// server/sim/constants.js — simulation timing, conversions and tuning knobs (DESIGN §3, §4, §5). // Pure data; every value here is safe to tweak for balancing. Nothing in the sim reads wall-clock time. import { GEO } from '../../shared/constants.js'; /** Fixed simulation step in game seconds (DESIGN §4). */ export const TICK = 1 / 30; /** Snapshots are produced every N ticks by the match (20 Hz at 2× real time). */ export const SNAPSHOT_EVERY = 3; export const ROWS = GEO.ROWS; export const COLS = GEO.COLS; /** tilesPerSecond = moveSpeed × MOVE_SCALE (DESIGN §3). */ export const MOVE_SCALE = 0.5; /** Ranged enemies stop moving this long after each attack (DESIGN §5.5). */ export const ATTACK_PAUSE = 0.35; /** * Collider radius of an allied unit (PRTS 作战机制 §碰撞体积与位置识别: "我方干员碰撞体积基本均为以0.25格为半径的圆形" — * "关于碰撞体积与远程索敌,碰撞箱碰撞是为最常用的方式,索敌抬手等均使用碰撞箱"; the Ifrit 0.1 collider example). A ranged enemy's * normal attack takes an ally whose collider touches its range circle: centre distance ≤ rangeRadius + this * (ai.js enemyAttack; user playtest #6 follow-up — 萨卡兹枯朽战车's 2.2 reaches 2.45). [ASSUMED] every ally, summons * included; enemy skills / zones of content keep their own (point) radius. */ export const ALLY_COLLIDER_RADIUS = 0.25; /** * Block contact (PRTS 游戏数据基础 §阻挡半径; 作战机制 §碰撞体积与位置识别 "中点判定 … 案例: 阻挡"): an unblocked enemy whose * position lies within the blocker's radius of the blocker's centre touches it — compared on squared distances, as the * official client does. Ground blocking 0.70709997 (² 0.49999037); air blocking (起飞 / blockFly units against flyers) * 0.8944 (² 0.79995137); devices override it (阻隔工事 / 障碍物 0.4472). Used by Battle._checkBlock (user playtest #5). */ export const BLOCK_RADIUS = Object.freeze({ ground: 0.70709997, fly: 0.8944, device: 0.4472 }); export const BLOCK_RADIUS_SQ = Object.freeze({ ground: 0.49999037, fly: 0.79995137, device: 0.4472 * 0.4472 }); /** Default projectile speed in tiles/s for ranged operators/enemies. */ export const PROJECTILE_SPEED = 12; /** * Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. `boomerang` (回环射手 跃跃) is the OUTBOUND * flight to the target — PRTS 跃跃 特性 note "投射物飞行速度15,返回时飞行速度3.75"; the way back is * BOOMERANG_RETURN_SPEED (ai.js throwBoomerang). `droneBomb` = 暴鸰's bomb (the official projectile_bombd `_speed` 5; * content/enemies.js kitBombd). */ export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10, boomerang: 15, droneBomb: 5 }); /** 回环射手: speed (tiles/s) of a boomerang flying back from its hit point to its thrower (PRTS "返回时飞行速度3.75"). */ export const BOOMERANG_RETURN_SPEED = 3.75; /** Minimum damage ratio after mitigation (5 % of the pre-mitigation amount). */ export const MIN_DAMAGE_RATIO = 0.05; /** Element gauge capacity of operators and normal/elite enemies; leaders (rank BOSS) hold 2000 (ba.dt.*2). */ export const ELEMENT_GAUGE_MAX = 1000; export const ELEMENT_GAUGE_MAX_LEADER = 2000; /** Element names with a gauge on every unit. `necrosis` is a legacy spare gauge (凋亡 is `apoptosis`). */ export const ELEMENTS = Object.freeze(['burn', 'neural', 'necrosis', 'apoptosis', 'erosion']); /** * Element bursts — official term table (gamedata_const termDescriptionDict): * `ally` = an operator/summon hit by enemy damage (ba.dt.burning / neural / apoptosis / erosion), * `enemy` = an enemy hit by operators (the "·我方" terms ba.dt.burning2 / neural2 / apoptosis2 / erosion2; * `elemDamage` is 元素伤害: HP damage through 元素抗性 instead of DEF/RES, × elementalTakenMul = 元素脆弱). * Burst damage is 无来源 (PRTS 元素): no damage-dealt multiplier or penetration of the unit that filled the gauge. * `duration` = the burst's 爆发冷却 (PRTS 元素 table "持续时间": 10 s, 凋亡 15 s, 侵蚀 on enemies 8 s — the operators' * 侵蚀 burst has its 10 s cooldown too): while it runs NO element of the unit fills or recovers, and when it ends every * gauge of the unit resets (damage.js). * `necrosis` keeps the engine's earlier invented burst (no official counterpart) for legacy content. */ export const ELEMENT = Object.freeze({ burn: Object.freeze({ burstDamage: 1200, burstType: 'arts', resDown: 20, duration: 10, ally: Object.freeze({ damage: 1200, type: 'arts', resDown: 20, duration: 10 }), enemy: Object.freeze({ elemDamage: 7000, resDown: 20, duration: 10 }), }), neural: Object.freeze({ burstDamage: 1000, burstType: 'true', stun: 10, duration: 10, ally: Object.freeze({ damage: 1000, type: 'true', stun: 10, duration: 10 }), enemy: Object.freeze({ elemDamage: 6000, palsy: 3, duration: 10 }), }), apoptosis: Object.freeze({ dps: 100, duration: 15, ally: Object.freeze({ dps: 100, dpsType: 'arts', spLossPerSec: 1, duration: 15 }), enemy: Object.freeze({ elemDps: 800, weaken: 0.5, duration: 15 }), }), erosion: Object.freeze({ ally: Object.freeze({ damage: 800, type: 'phys', defDown: 100, duration: 10 }), enemy: Object.freeze({ elemDamage: 5000, defDown: 120, duration: 8 }), }), necrosis: Object.freeze({ dps: 100, duration: 12, atkDownPct: 0.2 }), }); /** * Official element order (PRTS 元素: SANITY 1 神经, WATER 2 侵蚀, FIRE 3 灼燃, DARK 4 凋亡; the legacy `necrosis` last): * the tie-break of the "当前损伤元素" a unit shows — the fullest gauge, then the lower id (damage.js elementView). */ export const ELEMENT_ORDER = Object.freeze(['neural', 'erosion', 'burn', 'apoptosis', 'necrosis']); /** 麻痹 (ba.palsy): each stack cancels one normal attack of an enemy; at most 3 stacks, lasts until consumed. */ export const PALSY_MAX = 3; /** * Push / pull (位移; user playtest #6 item 14). The 受力等级 is the source's 力度 minus the target's current 重量等级 * (massLevel, 失重 counts) — PRTS 游戏数据基础 §重量公式 (力度: 微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力 * 5) and PRTS 推与拉. PUSH_TILES = the official push distance per 受力等级 (游戏数据基础 "推力-位移近似对应表": ≤ −3 → 0, * −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles). Pulls (拖拽 / 捕网, "拉力-位移近似对应表"): * ≥ 0 → all the way to the pull point (必定拉至身前), −1 → PULL_WEAK_SHARE of the starting distance, −2 → PULL_CRAWL * tiles, ≤ −3 → nothing. A pull "至面前" aims at the point PULL_ORIGIN tiles in front of the puller (拉力起点 "干员前方0.5格 * 距离处") and stops once the target is within PULL_STOP_RADIUS of the puller's centre (急停 "拖拽者中心半径0.6708"). * A directional push (推击手, 野鬃 S2 — the client buff template knockback[dir] —, 朝部署方向) on a target more than 45° * off the direction or nearer than PUSH_DIRECTIONAL_MIN_DIST becomes radial with 受力等级 −2 (推与拉 "特殊修正"; * knockback[dir] _decreaseForceLevelWhenNotInDirection 2). * PRTS 推与拉 gives two columns of 理想移动距离: 弹道 (a push carried by a projectile — "温蒂的23技能、阿消的12技能"; equal * to the 游戏数据基础 table above) and 特效 (an effect push, one frame less of travel — "食铁兽的12技能、见行者的12技能"): * PUSH_TILES_EFFECT, used by the skills in PUSH_EFFECT_SKILLS (见行者 S1 护身射击 / S2 惊爆射击, the only 特效 pushers of * the pool PRTS names). [ASSUMED: every other push of the pool (野鬃, 山, 莫斯提马, 琳琅诗怀雅, 圣聆初雪, 薄绿) uses the 弹道 * column — PRTS does not classify them; the two columns differ by 7–12 %.] */ export const PUSH_TILES = Object.freeze({ '-2': 0.12, '-1': 0.44, 0: 1.7, 1: 2.14, 2: 2.96, 3: 3.53 }); export const PUSH_TILES_EFFECT = Object.freeze({ '-2': 0.085, '-1': 0.374, 0: 1.562, 1: 1.987, 2: 2.773, 3: 3.331 }); export const PUSH_EFFECT_SKILLS = Object.freeze(new Set(['skchr_forcer_1', 'skchr_forcer_2'])); export const PULL_WEAK_SHARE = 0.35; export const PULL_CRAWL = 0.03; export const PULL_ORIGIN = 0.5; export const PULL_STOP_RADIUS = 0.6708; export const PUSH_DIRECTIONAL_MIN_DIST = 0.25; /** Freeze caused by cold on cold (DESIGN §5.3). */ export const COLD_FREEZE_DURATION = 3; /** 浮空 (ba.levitate): the duration is halved on units heavier than this weight (massLevel). */ export const LEVITATE_HALF_WEIGHT = 3; /** 抵抗 (ba.buffres): default share of a resisted status's duration that is removed (0.5 = 减半). */ export const RESIST_DEFAULT = 0.5; /** 抵抗: a resisting unit loses one 麻痹 stack every RESIST_PALSY_DECAY seconds ("麻痹等状态每5秒流失1层"). */ export const RESIST_PALSY_DECAY = 5; export const COLD_ASPD = -30; export const FREEZE_RES_DOWN = 15; /** Default DP rules (DESIGN §5.5), overridable by Battle opts.flags. */ export const DP_DEFAULTS = Object.freeze({ dpInit: 10, dpPerSec: 1, dpMax: 99 }); /** * Cooldown of the automatic skill operations (PRTS 卫戍协议/帮助 §作战阶段 技能操作: "自动操作具有3s冷却,在完成一次操作或作战 * 开始时部署的单位将进入冷却"), in battle seconds [ASSUMED: the game clock, like every skill timer]: the engine auto-casts * a MANUAL skill no sooner than this after its previous cast and after the unit's battle-start deployment * (skills.js; Battle._deploy `initial` sets `opReadyAt` from `battle.flags.startOpCooldown`, default this value). Kits * with an automatic cast of their own check `skill.opCooling`. AUTO skills fire by their own rule and are not * operations. */ export const AUTO_OP_COOLDOWN = 3; /** * State of a knocked-out operator waiting to redeploy on its own tile (b.snap `down` entries, Battle.snapshot): its * respawn timer runs (COUNTING), then it waits for the player's DP to reach its cost (WAIT_DP) or for its tile to be * free (WAIT_TILE). render/units.js mirrors these codes. */ export const DOWN_STATE = Object.freeze({ COUNTING: 0, WAIT_DP: 1, WAIT_TILE: 2 }); /** * Removal reason of an operator that enters a battle already knocked out: a 联防 helper's operator down at the end of * its own combat (PlayerBattleInput `carryState.down`; PRTS 卫戍协议/帮助 §联防阶段 "上一阶段为退场状态的干员强制退场"). * Battle.start deploys it with everyone, then withdraws it at once with HP 0 — down on its own tile like a knocked-out * operator (Battle.isDown, b.snap `down`), its redeploy timer running from then — without the knock-out hooks (`kill`, * `death` with reason 'killed'), which fired in its own combat. render/app.js mirrors the string (no fall, no death * burst). */ export const FORCED_EXIT = 'forcedExit'; /** Safety cap for battles with an infinite time limit (boss rounds are force-ended by the match). */ export const MAX_BATTLE_TIME = 3600; /** A battle that raised this many internal errors is force-ended as a timeout. */ export const MAX_INTERNAL_ERRORS = 200; /** Time (s) a dead unit stays in snapshots