Files
ark-stronghold-protocol/docs/DESIGN.md
T
sganggs 0aba602ecf Playtest #3 fixes: lost models, picking, live LP, temp overflow, 蕾缪安 S3, 回环射手, FX, detail card, spinners
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
  (PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
  hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
  at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
  pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
  temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)
2026-09-29 23:42:55 +08:00

98 KiB
Raw Blame History

卫戍协议:盟约 — Web Remake · Architecture & Contracts (DESIGN.md)

This is the single source of truth for every implementer. Research lives in docs/research/ (start with 00-INDEX.md; where a research file's body and its "Addendum (critic)" disagree, the addendum wins). When this document and research disagree, this document wins; when this document is silent, follow research; when both are silent, choose the simplest faithful behaviour and write it down in the module's header comment.

Language: all player-facing text is Simplified Chinese (names/descriptions come from official data). Code, comments and identifiers are English.


0. Product scope (v1)

A faithful, polished, online co-op browser remake of Arknights' seasonal auto-chess TD mode 「卫戍协议:盟约」(下半, act2autochess).

In scope:

  • Title → lobby (nickname, create room / join by 4-letter code or ?room=CODE link, host picks difficulty, up to 4 players, AI teammates can fill seats, ready/start). Solo (独立模拟) and co-op (同盟模拟, 1–4 humans + optional AI).
  • Difficulties: 标准 FUNNY, 险境 NORMAL, 绝境 HARD, 终极 ABYSS (solo and multi variants from modeDataDict). Training/tutorial mode is out of scope.
  • Pre-game: INFO_CHECK briefing (disabled bonds, banned operators, enemy factions, stage) → BAND_CHECK strategy draft (40 bands, random order, 1 skip in co-op) → BATTLE_CHECK.
  • Rounds 1–14 (+ hidden 15): prep (shop, hand, board, items, freeze, refresh, level-up, sell, merge + reward pick, ready), 机变 draft rounds, simultaneous auto-combat on each player's own field, 联防 unite phase, LP loss/elimination, Final Assault boss round with merged LP and shared boss HP pool, Hidden Core, settlement with titles.
  • Full content: 112 visible chess (+ elites), their default skills and talents, 23 bonds with layers, all 43 特质 (garrison) effect keys, 56 equipment + Arts, 40 bands, 机变 cards, enemy factions/special enemies, 10 bosses, stage devices/terrain (crates, blowers, mire, smog, deep sea, infection).
  • Rendering with the real Spine battle chibis (PixiJS 7 + pixi-spine 4), procedural tiles, VFX, damage numbers, real BGM/SFX, emotes, broadcast ticker.
  • Reconnect, AI take-over of disconnected players, robust validation of every client intent.

Out of scope v1: matchmaking queue, training/tutorial, DIY (甄选) slots (the 4 DIY chess are removed from the pool), trophies/progression persistence, reporting.


1. Tech stack

  • Node.js ≥ 18 (tested on 22), ESM ("type": "module"), single dependency ws@8. No bundler, no TypeScript. JSDoc types where helpful.
  • Server-authoritative simulation. Clients send intents; the server validates, mutates state and pushes state/snapshots.
  • Client: static files, native ES modules. Vendored libs in public/vendor/: pixi.min.js (PixiJS 7.4.2 UMD, global PIXI), pixi-spine.js (4.0.6 UMD, PIXI.spine), preact.module.js + hooks.module.js + htm.module.js (Preact 10 + htm, no build step). No CDN at runtime (LAN play must work offline).
  • Shared code in shared/ is imported by both server and browser (pure ESM, no Node APIs).
  • Tests: node --test (test/**/*.test.js). Browser E2E: puppeteer-core driving the system Chrome (dev dependency, optional).

Run: npm install && npm run assets && npm start → http://localhost:3000. Friends on LAN use http://<host-ip>:3000. Internet play: a tunnel (e.g. cloudflared tunnel --url http://localhost:3000) or any Node host (Dockerfile provided).


2. Repository layout & ownership

server/
  index.js                 HTTP static server (gzip for .skel/.atlas/.json/.js/.css), WebSocket upgrade at /ws, boot
  net.js                   session registry, send helpers, per-connection rate limit, message validation (uses shared/protocol.js)
  lobby.js                 rooms (4-letter codes), seats, host, AI seats, ready/start, reconnect tokens, room→Match wiring
  data.js                  loads data/*.json once, builds indexes (getChess, getBond, …); frozen objects
  match/
    Match.js               match state machine, timers, round loop, co-op orchestration, broadcasting views
    PlayerState.js         per-player economy/shop/hand/board/items/bonds/LP state + all prep-intent handlers
    pool.js                SharedPool (copies per base chess), banned/disabled bonds, odds & rolls
    board.js               placement legality, deploy cap, hand/temp management, merge detection & execution
    bondsMeta.js           bond member counting (BOARD / BOARD_AND_DECK / golden), activation tiers, persistent layers
    effectsMeta.js         registry + dispatcher of prep-phase ("SERVER_*") effects: garrisons, bands, items, bonds
    choices.js             机变 draft: card generation per family, pick order, timeouts, application
    waves.js               match enemy factions, per-round spawn list generation, stat scaling, bounties
    unite.js               联防 helper selection, leaked-enemy aggregation, LP attribution
    finalAssault.js        R14/R15 pairing, merged LP, shared boss HP pool, overtime drain
    results.js             settlement stats, titles (评语)
    bot.js                 AI player (plays prep phases; also auto-play for disconnected humans)
  sim/
    Battle.js              one field simulation (normal / unite / boss); public API §5
    constants.js           TICK, conversions, tuning knobs
    rng.js                 seeded PRNG (mulberry32) + helpers
    grid.js                field grid, tile queries, passability, pathfinding (8-dir, no corner cutting)
    units.js               Unit / Operator / Enemy / Token classes, stat aggregation
    buffs.js               Buff model, status catalogue (stun, freeze, cold, sleep, slow, fragile, stealth, …)
    damage.js              damage & heal pipeline, element gauges
    targeting.js           target selection helpers, range tests, priorities
    projectiles.js         projectile flight/impact
    skills.js              skill runtime: SP, triggers, durations, ammo, charges; interprets SkillSpec
    ai.js                  enemy movement/attack AI, operator attack loop
    snapshot.js            compact serialization for clients
    content/
      index.js             installs all content into a Battle (kits, bonds, garrisons, items, bands, enemies, devices)
      kits/tier1.js … tier6.js     operator kits (skill + talents) keyed by base chessId
      tokens.js            summon/token definitions
      bonds.js             battle side of the 23 bonds
      garrisons.js         battle side (IN_BATTLE) garrison effect keys
      items.js             battle side of equipment + Arts
      bands.js             battle side of band (strategy) effects
      enemies.js           enemy ability specs + generic special-type behaviours
      bosses.js            boss scripts (boss_1 … boss_10)
      devices.js           stage devices & special terrain
shared/
  constants.js             enums, phases, areas, error codes, UI-relevant constants
  protocol.js              message catalogue + validators (§8)
  format.js                rich-text description → HTML/plain; number formatting
  rules.js                 pure helpers shared by UI & server (e.g. price display, sell value, bond tier from count)
data/                      generated by tools/build-data.mjs — committed; see docs/DATA.md
public/
  index.html               single page; loads /js/main.js as module
  css/                     theme.css (tokens, fonts), components.css, screens/*.css
  js/
    main.js                boot, router between screens, global store
    net.js                 WebSocket client, reconnect, request/response helpers
    store.js               tiny observable store (state from server + local UI state)
    data.js                fetches /data/*.json, same indexes as server/data.js
    audio.js               BGM/SFX manager (Web Audio), volume settings
    assets.js              asset URLs, image cache, Spine loader with LRU + fallback
    screens/               title.js, lobby.js, room.js, briefing.js, bandDraft.js, game.js, result.js
    ui/                    hud.js, bondStrip.js, bondPopup.js, shopBar.js, teamPanel.js, detailPanel.js,
                           tooltip.js, choiceOverlay.js, rewardOverlay.js, ticker.js, emotes.js, settings.js, toasts.js
    render/                app.js, projection.js, tiles.js, units.js, spine.js, fx.js, interp.js, drag.js, pick.js (API §9)
  vendor/                  pixi, pixi-spine, preact, hooks, htm (copied from node_modules by tools/vendor.mjs)
  assets/                  downloaded art/audio (git-ignored), see docs/ASSETS.md
  fonts/                   self-hosted fonts
tools/
  build-data.mjs           official data + research JSON → data/*.json
  fetch-assets.mjs         downloads/optimizes assets → public/assets + data/assets.json
  vendor.mjs               copies vendor libs from node_modules → public/vendor
test/                      node:test suites; test/e2e/ browser + bot tests
docs/                      DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/
                           (the wire protocol is normative in shared/protocol.js itself)

Ownership rule for parallel agents: only edit files assigned to you; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (shared/*, docs/DESIGN.md) are owned by the architect.


3. Coordinates, fields and geometry

  • Every stage is a 19-row × 21-col grid (data/stages.json). Row 0 is the bottom row, col 0 is the left. Tile (r,c) has world centre (x=c, y=r); 1 tile = 1 world unit. Unit positions are floats in this space.
  • Areas (research 05 §2.2):
    • Normal field (own board): rows 9–12, cols 2–10. Enemy gates S at (9,10) and (12,10) (R1–3 only the lower one); protection objective E at (9,2). Col 9 lane is not deployable (tile type decides).
    • Hand (整备区): row 7, cols 0–9 (10 regular slots, index = col). Temp slots: row 8, cols 4–8 (5 slots). Hand/temp tiles are never part of a battle.
    • Partner display cols 11–18 of rows 9–12 (the unite field uses them).
    • Boss field: rows 1–5; left half cols 2–10, right half cols 10–18.
    • Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
  • Tile semantics come from data/stages.json legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). Melee chess may stand only on LOW tiles with buildable ALL/MELEE; ranged chess on ALL/RANGED and on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own position.
  • Facing (corrected, see research 09 §1.2): like standard Arknights, every board piece has a direction dir ∈ UP|RIGHT|DOWN|LEFT chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default RIGHT; persists across rounds. Range grid entries are [dRow, dCol] relative to facing RIGHT and are rotated: RIGHT (dr,dc), UP (dc,−dr), LEFT (−dr,−dc), DOWN (−dc,dr) (row 0 = bottom); rangeExtend applies along +dCol before rotating. The right-side Final Assault player is mirrored col c→20−c with RIGHT↔LEFT (UP/DOWN unchanged).
  • Range test: an enemy is inside a grid range if the tile containing it (round(y), round(x)) is one of the range tiles. Radius ranges (enemies, splash, auras) use Euclidean distance in tiles.
  • Fields at runtime: a Battle receives a field rect (rows/cols subset) and the full stage grid. Normal battles use rows 9–12 × cols 0–10; unite uses rows 9–12 × cols 0–20; boss uses rows 0–5 × cols 0–20 (solo boss uses the left half only). Pathfinding never leaves the rect.
  • Speed: tilesPerSecond = moveSpeed × MOVE_SCALE with MOVE_SCALE = 0.5 (in sim/constants.js, tunable).

