Online co-op browser remake of Arknights' Stronghold Protocol: Alliance (client-simulated combat, official waves/bonds/items/strategies, 3D board, facing wheel, operator loadout, official emotes, deployment scripts).
118 lines
6.7 KiB
JavaScript
118 lines
6.7 KiB
JavaScript
// shared/loadoutRecord.js — operator loadouts (DESIGN §16, DATA.md §2.2): a data/chess.json record as the selected
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// skill / module make it. Pure ESM shared by the simulation (server/sim/simdata.js re-exports it: getChess(id, loadout)
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// builds unit defs from it) and the client UI (the detail card shows the stats / 特性 / talents the unit fights with —
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// user playtest #2 integration: an elite on 不装备 showed its default module's ATK and trait). One implementation, so
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// the card and the battle never disagree. (Which choices a player may make: shared/protocol.js loadoutOptions.)
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/**
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* Resolve a loadout against a chess record.
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* @param {object|null} rec data/chess.json record
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* @param {{ skillIndex?: number, moduleId?: string, skill?: number, module?: string }|null} [loadout]
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* @returns {{ skillIndex: number|null, moduleId: string|null, skillIsDefault: boolean, moduleIsDefault: boolean,
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* isDefault: boolean }|null} null without a record; `moduleId` null for chess without module choices
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*/
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export function resolveRecordLoadout(rec, loadout = null) {
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if (!rec || typeof rec !== 'object') return null;
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const skills = Array.isArray(rec.skills) ? rec.skills : null;
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const defSkill = rec.skill && Number.isInteger(rec.skill.index) ? rec.skill.index : (skills?.find((s) => s && s.isDefault)?.index ?? null);
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const lo = loadout && typeof loadout === 'object' ? loadout : {};
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const wantSkill = lo.skillIndex ?? lo.skill;
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const skillIndex = skills && Number.isInteger(wantSkill) && skills.some((s) => s && s.index === wantSkill) ? wantSkill : defSkill;
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const mods = Array.isArray(rec.modules) ? rec.modules : null;
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const defMod = mods ? (mods.find((m) => m && m.isDefault)?.uniEquipId ?? 'none') : null;
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const wantMod = lo.moduleId ?? lo.module;
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const moduleId = mods && (wantMod === 'none' || (typeof wantMod === 'string' && mods.some((m) => m && m.uniEquipId === wantMod))) ? wantMod : defMod;
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const skillIsDefault = skillIndex === defSkill;
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const moduleIsDefault = moduleId === defMod;
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return { skillIndex, moduleId, skillIsDefault, moduleIsDefault, isDefault: skillIsDefault && moduleIsDefault };
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}
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const clean6 = (v) => (typeof v !== 'number' || !Number.isFinite(v) || Number.isInteger(v) || Math.abs(v) >= 1e6 ? v : Math.round(v * 1e6) / 1e6);
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/** Stats with a module: the no-module `statsBase` + the module's flat `attr` (same arithmetic as tools/build-data.mjs). */
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export function composeStats(statsBase, attr) {
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const s = { ...(statsBase || {}) };
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for (const [f, v] of Object.entries(attr || {})) s[f] = clean6((s[f] || 0) + v);
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return s;
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}
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/**
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* Talents with a module: apply ModuleRecord.talentChanges to the no-module talents — the merge rule of
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* tools/build-data.mjs mergeTalentChanges (override of an existing index: module values win, base keys the module does
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* not restate are kept; otherwise appended; empty placeholders dropped).
