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ark-stronghold-protocol/public/js/render/style.js
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Cartethyia f6f5ed50cd A special terrain tile explains itself on a tap, and 活性源石 is one material on both boards (GitHub #184) (#185)
Tapping a 活性源石 / 沼泽 / 深水区 / 排气格栅 / gate / teleport tile opens a read-only card with that stage's own terrain numbers (the boss-prep board picks the board tile once, through prepXf.toBoard); the 2D atlas cell and the 3D shader now share one 活性源石 palette and recipe and draw to the tile edge. Contributed by @Convey123.
2026-10-06 14:08:18 +08:00

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// render/style.js — palette and visual tunables of the battlefield renderer (pure data).
// Colours follow research 07 §7 (tile palette, tuned by eye) and the UI design system (theme.css).
export const TILE_H = Object.freeze({
wall: 0.42, // 'h' high ground
forbid: 0.3, // '#' forbidden block (data: HIGH)
sep: 0.55, // 'X' hard separator wall (rows 6 / 13)
bench: 0.16, // 'a' / 'A' hand & temp slots (data: HIGH)
platform: 0.26, // active 射击台 / mound devices
});
/** Stage glyph → material + height class (data/stages.json legend, DATA.md §12). */
export const GLYPH = Object.freeze({
'#': { mat: 'forbid', h: 'forbid' },
X: { mat: 'sep', h: 'sep' },
r: { mat: 'road', h: null },
R: { mat: 'roadN', h: null },
f: { mat: 'floor', h: null },
p: { mat: 'preview', h: null },
h: { mat: 'wall', h: 'wall' },
b: { mat: 'fence', h: null },
a: { mat: 'hand', h: 'bench' },
A: { mat: 'temp', h: 'bench' },
S: { mat: 'start', h: null },
E: { mat: 'end', h: null },
I: { mat: 'telin', h: null },
O: { mat: 'telout', h: null },
m: { mat: 'mire', h: null },
g: { mat: 'smog', h: null },
d: { mat: 'deepsea', h: null },
i: { mat: 'infection', h: null },
});
/** tileKey (when a stage uses glyphs outside the legend) → glyph. */
export const TILEKEY_GLYPH = Object.freeze({
tile_forbidden: '#', tile_road: 'r', tile_floor: 'f', tile_wall: 'h', tile_fence_bound: 'b', tile_fence: 'b',
tile_achand: 'a', tile_start: 'S', tile_end: 'E', tile_telin: 'I', tile_telout: 'O', tile_mire: 'm',
tile_smog: 'g', tile_deepsea: 'd', tile_infection: 'i', tile_grass: 'r', tile_hole: '#',
});
export const COLORS = Object.freeze({
bgTop: '#0b0f0e',
bgMid: '#131a18',
bgBottom: '#07090a',
fog: [0.62, 0.68, 0.72],
mint: 0x4ed8af,
mintHi: 0x59f4ca,
gold: 0xffc600,
gateRed: 0xff3b30,
gateRedDeep: 0xd0453b,
objBlue: 0x39a7ff,
objBlueDeep: 0x2d7fd6,
legal: 0x3ce08c,
illegal: 0xff4040,
range: 0xff9c33,
rangeStand: 0x4ed8af,
hpAlly: 0x5fe07a,
hpAllyLow: 0xe8c547,
hpEnemy: 0xff4b3e,
hpBoss: 0xff2d55,
hpGhost: 0xfff0c8,
hpBack: 0x0c0f0e,
sp: 0x6fd3ff,
spReady: 0xffe066,
spActive: 0xffb347,
shield: 0xdfe8ff,
});
/** Chess tier accents (theme.css --tier-1…6) and rarity-ish frames for enemies. */
export const TIER_COLORS = Object.freeze([0x9aa5a0, 0x9aa5a0, 0x7fd37a, 0x52b6ff, 0xb98cff, 0xffc600, 0xff6b3d]);
export const ENEMY_FRAME = Object.freeze({ normal: 0xc84a3c, elite: 0xff7a33, boss: 0xff2d55 });
/**
* 活性源石 (infection) — the ONE palette of that tile, shared by the two boards (GitHub #184: the 2D atlas cell and the
* 3D shader used to be two different materials — a beveled brick with crystal clusters against a world-space crust).
* The values are the 3D board's own working colours (`render/board3d/materials.js` writes them into its shaders, which
* end in `#include <colorspace_fragment>`, i.e. they are LINEAR); `textures.js` converts them for its canvas with
* `linearToHex`, so both renderers show the same colour.
* base — the crust's dark side, crust — its lit side, vein — the glowing veins, spec — the bright crystal grains.
*/
export const ORIGINIUM = Object.freeze({
base: Object.freeze([0.16, 0.05, 0.05]),
crust: Object.freeze([0.3, 0.1, 0.07]),
vein: Object.freeze([1.0, 0.46, 0.18]),
spec: Object.freeze([1.0, 0.78, 0.52]),
glow: 0xff6a3d, // the additive pulse the 2D board tints per tile
});
/**
* One channel of a working (linear) colour as the 0–255 sRGB value a canvas stores — the shaders' `#include
* <colorspace_fragment>` does this for the 3D board, the canvas has to do it itself.
