- #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
72 lines
3.5 KiB
JavaScript
72 lines
3.5 KiB
JavaScript
// render/prepfield.js — where the prep board is shown (research 09 §1.2, DESIGN §3 / §15): normally the own board
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// (rows 7–12, the stage grid as is); in the Final Assault / Hidden Core prep the player's pieces stand on THEIR half of
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// the boss field — the sim's mapping (server/match/finalAssault.js bossFieldPlacement, sim Battle.mapTile / mapDir):
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// board rows ≥ 7 → row − 7 (board 9–12 → boss 2–5, the bench row 7 → 0, the temp row 8 → 1); the right-hand player
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// (side 'R') is mirrored col c → 20 − c with RIGHT ↔ LEFT (UP / DOWN unchanged, ConvertChessPositionInfoToBossMap).
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// Pieces only ever stand on rows ≥ 7; other board rows (range tiles reaching past the field) shift the same way, so a
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// DOWN range below the bench falls off the grid (row < 0) instead of landing on the boss rows, and `tilesToDisp` drops
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// every tile that is not on the boss field (rows 0–6) — e.g. an UP range past the top wall onto the normal board.
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//
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// The view keeps every public coordinate in BOARD space (the server's, g.move targets, canPlace, highlightTiles,
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// tileScreen, holdPiece, setPieceDir): only what is drawn and picked goes through this transform. Pure functions.
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/** Board row → display (boss-field) row: row − 7 (server/match/board.js BOARD_ROWS_ABOVE_BOSS is +7, the inverse). */
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export const BOSS_ROW_SHIFT = -7;
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export const MAX_COL = 20;
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const MIRROR = Object.freeze({ RIGHT: 'LEFT', LEFT: 'RIGHT', UP: 'UP', DOWN: 'DOWN' });
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/** RIGHT ↔ LEFT (UP / DOWN unchanged); unknown values pass through. */
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export function mirrorDir(d) {
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return typeof d === 'string' && MIRROR[d.toUpperCase()] ? MIRROR[d.toUpperCase()] : d;
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}
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/** The identity transform (normal prep). */
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export const IDENTITY = Object.freeze({
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kind: 'board', side: 'L', mirror: false,
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toDisp: (row, col) => ({ row, col }),
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toBoard: (row, col) => ({ row, col }),
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dirToDisp: (d) => d,
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dirToBoard: (d) => d,
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});
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/**
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* Transform of the Final Assault prep on side 'L' | 'R' of the boss field. `toBoard` returns null for display tiles
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* that are not on the player's half of the boss rows (0–5) — nothing of the board is there.
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*/
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export function bossPrepField(side) {
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const R = side === 'R';
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const lo = R ? 10 : 0, hi = R ? MAX_COL : 10;
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return Object.freeze({
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kind: 'bossPrep', side: R ? 'R' : 'L', mirror: R,
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toDisp: (row, col) => ({ row: row + BOSS_ROW_SHIFT, col: R ? MAX_COL - col : col }),
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toBoard: (row, col) => {
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if (!Number.isInteger(row) || !Number.isInteger(col) || row < 0 || row > 5 || col < lo || col > hi) return null;
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return { row: row - BOSS_ROW_SHIFT, col: R ? MAX_COL - col : col };
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},
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dirToDisp: (d) => (R ? mirrorDir(d) : d),
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dirToBoard: (d) => (R ? mirrorDir(d) : d),
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});
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}
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/** Last display row of the boss field band (rows 0–5 + the wall row 6) in the Final Assault prep. */
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export const BOSS_DISP_MAX_ROW = 6;
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/**
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* Map a list of board tiles ([[r,c]] or [{row,col}]) to display tiles ([[r,c]]). In the Final Assault prep tiles that
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* do not land on the boss field (display rows 0–6, cols 0–20) are dropped.
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*/
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export function tilesToDisp(xf, tiles) {
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const out = [];
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if (!Array.isArray(tiles)) return out;
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const boss = xf && xf.kind === 'bossPrep';
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for (const t of tiles) {
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const r = Array.isArray(t) ? t[0] : t?.row, c = Array.isArray(t) ? t[1] : t?.col;
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if (!Number.isInteger(r) || !Number.isInteger(c)) continue;
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const d = xf.toDisp(r, c);
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if (boss && (d.row < 0 || d.row > BOSS_DISP_MAX_ROW || d.col < 0 || d.col > MAX_COL)) continue;
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out.push([d.row, d.col]);
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}
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return out;
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}
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