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*/
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export function composeTalents(base, changes) {
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const talents = (base || []).map((t) => ({ ...t }));
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for (const ch of changes || []) {
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const { talentIndex, ...rest } = ch;
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const rec = { index: talentIndex, ...rest, fromModule: true };
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const at = talentIndex >= 0 ? talents.findIndex((x) => x.index === talentIndex) : -1;
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if (at >= 0) {
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const old = talents[at];
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talents[at] = {
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...rec,
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name: rec.name || old.name, desc: rec.desc ?? old.desc, descRaw: rec.descRaw ?? old.descRaw,
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bb: { ...old.bb, ...rec.bb }, bbStr: { ...old.bbStr, ...rec.bbStr },
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rangeGrid: rec.rangeGrid || old.rangeGrid, tokenKey: rec.tokenKey || old.tokenKey,
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hidden: old.hidden && rec.hidden,
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};
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} else {
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talents.push(rec);
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}
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}
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return talents.filter((t) => t.name || t.desc || Object.keys(t.bb || {}).length || t.tokenKey);
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}
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/**
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* The chess record as the selected loadout makes it (a new object; the input is never mutated): `skill` = the selected
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* SkillRecord; golden chess with a non-default module choice: `stats` = statsBase + module attr, `trait` = the module's
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* traitOverride or traitBase, `talents` = talentsBase + talentChanges, `module` = the chosen module (`active:false`,
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* id null for 'none'). A talent that summons through a container token (凛御银灰) follows the selected skill's token.
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* The default loadout returns `rec` itself.
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* @param {object} rec data/chess.json record
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* @param {object} lo resolveRecordLoadout(rec, …)
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*/
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export function loadoutRecord(rec, lo) {
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if (!rec || !lo || lo.isDefault) return rec;
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const out = { ...rec };
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if (!lo.moduleIsDefault && Array.isArray(rec.modules)) {
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const m = lo.moduleId === 'none' ? null : rec.modules.find((x) => x.uniEquipId === lo.moduleId) ?? null;
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out.stats = composeStats(rec.statsBase ?? rec.stats, m ? m.attr : null);
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out.trait = (m && m.traitOverride) || rec.traitBase || rec.trait;
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out.talents = composeTalents(rec.talentsBase ?? rec.talents, m ? m.talentChanges : null);
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out.module = m
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? { id: m.uniEquipId, name: m.name ?? null, type: m.typeName ?? null, level: m.level ?? rec.module?.level ?? 0, active: true }
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: { id: null, name: null, type: null, level: rec.module?.level ?? 0, active: false };
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}
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if (!lo.skillIsDefault && Array.isArray(rec.skills)) {
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const s = rec.skills.find((x) => x.index === lo.skillIndex);
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if (s) {
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out.skill = s;
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if (rec.assets) out.assets = { ...rec.assets, skillIcon: s.iconId ?? rec.assets.skillIcon };
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const tok = s.overrideTokenKey;
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if (tok && (rec.tokens || []).includes(tok) && (out.talents || []).some((t) => t && t.containerTokenKey)) {
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out.talents = out.talents.map((t) => (t && t.containerTokenKey ? { ...t, tokenKey: tok } : t));
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}
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}
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}
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return out;
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}
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/**
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* The attack range a (loadout-resolved) chess record fights with: an elite whose equipped module reads "攻击范围扩大"
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* uses that module's own grid — its range-only talent change (talentIndex −1), e.g. SPC-X = the 3×3 caster range + the
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* centre tile [0,3] — as the kits do (tier4 moduleRangeGrid, tier5 moduleRangeUp); anything else its `rangeGrid`.
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* @param {object|null} rec loadoutRecord(…) output (or a data/chess.json record: its default module)
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* @returns {number[][]|null}
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*/
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export function attackRangeGrid(rec) {
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if (!rec || typeof rec !== 'object') return null;
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const m = rec.module;
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if (rec.isGolden && m && m.active && m.id && /攻击范围扩大/.test(String(rec.trait?.moduleDesc ?? ''))) {
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const mod = (Array.isArray(rec.modules) ? rec.modules : []).find((x) => x && x.uniEquipId === m.id);
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const g = (mod?.talentChanges || []).find((t) => t && t.talentIndex === -1 && Array.isArray(t.rangeGrid) && t.rangeGrid.length)?.rangeGrid;
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if (g) return g;
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}
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return Array.isArray(rec.rangeGrid) ? rec.rangeGrid : null;
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}
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