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/* ============================================================
SIMULATION v2 — 10k units, turrets, beams, terrain-aware
============================================================ */
// wk: p kinetic | b beam | e explosive | g gauss | f fire | s sonic | i ion | m melee | n none
const TYPES=[
/* STRIKER WAS THE ANSWER TO EVERYTHING.
Measured across the roster it sat at 1.346 damage-per-cost against a median
of 0.383 — three and a half times the next tier of units — and it was ALSO
near the top for health-per-cost. A unit that is simultaneously the most
efficient attacker and one of the most durable is not a choice, it is the
correct answer, and every other ground unit in the game existed as a worse
version of it.
The fix is not a flat nerf: it is giving the unit a shape. Cost up, damage
down, and health cut hardest, so the Striker becomes what a tier-1 skirmisher
should be — the fastest thing you can field and the first thing that dies.
It still wins early because it arrives early, and it stops scaling into the
late game where the heavy chassis are supposed to take over. */
{name:'Striker', spr:'bot', tur:null, size:12, r:4.4, hp:40, dmg:5.4,rng:62, cool:.65, spd:38, psp:340, ptype:0, aoe:0, wk:'p', tg:'a', cm:15, ce:34, bt:1.1, air:0, tier:1, legs:1},
/* RHINO was the next universal answer after the Striker pass: 0.702 DPS and
7.95 HP per mass, while also being the faster-to-field durable chassis.
It needs to lead an early push, not erase the reason to graduate into a
Goliath. The price increase does most of the work; the small stat trim keeps
its head-on advantage from scaling back through the cheaper unit count. */
{name:'Rhino', spr:'tankH', tur:'tankT', size:16, r:6.0, hp:130, dmg:16, rng:88, cool:1.1, spd:27, psp:300, ptype:1, aoe:0, wk:'p', tg:'a', cm:26, ce:100, bt:2.6, air:0, tier:1},
{name:'Goliath', spr:'heavyH', tur:'heavyT', size:21, r:7.8, hp:450, dmg:42, rng:104, cool:1.6, spd:22, psp:300, ptype:1, aoe:10, wk:'p', tg:'a', cm:64, ce:250, bt:6.0, air:0, tier:2, legs:1},
{name:'Thumper', spr:'artyH', tur:'artyT', size:17, r:6.4, hp:135, dmg:60, rng:265, cool:3.7, spd:22, psp:150, ptype:2, aoe:38, wk:'e', tg:'g', cm:56, ce:230, bt:5.2, air:0, tier:2, minRng:80},
{name:'Commander',spr:'cdr', tur:null, size:32, r:11.5,hp:5200,dmg:135, rng:140,cool:1.25,spd:30, psp:330, ptype:3, aoe:48, wk:'e', tg:'a', cm:0, ce:0, bt:0, air:0, tier:0, cat:'hero', hero:'nova', legs:1},
{name:'Wasp', spr:'gun', tur:null, size:15, r:5.4, hp:135, dmg:13, rng:78, cool:.75, spd:74, psp:380, ptype:0, aoe:0, wk:'p', tg:'a', cm:30, ce:150, bt:3.4, air:1, tier:1},
{name:'Longbow', spr:'longbow',tur:null, size:16, r:5.8, hp:110, dmg:95, rng:205, cool:3.0, spd:26, psp:0, ptype:0, aoe:0, wk:'b', tg:'a', cm:60, ce:240, bt:5.5, air:0, tier:2},
/* HORNET was the only strictly dominated purchase in the whole roster. Measured
against the Vulture — a TIER ONE unit costing 6 less mass — it lost on
splash-adjusted output (0.40 vs 1.57 per mass), on durability (3.23 vs 4.05
hp per mass) AND on range (135 vs 190) simultaneously. Nothing was traded
for that; the tech that unlocked it was simply wasted. Its case has always
been that it shoots ground as well as air, so it now buys the longer reach
of the two and still pays for it in efficiency — a decision instead of a
trap. Numbers from tools/balance-audit.mjs, not from feel. */
{name:'Hornet', spr:'hornet', tur:null, size:16, r:6.0, hp:210, dmg:27, rng:175, cool:1.8, spd:40, psp:150, ptype:4, aoe:24, wk:'e', tg:'a', cm:48, ce:200, bt:4.5, air:0, tier:2},
{name:'TITAN', spr:'titan', tur:null, size:46, r:18, hp:14000,dmg:160,rng:175, cool:.5, spd:15, psp:0, ptype:0, aoe:0, wk:'b', tg:'a', cm:900, ce:3600, bt:45, air:0, tier:3, legs:1},
{name:'Pyro', spr:'pyro', tur:null, size:16, r:6.0, hp:210, dmg:11, rng:58, cool:.38, spd:36, psp:130, ptype:5, aoe:18, wk:'m', tg:'g', cm:40, ce:160, bt:3.5, air:0, tier:1, legs:1},
/* VULTURE stays a hard counter — it cannot shoot ground at all, so a game with
