Files
ark-stronghold-protocol/server/sim/units.js
T
IceCodeNewandConvey123 8ae891f1f3 feedback7 R22-HUD: the HP bar shows the ammo skill's rounds as yellow cells (隐现 S2: 14), 伺夜's 狼影 left as diamonds and 斩业星熊's 我执 pool as a red bar — one snapshot change for PR #303 and #378 by @IceCodeNew and PR #383 by @Convey123; golden: unchanged
The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design
built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383).

- b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView /
  negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one):
  ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP
  fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new
  mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function
  op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose
  skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura
  cannot wait for the first ammo row.
- render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the
  older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the
  SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the
  wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no
  standing aura (rings.js _aura; the activation burst stays).
- PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the
  official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are
  folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js).
- Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js.
- Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved).
- Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck,
  check:imports, docs tests.

Co-authored-by: Convey123 <Convey123@users.noreply.github.com>
2026-10-08 19:22:08 +08:00

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// server/sim/units.js — Unit model (operators, tokens, enemies, devices) and stat aggregation (DESIGN §5.2).
//
// Aggregation (recomputed lazily whenever buffs change — `unit.markDirty()`):
// ATK/DEF/maxHp = (base + Σflat) × (1 + Σpct) × Πmul
// res = clamp((base + Σflat) × Πmul, 0, 100)
// aspd = clamp(base + Σaspd, 20, 600) (base is 100 for almost everyone; floor 20 = PRTS 数值范围)
// interval = bat × (1 + ΣbatPct) × 100 / aspd (ΣbatPct floored at −0.9)
// moveSpeed = (base + ΣmoveFlat) × ΠmoveMul (tiles/s = moveSpeed × MOVE_SCALE)
// massLevel = max(0, base + ΣmassFlat) (重量: displacement, 浮空 halving; 失重 = massFlat −1)
// Changing maxHp keeps the HP ratio. The sim keeps floats; rounding happens only in snapshots.
import { aggregateMods } from './buffs.js';
import { flagsOf } from './snapshot.js';
import { ASPD_MIN, ASPD_MAX, ELEMENT_GAUGE_MAX, ELEMENT_GAUGE_MAX_LEADER } from './constants.js';
import { DIR_VEC, normDir } from './dir.js';
const clamp = (v, a, b) => (v < a ? a : v > b ? b : v);
const EMPTY = Object.freeze({});
/** Aggregates can overflow (huge stacked *Mul mods → Infinity) — fall back to `d` so no stat is ever non-finite. */
const fin = (v, d) => (Number.isFinite(v) ? v : d);
export class Unit {
/**
* @param {object} init
*/
constructor(init) {
// Heavy references are non-enumerable so assertion diffs / logs never walk the whole battle graph.
for (const k of ['def', 'player', 'ownerUnit', 'kit', 'profile', 'skill', 'route', 'bossPool', 'blockedBy', 'blocking', 'carry', 'mem', 'trait']) {
Object.defineProperty(this, k, { value: null, writable: true, enumerable: false, configurable: true });
}
this.id = init.id;