4. Time model

  • Simulation time is game seconds. Fixed step TICK = 1/30 s.
  • Combat runs at 2× real time (forced, like the original): 60 ticks per real second — in the browser's runner (§14) or, for server-run fields, the server's accumulator (2 ticks every real 1/30 s, never more than 8 ticks per interval to avoid spirals).
  • Combat time limits come from data/config.json → modes[m].rounds[r].combatTimeLimit (= the level's maxPlayTime; also modes[m].combatTimeLimit[r]) and are real seconds of the forced-2× battle (verified by the balance pass: spawn schedules exceed the limit when read as game seconds). The server passes 2 × value game seconds to the Battle (server/match/gamedata.js → combatTimeLimit; config.combatTimeScale, default 2); the countdown players see equals the data value. When time runs out, living non-boss enemies count as leaked. 联防 uses the round's limit.
  • Final Assault / Hidden Core have no hard stop and their clocks are real seconds too: the boss level's levelMaxPlayTime (120 real s) is only the HUD countdown (m.public.deadline; the battle goes on past it), and the overtime drain (bossOvertimeAfter 150 / bossOvertimeDrainPerSec 1 = official bossTurnHpReduceTime) takes 1 team LP per whole real second from 150 real s (= 300 game s on the 2× field clock; first point at 151 s — gamedata.js bossOvertimeDue). m.public.overtimeAt = the ms epoch when the drain starts; both are placed on the field clock.
  • Solo pause (§14): while m.public.paused the running battle's field clock, the HUD deadline / overtimeAt and every server deadline of the battle stand still; on resume they move on by the paused time. Co-op battles never pause.
  • Prep/draft timers are real seconds, stored as absolute server deadlines (Date.now()-based) and sent to clients as deadline (ms epoch) + serverNow for clock-offset correction.
  • Snapshots to clients: every 3 ticks (= 20 Hz real) per watched field.

5. Simulation (server/sim) — engine contract

5.1 Battle API (implemented by the sim-core owner; consumed by match & content)

import { Battle } from './sim/Battle.js'
const b = new Battle({
  seed,                       // uint32
  kind,                       // 'normal' | 'unite' | 'boss' | 'hidden'
  modeId, round,
  stage,                      // data/stages.json entry (full 19×21 grid)
  rect: { r0, r1, c0, c1 },   // inclusive field bounds
  timeLimit,                  // game seconds; boss/hidden: Infinity (overtime handled by match)
  players: [ PlayerBattleInput ],   // 1 (normal), 1–2 (unite, boss)
  spawns: [ SpawnSpec ],            // enemy schedule for this field
  routes: [ RouteSpec ],            // from the wave template, resolved to this field
  sharedBoss: SharedBossPool | null,// { hp, maxHp, damage(playerId, amount) } for boss rounds
  flags: { layerGainsEnabled: bool, dpInit: 10, dpPerSec: 1, dpMax: 99 },
})
b.step()                 // advance exactly one TICK
b.finished               // true when: all enemies dead & no spawns pending, or time limit reached, or all players' LP pools say stop (boss: match decides via b.forceEnd())
b.forceEnd(reason)
b.time                   // game seconds elapsed
b.result()               // BattleResult (below), valid once finished
b.snapshot()             // compact full snapshot (§8.4) of this field
b.drainEvents()          // array of client-facing events since last drain (§8.4)
b.on(event, fn, { priority=0, owner } ) / b.off(...)   // hook bus (§5.4)

PlayerBattleInput:

{ playerId, seat, side: 'L'|'R',
  colOffset,                 // 0 for own field; +8 for the right half in unite/boss
  units: [ { uid, kind: 'chess'|'token', chessId /* golden id if elite */, tokenId?, row, col,
             items: [itemId...],                  // equipped items (golden ids when merged)
             carryState?: { hpPct, sp, skillActive } } ],   // unite: helper units keep end-of-combat state
  bonds: { [bondId]: { count, active, tier, layers } },   // snapshot from bondsMeta at combat start
  bandId, playerEffects: [ EffectRef ],                   // active band/choice/team effects with battle parts
  lpForBoss?: number }

SpawnSpec: { time, enemyKey, routeIndex, count=1, interval=0, mods: { hpMul, atkMul, defMul, speedMul }, sourcePlayerId?, bounty?: { coins, ownerPlayerId } , tag?: 'escort'|'boss'|'bounty' }

BattleResult:

{ time, reason: 'cleared'|'timeout'|'forced',
  perPlayer: { [playerId]: {
     killed, total,                       // enemies attributed to this player's field/half
     leaked: [ { enemyKey, mods, lpr, sourcePlayerId } ],   // for unite aggregation & LP
     perfect: bool,                       // no leaks
     layerGains: { [bondId]: n },         // IN_BATTLE gains (0 if flags.layerGainsEnabled false)
     coins: n,                            // bounty coins earned
     damageDealt: n, bossDamage: n, healingDone: n, deaths: n,
     unitsEnd: [ { uid, hpPct, sp, alive } ] } },
  bossHpLeft? }

5.2 Units & stats

Unit fields (minimum): id (int, unique per battle), side ('ally'|'enemy'), kind ('op'|'token'|'enemy'|'device'), defId, ownerId (playerId; enemies: the field owner / source), x, y, tileR, tileC (ops), dir (allies: UP|RIGHT|DOWN|LEFT deploy direction, §3; sim/dir.js), facing (derived horizontal sign +1 / −1: LEFT ⇒ −1), hp, alive, sp, buffs[], statusFlags, blocking[] (ops), blockedBy (enemies).

Base stats (from data): maxHp, atk, def, res (0–100), aspd (100 base), bat (base attack time, s), blockCnt, rangeGrid (ops) / rangeRadius (enemies, 0 = melee), moveSpeed, massLevel, weight, lpr (enemies), dmgType ('phys'|'arts'|'heal'|'true'), motion ('WALK'|'FLY'), cost, respawnTime, spRecovery.

Aggregation (units.js, recomputed lazily when buffs change):

  • ATK = (base + Σflat) × (1 + Σpct) × Πmul — same shape for maxHp, def; res = clamp((base + Σflat) × Πmul, 0, 100); aspd = clamp(100 + Σaspd + base-100, 10, 600).
  • interval = bat × (1 + ΣbatPct) × 100 / aspd (blackboard base_attack_time is treated as batPct, e.g. −0.3 → 70%).
  • Changing maxHp keeps the HP ratio.
  • Stats are rounded only for display; the sim keeps floats.

Elite (精锐) chess have their own stats in data (golden chess id). The module bonus is already folded into data stats by build-data.

5.3 Buffs & statuses

Buff = { key, source, duration /*s, Infinity*/, stacks=1, maxStacks=1, refresh: 'replace'|'extend'|'stack', mods, flags, onTick?, onExpire?, tags[] }

  • mods keys (all optional, additive within a key): atkFlat, atkPct, atkMul, defFlat, defPct, defMul, hpFlat, hpPct, hpMul, resFlat, resMul, aspd, batPct, blockCnt, rangeExtend (tiles), moveMul, dmgDealtMul (multiplicative, e.g. 1.2), dmgTakenMul, physTakenMul, artsTakenMul, trueTakenMul, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, dodgePhys, dodgeArts, healingDealtMul, healingTakenMul, spRecoveryFlat, spRecoveryMul, maxTargets (+n), shield (absorbs damage; consumed).
  • flags: stun, freeze, sleep, silence (no skills), disarm (no attacks), stealth (untargetable by enemies/ops unless blocked or revealed), invulnerable, unblockable, levitate, fear (enemy: cannot attack), taunt (+aggro), cold.
  • Status catalogue (buffs.js, keys used by content): stun, freeze (stun + res −15), cold (aspd −30; a second cold while cold ⇒ freeze 3 s unless immune), sleep (stun; ends on damage? no: in AK sleep = untargetable & unable to act; keep AK: untargetable & inactive), slow (moveMul), bind (moveMul 0), fragile (dmgTakenMul), artsFragile (artsTakenMul), silence, fear, burnGauge/necrosis/neural element gauges (see damage), stealth, reveal.
  • Immunities from enemy data (stunImmune, silenceImmune, sleepImmune, frozenImmune, levitateImmune) are honoured by applyStatus.

5.4 Hook bus (the only way content plugs in)

battle.on(name, handler, { priority, owner }); handlers run in descending priority, then registration order. Handlers receive a mutable ctx. Events:

name ctx notes
battleStart {} after initial deployment
deploy { unit, initial } ops/tokens/enemies spawn
tick { dt } every tick after movement & attacks
beforeAttack { attacker, targets } may modify targets
attack { attacker, targets, isSkill } an attack was performed
hit { source, target, dmg } before mitigation; mutate dmg (DamageInfo)
damaged { source, target, amount, type, dmg } after application
heal { source, target, amount } before application (mutable amount)
kill { killer, victim } victim hp reached 0
death { unit } unit removed (ops may redeploy later)
skillStart / skillEnd { unit, skill }
ammoUsed { unit, left } per ammo consumed
spGain { unit, amount } mutable
statusApplied { source, target, status, duration } after immunity check
blocked { blocker, enemy } enemy became blocked
enemySpawn / enemyLeak { enemy }
battleEnd { result } may add layer gains / coins

DamageInfo: { amount (pre-mitigation), type: 'phys'|'arts'|'true'|'element', element?: 'burn'|'necrosis'|'neural'|'apoptosis', atkScale, defIgnoreFlat, defIgnorePct, resIgnoreFlat, resIgnorePct, mul (multiplier), canDodge, isSkill, isSplash, tags[] }.

Engine helpers (content must use these, never touch internals): battle.dealDamage(source, target, dmgInfo), battle.heal(source, target, amount, {overheal=false}), battle.applyStatus(target, key, { duration, source, value }), battle.addBuff(unit, buff), battle.removeBuff(unit, key), battle.spawnToken(ownerUnit|playerId, tokenId, row, col, opts), battle.spawnEnemy(enemyKey, { routeIndex, pos, mods, tag }), battle.addProjectile({ from, to|target, speed, onHit, visual }), battle.unitsInGrid(unit, grid), battle.enemiesInRadius(x, y, r), battle.alliesInRadius(x, y, r, ownerId?), battle.addLayers(playerId, bondId, n, reason) (no-op when gains disabled; records into result), battle.addCoins(playerId, n), battle.fx(kind, params) (client VFX event), battle.rng() (never Math.random), battle.getPlayer(playerId) (bonds/band/effects view), battle.redeploy(unit), battle.after(seconds, fn) (scheduled callbacks), battle.every(seconds, fn).