no enemy air makes its whole cost a dead stat, and that asymmetry earns it
the best rate in the roster. But it was measured at 1.57 splash-adjusted
output per mass against a tier-1 median of 0.58, and at 40 dps from 190px it
was doing 70% of a STATIC anti-air emplacement's damage from a mobile
tier-1 chassis while outranging every aircraft in the game. Air was not a
counterplay problem, it was an unaffordable one. Trimmed to ~32 dps at
172px: still the sharpest counter on the board, no longer an eraser. */
{name:'Vulture', spr:'vulture',tur:null, size:16, r:6.0, hp:170, dmg:52, rng:172, cool:1.6, spd:42, psp:300, ptype:8, aoe:26, wk:'e', tg:'air',cm:42, ce:170, bt:3.6, air:0, tier:1},
{name:'Bulwark', spr:'bulwark',tur:null, size:21, r:7.8, hp:950, dmg:0, rng:0, cool:9, spd:28, psp:0, ptype:0, aoe:0, wk:'n', tg:'a', cm:90, ce:380, bt:7.0, air:0, tier:2, upkeepE:5},
{name:'Ravager', spr:'rav', tur:null, size:16, r:5.6, hp:118, dmg:27, rng:20, cool:.9, spd:49, psp:0, ptype:0, aoe:0, wk:'m', tg:'g', cm:0, ce:0, bt:0, air:0, tier:0, legs:1, brood:1, bldMul:1.55},
{name:'Alpha Ravager',spr:'rav',tur:null, size:28, r:10, hp:780, dmg:82, rng:26, cool:1.25,spd:38, psp:0, ptype:0, aoe:12, wk:'m', tg:'g', cm:0, ce:0, bt:0, air:0, tier:0, legs:1, brood:1, bldMul:1.75},
/* Naval hulls are authored longer than land chassis. Applying the universal
1.5x command-view exaggeration to their full `size` made a Dreadnought as
large as a city block and left no room to read a fleet. `vscale` is render
only: collision, selection tolerance, range, health and spacing stay on the
measured simulation values above. */
{name:'Corvette', spr:'corv', tur:null, size:20, r:7.5, hp:320, dmg:24, rng:115, cool:1.0, spd:42, psp:120, ptype:6, aoe:0, wk:'i', tg:'a', cm:55, ce:220, bt:5.0, air:0, tier:1, naval:1,vscale:.66},
{name:'Dreadnought',spr:'dread',tur:null, size:32, r:12, hp:1300, dmg:88, rng:290, cool:5.0, spd:20, psp:150, ptype:2, aoe:34, wk:'e', tg:'g', cm:170, ce:680, bt:12, air:0, tier:2, naval:1,vscale:.54},
{name:'Bombard', spr:'bombH', tur:'bombT', size:21, r:8, hp:400, dmg:95, rng:400, cool:5.8, spd:14, psp:150, ptype:9, aoe:44, wk:'e', tg:'g', cm:140, ce:560, bt:10, air:0, tier:2, minRng:100},
{name:'Raptor', spr:'raptor', tur:null, size:18, r:6.5, hp:280, dmg:85, rng:52, cool:3.8, spd:62, psp:130, ptype:7, aoe:32, wk:'e', tg:'g', cm:70, ce:330, bt:6.5, air:1, tier:1},
/* SCORCHER is the Pyro's graduation and had the Pyro's profile exactly
inverted. Classed as BEAM it did x1.60 into heavy plate and x0.60 into
light — measured, the second-hardest anti-heavy weapon in the game, on a
flamethrower. A player who learns at tier 1 that flame cooks infantry got
punished for carrying that lesson forward, and the roster quietly had a
95-mass answer to armour that no card advertised.
Now INCENDIARY, which is what the sprite, the thermal-gel projectile and
the tier-1 version all already said. Per-shot damage comes down with it:
incendiary carries the largest crowd multiplier in WK_HORDE, so keeping 15
would have made this the best unit in the game against everything light. */
{name:'Scorcher', spr:'pyro', tur:null, size:24, r:8.5, hp:640, dmg:13, rng:80, cool:.34, spd:24, psp:140, ptype:5, aoe:38, wk:'f', tg:'g', cm:95, ce:390, bt:7.5, air:0, tier:2},
/* CONSTRUCTOR — unarmed, and the only mobile source of build range besides
the Commander. Cheap enough to lose, valuable enough to escort. */
{name:'Constructor',spr:'bot', tur:null, size:15, r:5.6, hp:220, dmg:0, rng:0, cool:9, spd:44, psp:0, ptype:0, aoe:0, wk:'n', tg:'a', cm:35, ce:140, bt:4.0, air:0, tier:1, builder:1, legs:1},
/* ==========================================================================
SECOND WAVE — the roles the original roster had no answer for.
Every entry here exists because something was unanswerable without it:
a shield with no counter, a swarm with no crowd control, heavy armour that
only one unit could hurt, and a tech tree with nothing between tier 1 chaff
and a nine-hundred-mass titan.