this.side = init.side; // 'ally' | 'enemy'
this.kind = init.kind; // 'op' | 'token' | 'enemy' | 'device'
this.def = init.def; // normalised def (chess / token / enemy / device)
this.defId = init.defId ?? init.def?.id ?? 'unknown';
this.name = init.name ?? init.def?.name ?? this.defId;
this.ownerId = init.ownerId ?? null; // playerId (enemies: field owner)
this.uid = init.uid ?? null; // match piece uid (ops/tokens from the board)
this.ownerUnit = init.ownerUnit ?? null; // summoner (tokens)
this.x = init.x ?? 0;
this.y = init.y ?? 0;
this.tileR = init.tileR ?? Math.round(this.y);
this.tileC = init.tileC ?? Math.round(this.x);
this.homeR = this.tileR;
this.homeC = this.tileC;
// knocked-out operators (Battle.isDown): [r, c] of the tile the body lies on and the unit comes back on — where it
// fell, or its home (Battle._layBody); x / y / tileR / tileC keep where it fell
this.body = null;
// deploy direction (sim/dir.js; allies: from the board piece, default RIGHT); `facing` is its derived horizontal
// sign (sprite flip only) — a legacy `init.facing` ±1 still maps to RIGHT / LEFT
this.dir = normDir(init.dir ?? init.facing);
this.base = {
maxHp: 1, atk: 0, def: 0, res: 0, aspd: 100, bat: 1, blockCnt: 0, moveSpeed: 0, spRecovery: 1,
tauntLevel: 0, massLevel: 0, hpRecoveryPerSec: 0, cost: 0, respawnTime: 0, rangeRadius: 0,
...(init.base || {}),
};
/** @type {object[]} */
this.buffs = [];
this._dirty = true;
this._s = null;
this.hp = this.base.maxHp;
this.alive = true;
this.deployed = false;
this.removed = false; // permanently gone (enemies, tokens, retreated-for-good)
this.blocking = []; // ops: enemies currently blocked
this.blockedBy = null; // enemies: blocker unit
this.motion = init.motion ?? 'GROUND'; // enemies: 'WALK' | 'FLY'
this.profile = null; // resolved profession/attack profile
this.skill = null; // SkillRuntime
this.kit = null;
this.atkCd = 0;
this.lastAttackAt = -Infinity;
this.lastHitAt = -Infinity;
this.deployedAt = -Infinity;
this.deathAt = -Infinity;
this.respawnAt = Infinity;
this.deploySeq = 0; // deployment counter; also the identity of one deployment (content: `seq === u.deploySeq`)
this.aggroSeq = 0; // 仇恨 order (the later the more attacked): = deploySeq, except summons of the initial deployment
this.spawnSeq = 0;
this.elem = { burn: 0, neural: 0, necrosis: 0, apoptosis: 0, erosion: 0 };
this.burstPending = null; // { [element]: true } while that element's burst resolves (damage.js burstLocked)
this.tags = new Set(init.tags || []);
this.mem = {}; // free scratch space for content (per unit)
// a countdown summon's life on the field ({ from, until } battle times; content/tokens.js startCountdown, cleared by
// every deployment): its bar shows the time left (snapshot.js unitTuple), its HP never moves (无敌 + 禁疗)
this.countdown = null;
// a unit with a negative-HP pool (斩业星熊's 我执, kits/ops/op-hsgma2.js) sets this to a function returning the share of the
// pool's cap it holds (0–1): b.snap's `neg` list (snapshot.js negView) draws it as the red bar; display only
this.negFill = null;
// knocked out, the unit lies — and redeploys — on its home tile instead of where it fell (Battle._layBody) while content
// holds this: 乌尔比安 moved by his S3 (the owner's decision of 2026-10-07, a deviation from PRTS's "where it fell");
// every deployment clears it (battle/deploy.js _deploy)
this.downAtHome = false;
this.trait = {}; // profession runtime state
this.stats = { dmg: 0, kills: 0, heal: 0, taken: 0, attacks: 0 };
