IceCodeNew committed 2026-10-12 15:03:43 +00:00
commit 0295d95d08
222 files changed
+10419 -2026

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+45 -16
View File
@@ -53,7 +53,7 @@
// view.holdPiece(uid, {row,col} | null) keep a dropped prep piece standing on a tile while its direction is
// chosen / the move is in flight (null releases; setPrep then settles it)
// view.setPieceDir(uid, dir) show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
// view.setSettings({ damageNumbers, quality: 'high'|'medium'|'low' }) ; view.resize() ; view.destroy()
// view.setSettings({ damageNumbers, officialDamageNumbers, quality: 'high'|'medium'|'low' }) ; view.resize() ; view.destroy()
// view.stats() → { fps, frameMs, cpuMs, renderMs, units, particles, impostor, impostorAtlas, boardArt, … } (dev / perf)
//
// Enemy preview pen (research 09 §2.2 / 08 §4.2, render/pen.js): in prep the next round's enemies idle in the pen
@@ -125,7 +125,7 @@ import { backdropTextures, shadowTexture, refreshTierChips, refreshDownLabels, s
import { TILE_H, TIER_COLORS, COLORS } from './style.js';
import { loadBoardArt } from './boardArt.js';
import { ImpostorAtlas } from './impostor.js';
import { loadThree, loadBoardPack, webgl2Available, boardArtListed } from './board3d/load.js';
import { loadThree, loadBoardPack, loadScenePack, webgl2Available, boardArtListed } from './board3d/load.js';
import { BoardScene } from './board3d/scene.js';
import { unionAreas } from './board3d/layout.js';
import { layoutPen, penSignature } from './pen.js';
@@ -149,7 +149,7 @@ export { releaseGl } from './app/host.js';
/**
* Create the battlefield view inside `host` (an element sized by CSS; the canvas fills it).
* @param {HTMLElement} host
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, quality?: string }, signal?: AbortSignal,
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, officialDamageNumbers?: boolean, quality?: string }, signal?: AbortSignal,
* padding?: object|((kind:string, size:{width:number,height:number}) => object),
* hud?: {top:number,bottom:number}|((kind:'prep'|'bossPrep', size:{width:number,height:number}, o:{shop:boolean}) => {top:number,bottom:number}|null) }} [opts]
*/
@@ -162,7 +162,7 @@ export async function createFieldView(host, options = {}) {
signal?.throwIfAborted();
const assets = resolveAssets(opts.assets);
const data = makeData(opts.data);
const settings = { damageNumbers: true, quality: 'high', ...(opts.settings || {}) };
const settings = { damageNumbers: true, officialDamageNumbers: false, quality: 'high', ...(opts.settings || {}) };
// the 3D board (three.js + the official art) loads in parallel with everything else
const boardPref = boardPreference(opts.board);
const want3d = boardPref !== '2d' && webgl2Available(boardPref === '3d');
@@ -265,6 +265,7 @@ export async function createFieldView(host, options = {}) {
let pendingView = null; // tile band/focus to apply when the camera transition ends
const views = new Map(); // key → view (prep: 'p:'+uid; battle: unit id)
let prepPieces = []; // { uid, piece, area, idx, row, col, key }
let prepMapChars = []; // { unit (board space), display } — read-only, but inspectable
// the last prep pieces before a battle / scouting board emptied prepPieces: a merge completed between two preps (a band
// or 机变 grant at ROUND_START, a SETTLE merge) is still recognised by the next setPrep (QA 6b)
let promoBase = [];
@@ -361,6 +362,14 @@ export async function createFieldView(host, options = {}) {
// lost-context recovery: the THREE module + art pack of the last 3D board, the pending retry, failures so far
const recover = { THREE: null, pack: null, timer: 0, tries: 0, since: 0, off: false, count: 0 };
setupCleanup.push(() => { clearTimeout(recover.timer); disable3d(); });
/** The stage's official scene, once loaded (the procedural board shows meanwhile and when there is none). */
function useOfficialScene(st) {
const id = st && typeof st.id === 'string' ? st.id : '';
if (!id || !board3d) return;
loadScenePack(assets, id).then((scene) => {
if (scene && !destroyed && board3d && stageRec && stageRec.id === id) board3d.setScenePack(id, scene);
}).catch(() => {});
}
function enable3d(THREE, pack) {
if (destroyed || board3d || !THREE || !pack) return false;
recover.THREE = THREE; recover.pack = pack;
@@ -380,7 +389,7 @@ export async function createFieldView(host, options = {}) {
tiles.setExternal(true);
backdrop.visible = false;
b.setArea(boardArea(viewKind(camKind, camOpts)));
if (stageRec) b.setStage(stageRec);
if (stageRec) { b.setStage(stageRec); useOfficialScene(stageRec); }
b.setFocus(camRect());
b.setBattleRect(mode === 'battle' && battleMeta ? battleMeta.rect : null);
tiles.project(cam, true);
@@ -630,7 +639,7 @@ export async function createFieldView(host, options = {}) {
stageRec = st;
tiles.setStage(st);
tiles.setBattleRect(mode === 'battle' && battleMeta ? battleMeta.rect : null);
if (board3d) { board3d.setStage(st); board3d.setBattleRect(mode === 'battle' && battleMeta ? battleMeta.rect : null); }
if (board3d) { board3d.setStage(st); board3d.setBattleRect(mode === 'battle' && battleMeta ? battleMeta.rect : null); useOfficialScene(st); }
tiles.project(cam, true);
// a pen laid out before the stage arrived (setPrep / a scouting board first) used the default zones and the old
// tile heights: lay it out again on this stage
@@ -804,16 +813,17 @@ export async function createFieldView(host, options = {}) {
if (e.area === 'board' && info.dir && !held.has(e.uid) && typeof v.setDir === 'function') v.setDir(info.dir);
}
for (const k of [...views.keys()]) if (String(k).startsWith('p:') && !seen.has(Number(String(k).slice(2)))) dropView(k);
// The 外勤医疗 reserve medic is visible before battle but not a movable board piece. Map its board-space slot to
// the displayed boss half exactly as for the player's own pieces; the partner's units already use field coordinates.
const mapChars = Array.isArray(src.prepMapChars) ? src.prepMapChars.map((u) => {
if (!u || !Number.isInteger(u.x) || !Number.isInteger(u.y)) return null;
// The 外勤医疗 reserve medic is visible before battle and can be inspected, but is not a movable board piece.
// Keep its original board-space record for the detail card/range; only the rendered view is transformed to the
// displayed boss half. The partner's units already use field coordinates and are not own prep map characters.
prepMapChars = Array.isArray(src.prepMapChars) ? src.prepMapChars.map((u) => {
if (!u || !Number.isInteger(u.uid) || !Number.isInteger(u.x) || !Number.isInteger(u.y)) return null;
const p = prepXf.toDisp(u.y, u.x);
const dir = prepXf.dirToDisp(u.dir);
return { ...u, x: p.col, y: p.row, dir, facing: dir === 'LEFT' ? -1 : 1 };
return { unit: u, display: { ...u, x: p.col, y: p.row, dir, facing: dir === 'LEFT' ? -1 : 1 } };
}).filter(Boolean) : [];
const mate = prepXf.kind === 'bossPrep' && src.bossMate && Array.isArray(src.bossMate.units) ? src.bossMate.units : [];
syncReadOnlyPrepUnits([...mapChars, ...mate]);
syncReadOnlyPrepUnits([...prepMapChars.map((e) => e.display), ...mate]);
prepPieces = list.filter((e) => e.key && views.has(e.key));
if (dragState && !views.has(dragState.key)) { drag.reset(); endDragVisual(false); }
holdScene(false); // the prep pieces reference their models now (a battle's hold ends here)
@@ -821,8 +831,8 @@ export async function createFieldView(host, options = {}) {
}
/**
* The reserve medic and a boss pair's partner pieces: read-only 'm:<uid>' views. These are not prep pieces, so they
* are never picked, dragged or swept with the own board; a view is rebuilt when its body, tile or facing changes.