*/
export function linearToSrgb255(v) {
const k = Number(v);
const s = k <= 0.0031308 ? k * 12.92 : 1.055 * Math.pow(Math.max(0, k), 1 / 2.4) - 0.055;
return Math.max(0, Math.min(255, Math.round(s * 255)));
}
/** A working (linear) `ORIGINIUM` colour as the `#rrggbb` sRGB string of the canvas (`textures.js originiumCanvas`). */
export function linearToHex(rgb) {
return `#${rgb.map((v) => linearToSrgb255(v).toString(16).padStart(2, '0')).join('')}`;
}
export const DMG_STYLE = Object.freeze({
phys: { font: 'sp-dmg-phys', fill: ['#fffbe8', '#ffb35c'], stroke: '#3b1400' },
arts: { font: 'sp-dmg-arts', fill: ['#fbe8ff', '#c77dff'], stroke: '#2a0b45' },
true: { font: 'sp-dmg-true', fill: ['#ffffff', '#e8e8e8'], stroke: '#2a2a2a' },
heal: { font: 'sp-dmg-heal', fill: ['#eafff0', '#62f08a'], stroke: '#07361a' },
elem: { font: 'sp-dmg-elem', fill: ['#fff4e0', '#ff7b3a'], stroke: '#3a1000' },
});
/** Map b.ev dmg types to a style key. */
export function dmgStyleKey(type) {
if (type === 'phys' || type === 'arts' || type === 'true' || type === 'heal') return type;
if (type === 'burn' || type === 'neural' || type === 'necrosis' || type === 'apoptosis' || type === 'erosion' || type === 'element') return 'elem';
return 'phys';
}
/** Hit spark colour per damage type. */
export const HIT_TINT = Object.freeze({ phys: 0xffd9a0, arts: 0xc77dff, true: 0xffffff, heal: 0x62f08a, elem: 0xff7b3a });
/**
* Projectile visuals per b.ev 'atk' projKind (sim: none | arrow | bolt | bomb | lob | orb | drone | enemy | boomerang | droneBomb;
* chain / chainHeal / beam are beams). Drawn by render/fx.js:
* look tracer (bullet streak + muzzle flash) | orb (glowing ball, particle trail) | shell (lobbed on an arc with a
* ground shadow, smoke trail) | dart (small fast bolt) | boomerang (spins to the target and back to the thrower)
* speed tiles per game second — a copy of the sim's PROJECTILE_SPEEDS (server/sim/constants.js; `back` of the
* boomerang = BOOMERANG_RETURN_SPEED, PRTS 跃跃: out 15, back 3.75). fx.js prefers the sim's own values, loaded
* from /sim/constants.js, so the visual flight ends with the sim's hit; this copy stands in until then (and in
* Node). test/render/fxproj.test.js keeps the two equal.
* sizes in tiles (× the camera's px per tile at the shot): `len` trail length, `width` trail thickness, `head` glow
* diameter; `arc` peak height of a lob over a 3-tile throw (scales with the range)
* colours `tint` hot core, `glow` halo, `trail` trail particles, `muzzle` flash at the shooter
* hit arrival burst (fx.js _impact): spark | arts | heal | boom | splash | zap | enemy
* once a one-off cast, not an attack rhythm: the shooter's attack clip plays once at its own speed (render/spine.js
* SpineActor.attack / windUp) — 暴鸰's bomb drop
*/
export const PROJ = Object.freeze({
arrow: { look: 'tracer', speed: 14, tint: 0xfff6dc, glow: 0xffc45a, len: 1.05, width: 0.2, head: 0.36, muzzle: 0xffd27a, hit: 'spark' },
bolt: { look: 'orb', speed: 11, tint: 0xf4e2ff, glow: 0xb36bff, len: 0.6, width: 0.34, head: 0.52, trail: 0xa35cff, muzzle: 0xc77dff, hit: 'arts' },
orb: { look: 'orb', speed: 10, tint: 0xeafff0, glow: 0x3fe07a, len: 0.55, width: 0.3, head: 0.48, trail: 0x62f08a, muzzle: 0x62f08a, hit: 'heal' },
bomb: { look: 'shell', speed: 8, tint: 0xffeed0, glow: 0xff8a3d, len: 0.85, width: 0.3, head: 0.56, trail: 0xff9c4a, arc: 1.1, smoke: 0x2e2824, muzzle: 0xffb35c, hit: 'boom' },
lob: { look: 'shell', speed: 8, tint: 0xfff4dc, glow: 0xffb04a, len: 0.7, width: 0.26, head: 0.5, trail: 0xffc27a, arc: 1.4, smoke: 0x3a322c, muzzle: 0xffc27a, hit: 'splash' },
drone: { look: 'dart', speed: 16, tint: 0xe4fbff, glow: 0x57c9ff, len: 0.7, width: 0.16, head: 0.3, trail: 0x57c9ff, hit: 'zap' },