this.hidden = false; // enemies inside a DISAPPEAR segment
this.moving = false; // enemies: walked this tick (drawn on the move clip; ai.js updateEnemy)
this.form = null; // the model's current form (content/enemies/helpers.js setForm, a 傀儡师's 替身 'doll' → snapshot.js unitInfo)
this.anim = 0;
this.persist = { redeployMul: 1, freeRedeploys: 0 };
this.isBoss = false;
this.bossPool = null;
}
markDirty() { this._dirty = true; }
/** Horizontal sign of the direction (LEFT ⇒ −1, else +1): sprite flip only — geometry uses `dir` / `fwd`. */
get facing() { return this.dir === 'LEFT' ? -1 : 1; }
/** Legacy setter: ±1 ⇒ RIGHT / LEFT (prefer assigning `dir`). */
set facing(v) { this.dir = normDir(v, this.dir); }
/** Forward vector [dRow, dCol] (UP = +row). */
get fwd() { return DIR_VEC[this.dir] ?? DIR_VEC.RIGHT; }
/** Aggregated stats (lazy). */
get s() {
if (this._dirty) this._recalc();
return this._s;
}
get maxHp() { return this.s.maxHp; }
get atk() { return this.s.atk; }
_recalc() {
const prevMax = this._s ? this._s.maxHp : this.base.maxHp;
const { add, mul, flags, shield, permRangeExtend } = aggregateMods(this.buffs);
const a = (k) => add[k] ?? 0;
const m = (k) => mul[k] ?? 1;
const b = this.base;
const bHp = fin(b.maxHp, 1) > 0 ? fin(b.maxHp, 1) : 1;
const maxHp = Math.max(1, fin((bHp + a('hpFlat')) * Math.max(0, 1 + a('hpPct')) * m('hpMul'), bHp));
// PRTS 游戏数据基础 属性基本公式 A_f = F_t[(A + D_p)(1 + D_t) + F_p]: `atkFinal` is the 最终加算 (FINAL_ADDITION) —
// added after the percentages, inside the Πmul (阿戈尔's devoured base ATK, DESIGN §24.7)
const atk = Math.max(0, fin(((b.atk + a('atkFlat')) * Math.max(0, 1 + a('atkPct')) + a('atkFinal')) * m('atkMul'), fin(b.atk, 0)));
const def = Math.max(0, fin((b.def + a('defFlat')) * Math.max(0, 1 + a('defPct')) * m('defMul'), fin(b.def, 0)));
const res = clamp(fin((b.res + a('resFlat')) * m('resMul'), fin(b.res, 0)), 0, 100);
const aspd = clamp(fin(b.aspd + a('aspd'), 100), ASPD_MIN, ASPD_MAX);
const bBat = fin(b.bat, 1) > 0 ? fin(b.bat, 1) : 1;
const bat = fin(bBat * Math.max(0.1, 1 + a('batPct')), bBat);
const s = {
maxHp, atk, def, res, aspd, bat,
interval: (bat * 100) / aspd,
blockCnt: Math.max(0, fin(Math.round(b.blockCnt + a('blockCnt')), 0)),
moveSpeed: Math.max(0, fin((b.moveSpeed + a('moveFlat')) * m('moveMul'), fin(b.moveSpeed, 0))),
rangeExtend: Math.max(0, Math.round(a('rangeExtend'))),
// 阻挡半径倍率 − 1 (PRTS 数值范围 BLOCK_RADIUS_SCALE "影响阻挡模式为飞行阻挡的单位的阻挡半径"): Battle._checkBlock
blockRadiusScale: Math.max(0, fin(a('blockRadiusScale'), 0)),
baseRangeExtend: Math.max(0, fin(Math.round(permRangeExtend), 0)), // permanent part (initial range)
massLevel: Math.max(0, fin(fin(b.massLevel, 0) + a('massFlat'), 0)),
maxTargets: a('maxTargets'),
// DESIGN §5.3 lists `taunt` as a buff flag (+aggro) as well as a numeric mod: the flag counts as +1 level
taunt: (Number.isFinite(b.tauntLevel) ? b.tauntLevel : 0) + a('taunt') + (flags.taunt === true ? 1 : 0),
dodgePhys: clamp(a('dodgePhys'), 0, 1),
dodgeArts: clamp(a('dodgeArts'), 0, 1),
defIgnoreFlat: a('defIgnoreFlat'),
defIgnorePct: clamp(a('defIgnorePct'), 0, 1),
resIgnoreFlat: a('resIgnoreFlat'),
resIgnorePct: clamp(a('resIgnorePct'), 0, 1),
dmgDealtMul: m('dmgDealtMul'),
physDealtMul: m('physDealtMul'),
artsDealtMul: m('artsDealtMul'),
dmgTakenMul: m('dmgTakenMul'),
physTakenMul: m('physTakenMul'),
artsTakenMul: m('artsTakenMul'),
trueTakenMul: m('trueTakenMul'),