* The reserve medic and a boss pair's partner pieces: read-only 'm:<uid>' views. These are not movable prep pieces;
* only the owner's prepMapChars may be picked for inspection. Rebuild when body, tile or facing changes.
*/
function syncReadOnlyPrepUnits(units) {
const keep = new Set();
@@ -1016,6 +1026,17 @@ export async function createFieldView(host, options = {}) {
return { uid: best.uid, kind: best.piece.kind, id: best.piece.id, area: best.area, idx: best.idx, row: best.row, col: best.col, piece: best.piece, draggable: true };
}
/** The owner's read-only preparation map character under a canvas point (never a drag target). */
function mapCharAt(x, y) {
if (mode !== 'prep') return null;
const units = [];
for (const e of prepMapChars) {
const u = pickUnitOf(views.get(`m:${e.unit.uid}`));
if (u) { u.unit = e.unit; units.push(u); }
}
return pickOnTile(units, groundTile(x, y))?.unit || null;
}
const drag = createDragController({
hitPiece: (x, y) => pieceAt(x, y),
pickTile: (x, y) => pickBoardTile(x, y),
@@ -1218,6 +1239,12 @@ export async function createFieldView(host, options = {}) {
return;
}
if (drag.pointerDown(ev)) { try { canvas.setPointerCapture(e.pointerId); } catch { /* ignore */ } return; }
const mapChar = mapCharAt(ev.x, ev.y);
if (mapChar) {
emit('pieceClick', { unit: mapChar, unitId: null, uid: mapChar.uid, prepMapChar: true,
button: e.button, detail: e.button === 2, clientX: e.clientX, clientY: e.clientY });
return;
}
if (mode === 'prep') { const lv = leaderAt(ev.x, ev.y); if (lv) { emitPenClick(lv, e); return; } }
if (penViews.size && mode === 'prep') {
const pv = penUnitAt(ev.x, ev.y);
@@ -1299,6 +1326,7 @@ export async function createFieldView(host, options = {}) {
clearViews();
if (prepPieces.length) promoBase = prepPieces;
prepPieces = [];
prepMapChars = [];
infos.clear();
gone.clear();
interp.reset();
@@ -1443,7 +1471,7 @@ export async function createFieldView(host, options = {}) {
const m = meleePending.get(v.id);
let src = null;
if (m && now - m.t < 0.35) { src = m.src; meleePending.delete(v.id); fx._slashAt = src.id; }
fx.damage(v, amt, e[3], src);
fx.damage(v, amt, e[3], src, e[4]);
break;
}
case 'heal': { const v = views.get(e[1]); if (v) fx.heal(v, Number(e[2]) || 0); break; }
@@ -1880,6 +1908,7 @@ export async function createFieldView(host, options = {}) {
if (!s || typeof s !== 'object') return;
const q = settings.quality;
if (typeof s.damageNumbers === 'boolean') settings.damageNumbers = s.damageNumbers;
if (typeof s.officialDamageNumbers === 'boolean') settings.officialDamageNumbers = s.officialDamageNumbers;
if (s.quality === 'high' || s.quality === 'medium' || s.quality === 'low') settings.quality = s.quality;
if (q !== settings.quality) { board3d?.setQuality?.(settings.quality); resize(); }
},
@@ -1937,7 +1966,7 @@ export async function createFieldView(host, options = {}) {
app, get cam() { return cam; }, get board3d() { return board3d; }, tiles, views, penViews, get leader() { return leader; }, interp, fx, ctx, drag, get camKind() { return viewKind(camKind, camOpts); },
promotions,
// picking (render/pick.js) at canvas px: the prep piece / battle view / pen view there, the ground tile under it
pick: { pieceAt, battleUnitAt, penUnitAt, groundTile },
pick: { pieceAt, mapCharAt, battleUnitAt, penUnitAt, groundTile },
},
};
// All teardown dependencies now exist. Aborting during either asset wait immediately releases
+169 -1
View File
@@ -5,6 +5,9 @@
// → { key, images: { D, N?, R?, E?, common?, commonE?, BG?, wind?, gate?, waterN?, caustics?, noise? },
// meshes: { crate?, blower?, bgPlane?, gate: { startDown?, startUp?, startBack?, endDown?, endUp? } },
// tiles, uv, materials: { theme?, fx? } }
// const scene = await loadScenePack(assets, stageId) // the stage's official scene (tools/local-extract/scenes.py),
// → { key, stage, doc, chunks: [{ material, lightmap, group, bounds, position, uv, uv1, normal, color, index }],
// groups: { name: [x0, y0, x1, y1] }, images: { tex: { name: img }, lm: [img|null] } } null when not extracted
//
// Everything is optional except the diffuse atlas: a missing map or mesh only drops that feature (e.g. no normal
// map → flat shading of the atlas; no crate mesh → a procedural box). URLs come from data/local-assets.json only
@@ -158,5 +161,170 @@ export function loadBoardPack(assets) {
return pending;
}
/** Manifest group of a stage's official scene, and of the textures the scenes share. */
export const sceneGroup = (stageId) => `scene/${stageId}`;
export const SCENE_TEX_GROUP = 'scene/tex';
export const SCENE_VERSION = 1;
/** Bytes per vertex of a scene chunk: position f32×3, uv f32×2, lightmap uv f32×2, normal i8×4, colour u8×4. */
export const SCENE_VERTEX_BYTES = 36;
/**
* Typed-array views of the chunks of a scene.bin (scenes.py pack_chunk); null when a record does not fit the buffer.
* @param {object} doc scene.json
* @param {ArrayBuffer} buf scene.bin
*/
export function parseSceneChunks(doc, buf) {
if (!isObj(doc) || !Array.isArray(doc.chunks) || !(buf instanceof ArrayBuffer)) return null;
const out = [];
for (const c of doc.chunks) {
const n = c?.verts | 0, m = (c?.tris | 0) * 3, o = c?.offset | 0;
const end = o + n * SCENE_VERTEX_BYTES + m * (c.index32 ? 4 : 2);
if (!(n > 0) || !(m > 0) || o < 0 || o % 4 || end > buf.byteLength || typeof c.material !== 'string') return null;
let p = o;
const position = new Float32Array(buf, p, n * 3); p += n * 12;
const uv = new Float32Array(buf, p, n * 2); p += n * 8;
const uv1 = new Float32Array(buf, p, n * 2); p += n * 8;
const normal = new Int8Array(buf, p, n * 4); p += n * 4;
const color = new Uint8Array(buf, p, n * 4); p += n * 4;
const index = c.index32 ? new Uint32Array(buf, p, m) : new Uint16Array(buf, p, m);
out.push({
material: c.material, lightmap: Number.isInteger(c.lightmap) ? c.lightmap : -1, group: typeof c.group === 'string' ? c.group : '',
bounds: Array.isArray(c.bounds) ? c.bounds : null, position, uv, uv1, normal, color, index,
});
}
return out;
}
/**
* Mesh bucket of a scene chunk. One material and one lightmap page are one draw. Water ignores the page: that shader
* has no lightmap (`scene.js` `sceneWaterMaterial`).
* @param {{ material?: string, lightmap?: number }} chunk
* @param {{ kind?: string }|null} info scene.json materials[name]
*/
export function sceneMaterialKey(chunk, info) {
return `${chunk?.material}|${info?.kind === 'water' ? '' : chunk?.lightmap}`;
}
/**
* One scene chunk from several that share a material bucket (`sceneMaterialKey`). Vertex attributes stay in the
* scene.bin layout (position f32×3, uv f32×2, lightmap uv f32×2, normal i8×4, colour u8×4) and indices are rewritten
* with the vertex offset; past 65535 vertices the index is 32-bit (WebGL2). A single chunk is returned as-is, so the
* pack's views of scene.bin stay shared. The caller passes chunks of one bucket that are on screen together: a
* file-level merge would bake a switched-off HIDDEN part into the base mesh.
