// server/sim/battle/events.js — Battle methods: client events (DESIGN §8.2 tuples, bounded buffer), the snapshot, field // meta, fx and the sim log. // Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle). import { EVENT_BUFFER_CAP } from '../constants.js'; import { elementView } from '../damage.js'; import { unitInfo, snapshotUnits } from '../snapshot.js'; export class BattleEvents { fx(kind, params = {}) { const { x = 0, y = 0, ...extra } = params || {}; this._ev(['fx', kind, Math.round(x * 100) / 100, Math.round(y * 100) / 100, extra]); } log(msg) { const k = 'log:' + msg; if (this._errKeys.has(k)) return; this._errKeys.add(k); if (this.opts.verbose) this.logger.warn?.(`[sim] ${msg}`); } _ev(tuple) { if (!this.recordEvents) return; this._evq.push(tuple); if (this._evq.length > EVENT_BUFFER_CAP) this._evq.splice(0, this._evq.length - EVENT_BUFFER_CAP / 2); } /** Client-facing events since the last drain (DESIGN §8.2 tuples). */ drainEvents() { const ev = this._evq; this._evq = []; return ev; } /** * Compact full snapshot of this field (DESIGN §8.2 b.snap), plus (only when non-empty): * 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). */ snapshot() { const snap = { fieldId: this.fieldId, t: Math.round(this.time * 1000) / 1000, units: snapshotUnits(this.units, this.time), dp: this.players.length ? Math.floor(this.players[0].dp) : 0, killed: this.killed, total: this.total, // the HUD capsule's numerator (DESIGN §14): the field's own scheduled enemies that are 已解决 (down or leaked). // `killed` above counts every counted knock-out (runtime splits / summons too) and may exceed `total`. resolved: this.resolved, }; if (this.players.length > 1) { snap.dps = {}; for (const p of this.players) snap.dps[p.playerId] = Math.floor(p.dp); } if (this.sharedBoss) snap.boss = { hp: Math.max(0, Math.round(this.sharedBoss.hp)), max: Math.round(this.sharedBoss.maxHp) }; const r2 = (v) => Math.round(v * 100) / 100; let down = null; for (const u of this.allyUnits) { if (!this.isDown(u)) continue; (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; 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]]); } if (elem) snap.elem = elem; return snap; } /** * Field meta for m.field: { fieldId, kind, rect, stageId, units: UnitInfo[] } — the units on the field, knocked-out * operators waiting to redeploy included (a client joining mid-battle shows them down). */ fieldMeta() { return { fieldId: this.fieldId, kind: this.kind, rect: { ...this.rect }, stageId: this.stageId, units: this.units.filter((u) => (u.alive && u.deployed && !u.hidden) || this.isDown(u)).map(unitInfo), }; } }