- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
203 lines
13 KiB
JavaScript
203 lines
13 KiB
JavaScript
// server/sim/constants.js — simulation timing, conversions and tuning knobs (DESIGN §3, §4, §5).
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// Pure data; every value here is safe to tweak for balancing. Nothing in the sim reads wall-clock time.
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import { GEO } from '../../shared/constants.js';
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/** Fixed simulation step in game seconds (DESIGN §4). */
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export const TICK = 1 / 30;
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/** Snapshots are produced every N ticks by the match (20 Hz at 2× real time). */
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export const SNAPSHOT_EVERY = 3;
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export const ROWS = GEO.ROWS;
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export const COLS = GEO.COLS;
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/** tilesPerSecond = moveSpeed × MOVE_SCALE (DESIGN §3). */
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export const MOVE_SCALE = 0.5;
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/** Ranged enemies stop moving this long after each attack (DESIGN §5.5). */
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export const ATTACK_PAUSE = 0.35;
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/**
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* Collider radius of an allied unit (PRTS 作战机制 §碰撞体积与位置识别: "我方干员碰撞体积基本均为以0.25格为半径的圆形" —
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* "关于碰撞体积与远程索敌,碰撞箱碰撞是为最常用的方式,索敌抬手等均使用碰撞箱"; the Ifrit 0.1 collider example). A ranged enemy's
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* normal attack takes an ally whose collider touches its range circle: centre distance ≤ rangeRadius + this
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* (ai.js enemyAttack; user playtest #6 follow-up — 萨卡兹枯朽战车's 2.2 reaches 2.45). [ASSUMED] every ally, summons
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* included; enemy skills / zones of content keep their own (point) radius.
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*/
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export const ALLY_COLLIDER_RADIUS = 0.25;
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/**
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* Block contact (PRTS 游戏数据基础 §阻挡半径; 作战机制 §碰撞体积与位置识别 "中点判定 … 案例: 阻挡"): an unblocked enemy whose
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* position lies within the blocker's radius of the blocker's centre touches it — compared on squared distances, as the
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* official client does. Ground blocking 0.70709997 (² 0.49999037); air blocking (起飞 / blockFly units against flyers)
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* 0.8944 (² 0.79995137); devices override it (阻隔工事 / 障碍物 0.4472). Used by Battle._checkBlock (user playtest #5).
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*/
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export const BLOCK_RADIUS = Object.freeze({ ground: 0.70709997, fly: 0.8944, device: 0.4472 });
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export const BLOCK_RADIUS_SQ = Object.freeze({ ground: 0.49999037, fly: 0.79995137, device: 0.4472 * 0.4472 });
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/** Default projectile speed in tiles/s for ranged operators/enemies. */
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export const PROJECTILE_SPEED = 12;
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/**
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* Projectile speeds per visual kind (tiles/s). `none`/`beam` are instant. `boomerang` (回环射手 跃跃) is the OUTBOUND
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* flight to the target — PRTS 跃跃 特性 note "投射物飞行速度15,返回时飞行速度3.75"; the way back is
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* BOOMERANG_RETURN_SPEED (ai.js throwBoomerang).
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*/
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export const PROJECTILE_SPEEDS = Object.freeze({ arrow: 14, bolt: 11, bomb: 8, lob: 8, orb: 10, drone: 16, enemy: 10, boomerang: 15 });
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/** 回环射手: speed (tiles/s) of a boomerang flying back from its hit point to its thrower (PRTS "返回时飞行速度3.75"). */
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export const BOOMERANG_RETURN_SPEED = 3.75;
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/** Minimum damage ratio after mitigation (5 % of the pre-mitigation amount). */
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export const MIN_DAMAGE_RATIO = 0.05;
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/** Element gauge capacity of operators and normal/elite enemies; leaders (rank BOSS) hold 2000 (ba.dt.*2). */
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export const ELEMENT_GAUGE_MAX = 1000;
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export const ELEMENT_GAUGE_MAX_LEADER = 2000;
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/** Element names with a gauge on every unit. `necrosis` is a legacy spare gauge (凋亡 is `apoptosis`). */
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export const ELEMENTS = Object.freeze(['burn', 'neural', 'necrosis', 'apoptosis', 'erosion']);
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/**
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* Element bursts — official term table (gamedata_const termDescriptionDict):
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* `ally` = an operator/summon hit by enemy damage (ba.dt.burning / neural / apoptosis / erosion),
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* `enemy` = an enemy hit by operators (the "·我方" terms ba.dt.burning2 / neural2 / apoptosis2 / erosion2;
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* `elemDamage` is 元素伤害: HP damage through 元素抗性 instead of DEF/RES, × elementalTakenMul = 元素脆弱).