* @param {object[]|null} chunks
* @returns {object|null}
*/
export function mergeSceneChunks(chunks) {
if (!Array.isArray(chunks) || chunks.length === 0) return null;
if (chunks.length === 1) return chunks[0];
const first = chunks[0];
let nv = 0, ni = 0, index32 = false;
for (const c of chunks) {
const n = c?.position?.length / 3;
if (!Number.isInteger(n) || n <= 0) throw new Error(`scene chunk ${c?.material}: ${c?.position?.length ?? 0} position components`);
if (c.material !== first.material) throw new Error(`scene merge mixes ${first.material} and ${c.material}`);
if (c.uv?.length !== n * 2 || c.uv1?.length !== n * 2 || c.normal?.length !== n * 4 || c.color?.length !== n * 4) {
throw new Error(`scene chunk ${c.material}: attributes do not match ${n} vertices`);
}
if (!c.index || c.index.length === 0) throw new Error(`scene chunk ${c.material}: no indices`);
nv += n;
ni += c.index.length;
if (c.index instanceof Uint32Array) index32 = true;
}
if (nv > 65535) index32 = true;
const position = new Float32Array(nv * 3);
const uv = new Float32Array(nv * 2);
const uv1 = new Float32Array(nv * 2);
const normal = new Int8Array(nv * 4);
const color = new Uint8Array(nv * 4);
const index = index32 ? new Uint32Array(ni) : new Uint16Array(ni);
let vo = 0, io = 0, bounds = null;
for (const c of chunks) {
const n = c.position.length / 3;
position.set(c.position, vo * 3);
uv.set(c.uv, vo * 2);
uv1.set(c.uv1, vo * 2);
normal.set(c.normal, vo * 4);
color.set(c.color, vo * 4);
for (let i = 0; i < c.index.length; i++) {
const v = c.index[i];
if (v < 0 || v >= n) throw new Error(`scene chunk ${c.material}: index ${v} out of ${n}`);
index[io + i] = v + vo;
}
vo += n;
io += c.index.length;
if (Array.isArray(c.bounds) && c.bounds.length >= 6) {
const b = c.bounds;
bounds = bounds
? [Math.min(bounds[0], b[0]), Math.min(bounds[1], b[1]), Math.min(bounds[2], b[2]), Math.max(bounds[3], b[3]), Math.max(bounds[4], b[4]), Math.max(bounds[5], b[5])]
: b.slice();
}
}
return { material: first.material, lightmap: first.lightmap, group: '', bounds, position, uv, uv1, normal, color, index };
}
/** Ground rect [x0, y0, x1, y1] (board space) of every named group of chunks (the scene's switchable parts). */
export function sceneGroupRects(chunks) {
const out = {};
for (const c of chunks || []) {
if (!c.group || !c.bounds) continue;
const b = c.bounds, r = out[c.group];
out[c.group] = r ? [Math.min(r[0], b[0]), Math.min(r[1], b[1]), Math.max(r[2], b[3]), Math.max(r[3], b[4])] : [b[0], b[1], b[3], b[4]];
}
return out;
}
async function fetchBuffer(url) {
try { const r = await fetch(url, { cache: 'no-cache' }); return r.ok ? await r.arrayBuffer() : null; } catch { return null; }
}
const sceneCache = new Map();
/** Does the local-art manifest list the official scene of `stageId`? (manifest only) */
export async function sceneListed(assets, stageId) {
if (!stageId || !assets || typeof assets.local !== 'function' || typeof assets.localUrl !== 'function') return false;
try { await assets.local(); } catch { return false; }
return !!assets.localUrl(sceneGroup(stageId), 'scene') && !!assets.localUrl(sceneGroup(stageId), 'bin');
}
/**
* Load a stage's official scene (scene.json + scene.bin + lightmap pages + albedo textures). A missing texture or
* lightmap page only drops that map; a missing or malformed scene gives null (→ the procedural board).
* @returns {Promise<object|null>}
*/
export function loadScenePack(assets, stageId) {
if (typeof stageId !== 'string' || !stageId) return Promise.resolve(null);
if (sceneCache.has(stageId)) return sceneCache.get(stageId);
const pending = (async () => {
if (!(await sceneListed(assets, stageId)) || typeof assets.image !== 'function') return null;
const url = (g, n) => { const u = assets.localUrl(g, n); return typeof u === 'string' && u ? encodeURI(u) : null; };
const group = sceneGroup(stageId);
const [doc, buf] = await Promise.all([fetchJson(url(group, 'scene')), fetchBuffer(url(group, 'bin'))]);
if (!isObj(doc) || doc.version !== SCENE_VERSION || !buf) return null;
const chunks = parseSceneChunks(doc, buf);
if (!chunks || !chunks.length) return null;
const img = async (u) => {
if (!u) return null;
const i = await assets.image(u, { retry: true }).catch(() => null);
return i && (i.width || i.naturalWidth) > 0 ? i : null;
};
const mats = isObj(doc.materials) ? doc.materials : {};
const names = [...new Set(Object.values(mats).map((m) => (isObj(m) && typeof m.map === 'string' ? m.map : null)).filter(Boolean))];
const pages = Math.max(0, Math.min(16, doc.lightmaps | 0));
const [texList, lm] = await Promise.all([
Promise.all(names.map((n) => img(url(SCENE_TEX_GROUP, n)))),
Promise.all(Array.from({ length: pages }, (_, i) => img(url(group, `lm${i}`)))),
]);
const tex = {};
names.forEach((n, i) => { if (texList[i]) tex[n] = texList[i]; });
return { key: `${url(group, 'scene')}#${doc.binBytes | 0}`, stage: stageId, doc, chunks, groups: sceneGroupRects(chunks), images: { tex, lm } };
})().catch((err) => { console.warn('[board3d] scene load failed', err); return null; }).then((pack) => {
if (!pack && sceneCache.get(stageId) === pending) sceneCache.delete(stageId);
return pack;
});
sceneCache.set(stageId, pending);
return pending;
}
/** Forget the cached pack and the three.js import attempt (tests / hot reload). */
export function resetBoardPack() { cached = null; threePromise = null; threeFailures = 0; }
export function resetBoardPack() { cached = null; threePromise = null; threeFailures = 0; sceneCache.clear(); }
+129 -2
View File
@@ -1,13 +1,14 @@
// render/board3d/materials.js — three.js materials of the official board scene (DESIGN §15). THREE is injected
// (the renderer loads /vendor/three.module.js; Node tests pass the npm package).
//
// MT_autochess → MeshStandardMaterial: albedo TX_autochessi_D (sRGB), normal TX_autochessi_N (BC5 → RGB,
// tools/local-extract DERIVED), roughness 1 − smoothness of TX_autochessi_M (DERIVED), metal 0,
// MT_autochess → MeshStandardMaterial: albedo TX_autochessi_D (sRGB), normal TX_autochessi_N (BC5 / DXT5nm →
// RGB, tools/local-extract DERIVED), roughness 1 − smoothness of TX_autochessi_M (DERIVED), metal 0,
// emission TX_autochessi_E (_EmissionColor white), vertex colours = baked AO / tints
// MT_autochess_common → device plates of TX_autochessi_common_D, alpha test 0.408, emission _E × 0.559
// MT_autochessi_BG → unlit TX_autochessi_BG × 0.713 (Torappu/Unlit/Texture, _Color)
// MT_wind_device → unlit TX_wind_device (the blower mesh)
// [opt]start_end_add / _ab → the gate / objective boxes: Torappu/Particles/Additive (2 · tint · tex) / AlphaBlend
// the materials of an official battlefield scene (load.js loadScenePack) → sceneMaterial / sceneWaterMaterial
// Every lit material gets the "focus" spotlight: fragments outside the camera's field rect fade towards `dim`
// (a soft world-space falloff), so the active field reads like the original's lit board without re-building
// geometry when the camera moves.
@@ -343,6 +344,132 @@ export function smogMaterial(THREE, tex, focus) {
});
}
/**
* Tuning of the official scene materials (sceneMaterial). The official shader (Torappu/Scene/StandardRealtimeShadow) is
* not reproduced: the albedo is lit by the baked indirect light of the scene's lightmap plus the scene's key light
* masked by its baked shadow, in linear light (Unity's Shadowmask lighting mode). `range` — the linear light a lightmap
* texel of 1.0 stands for when scene.json has no lightRange; [ASSUMED] `ambient` — the light of a mesh without a
* lightmap page; `direct` / `indirect` — gains of the two terms (1 = the scene's own values).