5.5 Combat rules (engine)

  • Initial deployment at t=0, free, order top→bottom then left→right (right-side boss player: right→left). Deploy effects fire (deploy with initial: true). Then battleStart.
  • DP: per player, start 10, +1/s, cap 99; used only for auto-redeploy (dead op: after respawnTime, if its tile is free and DP ≥ cost ⇒ redeploy with full HP, SP = initSp).
  • Blocking: a ground op with free capacity blocks a ground, non-unblockable enemy whose position enters its tile (|dx|,|dy| ≤ 0.5). Enemy uses blockCnt capacity (default 1). Blocked enemies stop moving and attack their blocker if melee (or anyone in range if ranged, blocker first). Blocker death frees its enemies.
  • Operator attacks: every interval s if a valid target exists; targets = up to maxTargets (default 1) from unitsInGrid(rangeGrid), priority: (1) units it blocks (melee), (2) profession/trait priorities (e.g. fly-first snipers, trait text parsed by build-data into targetPriority), (3) enemy with the least remaining path distance to its goal, ties → earliest spawned. Melee (no ranged trait) cannot hit FLY enemies. Stealthed enemies can't be targeted unless blocked or revealed. Ranged ops fire projectiles (speed ~12 tiles/s, instant for melee/arts-beam classes as data indicates); damage applies on impact.
  • Healers (dmgType heal): target the ally in range with the lowest HP% below 100%; do nothing otherwise (SP still regenerates).
  • Enemy AI: follow the route (checkpoints; WALK paths recomputed on the grid when devices change); when blocked stop & fight; ranged enemies (rangeRadius > 0) attack ops within radius: priority blocker → highest taunt → latest deployed; they pause movement for ATTACK_PAUSE = 0.35 s per attack. FLY enemies ignore blocking and ground obstacles, follow their checkpoint route.
  • Damage: phys max(A − max(0, D×(1−defIgnorePct) − defIgnoreFlat), 0.05·A); arts max(A × (1 − R'/100), 0.05·A) with R' = max(0, R×(1−resIgnorePct) − resIgnoreFlat); true = A. Then × dmgDealtMul (source) × dmgTakenMul & type-specific taken multipliers (target) × dmg.mul; shields absorb; dodge checks for phys/arts. Element damage fills a gauge (1000 on enemies, 1000 on ops); at full: burn ⇒ 1200 arts dmg + res −20 for 10 s (enemies); neural ⇒ 1000 true dmg + stun 5 s (ops); necrosis/apoptosis per research; gauge resets after the burst effect ends.
  • Leak: an enemy reaching its goal is removed, counted as leaked for its field owner (sourcePlayerId for unite). LP accounting is done by the match, not the battle.
  • End: all spawns done and no enemies alive ⇒ cleared; time ≥ timeLimit ⇒ timeout (remaining enemies = leaked). Boss battles end when the shared boss pool reaches 0 (victory) or the match forces an end (team LP 0).

5.6 Skills (skills.js + kits)

SP: spType INCREASE_WITH_TIME (+spRecovery/s), INCREASE_WHEN_ATTACK (+1 per attack), INCREASE_WHEN_TAKEN_DAMAGE (+1 per hit taken); starts at initSp; no SP gain while a duration skill is active. maxChargeTime > 1 ⇒ charges.

Auto-trigger rules (skillTrigger.rule in data): DEFAULT (SP ready AND about to attack/heal AND an enemy/injured ally inside the initial range), TAKE_DAMAGE (on taking damage), SP_FULL (immediately), CUSTOM_RANGE (enemy inside the custom grid), SEARCH (an enemy inside the initial range, checked every tick — no attack needed), special ids. PASSIVE skills are always on.

SkillSpec (authored per chess in sim/content/kits/tierN.js; values come from the chess's skill blackboard at its level — normal Lv4, elite Lv7 — so a spec is a function of the blackboard):

// kits map: baseChessId -> (bb, chess) => Kit
export default {
  chess_char_1_01: (bb, chess) => ({
    skill: {
      kind: 'duration' | 'ammo' | 'instant' | 'charges' | 'passive' | 'toggle',
      duration: bb.duration,            // duration kind
      ammo: bb['attack@trigger_time'],  // ammo kind
      mods: { atkPct: bb.atk, batPct: bb.base_attack_time },    // applied while active
      targeting: { maxTargets, rangeGrid, priority: 'fly'|'ranged'|'lowestHp'|'highestHp'|... },
      attack: { dmgType, atkScale, splashRadius, hits, projectile: 'arrow'|'bolt'|'none'|'beam', onHit(ctx) },
      onStart(ctx) {}, onEnd(ctx) {},    // bursts, summons, heals, statuses (use engine helpers only)
    },
    talents: [ { install(battle, unit) {} } ],   // passive/conditional talents via hooks
    trait: { ... }                              // optional overrides of profession trait behaviour
  }),
}

The kit loader passes bb = flattened blackboard { key: value } of the chess's skill (normal or elite), and chess = data record (for talents' blackboards). Missing kit ⇒ a generic kit derived from blackboard keys (atk/attack_speed/def/max_hp/base_attack_time/atk_scale/max_target/duration/ammo) so every chess always works.

Profession traits (default behaviours implemented once in the engine, keyed by subProfessionId): e.g. fastshot (fly priority), aoesniper/splashcaster (splash 1.1 tiles), chain caster (bounce ×3, −15%), funnel, blastcaster, physician (single heal), ringhealer (aoe heal), bard (aura heal, no attack), slower (slow on hit), loopshooter (回环射手: a boomerang out to the target and back, attacks again only once it is caught — §17.4), underminer, instructor, lord (ranged attack ×0.8 when not melee), centurion/fighter/musha/swordmaster/reaper etc., protector/guardian/fortress/duelist, pioneer/charger/tactician/bearer/agent, executor, merchant, hookmaster, pusher, stalker, geek, dollkeeper, traper, craftsman, summoner … (build-data provides the list of subprofessions present in the pool; the sim-core owner implements all present ones with simplified faithful behaviour).


6. Match & meta (server/match)

6.1 State machine (Match.js)

LOBBY(room) → INFO_CHECK (co-op 25 s, solo untimed; all ready ⇒ skip; the operator loadout (§16) locks when it ends) → BAND_DRAFT (co-op: random order, 12 s/turn, 1 skip each, a strategy a teammate already took is refused (队友已选), timeout ⇒ band_bldsk; solo: free pick, no timer) → BATTLE_CHECK (3 s)
→ loop r = 1..lastRound:
     ROUND_START   (income, upgrade price −1 (floor 0), temp NOT wiped — what overflowed after the last prep's deadline is shown in this
                    prep (§6.2 temp overflow), unfrozen shop slots rerolled, frozen kept, <进入休整期时> effects)
     [SP_DRAFT]    (if r ∈ spRounds: 机变 draft; co-op 30 s first picker / 16 s others; solo 3 cards untimed)
     PREP          (co-op: timer from config, ends when all alive humans+bots ready; solo: untimed, ends on ready)
     PREP_END      (<休整期结束时> effects; unfrozen shop cleared; temp overflow: Ready is blocked while temp is non-empty; at the deadline
                    the temp pieces due at this prep are resolved (chess sold back, items / summon stacks destroyed) — pieces that arrived
                    after Ready or during the <休整期结束时> effects wait for the next prep (§6.2 tempDue))
     COMBAT        (one Battle per alive player, all in parallel, 2×; watchers get snapshots; solo: pausable, §14 Solo pause)
     UNITE         (co-op only, if ≥1 leaked & ≥1 perfect: ≤2 perfect helpers in `unite.js helperOrder` order (research 08 §5 / PRTS 帮助:
                    most units on the field > an active bond > most standing units > seat; the pair ordered by units > active bond >
                    Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains)
     SETTLE        (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast)
   R14 FINAL_ASSAULT (merged team LP; pairs by seat; shared boss pool; 120 real s countdown, no hard stop; overtime −1 team LP per
                    real s after 150 real s (§4, m.public.overtimeAt); no layer gains)
   R15 HIDDEN_CORE  (if difficulty ≥ NORMAL and Σ activated layers > 350 solo / 1200 co-op and team LP > 1)
→ RESULT (per-player stats, titles, rounds passed, victory/defeat)

Solo FUNNY has 9 rounds (boss at R9); everything is read from data/config.json → modes[modeId].

6.2 Player state (PlayerState.js) — authoritative per player

{ playerId, seat, name, isBot, connected,
  alive, lp, bandId,
  funds, shop: { level, upgradePrice, slots: [ Slot ], frozen: bool, freeRefreshes: n, rewardOffer: null | { slots:[Slot], tier } },
  hand: [ Piece|null ×10 ], temp: [ Piece|null ×5 ],
  board: Map<'r,c', Piece>,                          // chess & token pieces on the normal field
  bonds: { [bondId]: { count, active, tier, layers } },  // layers persist all match
  effects: [ EffectRef ],                             // band/choice/team/garrison persistent effects & counters
  counters: { refreshes, buys, sells, … },
  stats: { … for results } }
Slot  = { kind:'chess'|'item', id, price, sold:false, frozen }
Piece = { uid, kind:'chess'|'item'|'token', id /* chessId (golden id if elite) | itemId | tokenId */,
          items:[itemPiece...] (chess only, max 2), count (token stacks), ownerUid (tokens), boughtRound, meta:{} }

Intent handlers (validate → mutate → recompute bonds → push private view): buy(slot), refresh(), freeze(), levelUp(), sell(uid), move(uid, to), equip(itemUid, targetUid, replaceUid?), useArt(itemUid, row, col), destroy(uid), pickReward(idx), pickChoice(idx), setReady(bool). Every handler rejects when the phase forbids it (only PREP allows board/shop mutations; SP_DRAFT allows pickChoice only; reward pick allowed in PREP). Invalid intents return error with a code from shared/constants.js → ERR — the server never throws on bad input.

Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item replaceUid names (the replace dialog's pick, official UseEquipUp.unloadInstId; absent ⇒ the oldest; a uid not equipped on the target ⇒ BAD_TARGET, nothing changes) and the replaced item is destroyed. Equipped items are otherwise locked: destroy (销毁) accepts hand / temp items only (BAD_TARGET 'equipped items are locked'); equipment goes back to the hand only when its carrier merges or is sold (a sale is refused with HAND_FULL when there is no room for it).

Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income min(3+r,12); prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite to hand + reward offer of 3 free chess of tier min(level+1, 6); purchase completing a merge allowed with full hand; full hand blocks buy; overflow to temp; temp blocks ready).

Temp overflow (临时整备区, row 8; user playtest #3 item 3). Passive gains that find the hand full (merge elites, grants, battle-result rewards, equipment returned by a merged / sold carrier) overflow into the 5 temp slots, and Ready is refused while any is occupied (official "直到溢出情况排除才可开始进行作战"). A temp piece is resolved — a chess sold back to the pool with its summons removed, items / summon stacks destroyed — only at the deadline of the first prep in which its player could act on it (PlayerState.tempDue(piece) vs prepsEnded; every write into a temp slot goes through _putTemp, which records it): a piece that arrived during a prep before Ready is due at that prep's end; one that arrived after Ready or during the <休整期结束时> effects, or outside PREP (COMBAT, 联防, SETTLE — battle-result grants, a SETTLE merge's elite, returned equipment —, the next ROUND_START, 机变) is kept, visible and usable (move to a free hand slot, place, equip, use, destroy, sell) through the next prep. Un-readying (setReady(false)) makes whatever arrived while ready due at the current prep. ROUND_START no longer wipes temp (it used to destroy what SETTLE had put there before the player ever saw it). A merge's elite always goes to the hand, overflowing into temp (also outside PREP); it takes a freed board tile of a consumed copy only when the hand and temp are both full. server/match/audit.js (tools/matchrun.mjs --check) tracks the arrivals itself and flags any temp piece that outlives its due prep. The UI frames the row on the board with the rule (§17.5).