enemy: { look: 'orb', speed: 10, tint: 0xffe2da, glow: 0xff3b30, len: 0.55, width: 0.28, head: 0.44, trail: 0xff4a3a, muzzle: 0xff6a5a, hit: 'enemy' },
boomerang: { look: 'boomerang', speed: 15, back: 3.75, tint: 0xfff4d6, glow: 0x9ff0dc, len: 0.4, width: 0.3, head: 0.5, trail: 0x9ff0dc, hit: 'spark' },
// 暴鸰's bomb (sim content/enemies.js kitBombd; official projectile_bombd, speed 5): dropped from the drone, it falls
// onto its target with a low arc and bursts where the sim's 'explode' blast goes off
droneBomb: { look: 'shell', speed: 5, once: true, tint: 0xffe2c8, glow: 0xff5a3a, len: 0.6, width: 0.3, head: 0.5, trail: 0xff7a4a, arc: 0.35, smoke: 0x2e2824, hit: 'boom' },
});
/** Status keys (b.ev 'status' + UF flags) → icon atlas key (render/textures.js) and colour. */
export const STATUS_ICON = Object.freeze({
stun: 'stun', freeze: 'freeze', cold: 'cold', stealth: 'stealth', shield: 'shield', fragile: 'fragile',
artsFragile: 'fragile', physFragile: 'fragile', elemFragile: 'fragile', sleep: 'sleep', invulnerable: 'invuln',
silence: 'silence', slow: 'slow', sluggish: 'slow', bind: 'bind', fear: 'fear', tremble: 'fear', weaken: 'weaken',
levitate: 'levitate', taunt: 'taunt', defDown: 'weaken', resDown: 'weaken', aspdDown: 'slow', disarm: 'silence',
burn: 'burn', burnBurst: 'burn', neural: 'neural', neuralBurst: 'neural', necrosis: 'necrosis', apoptosis: 'necrosis',
// a 傀儡师 fighting as its <替身> (sim professions.js buff 'trait:substitute', the 20 s form)
substitute: 'doll',
// 禁疗 (sim status 'healFree': 史尔特尔's 余烬 — no heal reaches her until she leaves)
healFree: 'healFree',
// 折射 (sim buff 'ab:refraction', visible while the RES bonus is on). The tail of 'ab:refraction' hits this key.
refraction: 'refraction',
});
/** Keyword fallbacks for namespaced / content status keys ('ab:frost', 'reed2:scorch', 'skill:shotst_shred' …). */
const STATUS_GUESS = [
[/frost|chill|cold/i, 'cold'], [/freez/i, 'freeze'], [/scorch|burn|ignit|flame/i, 'burn'], [/stun|daze/i, 'stun'],
[/sleep|slumber/i, 'sleep'], [/silenc/i, 'silence'], [/slow|slugg|bind|root|snare/i, 'slow'], [/fear|trembl/i, 'fear'],
[/fragil|shred|expos|wanted|vulner|mark/i, 'fragile'], [/weak|down$/i, 'weaken'], [/shield|resist|guard|ward|barrier/i, 'shield'],
[/invul|immun/i, 'invuln'], [/stealth|camou|invis/i, 'stealth'], [/levit|float/i, 'levitate'], [/taunt/i, 'taunt'],
[/neural/i, 'neural'], [/necro|apopt|erosion/i, 'necrosis'],
];
/**
* The 折射 icon is not drawn while the unit is silenced: the RES bonus is already off (enemies.js refraction)
* and the status must not keep looking active. Other icons stay.
* @param {string} key a b.ev status key
* @param {Set<string>|string[]|null} statuses
*/
export function statusIconSuppressed(key, statuses) {
if (key !== 'ab:refraction' && key !== 'refraction') return false;
if (!statuses) return false;
return typeof statuses.has === 'function' ? statuses.has('silence') : Array.isArray(statuses) && statuses.includes('silence');
}
/** Icon key (textures STATUS_KEYS) for a b.ev status key or flag name; null when it has no icon. */
export function statusIconKey(key) {
if (typeof key !== 'string' || !key) return null;
if (STATUS_ICON[key]) return STATUS_ICON[key];
const tail = key.includes(':') ? key.slice(key.lastIndexOf(':') + 1) : key;
if (STATUS_ICON[tail]) return STATUS_ICON[tail];
for (const [re, icon] of STATUS_GUESS) if (re.test(tail)) return icon;
return null;
}
export const UNIT = Object.freeze({
/** Spine skeleton units → world tiles (skeletons are ~360–450 units tall ⇒ ~1.2 tiles). */
modelScale: 1 / 320,
/** Fallback diamond size in tiles. */
diamond: 0.78,
headroom: 1.18, // tiles above the feet where bars sit (operators; enemies use their bounds)
barWidth: 0.64,
bossBarWidth: 2.2,
});