*/
export const SCENE_LIGHT = Object.freeze({ range: 8.0, ambient: 0.2, direct: 0.8, indirect: 0.4 });
const colorOf = (info, key, fallback = [1, 1, 1, 1]) => {
const c = info && info.colors && Array.isArray(info.colors[key]) ? info.colors[key] : fallback;
return [0, 1, 2, 3].map((i) => (Number.isFinite(c[i]) ? c[i] : fallback[i]));
};
const floatOf = (info, key, fallback) => (info && info.floats && Number.isFinite(info.floats[key]) ? info.floats[key] : fallback);
const hasKeyword = (info, kw) => !!(info && Array.isArray(info.keywords) && info.keywords.includes(kw));
/** Blend class of a scene material record (scene.json materials[name]): 'opaque' | 'cutout' | 'blend'. */
export function sceneBlend(info) {
if (hasKeyword(info, '_ALPHABLEND_ON') || hasKeyword(info, '_ALPHAPREMULTIPLY_ON')) return 'blend';
return hasKeyword(info, '_ALPHATEST_ON') ? 'cutout' : 'opaque';
}
/**
* A lit material of an official scene: albedo (`map`, × _Color) × (the lightmap's baked light + key light · N·L ·
* baked shadow (lightmap A, by _ShadowStrength)), alpha test / blend by the material's keywords, the focus falloff of
* the other board materials. `map` is an sRGB texture; `lightMap` holds (light / lightRange)^(1/2.2) in RGB (no colour
* space). Geometry attributes: position, normal, uv, aLm (lightmap uv), aColor.
* @param {{ map?: any, lightMap?: any, info?: object, lightRange?: number, light?: { dir: number[], color: number[], intensity: number } }} o
*/
export function sceneMaterial(THREE, o, focus) {
const info = o.info || null;
const blend = sceneBlend(info);
const L = o.light || { dir: [0.36, 0.45, 0.82], color: [1, 1, 1], intensity: 1 };
const k = (Number.isFinite(L.intensity) ? L.intensity : 1) * SCENE_LIGHT.direct;
const lin = (v) => Math.pow(Math.max(0, v), 2.2); // the scene's colours are authored in gamma space
const col = colorOf(info, '_Color');
const uniforms = {
uMap: { value: o.map || null }, uLm: { value: o.lightMap || null },
uColor: { value: new THREE.Vector4(lin(col[0]), lin(col[1]), lin(col[2]), col[3]) },
uCutoff: { value: blend === 'cutout' ? floatOf(info, '_Cutoff', 0.5) : 0 },
uLmScale: { value: o.lightMap ? (o.lightRange > 0 ? o.lightRange : SCENE_LIGHT.range) * SCENE_LIGHT.indirect : 0 },
uAmbient: { value: o.lightMap ? 0 : SCENE_LIGHT.ambient },
uShadow: { value: floatOf(info, '_ShadowStrength', 1) },
uLightDir: { value: new THREE.Vector3(...L.dir).normalize() },
uLightColor: { value: new THREE.Vector3(lin(L.color[0]) * k, lin(L.color[1]) * k, lin(L.color[2]) * k) },
...focus,
};
const m = new THREE.ShaderMaterial({
uniforms,
defines: { ...(o.map ? { SCENE_MAP: 1 } : {}), ...(o.lightMap ? { SCENE_LM: 1 } : {}) },
vertexShader: [
'attribute vec2 aLm;',
'varying vec2 vUv; varying vec2 vLm; varying vec3 vN; varying vec3 vWorld;',
'void main() {',
' vUv = uv; vLm = aLm;',
' vN = normalize(mat3(modelMatrix) * normal);',
' vec4 w = modelMatrix * vec4(position, 1.0);',
' vWorld = w.xyz;',
' gl_Position = projectionMatrix * viewMatrix * w;',
'}',
].join('\n'),
fragmentShader: [
'uniform sampler2D uMap; uniform sampler2D uLm; uniform vec4 uColor; uniform float uCutoff;',
'uniform float uLmScale; uniform float uAmbient; uniform float uShadow; uniform vec3 uLightDir; uniform vec3 uLightColor;',
FOCUS_GLSL,
'varying vec2 vUv; varying vec2 vLm; varying vec3 vN; varying vec3 vWorld;',
'void main() {',
' vec4 a = uColor;',
' #ifdef SCENE_MAP',
' a *= texture2D(uMap, vUv);',
' #endif',
' if (a.a < uCutoff) discard;',
' vec3 light = vec3(uAmbient); float shade = 1.0;',
' #ifdef SCENE_LM',
' vec4 lm = texture2D(uLm, vLm);',
' light += pow(lm.rgb, vec3(2.2)) * uLmScale; shade = mix(1.0, lm.a, uShadow);',
' #endif',
' vec3 n = normalize(gl_FrontFacing ? vN : -vN);',
' light += uLightColor * max(dot(n, uLightDir), 0.0) * shade;',
' gl_FragColor = vec4(a.rgb * light * focusMask(vWorld.xy), a.a);',
' #include <colorspace_fragment>',
'}',
].join('\n'),
transparent: blend === 'blend', depthWrite: blend !== 'blend',
});
m.userData.blend = blend;
return m;
}
/** A water surface of an official scene (Torappu/Scene/StylizedWater): the board's water shader in the material's colours. */
export function sceneWaterMaterial(THREE, tex, focus, info) {
const deep = colorOf(info, '_DeepWaterColor', [0.03, 0.2, 0.27, 0.7]), shallow = colorOf(info, '_ShallowWaterColor', [0.09, 0.46, 0.55, 0.5]);
const uniforms = {
uTime: { value: 0 }, uNormal: { value: tex.waterN || null }, uCaustics: { value: tex.caustics || null },
uDeep: { value: new THREE.Vector4(...deep) }, uShallow: { value: new THREE.Vector4(...shallow) }, ...focus,
};
return new THREE.ShaderMaterial({
uniforms,
defines: tex.waterN && tex.caustics ? { WATER_MAPS: 1 } : {},
vertexShader: TERRAIN_VERT,
fragmentShader: [
'uniform float uTime; uniform sampler2D uNormal; uniform sampler2D uCaustics; uniform vec4 uDeep; uniform vec4 uShallow;',
FOCUS_GLSL,
'varying vec2 vUv; varying vec3 vWorld;',
'void main() {',
' float diff = 0.5, spec = 0.0, ca = 0.0;',
' #ifdef WATER_MAPS',
' vec2 p = vWorld.xy * 0.45;',
' vec3 n1 = texture2D(uNormal, p + vec2(uTime * 0.03, uTime * 0.021)).xyz * 2.0 - 1.0;',
' vec3 n2 = texture2D(uNormal, p * 1.7 - vec2(uTime * 0.025, -uTime * 0.017)).xyz * 2.0 - 1.0;',
' vec3 n = normalize(vec3(n1.xy + n2.xy, 2.2));',
' vec3 L = normalize(vec3(-0.45, -0.3, 0.84));',
' diff = clamp(dot(n, L), 0.0, 1.0);',
' spec = pow(clamp(dot(reflect(-L, n), normalize(vec3(0.0, -0.5, 0.866))), 0.0, 1.0), 40.0);',
' ca = texture2D(uCaustics, vWorld.xy * 0.6 + n.xy * 0.08 + vec2(uTime * 0.02, 0.0)).r;',
' #endif',
' vec4 w = mix(uDeep, uShallow, 0.08 + 0.2 * diff);',
' vec3 c = pow(w.rgb, vec3(2.2)) + ca * vec3(0.03, 0.05, 0.05) + spec * vec3(0.5, 0.6, 0.65);',
' gl_FragColor = vec4(c * focusMask(vWorld.xy), clamp(w.a + 0.2, 0.0, 1.0));',
' #include <colorspace_fragment>',
'}',
].join('\n'),
transparent: true, depthWrite: false,
});
}
/**
* Soft studio environment for image-based light (PMREM of a canvas equirect: bright sky with light panels above the
* horizon, dark void below): gives the glass hatches, steel and gold frames their sheen and fills the shadows.
