feedback7: merge fb7-hud — HP-bar readouts (#303 / #378 / #383: ammo cells, 伺夜's wolf-shadow pips, 斩业星熊's 我执 bar), #302 renderer abort, #292 held skill cue, #334 atlas slots, #354 梓兰's per-card frost

- Grok review: MERGE (no defect). Golden unchanged (union OK); broad node --test 5327 (5326 pass, 0 fail, 1 skipped); lint 0 errors.
This commit is contained in:
sganggs committed 2026-10-08 20:29:27 +08:00
commit 7d6fefe8f5
33 files changed
+1751 -77

No files matched your search

+2 -1
View File
@@ -47,7 +47,7 @@
| 刷新 | 1 资金 |
| 出售干员 | 任何干员(含精锐)都只返还 **1** 资金 |
| 装备 / 法术 | 调度中心出售除特殊装备外的所有装备:4 把特殊维式重锤(战栗 / 坚固 / 加速 / 灼燃)只来自维多利亚盟约(每 25 层)和洛洛的定制品,突变细胞只来自昆图斯的策略。装备不能出售,整备区里的只能「销毁」(不返还)。已配发的装备锁定在干员身上:只能被第三件装备替换(弹出替换窗口,选择要替换的一件,它会被销毁;盟约之币、博士投影等装备即销毁的道具也一样,先销毁选中的那件再生效,干员留下一个空栏位,精锐干员不能使用博士投影,此时什么都不销毁),或在干员出售 / 合成精锐时退回整备区。**突变细胞**不会用完:战斗结束后装备者被销毁(部署在场上的话,原来的格子空出来,剩余可放置角色加 1),突变细胞和它的其他装备先退回整备区,可以再次配发给任意干员;随后获得一名高一阶(最高 VI)的随机普通干员(装备者是精锐也一样),和其他新获得的干员一样进入整备区(满了进入临时整备区),需要自己重新部署;如果它凑齐了合成所需的同名干员,照常合成精锐。**坚固维式重锤**首次受到致命伤害时锁血 8 秒,**每次部署一次**:被击倒再部署(或突袭跳跃再部署、被 M3茧甲 / 埃芒加德复活)后又能锁一次,娜仁图亚策略借来的锤子也一样;借用到期时正在锁血的会锁满 8 秒;站在阿戈尔干员身前被开场吞噬、自带源石溶剂掉血时也会用掉这一次 |
| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新 |
| 冻结 | 免费,保留当前所有未买的格子到下一回合;冻结状态下仍可主动刷新。策略「梓兰」的每次主动刷新会单独冻结送来的那张同名干员:只有这一张卡显示冰霜(上方的冻结按钮不亮),没有再刷新就留到下一回合,再手动刷新会连它一起重抽 |
| 升级调度中心(1→2 … 5→6) | 险境及以上 5 / 8 / 11 / 12 / 13;同盟标准 5 / 8 / 10 / 11 / 11;独立标准 1 / 1 / 5 / 8 / 10。**每过一回合价格 −1**(最低 0),升级后按下一级的价格重新计算。升级到干员栏位更多的等级(险境及以上 2 级 4 个、4 级 5 个;标准 2 级 4 个、6 级 5 个)时,**新栏位立刻刷出一名新干员**,已有的卡片不变 |
| 其他收入 | 悬赏敌人、盟约「远见」「奇迹」、装备「骑士储蓄罐」、部分策略和特质 |
@@ -80,6 +80,7 @@
- **推开 / 拉拽**按官方「力度 − 重量」决定距离:例如野鬃二技能(中等力度)把重量 0 / 1 / 2 / 3 的敌人推开约 2.1 / 1.7 / 0.4 / 0.1 格,重量 4 以上推不动——轻型敌人反而推得更远。野鬃二技能沿她的朝向推开:正前方 45° 以内按上面的距离,身后、侧面或贴身的敌人只被轻推一下(约 0.4 格以内);琳琅诗怀雅三技能的金币则从她身边向外推开,落在她前方 2–4 格的范围(官方「范围2-4」)内的地面敌人和她阻挡的敌人身上。攻击速度最低为 20(沼泽、寒霜等减速叠满时也不会更慢)。
- **生命回复不是治疗**(与官方一致):吟游者的特性(魔王、浊心斯卡蒂及其海嗣)、调香师的天赋、瑕光二技能、铃兰三技能、锡人炼金单元给友军的「每秒恢复生命」是提高对方的**生命回复速度**,不是治疗:收割者 / 不屈者 / 武者(如隐德来希、圣约送葬人、折桠)这类「无法被友方治疗」的干员和处于禁疗的干员也能吃到,治疗量加成(如「受到的治疗效果提升」)也不会放大它;铃兰三技能开启后的第一秒没有回复。直接治疗(医疗干员的治疗、技能的「恢复…生命」)仍然对这些干员无效。
- **元素损伤条**在单位自己的血条正下方:左边是元素图标,白条是剩余的元素值,只有真正爆发时才会耗尽;爆发后条变成元素的颜色、图标闪烁,在冷却期间慢慢回满(这段时间不会再积累元素损伤)。
- **弹药、狼影和「我执」**也画在血条上(0.2.2):弹药类技能(如隐现的二技能,14 发)开启时,血条下方的技力条换成**分格的黄色弹药条**——一格一发,打一发少一格,补弹时回来;这类技能开启期间脚下不再有持续的金色光环。伺夜的狼群在血条下方有一排**菱形**,亮的是剩下的狼影,暗的是已用掉的空位(最多 3 个),进入战术点形态时消失。斩业星熊进入「我执」后,绿色血条停在 1 点,超出的伤害涨成血条上的**红条**,红条满了才会倒下。这些只是显示,不改变任何战斗数值。
- **敌人**:远程敌人的射程按官方从干员的碰撞体积(半径 0.25 格)算起,比数据上的攻击范围半径远 0.25 格——例如萨卡兹枯朽战车(射程 2.2)能打到中心 2.45 格以内、站在低地的干员。没被阻挡的远程敌人每次攻击都会站定、播完攻击动作,两次攻击之间才继续前进。它的第一下攻击就是「秽蚀轰击」(在目标处留下半径 1.7、持续 10 秒的污染区:低地每秒 50、高台 25 点真实伤害,同名不叠加),被阻挡时普通攻击伤害翻倍。“萨科塔之翼”等血量第一次低于一半时会在原地小范围乱飞 5 秒(官方叫「恐惧」);叙拉古、妮芙等干员造成的恐惧会让敌人朝远离干员的方向逃跑。隐匿的敌人只有被阻挡(或被揭示)时才能被选为攻击目标,溅射、技能的圆形范围伤害也打不到没被挡住的隐匿敌人(和官方一样);阻挡解除后 3 秒内它仍然可以被选中(官方页面注明 0 秒或 1 秒的敌人按页面),之后才重新隐匿:深池逐火战士每次被击倒后先重生 1 秒,然后变成继续往前走的隐匿「余烬」(需要 5 次伤害击倒,护卫的「火灰」10 次),一般要用干员挡住它才能选中(挡住时它不再半透明;被阻挡时被击倒的,重生结束后约 2 秒内也能用远程或范围伤害补刀),10 秒内没打掉就满血站起来;敌人重生时身上的减速、恐惧等状态会被清空、技能冷却从头开始,被恐惧的逐火战士变成余烬后也能被挡住;转译基底·α 原始形态受到的伤害全部无效,受到第 4 次物理伤害、第 4 次法术伤害或被阻挡时花 2 秒变成寻仇者、特战术师或幽灵,之后才能被击倒。
- **复活**(策略「埃芒加德」的前 3 次、M3茧甲)与官方一致:算作一次被击倒,紧接着在倒下的位置免费立即再部署——干员「被击倒时」和「部署时」的效果都会触发(例如砾的不屈 / 卡西米尔层数、瑕光的层数、卡西米尔盟约的部署攻击力),技力和身上的增益像普通再部署一样重置。
- **策略「鸭爵」(“神秘顾客”)**:从第 5 回合起,你和队友的每场作战(**最终攻势和隐秘核心也算**,联防不另外替换)有 0–2 名地面敌人(不含领袖及其部件、悬赏敌人)被替换为特殊版本的鸭爵、高普尼克、流泪小子或圆仔,出现在被替换敌人的时间和路线上(两人同场的领袖战里,各自只替换走向自己保护目标点的敌人);击倒者获得 1 资金(联防中的队友也算),漏进保护目标点照常扣 1 点目标生命值。鸭爵和圆仔**不攻击、无法被阻挡**:鸭爵受到伤害后移动速度 +300%;圆仔始终面向我方干员较多的一侧,来自正面的物理 / 法术伤害 −80%。流泪小子隐匿(被阻挡时才能被选中),攻击使目标晕眩 3.5 秒,被晕眩的干员挡不住它(官方规则);它被放开后要过 1 秒才重新隐匿(官方是 0 秒,本模式有意放宽,维护者 2026-10-07 的决定);高普尼克免疫晕眩、冻结和浮空。
+6 -2
View File
@@ -1296,7 +1296,7 @@ Unknown subprofessions fall back to the profession default (test `professions.te
## 9. Wire format (snapshot.js, DESIGN §8.2)
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem?, ammo?, wolves?, neg? }`.
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active (ammo: `ammoLeft / ammoMax`, the
activation's real total — 拉特兰's and 逃犯引渡手续's extra bullets included, community report #35). Units in DIE state stay 0.8 s.
Active finite zero-SP duration skills display `timeLeft/duration` using `duration` as `spMax`; after end they show
@@ -1307,7 +1307,11 @@ Unknown subprofessions fall back to the profession default (test `professions.te
respawn timer; `state` = constants.js
`DOWN_STATE`: 0 counting, 1 timer done / DP short, 2 timer done / its tile taken — a safeguard: no ally deploys on a
knocked-out operator's tile, §1; `row, col` = the tile it lies on and comes back on, `unit.body`); `elem: [[id, element, fill,
cooldownEnd, cooldown]]` (only when non-empty) = `elementView` of every unit with a gauge or a running 爆发冷却 (§3).
cooldownEnd, cooldown]]` (only when non-empty) = `elementView` of every unit with a gauge or a running 爆发冷却 (§3);
`ammo: [[id, left, magazine]]`, `wolves: [[id, left, max]]` and `neg: [[id, fill]]` (each only when non-empty; display only) = the HP-bar
readouts of `snapshot.js` `ammoView` (an ally's running ammo skill: whole rounds, the magazine = `ammoMax`), `wolfView` (伺夜's 狼群:
`mem.shadows` of `mem.wolfCapacity`) and `negView` (`unit.negFill()`, set by 斩业星熊's T1 业火: the 我执 pool as a share of its cap);
UnitInfo `ammoSkill` marks an ally whose skill is an ammo magazine (DESIGN §8.2).
`fieldMeta()` lists the knocked-out operators too (a client joining mid-battle shows them; DESIGN §18.3).
- `drainEvents()` tuples: `['spawn', UnitInfo]` (first appearance), `['deploy', id]` (every (re)deploy and 【移动】 — the client plays the deploy and its interpolation snaps instead of sliding), `['atk', src, tgt, projKind]`
(`none|arrow|bolt|bomb|lob|orb|drone|enemy|boomerang|droneBomb|chain|chainHeal`; a boomerang's way back has no event — the
+5 -2
View File
@@ -29,7 +29,10 @@ view.holdPiece(uid, {row,col}|null) // keep a dropped piece on a tile w
view.setPieceDir(uid, dir) // show a prep piece facing UP|RIGHT|DOWN|LEFT (wheel preview / stored dir)
view.resize() ; view.destroy()
```
Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored — flying units hover `FLY_HOVER` 1.3 tiles up, the client's 0.35 in character space, research 12, §25.13.5 — an enemy flyer from the road whatever tile it crosses (GitHub #277) —, shadow sprite on the ground), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons, the element gauge row under the bars — icon + white bar of the remaining 元素值, element-coloured refill during a 爆发冷却 (§18.3, §20.8); enemies drawn × their official prefab factor (enemies.json `modelScale`, §20.4); an enemy's mode — the `form` of a sim fx (`shared/protocol.js fxForm`), or UnitInfo `form` for a view built later through `render/app/info.js renderInfo` — switches clip sets (`render/units.js FORMS`: 掠海漂移体 crawl, 暴鸰 bombed, 转译基底's forms, the 逐火 embers, the leaders' 重生, 守墓石像, the 孤岛风云 prisoners' warning and 解放; closing clips timed from the fx `dur`), a one-off cast (`PROJ[kind].once`) plays once, and a local-only model's web alias is tinted (`ALIAS_TINT`: 灼热 / 炽焰源石虫, §21.14); damage numbers (phys orange-white, arts purple, true white, heal green); projectiles drawn per kind, hit sparks and melee slashes, skill activation bursts and auras (§17.3); death fade for enemies, summons and devices — a knocked-out operator stays on its tile in its held Die pose under a redeploy ring (§18.3); leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens — a failed or timed-out model is loaded again (bounded), and a view re-resolves its model and avatar when the asset manifest arrives late or the tab is shown again (§21.27). 60 fps target with ≤ 120 units. Picking (which unit a press / hover / dropped item is on) and the drag target follow one rule, `render/pick.js` — the tile under the pointer (§18.1); the Spine store never hands out a skeleton whose unload is in flight (§17.1).
`createFieldView(host, { …, signal })` takes an `AbortSignal` (0.2.2, GitHub PR #302 by @siruimei07): an abort during the build — the Pixi load, the manifest, the fonts, the board art and the 3D board waits — destroys what the attempt made (the canvas, the ticker, the listeners, the observers) and rejects, a failure while it is built releases the same partial resources, and `view.destroy()` is idempotent. `ui/fieldHost.js mountFieldView(host, { signal })` aborts that signal when the engine fails, times out (12 s) or the owner unmounts, disposes a view a factory returns after that, and never clears the other children of `host` — the simplified view and a newer mount share it.
Visuals: oblique perspective board (tilted ~30°, trapezoid tiles), raised highland blocks with side faces, road/floor/forbidden styles per research 07 §7, pulsing red gates, blue objective, dashed hand pads. Units: Spine (Front/Back rule, feet anchored — flying units hover `FLY_HOVER` 1.3 tiles up, the client's 0.35 in character space, research 12, §25.13.5 — an enemy flyer from the road whatever tile it crosses (GitHub #277) —, shadow sprite on the ground), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow; while an ammo skill runs it is the magazine instead — a yellow cell per round, emptying from the right, `b.snap ammo`, and the skill draws no standing aura, UnitInfo `ammoSkill`), 斩业星熊's 我执 pool as a red bar over her drained HP bar (`b.snap neg`), 伺夜's 狼群 count as a row of diamonds under the bars, the lit ones the 狼影 left (`b.snap wolves`; 0.2.2, GitHub PR #303 / #378 / #383), status icons, the element gauge row under the bars — icon + white bar of the remaining 元素值, element-coloured refill during a 爆发冷却 (§18.3, §20.8); enemies drawn × their official prefab factor (enemies.json `modelScale`, §20.4); an enemy's mode — the `form` of a sim fx (`shared/protocol.js fxForm`), or UnitInfo `form` for a view built later through `render/app/info.js renderInfo` — switches clip sets (`render/units.js FORMS`: 掠海漂移体 crawl, 暴鸰 bombed, 转译基底's forms, the 逐火 embers, the leaders' 重生, 守墓石像, the 孤岛风云 prisoners' warning and 解放; closing clips timed from the fx `dur`), a one-off cast (`PROJ[kind].once`) plays once, and a local-only model's web alias is tinted (`ALIAS_TINT`: 灼热 / 炽焰源石虫, §21.14); damage numbers (phys orange-white, arts purple, true white, heal green); projectiles drawn per kind, hit sparks and melee slashes, skill activation bursts and auras (§17.3); death fade for enemies, summons and devices — a knocked-out operator stays on its tile in its held Die pose under a redeploy ring (§18.3); leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens — a failed or timed-out model is loaded again (bounded), and a view re-resolves its model and avatar when the asset manifest arrives late or the tab is shown again (§21.27). 60 fps target with ≤ 120 units (a crowd draws its Spine units through the cached atlas, `render/impostor.js`, each refreshed every k-th frame: the refresh turns follow this frame's update order — `ctx.impostorSlot()`, a counter reset at the start of every frame — so a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units instead of whatever random per-unit phases gave, and a unit not refreshed for 2k frames is refreshed regardless; GitHub PR #334 by @Cloudnyco, issue #327 step 1 — its step 2, a time budget by priority, is not done). Picking (which unit a press / hover / dropped item is on) and the drag target follow one rule, `render/pick.js` — the tile under the pointer (§18.1); the Spine store never hands out a skeleton whose unload is in flight (§17.1).
---
@@ -45,7 +48,7 @@ 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 — 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; 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).
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), boss music in R14/15.
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.
---
+2 -2
View File
@@ -23,7 +23,7 @@ S→C:
- NOTE: game time in `b.snap`/`b.ev` is carried as **`gt`** (the frame's `t` is the message type).
- Active finite zero-SP timed skills display `sp=timeLeft`, `spMax=duration` and `UF.SKILL`; after end they display
`0/0`. Snapshot display capacity does not change runtime SP/cost.
