Files
ark-stronghold-protocol/server/sim/snapshot.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/snapshot.js — compact serialization for clients (DESIGN §8.2).
//
// b.snap = { fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total }
// (hp of a countdown summon — unit.countdown, content/tokens.js startCountdown — is maxHp × the share of its life left)
// UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?,
// form?, skillIndex?, ammoSkill?, moduleId?, items?, standInFor?, diy? } (ammoSkill = an ally whose skill is an ammo
// magazine: the HP bar shows its rounds as cells, b.snap `ammo`; standInFor = the replaced operator's charId of a 补位
// stand-in; diy = a 自选 piece's pick { charId, skillIndex, uniEquipId } — defId is its slot, spine / avatar the operator's;
// form = the unit's current model form — an enemy's, content/enemies/helpers.js setForm:
// 掠海漂移体 'crawl', 暴鸰 'bombed', 转译基底·α's forms …; a 傀儡师 fighting as its 替身 'doll', professions.js — a view built
// after the change, a field opened mid-battle, draws it: render/units.js FORMS)
// dir = 'UP'|'RIGHT'|'DOWN'|'LEFT' (allies: the deploy direction, sim/dir.js); facing = its horizontal sign (±1).
// items = an ally operator's equipped item ids (absent without any).
// flags bits & anim codes come from shared/constants.js (UF / ANIM); an enemy's stealth bit = its 隐匿 is on (not while it
// is blocked or revealed, nor in the seconds after a block before it hides again — targeting.js enemyStealthed), an
// ally's = 隐匿 / 迷彩 whatever it blocks.
import { UF, ANIM } from '../../shared/constants.js';
import { DIE_ANIM_TIME, ATTACK_ANIM_TIME, DEPLOY_ANIM_TIME } from './constants.js';
import { enemyStealthed } from './targeting.js';
const r2 = (v) => Math.round(v * 100) / 100;
const r1 = (v) => Math.round(v * 10) / 10;
/** Static per-unit info sent on spawn / in m.field. */
export function unitInfo(u) {
const d = u.def || {};
return {
id: u.id,
kind: u.kind,
side: u.side,
ownerId: u.ownerId ?? null,
defId: u.defId,
name: u.name,
tier: d.tier ?? (d.rank === 'BOSS' ? 3 : d.rank === 'ELITE' ? 2 : 1),
golden: !!d.golden,
spine: d.spine ?? d.charId ?? u.defId,
avatar: d.avatar ?? d.charId ?? u.defId,
x: r2(u.x),
y: r2(u.y),
facing: u.facing ?? 1,
dir: u.dir ?? 'RIGHT',
maxHp: Math.max(1, Math.round(u.s.maxHp)),
motion: u.motion === 'FLY' ? 'FLY' : undefined,
boss: u.isBoss ? true : undefined,
// the unit's current model form (an enemy's content/enemies/helpers.js setForm, a 傀儡师's 替身 — render/units.js FORMS): a
// view built mid-battle (fieldMeta — a watched teammate's field, 联防 observers, a reconnect) starts on that clip set
form: typeof u.form === 'string' ? u.form : undefined,
uid: u.uid ?? undefined,
// DESIGN §16: the equipped skill's index (the renderer / audio pick that skill's Spine clip and sound)
skillIndex: u.side === 'ally' && Number.isInteger(d.skill?.index) ? d.skill.index : undefined,
// an ally whose skill is an ammo magazine: the renderer shows it as the segmented bar under the HP bar (b.snap `ammo`) and
// draws no sustained skill aura for it — known from the unit's first appearance, before any snapshot or skill event
ammoSkill: u.side === 'ally' && u.skill?.kind === 'ammo' ? true : undefined,
// DESIGN §16: an elite ally's equipped module (uniEquipId | 'none'; display only — a teammate's unit in a shared
// field shows its owner's module in the detail card)
moduleId: u.side === 'ally' && d.golden && typeof d.loadout?.moduleId === 'string' ? d.loadout.moduleId : undefined,
// an ally operator's equipped item ids (display: a 变形同构体 wearer counts for the bond it grants — the bond popup's
// member list and the detail card's bond chips of a teammate's unit)
items: u.side === 'ally' && u.kind === 'op' && Array.isArray(u.items) && u.items.length ? [...u.items] : undefined,
// 补位: the replaced operator's charId when the chess fights as its stand-in (spine / avatar are the stand-in's; the
// detail card composes the stand-in record, shared/standIn.js standInRecord)
standInFor: u.side === 'ally' && u.kind === 'op' && typeof d.standInFor === 'string' ? d.standInFor : undefined,
// 自选: the pick of a DIY slot's piece (the detail card composes its record, shared/diy.js diyRecord)
diy: u.side === 'ally' && u.kind === 'op' && d.diyFor && d.loadout?.diy ? { ...d.loadout.diy } : undefined,
};
}
/** Status flag bitmask. */
export function flagsOf(u) {
const f = u.s.flags;
let bits = 0;
if (u.side === 'enemy' ? !!u.blockedBy : u.blocking.length > 0) bits |= UF.BLOCKED;
if (f.stun && !f.freeze && !f.sleep) bits |= UF.STUNNED;
if (f.freeze) bits |= UF.FROZEN;
// 隐匿 or 迷彩 (buffs.js camou), shown the see-through way. An ally keeps it while blocking (targeting.js
// canTargetAlly); an enemy's 隐匿 is off while it is blocked or revealed and until it hides again after a block (PRTS