+119 -7
View File
@@ -4,6 +4,8 @@
//
// const board = new BoardScene(THREE, pack, { canvas, quality }) (pack = load.js loadBoardPack)
// board.setStage(stage) geometry from the stage grid (layout.js) + devices + gates + terrain
// board.setScenePack(id, pack) the official scene of stage `id` (load.js loadScenePack): drawn instead of the
// procedural tiles and background while that stage is set (null → procedural)
// board.setArea(rects) the built areas (layout.js AREAS / areaFor: normal field + pen, 联防, boss)
// board.setFocus(rect) the lit field (others fade, animated)
// board.setBattleRect(rect|null) crates / turrets inside a running battle are sim units: static ones hide
@@ -17,15 +19,18 @@
// static crates (merged, same material),
// decals (MT_autochess_common), fence pipes, blowers (merged, unlit), gate boxes (additive + alpha, merged per
// material), cyan field edges, terrain overlays (≤ 4), background plane + its shadow catcher — ~12–16 in total.
// An official scene replaces the tiles, glass, decals, pipes and background with one mesh per material and lightmap
// page of the parts the built areas show (load.js mergeSceneChunks). Devices, gates, edges and terrain stay.
// The key light's shadow map is rendered only when the geometry changes (autoUpdate off).
import { buildBoard, objToBoard, boxProjectUV, ROWS, COLS, DEVICE_H, AREAS } from './layout.js';
import { surfaceUV } from './atlas.js';
import {
focusUniforms, makeTexture, boardMaterial, glassMaterial, decalMaterial, pipeMaterial, unlitMaterial, gateMaterial, glowMaterial,
waterMaterial, mireMaterial, infectionMaterial, smogMaterial, dashTexture, environmentMap,
waterMaterial, mireMaterial, infectionMaterial, smogMaterial, dashTexture, environmentMap, sceneMaterial, sceneWaterMaterial,
} from './materials.js';
import { syncThreeCamera } from '../projection.js';
import { mergeSceneChunks, sceneMaterialKey } from './load.js';
/** Lighting rig (tuned against the official screenshots: bright even tops, darker sides, soft shadows). */
export const LIGHTING = Object.freeze({
@@ -53,6 +58,17 @@ export function gatePulse(t, phase = 0) {
return 0.134 + (0.229 - 0.134) * k;
}
/**
* Is a named part of an official scene (its ground rect [x0, y0, x1, y1]) shown with the built `areas`? The official
* scene keeps each field as a sub-graphic it switches on (HIDDEN@n: the left / right normal field, the boss field);
* a part is shown when its centre lies in one of the areas.
*/
export function sceneGroupVisible(rect, areas) {
if (!Array.isArray(rect) || rect.length < 4) return true;
const cx = (rect[0] + rect[2]) / 2, cy = (rect[1] + rect[3]) / 2;
return (areas || []).some((a) => cx >= a.c0 - 0.5 && cx <= a.c1 + 0.5 && cy >= a.r0 - 0.5 && cy <= a.r1 + 0.5);
}
const areaKey = (list) => (list || []).map((a) => `${a.r0},${a.r1},${a.c0},${a.c1}`).sort().join(';');
const mergeInto = (list) => {
@@ -194,6 +210,10 @@ export class BoardScene {
this.scene.add(this.root, this.dynamic);
this.stageKey = null;
this.stage = null;
this.scenePacks = new Map(); // stage id → official scene pack (setScenePack)
this.sceneRes = new Map(); // pack key → { tex, lm, mats } GPU resources (kept across rebuilds)
this.official = null;
this.sceneWater = [];
this.area = AREAS.normal;
this.areaKey = areaKey(AREAS.normal);
this.battleRect = null;
@@ -267,7 +287,8 @@ export class BoardScene {
/** Rebuild everything for a stage (no-op when the same stage object/grid is set again). */
setStage(stage) {
if (this.destroyed) return;
const key = stage ? `${stage.id || ''}|${(stage.rows || []).join('/')}|${JSON.stringify((stage.devices || []).map((d) => [d.key, d.pos, d.active, d.dir]))}` : '';
const official = stage ? this.scenePacks.get(stage.id) || null : null;
const key = stage ? `${stage.id || ''}|${official ? official.key : ''}|${(stage.rows || []).join('/')}|${JSON.stringify((stage.devices || []).map((d) => [d.key, d.pos, d.active, d.dir]))}` : '';
if (key === this.stageKey) return;
this.stageKey = key;
this.stage = stage || null;
@@ -276,19 +297,107 @@ export class BoardScene {
const board = buildBoard(stage, { uv: this.pack?.uv || null, area: this.area });
this.board = board;
const M = this.meshes = {};
M.board = this._mesh(board.buckets.board, this.mat.board);
M.glass = this._mesh(board.buckets.glass, this.mat.glass);
M.decal = this._mesh(board.buckets.decal, this.mat.decal, { cast: false });
M.pipe = this._mesh(board.buckets.pipe, this.mat.pipe);
this.official = official && this._buildScene(official) ? official : null;
if (!this.official) {
M.board = this._mesh(board.buckets.board, this.mat.board);
M.glass = this._mesh(board.buckets.glass, this.mat.glass);
M.decal = this._mesh(board.buckets.decal, this.mat.decal, { cast: false });
M.pipe = this._mesh(board.buckets.pipe, this.mat.pipe);
}
this._buildDevices(board);
this._buildGates(board);
this._buildEdges(board);
this._buildTerrain(board);
this._buildBackground(board);
if (!this.official) this._buildBackground(board);
this._fitShadow(board);
this.renderer.shadowMap.needsUpdate = true;
}
/** Use (or drop, with null) the official scene of stage `id`; rebuilds when that stage is the current one. */
setScenePack(id, pack) {
if (this.destroyed || typeof id !== 'string' || !id) return false;
const prev = this.scenePacks.get(id) || null;
if (prev === (pack || null)) return false;
if (prev) this._disposeScene(prev);
if (pack) this.scenePacks.set(id, pack); else this.scenePacks.delete(id);
if (this.stage && this.stage.id === id) { this.stageKey = null; this.setStage(this.stage); }
return true;
}
/** Textures and materials of a scene pack (created once per pack, kept across rebuilds). */
_sceneResources(pack) {
let res = this.sceneRes.get(pack.key);
if (res) return res;
const T = this.THREE;
const aniso = Math.min(8, this.renderer.capabilities?.getMaxAnisotropy?.() || 1);
const tex = {}, lm = [];
for (const [name, img] of Object.entries(pack.images?.tex || {})) tex[name] = makeTexture(T, img, { aniso, repeat: true });
for (const img of pack.images?.lm || []) lm.push(img ? makeTexture(T, img, { srgb: false }) : null);
res = { tex, lm, mats: new Map() };
this.sceneRes.set(pack.key, res);
return res;
}
_disposeScene(pack) {
const res = this.sceneRes.get(pack.key);
if (!res) return;
for (const m of res.mats.values()) m.dispose();
for (const t of [...Object.values(res.tex), ...res.lm]) t?.dispose?.();
this.sceneRes.delete(pack.key);
}
/**
* The official scene's meshes: the base plus the fields of the built areas, one mesh per material and lightmap
* page (`mergeSceneChunks`). A switched-off HIDDEN part is left out before the merge.