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem? }` 20 Hz (a countdown summon's `hp` is maxHp × the share of its life left, §25.16.5). Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0)
- `b.snap` — `{ fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total, down?, elem?, ammo?, wolves?, neg? }` 20 Hz (a countdown summon's `hp` is maxHp × the share of its life left, §25.16.5). Optional, only when non-empty (§18.3): `down: [[id, respawnAt (game s), respawnTime (s), state, row, col]]` — knocked-out operators waiting to redeploy, `state` 0 counting | 1 timer done, waiting for DP | 2 timer done, its tile taken — a safeguard, no ally deploys there (sim/constants.js `DOWN_STATE`); `row, col` = the tile it lies on and comes back on (§21.24); `elem: [[id, element, fill, cooldownEnd (game s), cooldown (s)]]` — the one gauge a unit shows: the fullest (ties by the official element id 神经 < 侵蚀 < 灼燃 < 凋亡), fill with 2 decimals rounded DOWN and kept at 0.01–0.99 outside a burst (§20.8); during a 爆发冷却 the bursting element with fill 1 and the cooldown numbers (else 0, 0); the three HP-bar readouts (0.2.2, GitHub PR #303 / #378 / #383, display only — no sim state reads them, the nine-field tuples and the SP fraction an ammo skill still puts in them are unchanged; `render/interp.js` keeps them per snapshot and `sample()` hands them out from the older snapshot like `flags`, so they step with the skill flag; a malformed entry or an id the snapshot does not list is dropped, a snapshot without the list clears the readout): `ammo: [[id, rounds left, rounds in the magazine]]` — an ally's running ammo skill, whole rounds, the magazine being the activation's real total (extra bullets and refills included; 隐现's S2 holds 14, skill_table `attack@trigger_time`) — the client draws yellow cells in place of the SP bar (the count, not a pixel copy of the official magazine widget — its art is in no game data we have), and UnitInfo `ammoSkill: true` (an ally whose skill is an ammo magazine, known from its first appearance) tells it to draw no standing skill aura; `wolves: [[id, 狼影 left, the talent's maximum]]` — 伺夜's 狼群 (`mem.shadows` / `mem.wolfCapacity`, both the placed and the automatic pack), one diamond per slot under the HP bar (plain diamonds: no official counter art is known, the portrait of PR #378 was not taken), nothing in the 战术点形态; `neg: [[id, fill]]` — the share (0.01–1) of its cap a negative-HP pool holds (斩业星熊's 我执, `unit.negFill`), drawn as the red bar over her drained HP bar. These show only for a living, deployed, visible unit and only when it has one
- `b.ev` — `{ fieldId, ev: [ ... ] }` event tuples: `['spawn', UnitInfo]`, `['atk', srcId, tgtId, projKind]`, `['dmg', tgtId, amount, type]`, `['heal', tgtId, amount]`, `['skill', id, on:0|1]`, `['die', id, reason]` (reason `'killed'`, `'retreat'`, `'expired'` …; only `'killed'` plays an operator's knock-down sound), `['status', id, key, on]`, `['fx', kind, x, y, extra]` (`'hitCap' {id, n}` = a cancelled 限伤 hit, drawn as nothing, §20.12; `extra.form` = the unit's model form from then on (an enemy's mode, a 傀儡师's 替身 §22.11) — `shared/protocol.js fxForm`, state like a spawn: never dropped by the client, §21.4), `['layer', playerId, bondId, n]`, `['bounty', playerId, coins]`, `['deploy', id]`
- `m.toast {kind, text}` · `m.ticker {text, id, type, priority, playerId}` (the strip plays the highest priority first, §21.10) · `m.emote {playerId, id}` · `m.result {...}`
- `m.unitStats {seq, round, units: [unitStatsEntry]}` — the answer to `g.unitStats` (`seq` echoed): every own board operator / summon by uid with `{id, uid, defId, hp, alive, maxHp, atk, def, res, interval, blockCnt, moveSpeed, range?, base: {…same}}` (shared/protocol.js `unitStatsEntry`; `range` = an ally's live range grid, facing RIGHT, never a target-selection grid, §21.16) as its next battle starts (§18.5)
@@ -36,7 +36,7 @@ S→C:
```js
{ playerId, seat, alive, lp, funds, bandId, ready, canReady /* false while temp non-empty */,
shop: { level, maxLevel: 6, upgradePrice, refreshPrice /* effective (0 when a free refresh is available) */, freeRefreshes,
frozen, slots: [ { kind: 'chess'|'item', id, price, basePrice, sold } | null ],
frozen, slots: [ { kind: 'chess'|'item', id, price, basePrice, sold, frozen } | null ], // slot.frozen: the 冻结 toggle copies onto every unsold slot, and 梓兰's 猎头顾问 freezes ONE card of an active refresh with the toggle off — every card draws its own flag (GitHub #354)
rewardOffer: null | { tier, source: 'merge'|'special', label, queued, slots: [ { kind: 'chess'|'item', id, price: 0, sold } ] } }, // §21.2
hand: [ Piece | null ], // length 10, index = hand slot
temp: [ Piece | null ], // length 5
+23 -1
View File
@@ -25,7 +25,10 @@
// channel over — the official scheduling of `audio_data.json battleVoice.voiceTypeOptions`.
// - Battle SFX from `b.ev` tuples (`handleBattleEvents`): at most MAX_VOICES concurrent unit sounds, at most
// MAX_PER_URL overlapping copies of one sound (the official banks' maxSoundAllowed 2), a per-unit cooldown and a
// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable.
// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable. A `['skill', id, 1]` that arrives before its
// unit is known is held and played once the unit is tracked (`pendingSkill`): a unit that casts inside its own deploy
// tick emits that first cue before its `['spawn', unitInfo]`, and dropping it left the one cast silent while every
// later one played (GitHub PR #292 by @LimitlessHPPK).
// - Impact sounds (user playtest #4 item 6): a 'dmg' plays the `hit` sound of the unit whose hostile attack ('atk' on a
// unit of the other side) aimed at the target — once, within IMPACT_WINDOW_MS, and only for phys / arts / true damage.
// A heal "attack" ('atk' of a healer on an ally, chain heals) never makes the healer the author of the next damage
@@ -76,6 +79,8 @@ const CHAIN_KINDS = new Set(['chain', 'chainHeal']);
const IMPACT_TYPES = new Set(['phys', 'arts', 'true']);
/** A 'dmg' later than this (real ms) after the attack aimed at the target is not that attack's impact. */
const IMPACT_WINDOW_MS = 2500;
/** Casts held for a unit that is not tracked yet (`pendingSkill`): a hold per unit of a field, never more than this. */
const PENDING_SKILL_MAX = 64;
/** Official operator sound files of a skill mode: `…_d` / `…_h` / `…_s` (+ digits) — the normal attack's end in `_n`. */
const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
@@ -463,6 +468,7 @@ export class AudioManager {
this.bgm = null; // { key, loopUrl, nodes: [{src, gain}], gain }
this.bgmToken = 0;
this.units = new Map(); // battle unit id → defId
this.pendingSkill = new Map(); // unit id → the 'skill' tuple that arrived before the unit was known (see _track)
this.lastAttacker = new Map(); // target id → { def, at } of the hostile attack last aimed at it (its impact sound)
this.consumed = new Set(); // summons used up by their own effect (香槟炸弹 exploded): no death sound
this.installed = false;
@@ -912,6 +918,9 @@ export class AudioManager {
/** Reset the unit map for a new field (m.field.units = UnitInfo[]). */
setFieldUnits(units) {
this.units.clear();
// unit ids belong to one battle: a cast still held for a unit of the field left must not sound for a unit of the new
// one that happens to share its id
this.pendingSkill.clear();
this.lastAttacker.clear();
this.consumed.clear();
// a new field is a new battle: the first operator deployed says 行动出发 again and no cooldown carries over
@@ -926,6 +935,12 @@ export class AudioManager {
// official class sounds (operator vs summon vs device)
this.units.set(u.id, { def: u.spine || u.defId, defId: u.defId ?? null, kind: u.kind ?? null, side: u.side, boss: !!u.boss,
skillIndex: Number.isInteger(u.skillIndex) ? u.skillIndex : null });
// a cast that arrived before this unit was known (handleBattleEvents): it sounds now, once
const held = this.pendingSkill.get(u.id);
if (held) {
this.pendingSkill.delete(u.id);
this.handleBattleEvents([held]);
}
}
/** Play a resolved battle sound for a unit event, limited like unit sounds. */
@@ -970,6 +985,13 @@ export class AudioManager {
const n = Number.isInteger(u.skillIndex) ? Math.min(4, u.skillIndex + 1) : 1;
this.voice(u.def, `skill${n}`, { unitKey: e[1] });
}
} else {
// The unit is not tracked yet. The sim emits the cast of a deployment that fires inside its own first tick
// (`initSp` already at `spCost`, 宴's deploy-timed skill) BEFORE the unit's `['spawn', unitInfo]` — the same
// batch or the next one — so the cue waits here and `_track` plays it when the spawn arrives. Only a skill
// turning ON is a cast; a hold for a unit that never appears goes with the field (`setFieldUnits`).
if (this.pendingSkill.size >= PENDING_SKILL_MAX) this.pendingSkill.delete(this.pendingSkill.keys().next().value);
this.pendingSkill.set(e[1], e);
}
} else if (kind === 'engage') {
// 行动开始: the first attack a unit makes on an enemy (the sim's ENGAGE, official ENCOUNTER_ENEMY, 3 s apart)
+78 -22
View File
@@ -148,14 +148,17 @@ 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 },
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: 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]
*/
export async function createFieldView(host, options = {}) {
if (!host || typeof host.appendChild !== 'function') throw new TypeError('createFieldView: host element required');
const opts = options && typeof options === 'object' ? options : {};
const P = await ensurePixi();
const signal = opts.signal;
signal?.throwIfAborted();
const P = await withTimeout(ensurePixi(), null, signal);
signal?.throwIfAborted();
const assets = resolveAssets(opts.assets);
const data = makeData(opts.data);
const settings = { damageNumbers: true, quality: 'high', ...(opts.settings || {}) };
@@ -164,19 +167,28 @@ export async function createFieldView(host, options = {}) {
const want3d = boardPref !== '2d' && webgl2Available(boardPref === '3d');
// three.js (~2 MB) is fetched only when the local-art manifest lists the board atlas (in parallel with the art)
const artListed = want3d ? boardArtListed(assets).catch(() => false) : Promise.resolve(false);
const threePromise = artListed.then((ok) => (ok ? loadThree() : null));
const packPromise = artListed.then((ok) => (ok ? Promise.resolve(assets.ready ? assets.ready() : null).catch(() => null).then(() => loadBoardPack(assets)) : null));
const threePromise = artListed.then((ok) => (ok ? loadThree() : null)).catch(() => null);
const packPromise = artListed.then((ok) => (ok ? Promise.resolve(assets.ready ? assets.ready() : null).catch(() => null).then(() => loadBoardPack(assets)) : null)).catch(() => null);
// the manifest, and the optional local-art manifest in parallel: unit views pick an enemy's local-client model by it
// (assets.js spineEntry, DESIGN §13 — 灼热源石虫 / 炽焰源石虫); absent or slow, they draw the web models
await withTimeout(Promise.all([assets.ready ? assets.ready() : null, assets.local ? assets.local() : null]
.map((p) => Promise.resolve(p).catch(() => {}))), 4000);
.map((p) => Promise.resolve(p).catch(() => {}))), 4000, signal);
signal?.throwIfAborted();
// web fonts for the bitmap damage numbers / tier chips (never block long)
try { if (document.fonts?.load) await withTimeout(Promise.all([document.fonts.load('700 40px Bender'), document.fonts.load('700 40px Oxanium')]), 1500); } catch { /* ignore */ }
try { if (document.fonts?.load) await withTimeout(Promise.all([document.fonts.load('700 40px Bender'), document.fonts.load('700 40px Oxanium')]), 1500, signal); } catch { /* optional fonts */ }
signal?.throwIfAborted();
const size = () => ({ width: Math.max(1, host.clientWidth || 1), height: Math.max(1, host.clientHeight || 1) });
const dpr = () => Math.min(globalThis.devicePixelRatio || 1, QUALITY_RES[settings.quality] || 2);
const boardDpr = () => Math.min(globalThis.devicePixelRatio || 1, BOARD_RES[settings.quality] || 2);
const s0 = size();
// Construction is synchronous until the complete view can own cancellation. If setup throws,
// dispose only the resources acquired by this attempt, never another view's host contents.
const setupCleanup = [];
let destroyed = false;
let view = null;
let onAbort;
try {
const app = new P.Application({
// MSAA only where it pays: dense (DPR ≥ 1.5) screens are sharp enough without it and it would cost 4× the fill
// transparent: the 3D board canvas shows through (the 2D board paints an opaque backdrop itself)
@@ -184,6 +196,11 @@ export async function createFieldView(host, options = {}) {
resolution: dpr(), autoDensity: true, powerPreference: 'high-performance',
});
const canvas = app.view;
setupCleanup.push(() => {
releaseGl(app.renderer);
try { app.destroy(true, { children: true, texture: false, baseTexture: false }); }
finally { canvas.remove(); }
});
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
@@ -240,7 +257,6 @@ export async function createFieldView(host, options = {}) {
for (const fn of [...set]) { try { fn(payload); } catch (err) { console.error(`[render] ${name} listener failed`, err); } }
};
let destroyed = false;
let mode = 'idle'; // 'idle' | 'prep' | 'battle'
let stageRec = null;
let cam = presetCamera('prep', { width: s0.width, height: s0.height, padding: defaultPadding('prep', s0) }, { hud: hudBands('prep', s0) });
@@ -300,12 +316,14 @@ export async function createFieldView(host, options = {}) {
renderer: app.renderer,
frameNo: () => frameNo,
impostorInterval: () => impInterval,
impostorSlot: () => impSlot++,
clipAllowed: () => clipAllowed,
viewport: () => vp,
loadLevel: () => loadLevel,
surfaceLayer: (row) => tiles.surfaceLayer(row),
};
const tiles = new TileField({ ground: layers.ground, overlay: layers.overlay, props: layers.units, anim: layers.anim });
setupCleanup.push(() => tiles.destroy());
const fx = new FxSystem({
P, layers, cam: () => cam, settings, assets, heightAt, redVignette: bg.red, surfaceLayer: ctx.surfaceLayer,
timeScale: () => ctx.timeScale(),
@@ -320,10 +338,12 @@ export async function createFieldView(host, options = {}) {
return Math.max(80, Math.min(size().height * 0.4, p.y));
},
});
setupCleanup.push(() => fx.destroy());
ctx.fx = fx;
// battle devices (crates / turrets as sim units): the official crate mesh in the 3D scene, else a Pixi box
ctx.createBox = () => switchableBox({ board: () => board3d, pixi: () => tiles.createBox() });
const impostors = new ImpostorAtlas(app.renderer);
setupCleanup.push(() => impostors.destroy());
ctx.impostors = impostors;
tiles.setView(bandFor('prep'), camRect(), fieldRows('prep'));
// the real board art of the local client (optional): wait briefly so the first frame already uses it; a late
@@ -332,7 +352,6 @@ export async function createFieldView(host, options = {}) {
if (art && !destroyed) { tiles.setArt(art); tiles.project(cam, true); }
return art;
}, () => null);
await withTimeout(artPromise, 2500);
// ---- 3D board layer (render/board3d, DESIGN §15) -----------------------------------------------------------
let board3d = null; // BoardScene while the 3D board is on
@@ -340,6 +359,7 @@ export async function createFieldView(host, options = {}) {
let board3dError = null;
// 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(); });
function enable3d(THREE, pack) {
if (destroyed || board3d || !THREE || !pack) return false;
recover.THREE = THREE; recover.pack = pack;
@@ -409,13 +429,13 @@ export async function createFieldView(host, options = {}) {
if (!enable3d(recover.THREE, recover.pack)) scheduleRecover();
}, delay);
}
if (want3d) {
const ready = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
await withTimeout(ready, 6000);
}
// Attach the board only after synchronous setup completes; enable3d also guards late arrivals.
const boardReady = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached; asked again when the
// manifest arrives late)
let shadowAsked = false;
let offShadow = null;
setupCleanup.push(() => offShadow?.());
function loadShadow() {
const shadowUrl = !shadowAsked && assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (!shadowUrl) return;
@@ -428,7 +448,11 @@ export async function createFieldView(host, options = {}) {
for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
for (const v of penViews.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
};
if (t.baseTexture.valid) use(); else t.baseTexture.once('loaded', use);
if (t.baseTexture.valid) use();
else {
t.baseTexture.once('loaded', use);
offShadow = () => t.baseTexture.off('loaded', use);
}
} catch { /* optional */ }
}
loadShadow();
@@ -1206,6 +1230,17 @@ export async function createFieldView(host, options = {}) {
// the 收起 toggle of PR #149 moved the discs one button to the right) opened the bond popup instead of selecting the
// unit. As a click target that holds the finger's point the canvas wins: a tap on the board stays on the tile under it.
const onTapTarget = () => {};
const removeInput = () => {
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
canvas.removeEventListener('pointercancel', onPointerCancel);
canvas.removeEventListener('pointerleave', onPointerLeave);
canvas.removeEventListener('contextmenu', onContext);
canvas.removeEventListener('touchend', onTouchEnd);
canvas.removeEventListener('click', onTapTarget);
};
setupCleanup.push(removeInput);
canvas.addEventListener('pointerdown', onPointerDown);
canvas.addEventListener('pointermove', onPointerMove);
canvas.addEventListener('pointerup', onPointerUp);
@@ -1531,6 +1566,10 @@ export async function createFieldView(host, options = {}) {
let cpuMs = 0;
let frameNo = 0;
let impInterval = 0;
// Each frame the impostor units take slots 0, 1, 2 … in update order (units.js _updateImpostor): a unit refreshes when
// (frame + slot) % interval === 0, so a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units. Random per-unit phases left the
// busiest frame 20–66% above that (16–48 units, intervals 2–6) and set the frame-time peaks of a crowded battle.
let impSlot = 0;
let vp = { width: s0.width, height: s0.height }; // viewport (CSS px) of this frame: unit culling
let culledCount = 0;
// Adaptive load level 0–3: a device that cannot hold the frame rate with the current work switches crowds to
@@ -1571,6 +1610,7 @@ export async function createFieldView(host, options = {}) {
}
function frameBody(now) {
frameNo++;
impSlot = 0;
if (frameNo % 30 === 1) {
impInterval = pickImpostorInterval(); clipAllowed = pickClipping();
culledCount = 0;
@@ -1655,6 +1695,7 @@ export async function createFieldView(host, options = {}) {
let ro = null;
if (typeof ResizeObserver === 'function') {
ro = new ResizeObserver(() => resize());
setupCleanup.push(() => ro.disconnect());
ro.observe(host);
}
// a DPR change without a size change (window dragged to another monitor, zoom) must re-rasterise too; polled
@@ -1677,6 +1718,7 @@ export async function createFieldView(host, options = {}) {
leader?.view.retryAssets?.();
}
const offAssets = typeof assets.onChange === 'function' ? assets.onChange(onAssets) : null;
setupCleanup.push(() => offAssets?.());
const onVisible = () => {
if (destroyed || globalThis.document?.visibilityState !== 'visible') return;
if (assets.loaded === false && typeof assets.ready === 'function') assets.ready();
@@ -1685,10 +1727,11 @@ export async function createFieldView(host, options = {}) {
leader?.view.retryAssets?.();
};
globalThis.document?.addEventListener?.('visibilitychange', onVisible);
setupCleanup.push(() => globalThis.document?.removeEventListener?.('visibilitychange', onVisible));
// ---- public API ---------------------------------------------------------------------------------------------
const view = {
view = {
setStage,
setCamera,
setPrep,
@@ -1804,14 +1847,9 @@ export async function createFieldView(host, options = {}) {
try { ro?.disconnect(); } catch { /* ignore */ }
try { offAssets?.(); } catch { /* ignore */ }
globalThis.document?.removeEventListener?.('visibilitychange', onVisible);
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
canvas.removeEventListener('pointercancel', onPointerCancel);
canvas.removeEventListener('pointerleave', onPointerLeave);
canvas.removeEventListener('contextmenu', onContext);
canvas.removeEventListener('touchend', onTouchEnd);
canvas.removeEventListener('click', onTapTarget);
removeInput();
offShadow?.();
signal?.removeEventListener('abort', onAbort);
app.ticker.remove(frame);
app.ticker.remove(preRender);
app.ticker.remove(postRender);
@@ -1829,6 +1867,7 @@ export async function createFieldView(host, options = {}) {
try { board3dCanvas?.remove(); } catch { /* ignore */ }
releaseGl(app.renderer);
try { app.destroy(true, { children: true, texture: false, baseTexture: false }); } catch { /* ignore */ }
canvas.remove();
},
stats() {
return {
@@ -1848,5 +1887,22 @@ export async function createFieldView(host, options = {}) {
pick: { pieceAt, battleUnitAt, penUnitAt, groundTile },
},
};
// All teardown dependencies now exist. Aborting during either asset wait immediately releases
// the renderer, ticker and listeners; late shared asset results see destroyed and do nothing.
setupCleanup.length = 0;
onAbort = () => view.destroy();
signal?.addEventListener('abort', onAbort, { once: true });
signal?.throwIfAborted();
await withTimeout(artPromise, 2500, signal);
if (want3d) await withTimeout(boardReady, 6000, signal);
signal?.throwIfAborted();
return view;
} catch (err) {
if (view) view.destroy();
else {
destroyed = true;
for (const dispose of setupCleanup.reverse()) { try { dispose(); } catch { /* continue cleanup */ } }
}
throw err;
}
}
+16 -2
View File
@@ -4,8 +4,22 @@ import { createAssets, assets as defaultAssets } from '../../assets.js';
import { standInRecord } from '../../../../shared/standIn.js';
import { diyRecordOf } from '../../../../shared/diy.js';
function withTimeout(p, ms) {
return Promise.race([p, new Promise((resolve) => setTimeout(resolve, ms))]);
/** Wait for optional assets, or stop waiting when this view is cancelled. Shared loads keep running. */
function withTimeout(p, ms, signal) {
let timer;
let onAbort;
const stopped = new Promise((resolve, reject) => {
if (ms != null) timer = setTimeout(resolve, ms);
if (signal) {
onAbort = () => reject(signal.reason);
signal.addEventListener('abort', onAbort, { once: true });
if (signal.aborted) onAbort();
}
});
return Promise.race([p, stopped]).finally(() => {
clearTimeout(timer);
if (onAbort) signal.removeEventListener('abort', onAbort);
});
}
/** Wrap whatever the caller passed as `assets` into the store API of public/js/assets.js. */
+3
View File
@@ -37,6 +37,9 @@ export function renderInfo(u) {
// DESIGN §16 loadout of an ally (UnitInfo.skillIndex / moduleId): the Spine actor plays that skill's clip, and a
// tap hands them to the detail card (a teammate's unit shows its owner's skill / module)
skillIndex: Number.isInteger(u.skillIndex) ? u.skillIndex : undefined,
// an ally whose skill is an ammo magazine (UnitInfo.ammoSkill): its rounds are the cells under the HP bar, so no sustained
// skill aura is drawn for it (render/fx/rings.js _aura)
ammoSkill: u.ammoSkill === true ? true : undefined,
moduleId: typeof u.moduleId === 'string' ? u.moduleId : undefined,
// the ally's equipped item ids (UnitInfo.items, DESIGN §16 / §21.11): the detail card needs them for a teammate's
// unit (resolveDetail `unitItems` → the read-only 装备 section and the 变形同构体 pairing chips); the owner's own
+6 -1
View File
@@ -74,8 +74,13 @@ export class FxRings {
this._aura(view, true);
}
/** Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). */
/**
* Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). An ammo
* skill (UnitInfo.ammoSkill) has none: its magazine is the yellow cells under the HP bar, which shrink with every round
* — a standing glow would read as a buff that never changes. The activation burst (skill()) is the same for all.