// 作战机制 §隐匿 "在被阻挡时开关会被关掉从而失去隐匿,阻挡状态解除后3s开关重新被开启"; targeting.js enemyStealthed): a
// blocked 逐火 余烬 is drawn solid while the team beats it, and for 3 s after it slips away
if (u.side === 'enemy' ? (f.stealth && enemyStealthed(u)) || f.camou : f.stealth || f.camou) bits |= UF.STEALTH;
if (u.skill && u.skill.active && u.skill.kind !== 'passive') bits |= UF.SKILL;
if (u.s.shield > 0 || u.buffs.some((b) => b.shieldHits > 0)) bits |= UF.SHIELD;
if (f.invulnerable) bits |= UF.INVULN;
if (f.cold) bits |= UF.COLD;
if (f.sleep) bits |= UF.SLEEP;
if (u.motion === 'FLY') bits |= UF.FLYING;
return bits;
}
/** Animation code. */
export function animOf(u, t) {
if (!u.alive) return ANIM.DIE;
if (u.s.flags.stun) return ANIM.STUN;
if (t - u.deployedAt < DEPLOY_ANIM_TIME && u.side === 'ally') return ANIM.DEPLOY;
if (t < (u.skillAnimUntil ?? -1)) return ANIM.SKILL;
if (t - u.lastAttackAt < ATTACK_ANIM_TIME) return u.skill && u.skill.active && u.skill.kind !== 'passive' ? ANIM.SKILL : ANIM.ATTACK;
if (u.side === 'enemy' && u.moving && !u.blockedBy) return ANIM.MOVE;
return ANIM.IDLE;
}
/** Snapshot tuple for one unit. */
export function unitTuple(u, t) {
const sk = u.skill;
let spMax = sk && !sk.noSkill ? sk.spCost : 0;
let sp = sk && !sk.noSkill ? sk.sp : 0;
if (sk && sk.active && sk.isTimed) {
// show remaining duration/ammo as a draining bar — ammo out of the activation's real total (base + bullets added:
// 拉特兰, 逃犯引渡手续, refills; community report #35), so every bullet shortens it
if (sk.kind === 'ammo') sp = spMax * (sk.ammoLeft / Math.max(1, sk.ammoMax || sk.ammo || 0, sk.ammoLeft));
else if (Number.isFinite(sk.timeLeft) && sk.duration > 0) {
if (spMax === 0) spMax = sk.duration;
sp = spMax * (sk.timeLeft / sk.duration);
}
}
// hp is rounded up (a living unit never shows 0) but never above the rounded max HP. A countdown summon (医疗探机, 海嗣 …:
// content/tokens.js startCountdown) shows the share of its life left instead — its bar runs down like a timer and it
// leaves when it is empty (community report of 2026-10-06; its HP itself never moves: 无敌, 禁疗)
const maxHp = Math.max(1, Math.round(u.s.maxHp));
const cd = u.alive ? u.countdown : null;
const left = cd ? Math.max(0, Math.min(1, (cd.until - t) / Math.max(1e-9, cd.until - cd.from))) : 1;
const hp = u.alive ? Math.min(Math.max(1, Math.ceil(cd ? maxHp * left : u.hp)), maxHp) : 0;
return [u.id, r2(u.x), r2(u.y), hp, maxHp, r1(sp), spMax, flagsOf(u), animOf(u, t)];
}
/**
* The three optional HUD readouts of b.snap (events.js snapshot(): `ammo`, `wolves`, `neg`; each only for a living,
* deployed, visible unit and only when it has one). They ride beside the 9-field tuples — the tuple, and the SP
* fraction the ammo skill still puts in it, stay as they are.
*
* `ammoView(u)` = `[rounds left, rounds in the magazine]` of a running ammo skill (whole numbers; the magazine is the
* activation's real total — extra bullets and refills included — that unitTuple's SP fraction runs on): the segmented
* yellow bar under the HP bar (隐现's S2 holds 14 rounds, skill_table skchr_inside_2 `attack@trigger_time`).
*/
export function ammoView(u) {
const sk = u.skill;
if (u.side !== 'ally' || !sk || !sk.active || sk.kind !== 'ammo') return null;
const left = Math.max(0, Math.ceil(sk.ammoLeft - 1e-9));
return [left, Math.max(1, Math.ceil((sk.ammoMax || sk.ammo || 0) - 1e-9), left)];
}
/**
* `wolfView(u)` = `[狼影 left, the talent's maximum]` of 伺夜's 狼群 pack (content/tokens.js wolfPack and the managed kit
* chess_char_3_19-vigil.js keep the count in `mem.shadows` and the maximum in `mem.wolfCapacity`): the pips under the HP
* bar. A pack in its 战术点形态 is not alive and shows nothing.
*/
export function wolfView(u) {
const cap = u.mem?.wolfCapacity, n = u.mem?.shadows;
if (u.side !== 'ally' || !(cap >= 1) || !Number.isFinite(n)) return null;
const max = Math.round(cap);
return [Math.max(0, Math.min(max, Math.round(n))), max];
}
/**
* `negView(u)` = the share (0.01–1) of its cap that a unit's negative-HP pool holds, null without a pool: 斩业星熊's 我执
* (kits/ops/op-hsgma2.js sets `unit.negFill`, the pool read when the snapshot is taken) — the red bar over the drained HP
* bar. The pool itself, and the 1-HP floor she stands on, are the sim's and are not touched.
*/
export function negView(u) {
if (typeof u.negFill !== 'function') return null;
const v = u.negFill();
return v > 0 ? Math.min(1, Math.max(0.01, r2(v))) : null;
}
/** Units included in a snapshot: deployed & visible, plus recently dead ones (DIE animation). */
export function snapshotUnits(units, t) {
const out = [];
for (const u of units) {
if (u.hidden) continue;
if (u.alive && u.deployed) out.push(unitTuple(u, t));
else if (!u.alive && t - u.deathAt < DIE_ANIM_TIME && u.deathAt > -Infinity) out.push(unitTuple(u, t));
}
return out;
}