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).
85 lines
4.0 KiB
JavaScript
85 lines
4.0 KiB
JavaScript
// server/sim/content/support/meta.js — prep-side helpers shared by content wave B (docs/META.md registry API).
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//
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// registerSupportMeta(registry) is called once from bonds.js → registerMeta. It installs
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// global:contentb_info onBattleStart: writes `ev.input.contentInfo` (read in battles with support.contentInfo()):
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// { round, kind, shopLevel, funds,
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// handUnits pieces in the 整备区 (hand, 10 slots; operators, items and summon stacks),
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// handChess operators in the hand,
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// roundStats { refreshes, buys, sells, spent, gainedChess, arts } (this round's prep, ps.round),
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// matchBands band ids of every alive player (this player first),
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// teammates [{ playerId, bandId }] of the other alive players }
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// Global handlers run first in every dispatch, so band / bond / garrison / item handlers of the same onBattleStart can
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// read or extend `ev.input.contentInfo`.
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//
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// Meta helpers (pure functions of a handler ctx):
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// metaBonds(ctx, pieceView) bonds of a piece incl. 变形同构体 grants
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// distinctTiers(ctx, pred) distinct chess tiers on the board among pieces matching pred
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// frontPiece / behindPiece board neighbours ("身前一格" = one step along the piece's direction `dir`, default
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// RIGHT = col + 1; board piece views carry `dir`, sim/dir.js)
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import { frontOf } from '../../dir.js';
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export function registerSupportMeta(registry) {
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registry.global('contentb_info', {
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onBattleStart(ctx, ev) {
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if (!ev || !ev.input || typeof ev.input !== 'object') return;
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const hand = ctx.hand();
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const rs = ctx.roundStats();
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const mates = ctx.teammates();
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ev.input.contentInfo = {
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round: ctx.round,
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kind: ev.kind ?? null,
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shopLevel: ctx.shopLevel(),
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funds: ctx.funds(),
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handUnits: hand.filter(Boolean).length,
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handChess: hand.filter((p) => p && p.kind === 'chess').length,
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roundStats: {
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refreshes: rs.refreshes | 0, buys: rs.buys | 0, sells: rs.sells | 0, spent: rs.spent | 0,
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gainedChess: rs.gainedChess | 0, arts: rs.arts | 0,
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},
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matchBands: [ctx.bandId(), ...mates.map((t) => t.bandId())].filter(Boolean),
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teammates: mates.map((t) => ({ playerId: t.playerId, bandId: t.bandId() })),
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};
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},
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});
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}
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/** Bonds of a piece view (own + 变形同构体 grants), as the match counts them. */
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export function metaBonds(ctx, piece) {
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if (!piece || piece.kind !== 'chess') return [];
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const fresh = Number.isInteger(piece.uid) && piece.uid > 0 ? ctx.piece(piece.uid) : null;
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const p = fresh && fresh.kind === 'chess' ? fresh : piece;
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const rec = ctx.chessRecord(p.id);
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return withGrants(ctx, p, rec && Array.isArray(rec.bonds) ? rec.bonds.slice() : []);
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}
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function withGrants(ctx, piece, bonds) {
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const items = Array.isArray(piece.items) ? piece.items : [];
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if (items.length < 2) return bonds;
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const recs = items.map((it) => ctx.gd.item(it.id)).filter(Boolean);
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if (!recs.some((r) => r.canGiveBond)) return bonds;
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const out = bonds.slice();
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for (const r of recs) if (!r.canGiveBond && typeof r.giveBondId === 'string' && ctx.gd.bond(r.giveBondId) && !out.includes(r.giveBondId)) out.push(r.giveBondId);
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return out;
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}
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/** Distinct tiers of board chess matching `pred(pieceView)`. */
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export function distinctTiers(ctx, pred = () => true) {
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const tiers = new Set();
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for (const p of ctx.board()) if (p && p.kind === 'chess' && pred(p)) tiers.add(p.tier ?? ctx.gd.tierOf(p.id));
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return tiers;
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}
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/** Board piece at (row, col) or null. */
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export function boardPieceAt(ctx, row, col) {
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for (const p of ctx.board()) if (p.row === row && p.col === col) return p;
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return null;
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}
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/** Board piece `k` tiles in front of a board piece, along its direction (`p.dir`, default RIGHT: col + k). */
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export const frontPiece = (ctx, p, k = 1) => {
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if (!p || !Number.isInteger(p.row) || !Number.isInteger(p.col)) return null;
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const [r, c] = frontOf(p.row, p.col, p.dir, k);
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return boardPieceAt(ctx, r, c);
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};
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export const behindPiece = (ctx, p, k = 1) => frontPiece(ctx, p, -k);
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