Potential becomes a per-player setting (the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」;
official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). 0.2.1 baked full potential into the data (§26.14).
- tools/build-data.mjs runs the chess / backups / tokens builders once per potential rank (ctx.potRank, 0–5) and keeps
the full-potential build annotated with what each lower rank changes: `potDown` { rank: { dotted.path: value } } on
chess records, backups.json forms and token variants (stats, statsBase; 望's 棋子 deployLimit / deckStack, 多萝西's
共振装置 count), and chained talent entries (`potMin` / `potBelow`: the candidates by requiredPotentialRank, the
fields a lower rank changes) in talents / talentsBase / modules[].talentChanges / variant talents. A self-check proves
shared/potential.js atRank rebuilds every rank exactly; the unit-form parity runs at every rank.
- shared/potential.js (new): atPotential / atRank, talentAtRank, stripPotential, and the 练度 helpers used next
(cultivateMul from the effects.json CHAR_MAP records aceffect_char_1…4, cultivationOf, cultivatedStats).
- composeTalents / composeUnitRecord return potential-resolved lists (no chains): a composed record is built at one
potential (its form resolved first).
- JSON compare: the new chess / backups / tokens minus the annotations equal the old files byte for byte; every other
data file identical; data/i18n/* rebuilt (the chained talent texts translated at the old rates: en 95.4 %, ja 95.2 %,
ko 95.2 %, zh-TW 90 %). Data 5.21 → 5.51 MB.
- Docs: DATA.md §2.3 (new), §2, §7, §14, §16, §18; research/03-operators.md; kits/README.md.
- Tests: test/potential.test.js (new, 7): every chess and 自选 form at every potential = the raw keyframes plus the
potential steps up to it, every talent = the last candidate with requiredPotentialRank ≤ the rank, 刺玫 at each
potential, summons at the owner's potential (Mon3tr 3 s / 1200, 望's 棋子 6 / 7, “小自在” 15), the 练度 table =
cultivateEffectList; data.test.js compares the composed talents without annotations.
177 lines
10 KiB
JavaScript
177 lines
10 KiB
JavaScript
// shared/loadoutRecord.js — operator loadouts (DESIGN §16, DATA.md §2.2): a data/chess.json record as the selected
|
||
// skill / module make it. Pure ESM shared by the simulation (server/sim/simdata.js re-exports it: getChess(id, loadout)
|
||
// builds unit defs from it) and the client UI (the detail card shows the stats / 特性 / talents the unit fights with —
|
||
// user playtest #2 integration: an elite on 不装备 showed its default module's ATK and trait; attackRangeGrid = the range
|
||
// it is deployed with, also the board overlay and the deploy wheel — extendedGrid is the battle's own 攻击距离 growth,
|
||
// re-exported by server/sim/targeting.js). One implementation, so the card and the battle never disagree. (Which
|
||
// choices a player may make: shared/protocol.js loadoutOptions.)
|
||
|
||
import { GEO } from './constants.js';
|
||
|
||
/**
|
||
* Resolve a loadout against a chess record.
|
||
* @param {object|null} rec data/chess.json record
|
||
* @param {{ skillIndex?: number, moduleId?: string, skill?: number, module?: string }|null} [loadout]
|
||
* @returns {{ skillIndex: number|null, moduleId: string|null, skillIsDefault: boolean, moduleIsDefault: boolean,
|
||
* isDefault: boolean }|null} null without a record; `moduleId` null for chess without module choices
|
||
*/
|
||
export function resolveRecordLoadout(rec, loadout = null) {
|
||
if (!rec || typeof rec !== 'object') return null;
|
||
const skills = Array.isArray(rec.skills) ? rec.skills : null;
|
||
const defSkill = rec.skill && Number.isInteger(rec.skill.index) ? rec.skill.index : (skills?.find((s) => s && s.isDefault)?.index ?? null);
|
||
const lo = loadout && typeof loadout === 'object' ? loadout : {};
|
||
const wantSkill = lo.skillIndex ?? lo.skill;
|
||
const skillIndex = skills && Number.isInteger(wantSkill) && skills.some((s) => s && s.index === wantSkill) ? wantSkill : defSkill;
|
||
const mods = Array.isArray(rec.modules) ? rec.modules : null;
|
||
const defMod = mods ? (mods.find((m) => m && m.isDefault)?.uniEquipId ?? 'none') : null;
|
||
const wantMod = lo.moduleId ?? lo.module;
|
||
const moduleId = mods && (wantMod === 'none' || (typeof wantMod === 'string' && mods.some((m) => m && m.uniEquipId === wantMod))) ? wantMod : defMod;
|
||
const skillIsDefault = skillIndex === defSkill;
|
||
const moduleIsDefault = moduleId === defMod;
|
||
return { skillIndex, moduleId, skillIsDefault, moduleIsDefault, isDefault: skillIsDefault && moduleIsDefault };
|
||
}
|
||
|
||
const clean6 = (v) => (typeof v !== 'number' || !Number.isFinite(v) || Number.isInteger(v) || Math.abs(v) >= 1e6 ? v : Math.round(v * 1e6) / 1e6);
|
||
|
||
/** Stats with a module: the no-module `statsBase` + the module's flat `attr` (same arithmetic as tools/build-data.mjs). */
|
||
export function composeStats(statsBase, attr) {
|
||
const s = { ...(statsBase || {}) };
|
||
for (const [f, v] of Object.entries(attr || {})) s[f] = clean6((s[f] || 0) + v);
|
||
return s;
|
||
}
|
||
|
||
/**
|
||
* A talent entry without its potential chain (shared/potential.js: `potMin` / `potBelow`).