*/
_buildScene(pack) {
const T = this.THREE;
const res = this._sceneResources(pack);
const infos = pack.doc?.materials || {};
this.sceneWater = [];
const buckets = new Map();
for (const c of pack.chunks || []) {
if (c.group && !sceneGroupVisible(pack.groups?.[c.group], this.area)) continue;
const info = infos[c.material] || null;
const mk = sceneMaterialKey(c, info);
let bucket = buckets.get(mk);
if (!bucket) { bucket = { info, chunks: [] }; buckets.set(mk, bucket); }
bucket.chunks.push(c);
}
let n = 0;
for (const [mk, bucket] of buckets) {
const c = mergeSceneChunks(bucket.chunks);
const info = bucket.info;
const water = info?.kind === 'water';
let mat = res.mats.get(mk);
if (!mat) {
mat = water
? sceneWaterMaterial(T, this.tex, this.focus, info)
: sceneMaterial(T, {
map: res.tex[info?.map] || null, lightMap: c.lightmap >= 0 ? (res.lm[c.lightmap] || null) : null, info,
light: pack.doc?.light || null, lightRange: pack.doc?.lightRange,
}, this.focus);
res.mats.set(mk, mat);
}
if (water) this.sceneWater.push(mat);
const g = new T.BufferGeometry();
g.setAttribute('position', new T.BufferAttribute(c.position, 3));
g.setAttribute('normal', new T.BufferAttribute(c.normal, 4, true));
g.setAttribute('uv', new T.BufferAttribute(c.uv, 2));
g.setAttribute('aLm', new T.BufferAttribute(c.uv1, 2));
g.setAttribute('aColor', new T.BufferAttribute(c.color, 4, true));
g.setIndex(new T.BufferAttribute(c.index, 1));
g.computeBoundingSphere();
const mesh = new T.Mesh(g, mat);
mesh.castShadow = false; mesh.receiveShadow = false;
mesh.renderOrder = water ? 1 : mat.userData.blend === 'blend' ? 2 : mat.userData.blend === 'cutout' ? -3 : -4;
mesh.matrixAutoUpdate = false; mesh.updateMatrix();
this.root.add(mesh);
this.meshes[`scene${n++}`] = mesh;
}
return n > 0;
}
_buildDevices(board) {
const crates = [], blowers = [];
this.staticCrates = [];
@@ -550,6 +659,7 @@ export class BoardScene {
for (let i = this.flashes.length - 1; i >= 0; i--) { const f = this.flashes[i]; f.t += dt; if (f.t > 1.2) this.flashes.splice(i, 1); else flash = Math.max(flash, 1 - f.t / 1.2); }
for (const m of [this.mat.gateEndAdd, this.mat.gateEndAb]) if (m) m.uniforms.uFlash.value.setRGB(flash, flash * 0.12, flash * 0.1);
for (const k of ['water', 'mire', 'infection', 'smog']) this.mat[k].uniforms.uTime.value = t;
if (this.official) for (const m of this.sceneWater || []) m.uniforms.uTime.value = t;
this.renderer.render(this.scene, this.camera);
this.frames++;
if (t0) this.lastMs = this.lastMs * 0.9 + ((typeof performance !== 'undefined' ? performance.now() : t0) - t0) * 0.1;
@@ -566,6 +676,8 @@ export class BoardScene {
this.destroyed = true;
for (const d of [...this.devices]) d.destroy();
this._clear();
for (const p of [...this.scenePacks.values()]) this._disposeScene(p);
this.scenePacks.clear();
this.mat.edge?.map?.dispose?.(); // canvas dash texture (not in this.tex)
for (const m of Object.values(this.mat)) m?.dispose?.();
for (const t of Object.values(this.tex)) t?.dispose?.();
+1 -1
View File
@@ -14,7 +14,7 @@ export function ensureDamageFonts() {
fontFamily: ['Bender', 'Oxanium', 'Rajdhani', 'Arial Black', 'sans-serif'], fontSize: 44, fontWeight: '700',
fill: st.fill, fillGradientStops: [0.25, 1], stroke: st.stroke, strokeThickness: 7,
dropShadow: true, dropShadowColor: '#000000', dropShadowAlpha: 0.45, dropShadowDistance: 2, dropShadowBlur: 2,
}, { chars: [['0', '9'], '+-×!'], resolution: 2, padding: 6 });
}, { chars: st.font === 'sp-dmg-miss' ? [['0', '9'], '+-×!', 'MISS'] : [['0', '9'], '+-×!'], resolution: 2, padding: 6 });
} catch (err) { console.warn('[fx] bitmap font', st.font, err?.message || err); }
}
fontsReady = true;
+52 -6
View File
@@ -38,8 +38,13 @@ const NUM_LANES = Object.freeze([0, -1, 1, -2, 2]); // lane order (lane widths
/** Screen scale of a number's text (24 px font) at `s` px per tile. */
const numScale = (s, big, style) => clamp(s / 115, 0.42, 1.05) * (big ? 1.35 : 1) * (style === 'heal' ? 0.9 : 1);
/** Characters of a damage number as drawn (heals get a '+'). */
const numChars = (v, style) => String(Math.round(v)).length + (style === 'heal' ? 1 : 0);
/** Characters of a damage number as drawn (heals get a '+'; a yellow MISS is four letters). */
const numChars = (v, style) => (style === 'miss' ? 4 : String(Math.round(v)).length + (style === 'heal' ? 1 : 0));
// [ASSUMED] PRTS says a red number sits at a random spot in a range above the model and gives no pixels.
const OFFICIAL_JITTER_X = 0.7; // tiles, full width (±0.35)
const OFFICIAL_LIFT_MIN = 0.15; // tiles above the head
const OFFICIAL_LIFT_SPAN = 0.4;
/** Sub-professions whose attacks splash around the struck target (the 阵法术师 / 轰击术师 strike every enemy in range). */
const SPLASH_SUBS = new Set(['aoesniper', 'splashcaster', 'bombarder', 'fortress', 'hammer']);
@@ -48,7 +53,7 @@ export class FxNumbers {
// ---- hits / numbers -----------------------------------------------------------------------------------------
/** b.ev 'dmg' visual: glow + sparks in the hit colour; a melee blow (atk 'none' just before) adds its slash. */
damage(view, amount, type, srcView) {
damage(view, amount, type, srcView, mark) {
if (!view) return;
const style = dmgStyleKey(type);
const p = this._chest(view);
@@ -66,7 +71,13 @@ export class FxNumbers {
}
}
view.onHit?.();
if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, style, big);
if (this.ctx.settings?.damageNumbers === false) return;
// Official mode (设置「官方伤害数字」): only a sim-marked red integer. Sparks and the slash stay.
if (this.ctx.settings?.officialDamageNumbers) {
if (mark === 'r') this.officialNumber(view, amount, 'crit');
return;
}
this.number(view, amount, style, big);
}
/**
@@ -96,7 +107,42 @@ export class FxNumbers {
tint: 0x7dffa8, vy: -s * 0.9, life: 0.7, s0: s / 64 * 0.32, s1: s / 64 * 0.2, a0: 0.95, a1: 0, fadeIn: 0.08,
});
}
if (this.ctx.settings?.damageNumbers !== false) this.number(view, amount, 'heal', false);
if (this.ctx.settings?.damageNumbers !== false && !this.ctx.settings?.officialDamageNumbers) this.number(view, amount, 'heal', false);
}
/**
* One official popup: a red integer (including 0) or the yellow MISS. It does not join a running total.
* Position is client-side only — the sim stays deterministic.