========================================================================== */
{name:'Reaper', spr:'reaper', tur:null, size:19, r:7.0, hp:300, dmg:26, rng:120, cool:1.5, spd:30, psp:230, ptype:8, aoe:52, wk:'e', tg:'g', cm:72, ce:290, bt:5.4, air:0, tier:2, cat:'aoe'},
{name:'Cinder', spr:'cinder', tur:null, size:17, r:6.2, hp:260, dmg:19, rng:96, cool:1.1, spd:34, psp:170, ptype:2, aoe:46, wk:'f', tg:'g', cm:58, ce:230, bt:4.4, air:0, tier:2, cat:'aoe'},
{name:'Lancer', spr:'lancer', tur:null, size:18, r:6.6, hp:190, dmg:150,rng:230, cool:4.2, spd:24, psp:900, ptype:1, aoe:0, wk:'g', tg:'a', cm:82, ce:330, bt:6.2, air:0, tier:2, cat:'at'},
/* Labelled ANTI-TANK, it does x1.05 into heavy armour — the intel panel was
printing "High-damage armor hunter" over a unit that is mediocre against
armour on purpose (see WKM.s). Its real job is the only thing in the roster
that ignores the Bulwark bubble, which no screen said out loud. `cat` is now
honest; the pierce is advertised in the intel copy instead. Both categories
feed the same assault class ability, so nothing is lost. */
{name:'Resonator',spr:'reson', tur:null, size:18, r:6.6, hp:340, dmg:34, rng:130, cool:1.7, spd:28, psp:240, ptype:6, aoe:18, wk:'s', tg:'a', cm:66, ce:270, bt:5.0, air:0, tier:2, cat:'veh'},
{name:'Warden', spr:'warden', tur:null, size:16, r:6.0, hp:420, dmg:0, rng:0, cool:9, spd:36, psp:0, ptype:0, aoe:0, wk:'n', tg:'a', cm:62, ce:250, bt:5.0, air:0, tier:2, cat:'sup', medic:1},
{name:'Kestrel', spr:'kestrel',tur:null, size:14, r:5.2, hp:120, dmg:14, rng:150, cool:1.0, spd:96, psp:420, ptype:0, aoe:0, wk:'p', tg:'a', cm:34, ce:150, bt:3.0, air:1, tier:1, cat:'air', scout:1},
{name:'Basilisk', spr:'basil', tur:'basilT', size:26, r:9.5, hp:1100, dmg:120,rng:190, cool:2.6, spd:18, psp:340, ptype:1, aoe:20, wk:'g', tg:'a', cm:260, ce:1050, bt:14, air:0, tier:3, cat:'exp'},
{name:'Harbinger',spr:'harb', tur:null, size:24, r:9.0, hp:760, dmg:44, rng:210, cool:2.0, spd:22, psp:200, ptype:7, aoe:60, wk:'e', tg:'g', cm:190, ce:760, bt:11, air:0, tier:3, cat:'aoe'},
/* ---- FACTION HEROES ------------------------------------------------------
One per faction, and each one changes how its army plays rather than just
hitting harder. They are never buildable: a faction fields its own. */
{name:'Lord Darion Vex', spr:'praetor',tur:null, size:34, r:12, hp:6200, dmg:130,rng:250, cool:2.4, spd:22, psp:210, ptype:9, aoe:70, wk:'e', tg:'a', cm:0, ce:0, bt:0, air:0, tier:0, cat:'hero', legs:1, hero:'legion'},
/* rng 165 outranged every basic defence in the game (turret/bunker 155) —
combined with the fastest hero chassis it made the green Commander a solo
army: kite, farm, never get hit. 150 keeps the raid identity (fast, long
for a hero) but puts it inside defensive fire. */
{name:'Broker Lys Renn', spr:'archon', tur:null, size:30, r:11, hp:4600, dmg:70, rng:150, cool:.55, spd:38, psp:240, ptype:6, aoe:10, wk:'s', tg:'a', cm:0, ce:0, bt:0, air:0, tier:0, cat:'hero', hero:'syndicate'},
{name:'The Brood Sovereign',spr:'brood',tur:null, size:38, r:14, hp:7400, dmg:110,rng:34, cool:1.2, spd:30, psp:0, ptype:0, aoe:26, wk:'m', tg:'g', cm:0, ce:0, bt:0, air:0, tier:0, cat:'hero', legs:1, hero:'horde', brood:1, bldMul:1.65},
/* A Tidecaster is not built. A critical mass of nearby Ravagers grows one,
trading an individual body for coordination, speed and a target-minded
tide. Its own health stays deliberately low: the counterplay is to pick the
leader out of the crowd and let the mass dissolve back into animals. */
{name:'Brood Tidecaster',spr:'brood',tur:null, size:24, r:8.5, hp:390, dmg:24, rng:142, cool:2.4, spd:40, psp:175, ptype:6, aoe:26, wk:'s', tg:'a', cm:0, ce:0, bt:0, air:0, tier:0, cat:'sup', legs:1, brood:1, caster:1, bldMul:1.35},
/* Mobile resource utility. Prospectors earn less than an Extractor but can
work a field before territory reaches it; the authored mining beam makes
the economic action readable from the ordinary battle camera. */
{name:'Prospector',spr:'warden',tur:null, size:17, r:6.2, hp:190, dmg:0, rng:0, cool:9, spd:39, psp:0, ptype:0, aoe:0, wk:'n', tg:'a', cm:52, ce:210, bt:5.0, air:0, tier:1, cat:'sup', miner:1},
];
/* UNIT CATEGORIES. Used by the build menu, the unit card and the AI's
composition logic, so a role is a real thing the game reasons about rather
than a description in a tooltip. */
const UCAT={
inf:{nm:'INFANTRY', em:'🤖'}, veh:{nm:'ARMOUR', em:'🛡'},
at :{nm:'ANTI-TANK', em:'🎯'}, aoe:{nm:'CROWD CONTROL', em:'💥'},
art:{nm:'ARTILLERY', em:'💣'}, aa :{nm:'ANTI-AIR', em:'🛩'},
air:{nm:'AIRCRAFT', em:'✈'}, nav:{nm:'NAVAL', em:'⚓'},
sup:{nm:'SUPPORT', em:'🛠'}, exp:{nm:'EXPERIMENTAL', em:'☢'},
hero:{nm:'HERO', em:'★'}
};
/* Fill in the categories the original roster never declared, from what each
unit actually does. Doing it here rather than by hand in every row keeps the
table readable and the classification in one place. */
(function classify(){
const byName={
Striker:'inf', Rhino:'veh', Goliath:'veh', Thumper:'art', Commander:'hero',
Wasp:'air', Longbow:'at', Hornet:'veh', TITAN:'exp', Pyro:'inf',
Vulture:'aa', Bulwark:'sup', Ravager:'inf', 'Alpha Ravager':'exp',
Corvette:'nav', Dreadnought:'nav', Bombard:'art', Raptor:'air',
Scorcher:'aoe', Constructor:'sup'
};