|
||
* @param {any} t
|
||
* @returns {any}
|
||
*/
|
||
const unchained = ({ potMin: _m, potBelow: _b, ...t }) => t;
|
||
|
||
/**
|
||
* Talents with a module: apply ModuleRecord.talentChanges to the no-module talents — the merge rule of
|
||
* tools/build-data.mjs mergeTalentChanges (override of an existing index: module values win, base keys the module does
|
||
* not restate are kept; otherwise appended; empty placeholders dropped). The result carries no potential chains: a merged
|
||
* list is composed at one potential (resolve the inputs first — shared/potential.js atPotential).
|
||
*/
|
||
export function composeTalents(base, changes) {
|
||
const talents = (base || []).map(unchained);
|
||
for (const ch0 of changes || []) {
|
||
const { talentIndex, ...rest } = unchained(ch0);
|
||
const rec = { index: talentIndex, ...rest, fromModule: true };
|
||
const at = talentIndex >= 0 ? talents.findIndex((x) => x.index === talentIndex) : -1;
|
||
if (at >= 0) {
|
||
const old = talents[at];
|
||
talents[at] = {
|
||
...rec,
|
||
name: rec.name || old.name, desc: rec.desc ?? old.desc, descRaw: rec.descRaw ?? old.descRaw,
|
||
bb: { ...old.bb, ...rec.bb }, bbStr: { ...old.bbStr, ...rec.bbStr },
|
||
rangeGrid: rec.rangeGrid || old.rangeGrid, tokenKey: rec.tokenKey || old.tokenKey,
|
||
hidden: old.hidden && rec.hidden,
|
||
};
|
||
} else {
|
||
talents.push(rec);
|
||
}
|
||
}
|
||
return talents.filter((t) => t.name || t.desc || Object.keys(t.bb || {}).length || t.tokenKey);
|
||
}
|
||
|
||
/**
|
||
* The chess record as the selected loadout makes it (a new object; the input is never mutated): `skill` = the selected
|
||
* SkillRecord; golden chess with a non-default module choice: `stats` = statsBase + module attr, `trait` = the module's
|
||
* traitOverride or traitBase, `talents` = talentsBase + talentChanges, `module` = the chosen module (`active:false`,
|
||
* id null for 'none'). A talent that summons through a container token (凛御银灰) follows the selected skill's token.
|
||
* The default loadout returns `rec` itself.
|
||
* @param {object} rec data/chess.json record
|
||
* @param {object} lo resolveRecordLoadout(rec, …)
|
||
*/
|
||
export function loadoutRecord(rec, lo) {
|
||
if (!rec || !lo || lo.isDefault) return rec;
|
||
const out = { ...rec };
|
||
if (!lo.moduleIsDefault && Array.isArray(rec.modules)) {
|
||
const m = lo.moduleId === 'none' ? null : rec.modules.find((x) => x.uniEquipId === lo.moduleId) ?? null;
|
||
out.stats = composeStats(rec.statsBase ?? rec.stats, m ? m.attr : null);
|
||
out.trait = (m && m.traitOverride) || rec.traitBase || rec.trait;
|
||
out.talents = composeTalents(rec.talentsBase ?? rec.talents, m ? m.talentChanges : null);
|
||
out.module = m
|
||
? { id: m.uniEquipId, name: m.name ?? null, type: m.typeName ?? null, level: m.level ?? rec.module?.level ?? 0, active: true }
|
||
: { id: null, name: null, type: null, level: rec.module?.level ?? 0, active: false };
|
||
}
|
||
if (!lo.skillIsDefault && Array.isArray(rec.skills)) {
|
||
const s = rec.skills.find((x) => x.index === lo.skillIndex);
|
||
if (s) {
|
||
out.skill = s;
|
||
if (rec.assets) out.assets = { ...rec.assets, skillIcon: s.iconId ?? rec.assets.skillIcon };
|
||
const tok = s.overrideTokenKey;
|
||
if (tok && (rec.tokens || []).includes(tok) && (out.talents || []).some((t) => t && t.containerTokenKey)) {
|
||
out.talents = out.talents.map((t) => (t && t.containerTokenKey ? { ...t, tokenKey: tok } : t));
|
||
}
|
||
}
|
||
}
|
||
return out;
|
||
}
|
||
|
||
/**
|
||
* The attack range a (loadout-resolved) chess record fights with from its deployment — the detail card without a live
|
||
* entry, the board's range overlay and the deploy wheel (DESIGN §16), the same tiles the battle unit starts with (prep
|
||
* m.unitStats `range`): the selected skill's grid when it reads "被动效果:攻击范围扩大" (引星棘刺 S3 3-9: her own range
|
||
* while she carries it, her kit); else an elite whose equipped module reads "攻击范围扩大" uses that module's own grid
|
||
* — its range-only talent change (talentIndex −1), e.g. SPC-X = the 3×3 caster range + the centre tile [0,3] — as the
|
||
* kits do (kits/shared/tier4.js moduleRangeGrid, shared/tier5.js moduleRangeUp); anything else its `rangeGrid`. Then grown by the 特性's
|
||
* permanent 攻击距离 (traitRangeExtend: 信仰搅拌机 SPT-Y "攻击距离+1"). A running skill's range is the live entry's.