6.3 Bonds & layers (bondsMeta.js)

  • count = number of distinct base chess on the board carrying the bond (BOARD); BOARD_AND_DECK bonds also count the hand; 绝技 counts elites on board; 调和 adds +1 to each core bond count, etc. (research 02).
  • tier from thresholds; active = tier ≥ 1.
  • layers[bondId] persist all match; gains come from garrisons/bands/items/choices/bond effects; IN_BATTLE gains are collected from BattleResult.layerGains at SETTLE (disabled in unite/boss/hidden).
  • Σ activated layers (hidden-core check) = Σ layers over bonds that are active at the moment of the check (end of R14 prep, per research).

6.4 Prep-phase effect dispatcher (effectsMeta.js)

A registry mapping effect keys → handler objects { onRoundStart, onPrepEnd, onGain(piece), onSold(piece), onRefresh, onPrice(slot), onBuy, onMerge, onLevelUp, onBattleResult }. Sources: garrison SERVER_* keys (per chess on board or hand as the key requires), band effects, item meta effects, bond meta effects (助力, 远见, 奇迹, 投资人…), choice/team cards. Content owners register handlers; the dispatcher owns ordering and the 投资人 "获得时 ×2/×3" multiplier.

6.5 Waves (waves.js)

Per match: pick stage (weighted among the mode's config.modes[m].stages, weight 50 each: 标准 FUNNY = 战场#01 act1autochess_m01 only, 险境 NORMAL = 8 stages, 绝境 / 终极 = 7 without 战场#01 — waves.js setupMatchWaves, test/match/stagepick.test.js), 3 of 6 typed enemy factions, disabled bond set (3 core + 4 add-on for NORMAL+, per research), boss (weighted), hidden boss. Per round: wave template (by mode & round) → replace placeholders per research 05 §3.2 algorithm → apply stat multipliers (research 00-INDEX §5 atk ×base×1.1^k, hp ×base×1.2^k, ABYSS speed ×1.15 from R3) → SpawnSpec[] + routes resolved on the stage. (Superseded by the official generator — §14 "Corrections from research 08/09" and the waves.js header.) A player's normal battle (and the bot rehearsal) runs withBounties(gd, round, wave, bounties, playerId): the bounty units inserted among their host action's own units, which are re-timed around them (client order); previewOf keeps one entry per action (wave.spawns + bountySpawns).

6.6 AI players (bot.js)

Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy: pick a band; each prep: level up on schedule, buy chess that raise bond counts or complete merges, sell leftovers, place melee on road tiles nearest the enemy path, ranged on highland/others, equip items to highest-tier ops, ready. A bot's whole prep — shop decisions and layout planning (botPrepBeginSteps, 25–70 ms late in a 4-bot match), the layout rehearsal and botPrepEndSteps — runs in wall-clock slices of botSliceMs (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).


7. Content modules (server/sim/content + match/effectsMeta handlers)

Each domain file server/sim/content/{tokens,bonds,garrisons,items,bands,enemies,bosses,devices,choices}.js exports install(battle) (battle side; called once per Battle by content/index.js → installContent) and registerMeta(registry) (prep side; called once at server boot by match/effectsMeta.js, API documented in docs/META.md). Kits live in content/kits/tier1..6.js (export default { [baseChessId]: (bb, chess) => Kit }). Content must be data-driven from blackboards (numbers never hard-coded when a blackboard key exists). Every effect gets at least one unit test in test/content/*.test.js using the test/helpers/battleHarness.js harness (provided by sim-core).

  • kits: all 112 visible chess + hidden ones used by effects (盟约·辅助干员), default skill + talents + trait specifics; tokens.
  • bonds: 23 (battle + meta), exact per-layer formulas from research 02.
  • garrisons: 43 effect keys (IN_BATTLE via hooks; SERVER_* via meta registry).
  • items: 56 equipment (+golden) + 3 Arts; 变形同构体 bond grant; VI-tier set/combos.
  • bands: 40 strategies (meta + battle).
  • enemies: special-type behaviours (FLY, TIMES, ELEMENT, DOT, INVISIBLE, REFLECTION, SPECIAL) and notable individual abilities from data/enemies.json; bosses 1–10 scripted; devices/terrain.
  • choices: 机变 families (悬赏决策 bounties, 道具补给, 机密商店, 战术决策 team/personal buffs).

8. Network protocol (shared/protocol.js is normative)

Transport: one WebSocket per tab at /ws, JSON text frames { t: '<type>', ...payload }. Client requests may carry rid (request id); the server's direct reply echoes rid (ok or error). Server pushes have no rid. Max frame 64 KB inbound; rate limit 40 msgs/s per connection (excess dropped with error RATE).

8.1 Session & lobby

C→S: hello {name, token?, version} · room.create {mode:'solo'|'coop', difficulty} · room.join {code} · room.leave · room.ready {ready} · room.setDifficulty {difficulty} (host) · room.addBot / room.removeBot {seat} (host) · room.start (host) · room.loadout {entries} (§16: any time in the lobby / room and during INFO_CHECK, then WRONG_PHASE; heavy rate-limit bucket; the match exposes it as m.private.loadout) · ping {c} S→C: welcome {playerId, token, name, serverNow} · room.state {code, hostId, mode, difficulty, seats:[{seat, playerId, name, isBot, ready, connected}|null ×4]} · room.closed {reason} · pong {c, s} · error {rid?, code, msg} · ok {rid}

Platform additions (implemented): welcome.{resumed, version}, room.state.inMatch, error.detail; room.closed.reason ∈ 'timeout'|'shutdown'; WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's room.start counts as the host being ready. After any (re)hello the server pushes room.state and, if a match runs, the match resends m.public/m.private (+m.field, or the field's b.start under client-side combat). Reconnect window: a dropped session stays resumable for 10 min (net.js NET_DEFAULTS.reconnectWindowMs; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its solo room's match runs stays resumable for the official config.constants.singleReconnectTime (86 400 s = 24 h; lobby option soloReconnectWindowMs; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become match.onLeave (co-op: 中途退出 = elimination; solo: the run ends 'abandoned'). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, start/handle/onDisconnect/onReconnect/onLeave/dispose) is documented verbatim at the top of server/match/Match.js and is normative. server/data.js provides getData() + index getters (getChess, getBond, getGarrison, getItem, getBand, getEffect, getEnemy, getWave, getStage, getBoss, getToken, getConfig, getMode). Note: the skill trigger rule lives at chess.skill.trigger.rule in data.

8.2 Match

C→S (all carry rid): g.infoReady · g.band {bandId} · g.bandSkip · g.buy {slot} · g.refresh · g.freeze · g.levelUp · g.sell {uid} · g.move {uid, to:{area:'board', row, col}|{area:'hand', idx}, dir?} · g.equip {itemUid, targetUid, replaceUid?} (replaceUid: which equipped item a third one replaces, §6.2) · g.art {itemUid, row, col, dir?} (dir ∈ UP|RIGHT|DOWN|LEFT from the deploy wheel, §3; absent ⇒ to.dir, then RIGHT; g.move onto the piece's own tile re-orients it; board pieces in m.private / m.field {prep:true} carry dir) · g.destroy {uid} (hand / temp items only; equipped items are locked, §6.2) · g.reward {idx} · g.choice {idx} · g.ready {ready} · g.emote {id} · g.watch {fieldId} · g.autoplay {on} · g.pause {on} (solo battles only, §14 Solo pause) · g.leave S→C:

  • m.public — full public state on every change (throttled ≤ 10/s): { phase, round, lastRound, deadline, serverNow, modeId, difficulty, stageId, factions, disabledBonds, bannedChess, bossId, hiddenBossId?, teamLp?, bossHp?:{hp,max}, overtimeAt? /* FA / HC: ms epoch the overtime drain starts, §4 */, paused /* solo pause, §14 */, draft?:{order,turn,picks}, sp?:{family,cards,turn,picks}, players:[{playerId, seat, name, isBot, connected, alive, lp, bandId, shopLevel, boardCount, ready, bonds:[{bondId,count,active,tier,layers}], fieldId, status, pendingLp? /* COMBAT / 联防 of a normal round: the LP the player's own battle will cost at settlement so far, min(lpCapPerRound, counted leaks) — omitted when 0 and in every other phase (§17.5 live LP) */}] , fields:[{fieldId, kind, players:[playerId...]}] }
  • m.private — the recipient's full PlayerState view (§6.2 minus server-only data) on every change.
  • m.field — field meta when watching starts: { fieldId, kind, rect, stageId, units: [UnitInfo] }
  • NOTE: game time in b.snap/b.ev is carried as gt (the frame's t is the message type).
  • b.snap — { fieldId, gt, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]] , dp, killed, total } 20 Hz
  • 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], ['layer', playerId, bondId, n], ['bounty', playerId, coins], ['deploy', id]
  • m.toast {kind, text} · m.ticker {text} · m.emote {playerId, id} · m.result {...}

UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, skillIndex?, moduleId? } (dir = the ally's deploy direction; the renderer picks the model (Back for UP, mirrored for LEFT) and the ground wedge from it; skillIndex = the ally's equipped skill (§16): the renderer plays that skill's Spine clip (anims.skills[i]) and the audio its own ON_SKILL_START sound; moduleId = an elite ally's equipped module (uniEquipId | 'none'); both also on the prep-scouting m.field units (Match.prepFieldMeta), so a teammate's unit shows its owner's loadout in the detail card).

8.3 Exact view shapes (normative for match ⇄ UI)

m.private:

{ 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 ],
          rewardOffer: null | { tier, slots: [ { kind: 'chess', id, price: 0, sold } ] } },
  hand:  [ Piece | null ],   // length 10, index = hand slot
  temp:  [ Piece | null ],   // length 5
  board: [ Piece & { row, col, dir } ],   // dir ∈ UP|RIGHT|DOWN|LEFT (§3; bench pieces carry none)
  deployCap, deployCount,
  bonds: [ { bondId, count, active, tier, layers, thresholds, countsHand } ],   // sorted: active first, then layers desc
  effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter? } ],
  nextEnemies: [ { enemyKey, count, tag } ],   // preview of the upcoming round's wave (after waves.js generation)
  stats: { dmgDealt, kills, leaks, gold, refreshes, merges } }
Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ { uid, id } ] /* chess only */, count /* token stacks */, ownerUid /* token */ }

m.public.players[].status ∈ 'acting' | 'ready' | 'deciding' | 'combat' | 'done' | 'helping' | 'left' | 'dead'. m.public.fields[]: { fieldId, kind: 'normal'|'unite'|'boss'|'hidden', players: [playerId…], live: bool } — fieldId is 'n:<playerId>' for normal fields, 'u' for the unite field, 'b1'/'b2' for boss fields. Clients g.watch a fieldId; default = own field (or the unite/boss field they are in). flags bitmask: 1 blocked, 2 stunned, 4 frozen, 8 stealth, 16 skillActive, 32 shielded, 64 invulnerable, 128 cold, 256 sleep, 512 flying. anim small int: 0 idle, 1 move, 2 attack, 3 skill, 4 die, 5 stun, 6 deploy.