for(const T of TYPES) if(!T.cat) T.cat=byName[T.name]||'veh';
})();
const MF_DOM_LAND=1,MF_DOM_AIR=2,MF_DOM_NAVAL=4;
function mfDomainOfType(T){return T.air?MF_DOM_AIR:T.naval?MF_DOM_NAVAL:MF_DOM_LAND;}
for(const T of TYPES){
T.domainMask=mfDomainOfType(T);
T.targetMask=T.tg==='air'?MF_DOM_AIR:T.tg==='g'?(MF_DOM_LAND|MF_DOM_NAVAL):(MF_DOM_LAND|MF_DOM_AIR|MF_DOM_NAVAL);
T.preferMask=T.cat==='aa'?MF_DOM_AIR:T.naval?MF_DOM_NAVAL:(T.air&&T.tg!=='g'?MF_DOM_AIR:0);
}
function mfTargetAllowed(T,j){return !!(T.targetMask&mfDomainOfType(TYPES[utype[j]]));}
function mfCombatFactionTeam(team){
if(team===0)return (typeof playerFaction!=='undefined'&&playerFaction)||'nova';
if(team===1)return (typeof AI!=='undefined'&&AI&&AI.fac)||'legion';
return 'horde';
}
function mfCombatFaction(i){return mfCombatFactionTeam(uteam[i]);}
/* Weapon family still owns the projectile silhouette. This palette is a thin
army signature layered around it: cold precision for Nova, furnace heat for
Dominion, split-spectrum phase energy for Syndicate, and bile/spores for
Brood. Keeping it here makes Canvas particles and WebGL ordnance resolve the
same faction even in mirror matches. */
function mfFactionFxPalette(team){
const f=mfCombatFactionTeam(team);
if(f==='legion')return {key:f,a:[255,72,42],b:[255,178,70]};
if(f==='syndicate')return {key:f,a:[91,238,183],b:[180,82,255]};
if(f==='horde')return {key:f,a:[186,82,245],b:[167,255,78]};
return {key:'nova',a:[88,218,255],b:[234,252,255]};
}
function mfDomainSpeedMul(i){
const T=TYPES[utype[i]],f=mfCombatFaction(i);
return f==='syndicate'&&(T.air||T.naval)?1.10:f==='legion'&&T.naval?.92:1;
}
function mfDomainDamageMul(i,tg){
if(tg<0)return 1;
const A=TYPES[utype[i]],D=mfDomainOfType(TYPES[utype[tg]]),f=mfCombatFaction(i);
if(f==='nova'&&A.air&&D===MF_DOM_AIR)return 1.10;
if(f==='legion'&&A.naval&&D===MF_DOM_NAVAL)return 1.15;
if(f==='syndicate'&&((A.air&&D===MF_DOM_AIR)||(A.naval&&D===MF_DOM_NAVAL)))return 1.12;
return 1;
}
const UT_ENGINEER=19; // index of the Constructor in TYPES
const UT_BROOD_CASTER=31, UT_MINER=32;
const SHIELD_REDUCE=0.72, SHIELD_R=95;
const AGGRO_MULT=1.9, AGGRO_ADD=70;
const TITAN_STOMP_DMG=210, TITAN_STOMP_R=85;
// ---------- unit arrays ----------
const ux=new Float32Array(MAXU), uy=new Float32Array(MAXU);
const uang=new Float32Array(MAXU), uturr=new Float32Array(MAXU);
const utx=new Float32Array(MAXU), uty=new Float32Array(MAXU);
const uhp=new Float32Array(MAXU), uhpm=new Float32Array(MAXU);
const ucool=new Float32Array(MAXU), ubuff=new Float32Array(MAXU), ustomp=new Float32Array(MAXU);
/* Contextual class abilities use their own effect channel. `ubuff` is the
Commander surge and intentionally boosts everything; class doctrine needs
narrower, readable trades so an interceptor does not receive the same buff
as a breakthrough tank. 1=breakthrough, 2=intercept, 3=service shield. */
const uclassBuff=new Uint8Array(MAXU), uclassBuffT=new Float32Array(MAXU);
function classDmgMul(i){return uclassBuffT[i]>0&&uclassBuff[i]===1?1.28:uclassBuffT[i]>0&&uclassBuff[i]===2?1.12:1;}
function classCoolMul(i){return uclassBuffT[i]>0&&uclassBuff[i]===1?.78:uclassBuffT[i]>0&&uclassBuff[i]===2?.65:1;}
function classSpdMul(i){return uclassBuffT[i]>0&&uclassBuff[i]===1?1.22:uclassBuffT[i]>0&&uclassBuff[i]===2?1.58:1;}
function classRngMul(i){return uclassBuffT[i]>0&&uclassBuff[i]===2?1.22:1;}
function classTakenMul(i){return uclassBuffT[i]>0&&uclassBuff[i]===1?1.12:uclassBuffT[i]>0&&uclassBuff[i]===2?.86:uclassBuffT[i]>0&&uclassBuff[i]===3?.72:1;}
/* Brood leadership is intentionally offensive utility rather than hidden
bonus health. A player who kills the visible Tidecaster immediately strips
the speed, damage and cadence from every nearby creature. */
const ubroodLed=new Float32Array(MAXU), uMineT=new Float32Array(MAXU);
const uMineNode=new Int16Array(MAXU); uMineNode.fill(-1);
function broodDmgMul(i){return ubroodLed[i]>0?1.18:1;}
function broodCoolMul(i){return ubroodLed[i]>0?.82:1;}
function broodSpdMul(i){return ubroodLed[i]>0?1.14:1;}
const utype=new Uint8Array(MAXU), uteam=new Uint8Array(MAXU);
/* -1 = directly commanded player/enemy/wildlife; 0..2 = shared-control allied
AI slot. Same-team combat rules make allies genuinely friendly while this
owner tag lets their lightweight director move only its own reinforcements. */
const uAllyBase=new Int8Array(MAXU);uAllyBase.fill(-1);
/* Commander owner for population ledgers. Same ids as skirmish spawn:
-1 player, 0..2 = aiSlots. Team 0 copies this into uAllyBase so the
ally director keeps matching on the tag it already owns. */
const uCmd=new Int8Array(MAXU);uCmd.fill(-1);
const ualive=new Uint8Array(MAXU), ustate=new Uint8Array(MAXU);
const usel=new Uint8Array(MAXU);
const utgt=new Int32Array(MAXU);
/* ---- UNIT HANDLES ----------------------------------------------------------
Slots are recycled the instant a unit dies, and with tens of thousands of
insects churning the free list every second a slot can be reborn on a
different team between one frame and the next. Every consumer checked that
its target index was ALIVE; none checked that it was still the same unit. So
a tank kept firing at "its" target after that index had been refilled by a
friendly, and an in-flight shell homed on and damaged whoever now occupied
the slot.