*/
_aura(view, on) {
if (on && view.info?.ammoSkill) return;
const P = this.P;
let a = this.auras.get(view.id);
if (on) {
+45 -9
View File
@@ -20,14 +20,21 @@
// game s behind) are dropped by the caller's choice (`isCosmeticEvent`); state events — an enemy's form fx
// included — are always delivered, and a full queue sheds only cosmetic ones.
//
// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Two optional lists ride along
// (server/sim/battle/events.js snapshot, user playtest #4 items 8 / 9):
// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Optional lists ride along
// (server/sim/battle/events.js snapshot; the first two from user playtest #4 items 8 / 9):
// * `elem` [[id, element, fill, cooldownEnd, cooldown]] — the element gauge a unit shows: appended to that unit's
// normalised tuple (EL…EL_DUR) and handed out by sample() as `el`, `elFill`, `elUntil`, `elDur` (from the older
// snapshot, like flags);
// * `down` [[id, respawnAt, respawnTime, state, row?, col?]] — knocked-out operators waiting to redeploy (they are no
// longer in `units`) and the tile they lie on (where they fell, or their home — sim Battle._layBody; kept only when
// both are integers): downAt(time) returns the list of the snapshot at `time`.
// both are integers): downAt(time) returns the list of the snapshot at `time`;
// * three HP-bar readouts, kept per snapshot beside the tuples (the tuple layout is unchanged) and handed out by sample()
// from the older snapshot like flags, so they step with the skill flag instead of sliding:
// `ammo` [[id, rounds left, rounds in the magazine]] → sample().ammo [left, magazine] | null (whole numbers only)
// `wolves` [[id, 狼影 left, the talent's maximum]] → sample().wolves [left, maximum] | null
// `neg` [[id, fill]] (0.01–1: the negative-HP pool's share of its cap) → sample().neg number (0: none)
// An entry that is malformed, or names a unit the snapshot does not list, is dropped; a snapshot without the list
// clears the readout (render/units.js: the segmented ammo bar, the wolf pips, the red bar of 斩业星熊's 我执).
// Game times in both (`cooldownEnd`, `respawnAt`) are on the snapshots' clock, so a view compares them with renderT.
import { fxForm } from '../../../shared/protocol.js';
@@ -66,8 +73,9 @@ export function frameTime(msg) {
/**
* Validate & normalise a b.snap payload. Returns `{ t, units: Map<id, tuple>, down: [[id, respawnAt, respawnTime,
* state, row?, col?]] | null, raw }` or null when unusable. Tuples with a non-finite id/x/y are skipped; other numbers default
* to 0; a unit's `elem` entry (see header) is appended to its tuple; malformed `elem` / `down` entries are dropped.
* state, row?, col?]] | null, ammo, wolves: Map id → [left, max] | null, neg: Map id → fill | null, raw }` or null when unusable.
* Tuples with a non-finite id/x/y are skipped; other numbers default to 0; a unit's `elem` entry (see header) is appended to
* its tuple; malformed `elem` / `down` / `ammo` / `wolves` / `neg` entries are dropped.
*/
export function normalizeSnapshot(snap) {
if (!snap || typeof snap !== 'object') return null;
@@ -90,6 +98,14 @@ export function normalizeSnapshot(snap) {
if (tu && tu.length === 9) tu.push(e[1], clamp(finite(e[2]), 0, 1), finite(e[3]), Math.max(0, finite(e[4])));
}
}
const ammo = countList(snap.ammo, units), wolves = countList(snap.wolves, units);
let neg = null;
if (Array.isArray(snap.neg)) {
for (const e of snap.neg) {
if (!Array.isArray(e) || !units.has(e[0]) || !(typeof e[1] === 'number' && e[1] > 0)) continue;
(neg || (neg = new Map())).set(e[0], Math.min(1, e[1]));
}
}
let down = null;
if (Array.isArray(snap.down)) {
for (const d of snap.down) {
@@ -99,7 +115,22 @@ export function normalizeSnapshot(snap) {
(down || (down = [])).push(e);
}
}
return { t, units, down, raw: snap };
return { t, units, down, ammo, wolves, neg, raw: snap };
}
/**
* `[[id, left, max]]` → Map id → [left, max] for the ids in `units`: whole numbers with 0 ≤ left ≤ max and max ≥ 1 (the
* `ammo` and `wolves` lists); null without a valid entry.
*/
function countList(list, units) {
if (!Array.isArray(list)) return null;
let m = null;
for (const e of list) {
if (!Array.isArray(e) || !units.has(e[0]) || !Number.isSafeInteger(e[1]) || !Number.isSafeInteger(e[2])
|| e[1] < 0 || e[2] < 1 || e[1] > e[2]) continue;
(m || (m = new Map())).set(e[0], [e[1], e[2]]);
}
return m;
}
export class SnapshotBuffer {
@@ -265,8 +296,9 @@ export class SnapshotBuffer {
/**
* Interpolated state at `time` (default renderT). Fills and returns `out` (a Map id → sample object reused
* across calls: `{ id, x, y, hp, maxHp, sp, spMax, flags, anim, vx, vy, seen, el, elFill, elUntil, elDur }` —
* `el` = the shown element gauge (null: none), see header). Samples of units no longer present are deleted from `out`.
* across calls: `{ id, x, y, hp, maxHp, sp, spMax, flags, anim, vx, vy, seen, el, elFill, elUntil, elDur, ammo, wolves,
* neg }` — `el` = the shown element gauge (null: none), `ammo` / `wolves` / `neg` the HP-bar readouts (null / null / 0:
* none), see header). Samples of units no longer present are deleted from `out`.
*/
sample(time = this.renderT, out = new Map()) {
const s = this.snaps;
@@ -282,7 +314,7 @@ export class SnapshotBuffer {
const stamp = A.t;
for (const [id, a] of A.units) {
let o = out.get(id);
if (!o) { o = { id, x: 0, y: 0, hp: 0, maxHp: 0, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, seen: 0, el: null, elFill: 0, elUntil: 0, elDur: 0 }; out.set(id, o); }
if (!o) { o = { id, x: 0, y: 0, hp: 0, maxHp: 0, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, seen: 0, el: null, elFill: 0, elUntil: 0, elDur: 0, ammo: null, wolves: null, neg: 0 }; out.set(id, o); }
const b = B ? B.units.get(id) : null;
if (b) {
const dx = b[1] - a[1], dy = b[2] - a[2];
@@ -317,6 +349,10 @@ export class SnapshotBuffer {
o.flags = a[7];
o.anim = a[8];
if (a.length > 9) { o.el = a[9]; o.elFill = a[10]; o.elUntil = a[11]; o.elDur = a[12]; } else if (o.el !== null) { o.el = null; o.elFill = 0; o.elUntil = 0; o.elDur = 0; }
// the HP-bar readouts come with the older snapshot, like flags (whole rounds step with the skill flag)
o.ammo = A.ammo ? A.ammo.get(id) || null : null;
o.wolves = A.wolves ? A.wolves.get(id) || null : null;
o.neg = A.neg ? A.neg.get(id) || 0 : 0;
o.seen = stamp;
}
for (const id of out.keys()) if (!A.units.has(id)) out.delete(id);
+5
View File
@@ -60,9 +60,14 @@ export const COLORS = Object.freeze({
hpBoss: 0xff2d55,
hpGhost: 0xfff0c8,
hpBack: 0x0c0f0e,
// the red bar of a negative-HP pool (斩业星熊's 我执, b.snap `neg`) — the same red as an enemy's HP
hpNeg: 0xff4b3e,
sp: 0x6fd3ff,
spReady: 0xffe066,
spActive: 0xffb347,
// the ammo bar's yellow cells (b.snap `ammo`) and 伺夜's 狼影 pips (b.snap `wolves`)
ammo: 0xffd04a,
wolf: 0xe8f0ff,
shield: 0xdfe8ff,
});
+103 -11
View File
@@ -184,6 +184,17 @@ 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 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
* (the SP bar's is 0.6), cells drawn only while they are at least `minCell` px wide;
* - WOLF_PIPS — 伺夜's 狼影 count as `size` (tiles) wide diamonds, clamped to `min`…`max` px, `gap` px apart, `pad` px
* below the rows above; a lit diamond is a 狼影 left, a dim one a spent slot (`dim` alpha).
* [ASSUMED] the look: the count is data (skill_table `attack@trigger_time` 14 for 隐现's S2; the talent text 「至多3只」), the
* official HUD art of neither is in the game data.
*/
export const AMMO_BAR = Object.freeze({ height: 0.85, minCell: 2 });
export const WOLF_PIPS = Object.freeze({ size: 0.1, min: 5, max: 9, gap: 2, pad: 1.5, dim: 0.25 });
/**
* Enemy modes drawn with another clip set of the same skeleton (the `form` of a sim fx — shared/protocol.js fxForm —
@@ -407,6 +418,9 @@ export class UnitView {
this.visFacing = this.isEnemy ? -1 : this.facing;
this.hp = Number(info.maxHp) || 1; this.maxHp = Number(info.maxHp) || 1; this.ghostHp = this.hp;
this.sp = 0; this.spMax = 0;
this.ammo = null; // [rounds left, rounds in the magazine] while an ammo skill runs (sync; b.snap `ammo`)
this.wolves = null; // [狼影 left, the talent's maximum] of a 狼群 (sync; b.snap `wolves`)
this.neg = 0; // the share of its cap a negative-HP pool holds, 0 = none (sync; b.snap `neg`, 斩业星熊's 我执)
this.flags = 0; this.anim = ANIM.IDLE;
this.statuses = new Set();
this.alive = true;
@@ -417,6 +431,8 @@ export class UnitView {
this.gameT = 0; // battle game time of the frame (render clock), for the redeploy ring's countdown and the element bar's refill
this.el = null; this.elFill = 0; this.elUntil = 0; this.elDur = 0; // shown element gauge (sync)
this._elBar = null; // { root, disc, bg, fill } sprites of the element gauge row, built on first use
this._wolfPips = null; // { root, back[], lit[] } diamonds of the 狼影 row, built on first use
this.ammoCuts = []; // the thin separators between the ammo bar's cells (_updateAmmoCuts)
this._downRing = null; // { disc, track, arc, text } sprites, built on first use
this.alpha = 1; this.fadeIn = this.prep ? 1 : 0;
this.lunge = 0; this.lungeDir = { x: 1, y: 0 };
@@ -649,6 +665,8 @@ export class UnitView {
this.hpBg = bar(P, h, COLORS.hpBack, 0.85);
this.hpGhost = bar(P, h, COLORS.hpGhost, 0.9);
this.hpFill = bar(P, h, this.isEnemy ? (this.isBoss ? COLORS.hpBoss : COLORS.hpEnemy) : COLORS.hpAlly);
// a negative-HP pool (斩业星熊's 我执), drawn over the drained HP bar as the red bar
this.negFill = bar(P, h, COLORS.hpNeg);
this.shieldBar = bar(P, h, COLORS.shield, 0.95);
this.spBg = bar(P, h, COLORS.hpBack, 0.85);
this.spFill = bar(P, h, COLORS.sp);
@@ -658,7 +676,7 @@ export class UnitView {
this.spGlow.blendMode = P.BLEND_MODES.ADD;
h.addChild(this.spGlow);
// nothing shows until the first HUD update decides (a culled or prep view never draws bars)
for (const b of [this.hpBg, this.hpGhost, this.hpFill, this.shieldBar, this.spBg, this.spFill, this.spGlow]) b.visible = false;
for (const b of [this.hpBg, this.hpGhost, this.hpFill, this.negFill, this.shieldBar, this.spBg, this.spFill, this.spGlow]) b.visible = false;
this.chip = null;
// operators only: summon tokens have no tier (hand and field alike)
if (!this.isEnemy && !this.isToken && this.info.kind !== 'device') {
@@ -744,6 +762,7 @@ export class UnitView {
if (hp < this.hp - 0.5 && this.isBoss) this.shake = 0.25;
this.hp = hp;
this.sp = s.sp; this.spMax = s.spMax;
this.ammo = s.ammo || null; this.wolves = s.wolves || null; this.neg = s.neg > 0 ? Math.min(1, s.neg) : 0;
const prevFlags = this.flags;
this.flags = s.flags | 0;
this.anim = s.anim | 0;
@@ -1174,24 +1193,32 @@ export class UnitView {
this.hpFill.position.set(x0, cy); this.hpFill.width = bw * k; this.hpFill.height = bh;
if (!this.isEnemy) this.hpFill.tint = k < 0.3 ? COLORS.hpAllyLow : COLORS.hpAlly;
}
// 业火 我执: her HP sits on the 1-HP floor and the damage past it fills a pool — the red bar over the drained green one
const neg = showHp ? this.neg : 0;
this.negFill.visible = neg > 0;
if (neg > 0) { this.negFill.position.set(x0, cy); this.negFill.width = bw * neg; this.negFill.height = bh; }
const shielded = showHp && (this.flags & UF.SHIELD);
this.shieldBar.visible = !!shielded;
if (shielded) { this.shieldBar.position.set(x0, cy - bh / 2 - 1); this.shieldBar.width = bw; this.shieldBar.height = Math.max(1.5, bh * 0.35); }
// SP
const showSp = showBars && !this.isEnemy && this.spMax > 0;
// SP — or, while an ammo skill runs, its magazine: yellow cells, one per round, emptying from the right (b.snap `ammo`;
// the SP bar's own fraction, ammoLeft / ammoMax, is the same width). Without an `ammo` row the bar is the plain SP bar.
const ammo = !this.isEnemy ? this.ammo : null;
const showSp = showBars && !this.isEnemy && (this.spMax > 0 || !!ammo);
this.spBg.visible = this.spFill.visible = showSp;
const spH = Math.max(2, bh * 0.6);
const spH = Math.max(2, bh * (ammo ? AMMO_BAR.height : 0.6));
let ready = false;
let sy = 0;
if (showSp) {
const active = !!(this.flags & UF.SKILL);
const k = clamp(this.sp / this.spMax, 0, 1);
const k = ammo ? ammo[0] / ammo[1] : clamp(this.sp / this.spMax, 0, 1);
ready = !active && k >= 0.999;
const sy = cy + bh / 2 + spH / 2 + 1.5;
sy = cy + bh / 2 + spH / 2 + 1.5;
this.spBg.position.set(x0 - 1, sy); this.spBg.width = bw + 2; this.spBg.height = spH + 2;
this.spFill.position.set(x0, sy); this.spFill.width = bw * k; this.spFill.height = spH;
this.spFill.tint = active ? COLORS.spActive : ready ? COLORS.spReady : COLORS.sp;
this.spFill.tint = ammo ? COLORS.ammo : active ? COLORS.spActive : ready ? COLORS.spReady : COLORS.sp;
this._spY = sy;
}
this._updateAmmoCuts(showSp && !!ammo, ammo, x0, sy, bw, spH);
this.spGlow.visible = ready;
if (ready) {
const pulse = 0.55 + 0.35 * Math.sin(t * 6);
@@ -1222,8 +1249,11 @@ export class UnitView {
ic.width = ic.height = isz;
ic.position.set(x - ((icons.length - 1) * (isz + 2)) / 2 + i * (isz + 2), iy);
}
// element gauge row under the bars (b.snap `elem`); redeploy ring above a knocked-down operator (b.snap `down`)
this._updateElementBar(showBars && !!this.el, x0, bw, cy + bh / 2 + (showSp ? spH + 1.5 : 0) + 1, spH, s, t);
// 狼影 pips under the bars (b.snap `wolves`), then the element gauge row under them (b.snap `elem`); redeploy ring above a
// knocked-down operator (b.snap `down`)
const rowsTop = cy + bh / 2 + (showSp ? spH + 1.5 : 0);
const wolfH = this._updateWolfPips(showBars && !this.isEnemy && !!this.wolves, x0, rowsTop, s);
this._updateElementBar(showBars && !!this.el, x0, bw, rowsTop + wolfH + 1, spH, s, t);
this._updateDownRing(!prep && !!this.down && !this.alive, x, this.screen.y - DOWN_LOOK.height * s, s, t);
// blocked marker at the feet (enemies held by a blocker)
const blocked = !prep && this.alive && this.isEnemy && (this.flags & UF.BLOCKED);
@@ -1248,6 +1278,62 @@ export class UnitView {
}
}
/**
* The thin dark separators between the ammo bar's cells (see _updateHud): one at every round boundary of the `n`-round
* magazine across the bar `x0` … `x0 + bw` at height `y`, `h` tall; none while a cell would be under AMMO_BAR.minCell px
* (the fill keeps its exact width). Sprites are built as the magazines need them and hidden when not in use.
*/
_updateAmmoCuts(show, ammo, x0, y, bw, h) {
const cuts = this.ammoCuts;
const n = show ? ammo[1] : 0;
const step = n > 1 ? bw / n : 0;
const want = step >= AMMO_BAR.minCell ? n - 1 : 0;
while (cuts.length < want) cuts.push(bar(this.P, this.hud, COLORS.hpBack, 0.9));
for (let i = 0; i < cuts.length; i++) {
const c = cuts[i];
c.visible = i < want;
if (c.visible) { c.position.set(x0 + (i + 1) * step - 0.5, y); c.width = 1; c.height = h; }
}
}
/**
* 伺夜's 狼群 count (b.snap `wolves`, [left, maximum]): a row of diamonds from `x0`, its top at `top`, one per 狼影 the
* talent allows, the first `left` of them lit. Built on the first count, hidden without one. Returns the height the row
* takes (0 while hidden) so the element gauge row can sit below it.
