- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them; PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air - #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included - #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed - #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the blocker dies, withdraws or is stunned; melee blockers attack what they block - #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右, operators before summons; special priorities break ties by taunt then deploy order - #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views - #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages audited against the official level files - #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones - #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable - #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects - DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and every browser suite green; dev recordings regenerated
145 lines
8.3 KiB
JavaScript
145 lines
8.3 KiB
JavaScript
// server/match/unite.js — 联防 (Unite) planning and LP attribution (DESIGN §6.1, research 06 §5, research 08 §5).
|
|
//
|
|
// Trigger (co-op only): after the normal combats, ≥ 1 alive player leaked (a counted leak ⇒ not perfect) and
|
|
// ≥ 1 alive player was perfect. Helpers (PRTS 卫戍协议/帮助 §联防阶段): up to config.unite.maxHelpers (2) perfect
|
|
// players chosen by most units on the field (downed included) > has an active bond (存疑) > most undowned units, then
|
|
// seat; with 2 helpers the one ranked first by most units > active bond > Σ active bond layers (存疑) > most undowned
|
|
// units "率先迎敌" on the RIGHT-hand field (colOffset +8, where the escaped_multi routes enter), the other keeps the
|
|
// left half (colOffset 0); a lone helper plays escaped_single on its own field. Their operators keep HP%, SP and a
|
|
// running timed skill from the end of their own combat (BattleResult.unitsEnd → PlayerBattleInput.units[].carryState,
|
|
// "阵地以其当前状态"). An operator knocked out at the end of its own combat (alive false) is fielded with
|
|
// `carryState: { down: true }`: PRTS "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力,
|
|
// 上一阶段为退场状态的干员强制退场)" — the sim deploys it with everyone and forces it out at once (constants.js
|
|
// FORCED_EXIT), so it lies on its own tile with the redeploy ring and comes back like after any knock-out (user
|
|
// playtest #5 item 2: it used to be left out and vanished). Its timer is its full redeploy time [ASSUMED: the
|
|
// official 联防 setup carries only hp / tech per operator (research 09 §3 HelpBattleInfo), no timer]. Summons are fielded as the board has
|
|
// them (a summon's own end state is not carried: unitsEnd lists operators only). Enemies = the union of every leaker's
|
|
// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
|
|
// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
|
|
// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains. Time
|
|
// limit = the round's combat limit.
|
|
// LP: an enemy still alive at the end (leaked in the unite battle, or never spawned before the limit) costs its
|
|
// SOURCE player 1 LP; each player's round loss = min(lpCap, survivors attributed to them + leaks that could not
|
|
// re-enter) — the same 10 cap as a normal round.
|
|
|
|
import { buildUniteWave } from './waves.js';
|
|
|
|
/**
|
|
* @param {import('./Match.js').Match} m
|
|
* @param {Map<string, object>} results playerId → BattleResult.perPlayer entry of the player's own combat
|
|
* @returns {null | { helpers: any[], leakers: any[], leaked: object[], notReentered: Map<string, number> }}
|
|
*/
|
|
export function planUnite(m, results) {
|
|
if (m.isSolo) return null;
|
|
const alive = m.alivePlayers();
|
|
const leakers = [];
|
|
const perfects = [];
|
|
for (const ps of alive) {
|
|
const r = results.get(ps.playerId);
|
|
if (!r) continue;
|
|
const counted = (r.leaked || []).filter((l) => l && l.counted !== false);
|
|
if (counted.length > 0) leakers.push(ps);
|
|
else if (r.perfect !== false) perfects.push(ps);
|
|
}
|
|
if (!leakers.length || !perfects.length) return null;
|
|
const helpers = helperOrder(m, perfects, results);
|
|
const leaked = [];
|
|
const notReentered = new Map();
|
|
for (const ps of leakers) {
|
|
const r = results.get(ps.playerId);
|
|
for (const l of r.leaked || []) {
|
|
if (!l || l.counted === false) continue;
|
|
if (!m.gd.enemy(l.enemyKey)) { notReentered.set(ps.playerId, (notReentered.get(ps.playerId) || 0) + 1); continue; }
|
|
// kill bounties keep paying in 联防: a 悬赏 card (mods.bountyId) or a bounty set on the SpawnSpec by content
|
|
// (copied into mods.bountyCoins by the match)
|
|
const bountyId = l.mods && l.mods.bountyId;
|
|
const b = bountyId ? ps.bounties.find((x) => x.id === bountyId) : null;
|
|
let bounty = b && b.card && b.card.payout !== 'perfect' && Number(b.card.coin) > 0 ? { coins: Math.trunc(b.card.coin), ownerPlayerId: ps.playerId } : null;
|
|
const extra = !bountyId && l.mods ? Math.trunc(Number(l.mods.bountyCoins) || 0) : 0;
|
|
if (!bounty && extra > 0) bounty = { coins: extra, ownerPlayerId: ps.playerId };
|
|
leaked.push({ enemyKey: l.enemyKey, mods: l.mods ? { ...l.mods } : null, lpr: l.lpr ?? 1, sourcePlayerId: ps.playerId, tag: l.tag ?? null, bounty });
|
|
}
|
|
}
|
|
return { helpers, leakers, leaked, notReentered };
|
|
}
|
|
|
|
/**
|
|
* Helper metrics of a perfect player: units on the field (board operators, downed included), whether a bond is
|
|
* active, Σ layers of the active bonds, operators still standing at the end of the player's own combat.