Each slot therefore carries a GENERATION, bumped on every spawn. A target is
valid only if the slot is alive AND its generation still matches the one
recorded when the target was acquired. `utgtg` and `ptgtg` hold the expected
generation for unit targets and projectile targets respectively. */
const ugen=new Int32Array(MAXU);
const uwalk=new Float32Array(MAXU); // gait phase, advanced by distance covered
const utgtg=new Int32Array(MAXU);
function liveTgt(tg,gen){ return tg>=0 && ualive[tg] && ugen[tg]===gen; }
/* Hostility is checked separately: a valid handle can still point at an ally
once orders, splash re-targeting or a captured slot get involved. */
function foeTgt(self,tg,gen){ return liveTgt(tg,gen) && uteam[tg]!==uteam[self]; }
const ukills=new Uint16Array(MAXU), uvet=new Uint8Array(MAXU);
const umov=new Uint8Array(MAXU); // moving flag → drives baked walk cycles
const ushielded=new Float32Array(MAXU);
const ufield=new Int16Array(MAXU);
/* Seconds of environmental debuff remaining — dust, EMP dazzle, concussion.
Set by src/hazards.js, read in exactly two places: movement speed and weapon
range. One array rather than one per hazard, because every hazard that
degrades a unit degrades it the same way: it cannot see and it cannot run. */
const uhaz=new Float32Array(MAXU);
const HAZ_SPD=0.72, HAZ_RNG=0.70;
/* Fire persistence: seconds of flame remaining per unit. Set by incendiary
hits (wk==='f') in dealDamage, drives persistent flame particles in
unitTick, and spawns extra fire on death in killUnit. */
const ufireT=new Float32Array(MAXU);
/* MARCH ORDER. Set on the units of an AI attack wave while it is crossing the
map (see ai.js), cleared when the wave breaks or arrives.
It exists because of a specific failure: the neutral bug infestation seeds its
hives away from BOTH starting corners, which puts them squarely in the middle
— directly on the only path between the two bases. A wave using ordinary
attack-move stopped for every bug it met, ground to a halt around the
midpoint, and eventually retreated. The player's chosen opponent never
arrived and the match was, in practice, always against the wildlife.
A marching column keeps walking and shoots on the move. It still returns fire
— weapons are independent of movement — it simply does not adopt a bug as a
destination. Only while EN ROUTE: within arrival range the flag is cleared and
normal engagement resumes, so this cannot make a wave ignore the base it came
to attack. */
const umarch=new Uint8Array(MAXU);
/* EMP stun, in seconds. A stunned unit neither moves nor fires. Declared here
with the rest of the per-unit state so it is impossible to miss when reading
what a slot carries — and it is cleared in spawnUnit() alongside the others,
because a recycled slot inherits every array it is not explicitly told to
reset. That exact omission on umarch shipped as a live bug in 1.32.18. */
const ustun=new Float32Array(MAXU);
/* Seconds since a unit last took a real hit (counts DOWN from 6). Only heroes
read it: commander regeneration drops to quarter strength while under fire,
so focus fire accumulates instead of being mopped up between volleys. This
is the difference between a hero that raids and a hero that solos. */
const uHurtT=new Float32Array(MAXU);
/* Seconds remaining on a live support beam (Warden heal / Constructor repair).
Drives the aura effect between cadence scans without re-scanning every frame,
and is cleared in spawnUnit() like every other per-slot array. */
const uheal=new Float32Array(MAXU);
let freeList=[], unitHigh=0;
const teamCount=[0,0,0];
/* Population is a gameplay budget AND a mobile stability budget. MAXU remains
large because the renderer and save format need a wide slot address space.
