// render/prepfield.js — where the prep board is shown (research 09 §1.2, DESIGN §3 / §15): normally the own board // (rows 7–12, the stage grid as is); in the Final Assault / Hidden Core prep the player's pieces stand on THEIR half of // the boss field — the sim's mapping (server/match/finalAssault.js bossFieldPlacement, sim Battle.mapTile / mapDir): // board rows ≥ 7 → row − 7 (board 9–12 → boss 2–5, the bench row 7 → 0, the temp row 8 → 1); the right-hand player // (side 'R') is mirrored col c → 20 − c with RIGHT ↔ LEFT (UP / DOWN unchanged, ConvertChessPositionInfoToBossMap). // Pieces only ever stand on rows ≥ 7; other board rows (range tiles reaching past the field) shift the same way, so a // DOWN range below the bench falls off the grid (row < 0) instead of landing on the boss rows, and `tilesToDisp` drops // every tile that is not on the boss field (rows 0–6) — e.g. an UP range past the top wall onto the normal board. // // The view keeps every public coordinate in BOARD space (the server's, g.move targets, canPlace, highlightTiles, // tileScreen, holdPiece, setPieceDir): only what is drawn and picked goes through this transform. Pure functions. // // The round's leader (community report #12, owner's decision 2026-10-04: research 09 §2.2's "the leader stands by its // spawn point" over research 08 §4.1's pen): `leaderStand` finds it in m.private.nextEnemies (an entry with `start`, the // leader's spawn tile on the boss field, server/match/waves.js previewOf) — the Final Assault prep shows it standing // there instead of in the pen, and lights its hit tiles in red beside an operator's orange range preview (render/app.js). /** Board row → display (boss-field) row: row − 7 (server/match/board.js BOARD_ROWS_ABOVE_BOSS is +7, the inverse). */ export const BOSS_ROW_SHIFT = -7; export const MAX_COL = 20; const MIRROR = Object.freeze({ RIGHT: 'LEFT', LEFT: 'RIGHT', UP: 'UP', DOWN: 'DOWN' }); /** RIGHT ↔ LEFT (UP / DOWN unchanged); unknown values pass through. */ export function mirrorDir(d) { return typeof d === 'string' && MIRROR[d.toUpperCase()] ? MIRROR[d.toUpperCase()] : d; } /** The identity transform (normal prep). */ export const IDENTITY = Object.freeze({ kind: 'board', side: 'L', mirror: false, toDisp: (row, col) => ({ row, col }), toBoard: (row, col) => ({ row, col }), dirToDisp: (d) => d, dirToBoard: (d) => d, }); /** * Transform of the Final Assault prep on side 'L' | 'R' of the boss field. `toBoard` returns null for display tiles * that are not on the player's half of the boss rows (0–5) — nothing of the board is there. */ export function bossPrepField(side) { const R = side === 'R'; const lo = R ? 10 : 0, hi = R ? MAX_COL : 10; return Object.freeze({ kind: 'bossPrep', side: R ? 'R' : 'L', mirror: R, toDisp: (row, col) => ({ row: row + BOSS_ROW_SHIFT, col: R ? MAX_COL - col : col }), toBoard: (row, col) => { if (!Number.isInteger(row) || !Number.isInteger(col) || row < 0 || row > 5 || col < lo || col > hi) return null; return { row: row - BOSS_ROW_SHIFT, col: R ? MAX_COL - col : col }; }, dirToDisp: (d) => (R ? mirrorDir(d) : d), dirToBoard: (d) => (R ? mirrorDir(d) : d), }); } /** Last display row of the boss field band (rows 0–5 + the wall row 6) in the Final Assault prep. */ export const BOSS_DISP_MAX_ROW = 6; /** * Map a list of board tiles ([[r,c]] or [{row,col}]) to display tiles ([[r,c]]). In the Final Assault prep tiles that * do not land on the boss field (display rows 0–6, cols 0–20) are dropped. */ export function tilesToDisp(xf, tiles) { const out = []; if (!Array.isArray(tiles)) return out; const boss = xf && xf.kind === 'bossPrep'; for (const t of tiles) { const r = Array.isArray(t) ? t[0] : t?.row, c = Array.isArray(t) ? t[1] : t?.col; if (!Number.isInteger(r) || !Number.isInteger(c)) continue; const d = xf.toDisp(r, c); if (boss && (d.row < 0 || d.row > BOSS_DISP_MAX_ROW || d.col < 0 || d.col > MAX_COL)) continue; out.push([d.row, d.col]); } return out; } /** * The leader standing on the boss field in its prep (see the header): the first `nextEnemies` entry flagged `boss` with * a spawn tile `start` ([row, col], boss-field rows 0–5) → { entry, row, col, tiles } — `tiles` its hit tiles there * (render/pick.js hitTiles: the sim's hit rectangle, data/enemies.json `hitArea` through `hitAreaOf(enemyKey)`; a point * leader its own tile) — or null. * @param {Array|null} list m.private.nextEnemies * @param {(enemyKey: string) => any} hitAreaOf * @param {(x: number, y: number, a: any) => number[][]} hitTilesOf render/pick.js hitTiles */ export function leaderStand(list, hitAreaOf, hitTilesOf) { if (!Array.isArray(list)) return null; const entry = list.find((e) => e && e.boss && typeof e.enemyKey === 'string' && Array.isArray(e.start) && Number.isInteger(e.start[0]) && Number.isInteger(e.start[1]) && e.start[0] >= 0 && e.start[0] <= BOSS_DISP_MAX_ROW && e.start[1] >= 0 && e.start[1] <= MAX_COL); if (!entry) return null; const [row, col] = entry.start; let area = null; try { area = hitAreaOf ? hitAreaOf(entry.enemyKey) : null; } catch { area = null; } const tiles = (typeof hitTilesOf === 'function' ? hitTilesOf(col, row, area) : [[row, col]]) .filter(([r, c]) => r >= 0 && r <= BOSS_DISP_MAX_ROW && c >= 0 && c <= MAX_COL); return { entry, row, col, tiles }; }