9. Client rendering contract (public/js/render)

import { createFieldView } from './render/app.js'

const view = await createFieldView(canvasHost /* HTMLElement */, { data, assets, audio })
view.setStage(stage)                         // draw tiles (procedural), devices
view.setCamera(kind /* 'prep'|'normal'|'unite'|'boss' */, { rect, side })  // animates camera
view.setPrep(privateState, { editable })     // render hand/temp/board pieces as chibis (spine or fallback); editable enables drag
view.enterBattle(fieldMeta)                  // switch to battle rendering for m.field
view.pushSnapshot(snap) ; view.pushEvents(ev)   // interpolated rendering (100 ms buffer)
view.highlightTiles(tiles, style)            // legal/illegal placement, range preview
view.on('pieceDragStart'|'pieceDrop'|'pieceDragEnd'|'pieceDragOver'|'pieceClick'|'pieceHover'|'tileHover', fn)
   // pieceDrop: { uid, target: {area:'board',row,col}|{area:'hand',idx}|{area:'outside', clientX, clientY}, over }
   // area 'outside' lets the DOM UI decide (e.g. dropped on the shop bar ⇒ sell)
   // pieceDragOver { uid, over, clientX, clientY }: while an item is dragged, `over` = the uid of the own operator /
   //   summon under the dragged plate (null: none; render/pick.js), sent when it changes and BEFORE the drag asks
   //   canPlace; pieceDrop / pieceDragEnd carry the final `over` (§17.2)
   // tileHover while dragging = the drop target: the tile under the dragged ghost's feet (§17.2)
view.pieceScreenRect(uid)                    // for tooltips/overlays; `.shape` = the drawn body (render/pick.js PickBody)
view.tileScreen(row, col)                    // { x, y, s, poly } client px of a tile top (direction wheel geometry)
view.holdPiece(uid, {row,col}|null)          // keep a dropped piece on a tile while its direction is chosen
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, shadow sprite), elite gold outline glow, tier chip, HP bar (green ally / red enemy), SP bar (skill ready glow), status icons; 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; leak flash at the objective. Fallback when Spine missing/failed: avatar in a rarity-coloured diamond with bob/lunge tweens. 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 (§17.2); the Spine store never hands out a skeleton whose unload is in flight (§17.1).


10. Client UI (screens & components)

Look & feel: research 06 §11–§12 (near-black green-grey panels, mint #4ed8af accents, gold prices, bracket frames, hexagon badges, bond discs, 7-segment countdown). Fonts: Noto Sans SC (Google Fonts with local fallback), Bender/Novecento self-hosted for numerals and Latin micro-labels.

Screens: Title (season art backdrop, 开始 → nickname), Lobby (独立模拟 / 同盟模拟 → create or join; recent rooms), Room (4 seats, invite code + copy link, difficulty picker (host), add/remove AI, ready, start), Briefing (INFO_CHECK: stage, factions, disabled bonds, banned chess, boss silhouette, ready x/4), Band draft (grid of 40 bands with icon/name/LP/effect; turn order list; skip), Game (Pixi field + DOM HUD: top bar with round/phase capsule/LP (live during the own battle, §17.5)/timer/ready; bond strip + popups; left team panel with LP/status/emote bubbles, click to watch; bottom shop bar (level card, 3–5 chess cards, item card, funds, refresh, freeze, collapse); detail panel on click/hover (header with bonds, then 特质 — the operator's own effect — right under it, 特性, stats, skill, module, equipped items, talents: §17.5); enemy preview drawer (next round enemies with counts, factions); 机变 overlay; merge reward overlay; phase banners; ticker; toasts; emote wheel; settings (volume, quality, show damage numbers)), Result (victory/defeat, rounds, per-player lineup, stats, titles, back to room).

Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card and upgrade are two-tap (select → confirm); 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 ⇒ 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 item onto unit ⇒ equip (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; R refresh, F freeze, D level-up, Space ready (in a solo battle: pause / resume, §14 Solo pause). 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), boss music in R14/15.


11. Quality bar & testing

  • No crash paths: every server handler guarded; a thrown error inside a Battle tick for one field must not kill the match (log, force-end that battle as timeout, continue). Invariants asserted in tests: no NaN/Infinity in any unit field; hp ∈ [0, maxHp]; positions inside rect; battles terminate within timeLimit + 1 s (boss: terminate by pool/force); pool copy counts never negative and never exceed caps; funds never negative; hand/temp sizes respected.
  • Unit tests per module; content tests per effect; full-match bot tests: 1/2/4-player matches of every difficulty with fixed seeds run to RESULT headlessly (fast-forward: no real-time pacing) with zero errors; protocol fuzz (random/invalid intents) never crashes and never corrupts state.
  • Browser E2E (puppeteer-core + system Chrome): open 2 tabs, create/join room, add AI, play through prep/combat of several rounds, zero console errors, screenshots saved to test/e2e/out/ for visual review.
  • Performance: a normal battle tick with 60 enemies + 10 ops < 0.5 ms; 4 parallel fields at 2× real time < 15% CPU of one core.

12. Implementation phases

  1. Foundation: build-data, fetch-assets/vendor, server platform (http/ws/lobby), client shell (screens up to room).
  2. Core: sim engine + harness; match/meta; render engine; game UI.
  3. Content: kits, bonds, garrisons, items, bands, enemies/bosses/devices, choices.
  4. Integration & QA: wire everything, bots, E2E, balance pass, bug-hunt workflows until dry, visual polish.

13. Local-client art (optional, host-side)

tools/local-extract/extract.py (Python: UnityPy + lz4 + Pillow; decodes Arknights' custom LZ4AK bundle compression via aklz4.py) extracts art that no web source has from a locally installed client (CrossOver Windows build or PlayCover iOS build) into public/assets/local/** and writes data/local-assets.json ({ groups: { '<subdir>': { name: { path, w, h, kind } } } }). Everything here is optional: clients must render correctly when the file or any entry is missing (fall back to the web assets / procedural art).

  • map/autochess/TX_autochessi_* — the real autochess board atlas (_D diffuse 2048² with floor tiles, gold-framed high-ground plates, REINFORCEMENTS bench pads, EQUIPMENTS pads, crates, gates; _N/_M/_E normal/mask/emission; common_D device icons; BG backdrop). map/autochesssand/* — the sand-theme variant.
  • ui/{common,battle,outer}/* — every sprite of the three official autochess UI bundles (tier chips I–VI, bond disc rings, frames, banners, HUD pieces, badges, backgrounds, mode art).
  • emoticon/{basic,basic_2}/pic_<id>_battle.png — the 12 official battle emotes (shared/constants.js → EMOTES, emoteArtPath).
  • guide/autochess_{home,shop,handbook}_N.png — the official tutorial pages; stored squashed to 1024² — display at 16:9.
  • projectiles/* — battle projectile sprites.
  • module/<TYPE> — the official module (uniequip) TYPE icons (white glyphs; keys are the client's mixed-case file names, e.g. PRI-X, mar-x, isw-a), matched case-insensitively against a ModuleRecord's typeName by assetUrls.moduleTypeIconUrl(local, typeName) (Greek type letters map to the file's Latin letter: ISW-α → isw-a) — shown on the 干员调配 module cards / module info, the detail panel's 模组 row and the shop card's module tag; lettered tiles / type text without them.

14. Client-side combat (v2 architecture — supersedes the combat-streaming parts of §4, §8.2, §9)

Why: like the official client, each player's browser simulates its own battle locally and uploads the result. The server no longer paces battles in real time nor streams b.snap/b.ev for combat, so a low-power host (e.g. a Windows mini PC) is enough, and combat rendering has no network jitter. Measured (4 human seats, HARD, real sim, in-process): server CPU per combat round ≈ 170–360 ms → ≈ 1 ms; server→client traffic ≈ 2–3.3 MB → ≈ 0.25 MB per round. Browser cost ≈ 0.05–0.1 ms per tick (≈ 3–6 ms per real second at 2×) on the main thread (no worker needed).

Modes. Match option clientCombat (default on; env SP_COMBAT=server → the legacy server-run + streaming mode, kept as a fallback). m.public.combatMode = 'client' | 'server' tells the UI which one runs.

Shared deterministic sim. server/sim/** is pure ESM runnable in both Node and browsers. Node-only code (reading data/*.json from disk, research fallbacks) lives in server/sim/nodeData.js, imported dynamically by simdata.js under Node only; the browser injects its own frozen copies of /data/{chess,enemies,tokens,stages,waves,bonds,items,garrisons,bands,effects}.json via setSimData(data) (getSimData() serves them). The HTTP server serves server/sim/** read-only at /sim/ (.js only, no listings, nodeData.js excluded under any spelling — the on-disk name decides, for case-insensitive hosts) and a generated /data.js stand-in of server/data.js (the content support module imports ../../../data.js; in the browser it returns getSimData()). A battle is fully described by a JSON BattleSpec (server/sim/spec.js buildBattleSpec: { v, battleId, fieldId, kind, seed, modeId, round, stageId, rect, timeLimit|null, players:[PlayerBattleInput], spawns, routes, flags, enemyOverrides, waveId, bossId, content, boss?: { poolHp, poolMax } } — the JSON round trip of the Battle options; ±Infinity → ±1e308, spawns at time Infinity dropped) and constructed with createBattleFromSpec(spec, dataSource, { sharedBoss? }) identically on both sides; the server builds its own battles from the spec too, so both run exactly the same input. No wall-clock or Math.random inside the sim. Verified: spec-built battles give identical result digests (resultDigest) in any construction order; whole client-combat matches are outcome-identical to server-run matches (same seed).

Authority per field.

  • Normal field: the owning human's client is authoritative (if connected).
  • Unite field (联防) and boss/hidden pair fields: the lowest-seat connected human in that field is authoritative; every other human in (or watching) that field receives the same spec and simulates it locally for display only.
  • Bots, departed/disconnected players, fields with no connected human: the server simulates. Normal and 联防 fields headlessly (fields.js HeadlessJob, with a [gt, killed, total] progress timeline) in wall-clock slices of headlessSliceMs (8 ms) per callback on a real host — never one blocking run per field (3 bot fields ≈ 0.2–0.5 s of CPU at COMBAT start here, seconds on a mini PC); at once in virtual time; the result is released at the battle's natural end on the field clock (so round pacing and the teammates' progress look live). Boss fields in real time without snapshots (HeadlessPacer); when no field of a boss round has a connected human the whole round runs server-side as before (FieldRunner with streaming off).
  • Takeover: an authority that disconnects or leaves, or misses its deadline (timeLimit / speed real s + 15 s grace, normal/联防) loses the field: normal/联防 → the server re-simulates the spec from t = 0 (deterministic: the same result); boss → the partner's replica is promoted (b.start authoritative: true), else the server runs it, fast-forwarded to the field clock through a CreditPool that only credits damage beyond what the client already reported (the fast-forward is spread over the pacing intervals, ≤ 240 extra ticks each). A boss authority silent for 12 s is handed over the same way. The former authority gets b.end { reason: 'takeover' } and keeps displaying.