*/
officialNumber(view, amount, style) {
if (!view) return;
const miss = style === 'miss';
const n = miss ? 0 : Math.round(amount);
if (!miss && (!Number.isFinite(n) || n < 0)) return;
const now = this.time;
const cam = this.ctx.cam();
const base = (view.z || 0) + (view.hover || 0) + (view._headTiles || 1.2) * 0.8;
const a = cam.project(view.x, view.y, base, this._p);
const ax = a.x, ay = a.y, s = a.s > 0 ? a.s : 100;
const pxPerZ = ay - cam.project(view.x, view.y, base + 1, this._q).y;
const tile = pxPerZ > 1e-3 ? pxPerZ : s;
const cx = ax + (Math.random() - 0.5) * OFFICIAL_JITTER_X * tile;
const cy = ay - (OFFICIAL_LIFT_MIN + Math.random() * OFFICIAL_LIFT_SPAN) * tile;
const sc = numScale(s, false, style);
const w = numChars(n, style) * NUM_DIGIT_EM * 24 * sc * NUM_POP + NUM_GAP_PX;
const h = 24 * NUM_LINE_EM * sc * NUM_POP;
const maxNums = this.load >= 2 ? MAX_NUMBERS >> 1 : MAX_NUMBERS;
while (this.nums.length >= maxNums) this._releaseNum(this.nums.shift());
const t = this._takeNum(style);
t.text.visible = true;
t.text.alpha = 1;
t.text.text = miss ? 'MISS' : String(n);
Object.assign(t, {
unit: view, style, value: n, life: 0, end: NUM_LIFE, born: now, lastHit: now, pop: 1, big: false, fading: false,
official: true, ox: cx - ax, oy: cy - ay, x0: view.x, y0: view.y, z0: base,
risePx: NUM_RISE * tile * 0.5, _x: cx, _y: cy, _w: w, _h: h,
});
this.nums.push(t);
}
/**
@@ -129,7 +175,7 @@ export class FxNumbers {
// 1. merge into this unit's running total of the same style
let mine = 0, youngest = null, oldest = null;
for (const t of this.nums) {
if (t.unit !== view || t.fading) continue;
if (t.unit !== view || t.fading || t.official) continue;
mine++;
if (!oldest || t.born < oldest.born) oldest = t;
if (t.style === style && (!youngest || t.born > youngest.born)) youngest = t;
+4
View File
@@ -258,6 +258,10 @@ export class FxSim {
case 'dodge': {
this.particle('soft', p.x, p.y, { tint: 0xffffff, life: 0.3, s0: s / 128 * 0.5, s1: s / 128 * 0.9, a0: 0.5, a1: 0 });
this.particle('slash', p.x, p.y, { tint: col, life: 0.22, s0: s / 128 * 0.8, s1: s / 128 * 1.1, a0: 0.7, a1: 0, rot: -0.5 });
// num:'m' — the sim already decided this dodge would have been a red number (PRTS yellow MISS, #ff9000).
if (ex.num === 'm' && at.v && this.ctx.settings?.damageNumbers !== false && this.ctx.settings?.officialDamageNumbers) {
this.officialNumber(at.v, 0, 'miss');
}
break;
}
case 'counter': {
+1 -1
View File
@@ -159,7 +159,7 @@ export class FxSystem {
}
const FX_PARTS = [FxParticles, FxProjectiles, FxBeams, FxLocks, FxNumbers, FxRings, FxArrivals, FxSim, FxZones];
const FX_METHOD_ORDER = ["quality","load","maxParticles","rich","_room","_ts","_groundZ","particle","_o","_freeParticle","_updateParticles","_proj","_onGround","_chest","_bodyPt","burst","attack","_takeProj","_dressProj","_releaseProj","_updateProjs","_shotPoint","_stepShot","_stepBoomerang","_stepMortar","_mote","_puff","_muzzle","_impact","_catch","mortar","_landed","_beam","_updateBeams","_flame","_freeFlame","_updateFlames","_lock","_touchLocks","_nearestLock","_releaseLock","_freeLock","_updateLocks","damage","_slash","heal","number","_growFits","_numSlotPx","_layoutNums","_layoutNumsOnce","_sizeNum","_fadeNum","_takeNum","_releaseNum","_updateNums","ring","_updateRings","skill","_aura","_updateAuras","deploy","promote","death","crateBreak","_viewOf","_where","_point","simFx","explosion","smoke","streak","strike","numberAt","_updateLabels","zone","_freeZone","_updateZones","tileFlash","_updateTileFlashes","flashScreen","snowfall","leak","pop","_updatePops"];
const FX_METHOD_ORDER = ["quality","load","maxParticles","rich","_room","_ts","_groundZ","particle","_o","_freeParticle","_updateParticles","_proj","_onGround","_chest","_bodyPt","burst","attack","_takeProj","_dressProj","_releaseProj","_updateProjs","_shotPoint","_stepShot","_stepBoomerang","_stepMortar","_mote","_puff","_muzzle","_impact","_catch","mortar","_landed","_beam","_updateBeams","_flame","_freeFlame","_updateFlames","_lock","_touchLocks","_nearestLock","_releaseLock","_freeLock","_updateLocks","damage","_slash","heal","officialNumber","number","_growFits","_numSlotPx","_layoutNums","_layoutNumsOnce","_sizeNum","_fadeNum","_takeNum","_releaseNum","_updateNums","ring","_updateRings","skill","_aura","_updateAuras","deploy","promote","death","crateBreak","_viewOf","_where","_point","simFx","explosion","smoke","streak","strike","numberAt","_updateLabels","zone","_freeZone","_updateZones","tileFlash","_updateTileFlashes","flashScreen","snowfall","leak","pop","_updatePops"];
for (const key of FX_METHOD_ORDER) {
let found = null;
+20 -23
View File
@@ -6,8 +6,8 @@
//
// Driving (units.js calls these; the sim is authoritative, the actor only visualises):
// setBase('idle'|'move'|'stun') the resting state from the snapshot anim code
// attack(interval, once) one attack happened now (b.ev 'atk'): plays begin→loop, re-phases the loop
// so its OnAttack frame lands now, timeScale = loopDuration / interval;
// attack(interval, once) one attack happened now (b.ev 'atk'): consumes its wind-up or starts at
// OnAttack, once; operator timeScale = loopDuration / interval;
// `once` (a one-off cast, style.js PROJ[kind].once — 暴鸰's bomb drop): the
// clip plays once at its own speed, then base; `clipPerAttack` (enemies,
// GitHub #58): every attack plays the clip once — at its own speed, faster
@@ -33,8 +33,7 @@
// update(dt) advances the skeleton (autoUpdate is off: one clock for everything)
// poseHeld() true while the pose cannot change (render/units.js then neither re-poses nor
// redraws the model, only advances `clock`)
// Attack mode lasts until ~1.4 attack intervals without a new attack (a `once` cast and every attack of a
// `clipPerAttack` actor: to the end of its clip), then the end clip (if any) and base — except the attacks of a skill
// Each attack plays its clip once, then the end clip (if any) and base — except the attacks of a skill
// with its own idle clip, which go straight back to that idle: the skill's end clip closes the skill, not each spell of
// attacks while it runs.
@@ -158,10 +157,10 @@ export class SpineActor {
/**
* Enemies (render/units.js, GitHub #58): each attack plays the attack clip once — at its own speed, faster only when
* the attacks come quicker than the clip — and then the resting state; the sim stands the enemy for exactly that
* clip (server/sim/ai.js attackStand). Off (operators): the clip loops over the attack rhythm.
* clip (server/sim/ai.js attackStand). Off (operators): retain rhythm scaling, but still play each attack once.
*/
this.clipPerAttack = false;
this.wound = false; // clipPerAttack: wound up for the coming attack (windUp → attack)
this.wound = false; // wound up for the coming attack (windUp → attack)
this._applied = false; // an update has posed the skeleton since its clip last changed (poseHeld)
this._appliedTint = undefined; // the tint that update put on the slots (pixi-spine applies `tint` in update)
this._play(this._idleName(), true);
@@ -366,9 +365,8 @@ export class SpineActor {
if (this.dead || this.mode === 'stun' || this.mode === 'die' || this.mode === 'change' || !(lead >= 0)) return false;
const clip = this._attackClip();
if (!clip) return false;
const single = once || this.clipPerAttack;
// in rhythm: attack() re-phases; a clip-per-attack actor starts each attack's clip anew unless already wound up for it
if (this.mode === 'attack' && this.current === clip.loop && (!this.clipPerAttack || once || this.wound)) return false;
// One queued attack owns one wind-up. A later attack may begin while the previous recovery is still playing.