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* Burst damage is 无来源 (PRTS 元素): no damage-dealt multiplier or penetration of the unit that filled the gauge.
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* `duration` = the burst's 爆发冷却 (PRTS 元素 table "持续时间": 10 s, 凋亡 15 s, 侵蚀 on enemies 8 s — the operators'
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* 侵蚀 burst has its 10 s cooldown too): while it runs NO element of the unit fills or recovers, and when it ends every
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* gauge of the unit resets (damage.js).
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* `necrosis` keeps the engine's earlier invented burst (no official counterpart) for legacy content.
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*/
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export const ELEMENT = Object.freeze({
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burn: Object.freeze({
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burstDamage: 1200, burstType: 'arts', resDown: 20, duration: 10,
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ally: Object.freeze({ damage: 1200, type: 'arts', resDown: 20, duration: 10 }),
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enemy: Object.freeze({ elemDamage: 7000, resDown: 20, duration: 10 }),
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}),
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neural: Object.freeze({
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burstDamage: 1000, burstType: 'true', stun: 10, duration: 10,
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ally: Object.freeze({ damage: 1000, type: 'true', stun: 10, duration: 10 }),
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enemy: Object.freeze({ elemDamage: 6000, palsy: 3, duration: 10 }),
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}),
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apoptosis: Object.freeze({
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dps: 100, duration: 15,
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ally: Object.freeze({ dps: 100, dpsType: 'arts', spLossPerSec: 1, duration: 15 }),
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enemy: Object.freeze({ elemDps: 800, weaken: 0.5, duration: 15 }),
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}),
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erosion: Object.freeze({
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ally: Object.freeze({ damage: 800, type: 'phys', defDown: 100, duration: 10 }),
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enemy: Object.freeze({ elemDamage: 5000, defDown: 120, duration: 8 }),
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}),
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necrosis: Object.freeze({ dps: 100, duration: 12, atkDownPct: 0.2 }),
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});
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/**
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* Official element order (PRTS 元素: SANITY 1 神经, WATER 2 侵蚀, FIRE 3 灼燃, DARK 4 凋亡; the legacy `necrosis` last):
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* the tie-break of the "当前损伤元素" a unit shows — the fullest gauge, then the lower id (damage.js elementView).
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*/
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export const ELEMENT_ORDER = Object.freeze(['neural', 'erosion', 'burn', 'apoptosis', 'necrosis']);
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/** 麻痹 (ba.palsy): each stack cancels one normal attack of an enemy; at most 3 stacks, lasts until consumed. */
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export const PALSY_MAX = 3;
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/**
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* Push / pull (位移; user playtest #6 item 14). The 受力等级 is the source's 力度 minus the target's current 重量等级
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* (massLevel, 失重 counts) — PRTS 游戏数据基础 §重量公式 (力度: 微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3, 大力+1 4, 特大力
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* 5) and PRTS 推与拉. PUSH_TILES = the official push distance per 受力等级 (游戏数据基础 "推力-位移近似对应表": ≤ −3 → 0,
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* −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles). Pulls (拖拽 / 捕网, "拉力-位移近似对应表"):
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* ≥ 0 → all the way to the pull point (必定拉至身前), −1 → PULL_WEAK_SHARE of the starting distance, −2 → PULL_CRAWL
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* tiles, ≤ −3 → nothing. A pull "至面前" aims at the point PULL_ORIGIN tiles in front of the puller (拉力起点 "干员前方0.5格
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* 距离处") and stops once the target is within PULL_STOP_RADIUS of the puller's centre (急停 "拖拽者中心半径0.6708").