Protocol (additions; shared/protocol.js is normative).

  • battleId = <prefix>.<round>.<seq>.<fieldId> (Match._ccField; <prefix> = the match seed in base 36 plus -<matchNo>, the room's match number the lobby passes as opts.matchNo; <seq> counts every battle of the match; the informational .<fieldId> is dropped when the id would exceed the protocol's 64 chars): unique for the whole match although field ids repeat (n:<pid> every round, u, b1/b2 in both boss rounds), and across the matches of one room. The client runner keys its local battles by it (the same id again = the same battle, no rebuild) and the server matches reports by it, so a late b.progress / b.result of a finished battle — or one that crossed into the room's next match on the same socket — is ignored instead of being credited to another battle.
  • S→C b.start { battleId, fieldId, kind, spec, authoritative, startAt, serverNow, elapsed, speed, watch, done } — sent at COMBAT/UNITE/FINAL_ASSAULT/HIDDEN start to every human in the field (联防: to every human; COMBAT and boss rounds: eliminated humans get the first field as a display replica — research 09 "keep-watching auto-observes the first available field"), on g.watch, and on reconnect/resync. elapsed = game seconds on the field clock (a finished field: its end time); the client fast-forwards to it. speed = game seconds per real second (2; tests/tools may speed up).
  • C→S b.progress { battleId, gt, killed, total, leaks?, bossDmg?, by?, done? } — authoritative clients, ~1 Hz (boss fields 4 Hz). Normal/联防: leaks = counted leaks so far. Boss: bossDmg = cumulative damage of this field to the shared pool, by = the same per player, leaks = the field's cumulative LP cost (leaks × lpr + leader "扣除目标生命" effects; spec.js attachLpMeter). The server applies deltas (never twice). Stale reports (unknown battle, not the authority, after the match ended) are ignored, never answered with an error; the platform never answers a rid-less b.progress with an error frame (it would surface as a toast).
  • C→S b.result { battleId, result } — authoritative client at battle end; result = compactResult(BattleResult) (the fields the match consumes; ≤ 4 players, ≤ 400 leaks, ≤ 64 unitsEnd, ≤ 160 unitStats, ≤ 40 layer gains; fitResult keeps the frame ≤ 60 KB: unit statistics, then leak mods, then — boss only — leak entries go first). Structural checks in isBattleResult; server/net.js routes b.* frames to the match (lobby routeGame).
  • S→C b.pool { hp, max, teamLp, acked: { [fieldId]: cumulative damage counted } } (boss rounds, ≤ 4 Hz; exact numbers, never rounded) — clients reconcile their LocalBossPool: displayed pool = server hp − (local cumulative damage − acked). A boss field whose client result is 'cleared' while < 1 HP is left on the server (float dust of summing both fields) empties the pool.
  • S→C b.end { battleId, fieldId, reason } — 'cleared' (pool 0) / 'forced' (team LP 0): the client calls battle.forceEnd and reports; 'takeover': stop reporting, keep displaying.
  • m.public.fields[] gains progress: { killed, total, done }; m.public.combatMode; m.public.paused: boolean (always present; solo pause below).
  • b.snap / b.ev are not sent for combat in client mode. g.watch rules: see Spectating.

Result validation (server, fields.js validateClientResult). A client result is accepted only if structurally valid and plausible for its spec: every spec player reported and nobody else; finite numbers; killed ≤ total ≤ 4·spawns + 100; every leaked enemyKey is in the spec's spawns (multiset bound) or a key the spawned enemies' data mentions (content summons/splits, bounded by the total) — boss fields excepted (their leaks cost team LP through b.progress); counted: false only for enemies that never count (data notCountInTotal, schedule countInTotal: false, boss/part entries, content spawns); 联防: leaks + unspawned per (enemy, leaker) ≤ what that leaker sent in (nobody's survivors are billed to a teammate); per-bond layerGains ≤ 60 + 4·round, none when the spec disables gains, bonds must exist and be named by the player's bond snapshot, band, effects, units or items; coins ≤ Σ bounty coins of the spawns; perfect consistent with the counted leaks; unit states only for the player's own board uids with hpPct ∈ [0, 1]. The accepted result is rebuilt from whitelisted fields (leak mods/tags/sources from the spec — a content-spawned enemy (split, summon) keeps the mods of the schedule entry they equal, i.e. its parent's round multipliers and bounty id, so its 联防 re-entry and bounty match the server run; unit names from server data). Otherwise (or on any exception) the server re-simulates (normal/联防); a boss field is handed over instead (below). SP_VERIFY=all|sample|off (default off): all re-simulates every accepted normal/联防 result before accepting it (the server result wins on a digest mismatch); sample checks ~1 battle in 8 in a later callback and logs mismatches. Match.verifyStats = { checked, mismatches, rejected, takeovers }. Desync between display-only clients and the authority is tolerated: the authoritative outcome is what counts and is broadcast at settlement.

Boss rounds. The shared pool (SharedBossPool, co-op size = bloodPoint[difficulty], see corrections) lives on the server and is fed by the authorities' b.progress damage deltas (attributed per player through by, BOSS_HIT tickers as before) and by server-run fields; a server clock (250 ms) applies the overtime drain (−bossOvertimeDrainPerSec team LP per whole real second past bossOvertimeAfter real s, measured on the field clock — gamedata.js bossOvertimeDue, §4), the silence watchdog and the end checks: pool 0 → b.end cleared (victory), team LP 0 → b.end forced (defeat); results are awaited ≤ 6 s (× timerScale) after a forced end. b.pool is the live channel for the pool and the team LP: a boss b.progress (4 Hz per field) and the team-LP losses never re-mark the whole public state — m.public (bossHp, teamLp, fields[].progress) and the players' merged-LP shares (_syncTeamLp) refresh at ~1 Hz (Match._bossPublic, BOSS_PUBLIC_MS), and at once when the round ends. A boss field's b.result ends it only when the shared pool is empty or after that b.end: any other result — 'forced' / 'timeout' at t = 0, 'cleared' while the pool still holds — and any result failing validation would stop the pair's fight (and, with every field done, end the Final Assault as a defeat), so the field is handed over (Match._bossHandover) to the partner's display replica (promoted with b.start authoritative: true) or, without one, to the server (fast-forwarded to the field clock); the sender gets b.end takeover and is never that field's authority again (f.demoted). There is no synthetic zero result for a running boss field: a stats-only stand-in (fields.js syntheticResult, carrying the damage already credited, never charging LP) only fills a result that cannot be had otherwise — the Final Assault already ending (no result, or an invalid one, within the grace) or a server-run battle whose result() threw.

Solo pause (official PauseUp / ResumeUp; Match.setPause). C→S g.pause { on }: solo matches only (co-op → WRONG_PHASE 'co-op battles never pause'), and on: true only while a battle runs (COMBAT / FINAL_ASSAULT / HIDDEN_CORE with a live field, not once the Final Assault is ending — else WRONG_PHASE 'no battle running'); on: false is always accepted. While m.public.paused is true everything of the battle is frozen: the field clock (b.start elapsed, the boss plausibility budgets and the overtime drain), the authority deadline and the server-run release timers, the boss clock, the HUD deadline / overtimeAt (shifted by the paused time on resume) and the server-run pacers (FieldRunner / HeadlessPacer skip their intervals); the browser's runner stops its local clock. In solo battles the top bar shows a 暂停 / 继续作战 button (ui/hud.js PauseButton, ui/matchStatus.js pauseAvailable; Space toggles it), a paused overlay offers 继续作战 / 放弃模拟, and the HUD clocks freeze at the pause moment. A disconnect or leave resumes (the server takes the field over — nobody is left to resume it); the battle phase ending drops the pause.

Spectating (research 09 §3.1 / §6.3). No live spectating while your own normal battle runs (g.watch → WRONG_PHASE 'own battle running'; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (m.public.fields[].progress); tapping a teammate's avatar expands 前往查看 → g.watch → b.start (display replica fast-forwarded to the field clock); the own row shows 返回战场. Prep: the same flow shows the teammate's board (m.field with prep: true, unchanged). 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → BAD_TARGET 'other group hidden'. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is no view switcher during normal combat. Eliminated players start each combat phase on the first field (auto-observe) and may watch any field.

Client runner. public/js/battle/runner.js owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most max(8, 4·speed) ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same snapshot()/drainEvents() wire formats every frame (view.setLocalFeed shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + local, battleId, players, sides, speed) into store.match.field and its state into store.match.battle (with leaks: { [fieldId]: counted leaks so far } of every normal field it simulates, authoritative or display replica — the settle rule's count, /sim/spec.js battleProgress; published in the frame a count changes: the live LP of §17.5), sends b.progress/b.result when authoritative (results retried once on timeout; a result lost with the socket — the request failed DISCONNECTED / OFFLINE or timed out twice — is kept and sent again when the session is back online and whenever a b.start still names that finished battle authoritative: true; the server answers a duplicate ok and changes nothing; a server refusal is final), follows m.public.paused (solo pause: every local clock stands still, resume shifts it by the paused time), handles b.pool/b.end, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; catch-up when visible again; the server deadline + takeover cover extreme cases). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next b.start retries and the server's deadline covers the field meanwhile. public/js/battle/observe.js holds the observing rules and labels.

Corrections from research 08/09 (normative):

  • Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN action becomes clamp(roundHalfEven(n·P(t)/P(new)), 1, 5) units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (data/tuning.json keeps only titles); co-op boss pool = bloodPoint[difficulty] unscaled.
  • Ground pathing: official SPFA-style 4-direction search from the goal with crates as cost-1000 tiles, then straight-line smoothing (research 08 §3.4). act1 m02 crates #001–#004 inactive in 下半. Remake refinement (user playtest #2): route lengths stay the official ones, but among equal-length routes the one with the fewest non-blockable (floor / gate) tiles wins and smoothing never cuts across floor the grid route does not walk — e.g. 战场#01's lower-gate enemies take the col-8 road, not the col-9 floor lane (server/sim/grid.js header; test/sim/pathing-blockable.test.js).
  • Observing: no watching while your own normal battle runs; after it ends (and in prep) tap a teammate → 前往查看 (local replica, fast-forwarded). ‹ › only inside 联防/FA fields; FA: own pair only; eliminated: free.
  • Prep interactions: tap a unit → underframe with 出售 +1 (and 撤退 on board); items/Arts → 销毁; shop and upgrade are two-tap (select → confirm); strategy draft forbids a strategy already taken by a teammate (队友已选).
  • Emotes: 6 themes × 6 battle emotes (research 09 §4.2), image-only bubbles beside the sender avatar, 1 s cooldown, 3 s bubble; g.emote {id} with the official emoji id.

