Files
ark-stronghold-protocol/server/sim/units.js
T
sganggs 5c23eeb804 feedback1 WD: forms reach late views, stable enemy shapes, review fixes
- Every form change goes through content setForm(): the unit keeps it (e.form)
  and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
  watched teammate's field, 联防 observers, a reconnect) starts in the
  current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
  one object shape for the sim's hot loop (the boss-field bench is back at
  the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
  as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
  from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
2026-10-03 03:02:46 +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;
// 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)
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; // enemies: the model's current form (content/enemies.js setForm → 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));
const atk = Math.max(0, fin((b.atk + a('atkFlat')) * Math.max(0, 1 + a('atkPct')) * 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'))),
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"). Movement and pathing read `motion`, never this.
*/
get isFlying() {
if (this.motion === 'FLY') return true;
if (this.side !== 'enemy') return false;
const f = this.s.flags;
return !!(f.float || f.levitate);
}
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)}>`;
}
}