Each commander SEAT is FACTION_POP_CAP (1000). Compact 2 seats → 2000,
standard 3 → 3000, large 4 → 4000. That 4000 is the theatre SUM, never a
team blob and never this constant. HUD chip is the player seat (Track 5
hudPlayerPop). SESS_MAX_UNITS=4000 is a map-total snapshot — debt, not a
pop cap. Do not set this to 2000 or 4000. */
const FACTION_POP_CAP=1000;
const POP_PLAYER_SLOT=-1;
const popCmdCount=new Uint16Array(4); // index 0 = player (-1), 1..3 = aiSlots 0..2
const simHot={unitTickMs:0,live:0,team0:0,team1:0,team2:0};
function populationTheatre(){
const k=typeof battlefieldPresetKey==='function'&&typeof battlefieldPreset!=='undefined'
?battlefieldPresetKey(battlefieldPreset):'standard';
return k==='compact'||k==='large'?k:'standard';
}
function populationPlayerSlot(){ return POP_PLAYER_SLOT; }
function popCmdIndex(slot){
const s=slot==null?POP_PLAYER_SLOT:slot|0;
if(s<-1||s>2) return 0;
return s+1;
}
function popCmdInc(slot){ popCmdCount[popCmdIndex(slot)]++; }
function popCmdDec(slot){ const k=popCmdIndex(slot); if(popCmdCount[k]) popCmdCount[k]--; }
function nCommandersOnTeam(team){
/* Match-setup count, not living heroes: a dead commander must not shrink
the team ceiling and strand the army that still belongs to that slot. */
if(team===0){
let n=1;
if(typeof AI!=='undefined'&&AI&&AI.allies&&AI.allies.length) n+=AI.allies.length;
return n;
}
if(team===1){
if(typeof AI!=='undefined'&&AI&&AI.bases&&AI.bases.length) return AI.bases.length;
return Math.max(1, enemyHeroIdxs.length||1);
}
return 0;
}
function populationTeamCeiling(team){
if(team===0||team===1) return FACTION_POP_CAP*nCommandersOnTeam(team);
return populationCapFor(team);
}
function populationCapFor(team){
/* Per-team DISPLAY helper stays 1000 (or wildlife bugCap). Callers that
need a theatre total use populationTeamCeiling. */
if(team===2&&!(typeof broodIsEnemy==='function'&&broodIsEnemy())&&typeof bugCap==='function')return bugCap();
return FACTION_POP_CAP;
}
function populationUsedFor(team){
if((team===1||team===2)&&typeof broodIsEnemy==='function'&&broodIsEnemy())return teamCount[1]+teamCount[2];
return teamCount[team]||0;
}
function populationCapForCommander(slot){
return FACTION_POP_CAP;
}
function populationUsedForCommander(slot){
return popCmdCount[popCmdIndex(slot)]||0;
}
function populationDefaultSeat(team,x,y){
if(team===0) return POP_PLAYER_SLOT;
/* Team 1 must never fall through to the player bucket (-1). Missing tags
bind to the nearest enemy base, else aiSlots[0]. */
if(typeof AI!=='undefined'&&AI&&AI.bases&&AI.bases.length){
if(x!=null&&y!=null){
let best=AI.bases[0],bd=1e18;
for(const B of AI.bases){
const d=dist2(x,y,B.x,B.y);
if(d<bd){bd=d;best=B;}
}
if(best&&best.slot!=null) return best.slot;
}
if(AI.bases[0]&&AI.bases[0].slot!=null) return AI.bases[0].slot;
}
return 0;
}
function commanderSlotForBuilding(B){
if(!B) return POP_PLAYER_SLOT;
if(B.team===0) return B.allyAI==null?POP_PLAYER_SLOT:B.allyAI;
if(B.team===1){
if(B.aiBaseSlot!=null) return B.aiBaseSlot;
return populationDefaultSeat(1,B.x,B.y);
}
return POP_PLAYER_SLOT;
}
function populationResolveSlot(team,cmdSlot,x,y){
if(team===0) return (cmdSlot==null||cmdSlot<-1)?POP_PLAYER_SLOT:cmdSlot|0;
if(team===1||(team===2&&typeof broodIsEnemy==='function'&&broodIsEnemy()))
return (cmdSlot==null||cmdSlot<0)?populationDefaultSeat(1,x,y):cmdSlot|0;
return POP_PLAYER_SLOT;
}
function populationCanSpawn(type,team,slot,x,y){
const T=TYPES[type];
if(!T||team<0||team>2)return false;
/* A scripted Commander arrival must never be deleted because ordinary units
filled the last slot one frame earlier. Commanders are spawned at setup,
so this exception cannot be used by factories to exceed the cap. */
if(T.cat==='hero') return true;
if(team===2){
if(typeof broodIsEnemy==='function'&&broodIsEnemy()){
const s=populationResolveSlot(2,slot,x,y);
return populationUsedForCommander(s)<populationCapForCommander(s);
}
return populationUsedFor(2)<populationCapFor(2);
}
/* Each seat is 1000. One booming seat cannot eat the team's theatre share.