15. Official 3D board scene (v2 visual target)

Findings (2026-09-28): 卫戍协议 levels have no scene bundle (mapId null; the official hot-update list contains none). The client builds the board at runtime from the stage grid using the map theme arts/maps/map_autochess (materials MT_autochess (albedo TX_autochessi_D 2048², normal _N, metallic/gloss _M, emission _E), MT_autochess_common (common_D/_E: device/gate icons), MT_autochess_Transparent (Transparent_D/N/M/E), MT_autochessi_BG (TX_autochessi_BG)), the background meshes arts/maps/map_autochess/bkg_mesh.ab (S_Background_common, S_Background_shadow) and arts/maps/common/meshes/s_background_common.ab, device meshes (s_common_box_01 crate, s_wind_device blower, …), plus the standard gate/objective effects. The level's options.configBlackBoard carries the official camera framing (default_pos_x/y, default_size, enemy_pos_x/y, …).

Target: a real 3D board layer rendered with three.js (vendored ESM, no CDN) underneath the existing Pixi layer:

  • Geometry generated from data/stages.json like the official builder: LOW tiles = top quads; HIGH tiles = raised blocks with side walls; forbidden/void, fences, gates (red), objective (blue), hand/temp pads, special terrain; UVs mapped onto the official atlas regions (reuse/extend public/assets/local/map/autochess/tiles.json); normal + emission + metallic maps; lighting tuned to match official screenshots (key directional light, ambient/hemisphere, soft contact shadows); official background meshes & texture; device meshes (OBJ exported by tools/local-extract) with their textures; animated gate/objective effects.
  • One camera model drives both layers: public/js/render/projection.js keeps its public API (worldToScreen, screenToWorld/tile picking, presets, transitions) but derives it from a three.js PerspectiveCamera initialised from the official configBlackBoard framing, so Spine units, FX, drag/drop and hit-testing stay aligned with the 3D board.
  • Must degrade gracefully: when local-client art or WebGL2 features are missing, fall back to the current 2D atlas board; keep 60 fps (static geometry merged into few draw calls; textures mipmapped; DPR-aware).
  • Implemented (public/js/render/board3d/*, render/app.js): three.js is downloaded only when the local-art manifest lists the board atlas; the built 3D area, the drawn 2D rows and the lit rect follow viewKind(kind, {rect}) (the field the camera actually shows: a 'prep' camera on rows ≤ 6 = bossPrep); the background plane is extended with mirrored copies and the clear colour matches the fog (no visible edge at any aspect); battle crates live in their own group (survive scene rebuilds) and follow the board mode (switchableBox: 3D mesh ⇄ 2D box on a mode switch or a lost WebGL context); quality 'low' drops shadows; ?board=2d|3d overrides. The direction wheel's range stripes sit between the board canvas and the unit canvas.
  • Done: Final Assault / Hidden Core prep takes place on your own half of the boss field (research 09 §1.2): pieces shown at boss-field positions (row − 7; right-hand player mirrored col → 20 − col, RIGHT ↔ LEFT), drop targets and wheel directions mapped back to board coordinates (prepCamera → bossPrep in public/js/ui/gameLogic.js; covered by the playtest2 browser tests).

16. Operator loadout: skill & module selection (v2.1, user playtest #1)

Official rule (bwiki 盟约, 更新公告 5114): before a match the player cannot change an operator's tier, but can change the equipped skill and module of each chess; some non-default choices are stronger. Scope in the remake (no accounts ⇒ everything the chess's status unlocks is selectable):

  • Skills: any skill unlocked at the chess's status (evolvePhase: E1 ⇒ S1–S2, E2 ⇒ S1–S3) at the chess's skill level (normal Lv4, elite Lv7). Default = defaultSkillIndex.
  • Modules: only matter for the elite (golden) chess (equipLevel 1, or 3 at T6): any module of that character (or none); default = defaultUniEquipId. Normal chess have no module (equipLevel 0).

Data (data/chess.json, built by tools/build-data.mjs): every chess keeps skill (the default, unchanged shape) and gains skills: [SkillRecord…] (index, skillId, iconId, name, desc/descRaw, skillType, durationType, duration, spType, spCost, initSp, maxChargeTime, bb (at the chess's skill level), bbStr, rangeGrid, trigger {rule, customRangeGrid} resolved for THAT skill index, isDefault). Golden chess gain modules: [ModuleRecord…] = { uniEquipId, name, typeName, icon, isDefault, attr: {maxHp, atk, def, res, aspd, cost, blockCnt, respawnTime…} (flat adds at the chess's equipLevel), traitOverride: {desc, descRaw, bb} | null, talentChanges: [{talentIndex, name, desc, bb}] } plus statsBase (stats WITHOUT any module); stats stays = stats with the default module (back-compat).

Loadout wire & state: the client keeps a per-browser loadout { [baseChessId]: { skill: index, module: uniEquipId | 'none' } } (localStorage) and sends it with C2S room.loadout { entries } (validated: known visible chess, legal skill index for that chess's normal AND elite status, legal module id). The lobby stores it on the seat; at match start Match receives seats[].loadout; PlayerState keeps it immutable for the match; board pieces are resolved to {chessId, skillIndex, moduleId} when building PlayerBattleInput.units[] (fields skillIndex, moduleId; BattleSpec carries them). Bots use defaults. m.private exposes the effective loadout so the UI (shop cards, detail panel) shows the chosen skill/module.

Sim: simdata resolves a unit def for (chessId, skillIndex, moduleId) (cached): skill = the selected SkillRecord; stats = statsBase + module attr (elite) ; trait/talents = base with the selected module's overrides. Kit contract (backward compatible): a kit function (bb, chess) => { skill?, skills?: { [skillId]: SkillSpec }, talents, trait } receives chess.skill = the selected skill and bb = its blackboard; the loader uses skills[selectedSkillId] if present, else skill only when the selected skill is the chess's default, else the generic skill spec — talents/trait from the kit always apply. Every visible chess must get hand-authored specs for all of its selectable skills (tracked by a coverage test).

UI: a 干员调配 screen reachable from the lobby, room and briefing (INFO_CHECK): filter by tier/bond/class, per chess choose skill (icon, name, SP info, desc at Lv4 and Lv7) and elite module (official type icon from the local-client art when extracted (§13), else a lettered tile; name/type, stat bonus, trait/talent changes), 恢复默认, persisted; the chosen skill/module shown on shop cards and in the detail panel (a teammate's unit — 前往查看 in prep, 联防 / 最终攻势 fields, an observed battle — shows its owner's skill/module from its UnitInfo skillIndex / moduleId, gameLogic.js unitLoadout) — which also shows the stats, 特性, talents and attack range the unit fights with (shared/loadoutRecord.js loadoutRecord / attackRangeGrid, the same composition the sim's getChess(id, loadout) uses; the deploy wheel's range preview too). In battle the renderer plays the equipped skill's own Spine clip and ON_SKILL_START sound (UnitInfo.skillIndex; data/assets.json lists icons, clips and sounds for every skill index).


17. User playtest #3 (v2.2): models, picking, FX, rules, HUD

Nine reports from a real co-op session. Where each is handled: #1 lost operator models → §17.1; #2 the LP did not move while enemies entered the own blue gate → §17.5; #3 equipment pushed into the second bench row vanished after the battle → §6.2 temp overflow (server) + §17.5 (UI); #4 蕾缪安 S3 fired every shell at once → §17.4; #5 回环射手 attacked like a fast shooter → §17.4; #6 bullets / skill effects hardly visible → §17.3; #7 a click selected the unit one row lower (equipment too) → §17.2; #8 the operator's own effect (特质) sat at the bottom of the detail card → §17.5; #9 spinners next to texts → §17.5.

17.1 Lost operator models (#1) — the Spine store (public/js/assets.js RefLru)

Cause: PIXI.Assets.unload is asynchronous (the loader cache entry is dropped and the textures destroyed a microtask later), so a skeleton evicted and re-acquired in the same task came back as the doomed object and turned invisible for good (a tier chip without a body; the dead data stayed cached, so every later copy of that operator was invisible too). It happened at every battle → prep switch: enterPrepMode → clearViews made the reference count 0 for an instant, the LRU applied its "no scene on screen" budget (0 bytes) at that instant and dropped the bench models idle since the battle started, then setPrep took them back at once. Rules now: an unload may return a promise and a load of a key whose unload is still in flight waits for it (unloadSpineData returns one; stats().spine.unloading); the spine store runs eviction in one pass SPINE_EVICT_DELAY_MS (1 s) after a release (a scene switch takes its models back first); the quiet budget applies only after SPINE_QUIET_DELAY_MS (3 s) with nothing referenced (lobby / room). The count-cap path (60 skeletons) waits the same way. Tests: test/render/assets.test.js (fake PIXI.Assets with the same async unload), test/render/models.browser.test.js (models alive after long battles, drag / wheel stress).

17.2 Picking and the drag target (#7) — render/pick.js

Cause: every path took the front-most 0.7 × 1.28-tile rectangle under the pointer and looked at the pressed tile only when no rectangle was hit; drawn chibis are 1.17–1.41 tiles tall (median 1.27 over the 138 operator skeletons) while the official cameras put rows only 0.84 (prep) – 0.91 (battle) tile apart on screen, so the front unit's rectangle covered the legs, feet and tile of the unit behind it.

  • One rule for every "which unit is under the pointer" — prep press / drag start / right-click / long-press detail (app.js pieceAt), battle clicks and hover (battleUnitAt), the enemy preview pen (penUnitAt), the own operator under a dragged item (pieceUnder) and the DOM-side fallback (ui/gameLogic.js pickPieceAt over view.pieceScreenRect(uid).shape): pickBody(bodies, x, y, groundTile, probe). A body (UnitView.pickShape(), px of one screen) is the drawn chibi — head ellipse + body box around its feet, its own height measured once from the posed Spine model (getLocalBounds), ±0.3 tile wide, facing, draw order, and the HUD it shows (tier chip / bars, an outline only; none while culled) — or the avatar diamond until the model is there, or an item plate.
  • Pixel probe first: wherever it can change the answer (two or more bodies within their outline + PROBE_MARGIN 0.5 tile of the pointer, or one body the shape rule did not pick), app.js drawnAt renders each candidate view alone into a 1×1 RenderTexture from its last-frame transforms and reads the pixel back; the front-most unit whose model draws the pixel under the pointer wins — what the player sees (hair, arms, weapons included). Measured against the rendered pixels on the mock match: wrong unit 0.7 % of prep presses / 1.7 % in battle (anti-aliased edges), against 2.3 % / 11.1 % for the old rectangle; ≈ 0.7 ms per probed press. Every readback waits for the GPU, so hover picks (mouse moves over the field in prep and battle, item-drag moves — render/drag.js passes hitPiece(x, y, hover) / dropPoint(e, piece, final)) probe at most once per rendered frame (app.js hoverProbeAt; a second hover pick in the same frame uses the shape rule alone — it only moves a highlight); presses, releases and drops always probe.
  • Shape rule where no unit draws (a gap, the bare tile) or the probe cannot tell (no readback): (1) a unit's face / torso core → the front-most such unit; (2) else the unit standing on the tile under the pointer; (3) else the nearest core among outline hits. Plain rects without a shape (the DOM fallback field) go to the rect whose centre is nearest relative to its size, ties → the front-most.
  • Drag target = where the ghost stands: the dragged ghost stands on its drop point — the pointer for mouse / pen, TOUCH_LIFT_TILES = 0.6 tile above the finger for touch (so the finger never hides it) — and the drop target, tileHover, the target highlight and the direction wheel's tile are the tile under it (render/drag.js dropPoint hook). Whether DOM UI covers the drop is tested at the drop point too (a lifted touch ghost over the bench while the finger rests on the shop bar still lands). A dragged item plate is centred on the pointer; the operator under it (pieceUnder) is reported by pieceDragOver before the drag asks canPlace, lit as the target, and equipped on release (ui/gameLogic.js equipRetarget). Previously the ghost hung 0.45 tile below the pointer while the target was the tile under the pointer.
  • Tests: test/render/pick.test.js, drag.test.js, unitview.test.js, test/ui/gameLogic.test.js; test/render/models.browser.test.js (pixel-truth accuracy in prep and battle, raised / stacked units, equipment drops, the ghost and wheel tile, the touch bench drop).