*/
_updateWolfPips(show, x0, top, s) {
let r = this._wolfPips;
if (!show) { if (r) r.root.visible = false; return 0; }
const P = this.P;
const [left, max] = this.wolves;
if (!r) {
r = this._wolfPips = { root: new P.Container(), back: [], lit: [] };
this.hud.addChild(r.root);
}
const mk = (list, color, alpha) => {
const d = new P.Sprite(white());
d.anchor.set(0.5); d.rotation = Math.PI / 4; d.tint = color; d.alpha = alpha;
r.root.addChild(d);
list.push(d);
};
while (r.lit.length < max) { mk(r.back, COLORS.hpBack, 0.85); mk(r.lit, COLORS.wolf, 1); }
const d = clamp(s * WOLF_PIPS.size, WOLF_PIPS.min, WOLF_PIPS.max); // a diamond's diagonal
const side = d / Math.SQRT2;
const cy = top + WOLF_PIPS.pad + d / 2 + 1;
for (let i = 0; i < r.lit.length; i++) {
const on = i < max;
const b = r.back[i], l = r.lit[i];
b.visible = l.visible = on;
if (!on) continue;
const cx = x0 + d / 2 + 1 + i * (d + 2 + WOLF_PIPS.gap);
b.position.set(cx, cy); b.width = b.height = side + 2;
l.position.set(cx, cy); l.width = l.height = side;
l.alpha = i < left ? 1 : WOLF_PIPS.dim;
}
r.root.visible = true;
return d + 2 + WOLF_PIPS.pad;
}
/** True while the shown gauge is in its 爆发冷却 (b.snap `elem` carries the cooldown's end and length). */
elementCooling() {
return !!this.el && this.elDur > 0 && this.elUntil > 0;
@@ -1371,16 +1457,22 @@ export class UnitView {
if (this.actor.spine.parent) this.actor.spine.parent.removeChild(this.actor.spine);
if (atlas) atlas.park(this.actor.spine);
this.body.addChild(sprite);
this.imp = { sprite, slot: null, rt: null, sc: 0, acc: 0, phase: (Math.random() * 64) | 0, dirty: true };
this.imp = { sprite, slot: null, rt: null, sc: 0, acc: 0, phase: (Math.random() * 64) | 0, dirty: true, last: 0 };
}
const imp = this.imp;
imp.acc += animDt;
const frame = this.ctx.frameNo ? this.ctx.frameNo() : 0;
const due = imp.dirty || interval <= 1 || (frame + imp.phase) % interval === 0 || Math.abs(sc - imp.sc) > imp.sc * 0.12;
// the view's slot in this frame's update order (app.js impostorSlot) spreads the refreshes evenly over the interval;
// a context without slots keeps the random phase. A unit whose slot keeps moving with the frame (the units before it
// culled on and off in step) is still refreshed after 2 intervals at the latest.
const turn = this.ctx.impostorSlot ? this.ctx.impostorSlot() : imp.phase;
const due = imp.dirty || interval <= 1 || (frame + turn) % interval === 0 || frame - imp.last >= 2 * interval
|| Math.abs(sc - imp.sc) > imp.sc * 0.12;
if (due) {
this.actor.update(imp.acc);
imp.acc = 0;
imp.dirty = false;
imp.last = frame;
this._renderImpostor(sc, atlas);
}
const k = imp.sc > 0 ? sc / imp.sc : 1;
+2 -2
View File
@@ -115,7 +115,7 @@ import { audio, resultSpeaker, resultVoiceSlot } from '../audio.js';
import { useDocClass, FullscreenButton } from '../ui/device.js';
// MatchEnded, PausedOverlay, the highlight styles and keepEarly live in ./game/*.js.
import { HUD_HZ_MS, MERGE_HL, SEL_RANGE, cx } from './game/marks.js';
import { keepEarly } from './game/early.js';
import { keepEarly, audioEarly } from './game/early.js';
import { MatchEnded, PausedOverlay } from './game/overlays.js';
import { t, tParts } from '../../../shared/i18n.js';
@@ -434,7 +434,7 @@ function MatchScreen() {
if (early && early.length) {
// replay state-bearing events only (a burst of stale hit sparks / damage numbers would look wrong)
view.pushEvents(early);
audio.handleBattleEvents(early.filter((e) => e[0] === 'spawn'));
audio.handleBattleEvents(audioEarly(early)); // (the 'spawn' tuples only: the sound would replay every old death, deploy and cast)
}
if (!earlySnap && (field.prep || !combat) && Array.isArray(field.units)) {
// prep scouting: no battle snapshots follow. A later m.field for this board (the teammate moved) re-enters
+9
View File
@@ -7,3 +7,12 @@ export const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill']);
/** Event tuples replayed when a field is entered late: the state-bearing kinds and the fx that change an enemy's model
* form (shared/protocol.js fxForm — the field meta's UnitInfo `form` predates them). */
export const keepEarly = (e) => Array.isArray(e) && (STATE_EV.has(e[0]) || fxForm(e) !== undefined);
/**
* What the SOUND gets of that replay: the 'spawn' tuples alone, which teach the audio who is on the field. The buffered
* list is every spawn, die, deploy, status and skill since the field's m.field — up to 1500 of them, while the view was not
* showing it — so handing it to the audio would play the old deaths, deploy lines and skill cues all at once on entering
* (GitHub PR #292 by @LimitlessHPPK handed over the whole list; its hold of a cast that arrives before its unit,
* audio.js `pendingSkill`, is what the live path needs, and `onEv` already forwards the full list).
*/
export const audioEarly = (early) => (Array.isArray(early) ? early.filter((e) => Array.isArray(e) && e[0] === 'spawn') : []);
+61 -14
View File
@@ -132,8 +132,32 @@ function renderPref() {
return globalThis.__SP_RENDER__ === 'fallback' ? 'fallback' : 'auto';
}
function withTimeout(p, ms, what) {
return Promise.race([p, new Promise((_, rej) => setTimeout(() => rej(new Error(`${what} timed out`)), ms))]);
function abortError(signal) {
return signal?.reason ?? new DOMException('Field view initialization cancelled', 'AbortError');
}
function checkActive(signal) {
if (signal?.aborted) throw abortError(signal);
}
function withTimeout(p, ms, what, signal) {
return new Promise((resolve, reject) => {
let settled = false;
let timer;
const finish = (done, value) => {
if (settled) return;
settled = true;
clearTimeout(timer);
signal?.removeEventListener('abort', onAbort);
done(value);
};
const onAbort = () => finish(reject, abortError(signal));
signal?.addEventListener('abort', onAbort, { once: true });
timer = setTimeout(() => finish(reject, new Error(`${what} timed out`)), ms);
// Keep a rejection handler attached even when cancellation wins before this promise settles.
Promise.resolve(p).then((value) => finish(resolve, value), (err) => finish(reject, err));
if (signal?.aborted) onAbort();
});
}
/**
@@ -186,34 +210,55 @@ export function seedAssets(store) {
/**
* Create a field view in `host`: the render engine when available, else the DOM fallback.
* @param {HTMLElement} host
* @param {{ signal?: AbortSignal }} [options] Cancels a pending mount without creating a fallback.
* @returns {Promise<ReturnType<typeof guardView>>}
*/
export async function mountFieldView(host) {
export async function mountFieldView(host, { signal } = {}) {
checkActive(signal);
const pref = renderPref();
const opts = { data, assets: data.get('assets'), audio, settings: settingsStore.get(), padding: hudPadding, hud: hudBands };
if (pref !== 'fallback') {
const controller = new AbortController();
const onAbort = () => controller.abort(abortError(signal));
signal?.addEventListener('abort', onAbort, { once: true });
if (signal?.aborted) onAbort();
let engineView = null;
const dispose = (view) => { try { view?.destroy?.(); } catch { /* ignore */ } };
try {
checkActive(controller.signal);
// the shared asset store (public/js/assets.js) keeps its Spine cache across remounts (next match, reconnect)
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import').catch(() => null);
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import', controller.signal).catch(() => {
checkActive(controller.signal);
return null;
});
checkActive(controller.signal);
if (am?.assets && typeof am.assets.ready === 'function') {
opts.assets = am.assets;
seedAssets(am.assets);
}
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import');
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import', controller.signal);
checkActive(controller.signal);
if (typeof mod?.createFieldView !== 'function') throw new Error('createFieldView missing');
const view = await withTimeout(Promise.resolve(mod.createFieldView(host, opts)), LOAD_TIMEOUT_MS, 'createFieldView');
// A factory that ignores cancellation still belongs to this attempt when it eventually returns.
const pending = Promise.resolve(mod.createFieldView(host, { ...opts, signal: controller.signal })).then((view) => {
if (controller.signal.aborted) dispose(view); else engineView = view;
return view;
});
const view = await withTimeout(pending, LOAD_TIMEOUT_MS, 'createFieldView', controller.signal);
checkActive(controller.signal);
const missing = METHODS.filter((k) => typeof view?.[k] !== 'function');
if (missing.length) {
try { view?.destroy?.(); } catch { /* ignore */ }
throw new Error(`view lacks ${missing.join(', ')}`);
}
if (missing.length) throw new Error(`view lacks ${missing.join(', ')}`);
return guardView(view, 'engine');
} catch (err) {
controller.abort();
dispose(engineView);
checkActive(signal);
console.warn('[field] render engine unavailable, using the simplified view:', err?.message || err);
// anything the engine left behind in the host goes
try { while (host.firstChild) host.removeChild(host.firstChild); } catch { /* ignore */ }
} finally {
signal?.removeEventListener('abort', onAbort);
}
}
checkActive(signal);
return guardView(createFallbackView(host, { ...opts, assets: data.get('assets') }), 'fallback');
}
@@ -228,17 +273,19 @@ export function useFieldView(hostRef) {
let dead = false;
const host = hostRef.current;
if (!host) return undefined;
mountFieldView(host).then((view) => {
const controller = new AbortController();
mountFieldView(host, { signal: controller.signal }).then((view) => {
if (dead) { view.destroy(); return; }
viewRef.current = view;
globalThis.__SP_VIEW__ = view; // dev / E2E introspection (view.raw.stats?.())
setState({ view, kind: view.kind });
}, (err) => console.error('[field] mount failed', err));
}, (err) => { if (!dead && !controller.signal.aborted) console.error('[field] mount failed', err); });
const unsub = settingsStore.subscribe((s) => viewRef.current?.setSettings?.(s));
const onResize = () => viewRef.current?.resize();
window.addEventListener('resize', onResize);
return () => {
dead = true;
controller.abort();
unsub();
window.removeEventListener('resize', onResize);
// the dev hook must not keep the destroyed view — and through its host the whole detached match screen — alive
+10 -2
View File
@@ -57,6 +57,14 @@ export function mergeHint(priv, chessId) {
return mergeTarget(priv, chessId, LOOKUPS.getChess) ? t('精锐干员将出现在作战区原位置') : t('精锐干员将进入整备区');
}
/**
* Whether a shop card shows its frost: its own slot's `frozen` (m.private shop.slots[i].frozen) — the 冻结 toggle copies onto
* every unsold slot, and 梓兰's 猎头顾问 freezes ONE copied card with every active refresh while the toggle stays off
* (GitHub #354: the bar drew only the toggle, so the frozen card showed no frost) — or the toggle itself (a frame without
* per-slot flags). The 冻结 button and the bar's frame keep following the toggle alone.
*/
export const slotFrozen = (slot, toggle = false) => !!slot?.frozen || !!toggle;
/** The armed (first-tapped) card's confirm strip: 确认购买 / 确认选择, or 无法购买 + why. */
function ArmedTag({ reason, free }) {
if (reason) return html`<span class="scard__confirm is-no" role="status"><b>${t('无法购买')}</b><small>${reason}</small></span>`;
@@ -350,7 +358,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
${chessSlots.map(({ s, i }) => {
if (!s || s.sold) return html`<${SoldCard} key=${`s${i}`} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
reason=${reason} armed=${armed === armKey('c', i, s)} onTap=${editable ? (idx) => tapCard('c', idx, s, 'chess', reason, onBuy) : null} />`;
})}
</div>`}
@@ -359,7 +367,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
? itemSlots.map(({ s, i }) => {
if (s.sold) return html`<${SoldCard} key=${`is${i}`} item=${true} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ItemCard} key=${`i${i}:${s.id}`} slot=${s} idx=${i} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail} reason=${reason}
return html`<${ItemCard} key=${`i${i}:${s.id}`} slot=${s} idx=${i} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} reason=${reason}
armed=${armed === armKey('i', i, s)} onTap=${editable ? (idx) => tapCard('i', idx, s, 'item', reason, onBuy) : null} />`;
})
: html`<${SoldCard} item=${true} />`}
+16 -3
View File
@@ -4,7 +4,7 @@
import { EVENT_BUFFER_CAP } from '../constants.js';
import { elementView } from '../damage.js';
import { unitInfo, snapshotUnits } from '../snapshot.js';
import { unitInfo, snapshotUnits, ammoView, wolfView, negView } from '../snapshot.js';
export class BattleEvents {
fx(kind, params = {}) {
@@ -37,7 +37,11 @@ export class BattleEvents {
* down: [[id, respawnAt, respawnTime, state, row, col]] — operators that left the field waiting to redeploy (isDown): the
* game time their respawn timer ends, its length (s), constants.js DOWN_STATE and the tile they lie on (and
* come back on: _layBody — where they fell, or their home);
* elem: [[id, element, fill, cooldownEnd, cooldown]] — the element gauge each unit shows (damage.js elementView).
* elem: [[id, element, fill, cooldownEnd, cooldown]] — the element gauge each unit shows (damage.js elementView);
* ammo: [[id, rounds left, rounds in the magazine]] — a running ammo skill, whole rounds (snapshot.js ammoView): the segmented bar;
* wolves: [[id, 狼影 left, the talent's maximum]] — 伺夜's 狼群 (snapshot.js wolfView): the pips under the HP bar;
* neg: [[id, fill]] — the share of its cap a negative-HP pool holds (snapshot.js negView; 斩业星熊's 我执): the red bar.
* The last three are display only: no sim state reads them, and the nine-field unit tuples are unchanged.
*/
snapshot() {
const snap = {
@@ -60,13 +64,22 @@ export class BattleEvents {
(down || (down = [])).push([u.id, r2(u.respawnAt), r2(Math.max(0, u.respawnAt - u.deathAt)), this._downState(u), ...this.restTile(u)]);
}
if (down) snap.down = down;
let elem = null;
let elem = null, ammo = null, wolves = null, neg = null;
for (const u of this.units) {
if (!u.alive || !u.deployed || u.hidden) continue;
const v = elementView(u, this.time);
if (v) (elem || (elem = [])).push([u.id, v[0], v[1], v[2], v[3]]);
const am = ammoView(u);
if (am) (ammo || (ammo = [])).push([u.id, am[0], am[1]]);
const wv = wolfView(u);
if (wv) (wolves || (wolves = [])).push([u.id, wv[0], wv[1]]);
const ng = negView(u);
if (ng) (neg || (neg = [])).push([u.id, ng]);
}
if (elem) snap.elem = elem;
if (ammo) snap.ammo = ammo;
if (wolves) snap.wolves = wolves;
if (neg) snap.neg = neg;
return snap;
}
@@ -43,6 +43,7 @@ export default {
skill: null,
trait: { hitsFn: (b, w) => Math.max(1, w.mem.wolves || 1) },
install(battle, w) {
w.mem.wolfCapacity = maxWolves; // (b.snap `wolves`, snapshot.js wolfView: the pips under the HP bar)
const tal = w.def.talents || [];
const wb = tal[0]?.bb ?? {};
const per = num(wb.block_cnt, num(wb['vigil_wolf_t_1_enhance[trigger].block_cnt'], 1));
+3
View File
@@ -180,6 +180,9 @@ export default {
const capOf = () => num(t0.max_minus_hp_ratio, 2) * unit.s.maxHp;
const quiet = num(t0['hsgma2_t_1[heal].interval'], 5);
const regen = num(t0['hsgma2_t_1[heal].hp_recovery_per_sec_by_max_hp_ratio']);
// the pool as a share of its cap, read when a snapshot is taken (b.snap `neg`, snapshot.js negView): the green HP bar
// sits on the 1-HP floor in 我执, so the client draws the pool as the red bar — display only
unit.negFill = () => (unit.mem.hsEgo && unit.mem.hsEgo.pool > 0 ? unit.mem.hsEgo.pool / Math.max(1e-9, capOf()) : 0);
const enter = (pool) => {
unit.mem.hsEgo = { pool: Math.max(0, pool), lastHurt: battle.time };
battle.addBuff(unit, { key: EGO, status: 'healFree', flags: { noHeal: true, healFree: true }, tags: ['talent'] });
+1
View File
@@ -773,6 +773,7 @@ function wolfPack(bb, raw, def) {
skill: null,
trait: { hitsFn: (b, u) => Math.max(1, u.mem.shadows ?? 1) },
install(battle, unit) {
unit.mem.wolfCapacity = maxShadows; // (b.snap `wolves`, snapshot.js wolfView: the pips under the HP bar)
// initial shadows: 伺夜's talent text ("初始两只"), else one below the maximum
const ot = (ownerOf(unit)?.def?.talents || []).map((t) => t.description || '').join(' ');
const mi = ot.match(/初始(两|二|\d+)只/);
+44 -1
View File
@@ -3,7 +3,8 @@
// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
// (hp of a countdown summon — unit.countdown, content/tokens.js startCountdown — is maxHp × the share of its life left)
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
// form?, skillIndex?, moduleId?, items?, standInFor?, diy? } (standInFor = the replaced operator's charId of a 补位
// form?, skillIndex?, ammoSkill?, moduleId?, items?, standInFor?, diy? } (ammoSkill = an ally whose skill is an ammo
// magazine: the HP bar shows its rounds as cells, b.snap `ammo`; standInFor = the replaced operator's charId of a 补位
// stand-in; diy = a 自选 piece's pick { charId, skillIndex, uniEquipId } — defId is its slot, spine / avatar the operator's;
// form = the unit's current model form — an enemy's, content/enemies/helpers.js setForm:
// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built
@@ -48,6 +49,9 @@ export function unitInfo(u) {
uid: u.uid ?? undefined,
// DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound)
skillIndex: u.side === 'ally' && Number.isInteger(d.skill?.index) ? d.skill.index : undefined,
// an ally whose skill is an ammo magazine: the renderer shows it as the segmented bar under the HP bar (b.snap `ammo`) and
// draws no sustained skill aura for it — known from the unit's first appearance, before any snapshot or skill event
ammoSkill: u.side === 'ally' && u.skill?.kind === 'ammo' ? true : undefined,
// DESIGN §16: an elite ally's equipped module (uniEquipId | 'none'; display only — a teammate's unit in a shared
// field shows its owner's module in the detail card)
moduleId: u.side === 'ally' && d.golden && typeof d.loadout?.moduleId === 'string' ? d.loadout.moduleId : undefined,
@@ -118,6 +122,45 @@ export function unitTuple(u, t) {
return [u.id, r2(u.x), r2(u.y), hp, maxHp, r1(sp), spMax, flagsOf(u), animOf(u, t)];
}
/**
* The three optional HUD readouts of b.snap (events.js snapshot(): `ammo`, `wolves`, `neg`; each only for a living,
* deployed, visible unit and only when it has one). They ride beside the 9-field tuples — the tuple, and the SP
* fraction the ammo skill still puts in it, stay as they are.