Economy wallets stay shared until Track 4 Stage 3. */
if(populationUsedFor(team)>=populationTeamCeiling(team)) return false;
const s=populationResolveSlot(team,slot,x,y);
return populationUsedForCommander(s)<populationCapForCommander(s);
}
function assignUnitCommander(i,slot){
if(i<0||!ualive[i]||uteam[i]>1) return;
const next=populationResolveSlot(uteam[i],slot,ux[i],uy[i]);
const prev=uCmd[i];
if(prev===next){
if(uteam[i]===0) uAllyBase[i]=next;
return;
}
popCmdDec(prev);
uCmd[i]=next;
if(uteam[i]===0) uAllyBase[i]=next;
popCmdInc(next);
}
function populationResetLedgers(){
popCmdCount.fill(0); uCmd.fill(-1);
}
function populationRecountLedgers(){
popCmdCount.fill(0);
for(let i=0;i<unitHigh;i++){
if(!ualive[i]) continue;
if(uteam[i]<2) popCmdInc(uCmd[i]);
else if(uteam[i]===2&&uCmd[i]>=0) popCmdInc(uCmd[i]);
}
}
const titanCount=[0,0];
let heroIdx=-1, enemyHeroIdx=-1, enemyHeroIdxs=[];
function isEnemyCommander(i){ return enemyHeroIdxs.indexOf(i)>=0; }
function livingEnemyCommanders(){
enemyHeroIdxs=enemyHeroIdxs.filter(i=>i>=0&&ualive[i]&&uteam[i]===1);
enemyHeroIdx=enemyHeroIdxs.length?enemyHeroIdxs[0]:-1;
return enemyHeroIdxs;
}
function unitIsBrood(i){
return uteam[i]===2 || !!(TYPES[utype[i]]&&TYPES[utype[i]].brood) ||
(uteam[i]===1 && typeof AI!=='undefined' && AI.fac==='horde');
}
function findLand(x,y){
if(isWalkable(x,y)) return [x,y];
for(let r=20;r<400;r+=24){
for(let a=0;a<TAU;a+=0.7){
const nx=clamp(x+Math.cos(a)*r,10,MAP-10), ny=clamp(y+Math.sin(a)*r,10,MAP-10);
if(isWalkable(nx,ny)) return [nx,ny];
}
}
return [x,y];
}
function findWater(x,y){
/* Only the authored, connected water body is navigable. Treating every
non-walkable cell as water sent ships into craters, cliffs and the fake
land beyond irregular map borders. */
if(typeof isNavigableWater==='function'&&isNavigableWater(x,y,true)) return [x,y];
for(let r=20;r<900;r+=22){
for(let a=0;a<TAU;a+=0.6){
const nx=clamp(x+Math.cos(a)*r,10,MAP-10), ny=clamp(y+Math.sin(a)*r,10,MAP-10);
if(typeof isNavigableWater==='function'&&isNavigableWater(nx,ny,true)) return [nx,ny];
}
}
return null;
}
const upx1=new Float32Array(MAXU), upy1=new Float32Array(MAXU),
upx2=new Float32Array(MAXU), upy2=new Float32Array(MAXU); // patrol endpoints
/* Multi-waypoint patrol ownership. A route stores one formation slot per unit
at every waypoint; these compact per-unit arrays only say which route, slot,
and waypoint the live unit is currently using. */
const uPatrolRoute=new Int16Array(MAXU), uPatrolStep=new Uint8Array(MAXU),
uPatrolSlot=new Uint16Array(MAXU);
uPatrolRoute.fill(-1);
const patrolRoutes=[];
/* A formation order is more than N unrelated destinations. Cohorts remember
which live handles share a move so faster chassis can pace the rear instead
of turning the whole platoon into a long single-file smear. The ring is
bounded: issuing hundreds of orders cannot grow match memory forever. */
const MOVE_COHORT_MAX=64,moveCohorts=new Array(MOVE_COHORT_MAX);
const uMoveCohort=new Int16Array(MAXU),uCohesion=new Float32Array(MAXU);
uMoveCohort.fill(-1);uCohesion.fill(1);
let moveCohortNext=0;
function allocMoveCohort(sel,targets,form){
if(sel.length<2) return -1;
const ci=moveCohortNext++%MOVE_COHORT_MAX,old=moveCohorts[ci];
if(old) for(const e of old.members) if(ualive[e[0]]&&ugen[e[0]]===e[1]&&uMoveCohort[e[0]]===ci) uMoveCohort[e[0]]=-1;
moveCohorts[ci]={members:sel.map((i,k)=>[i,ugen[i],k]),targets,form,created:stats.t};
return ci;
}
function tickMoveCohorts(){
uCohesion.fill(1,0,unitHigh);
for(let ci=0;ci<MOVE_COHORT_MAX;ci++){
const C=moveCohorts[ci];if(!C)continue;
const live=C.members.filter(e=>ualive[e[0]]&&ugen[e[0]]===e[1]&&uteam[e[0]]===0&&uMoveCohort[e[0]]===ci);
C.members=live;
if(!live.length){moveCohorts[ci]=null;continue;}
let far=0,arrived=0;
for(const e of live){
const i=e[0],P=C.targets[e[2]];if(!P)continue;
const d=Math.hypot(ux[i]-P.x,uy[i]-P.y);far=Math.max(far,d);if(d<=12)arrived++;
}
if(arrived===live.length){
for(const e of live)uMoveCohort[e[0]]=-1;
moveCohorts[ci]=null;continue;
}
for(const e of live){
const i=e[0],P=C.targets[e[2]];if(!P)continue;
const d=Math.hypot(ux[i]-P.x,uy[i]-P.y),lead=far-d;
/* Only leaders are throttled. Rear units keep their authored speed, so
cohesion never makes a slow vehicle even slower or deadlock the move. */
uCohesion[i]=d<=12&&far>34?.18:lead>140?.52:lead>75?.76:1;
}
}
}
const uhold=new Uint8Array(MAXU); // hold-position stance
/* ================= GUARD (escort) + QUEUED ORDERS =========================
Two orders the genre treats as basic that this simulation had no state for.
GUARD is `ustate===7`. It is NOT `umode===2`, which the stance table also
calls GUARD: that one is the dug-in combat stance (−45% damage taken, −60%
speed) and lives in the abilities popover. The collision is inherited; keep
the two apart when reading this file.