17.3 Battle FX (#6) — render/fx.js, style.js PROJ, textures.js

  • Projectiles per kind (PROJ[kind].look), sized in tiles × the camera's px per tile (the same on the 3D board and the 2D fallback, 1280×720 to 1920×1080): arrow a bright tracer with a glowing head, a muzzle flash aimed at the target and a hit flare; bolt / orb / enemy a glowing ball with a particle trail (arts purple with a burst + shockwave, heal green with a sparkle, enemy red); bomb / lob a shell on a visible arc with a ground shadow, smoke and embers, exploding on landing (blastcaster shells purple); drone a small cyan dart; boomerang (回环射手) a spinning boomerang with afterimages that flies out to the moving target at PROJECTILE_SPEEDS.boomerang and back to the thrower's current position at BOOMERANG_RETURN_SPEED (the sim emits no event for the return: the renderer models it; dropped when the thrower's view is gone or dead). A shot lingers 0.08 s in its target so fast shots still read. Flight times use the sim's own speeds, loaded at run time from /sim/constants.js (style.js PROJ keeps a test-guarded copy: test/render/fxproj.test.js fails when they differ), so a shot lands with its damage number.
  • Hits and skills: a melee blow draws a thick crescent slash swept along the blow (attacker → victim on screen) in the damage-type colour with a white core, plus sparks; skill activation = gold light pillar with a white-hot core, flash, shockwave and hex ring on the ground, rising motes; an active skill keeps a slowly turning hex and a soft glow under the unit. Blasts share one explosion (fireball, flash, shockwave, coloured ring, sparks, smoke; heavy kinds — bombard, airstrike, meltdown — add debris and a scorch mark). Beams and chain lightning: glow + body + white core, flare at the target.
  • Anchoring: an fx whose extra.id names a unit is drawn on that unit (following its rendered position) only when the event's (x, y) lies within 0.75 tile of it (or has no position); otherwise at (x, y) — the sim puts the caster in id of many area effects. FX_KINDS entries flagged pt (bombard, bombardShell) always happen at (x, y) (their id is the shooter; 蕾缪安's bombard used to explode on herself).
  • 蕾缪安 S3 contract: 'lock' {x, y, id: enemy, src: shooter} → a reticle following that enemy (its view by id), at the spot it left once it is gone; 'bombardShell' {x, y, id: shooter, r, t: flight game s, i} → a launch streak leaving the shooter and a shell dropping onto (x, y) after t (a flight ≥ 0.45 real s climbs out of her first), with a closing warning ring and the blast radius throbbing; it takes the shooter's nearest free lock; 'bombard' {x, y, id: shooter, r} at the same spot → the heavy explosion and the end of that lock. A lock also ends on the S2 'crit' from the same shooter, when the shooter is gone (locks no shell took yet), or LOCK_T = 5 game s after that shooter's last lock / shell / bombard (an idle timeout, not an age: ammo grants and stuns stretch an S3 far past 5 s); ≤ 48 reticles.
  • Cost: particle, projectile and lock records are pooled (the per-frame emitters allocate nothing); a freed particle is a zero-size transparent quad (Pixi's ParticleRenderer ignores visible); cosmetic extras (trails, muzzle flashes, afterimages, debris, scorch marks, motes) are off at quality 'low' and at adaptive load level ≥ 2, and trails stop at 75 % of the particle cap. Measured: the 120-unit stress scene and the crowded boss-m02 replay stay at 60 fps with no measurable per-frame increase. The FX atlas is 1024×512 with non-overlapping frames (the old light pillar carried two status icons at its foot). The FX are procedural: the local client's per-weapon projectile sprites are not used (the sim's arrow also covers gun snipers, and friends may not have the local art).

17.4 回环射手 (#5) and 蕾缪安 S3 (#4) — the sim (official PRTS notes; numbers from the data)

  • 回环射手 boomerang (professions.js loopshooter, ai.js throwBoomerang; PRTS 跃跃 "投射物飞行速度15,返回时飞行速度3.75", "必须回收全部回旋投掷物才可以进行下一次攻击"): projectile 'boomerang' (resolveProfile keeps it over the data's generic 'arrow') flies out at PROJECTILE_SPEEDS.boomerang = 15 tiles/s and hits on arrival, then flies back to the thrower's current position at BOOMERANG_RETURN_SPEED = 3.75 tiles/s without damage; the thrower attacks only while it holds its boomerang (every one it threw caught) and its attack cooldown is ready, so the real interval is the longer of the two. A target that died mid-flight is not hit (the boomerang still flies to its last position and back); a thrower knocked out / withdrawn loses it and a redeployed one holds a fresh one. 跃跃 S2's extra boomerangs share the one flight (cnt hits, the talent rolls per hit). Event contract unchanged: ['atk', thrower, target, 'boomerang'].
  • 蕾缪安 S3 礼炮·强制追思 (kits/tier6.js lemuen; PRTS S3 note — the timing is not in the blackboard): one lock every 0.5 s while an enemy is in range (unlocked targets first, then lowest DEF), each costing a round; the lock mark follows its enemy and stays where it left (death / leak). After the skill ends ONE shell every 0.3 s in lock order (PRTS "以0.3s为间隔"), aimed at a random point of the 0.4-side square around its mark (± attack@emit_offset 0.2, drawn with the battle rng in her facing frame so a turned board plays alike), landing 0.3 s after it is fired (flight [ASSUMED]: the data and PRTS give none; the PRTS count of ≤ 33 fits a first impact one interval after the end); each shell hits every enemy within dist_2 once — proj_atk_scale_1 within dist_1, else proj_atk_scale_2 — with the ATK cached when the skill ended; at most 10 s of shells (≤ 33). Knocked out / withdrawn after the end: shells in the air still land, the rest are dropped; knocked out while locking: no bombardment. fx: 'lock' per lock, 'bombardShell' when a shell is fired, 'bombard' at its impact (§17.3).
  • Tests: test/sim/professions.test.js, test/content/kits_t1t2.test.js (跃跃), test/content/kits_t6.test.js (shell sequence, spacing, cap, knock-out, rotation invariance).

17.5 Game HUD (#2, #3, #8, #9) — ui/hud.js, teamPanel.js, underframe.js, detailPanel.js, data.js

  • Live LP (#2): in a normal round the top bar's LP tower and the own team row show lp − min(lpCapPerRound, counted leaks) as soon as the own battle's enemies enter the blue gate — the number in red followed by a −N plate that pops again on every leak, clamped at 0, with a tooltip (ui/hud.js liveLp / pendingLoss / pendingTip). The count is ownLeaks(local, server) = the larger of the local runner's state().leaks[own field] (§14) and m.public players[].pendingLp (§8.2; the authority's b.progress leaks, the field's result, the recorded result in 联防) — both only grow within a round, so a paused display replica never freezes the number. The pending part is dropped as soon as the settled m.private lands (its lp or stats.leaks changed; Match.flush sends it before the SETTLE m.public), the phase leaves COMBAT / 联防 or the round changes — never subtracted twice. 联防: the own battle's count stays on show as an upper bound tagged 联防中 (teammates may still stop part of it; the settled loss can be lower). Teammates' rows use their pendingLp (teamPanel.js rowLp); server-run fields (bots, taken-over fields) report none before their result is released. Boss rounds are unchanged (the team LP moves live through b.pool).
  • Temp row (#3, UI): while m.private temp holds pieces during the own prep, a dashed red frame surrounds the 临时整备区 row on the board and a label says how many are waiting, what to do and when they go (underframe.js TempRowNotice / tempRowFrame, placed through view.tileScreen — it follows the camera, the mirrored Final Assault prep and the DOM fallback; no pointer events; the label hides while dragging or placing). Its wording follows the server rule (§6.2, tempRowRule(ready)): not ready — "放入整备区或战场、配发或使用后才能准备;休整期结束时仍在此处的将被销毁"; ready in PREP (so whatever lies there arrived after Ready) — "已准备就绪后进入的单位保留到下个休整期,届时仍在此处的将被销毁(取消准备则在本休整期结束时销毁)". The 准备就绪 button shows "临时整备区 N 个单位待处理" under it (not only on hover; the effects column moves down a line meanwhile, .gm.has-readywhy) and Space toasts the reason (hud.js TEMP_RULE / tempReadyReason).
  • Detail card order (#8) (detailPanel.js CHESS_SECTIONS): header (portrait, name, tier, class, bonds) → 特质 (the operator's own effect — garrison trigger chip such as 休整期结束时 + description, a compact gold block, visible without scrolling at 1920×1080, 1280×720, iPhone 14 and 640×360) → 特性 (class trait) → stats (a compact 4×2 grid) + attack range → 技能 → 模组 → 装备 → 天赋. On phones ≤ 460 px tall the portrait is shorter and the romanised name is hidden.
  • Busy indicators and texts (#9): every text of the game (operators, skills, bonds, items, enemies, 特质 …) is static data, /data/*.json loaded once per page and never fetched during a match; the "spinners" the player saw were busy indicators of requests in flight next to texts — and the 特质 chip's type icon: it was picked by the trigger, so every <休整期开始时 / 结束时> 特质 showed the spoked 特异化 glyph (it reads like a loading spinner) before its text; the chip now shows the garrison's own official eventTypeIcon (detailPanel.js garrisonTypeIconKey: crossed swords 作战能力, gold 整备能力, chain link 持续 / 单次叠加, spokes only for 特异化). Now: no cursor: wait / progress anywhere; a loading Button keeps its icon and shows a thin sweeping bar along its bottom edge after 250 ms (no spinner ring); a 机变 card in flight shows a 选择中 strip until the pick appears in m.public (choiceOverlay.js pickBusy); the 作战结束,等待队友完成作战 hourglass is still; the hexagon Spinner is kept for genuine loading screens only (entering the match, the field view, connecting, guide images, the first 干员调配 load, which says the data loads once per page). main.js warmGameData downloads every in-match file (gameComponents GAME_FILES) in the background once the player is in a room, and the match screen waits for them; data.js retries a transient failure (network error, HTTP 5xx / 408 / 429) after 600 ms and 2 s (RETRY_DELAYS_MS) — a 404 or invalid JSON is final.
  • Tests: test/ui/playtest3.test.js, test/match/runner.test.js (live leak counts), test/match/temp.test.js (§6.2), test/docs-consistency.test.js.