*
* `ammoView(u)` = `[rounds left, rounds in the magazine]` of a running ammo skill (whole numbers; the magazine is the
* activation's real total — extra bullets and refills included — that unitTuple's SP fraction runs on): the segmented
* yellow bar under the HP bar (隐现's S2 holds 14 rounds, skill_table skchr_inside_2 `attack@trigger_time`).
*/
export function ammoView(u) {
const sk = u.skill;
if (u.side !== 'ally' || !sk || !sk.active || sk.kind !== 'ammo') return null;
const left = Math.max(0, Math.ceil(sk.ammoLeft - 1e-9));
return [left, Math.max(1, Math.ceil((sk.ammoMax || sk.ammo || 0) - 1e-9), left)];
}
/**
* `wolfView(u)` = `[狼影 left, the talent's maximum]` of 伺夜's 狼群 pack (content/tokens.js wolfPack and the managed kit
* chess_char_3_19-vigil.js keep the count in `mem.shadows` and the maximum in `mem.wolfCapacity`): the pips under the HP
* bar. A pack in its 战术点形态 is not alive and shows nothing.
*/
export function wolfView(u) {
const cap = u.mem?.wolfCapacity, n = u.mem?.shadows;
if (u.side !== 'ally' || !(cap >= 1) || !Number.isFinite(n)) return null;
const max = Math.round(cap);
return [Math.max(0, Math.min(max, Math.round(n))), max];
}
/**
* `negView(u)` = the share (0.01–1) of its cap that a unit's negative-HP pool holds, null without a pool: 斩业星熊's 我执
* (kits/ops/op-hsgma2.js sets `unit.negFill`, the pool read when the snapshot is taken) — the red bar over the drained HP
* bar. The pool itself, and the 1-HP floor she stands on, are the sim's and are not touched.
*/
export function negView(u) {
if (typeof u.negFill !== 'function') return null;
const v = u.negFill();
return v > 0 ? Math.min(1, Math.max(0.01, r2(v))) : null;
}
/** Units included in a snapshot: deployed & visible, plus recently dead ones (DIE animation). */
export function snapshotUnits(units, t) {
const out = [];
+3
View File
@@ -84,6 +84,9 @@ export class Unit {
// a countdown summon's life on the field ({ from, until } battle times; content/tokens.js startCountdown, cleared by
// every deployment): its bar shows the time left (snapshot.js unitTuple), its HP never moves (无敌 + 禁疗)
this.countdown = null;
// a unit with a negative-HP pool (斩业星熊's 我执, kits/ops/op-hsgma2.js) sets this to a function returning the share of the
// pool's cap it holds (0–1): b.snap's `neg` list (snapshot.js negView) draws it as the red bar; display only
this.negFill = null;
// knocked out, the unit lies — and redeploys — on its home tile instead of where it fell (Battle._layBody) while content
// holds this: 乌尔比安 moved by his S3 (the owner's decision of 2026-10-07, a deviation from PRTS's "where it fell");
// every deployment clears it (battle/deploy.js _deploy)
+27
View File
@@ -300,6 +300,33 @@ test('S3 临死模式 (a 主动关闭 only — no strategy of this mode closes i
}
});
// 社区反馈 (PR #383 by @Convey123): 「绿条被打空以后受到伤害就会涨红条,这里看不到红条」 — the official HP bar shows the 我执 pool as a red bar
// growing over the drained green one. The sim has kept the pool since 0.2.0 (unit.mem.hsEgo); the snapshot now lists its share of the
// cap (b.snap `neg`, snapshot.js negView — display only) and render/units.js draws it (test/render/hud-readouts.test.js).
test('T1 业火 我执: the pool reaches the client as b.snap `neg` — its share of the cap (2 × max HP) from the first lethal hit, growing with the damage, gone with 我执', () => {
const { h, u } = field({ tier: 6, elite: true, skill: 0, others: [{ uid: 2, chessId: TEXAS, row: 12, col: 9 }] });
const e = h.spawn('enemy_dummy', { pos: [10, 8] });
h.step();
const max = u.s.maxHp;
const negOf = () => (h.b.snapshot().neg || []).find((x) => x[0] === u.id);
assert.equal(h.b.snapshot().neg, undefined, 'not in 我执: no list');
h.b.dealDamage(e, u, { amount: u.hp + 300, type: 'true' });
h.step();
assert.ok(u.mem.hsEgo, '已进入 我执');
const cap = 2 * max; // max_minus_hp_ratio
approx(negOf()[1], 300 / cap, 'the share of the cap', 0.02);
h.b.dealDamage(e, u, { amount: 400, type: 'true' });
h.step();
approx(negOf()[1], 700 / cap, 'it grew with the damage', 0.02);
assert.ok(negOf()[1] < 1, 'still below a full pool');
assert.ok(u.hp / max < 0.01, 'her green bar sits on the 1-HP floor: the red bar is the whole story');
assert.equal(h.b.snapshot().units.find((t) => t[0] === u.id).length, 9, 'the tuple is not widened');
assert.ok(h.runUntil(() => !u.mem.hsEgo, 60), 'the quiet-time regeneration clears the pool');
h.step();
assert.equal(h.b.snapshot().neg, undefined, 'no pool, no red bar');
done(h);
});
test('T1 业火 我执: a lethal hit leaves her on the field (HP floor) with the excess as negative HP; later damage goes there (受击回复 SP still), 禁疗 meanwhile; 200 % of max HP knocks her out; 4 s without damage ⇒ 生命回复速度 5 %/s clears it and she leaves 我执', () => {
for (const [tier, elite] of [[5, false], [6, true]]) {
const t0 = formOf(tier, elite).talents.find((t) => t.index === 0).bb;
+52
View File
@@ -17,6 +17,8 @@ import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { createBattleRunner, keepsState, compactHeld, HELD_MAX, EV_SLICE } from '../../public/js/battle/runner.js';
import { SnapshotBuffer } from '../../public/js/render/interp.js';
import { keepEarly, audioEarly } from '../../public/js/screens/game/early.js';
import { AudioManager } from '../../public/js/audio.js';
import { createStore, initialState } from '../../public/js/store.js';
import * as specMod from '../../server/sim/spec.js';
import { DataSource } from '../../server/sim/simdata.js';
@@ -243,6 +245,56 @@ test('screens/game.js buffers the form fx with the state-bearing events it repla
assert.match(src, /lastFieldRef\.current = field\.fieldId;\s+reentryRef\.current = null;/);
});
// GitHub PR #292 (by @LimitlessHPPK) wanted the whole pre-entry buffer handed to the sound as well, so that a deploy-tick cast
// ahead of its unit's spawn would be heard. The review kept the hold of such a cast (audio.js `pendingSkill`, which the live
// path needs: `onEv` already forwards every list) and refused the replay: the buffer is every spawn, die, deploy, status and
// skill since the field's m.field (up to 1500 of them), so the sound would play the field's old deaths, deploy lines and casts
// all at once on entering.
test('entering a field late: the view replays every buffered state event, the sound only the spawn tuples that teach it who is there', () => {
const src = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8');
assert.match(src, /view\.pushEvents\(early\);/, 'the view gets the buffered list');
assert.match(src, /audio\.handleBattleEvents\(audioEarly\(early\)\);/, 'the sound gets audioEarly of it');
assert.ok(!/audio\.handleBattleEvents\(early\)/.test(src), 'never the whole list');
const stream = [
['atk', 1, 2, 'none'], // stale cosmetics: dropped by keepEarly
['dmg', 2, 40, 'phys'],
['skill', 1, 1], // a deploy-tick cast, ahead of its unit's spawn
['spawn', { id: 1, side: 'ally', kind: 'op', spine: 'char_a', skillIndex: 2 }],
['spawn', { id: 2, side: 'enemy', kind: 'enemy', spine: 'enemy_x' }],
['deploy', 1],
['skill', 1, 0],
['fx', 'form', 2, 3, { id: 2, form: 'translator_youling' }],
['die', 2, 'killed'],
];
const early = stream.filter(keepEarly);
assert.deepEqual(early.map((e) => e[0]), ['skill', 'spawn', 'spawn', 'deploy', 'skill', 'fx', 'die'], 'the pre-entry buffer keeps every state-bearing kind');
assert.deepEqual(audioEarly(early).map((e) => e[0]), ['spawn', 'spawn'], 'the sound is told who is on the field, nothing else');
assert.deepEqual(audioEarly(null), [], 'no buffer, nothing');
// through a real AudioManager: the replay makes no sound at all (no old death, deploy line or cast) but tracks the units,
// so the first live cast after entering sounds
const vm = { audio: { sfx: { ui: {}, battle: {}, units: { char_a: { skill: '/s/a_skill.mp3', born: '/s/a_born.mp3' }, enemy_x: { die: '/s/x_die.mp3' } } }, voice: {} } };
const a = new AudioManager({ win: null, getManifest: () => vm });
a.ctx = {};
const played = [];
a._play = (url) => { played.push(url); };
a.voice = () => { played.push('voice'); return true; };
a.setFieldUnits([]);
a.handleBattleEvents(audioEarly(early));
assert.deepEqual(played, [], 'the replay is silent');
assert.equal(a.units.size, 2, 'and has taught the sound both units');
a.handleBattleEvents([['skill', 1, 1]]);
assert.ok(played.includes('/s/a_skill.mp3'), 'the next live cast of a known unit sounds');
// (the contrast: the whole list would have played the buffered death, the deploy and the cast on entering)
const b = new AudioManager({ win: null, getManifest: () => vm });
b.ctx = {};
const heard = [];
b._play = (url) => { heard.push(url); };
b.voice = () => true;
b.setFieldUnits([]);
b.handleBattleEvents(early);
assert.ok(heard.length >= 2, `the whole list would sound ${heard.length} old cues at once`);
});
/**
* The view's side too (render/app.js): the runner's frames go into the render engine's SnapshotBuffer, whose clock
* follows the snapshots, and processEvents takes the due events with the 1.5 game s stale-cosmetic window — a form fx
+349
View File
@@ -0,0 +1,349 @@
// test/render/hud-readouts.test.js — the HP-bar readouts, client side (R22-HUD; PR #303 and #378 by @IceCodeNew, PR #383
// by @Convey123, folded into one change): render/interp.js carries b.snap `ammo` [[id, left, magazine]], `wolves`
// [[id, left, max]] and `neg` [[id, fill]] beside the unit tuples and samples them from the older snapshot; render/units.js
// draws the ammo skill's segmented yellow bar in place of the SP bar, 伺夜's 狼影 as a row of diamonds and the 我执 pool
// as the red bar over the drained HP bar; an ammo skill has no standing aura (headless fake PIXI, test/render/fakepixi.js).
// The server side is test/sim/hud-readouts.test.js and test/content/op_hsgma2.test.js.
// Run: node --test test/render/hud-readouts.test.js
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import { SnapshotBuffer, normalizeSnapshot } from '../../public/js/render/interp.js';
import { renderInfo } from '../../public/js/render/app/info.js';
import { UF } from '../../shared/constants.js';
import { makeBattle, enemyRec } from '../helpers/battleHarness.js';
import { unitInfo } from '../../server/sim/snapshot.js';
let fake, FX, UnitView, COLORS, AMMO_BAR, WOLF_PIPS;
before(async () => {
fake = installFakePixi();
FX = await import('../../public/js/render/fx.js');
({ UnitView, AMMO_BAR, WOLF_PIPS } = await import('../../public/js/render/units.js'));
({ COLORS } = await import('../../public/js/render/style.js'));
});
after(() => { FX?.setSimProjectileSpeeds(null); fake.restore(); });
const cam = () => presetCamera('normal', { width: 1280, height: 720 });
const tuple = (id, hp = 1000, extra = {}) => [id, 5, 10, hp, 1000, extra.sp ?? 0, extra.spMax ?? 0, extra.flags ?? 0, 0];
const view = (info = {}, extra = {}) => new UnitView(fakeViewCtx(fake.P, { cam, ...extra }),
{ id: 1, side: 'ally', kind: 'op', defId: 'char_x', tier: 3, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT', ...info });
const sample = (o = {}) => ({ x: 5, y: 10, hp: 1000, maxHp: 1000, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, ...o });
const frames = (v, n = 2) => { for (let i = 0; i < n; i++) v.update(1 / 60, cam(), i / 60); };
const barWidth = (v) => v.hpBg.width - 2;
describe('interp: ammo / wolves / neg', () => {
test('sampled from the older snapshot (they step at snapshot boundaries) and cleared by a snapshot without them', () => {
const buf = new SnapshotBuffer({ delay: 0 });
buf.push({ t: 1, units: [tuple(1), tuple(2)], ammo: [[1, 13, 14]], wolves: [[2, 2, 3]], neg: [[2, 0.25]] }, 0);
buf.push({ t: 2, units: [tuple(1), tuple(2)], ammo: [[1, 12, 14]], wolves: [[2, 1, 3]], neg: [[2, 0.5]] }, 0.5);
buf.push({ t: 3, units: [tuple(1), tuple(2)] }, 1);
// between the first two snapshots nothing slides: a round, a 狼影 or a share of the pool is not halfway
const out = buf.sample(1.99);
assert.deepEqual([out.get(1).ammo, out.get(1).wolves, out.get(1).neg], [[13, 14], null, 0]);
assert.deepEqual([out.get(2).ammo, out.get(2).wolves, out.get(2).neg], [null, [2, 3], 0.25]);
buf.sample(2, out);
assert.deepEqual([out.get(1).ammo, out.get(2).wolves, out.get(2).neg], [[12, 14], [1, 3], 0.5]);
// a snapshot without the lists takes the readouts off the reused sample objects
buf.sample(3, out);
assert.deepEqual([out.get(1).ammo, out.get(2).wolves, out.get(2).neg], [null, null, 0]);
});
test('malformed rows are dropped: fractions, negatives, a count above its maximum, a maximum under 1, unknown ids, junk', () => {
const s = normalizeSnapshot({
t: 1, units: [tuple(1), tuple(2), tuple(3)],
ammo: [[1, 13, 14], [2, -1, 14], [2, 2, 1], [2, 1.5, 4], [9, 1, 2], [3, 15, 14], null, 'x', [3, 0, 0]],
wolves: [[2, 3, 3], [1, 2.5, 3], [1, 4, 3], [3, 1, 0], [9, 1, 3]],
neg: [[1, 0.4], [2, 0], [3, -1], [3, 'x'], [9, 0.5], [2, 5], null],
});
assert.deepEqual([...s.ammo], [[1, [13, 14]]]);
assert.deepEqual([...s.wolves], [[2, [3, 3]]]);
assert.deepEqual([...s.neg], [[1, 0.4], [2, 1]], 'a share above 1 is a full pool; 0 / negative / non-numbers are no pool');
const none = normalizeSnapshot({ t: 1, units: [tuple(1)] });
assert.deepEqual([none.ammo, none.wolves, none.neg], [null, null, null]);
assert.equal(none.units.get(1).length, 9, 'the tuples are never widened by the readouts');
});
});
describe('UnitView: the ammo skill\'s segmented bar', () => {
test('replaces the SP bar while the magazine runs: a yellow cell per round, the fill is rounds left / magazine, a thin cut at every boundary', () => {
const v = view();
v.sync(sample({ flags: UF.SKILL, sp: 22.3, spMax: 24, ammo: [13, 14] }));
frames(v);
const bw = barWidth(v);
assert.equal(v.spBg.visible && v.spFill.visible, true);
assert.equal(v.spFill.tint, COLORS.ammo);
assert.ok(Math.abs(v.spFill.width - bw * 13 / 14) < 1e-9, 'rounds left over the magazine, exactly (not the 0.1-rounded SP)');
const cuts = v.ammoCuts.filter((c) => c.visible);
assert.equal(cuts.length, 13, 'one cut per boundary of 14 cells');
const step = bw / 14, x0 = v.spFill.position.x;
cuts.forEach((c, i) => {
assert.ok(Math.abs(c.position.x - (x0 + (i + 1) * step - 0.5)) < 1e-9, `cut ${i + 1} on the boundary`);
assert.equal(c.width, 1);
assert.equal(c.height, v.spFill.height);
assert.equal(c.position.y, v.spFill.position.y);
assert.equal(c.tint, COLORS.hpBack);
});
assert.ok(v.spFill.height > v.hpFill.height * 0.6, 'taller than the plain SP bar (the HP bar\'s thickness × AMMO_BAR.height)');
assert.ok(Math.abs(v.spFill.height - Math.max(2, v.hpFill.height * AMMO_BAR.height)) < 1e-9);
// a round is spent: the fill loses 1/14 and the cuts stay
v.sync(sample({ flags: UF.SKILL, sp: 20.6, spMax: 24, ammo: [12, 14] }));
frames(v);
assert.ok(Math.abs(v.spFill.width - bw * 12 / 14) < 1e-9);
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 13);
// the last round, then the magazine ends: the plain SP bar is back (cyan, no cuts)
v.sync(sample({ flags: UF.SKILL, ammo: [0, 14], sp: 0, spMax: 24 }));
frames(v);
assert.equal(v.spFill.width, 0);
v.sync(sample({ flags: 0, sp: 6, spMax: 24, ammo: null }));
frames(v);
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'no cuts without a magazine');
assert.notEqual(v.spFill.tint, COLORS.ammo);
assert.ok(Math.abs(v.spFill.width - bw * 6 / 24) < 1e-9, 'the SP fraction of the tuple');
v.destroy();
});
test('a magazine needs no SP cost to show; a dense one keeps its exact fill and draws no cuts under AMMO_BAR.minCell px; an enemy never has the bar', () => {
const v = view();
v.sync(sample({ flags: UF.SKILL, ammo: [20, 40] })); // spMax 0: an auto skill with no SP cost
frames(v);
const bw = barWidth(v);
assert.equal(v.spFill.visible, true, 'the bar shows without an SP cost');
assert.ok(Math.abs(v.spFill.width - bw / 2) < 1e-9);
const cell = bw / 40;
assert.equal(v.ammoCuts.filter((c) => c.visible).length, cell >= AMMO_BAR.minCell ? 39 : 0, `${cell.toFixed(2)} px cells`);