elemTakenMul: m('elemTakenMul'), // 元素损伤倍率: element gauge fills (damage.js applyElement)
elementalTakenMul: m('elementalTakenMul'), // 元素脆弱: 元素伤害 (the 'elemental' HP damage type)
healingDealtMul: m('healingDealtMul'),
healingTakenMul: m('healingTakenMul'),
atkScaleMul: m('atkScaleMul'),
spRecovery: Math.max(0, fin((b.spRecovery + a('spRecoveryFlat')) * m('spRecoveryMul'), 0)),
spCostFlat: a('spCostFlat'),
redeployMul: m('redeployMul'),
hpRegen: fin(b.hpRecoveryPerSec + a('hpRegen') + a('hpRegenRatio') * maxHp, 0),
shield,
flags: flags || EMPTY,
};
s.flags.stun = !!(flags.stun || flags.freeze || flags.sleep || flags.levitate);
this._s = s;
this._dirty = false;
if (this.alive && prevMax > 0 && Math.abs(prevMax - maxHp) > 1e-9) {
this.hp = clamp(fin(this.hp * (maxHp / prevMax), maxHp), 0, maxHp);
}
}
/** Current flags object (stun/freeze/sleep/…) */
get flags() { return this.s.flags; }
/** Can act at all this tick (not stunned/frozen/sleeping/levitated). */
get canAct() { return this.alive && this.deployed && !this.hidden && !this.s.flags.stun; }
hasFlag(k) { return !!this.s.flags[k]; }
/**
* Air unit (空中单位) for every targeting / ground-only rule: FLY movers, and enemies that hover (近地悬浮, buff flag
* `float` — PRTS 术语释义 ba.float "算作空中单位"; they keep walking the ground path) or are levitated (浮空, gamedata_const
* ba.levitate "变为空中单位"). A 缚地 enemy (status `groundbind`, ba.groundbind "目标变为地面单位") is a ground unit
* meanwhile — unless a 浮空 lifts it again (浮空 lands on a 缚地 flyer: Battle.applyStatus). Movement and pathing read
* `motion`, never this.
*/
get isFlying() {
if (this.side === 'enemy') {
const f = this.s.flags;
if (f.levitate) return true;
if (f.groundbind) return false;
return this.motion === 'FLY' || !!f.float;
}
return this.motion === 'FLY';
}
get hpRatio() { const mh = this.s.maxHp; return mh > 0 ? this.hp / mh : 0; }
/** Snapshot status bitmask (UF bits: blocked, stunned, frozen, stealth, skill, shield, invuln, cold, sleep, flying). */
get statusFlags() { return flagsOf(this); }
/** Damage type of the unit's normal attack ('phys' | 'arts' | 'true' | 'heal' | 'none'). */
get dmgType() { return (this.profile && this.profile.dmgType) || (this.def && this.def.dmgType) || 'phys'; }
/** Displacement weight (= current massLevel incl. `massFlat` buffs). Enemies also carry `lpr` (LP cost) as a plain field. */
get weight() { return this.s.massLevel; }
get spMax() { return this.skill ? this.skill.spCost : 0; }
get sp() { return this.skill ? this.skill.sp : 0; }
isOp() { return this.kind === 'op'; }
isEnemy() { return this.side === 'enemy'; }
isAlly() { return this.side === 'ally'; }
/** Element gauge capacity: 1000, leaders (enemy rank BOSS) 2000 (official "·我方" burst terms). */
get gaugeMax() {
return this.side === 'enemy' && (this.isBoss || (this.def && this.def.rank === 'BOSS')) ? ELEMENT_GAUGE_MAX_LEADER : ELEMENT_GAUGE_MAX;
}
/** Element gauge helper */
elemRatio(el) { return (this.elem[el] ?? 0) / this.gaugeMax; }
findBuff(key) {
for (const b of this.buffs) if (b.key === key) return b;
return null;
}
hasBuff(key) { return this.findBuff(key) !== null; }
toString() { return `${this.kind}#${this.id}(${this.name})`; }
/** Compact inspection (avoids dumping the whole battle graph in assertion messages / logs). */
[Symbol.for('nodejs.util.inspect.custom')]() {
return `Unit<${this.kind}#${this.id} ${this.defId} hp=${Math.round(this.hp)}${this.alive ? '' : ' dead'} @${this.x.toFixed(2)},${this.y.toFixed(2)}>`;
}
}