with the DIE animation. */ export const DIE_ANIM_TIME = 0.8; /** Time (s) the ATTACK / DEPLOY animation code is reported after the action. */ export const ATTACK_ANIM_TIME = 0.35; export const DEPLOY_ANIM_TIME = 0.5; /** Stage devices that act as ground obstacles for pathing (阻隔工事). */ export const OBSTACLE_DEVICES = Object.freeze({ trap_1105_accrate: { hp: 100, name: '阻隔工事' } }); /** * ASPD (攻击速度) clamps for every unit. The attribute's floor is 20 (PRTS 数值范围: ATTACK_SPEED 默认下限 20; 游戏数据基础 * "攻击速度属性实际被限制了下限为20" — so two −50 slows on base 100 leave ASPD 20, interval = 5 × BAT, not 10 × BAT; user * playtest #6 item 17). The interval formula's own 10–600 clamp ("参与攻击间隔计算时会被限定在10~600以内") then only binds * at the top. */ export const ASPD_MIN = 20; export const ASPD_MAX = 600; /** Client event buffer cap (events are dropped oldest-first beyond this when nobody drains). */ export const EVENT_BUFFER_CAP = 50000; /** Nested hook emits deeper than this are skipped (content recursion, e.g. a `damaged` handler dealing damage). */ export const MAX_HOOK_DEPTH = 32; /** spawnEnemy refuses to exceed this many living enemies on one field (runaway content spawn loops). */ export const MAX_ALIVE_ENEMIES = 600; /** Heal-over-time / regen events are aggregated and only emitted when they reach this amount. */ export const REGEN_EVENT_MIN = 1; /** Row offset mapping board rows (9..12) onto boss-field rows (2..5). */ export const BOSS_ROW_OFFSET = -7; /** * Shared boss pool (Final Assault / Hidden Core): a pool holding less than this many HP is empty — the hit that would * leave less takes the rest (server SharedBossPool, browser LocalBossPool) and a browser pool reading below it is 0. * Pool HP is a float: the server subtracts each field's reported damage per player, the browser shows `server hp − * unacknowledged local damage`, and their rounding could leave dust (3.6e-12) that no hit could remove — the local * cumulative counter absorbed it — so the leader stood at "0 HP" until the overtime drain ended the run (user playtest * #6 item 5). With the rule a pool always reads 0 or at least 1 HP: 0 on the HUD = the leader is down. */ export const BOSS_POOL_MIN_HP = 1; /** * How the percentage attribute bonuses (ATK / DEF / max HP "+X%") of the 卫戍 systems combine: 盟约, 策略, 装备, the * 机变 cards and the per-layer 特质 (garrisons' 每叠加N层 …+X%). Official: PRTS 卫戍协议:盟约 下半/PRTS盟约记录 "盟约效果, * 策略效果,装备效果提供的属性加成均为直接乘算"; 直接乘算 is the modifier class whose values are SUMMED with every other * 直接乘算 — a skill's "攻击力+X%" included — before multiplying (PRTS 游戏数据基础 属性基本公式 "直接乘算结果 D_t = t₁ + t₂ + * … + tₙ", A = (A₀ + D_p)(1 + D_t); PRTS 作战机制 X₂ = X₁(1 + b₁% + b₂%)). 'add' = that rule: the engine's additive * atkPct / defPct / hpPct (content/support directMods). 'multiply' = the v2.5 reading (each source its own ×(1 + x) * atkMul / defMul / hpMul), which compounded: at 600 精准 layers a ranged operator with four more such bonuses dealt * ×74 instead of ×12 and Final Assault leaders fell in seconds (user report after playtest #6). "提升至X%/X倍" effects * (炎佑 ×1.5, 攻击海怪敌人时攻击力提升至150%) and the char_attribute_mul 特质 (+20 % / +25 % on the chess itself, a rune on * the base attributes) stay multipliers. */ export const DIRECT_BONUS_STACKING = 'add'; /** 链术师 jump radius (PRTS 溅射半径一览, 特性: "链术师 … 1.7"; 1.8 until 0.1.1). */ export const CHAIN_RADIUS = 1.7;