v.sync(sample({ flags: UF.SKILL, ammo: [20, 400] }));
frames(v);
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'under 2 px a cell: no cuts');
assert.ok(Math.abs(v.spFill.width - bw * 20 / 400) < 1e-9, 'the fill is still exact');
v.destroy();
const e = view({ id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_x' });
e.sync(sample({ hp: 500, flags: UF.SKILL, ammo: [3, 4] }));
frames(e);
assert.equal(e.spFill.visible, false, 'enemies have no SP bar, and so no magazine');
assert.equal(e.ammoCuts.filter((c) => c.visible).length, 0);
e.destroy();
});
test('the prep view draws no bars, so no cells either', () => {
const v = view({}, {});
v.prep = true;
v.sync(sample({ flags: UF.SKILL, ammo: [5, 14] }));
frames(v);
assert.equal(v.spFill.visible, false);
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0);
v.destroy();
});
});
describe('UnitView: 伺夜\'s 狼影 pips', () => {
const pack = (extra = {}) => view({ kind: 'token', defId: 'token_10028_vigil_wolf', ...extra });
test('one diamond per 狼影 the talent allows under the HP bar, the first ones lit for the shadows left', () => {
const v = pack();
v.sync(sample({ wolves: [2, 3] }));
frames(v);
const r = v._wolfPips;
assert.equal(r.root.visible, true);
assert.equal(r.lit.length, 3);
assert.deepEqual(r.lit.map((d) => d.alpha), [1, 1, WOLF_PIPS.dim]);
assert.ok(r.lit.every((d) => d.visible && d.tint === COLORS.wolf && Math.abs(d.rotation - Math.PI / 4) < 1e-9), 'pale diamonds');
assert.ok(r.back.every((d) => d.visible && d.tint === COLORS.hpBack), 'on a dark backing');
assert.ok(r.lit[0].position.y > v.hpBg.position.y, 'below the HP bar');
assert.ok(r.lit[0].position.x > v.hpFill.position.x && r.lit[2].position.x < v.hpFill.position.x + barWidth(v), 'inside the bar\'s span');
assert.ok(r.lit[1].position.x > r.lit[0].position.x && r.lit[2].position.x > r.lit[1].position.x, 'left to right');
assert.equal(v.spFill.visible, false, 'not an SP bar or a skill indicator');
// a 狼影 is spent: the last lit one dims; one is gained: it lights again
v.sync(sample({ wolves: [1, 3] }));
frames(v);
assert.deepEqual(r.lit.map((d) => d.alpha), [1, WOLF_PIPS.dim, WOLF_PIPS.dim]);
v.sync(sample({ wolves: [3, 3] }));
frames(v);
assert.deepEqual(r.lit.map((d) => d.alpha), [1, 1, 1]);
// a smaller maximum hides the surplus diamonds
v.sync(sample({ wolves: [1, 2] }));
frames(v);
assert.equal(r.lit.filter((d) => d.visible).length, 2);
v.destroy();
});
test('hidden without a count (an older snapshot cannot leave stale pips), in the prep view, and for enemies', () => {
const v = pack();
v.sync(sample({ wolves: [2, 3] }));
frames(v);
assert.equal(v._wolfPips.root.visible, true);
v.sync(sample({}));
frames(v);
assert.equal(v._wolfPips.root.visible, false, 'no row in the snapshot: no pips');
v.sync(sample({ wolves: [2, 3] }));
v.prep = true;
frames(v);
assert.equal(v._wolfPips.root.visible, false, 'the prep board draws no bars');
v.destroy();
const e = view({ id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_x' });
e.sync(sample({ hp: 500, wolves: [2, 3] }));
frames(e);
assert.equal(e._wolfPips, null, 'only allies carry the row');
e.destroy();
});
test('the element gauge row moves down below the pips (and below the SP bar when there is one)', () => {
const plain = view();
plain.sync(sample({ el: 'burn', elFill: 0.4, elUntil: 0, elDur: 0 }));
frames(plain);
const v = pack();
v.sync(sample({ wolves: [2, 3], el: 'burn', elFill: 0.4, elUntil: 0, elDur: 0 }));
frames(v);
const pipsBottom = v._wolfPips.back[0].position.y + (v._wolfPips.back[0].width * Math.SQRT2) / 2;
assert.ok(v._elBar.bg.position.y - v._elBar.bg.height / 2 >= pipsBottom - 1e-6, 'the gauge row starts under the pips');
assert.ok(v._elBar.bg.position.y > plain._elBar.bg.position.y + 4, 'and so sits lower than without pips');
plain.destroy();
v.destroy();
});
});
describe('UnitView: the 我执 pool as the red bar', () => {
const ego = (extra = {}) => view({ defId: 'char_1044_hsgma2', tier: 6, ...extra });
test('drawn over the drained HP bar from its left edge: width = the bar × the pool\'s share, the pool\'s red, gone with the pool', () => {
const v = ego();
v.sync(sample({ hp: 1 }));
frames(v);
assert.equal(v.negFill.visible, false, 'no pool, no red bar');
assert.equal(v.negFill.tint, COLORS.hpNeg);
v.sync(sample({ hp: 1, neg: 0.5 }));
frames(v);
assert.equal(v.negFill.visible, true);
assert.ok(Math.abs(v.negFill.width - barWidth(v) * 0.5) < 1e-9, 'half the pool: half the bar');
assert.equal(v.negFill.position.x, v.hpFill.position.x, 'from the bar\'s left edge');
assert.equal(v.negFill.position.y, v.hpFill.position.y);
assert.equal(v.negFill.height, v.hpFill.height);
assert.ok(v.hpFill.width < 1, 'the green bar is drained meanwhile');
v.sync(sample({ hp: 1, neg: 1 }));
frames(v);
assert.ok(Math.abs(v.negFill.width - barWidth(v)) < 1e-9, 'a full pool fills the bar');
v.sync(sample({ hp: 600, neg: 0 }));
frames(v);
assert.equal(v.negFill.visible, false, 'she left 我执');
v.destroy();
});
test('not in the prep view, and gone once she falls', () => {
const p = ego();
p.prep = true;
p.sync(sample({ hp: 1, neg: 0.6 }));
frames(p);
assert.equal(p.negFill.visible, false);
p.destroy();
const v = ego();
v.sync(sample({ hp: 1, neg: 1 }));
frames(v);
assert.equal(v.negFill.visible, true);
v.die();
for (let i = 0; i < 300; i++) v.update(1 / 60, cam(), i / 60);
assert.equal(v.alive, false);
assert.equal(v.negFill.visible, false, 'no bars for a knocked-out operator');
v.destroy();
});
});
describe('an ammo skill has no standing aura', () => {
const unit = (id, info) => ({ id, x: 3, y: 10, z: 0, hover: 0, _headTiles: 1.2, alive: true, destroyed: false, isEnemy: false, maxHp: 3000, info, onHit() {} });
const makeFx = (views) => {
const ctx = fakeViewCtx(fake.P);
const map = new Map(views.map((v) => [v.id, v]));
const c = presetCamera('normal', { width: 1600, height: 900 });
return new FX.FxSystem({
P: fake.P, layers: ctx.layers, cam: () => c, heightAt: () => 0, settings: { quality: 'high', damageNumbers: true },
timeScale: () => 2, loadLevel: () => 0, subProfOf: () => null, view: (id) => map.get(id) || null,
screenSize: () => ({ width: 1600, height: 900 }), fieldTop: () => 120,
});
};
test('UnitInfo.ammoSkill: the activation burst plays, the ground glow and hex do not (a plain skill keeps both)', () => {
const magazine = unit(1, { defId: 'char_x', ammoSkill: true }), plain = unit(2, { defId: 'char_y' });
const fx = makeFx([magazine, plain]);
fx.skill(magazine, true);
assert.ok(fx.parts.length > 0 && fx.rings.length > 0, 'the cast itself is still shown');
assert.equal(fx.auras.size, 0, 'no glow and hex under a magazine');
fx.skill(magazine, false);
fx.skill(plain, true);
assert.equal(fx.auras.size, 1, 'a plain skill keeps its aura');
fx.destroy();
});
test('the flag travels: unitInfo (ammo skills of allies only) → renderInfo', () => {
const h = makeBattle({
defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } }, timeLimit: 30, seed: 7,
units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 3 }, { chessId: 'chess_char_1_02_a', row: 11, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
});
h.run(0.5);
assert.equal(renderInfo(unitInfo(h.unit('chess_char_1_01_a'))).ammoSkill, true);
assert.equal(renderInfo(unitInfo(h.unit('chess_char_1_02_a'))).ammoSkill, undefined);
assert.equal(renderInfo(unitInfo(h.enemy('enemy_dummy'))).ammoSkill, undefined);
assert.equal(renderInfo({ id: 1, ammoSkill: 'yes' }).ammoSkill, undefined, 'only a real true counts');
});
});
describe('the chain: sim → snapshot → SnapshotBuffer → UnitView', () => {
test('隐现 S2: 14 cells, 13 after the first round, one more gone per attack; no aura; the plain SP bar after the last round', () => {
const h = makeBattle({
defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } },
units: [{ chessId: 'chess_char_1_01_a', row: 10, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
timeLimit: 200, seed: 7,
});
const u = h.unit('chess_char_1_01_a');
assert.ok(h.runUntil(() => u.skill.active, 80));
const v = new UnitView(fakeViewCtx(fake.P, { cam }), renderInfo(unitInfo(u)));
const buffer = new SnapshotBuffer({ delay: 0 });
const show = () => {
const snap = h.b.snapshot();
buffer.push(snap, snap.t);
v.sync(buffer.sample(snap.t).get(u.id), snap.t);
v.update(1 / 60, cam(), h.b.time);
};
show();
const bw = barWidth(v);
assert.equal(u.skill.ammoLeft, 13, 'the activation tick already fired the first round');
assert.ok(Math.abs(v.spFill.width - bw * 13 / 14) < 1e-9);
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 13);
const left = u.skill.ammoLeft;
assert.ok(h.runUntil(() => u.skill.ammoLeft < left && u.skill.active, 10));
show();
assert.ok(Math.abs(v.spFill.width - bw * 12 / 14) < 1e-9, 'one attack removes exactly one round');
assert.ok(h.runUntil(() => !u.skill.active, 60));
show();
show();
assert.equal(v.ammoCuts.filter((c) => c.visible).length, 0, 'the magazine is spent: the plain SP bar is back');
assert.notEqual(v.spFill.tint, COLORS.ammo);
v.destroy();
});
test('伺夜\'s placed pack: the pips follow 2 → 3 → 2 and are gone when the pack falls', () => {
const h = makeBattle({
units: [{ chessId: 'chess_char_3_19_a', row: 12, col: 3, uid: 1 }, { kind: 'token', tokenId: 'token_10028_vigil_wolf', ownerUid: 1, row: 11, col: 5, uid: 2 }],
timeLimit: 120, defs: { enemies: { enemy_d: enemyRec({ key: 'enemy_d', hp: 1e9, speed: 0, atk: 0 }) } }, enemies: [{ key: 'enemy_d', pos: [1, 1] }],
});
h.run(0.2);
const w = h.b.allyUnits.find((x) => x.defId === 'token_10028_vigil_wolf');
const v = new UnitView(fakeViewCtx(fake.P, { cam }), renderInfo(unitInfo(w)));
const buffer = new SnapshotBuffer({ delay: 0 });
const lit = () => {
const snap = h.b.snapshot();
buffer.push(snap, snap.t);
v.sync(buffer.sample(snap.t).get(w.id), snap.t);
v.update(1 / 60, cam(), h.b.time);
return v._wolfPips ? v._wolfPips.lit.filter((d) => d.visible && d.alpha === 1).length : 0;
};
assert.equal(lit(), 2);
h.run(25);
assert.equal(lit(), 3);
h.b.dealDamage(null, w, { amount: 1e9, type: 'true' });
h.step(); // (a snapshot of the same game time as the last one would be dropped as a duplicate)
assert.equal(lit(), 2);
v.destroy();
});
});
+343
View File
@@ -0,0 +1,343 @@
// Real renderer startup and cancellation, without downloaded art.
// RENDER_E2E=1 node --test test/render/initialization.browser.test.js
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { existsSync, mkdirSync, readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const OUT = path.join(ROOT, 'test/e2e/out');
const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome';
const skip = process.env.RENDER_E2E === '1' && existsSync(CHROME) ? false : 'set RENDER_E2E=1 (needs Chrome)';
const HTML = `<!doctype html><html><head><link rel="stylesheet" href="/css/theme.css"><link rel="stylesheet" href="/css/screens/game.css"></head>
<body style="margin:0"><div id="host" style="position:relative;width:1000px;height:650px"></div><div id="hooks"></div></body></html>`;
// These wrappers keep the real browser/Pixi behavior and record resources owned by each view.
function trackBrowserResources() {
const state = window.__initialization = { apps: [], observers: [], listeners: [], calls: 0, settled: 0 };
const timers = new Map();
const set = window.setTimeout.bind(window), clear = window.clearTimeout.bind(window);
window.setTimeout = (fn, ms, ...args) => {
const id = set(() => { timers.delete(id); fn(...args); }, ms);
if (ms === 12000) timers.set(id, () => fn(...args));
return id;
};
window.clearTimeout = (id) => { timers.delete(id); clear(id); };
state.expire = () => {
for (const [id, fn] of [...timers]) { clear(id); timers.delete(id); fn(); }
};
const NativeObserver = window.ResizeObserver;
window.ResizeObserver = class extends NativeObserver {
constructor(fn) { super(fn); this.targets = new Set(); state.observers.push(this); }
observe(target, ...args) { this.targets.add(target); return super.observe(target, ...args); }
unobserve(target) { this.targets.delete(target); return super.unobserve(target); }
disconnect() { this.targets.clear(); return super.disconnect(); }
};
const add = EventTarget.prototype.addEventListener, remove = EventTarget.prototype.removeEventListener;
const tracked = (target, type) => target instanceof HTMLCanvasElement ||
(target === document && type === 'visibilitychange') || (target === window && type === 'resize');
const capture = (opts) => typeof opts === 'boolean' ? opts : !!opts?.capture;
EventTarget.prototype.addEventListener = function (type, fn, opts) {
if (tracked(this, type) && !state.listeners.some((r) => r.target === this && r.type === type && r.fn === fn && r.capture === capture(opts))) {
state.listeners.push({ target: this, type, fn, capture: capture(opts) });
}
return add.call(this, type, fn, opts);
};
EventTarget.prototype.removeEventListener = function (type, fn, opts) {
state.listeners = state.listeners.filter((r) => !(r.target === this && r.type === type && r.fn === fn && r.capture === capture(opts)));
return remove.call(this, type, fn, opts);
};
state.snapshot = () => ({
apps: state.apps.map(({ app, ticker, canvas }) => ({ destroyed: app.renderer === null, ticking: ticker.started, attached: canvas.isConnected })),
observers: state.observers.filter((r) => r.targets.size).length,
listeners: state.listeners.map((r) => r.type),
canvases: document.querySelectorAll('#host canvas').length,
fallbacks: document.querySelectorAll('#host .ff').length,
});
}
function trackPixiApplications() {
const Application = PIXI.Application;
PIXI.Application = class extends Application {
constructor(...args) {
super(...args);
window.__initialization.apps.push({ app: this, ticker: this.ticker, canvas: this.view });
}
};
}
const FACTORY_WRAPPER = `export * from '/js/render/app.js?implementation';
import { createFieldView as create } from '/js/render/app.js?implementation';
export async function createFieldView(...args) {
window.__initialization.calls++;
if (window.__initialization.ignoreSignal) args[1] = { ...args[1], signal: undefined };
try { return await create(...args); }
finally { window.__initialization.settled++; }
}`;
describe('field initialization in headless Chrome', { skip }, () => {
let srv, browser, pixi;
before(async () => {
const puppeteer = (await import('puppeteer-core')).default;
const { startServer } = await import('../../server/index.js');
srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-first-run'] });
pixi = readFileSync(path.join(ROOT, 'public/vendor/pixi.min.js'), 'utf8') + `\n;(${trackPixiApplications.toString()})();`;
});
after(async () => { await browser?.close(); await srv?.close(); });
async function open(t, { holdPixi = false } = {}) {
const page = await browser.newPage();
t.after(() => page.close());
const errors = [];
page.on('pageerror', (err) => errors.push(err.message));
await page.setViewport({ width: 1100, height: 750 });
await page.evaluateOnNewDocument(trackBrowserResources);
await page.setRequestInterception(true);
let releasePixi;
const requested = new Promise((resolve) => {
page.on('request', (request) => {
const url = new URL(request.url());
if (url.pathname === '/initialization-test') return request.respond({ status: 200, contentType: 'text/html', body: HTML });
if (url.pathname === '/js/render/app.js' && !url.search) return request.respond({ status: 200, contentType: 'text/javascript', body: FACTORY_WRAPPER });
if (url.pathname === '/vendor/pixi.min.js') {
releasePixi = () => request.respond({ status: 200, contentType: 'text/javascript', body: pixi });
resolve();
if (!holdPixi) return releasePixi();
return;
}
return request.continue();
});
});
await page.goto(`http://127.0.0.1:${srv.port}/initialization-test?board=2d`);
// Empty manifests prevent optional local art requests while preserving the real asset store.
