feedback1 WD: form changes survive the client's catch-up frames, hidden tab and pre-entry buffer
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps these fx in catch-up frames (keepsState), holds the state-bearing events of the battle on screen while the tab is hidden and delivers them with the first frame back (re-entering from the field meta past HELD_MAX); screens/game.js buffers them before a field is entered. A husk beaten while its stand-up clip plays dies on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
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@@ -13,6 +13,11 @@
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// and b.result (compactResult) at the end; applies b.pool (LocalBossPool.sync) and b.end (forceEnd / takeover),
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// * keeps an authoritative battle running while the tab is hidden (a 250 ms interval pump; browsers throttle it to
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// ~1 Hz, the bounded fast-forward absorbs that); the server deadline + takeover cover anything worse.
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// A frame that fast-forwards (catch-up) passes on only the state-bearing events (keepsState: spawns, deaths, deploys,
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// statuses, skills, leaks and the fx that change an enemy's model form — shared/protocol.js fxForm); while the tab is
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// hidden the battle on screen keeps the same events (≤ HELD_MAX, else the view re-enters from the field meta) and the
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// first frame back delivers them, so the view still knows every unit and every enemy's current form (player report #5
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// after 0.1.0: a 转译基底·α that changed form during a stall or in a background tab died in its first-form model).
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// Display replicas (a teammate's field after the own battle, 联防 observers, the partner of a boss pair) run the same
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// spec fast-forwarded to the server's clock (`elapsed`) and never report.
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// A b.result lost with the socket (the request failed DISCONNECTED / OFFLINE, or timed out twice) is kept and sent
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@@ -53,7 +58,7 @@
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import { net as appNet } from '../net.js';
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import { store as appStore } from '../store.js';
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import { unitStatsEntry } from '../../../shared/protocol.js';
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import { unitStatsEntry, fxForm } from '../../../shared/protocol.js';
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const TICK = 1 / 30;
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/** Fast-forward budget per frame (ticks) when far behind. */
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@@ -62,6 +67,13 @@ export const CATCHUP_TICKS = 240;
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const PREPARE_SLICE = 600;
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const MAX_ENTRIES = 4;
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const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill', 'leak']);
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/**
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* The b.ev tuples a catch-up frame or the hidden-tab backlog keeps: the state-bearing kinds, and every fx that sets an
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* enemy's model form (shared/protocol.js fxForm — dropped, the view kept the old model: player report #5 after 0.1.0).
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*/
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export const keepsState = (x) => Array.isArray(x) && (STATE_EV.has(x[0]) || fxForm(x) !== undefined);
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/** Hidden-tab backlog cap (tuples) of the battle on screen; beyond it the view re-enters from the field meta. */
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export const HELD_MAX = 3000;
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/** Data files the simulation reads (DataSource + content/support gameData()). */
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export const SIM_DATA_FILES = Object.freeze(['chess', 'enemies', 'tokens', 'stages', 'waves', 'bonds', 'items', 'garrisons', 'bands', 'effects']);
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@@ -304,16 +316,33 @@ export function createBattleRunner(deps) {
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}
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function emitFrame(e, catchingUp) {
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// the hidden-tab backlog overflowed: the view starts again from the field meta (UnitInfo carries every unit's form)
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if (e.stale) { show(e); return; }
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let ev = [];
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try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
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const gt = Number(e.battle.time) || 0;
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if (ev.length) {
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const list = catchingUp ? ev.filter((x) => Array.isArray(x) && STATE_EV.has(x[0])) : ev;
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const held = e.held;
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if (held.length) e.held = [];
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if (ev.length || held.length) {
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const list = held.concat(catchingUp ? ev.filter(keepsState) : ev);
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if (list.length) emit('ev', { t: 'b.ev', fieldId: e.fieldId, gt, ev: list });
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}
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try { emit('snap', frameOf(e)); } catch (err) { console.warn('[runner] snapshot failed', err); }
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}
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/**
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* Events of a step that is not rendered (hidden tab): the battle on screen keeps its state-bearing ones for the next
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* rendered frame (keepsState, ≤ HELD_MAX — beyond that it is re-entered from the field meta); any other battle starts
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* from its field meta when shown (show()), so its events go.