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* A directional push (推击手 / 朝部署方向) on a target more than 45° off the direction or nearer than
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* PUSH_DIRECTIONAL_MIN_DIST becomes radial with 受力等级 −2 (推与拉 "特殊修正").
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* PRTS 推与拉 gives two columns of 理想移动距离: 弹道 (a push carried by a projectile — "温蒂的23技能、阿消的12技能"; equal
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* to the 游戏数据基础 table above) and 特效 (an effect push, one frame less of travel — "食铁兽的12技能、见行者的12技能"):
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* PUSH_TILES_EFFECT, used by the skills in PUSH_EFFECT_SKILLS (见行者 S1 护身射击 / S2 惊爆射击, the only 特效 pushers of
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* the pool PRTS names). [ASSUMED: every other push of the pool (野鬃, 山, 莫斯提马, 琳琅诗怀雅, 圣聆初雪, 薄绿) uses the 弹道
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* column — PRTS does not classify them; the two columns differ by 7–12 %.]
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*/
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export const PUSH_TILES = Object.freeze({ '-2': 0.12, '-1': 0.44, 0: 1.7, 1: 2.14, 2: 2.96, 3: 3.53 });
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export const PUSH_TILES_EFFECT = Object.freeze({ '-2': 0.085, '-1': 0.374, 0: 1.562, 1: 1.987, 2: 2.773, 3: 3.331 });
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export const PUSH_EFFECT_SKILLS = Object.freeze(new Set(['skchr_forcer_1', 'skchr_forcer_2']));
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export const PULL_WEAK_SHARE = 0.35;
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export const PULL_CRAWL = 0.03;
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export const PULL_ORIGIN = 0.5;
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export const PULL_STOP_RADIUS = 0.6708;
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export const PUSH_DIRECTIONAL_MIN_DIST = 0.25;
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/** Freeze caused by cold on cold (DESIGN §5.3). */
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export const COLD_FREEZE_DURATION = 3;
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/** 浮空 (ba.levitate): the duration is halved on units heavier than this weight (massLevel). */
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export const LEVITATE_HALF_WEIGHT = 3;
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/** 抵抗 (ba.buffres): default share of a resisted status's duration that is removed (0.5 = 减半). */
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export const RESIST_DEFAULT = 0.5;
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/** 抵抗: a resisting unit loses one 麻痹 stack every RESIST_PALSY_DECAY seconds ("麻痹等状态每5秒流失1层"). */
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export const RESIST_PALSY_DECAY = 5;
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export const COLD_ASPD = -30;
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export const FREEZE_RES_DOWN = 15;
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/** Default DP rules (DESIGN §5.5), overridable by Battle opts.flags. */
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export const DP_DEFAULTS = Object.freeze({ dpInit: 10, dpPerSec: 1, dpMax: 99 });
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/**
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* Cooldown of the automatic skill operations (PRTS 卫戍协议/帮助 §作战阶段 技能操作: "自动操作具有3s冷却,在完成一次操作或作战
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* 开始时部署的单位将进入冷却"), in battle seconds [ASSUMED: the game clock, like every skill timer]: the engine auto-casts
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* a MANUAL skill no sooner than this after its previous cast and after the unit's battle-start deployment
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* (skills.js; Battle._deploy `initial` sets `opReadyAt` from `battle.flags.startOpCooldown`, default this value). Kits
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* with an automatic cast of their own check `skill.opCooling`. AUTO skills fire by their own rule and are not
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* operations.