await page.evaluate(async () => {
const { assets } = await import('/js/assets.js');
assets.seed({ version: 1, chars: {}, enemies: {}, tokens: {}, items: {} });
assets.seedLocal({ version: 1, files: {} });
const { data } = await import('/js/data.js');
await data.load('stages');
window.__initialization.stage = data.list('stages')[0];
window.__initialization.host = document.getElementById('host');
});
return { page, errors, requested, release: () => releasePixi() };
}
async function start(page) {
await page.evaluate(async () => {
const { mountFieldView } = await import('/js/ui/fieldHost.js');
const s = window.__initialization;
s.mount = mountFieldView(s.host).then((view) => {
s.view = view;
view.setStage(s.stage);
view.setPrep({ board: [], hand: [], temp: [] }, { editable: true });
s.clicks = [];
view.on('tileClick', (click) => s.clicks.push([click.row, click.col]));
});
});
}
async function pixiFinished(page) {
await page.evaluate(async () => {
const { ensurePixi } = await import('/js/render/app/pixi.js');
await ensurePixi();
await new Promise(requestAnimationFrame);
});
}
async function clickFallback(page) {
await page.waitForSelector('#host .ff-tile--floor');
const tile = await page.$eval('#host .ff-tile--floor', (element) => {
const r = element.getBoundingClientRect();
return { x: r.x + r.width / 2, y: r.y + r.height / 2, row: +element.dataset.row, col: +element.dataset.col };
});
await page.mouse.click(tile.x, tile.y);
return [tile.row, tile.col];
}
test('successful startup owns one running app and destroy releases its browser resources', async (t) => {
const { page, errors } = await open(t);
await start(page);
await page.waitForFunction(() => window.__initialization.view?.kind === 'engine');
const mounted = await page.evaluate(() => window.__initialization.snapshot());
assert.equal(mounted.canvases, 1);
assert.deepEqual(mounted.apps, [{ destroyed: false, ticking: true, attached: true }]);
assert.equal(mounted.observers, 1);
assert.ok(mounted.listeners.includes('pointerdown'));
assert.ok(mounted.listeners.includes('visibilitychange'));
const destroyed = await page.evaluate(() => {
const s = window.__initialization;
s.view.destroy(); s.view.destroy();
return s.snapshot();
});
assert.deepEqual(destroyed, { apps: [{ destroyed: true, ticking: false, attached: false }], observers: 0, listeners: [], canvases: 0, fallbacks: 0 });
assert.deepEqual(errors, []);
});
for (const ignoreSignal of [false, true]) test(`a timed-out Pixi load cannot cover the clickable fallback (${ignoreSignal ? 'legacy factory ignores cancellation' : 'cancellable factory'})`, async (t) => {
const { page, errors, requested, release } = await open(t, { holdPixi: true });
await page.evaluate((value) => { window.__initialization.ignoreSignal = value; }, ignoreSignal);
await start(page);
await requested;
await page.evaluate(() => window.__initialization.expire());
await page.waitForFunction(() => window.__initialization.view?.kind === 'fallback');
const target = await clickFallback(page);
assert.deepEqual(await page.evaluate(() => window.__initialization.clicks), [target]);
await release();
await pixiFinished(page);
await page.waitForFunction(() => window.__initialization.settled === 1);
await clickFallback(page);
const late = await page.evaluate(() => ({ ...window.__initialization.snapshot(), clicks: window.__initialization.clicks }));
assert.deepEqual(late.clicks, [target, target], 'real pointer input still reaches the fallback after Pixi finishes');
assert.equal(late.canvases, 0, 'the abandoned engine must not append an orphan canvas');
assert.equal(late.fallbacks, 1);
assert.ok(late.apps.every((app) => app.destroyed && !app.ticking && !app.attached));
assert.deepEqual(late.listeners, []);
assert.equal(late.observers, 1, 'only the fallback observes the host');
if (!ignoreSignal) {
mkdirSync(OUT, { recursive: true });
await page.screenshot({ path: path.join(OUT, 'render-initialization-fallback.png') });
}
const destroyed = await page.evaluate(() => { window.__initialization.view.destroy(); return window.__initialization.snapshot(); });
assert.equal(destroyed.observers, 0);
assert.equal(destroyed.canvases, 0);
assert.equal(destroyed.fallbacks, 0);
assert.deepEqual(errors, []);
});
test('timeout during board-art startup immediately releases the allocated app and permits a fresh engine', async (t) => {
const { page, errors } = await open(t);
await page.evaluate(async () => {
const { assets } = await import('/js/assets.js');
const s = window.__initialization, local = assets.local.bind(assets);
assets.local = () => {
if (!s.apps.length) return local();
assets.local = local;
s.artBlocked = true;
return new Promise((resolve) => { s.releaseArt = async () => resolve(await local()); });
};
});
await start(page);
await page.waitForFunction(() => window.__initialization.artBlocked);
const allocated = await page.evaluate(() => window.__initialization.snapshot());
assert.deepEqual(allocated.apps, [{ destroyed: false, ticking: true, attached: true }]);
await page.evaluate(() => window.__initialization.expire());
await page.waitForFunction(() => window.__initialization.view?.kind === 'fallback');
const cancelled = await page.evaluate(() => window.__initialization.snapshot());
assert.deepEqual(cancelled.apps, [{ destroyed: true, ticking: false, attached: false }], 'cancellation frees the real renderer before the delayed art resolves');
assert.equal(cancelled.canvases, 0);
assert.equal(cancelled.observers, 1);
assert.deepEqual(cancelled.listeners, []);
const target = await clickFallback(page);
assert.deepEqual(await page.evaluate(() => window.__initialization.clicks), [target]);
await page.evaluate(async () => {
const s = window.__initialization;
await s.releaseArt();
s.view.destroy();
s.view = null;
});
await page.waitForFunction(() => window.__initialization.settled === 1);
await start(page);
await page.waitForFunction(() => window.__initialization.view?.kind === 'engine');
const replacement = await page.evaluate(async () => {
await new Promise(requestAnimationFrame);
const s = window.__initialization, app = s.view.raw.debug.app;
app.renderer.render(app.stage);
return s.snapshot();
});
assert.deepEqual(replacement.apps, [
{ destroyed: true, ticking: false, attached: false },
{ destroyed: false, ticking: true, attached: true },
], 'a replacement engine can render with the surviving shared caches');
assert.equal(replacement.canvases, 1);
const destroyed = await page.evaluate(() => { window.__initialization.view.destroy(); return window.__initialization.snapshot(); });
assert.ok(destroyed.apps.every((app) => app.destroyed && !app.ticking && !app.attached));
assert.equal(destroyed.observers, 0);
assert.deepEqual(destroyed.listeners, []);
assert.equal(destroyed.canvases, 0);
assert.deepEqual(errors, []);
});
test('a setup exception releases partial resources without removing another host child', async (t) => {
const { page, errors } = await open(t);
await page.evaluate(async () => {
const { assets } = await import('/js/assets.js');
const s = window.__initialization, subscribe = assets.onChange.bind(assets);
s.sibling = document.createElement('span');
s.sibling.textContent = 'Existing host content';
s.host.appendChild(s.sibling);
// Fail after input and resize resources exist, while the real view is still being built.
assets.onChange = (fn) => {
if (s.observers.some((observer) => observer.targets.has(s.host))) {
assets.onChange = subscribe;
throw new Error('asset subscription unavailable');
}
return subscribe(fn);
};
});
await start(page);
await page.waitForFunction(() => window.__initialization.view?.kind === 'fallback');
const failed = await page.evaluate(() => ({ ...window.__initialization.snapshot(), sibling: window.__initialization.sibling.isConnected }));
assert.deepEqual(failed.apps, [{ destroyed: true, ticking: false, attached: false }]);
assert.equal(failed.sibling, true, 'failed initialization only cleans up its own resources');
assert.equal(failed.canvases, 0);
assert.equal(failed.observers, 1);
assert.deepEqual(failed.listeners, []);
const target = await clickFallback(page);
assert.deepEqual(await page.evaluate(() => window.__initialization.clicks), [target]);
const destroyed = await page.evaluate(() => { window.__initialization.view.destroy(); return window.__initialization.snapshot(); });
assert.equal(destroyed.observers, 0);
assert.equal(destroyed.fallbacks, 0);
assert.deepEqual(errors, []);
});
test('unmount during startup cannot erase a newer hook mount on the same host', async (t) => {
const { page, errors, requested, release } = await open(t, { holdPixi: true });
await page.evaluate(async () => {
const { h, render } = await import('/vendor/preact.module.js');
const { useFieldView } = await import('/js/ui/fieldHost.js');
const s = window.__initialization;
function Field() { s.hook = useFieldView({ current: s.host }); return null; }
s.renderHook = (key) => render(key ? h(Field, { key }) : null, document.getElementById('hooks'));
s.renderHook('first');
});
await requested;
await page.evaluate(() => {
const s = window.__initialization;
s.renderHook(null);
window.__SP_RENDER__ = 'fallback';
s.renderHook('second');
});
await page.waitForFunction(() => window.__initialization.hook?.kind === 'fallback');
await page.evaluate(() => {
const s = window.__initialization;
s.current = s.hook.view;
s.current.setStage(s.stage);
s.current.setPrep({ board: [], hand: [], temp: [] }, { editable: true });
s.clicks = [];
s.current.on('tileClick', (click) => s.clicks.push([click.row, click.col]));
s.expire();
});
await release();
await pixiFinished(page);
await page.waitForFunction(() => window.__initialization.settled === 1);
const late = await page.evaluate(() => ({ ...window.__initialization.snapshot(), current: window.__SP_VIEW__ === window.__initialization.current }));
assert.equal(late.fallbacks, 1, 'the old mount must not clear the newer view from the shared host');
assert.equal(late.canvases, 0);
assert.equal(late.current, true);
assert.ok(late.apps.every((app) => app.destroyed && !app.ticking && !app.attached));
const target = await clickFallback(page);
assert.deepEqual(await page.evaluate(() => window.__initialization.clicks), [target]);
const destroyed = await page.evaluate(() => {
window.__initialization.renderHook(null);
return { ...window.__initialization.snapshot(), current: window.__SP_VIEW__ };
});
assert.equal(destroyed.current, null);
assert.equal(destroyed.observers, 0);
assert.equal(destroyed.canvases, 0);
assert.equal(destroyed.fallbacks, 0);
assert.deepEqual(destroyed.listeners, []);
assert.deepEqual(errors, []);
});
});
+71
View File
@@ -279,6 +279,77 @@ describe('enemy preview pen figures (lod idle)', () => {
});
});
// The impostor refreshes of a frame are spread evenly over the interval (app.js impostorSlot: each frame the impostor
// units take slots 0, 1, 2 … in update order): a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units. With a random phase per
// unit, the busiest frame did 20–66% more refreshes than that (16–48 units, intervals 2–6) — the frame-time peaks of a
// crowded battle on a slow device.
describe('impostor refresh slots', () => {
/** n pen figures (lod idle: interval 3) in one context; `slotOf(frame, i)` gives view i its slot, or null: no slots. */
async function crowd(n, slotOf) {
let frame = 0;
let i = 0;
const atlas = {
alloc: (w, h) => ({ w, h, tex: new fake.P.Texture(), clip: false }),
free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {},
};
const ctx = fakeViewCtx(fake.P, {
assets: store({ spine: true }), cam, frameNo: () => frame, impostors: atlas,
renderer: { resolution: 1, render() {} },
...(slotOf ? { impostorSlot: () => slotOf(frame, i) } : {}),
});
const views = [];
for (let k = 0; k < n; k++) {
views.push(new UnitView(ctx, { id: `e:${k}`, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', tier: 1, x: 9, y: 15, maxHp: 1, facing: -1 }, { prep: true, lod: 'idle' }));
}
await tick(); await tick();
const refreshed = views.map(() => []);
views.forEach((v, k) => {
assert.ok(v.spineReady, 'spine ready');
const upd = v.actor.update.bind(v.actor);
v.actor.update = (dt) => { refreshed[k].push(frame); return upd(dt); };
});
const step = () => { views.forEach((v, k) => { i = k; v.update(1 / 60, cam(), frame / 60); }); frame++; };
return { step, refreshed, frames: () => frame };
}
const perFrame = (refreshed, from, to) => {
const c = new Map();
for (const list of refreshed) for (const f of list) if (f >= from && f < to) c.set(f, (c.get(f) || 0) + 1);
return Array.from({ length: to - from }, (_, j) => c.get(from + j) || 0);
};
test('slots in update order: every frame refreshes ⌊n/3⌋ or ⌈n/3⌉ units, each unit every 3rd frame', async () => {
for (const n of [7, 16, 24]) {
const { step, refreshed } = await crowd(n, (frame, k) => k);
for (let f = 0; f < 31; f++) step();
// frame 0: every new impostor is drawn once (dirty); from frame 1 on, the interval rules
const counts = perFrame(refreshed, 1, 31);
assert.ok(counts.every((c) => c === Math.floor(n / 3) || c === Math.ceil(n / 3)), `${n} units: ${counts.join(' ')}`);
for (const list of refreshed) {
const after = list.filter((f) => f >= 1);
assert.equal(after.length, 10, `each unit refreshed 10 times in 30 frames (${after.join(',')})`);
assert.ok(after.every((f, j) => j === 0 || f - after[j - 1] === 3), 'exactly every 3rd frame');
}
}
});
test('a slot that moves with the frame never starves a unit: refreshed at least every 2 intervals', async () => {
// (frame + slot) % 3 is never 0: the turn alone would never come
const { step, refreshed } = await crowd(3, (frame) => 4 - (frame % 3));
for (let f = 0; f < 31; f++) step();
for (const list of refreshed) {
const after = list.filter((f) => f >= 1);
assert.ok(after.length >= 5, `refreshed ${after.length} times`);
assert.ok([0, ...after].every((f, j, a) => j === 0 || f - a[j - 1] <= 6), `gaps ≤ 6 frames (${after.join(',')})`);
}
});
test('without slots (a context that has none) the random phase still refreshes every 3rd frame', async () => {
const { step, refreshed } = await crowd(5, null);
for (let f = 0; f < 31; f++) step();
for (const list of refreshed) assert.equal(list.filter((f) => f >= 1).length, 10);
});
});
// Player report 2026-10-05: 「无人机等飞行单位贴图位置明显偏低」, and the follow-up "绝对不止 0.35" with an official
// screenshot of 帝国炮火先兆者 over a tile (PR #211 by @xcdoge; the owner's decision of 2026-10-06). The lift is the
// official client's own single constant — Vector3(0, 0.35, 0) written by Torappu.Battle.CharacterAnimator's constructor
+97
View File
@@ -0,0 +1,97 @@
// test/sim/hud-readouts.test.js — the optional b.snap lists behind the HP-bar readouts (R22-HUD; PR #303 and #378 by
// @IceCodeNew, PR #383 by @Convey123): `ammo` (a running ammo skill's rounds — 隐现's S2 holds 14 in the data), `wolves`
// (伺夜's 狼群 count) and, in test/content/op_hsgma2.test.js, `neg` (斩业星熊's 我执 pool). All three are display only: the
// nine-field unit tuples are unchanged and no sim state reads them. The client side is test/render/hud-readouts.test.js.
// Run: node --test test/sim/hud-readouts.test.js
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
import { unitInfo, unitTuple } from '../../server/sim/snapshot.js';
const DUMMY = { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e7, speed: 0 }) } };
const INSIDE = 'chess_char_1_01_a'; // 隐现: the chess skill index 1 is skchr_inside_2 (AMMO, attack@trigger_time 14)
test('隐现 S2: b.snap `ammo` carries the whole rounds left and the 14-round magazine of the data; the tuple keeps its SP fraction', () => {
const h = makeBattle({
defs: DUMMY, timeLimit: 200, seed: 7,
units: [{ chessId: INSIDE, row: 10, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
});
const u = h.unit(INSIDE);
const row = () => (h.b.snapshot().ammo || []).find((e) => e[0] === u.id);
assert.equal(h.b.snapshot().ammo, undefined, 'no skill running: no list at all');
assert.equal(unitInfo(u).ammoSkill, true, 'UnitInfo says the skill is an ammo magazine from the first appearance');
assert.ok(h.runUntil(() => u.skill.active, 80));
assert.equal(u.skill.kind, 'ammo');
assert.equal(u.skill.ammoMax, 14, 'skill_table skchr_inside_2 attack@trigger_time at the chess skill level');
// the activation tick already fired the first round
assert.deepEqual(row(), [u.id, 13, 14]);
const [, , , , , sp, spMax] = unitTuple(u, h.b.time);
assert.ok(Math.abs(sp / spMax - 13 / 14) < 0.01, 'the 9-field tuple still runs the SP bar on the same fraction');
assert.equal(h.b.snapshot().units.find((t) => t[0] === u.id).length, 9, 'the tuple is not widened');
// every attack spends one round
const before = u.skill.ammoLeft;
assert.ok(h.runUntil(() => u.skill.ammoLeft < before, 10));
assert.deepEqual(row(), [u.id, u.skill.ammoLeft, 14]);
// a refill above the magazine raises it (拉特兰's extras, 逃犯引渡手续, refills: the activation's real total)
u.skill.addAmmo(20);
assert.deepEqual(row(), [u.id, u.skill.ammoLeft, u.skill.ammoMax]);
assert.ok(u.skill.ammoMax > 14 && row()[1] === row()[2], 'full again at the new mark');
// the skill ends with its last round: the list goes, the plain SP bar is back
assert.ok(h.runUntil(() => !u.skill.active, 60));
assert.equal(h.b.snapshot().ammo, undefined);
checkInvariants(h.b);
assert.deepEqual(h.b.errors, []);
});
test('ammo rows: whole numbers (a fractional count rounds up), allies only, living deployed units only; an operator without an ammo skill is no ammoSkill', () => {
const h = makeBattle({
defs: DUMMY, timeLimit: 200, seed: 7,
units: [{ chessId: INSIDE, row: 10, col: 3 }, { chessId: 'chess_char_1_02_a', row: 11, col: 3 }],
enemies: [{ key: 'enemy_dummy', pos: [10, 5] }],
});
const u = h.unit(INSIDE);
h.run(0.5);
assert.equal(unitInfo(h.unit('chess_char_1_02_a')).ammoSkill, undefined, 'a duration skill is not a magazine');
assert.equal(unitInfo(h.enemy('enemy_dummy')).ammoSkill, undefined);
assert.ok(h.runUntil(() => u.skill.active, 80));
u.skill.ammoLeft = 6.2; // (a kit that spends a share of a round)
const e = h.b.snapshot().ammo.find((r) => r[0] === u.id);
assert.deepEqual(e, [u.id, 7, 14]);
assert.ok(Number.isInteger(e[1]) && Number.isInteger(e[2]));
u.deployed = false; // off the field: no row (the unit is not in the snapshot either)
assert.equal(h.b.snapshot().ammo, undefined);
u.deployed = true;
});
for (const placed of [false, true]) {
test(`伺夜's ${placed ? 'placed' : 'automatic'} pack: b.snap \`wolves\` follows the 狼影 count (2 of 3, +1 per 25 s, one lost per lethal hit) and goes with the pack`, () => {
const units = [{ chessId: 'chess_char_3_19_a', row: 12, col: 3, uid: 1 }];
if (placed) units.push({ kind: 'token', tokenId: 'token_10028_vigil_wolf', ownerUid: 1, row: 11, col: 5, uid: 2 });
const h = makeBattle({
units, timeLimit: 120,
defs: { enemies: { enemy_d: enemyRec({ key: 'enemy_d', hp: 1e9, speed: 0, atk: 0 }) } },
enemies: [{ key: 'enemy_d', pos: [1, 1] }],
});
h.run(0.2);
const w = h.b.allyUnits.find((u) => u.defId === 'token_10028_vigil_wolf');
const count = () => (h.b.snapshot().wolves || []).find((e) => e[0] === w.id);
assert.deepEqual(count(), [w.id, 2, 3], '初始两只, at most 3 (the talent text)');
assert.equal(h.b.snapshot().wolves.length, 1, 'only the pack has the row: 伺夜 herself does not');
h.run(25);
assert.deepEqual(count(), [w.id, 3, 3], '+1 every 25 s');
for (const left of [2, 1]) {
h.b.dealDamage(null, w, { amount: 1e9, type: 'true' });
assert.deepEqual(count(), [w.id, left, 3], 'a lethal hit spends one 狼影 and refills the HP');
}
h.b.dealDamage(null, w, { amount: 1e9, type: 'true' });
assert.equal(w.alive, false, 'the last 狼影: 战术点形态 (the pack is out of the fight)');
assert.equal(count(), undefined, 'a pack in that form shows no pips');
h.run(26);
assert.deepEqual(count(), [w.id, 1, 3], 'back after the 狼影 interval with one 狼影');
h.b.retreat(h.unit('chess_char_3_19_a'), { reason: 'expired', permanent: true });
assert.equal(h.b.snapshot().wolves, undefined, 'the pack leaves with its owner');
assert.deepEqual(h.b.errors, []);
});
}
+83
View File
@@ -577,6 +577,89 @@ describe('AudioManager', () => {
} finally { globalThis.fetch = origFetch; }
}
});
// 「技能音效有时候不触发」 (PR #292 by @LimitlessHPPK): the sim emits the cast of a deployment that fires inside its own first
// tick (`initSp` already at `spCost`, 宴's deploy-timed skill, 银灰 S3 真银斩 …) before the unit's `['spawn', unitInfo]` — the
// same batch, or the next — so `handleBattleEvents` used to skip the cue for good: that first cast was silent and every
// later one played. The cue is held and answered once, when the unit is tracked (`_track`); it never outlives its field.
