Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
119 lines
5.0 KiB
JavaScript
119 lines
5.0 KiB
JavaScript
// server/sim/targeting.js — range tests, target filters and priorities (DESIGN §3, §5.5).
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//
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// Grid ranges: `[dRow, dCol]` offsets relative to facing RIGHT, rotated by the unit's direction (sim/dir.js: RIGHT
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// (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr); row 0 = bottom). An enemy is in range when the tile containing
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// it (round(y), round(x)) is one of the absolute range tiles. `rangeExtend` (ability_range_forward_extend) adds N tiles
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// past the furthest cell of every row, along +dCol BEFORE rotating (DESIGN §3).
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// Operator priority: (1) enemies it blocks, (2) profile priority (fly/lowDef/…), (3) higher enemy taunt,
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// (4) least remaining path distance to the goal, (5) earliest spawned.
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import { COLS, ROWS } from './constants.js';
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import { normDir, rotateOffset } from './dir.js';
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/**
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* Build the absolute tile-key list of a grid for a unit standing at (r,c) facing `dir` ('UP'|'RIGHT'|'DOWN'|'LEFT';
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* a legacy facing sign ±1 is read as RIGHT / LEFT).
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*/
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export function absoluteRangeKeys(grid, r, c, dir, extend = 0) {
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const keys = [];
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const seen = new Set();
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const d = normDir(dir);
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const add = (dr, dc) => {
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const [ar, ac] = rotateOffset(dr, dc, d);
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const rr = r + ar, cc = c + ac;
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if (rr < 0 || rr >= ROWS || cc < 0 || cc >= COLS) return;
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const k = rr * COLS + cc;
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if (!seen.has(k)) { seen.add(k); keys.push(k); }
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};
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// kits may hand over junk (a number, a string, [[1,'a']]): ignore anything that is not an integer [dr, dc] pair
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// instead of throwing inside the attack loop every tick
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if (!Array.isArray(grid) || !Number.isInteger(r) || !Number.isInteger(c)) return keys;
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const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1]));
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for (const [dr, dc] of cells) add(dr, dc);
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if (extend > 0 && Number.isFinite(extend)) {
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const maxByRow = new Map();
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for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc));
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for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, COLS); k++) add(dr, mx + k);
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}
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return keys;
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}
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/** Tile key of a unit's current position. */
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export function tileKeyOf(u) {
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const r = Math.round(u.y), c = Math.round(u.x);
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if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return -1;
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return r * COLS + c;
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}
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/** Can `attacker` (ally) target enemy `e` at all (ignoring range)? */
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export function canTargetEnemy(attacker, e, profile) {
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if (!e.alive || e.hidden || !e.deployed) return false;
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const f = e.s.flags;
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if (f.untargetable || (f.sleep && !(profile && profile.hitSleep))) return false;
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if (f.stealth && !f.reveal && !e.blockedBy) return false;
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if (e.isFlying && !(profile && profile.canHitFly)) return false;
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if (profile && profile.groundOnly && e.isFlying) return false;
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return true;
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}
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/** Can enemy `e` target ally `a`? `ranged` = the attack is a ranged (non-blocked) one. */
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export function canTargetAlly(e, a, ranged) {
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if (!a.alive || !a.deployed || a.hidden || a.kind === 'device') return false;
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const f = a.s.flags;
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if (f.untargetable || f.sleep) return false;
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if (ranged && f.stealth && e.blockedBy !== a) return false;
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return true;
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}
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const PRIORITY_FNS = {
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fly: (e) => (e.isFlying ? 0 : 1),
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lowDef: (e) => e.s.def,
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highDef: (e) => -e.s.def,
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ranged: (e) => (e.base.rangeRadius > 0 && e.def?.applyWay !== 'MELEE' ? 0 : 1),
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lowestHp: (e) => e.hp,
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highestHp: (e) => -e.hp,
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lowestHpRatio: (e) => e.hpRatio,
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highestAtk: (e) => -e.s.atk,
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boss: (e) => (e.isBoss ? 0 : 1),
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notBurst: (e) => (e.s.flags.burstLock ? 1 : 0),
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ground: (e) => (e.isFlying ? 1 : 0),
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};
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/**
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* Sort candidate enemies for an attacker (in place) and return them.
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* @param {object} attacker ally unit
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* @param {object[]} cands enemies
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* @param {string|null} priority profile/skill priority key
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*/
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export function sortEnemyTargets(battle, attacker, cands, priority) {
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if (cands.length <= 1) return cands;
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const pf = priority ? (PRIORITY_FNS[priority] || (priority === 'nearest' || priority === 'farthest' ? null : null)) : null;
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const ax = attacker.x, ay = attacker.y;
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const keyed = cands.map((e) => ({
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e,
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b: e.blockedBy === attacker ? 0 : 1,
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p: pf ? pf(e) : priority === 'nearest' ? Math.hypot(e.x - ax, e.y - ay) : priority === 'farthest' ? -Math.hypot(e.x - ax, e.y - ay) : 0,
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t: -(e.s.taunt || 0),
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d: battle.remainingDistance(e),
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s: e.spawnSeq,
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}));
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keyed.sort((a, b) => a.b - b.b || a.p - b.p || a.t - b.t || a.d - b.d || a.s - b.s);
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for (let i = 0; i < keyed.length; i++) cands[i] = keyed[i].e;
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return cands;
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}
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/**
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* Enemy target selection among allies: blocker first → highest taunt → latest deployed (DESIGN §5.5).
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*/
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export function sortAllyTargets(enemy, cands) {
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if (cands.length <= 1) return cands;
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cands.sort((a, b) => {
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const ba = enemy.blockedBy === a ? 0 : 1, bb = enemy.blockedBy === b ? 0 : 1;
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if (ba !== bb) return ba - bb;
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const ta = a.s.taunt || 0, tb = b.s.taunt || 0;
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if (ta !== tb) return tb - ta;
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return b.deploySeq - a.deploySeq;
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});
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return cands;
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}
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