|
||
* @param {object|null} rec loadoutRecord(…) output (or a data/chess.json record: its default module)
|
||
* @returns {number[][]|null}
|
||
*/
|
||
export function attackRangeGrid(rec) {
|
||
if (!rec || typeof rec !== 'object') return null;
|
||
let g = Array.isArray(rec.rangeGrid) ? rec.rangeGrid : null;
|
||
const sk = rec.skill;
|
||
const m = rec.module;
|
||
if (sk && Array.isArray(sk.rangeGrid) && sk.rangeGrid.length && /被动效果:攻击范围扩大/.test(String(sk.desc ?? ''))) {
|
||
g = sk.rangeGrid;
|
||
} else if (rec.isGolden && m && m.active && m.id && /攻击范围扩大/.test(String(rec.trait?.moduleDesc ?? ''))) {
|
||
const mod = (Array.isArray(rec.modules) ? rec.modules : []).find((x) => x && x.uniEquipId === m.id);
|
||
const mg = (mod?.talentChanges || []).find((t) => t && t.talentIndex === -1 && Array.isArray(t.rangeGrid) && t.rangeGrid.length)?.rangeGrid;
|
||
if (mg) g = mg;
|
||
}
|
||
const ext = traitRangeExtend(rec);
|
||
return g && ext ? extendedGrid(g, ext) : g;
|
||
}
|
||
|
||
/**
|
||
* The permanent 攻击距离 (ability_range_forward_extend) a record's 特性 grants — a module's, e.g. 信仰搅拌机 SPT-Y
|
||
* "攻击距离+1" (its kit's rangeUp: a persistent rangeExtend buff, s.baseRangeExtend); 0 for one that works "在集成战略中" only
|
||
* (空弦 ISW-A). The other 攻击距离 of the mode are skills' (their running range).
|
||
* @param {object|null} rec loadoutRecord(…) output
|
||
*/
|
||
export function traitRangeExtend(rec) {
|
||
const t = rec && typeof rec === 'object' ? rec.trait : null;
|
||
if (!t || typeof t !== 'object' || /集成战略/.test(String(t.moduleDesc ?? ''))) return 0;
|
||
const n = Math.floor(Number(t.bb?.ability_range_forward_extend) || 0);
|
||
return n > 0 ? n : 0;
|
||
}
|
||
|
||
/**
|
||
* A range grid (`[dRow, dCol]`, facing RIGHT) grown by `extend` (rangeExtend / 攻击距离, DESIGN §3): every row gains
|
||
* the whole tiles 1 … ⌊extend⌋ beyond its far (+dCol) end — the relative form of what server/sim/targeting.js
|
||
* absoluteRangeKeys builds, deduplicated, junk entries dropped. One implementation for the battle (re-exported by
|
||
* targeting.js: Battle._refreshRange keeps it as `unit.liveRangeGrid`, the card's live 攻击范围, when an extend applies)
|
||
* and the record's attackRangeGrid.
|
||
* @param {Array<[number, number]>|null|undefined} grid
|
||
* @param {number} [extend]
|
||
* @returns {Array<[number, number]>}
|
||
*/
|
||
export function extendedGrid(grid, extend = 0) {
|
||
const out = [];
|
||
const seen = new Set();
|
||
const add = (dr, dc) => { const k = `${dr},${dc}`; if (!seen.has(k)) { seen.add(k); out.push([dr, dc]); } };
|
||
if (!Array.isArray(grid)) return out;
|
||
const cells = grid.filter((p) => Array.isArray(p) && Number.isInteger(p[0]) && Number.isInteger(p[1]));
|
||
for (const [dr, dc] of cells) add(dr, dc);
|
||
if (extend > 0 && Number.isFinite(extend)) {
|
||
const maxByRow = new Map();
|
||
for (const [dr, dc] of cells) maxByRow.set(dr, Math.max(maxByRow.get(dr) ?? -Infinity, dc));
|
||
for (const [dr, mx] of maxByRow) for (let k = 1; k <= Math.min(extend, GEO.COLS); k++) add(dr, mx + k);
|
||
}
|
||
return out;
|
||
}
|