test('a cast that arrives before its unit is known is held and plays once when the unit is tracked', () => {
const vm = { audio: { sfx: { ui: {}, battle: {}, units: { char_a: { skill: '/s/a_skill.mp3' } } },
voice: { char_a: { skill3: '/v/a_s3.mp3' } } } };
const a = new AudioManager({ win: null, getManifest: () => vm });
a.ctx = {}; // unlocked: every path below is the real one
const played = [], voiced = [];
a._play = (url) => { played.push(url); }; // the cue itself, and the 作战中 line that goes with it
a.voice = (charId, slot, o) => { voiced.push([charId, slot, o.unitKey]); return true; };
/** UnitInfo of the operator `char_a` (spine = the sfx.units key; skillIndex picks its 作战中N slot). */
const info = (id, skillIndex) => ({ id, side: 'ally', spine: 'char_a', kind: 'op', skillIndex });
// (1) the sim's order inside one batch: the cast, then the unit's spawn — the cast waits, then sounds once
a.handleBattleEvents([['skill', 8, 1]]);
assert.deepEqual(played, [], 'nothing to play yet: the unit is unknown');
a.handleBattleEvents([['spawn', info(8, 2)]]);
assert.deepEqual(played, ['/s/a_skill.mp3'], 'the held cast plays as soon as the unit is tracked');
assert.deepEqual(voiced, [['char_a', 'skill3', 8]], 'with the 作战中N line its skillIndex picks');
a.handleBattleEvents([['skill', 7, 1], ['atk', 7, 8, 'none'], ['spawn', info(7, 0)]]);
assert.equal(played.length, 2, 'the same batch: the cast waits for the spawn of its own batch');
assert.deepEqual(voiced.at(-1), ['char_a', 'skill1', 7]);
// (2) once: a unit that is told about again (a repeated spawn) never replays it; a later cast plays directly
a.handleBattleEvents([['spawn', info(8, 2)], ['spawn', info(7, 0)]]);
assert.equal(played.length, 2, 'no second cue for the held cast');
a.handleBattleEvents([['skill', 8, 1]]);
assert.equal(played.length, 3, 'a later cast of a known unit plays through');
assert.deepEqual(voiced.at(-1), ['char_a', 'skill3', 8], 'and sounds the same as the replayed one');
// (3) skill off (`['skill', id, 0]`) is no cast: nothing is held for it
a.handleBattleEvents([['skill', 9, 0]]);
a.handleBattleEvents([['spawn', info(9, 0)]]);
assert.equal(played.length, 3, 'the off event holds nothing');
assert.equal(a.pendingSkill.size, 0);
});
test('a held cast does not outlive its field: a unit of the next field that shares its id does not sound it', () => {
const vm = { audio: { sfx: { ui: {}, battle: {}, units: { char_a: { skill: '/s/a_skill.mp3' } } }, voice: {} } };
const a = new AudioManager({ win: null, getManifest: () => vm });
a.ctx = {};
const played = [];
a._play = (url) => { played.push(url); };
a.voice = () => true;
const info = (id) => ({ id, side: 'ally', spine: 'char_a', kind: 'op' });
a.handleBattleEvents([['skill', 9, 1]]); // a cast whose unit never appeared on this field
assert.equal(a.pendingSkill.size, 1);
a.setFieldUnits([info(9)]); // another battle: unit ids are per battle, 9 is a different unit
assert.equal(a.pendingSkill.size, 0, 'the field change drops the hold');
a.handleBattleEvents([['spawn', info(9)]]);
assert.deepEqual(played, [], 'the old field\'s cast never sounds in the new one');
// the hold is bounded: casts of units that never appear cannot pile up
for (let id = 100; id < 400; id++) a.handleBattleEvents([['skill', id, 1]]);
assert.ok(a.pendingSkill.size <= 64, `${a.pendingSkill.size} holds`);
assert.ok(a.pendingSkill.has(399) && !a.pendingSkill.has(100), 'the oldest holds go first');
});
test('a real battle: the deploy-tick cast of a deployment-activated skill is heard, once', () => {
// The reported shape in 0.2.0's own sim: 宴's kit activates its skill on deployment (activateOnDeploy, PR #109), and
// `sim/battle/deploy.js` runs `skill.reset()` (→ `activate` → `['skill', id, 1]`) BEFORE it emits
// `['spawn', unitInfo]` — three events earlier in 宴's case (a status and an fx come between). Fed to the audio as
// the socket delivers it, that cast used to be dropped for good.
const chessId = 'chess_char_1_18_a'; // 宴 (char_337_utage): a deploy-timed skill with a skill sound
const h = makeBattle({ seed: 7, autoFinish: false, timeLimit: 5, units: [{ chessId, row: 9, col: 5 }] });
h.step(3);
const ev = h.events;
const iCast = ev.findIndex((e) => e[0] === 'skill' && e[2]);
const iSpawn = ev.findIndex((e) => e[0] === 'spawn');
assert.ok(iCast >= 0 && iSpawn > iCast, `the sim emits the deploy-tick cast before the unit info (${iCast} < ${iSpawn})`);
// the cast's sound, resolved as `unit()` does (the equipped skill's own ON_SKILL_START file, else its `skill`)
const info = ev[iSpawn][1];
const rec = manifest.audio.sfx.units[info.spine];
const url = (Number.isInteger(info.skillIndex) && rec?.skills ? rec.skills[info.skillIndex] : null) ?? rec?.skill;
assert.ok(typeof url === 'string', `前提:${info.spine} 有技能音效`);
const played = [];
const a = new AudioManager({ win: null, getManifest: () => manifest });
a.ctx = {};
a._play = (u) => { played.push(u); };
a.voice = () => true;
a.handleBattleEvents(ev);
assert.equal(played.filter((u) => u === url).length, 1, 'the cast of the deployment is heard, exactly once');
});
});
// user playtest #4 item 6: 纯烬艾雅法拉's skill sound rang outside her skill — her manifest `hit` is her S3 impact
+109
View File
@@ -0,0 +1,109 @@
// test/ui/feedback7-orchid-freeze.test.js — GitHub #354 (DuolaCCCCat): 「梓兰的主动刷新不会触发主动冻结」. 梓兰's 猎头顾问 (band_orchid) makes
// every active refresh a special one: two operators of the same name, and ONE of them frozen — kept to the next prep. The
// server did freeze it (slot.frozen, sent in m.private shop.slots[i].frozen) while the shop toggle stayed off; the shop bar
// drew the frost from the toggle alone, so the player never saw which card was frozen. Each card now reads its own slot.
// The rule itself (a second manual refresh re-rolls the frozen card too, like the toggle) is unchanged.
import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { makeMatch, DATA } from '../match/harness.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
// the browser data store reads the real data files from disk
globalThis.fetch = async (url) => {
const name = String(url).split('/').pop();
try {
const body = readFileSync(path.join(ROOT, 'data', name), 'utf8');
return { ok: true, status: 200, json: async () => JSON.parse(body) };
} catch {
return { ok: false, status: 404, json: async () => ({}) };
}
};
const { ChessCard, ItemCard, slotFrozen } = await import('../../public/js/ui/shopBar.js');
const { data } = await import('../../public/js/data.js');
await data.loadAll('items', 'effects', 'choices', 'assets', 'chess', 'bonds', 'garrisons');
/** Every vnode of a preact tree (htm output), depth first. */
function* walk(v) {
if (Array.isArray(v)) { for (const x of v) yield* walk(x); return; }
if (!v || typeof v !== 'object') return;
yield v;
yield* walk(v.props?.children);
}
const hasClass = (v, c) => typeof v?.props?.class === 'string' && v.props.class.split(/\s+/).includes(c);
const iced = (card) => hasClass(card, 'is-frozen') && [...walk(card)].some((n) => hasClass(n, 'scard__ice'));
const bare = (card) => !hasClass(card, 'is-frozen') && ![...walk(card)].some((n) => hasClass(n, 'scard__ice'));
/** A solo match in its first prep with 梓兰's strategy, level 4 shop, funds for a few refreshes. */
function orchid(seed = 12) {
const h = makeMatch({ mode: 'solo', seed, fake: true }).start();
h.toPrep(1);
const ps = h.ps('p_0');
ps.bandId = 'band_orchid';
ps.shop.level = 4;
ps.funds = 50;
return { h, ps };
}
describe('#354: the card the 猎头顾问 freezes shows its frost', () => {
test('the wire: the active refresh freezes one copied card and leaves the shop toggle off; the cards read their own slot', () => {
const { h, ps } = orchid();
assert.deepEqual(h.m.handle('p_0', { t: 'g.refresh' }), { ok: true });
const priv = ps.privateView();
assert.equal(priv.shop.frozen, false, 'the 冻结 toggle is off');
const chess = priv.shop.slots.filter((s) => s && s.kind === 'chess');
const frozen = chess.filter((s) => s.frozen);
assert.equal(frozen.length, 1, 'exactly one card is frozen');
assert.equal(chess.filter((s) => s.id === frozen[0].id).length, 2, 'one of the two operators of the same name');
// the bar's frame and the button follow the toggle (off), each card follows its own slot
for (const s of priv.shop.slots.filter(Boolean)) {
const props = { slot: s, idx: 0, priv, frozen: slotFrozen(s, priv.shop.frozen), onBuy() {}, onDetail() {} };
const card = s.kind === 'item' ? ItemCard(props) : ChessCard(props);
assert.equal(s.frozen ? iced(card) : bare(card), true, `${s.id}: ${s.frozen ? 'frost' : 'no frost'}`);
}
h.m.dispose();
});
test('the toggle still freezes every unsold card, and the helper reads the slot and the toggle', () => {
const { h, ps } = orchid(13);
h.m.handle('p_0', { t: 'g.freeze' });
const priv = ps.privateView();
assert.equal(priv.shop.frozen, true);
assert.ok(priv.shop.slots.filter(Boolean).every((s) => s.frozen), 'every slot copies the toggle');
assert.equal(slotFrozen(priv.shop.slots[0], priv.shop.frozen), true);
assert.equal(slotFrozen({ frozen: false }, true), true, 'a frame without per-slot flags: the toggle');
assert.equal(slotFrozen({ frozen: true }, false), true, 'a slot of its own: its flag');
assert.equal(slotFrozen({ frozen: false }, false), false);
assert.equal(slotFrozen(null), false);
h.m.dispose();
});
test('the rule stays as it was: the next manual refresh re-rolls the frozen card too and freezes one of the new pair; one refresh then the next prep keeps that card', () => {
const { h, ps } = orchid();
h.m.handle('p_0', { t: 'g.refresh' });
const first = ps.shop.slots.find((s) => s && s.frozen);
h.m.handle('p_0', { t: 'g.refresh' });
const frozenNow = ps.shop.slots.filter((s) => s && s.frozen);
assert.equal(frozenNow.length, 1, 'again exactly one frozen card');
assert.equal(ps.shop.frozen, false);
assert.ok(first && frozenNow[0], 'both refreshes froze a card');
const kept = frozenNow[0].id;
h.toPrep(2);
assert.ok(ps.shop.slots.some((s) => s && s.id === kept), 'the frozen card is still in the shop in the next prep');
assert.equal(ps.shop.frozen, false);
h.m.dispose();
});
test('ShopBar passes slotFrozen(slot, toggle) to the operator and item cards; the frame and the 冻结 button stay on the toggle', () => {
const src = readFileSync(path.join(ROOT, 'public/js/ui/shopBar.js'), 'utf8');
assert.match(src, /<\$\{ChessCard\} key=\$\{`c\$\{i\}:\$\{s\.id\}`\} slot=\$\{s\} idx=\$\{i\} priv=\$\{priv\} frozen=\$\{slotFrozen\(s, frozen\)\}/);
assert.match(src, /<\$\{ItemCard\} key=\$\{`i\$\{i\}:\$\{s\.id\}`\} slot=\$\{s\} idx=\$\{i\} frozen=\$\{slotFrozen\(s, frozen\)\}/);
assert.match(src, /const frozen = !!shop\.frozen;/);
assert.match(src, /cx\('shopbar', frozen && 'is-frozen'/, 'the bar\'s frame is the toggle');
assert.match(src, /cx\('toolbtn', 'toolbtn--ice', frozen && 'is-on'\)/, 'the button is the toggle');
assert.ok(DATA.bands.band_orchid, 'the band exists in the data');
});
});
+158
View File
@@ -0,0 +1,158 @@
// Field-host ownership under cancellation and timeout. Browser tests cover the actual renderer; this fixture runs
// the production orchestration with controlled imports and timers, without a DOM or GPU dependency.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { getEventListeners } from 'node:events';
import vm from 'node:vm';
const sourcePath = new URL('../../public/js/ui/fieldHost.js', import.meta.url);
const source = readFileSync(sourcePath, 'utf8')
.replace(/^import .*;$/gm, '').replace(/^export /gm, '')
.replace("import('../assets.js')", 'importAssets()')
.replace("import('../render/app.js')", 'importApp()');
const METHODS = ['setStage', 'setCamera', 'setPrep', 'enterBattle', 'pushSnapshot', 'pushEvents', 'highlightTiles', 'on', 'resize'];
const flush = async () => { for (let i = 0; i < 16; i++) await Promise.resolve(); };
function fixture() {
const timers = new Map(), requests = [], fallbacks = [], warnings = [];
let timerId = 0;
const unrelated = { name: 'unrelated' };
const host = {
children: [unrelated],
get firstChild() { return this.children[0] || null; },
appendChild(node) { this.children.push(node); },
removeChild(node) { const i = this.children.indexOf(node); if (i >= 0) this.children.splice(i, 1); },
};
function view(name, valid = true) {
const node = { name };
host.appendChild(node);
return {
...(valid ? Object.fromEntries(METHODS.map((k) => [k, () => {}])) : {}),
node, destroyCalls: 0,
destroy() { this.destroyCalls++; host.removeChild(node); },
};
}
const context = vm.createContext({
AbortController, DOMException, URLSearchParams, Promise,
console: { warn: (...args) => warnings.push(args) },
audio: {}, data: { get() { return null; } }, settingsStore: { get() { return {}; } },
setTimeout(fn) { timers.set(++timerId, fn); return timerId; },
clearTimeout(id) { timers.delete(id); },
importAssets: async () => null,
importApp: async () => ({
createFieldView(_host, opts) {
// Deliberately ignore cancellation: the host must still dispose a factory's late return value.
return new Promise((resolve, reject) => requests.push({ resolve, reject, signal: opts.signal }));
},
}),
createFallbackView() {
const fallback = view('fallback');
fallbacks.push({ view: fallback, rendererAborted: requests.at(-1)?.signal?.aborted });
return fallback;
},
});
vm.runInContext(source + '\nglobalThis.mount = mountFieldView;', context, { filename: sourcePath.pathname });
return {
host, unrelated, timers, requests, fallbacks, warnings, view,
mount: (signal) => context.mount(host, { signal }),
timeout() { const fn = [...timers.values()].at(-1); assert.ok(fn, 'initialization has a deadline'); fn(); },
};
}
function settled(promise) {
const result = { state: 'pending', value: null };
promise.then((value) => { result.state = 'fulfilled'; result.value = value; }, (error) => { result.state = 'rejected'; result.value = error; });
return result;
}
test('successful initialization releases deadlines and cancellation listeners', async () => {
const f = fixture(), controller = new AbortController();
const pending = f.mount(controller.signal);
await flush();
const raw = f.view('engine');
f.requests[0].resolve(raw);
const mounted = await pending;
assert.equal(mounted.kind, 'engine');
assert.equal(f.timers.size, 0);
assert.equal(getEventListeners(controller.signal, 'abort').length, 0);
assert.equal(getEventListeners(f.requests[0].signal, 'abort').length, 0);
mounted.destroy();
assert.equal(raw.destroyCalls, 1);
});
test('cancelling a pending mount rejects without fallback and disposes a late result', async () => {
const f = fixture(), controller = new AbortController();
const result = settled(f.mount(controller.signal));
await flush();
controller.abort();
await flush();
assert.equal(result.state, 'rejected');
assert.equal(result.value.name, 'AbortError');
assert.equal(f.fallbacks.length, 0);
assert.equal(f.warnings.length, 0);
assert.equal(f.timers.size, 0);
assert.equal(getEventListeners(controller.signal, 'abort').length, 0);
const late = f.view('late');
f.requests[0].resolve(late);
await flush();
assert.equal(late.destroyCalls, 1);
assert.deepEqual(f.host.children, [f.unrelated]);
});
test('cancellation between factory resolution and mount continuation disposes the resolved view', async () => {
const f = fixture(), controller = new AbortController();
const result = settled(f.mount(controller.signal));
await flush();
const raw = f.view('settling');
f.requests[0].resolve(raw);
await Promise.resolve();
controller.abort();
await flush();
assert.equal(result.state, 'rejected');
assert.equal(result.value.name, 'AbortError');
assert.equal(raw.destroyCalls, 1);
assert.equal(f.fallbacks.length, 0);
assert.equal(f.timers.size, 0);
assert.deepEqual(f.host.children, [f.unrelated]);
});
test('an invalid renderer API is disposed and aborted before fallback mounts', async () => {
const f = fixture();
const pending = f.mount();
await flush();
const invalid = f.view('invalid', false);
f.requests[0].resolve(invalid);
const fallback = await pending;
assert.equal(fallback.kind, 'fallback');
assert.equal(invalid.destroyCalls, 1);
assert.equal(f.fallbacks[0].rendererAborted, true);
assert.equal(f.timers.size, 0);
assert.deepEqual(f.host.children, [f.unrelated, f.fallbacks[0].view.node]);
fallback.destroy();
});
test('a timed-out factory returning late cannot remove a replacement view or unrelated children', async () => {
const f = fixture();
const first = f.mount();
await flush();
f.timeout();
const fallback = await first;
assert.equal(fallback.kind, 'fallback');
fallback.destroy();
const replacementPending = f.mount();
await flush();
const replacement = f.view('replacement');
f.requests[1].resolve(replacement);
const mounted = await replacementPending;
const late = f.view('late');
f.requests[0].resolve(late);
await flush();
assert.equal(late.destroyCalls, 1);
assert.equal(replacement.destroyCalls, 0);
assert.equal(f.fallbacks[0].rendererAborted, true);
assert.equal(f.timers.size, 0);
assert.deepEqual(f.host.children, [f.unrelated, replacement.node]);
mounted.destroy();
});
+1 -1
View File
@@ -126,7 +126,7 @@ describe('8: the detail card never covers the selected unit\'s underframe', () =
const { readFileSync } = await import('node:fs');
const app = readFileSync(new URL('../../public/js/render/app.js', import.meta.url), 'utf8');
assert.match(app, /\n {2}canvas\.addEventListener\('click', onTapTarget\);\n/, 'registered with the other canvas listeners');
assert.match(app, /\n {6}canvas\.removeEventListener\('click', onTapTarget\);\n/, 'dropped on destroy');
assert.match(app, /\n +canvas\.removeEventListener\('click', onTapTarget\);\n/, 'dropped on destroy');
assert.match(app, /const onTapTarget = \(\) => \{\};/, 'a no-op: the press itself stays with the pointer events');
});
+17 -1
View File
@@ -88,10 +88,23 @@
* @typedef {[number, string, number, number, number]} ElemSnap
*/
/**
* One HP-bar readout of a unit: `[id, left, max]` — the rounds left of a running ammo skill and its magazine (`ammo`), or the
* 狼影 left of 伺夜's 狼群 and the talent's maximum (`wolves`). Whole numbers.
*
* @typedef {[number, number, number]} CountSnap
*/
/**
* A negative-HP pool as a share of its cap (`neg`, 斩业星熊's 我执): `[id, fill]`, fill 0.01–1.
*
* @typedef {[number, number]} NegSnap
*/
/**
* `snapshot()` (SIM §9). On the wire this object is the payload of `b.snap`,
* and `t` is sent as `gt` because the frame's `t` is the message type (DESIGN §8.2).
* `dp` is one number. `down` and `elem` are omitted when empty.
* `dp` is one number. `down`, `elem`, `ammo`, `wolves` and `neg` are omitted when empty.
*
* @typedef {Object} FieldSnapshot
* @property {string} fieldId
@@ -104,6 +117,9 @@
* @property {Object} [boss]
* @property {DownSnap[]} [down]
* @property {ElemSnap[]} [elem]
* @property {CountSnap[]} [ammo]
* @property {CountSnap[]} [wolves]
* @property {NegSnap[]} [neg]
*/
/**