|
|
*/
|
|
export function helperStats(m, ps, results) {
|
|
const units = ps.deployCount;
|
|
let active = false;
|
|
let layers = 0;
|
|
for (const [id, b] of Object.entries(ps.bonds || {})) {
|
|
if (!b || !b.active) continue;
|
|
active = true;
|
|
layers += Number(ps.layers && ps.layers[id]) || Number(b.layers) || 0;
|
|
}
|
|
const r = results && typeof results.get === 'function' ? results.get(ps.playerId) : null;
|
|
const opUids = new Set();
|
|
for (const p of ps.board.values()) if (p && p.kind === 'chess') opUids.add(p.uid);
|
|
let standing = units;
|
|
if (r && Array.isArray(r.unitsEnd) && r.unitsEnd.length) {
|
|
standing = 0;
|
|
for (const u of r.unitsEnd) if (u && opUids.has(u.uid) && u.alive) standing++;
|
|
}
|
|
return { units, active, layers, standing };
|
|
}
|
|
|
|
/**
|
|
* The ≤ maxHelpers helpers, first = the one that meets the enemies first (right-hand field): selection by units >
|
|
* active bond > standing units > seat, then the pair ordered by units > active bond > layers > standing > seat.
|
|
*/
|
|
export function helperOrder(m, perfects, results) {
|
|
const st = new Map(perfects.map((ps) => [ps.playerId, helperStats(m, ps, results)]));
|
|
const S = (ps) => st.get(ps.playerId);
|
|
const select = perfects.slice().sort((a, b) => S(b).units - S(a).units || (S(b).active - S(a).active) || S(b).standing - S(a).standing || a.seat - b.seat)
|
|
.slice(0, m.gd.unite.maxHelpers);
|
|
return select.sort((a, b) => S(b).units - S(a).units || (S(b).active - S(a).active) || S(b).layers - S(a).layers || S(b).standing - S(a).standing || a.seat - b.seat);
|
|
}
|
|
|
|
/** Battle options for the unite field (without data/logger, added by the match). */
|
|
export function uniteBattleOpts(m, plan, timeLimit) {
|
|
const wave = buildUniteWave(m.gd, plan.leaked, plan.helpers.length, timeLimit);
|
|
const players = plan.helpers.map((ps, i) => {
|
|
const carry = new Map();
|
|
const r = m.lastResults.get(ps.playerId);
|
|
for (const u of (r && r.unitsEnd) || []) {
|
|
if (!u || u.uid == null) continue;
|
|
// knocked out at the end of its own combat: 强制退场 right after the deployment (see header)
|
|
if (!u.alive) { carry.set(u.uid, { down: true }); continue; }
|
|
carry.set(u.uid, { hpPct: Number.isFinite(u.hpPct) ? Math.max(0.01, Math.min(1, u.hpPct)) : 1, sp: Number.isFinite(u.sp) ? u.sp : 0, skillActive: !!u.skillActive });
|
|
}
|
|
// 2 helpers: the first one meets the enemies first on the right-hand field (escaped_multi enters at col 18)
|
|
const colOffset = plan.helpers.length > 1 && i === 0 ? 8 : 0;
|
|
const input = ps.battleInput({ side: 'L', colOffset, carry });
|
|
const ev = { input, kind: 'unite', round: m.round, spawns: wave.spawns };
|
|
m.dispatch(ps, 'onBattleStart', ev);
|
|
return ev.input && typeof ev.input === 'object' ? ev.input : input;
|
|
});
|
|
return { wave, players };
|
|
}
|
|
|
|
/**
|
|
* LP loss per leaker after the unite battle: survivors by source (+ unspawned re-entries + not re-entered leaks),
|
|
* capped per round.
|
|
* @returns {Map<string, number>} playerId → survivors (uncapped)
|
|
*/
|
|
export function uniteSurvivors(plan, uniteResult) {
|
|
const out = new Map();
|
|
for (const [pid, n] of plan.notReentered) out.set(pid, (out.get(pid) || 0) + n);
|
|
const perPlayer = (uniteResult && uniteResult.perPlayer) || {};
|
|
for (const pp of Object.values(perPlayer)) {
|
|
for (const l of (pp && pp.leaked) || []) {
|
|
if (!l || l.counted === false || !l.sourcePlayerId) continue;
|
|
out.set(l.sourcePlayerId, (out.get(l.sourcePlayerId) || 0) + 1);
|
|
}
|
|
}
|
|
for (const u of (uniteResult && uniteResult.unspawned) || []) {
|
|
if (!u || !u.sourcePlayerId) continue;
|
|
out.set(u.sourcePlayerId, (out.get(u.sourcePlayerId) || 0) + 1);
|
|
}
|
|
return out;
|
|
}
|