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*/
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function hold(e) {
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let ev = [];
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try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
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if (e !== cur || e.stale) return;
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for (const x of ev) if (keepsState(x)) e.held.push(x);
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if (e.held.length > HELD_MAX) { e.held = []; e.stale = true; }
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}
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function progress(e, force = false) {
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if (!e.authoritative || e.resultSent || !net) return;
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const t = now();
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@@ -420,7 +449,7 @@ export function createBattleRunner(deps) {
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const dt = stepEntry(e, n);
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if (dt > stats.maxFrameMs) stats.maxFrameMs = dt;
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if (render) emitFrame(e, catchingUp);
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else { try { e.battle.drainEvents(); } catch { /* ignore */ } }
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else hold(e);
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noteLeaks(e);
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progress(e);
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if (e.battle.finished) finished(e);
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@@ -456,6 +485,8 @@ export function createBattleRunner(deps) {
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/** Put an entry on screen: field meta into the store (the game screen enters it), then its current frame. */
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function show(e) {
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cur = e;
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e.held = [];
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e.stale = false;
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let meta = null;
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try { meta = e.battle.fieldMeta(); } catch { meta = { units: [] }; }
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const field = {
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@@ -538,6 +569,9 @@ export function createBattleRunner(deps) {
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leaks: 0, leakMark: '', left: null,
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// live bond layers grown in this battle { [playerId]: { [bondId]: n } } and their total gain (noteLayers)
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live: null, layerSum: 0,
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// state-bearing events of the steps run while the tab was hidden (hold(); delivered by the next rendered frame),
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// and whether that backlog overflowed (the next frame re-enters the view from the field meta)
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held: [], stale: false,
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};
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if (lastPool && battle.sharedBoss && typeof battle.sharedBoss.sync === 'function') {
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battle.sharedBoss.sync(lastPool.hp, lastPool.acked ? lastPool.acked[e.fieldId] : undefined);
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+16
-12
@@ -21,8 +21,10 @@
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// operators on the field under a redeploy ring and `elem` draws the
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// element gauges (user playtest #4 items 8 / 9, render/units.js); a
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// 'die' with reason FORCED_EXIT (an operator entering 联防 knocked out,
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// user playtest #5 item 2) goes straight to the held pose, no burst
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// view.setLocalFeed({ on, speed }) frames come from the local sim every frame (client-side combat):
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// user playtest #5 item 2) goes straight to the held pose, no burst; an
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// fx with a `form` (shared/protocol.js fxForm) switches the enemy's
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// model to that clip set (render/units.js FORMS)
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// view.setLocalFeed({ on, speed }) frames come from the local sim every frame (client-side combat):
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// ~2-frame buffer at the battle's game speed
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// view.highlightTiles(tiles, style) [[r,c]] | [{row,col}]; style 'legal'|'illegal'|'range'|'rangeStand'|
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// 'hover'|'target'|{color,fill,line,group}; highlightTiles(null) clears all
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@@ -89,6 +91,7 @@
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// `data` is the client data store (public/js/data.js: lookup(file, id)) or plain { chess, tokens, items, enemies } maps.
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import { GEO, ANIM, UF } from '../../../shared/constants.js';
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import { fxForm } from '../../../shared/protocol.js';
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import { Camera, presetCamera, lerpCamera, easeInOutCubic, pickTile, normRect } from './projection.js';
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import { SnapshotBuffer, frameTime } from './interp.js';
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import { TileField } from './tiles.js';
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@@ -1430,24 +1433,25 @@ export async function createFieldView(host, options = {}) {
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break;
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}
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case 'status': { const v = views.get(e[1]); if (v) v.onStatus?.(e[2], !!e[3]); break; }
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case 'fx':
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case 'fx': {
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if (e[4] && typeof e[4] === 'object' && e[4].consumed && e[4].id != null) {
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consumedIds.add(e[4].id);
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if (consumedIds.size > 200) consumedIds.delete(consumedIds.values().next().value);
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}
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// an enemy's mode change (掠海漂移体 → 爬行模式, user playtest #5 item 1; 转译基底's forms, a 逐火 ember and its
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// revival, the leaders' 重生 — user report after 0.1.0): a 'phase' kind, or the `form` any other fx carries,
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// switches the view's clip set (UnitView.setForm, a kind without a clip set of that skeleton changes nothing);
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// the info keeps it for a view built later
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const ex4 = e[4] && typeof e[4] === 'object' && e[4].id != null ? e[4] : null;
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const form = !ex4 ? undefined : e[1] === 'phase' ? ex4.kind : 'form' in ex4 ? ex4.form : undefined;
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// an enemy's mode change — the `form` of a sim setForm fx (shared/protocol.js fxForm: 掠海漂移体 → 爬行模式, user
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// playtest #5 item 1; 转译基底's forms, a 逐火 ember and its revival, the leaders' 重生, 守墓石像 — user report after
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// 0.1.0) — switches the view's clip set (UnitView.setForm; a kind without a clip set of that skeleton changes
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// nothing); the info keeps it for a view built later. The client runner never drops these fx (catch-up frames,
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// hidden-tab backlog), nor does the game screen's pre-entry buffer.