if (this.mode === 'attack' && this.current === clip.loop && (once || this.wound)) return false;
const loopDur = this.dur(clip.loop);
// a one-off cast plays at the clip's own speed (one loop per clip length), whatever the attack rhythm
const iv = once ? loopDur : clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
@@ -378,8 +376,8 @@ export class SpineActor {
if (!(hit > 0) || lead * plan.ts > hit + 1e-6) return false;
if (!once) this.interval = iv;
this.mode = 'attack';
this.attackUntil = this.clock + lead + (single ? Math.max(0, loopDur - hit) / plan.ts : Math.max(0.45, iv * 1.4));
this._play(clip.loop, !single, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
this.attackUntil = this.clock + lead + Math.max(0, loopDur - hit) / plan.ts;
this._play(clip.loop, false, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
this.windTs = plan.ts;
this.windUntil = this.clock + lead;
this.wound = true;
@@ -397,14 +395,13 @@ export class SpineActor {
if (!clip) return;
const loopDur = this.dur(clip.loop);
const per = this.clipPerAttack && !once;
const single = once || per;
// clip per attack: its own speed (ts 1), faster only when the attacks come quicker than the clip
const ts = once ? 1 : per ? clampN(loopDur / Math.min(this.interval, loopDur), 1, 4) : clampN(loopDur / this.interval, 0.35, 4);
const hit = this._hitTime(clip.loop, loopDur);
// (a clip-per-attack actor still playing the previous attack's clip was not wound up for this one)
const wasAttacking = this.mode === 'attack' && this.current === clip.loop && (!per || this.wound);
const wasAttacking = this.mode === 'attack' && this.current === clip.loop && this.wound;
this.mode = 'attack';
this.attackUntil = this.clock + (single ? Math.max(0, loopDur - hit) / ts : Math.max(0.45, this.interval * 1.4));
this.attackUntil = this.clock + Math.max(0, loopDur - hit) / ts;
this.windUntil = null;
this.wound = false;
if (!wasAttacking) {
@@ -414,19 +411,19 @@ export class SpineActor {
// lifts before the slam; #246 by @TsangAsuna, accepted by the owner on 2026-10-07)
const whole = per && this.interval >= loopDur;
if (whole) this.attackUntil = this.clock + loopDur / ts;
this._play(clip.loop, !single, { timeScale: ts, start: whole ? 0 : hit, mix: 0.06 });
} else if (single) {
const e = this.spine.state.tracks[0];
if (e) e.timeScale = ts;
this._play(clip.loop, false, { timeScale: ts, start: whole ? 0 : hit, mix: 0.06 });
} else {
const e = this.spine.state.tracks[0];
if (e) {
e.timeScale = ts;
// re-phase gently so the strike frame lines up with this attack
const t = e.trackTime % loopDur;
let d = hit - t;
if (d > loopDur / 2) d -= loopDur; else if (d < -loopDur / 2) d += loopDur;
e.trackTime += d * 0.8;
// Preserve operator hit-phase correction when a coarse/batched update crossed windUntil.
// This adjusts the prepared single clip; it does not start another visual swing.
if (!once && !per) {
const t = e.trackTime % loopDur;
let d = hit - t;
if (d > loopDur / 2) d -= loopDur; else if (d < -loopDur / 2) d += loopDur;
e.trackTime += d * 0.8;
}
}
}
}
+3
View File
@@ -112,6 +112,9 @@ export const DMG_STYLE = Object.freeze({
true: { font: 'sp-dmg-true', fill: ['#ffffff', '#e8e8e8'], stroke: '#2a2a2a' },
heal: { font: 'sp-dmg-heal', fill: ['#eafff0', '#62f08a'], stroke: '#07361a' },
elem: { font: 'sp-dmg-elem', fill: ['#fff4e0', '#ff7b3a'], stroke: '#3a1000' },
// Official red integer and yellow MISS (PRTS 作战机制 「伤害红字(暴击)」, MISS #ff9000). Default numbers never use these.
crit: { font: 'sp-dmg-crit', fill: ['#ffd0d0', '#ff2a2a'], stroke: '#4a0000' },
miss: { font: 'sp-dmg-miss', fill: ['#ffe0a8', '#ff9000'], stroke: '#4a2400' },
});
/** Map b.ev dmg types to a style key. */
+40 -7
View File
@@ -228,6 +228,38 @@ export const ALIAS_TINT = Object.freeze({ enemy_1305_mhslim: 0xffc48a, enemy_130
* between `pulse` and 1 at `pulseHz` (real time).
*/
export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, gap: 1, pulse: 0.45, pulseHz: 1.5 });
/** The share of a model's height a bar is placed above (the head is not the very top of the silhouette). */
export const HEAD_TOP_K = 0.92;
/** Enemies whose model is taller than this many tiles keep their bar at the cap — a bar must stay on screen. */
export const HEAD_TILES_CAP = 2.2;
export const HEAD_TILES_CAP_BOSS = 3.2;
/**
* Tiles above the feet where a unit's HP bar / name tag sits.
*
* Operators and tokens are uniform chibis (UNIT.headroom). Enemies vary: with a known model they use **how far the model
* reaches above its own origin** (spine.js `top` = `bounds.y + bounds.height`, not the box's raw height — a body whose
* origin sits mid-model, 逐腐兽, would otherwise push its bar ~a tile too high), scaled by the official model factor and
* the vertical-stretch quirk; without bounds they fall back to the chibi headroom × that factor.
* @param {{ isEnemy:boolean, isBoss:boolean, spineShown:boolean, bounds?:{y?:number,height?:number}|null, modelK:number, modelKY:number }} o
* @returns {number} tiles
*/
export function headTilesForUnit(o) {
const k = (Number.isFinite(o.modelK) ? o.modelK : 1) * (Number.isFinite(o.modelKY) ? o.modelKY : 1);
if (!o.isEnemy) return UNIT.headroom;
const cap = o.isBoss ? HEAD_TILES_CAP_BOSS : HEAD_TILES_CAP;
const b = o.spineShown ? o.bounds : null;
if (b && Number.isFinite(b.height) && b.height > 20) {
// how far the box reaches *above the origin*: 猎狗pro −3.7, 大鲍勃 −2.6 (feet-anchored, ≈ height), 逐腐兽 −404.7 of
// 722.6 and 锏 −798 of 1183 (origin mid-body). Using the raw height there put the bar about a tile too high.
const top = Number.isFinite(b.y) ? b.y + b.height : b.height;
return clamp(Math.min(Math.max(top, 20), 900) * UNIT.modelScale * k * HEAD_TOP_K, 0.55, cap);
}
if (o.isBoss) return HEAD_TILES_CAP;
if (o.spineShown) return clamp(UNIT.headroom * k, 0.55, HEAD_TILES_CAP);
return UNIT.headroom;
}
/**
* The HP-bar readouts under the bars (b.snap `ammo`, `wolves`, `neg`; render/interp.js header):
* - AMMO_BAR — the ammo skill's segmented bar replaces the SP bar: a cell per round, `height` of the HP bar's thickness
@@ -1298,13 +1330,14 @@ export class UnitView {
this.aura.scale.set((s * 1.3) / 128, (s * 1.9) / 128);
}
// head height: operators/tokens are uniform chibis; enemies vary (setup-pose bounds, when known; else the chibi
// headroom × their official model factor)
let headTiles = UNIT.headroom;
if (this.isEnemy && spineShown && this.actor.entry.bounds) headTiles = clamp(this.actor.height * UNIT.modelScale * this.modelK * this.modelKY * 0.92, 0.55, this.isBoss ? 3.2 : 2.2);
else if (this.isEnemy && this.isBoss) headTiles = 2.2;
else if (this.isEnemy && spineShown) headTiles = clamp(UNIT.headroom * this.modelK * this.modelKY, 0.55, 2.2);
this._headTiles = headTiles;
// keep the original short-circuit: many views never build an actor (prep chips, diamonds, tests), so the model
// only counts when a spine is actually shown
const actor = spineShown ? this.actor : null;
const headTiles = this._headTiles = headTilesForUnit({
isEnemy: this.isEnemy, isBoss: this.isBoss, spineShown,
bounds: actor && actor.entry ? actor.entry.bounds : null,
modelK: this.modelK, modelKY: this.modelKY,
});
this.screen.top = by - headTiles * s;
this._updateHud(dt, s, bx, by - headTiles * s, alpha, t);
}