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*/
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export const AUTO_OP_COOLDOWN = 3;
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/**
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* State of a knocked-out operator waiting to redeploy on its own tile (b.snap `down` entries, Battle.snapshot): its
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* respawn timer runs (COUNTING), then it waits for the player's DP to reach its cost (WAIT_DP) or for its tile to be
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* free (WAIT_TILE). render/units.js mirrors these codes.
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*/
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export const DOWN_STATE = Object.freeze({ COUNTING: 0, WAIT_DP: 1, WAIT_TILE: 2 });
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/**
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* Removal reason of an operator that enters a battle already knocked out: a 联防 helper's operator down at the end of
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* its own combat (PlayerBattleInput `carryState.down`; PRTS 卫戍协议/帮助 §联防阶段 "上一阶段为退场状态的干员强制退场").
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* Battle.start deploys it with everyone, then withdraws it at once with HP 0 — down on its own tile like a knocked-out
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* operator (Battle.isDown, b.snap `down`), its redeploy timer running from then — without the knock-out hooks (`kill`,
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* `death` with reason 'killed'), which fired in its own combat. render/app.js mirrors the string (no fall, no death
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* burst).
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*/
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export const FORCED_EXIT = 'forcedExit';
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/** Safety cap for battles with an infinite time limit (boss rounds are force-ended by the match). */
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export const MAX_BATTLE_TIME = 3600;
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/** A battle that raised this many internal errors is force-ended as a timeout. */
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export const MAX_INTERNAL_ERRORS = 200;
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/** Time (s) a dead unit stays in snapshots with the DIE animation. */
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export const DIE_ANIM_TIME = 0.8;
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/** Time (s) the ATTACK / DEPLOY animation code is reported after the action. */
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export const ATTACK_ANIM_TIME = 0.35;
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export const DEPLOY_ANIM_TIME = 0.5;
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/** Stage devices that act as ground obstacles for pathing (阻隔工事). */
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export const OBSTACLE_DEVICES = Object.freeze({ trap_1105_accrate: { hp: 100, name: '阻隔工事' } });
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/**
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* ASPD (攻击速度) clamps for every unit. The attribute's floor is 20 (PRTS 数值范围: ATTACK_SPEED 默认下限 20; 游戏数据基础
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* "攻击速度属性实际被限制了下限为20" — so two −50 slows on base 100 leave ASPD 20, interval = 5 × BAT, not 10 × BAT; user
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* playtest #6 item 17). The interval formula's own 10–600 clamp ("参与攻击间隔计算时会被限定在10~600以内") then only binds
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* at the top.
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*/
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export const ASPD_MIN = 20;
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export const ASPD_MAX = 600;
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/** Client event buffer cap (events are dropped oldest-first beyond this when nobody drains). */
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export const EVENT_BUFFER_CAP = 50000;
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/** Nested hook emits deeper than this are skipped (content recursion, e.g. a `damaged` handler dealing damage). */
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export const MAX_HOOK_DEPTH = 32;
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/** spawnEnemy refuses to exceed this many living enemies on one field (runaway content spawn loops). */
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export const MAX_ALIVE_ENEMIES = 600;
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/** Heal-over-time / regen events are aggregated and only emitted when they reach this amount. */
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export const REGEN_EVENT_MIN = 1;
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/** Row offset mapping board rows (9..12) onto boss-field rows (2..5). */
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export const BOSS_ROW_OFFSET = -7;
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/**
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* Shared boss pool (Final Assault / Hidden Core): a pool holding less than this many HP is empty — the hit that would
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* leave less takes the rest (server SharedBossPool, browser LocalBossPool) and a browser pool reading below it is 0.
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* Pool HP is a float: the server subtracts each field's reported damage per player, the browser shows `server hp −
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* unacknowledged local damage`, and their rounding could leave dust (3.6e-12) that no hit could remove — the local
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* cumulative counter absorbed it — so the leader stood at "0 HP" until the overtime drain ended the run (user playtest
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* #6 item 5). With the rule a pool always reads 0 or at least 1 HP: 0 on the HUD = the leader is down.
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*/
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export const BOSS_POOL_MIN_HP = 1;
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