Files
ark-stronghold-protocol/server/sim/battle/events.js
T
sganggs cf98f4c3f8 feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
  public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (7a33bc7e).
- Golden: diy-073 / diy-074 (fx counts only; union OK); broad node --test 5442 (5441 pass, 0 fail, 1 skipped); lint 0
  errors; typecheck.
2026-10-08 20:51:11 +08:00

123 lines
5.7 KiB
JavaScript

// server/sim/battle/events.js — Battle methods: client events (DESIGN §8.2 tuples, bounded buffer), the snapshot, field
// meta, fx and the sim log.
// Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle).
import { EVENT_BUFFER_CAP } from '../constants.js';
import { elementView } from '../damage.js';
import { unitInfo, snapshotUnits, ammoView, wolfView, negView } from '../snapshot.js';
export class BattleEvents {
fx(kind, params = {}) {
const { x = 0, y = 0, ...extra } = params || {};
this._ev(['fx', kind, Math.round(x * 100) / 100, Math.round(y * 100) / 100, extra]);
}
log(msg) {
const k = 'log:' + msg;
if (this._errKeys.has(k)) return;
this._errKeys.add(k);
if (this.opts.verbose) this.logger.warn?.(`[sim] ${msg}`);
}
_ev(tuple) {
if (!this.recordEvents) return;
this._evq.push(tuple);
if (this._evq.length > EVENT_BUFFER_CAP) this._evq.splice(0, this._evq.length - EVENT_BUFFER_CAP / 2);
}
/** Client-facing events since the last drain (DESIGN §8.2 tuples). */
drainEvents() {
const ev = this._evq;
this._evq = [];
return ev;
}
/**
* Record that an enemy's attack recovery (atkStandUntil) is cut or ignored now — snapshot `standCut`, display metadata
* (render/interp.js); never changes the attack's timing or state.
*/
_cutAttackStand(unit) {
if (unit.side === 'enemy' && Number.isFinite(unit.atkStandUntil) && unit.atkStandUntil > this.time) {
unit.atkStandCutAt = this.time;
}
}
/**
* Compact full snapshot of this field (DESIGN §8.2 b.snap), plus (only when non-empty):
* down: [[id, respawnAt, respawnTime, state, row, col]] — operators that left the field waiting to redeploy (isDown): the
* game time their respawn timer ends, its length (s), constants.js DOWN_STATE and the tile they lie on (and
* come back on: _layBody — where they fell, or their home);
* elem: [[id, element, fill, cooldownEnd, cooldown]] — the element gauge each unit shows (damage.js elementView);
* ammo: [[id, rounds left, rounds in the magazine]] — a running ammo skill, whole rounds (snapshot.js ammoView): the segmented bar;
* wolves: [[id, 狼影 left, the talent's maximum]] — 伺夜's 狼群 (snapshot.js wolfView): the pips under the HP bar;
* neg: [[id, fill]] — the share of its cap a negative-HP pool holds (snapshot.js negView; 斩业星熊's 我执): the red bar;
* stand: [[id, until]] — when each enemy's attack recovery ends (atkStandUntil; alive, deployed, visible, not
* feared or stunned) — display metadata (render/interp.js holds the position until then);
* standCut: [[id, at]] — the latest time each listed enemy's recovery was cut or ignored (_cutAttackStand), the
* dying ones in their death window included.
* ammo / wolves / neg / stand / standCut are display only: no sim state reads them, and the nine-field unit tuples are
* unchanged.
*/
snapshot() {
const snap = {
fieldId: this.fieldId,
t: Math.round(this.time * 1000) / 1000,
units: snapshotUnits(this.units, this.time),
dp: this.players.length ? Math.floor(this.players[0].dp) : 0,
killed: this.killed,
total: this.total,
};
if (this.players.length > 1) {
snap.dps = {};
for (const p of this.players) snap.dps[p.playerId] = Math.floor(p.dp);
}
if (this.sharedBoss) snap.boss = { hp: Math.max(0, Math.round(this.sharedBoss.hp)), max: Math.round(this.sharedBoss.maxHp) };
const r2 = (v) => Math.round(v * 100) / 100;
let down = null;
for (const u of this.allyUnits) {
if (!this.isDown(u)) continue;
(down || (down = [])).push([u.id, r2(u.respawnAt), r2(Math.max(0, u.respawnAt - u.deathAt)), this._downState(u), ...this.restTile(u)]);
}
if (down) snap.down = down;
let elem = null, ammo = null, wolves = null, neg = null, stand = null, standCut = null;
let listed = null; // the ids in snap.units, built for the first enemy with a cut to report
for (const u of this.units) {
if (u.side === 'enemy' && u.atkStandCutAt >= 0) {
const cutAt = Math.round(u.atkStandCutAt * 1000) / 1000;
if (cutAt <= snap.t && (listed || (listed = new Set(snap.units.map((x) => x[0])))).has(u.id)) (standCut || (standCut = [])).push([u.id, cutAt]);
}
if (!u.alive || !u.deployed || u.hidden) continue;
const until = Math.round(u.atkStandUntil * 1000) / 1000;
if (u.side === 'enemy' && !u.s.flags.fear && !u.s.flags.stun && Number.isFinite(until) && until > snap.t) {
(stand || (stand = [])).push([u.id, until]);
}
const v = elementView(u, this.time);
if (v) (elem || (elem = [])).push([u.id, v[0], v[1], v[2], v[3]]);
const am = ammoView(u);
if (am) (ammo || (ammo = [])).push([u.id, am[0], am[1]]);
const wv = wolfView(u);
if (wv) (wolves || (wolves = [])).push([u.id, wv[0], wv[1]]);
const ng = negView(u);
if (ng) (neg || (neg = [])).push([u.id, ng]);
}
if (elem) snap.elem = elem;
if (ammo) snap.ammo = ammo;
if (wolves) snap.wolves = wolves;
if (neg) snap.neg = neg;
if (stand) snap.stand = stand;
if (standCut) snap.standCut = standCut;
return snap;
}
/**
* Field meta for m.field: { fieldId, kind, rect, stageId, units: UnitInfo[] } — the units on the field, knocked-out
* operators waiting to redeploy included (a client joining mid-battle shows them down).
*/
fieldMeta() {
return {
fieldId: this.fieldId, kind: this.kind, rect: { ...this.rect }, stageId: this.stageId,
units: this.units.filter((u) => (u.alive && u.deployed && !u.hidden) || this.isDown(u)).map(unitInfo),
};
}
}