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const form = fxForm(e);
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if (form !== undefined) {
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const inf = infos.get(ex4.id);
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if (inf && (typeof form !== 'string' || FORMS[inf.spine || inf.defId]?.[form])) inf.form = typeof form === 'string' ? form : null;
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views.get(ex4.id)?.setForm?.(form, ex4);
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const inf = infos.get(e[4].id);
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if (inf && (form === null || FORMS[inf.spine || inf.defId]?.[form])) inf.form = form;
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views.get(e[4].id)?.setForm?.(form, e[4]);
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}
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fx.simFx(e[1], Number(e[2]), Number(e[3]), e[4]);
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break;
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}
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case 'layer': {
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const bondId = e[2], n = Number(e[3]) || 0;
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if (!(n > 0) || typeof bondId !== 'string') break;
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@@ -109,7 +109,8 @@ export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, g
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* - 转译基底·α (user report after 0.1.0, #5): its 2 s change clip A_Die_B / _C / _D, then 寻仇者 B_*, 幽灵 C_* (no attack
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* clip: it never attacks) or 特战术师 D_* — its manifest roles are the original form's A_Idle / A_Move;
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* - 深池逐火战士 / 精锐战士 / 护卫 (#8): knocked out → 'Die' (the 1 s 重生), the 余烬 on Idle_2 / Move_2 and its death on
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* Die_2; standing up again → 'Revive', then the warrior's manifest clips;
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* Die_2 (also while 'Revive' plays: the ember can still be beaten); standing up again → 'Revive', then the warrior's
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* manifest clips;
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* - 假想敌:再生: knocked out → A_Die, the 傀儡 on B_Idle / B_Move / B_Die; back → B_Revive, then the A_* manifest clips;
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* (both: the stand-up clip (`end`) is timed from the 'ember' fx's `dur` to end as the husk stands up — the 'revive'
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* fx then only lands in the manifest clips);
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@@ -393,11 +394,11 @@ export class UnitView {
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}
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/**
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* The unit changed mode (sim fx 'phase' { id, kind } or another fx's `form`; `fx` = that fx's extra): the mode's clip
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* The unit changed mode (the `form` of a sim fx — shared/protocol.js fxForm; `fx` = that fx's extra): the mode's clip
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* set (FORMS) after its change clip, and its closing clip (`end`, landing in the `next` form's clips) timed to end
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* `fx.dur` game s later; null goes back
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* to the manifest clips; a kind this skeleton has no clip set for (an arts barrier, a broken charge …) changes
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* nothing. Kept for a model built later.
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* `fx.dur` game s later — the unit is still in this mode while it plays (an ember can be beaten in its last second),
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* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips; a kind this skeleton
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* has no clip set for (an arts barrier, a broken charge …) changes nothing. Kept for a model built later.
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*/
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setForm(kind, fx = null) {
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const k = typeof kind === 'string' ? kind : null;
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@@ -409,7 +410,8 @@ export class UnitView {
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const f = this._formSpec();
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if (!this.actor) return;
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const dur = fx && Number(fx.dur);
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const next = f && f.next ? FORMS[this.info.spine || this.info.defId]?.[f.next]?.roles || null : null;
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let next = f && f.next ? FORMS[this.info.spine || this.info.defId]?.[f.next]?.roles || null : null;
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if (next && typeof f.roles.die === 'string') next = { ...next, die: f.roles.die };
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if (f) this.actor.setForm(f.roles, f.change || null, f.end && dur > 0 ? { clip: f.end, in: dur, roles: next } : null);
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else if (had) this.actor.setForm(null);
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}
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@@ -58,6 +58,7 @@
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import { useCallback, useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.js';
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import { PHASE, GEO } from '../../../shared/constants.js';
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import { fxForm } from '../../../shared/protocol.js';
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import { html, Spinner, PhaseBanner, Icon, Button, MicroLabel, confirmDialog, useTicker } from '../ui/components.js';
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import { useGameData, GIcon } from '../ui/gameComponents.js';
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import { useFieldView } from '../ui/fieldHost.js';
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@@ -109,6 +110,9 @@ const SEL_RANGE = Object.freeze({ group: 'selRange', color: 0xff9c33, fill: 0.3,
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/** The tile an armed merge-completing card's elite will take (its own group; gold like the promotion cue, render/fx.js). */
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const MERGE_HL = Object.freeze({ group: 'mergeTile', color: 0xffd45a, fill: 0.34, line: 1 });
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const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill']);
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/** Event tuples replayed when a field is entered late: the state-bearing kinds and the fx that change an enemy's model
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* form (shared/protocol.js fxForm — the field meta's UnitInfo `form` predates them). */
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const keepEarly = (e) => Array.isArray(e) && (STATE_EV.has(e[0]) || fxForm(e) !== undefined);
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/** Router for the in-match screens. */
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export function GameScreen() {
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@@ -446,7 +450,7 @@ function MatchScreen() {
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if (typeof msg.fieldId !== 'string') return;
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const buf = evBufRef.current.get(msg.fieldId) || [];
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// only state-bearing tuples are replayed later (see the enter effect)
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for (const e of msg.ev) if (Array.isArray(e) && STATE_EV.has(e[0])) buf.push(e);
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for (const e of msg.ev) if (keepEarly(e)) buf.push(e);
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if (buf.length > 1500) buf.splice(0, buf.length - 1500);
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evBufRef.current.set(msg.fieldId, buf);
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if (evBufRef.current.size > 8) evBufRef.current.delete(evBufRef.current.keys().next().value);
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