Files
ark-stronghold-protocol/server/match/unite.js
T
sganggs 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #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
2026-09-30 19:12:36 +08:00

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;
}