What makes a guard order different from an attack-move parked on top of a
friendly is that every decision is taken FROM THE ANCHOR, not from wherever
the escort happens to be standing: threats are searched around the guarded
thing, and a lock is dropped as soon as the enemy leaves the anchor's leash.
Searching from the escort is what turns an escort into a wandering
attack-move that abandons the thing it was told to protect — the exact
failure the order exists to prevent.
QUEUED ORDERS are per-unit chains, advanced per unit. Platoon-synchronised
advance is what tickPatrolRoutes does for patrol legs, and it is the wrong
rule here: one damaged straggler must not hold the whole force at node 2.
C&C3 and SupCom both advance per unit, so a slow chassis simply arrives late
and catches up at the next node. */
const uGuard=new Int32Array(MAXU), uGuardG=new Int32Array(MAXU);
uGuard.fill(-1); uGuardG.fill(-1);
/* Stand-off ring, threat radius and leash — all measured from the anchor.
ENGAGE < LEASH deliberately: the escort takes the fight that comes to the
thing it guards and follows it a little way, but breaks off long before it
can be baited out of position by a single fast scout. */
const GUARD_STAND=52, GUARD_ENGAGE=230, GUARD_LEASH=330;
/* null | array of steps. A plain array, not a typed array: depth is bounded
by QUEUE_MAX and only ever holds a chain a player placed by hand, so 34k
mostly-null slots is cheaper than eight parallel typed arrays. */
const uQueue=new Array(MAXU);
const QUEUE_MAX=8;
/* Kind of the LIVE node (not the remaining chain). 0 waypoint, 1 named chase,
2 guard. queueTick used to wait on any lock, so a stray scout on node 1
froze an entire A-MOVE chain. Kind is one byte because the alternative is
sniffing umarch/ufield, which air waypoints and named chases share. */
const uQkind=new Uint8Array(MAXU);
function guardEntityLive(h,g){
if(h>=0) return !!(ualive[h]&&ugen[h]===g&&uteam[h]===0);
if(h<=-2){ const B=blds[-2-h]; return !!(B&&B.alive&&B.team===0); }
return false;
}
function guardEntityPos(h){
if(h>=0) return [ux[h],uy[h],TYPES[utype[h]].r||6];
const B=blds[-2-h]; return [B.x,B.y,B.r||18];
}
/* Position of any order handle in the encoding orders already use everywhere:
>=0 unit slot, relic handle, or -2-b for a building. */
function orderTgPos(tg){
if(tg>=0) return ualive[tg]?[ux[tg],uy[tg]]:null;
if(typeof isRelicTg==='function'&&isRelicTg(tg)){
const R=relics[relicOf(tg)]; return R&&R.alive?[R.x,R.y]:null;
}
const B=blds[-2-tg]; return B&&B.alive?[B.x,B.y]:null;
}
function guardStop(i){
ustate[i]=0; uGuard[i]=-1; uGuardG[i]=-1;
utgt[i]=-1; utgtg[i]=-1; utx[i]=ux[i]; uty[i]=uy[i]; ufield[i]=-1; umarch[i]=0;
}
function guardSteer(i,acqMod){
if(!guardEntityLive(uGuard[i],uGuardG[i])){
/* Anchor destroyed, slot recycled, or a restored save wrote ustate 7 with
no guard table behind it (session.js snapshots ustate, not orders).
Standing down here is what makes that restore path safe. */
guardStop(i); return;
}
const A=guardEntityPos(uGuard[i]), T=TYPES[utype[i]];
if(utgt[i]!==-1){
const P=orderTgPos(utgt[i]);
if(!P||dist2(P[0],P[1],A[0],A[1])>GUARD_LEASH*GUARD_LEASH){ utgt[i]=-1; utgtg[i]=-1; }
}
if(utgt[i]===-1 && T.wk!=='n' && (i+tick)%acqMod===0){
const e=findEnemyDomain(A[0],A[1],uteam[i],GUARD_ENGAGE,T.targetMask,T.preferMask);
if(e>=0){ utgt[i]=e; utgtg[i]=ugen[e]; }
}
/* The post is a deterministic golden-angle ring slot. No per-order solve, and
escorts do not swap places every time the anchor turns — the same reason
control groups store a stable slot instead of re-sorting. */
const a=i*2.399963, stand=A[2]+GUARD_STAND+(T.r||4);
utx[i]=clamp(A[0]+Math.cos(a)*stand,15,MAP-15);
uty[i]=clamp(A[1]+Math.sin(a)*stand,15,MAP-15);
/* No flow field. The leash is 330wu, comfortably inside the range where
direct steering plus the walkability slide already routes correctly, and a
per-tick requestField for a MOVING anchor would evict the field ring (and
pay an O(unitHigh) detach) several times a second. */
ufield[i]=-1; uhold[i]=0; umarch[i]=0;
}
function queueClear(i){ if(uQueue[i]) uQueue[i]=null; uQkind[i]=0; }
/* step: {t:0 move | 1 attack | 2 guard, x, y, h:handle, g:generation, mv:move-only} */
function queueApply(i,s){
const T=TYPES[utype[i]];
uhold[i]=0; uPatrolRoute[i]=-1; uMoveCohort[i]=-1; uGuard[i]=-1; uGuardG[i]=-1;
uQkind[i]=0;
if(s.t===2&&guardEntityLive(s.h,s.g)){
uQkind[i]=2;
ustate[i]=7; uGuard[i]=s.h; uGuardG[i]=s.g;
utgt[i]=-1; utgtg[i]=-1; umarch[i]=0; ufield[i]=-1; return;
}
if(s.t===1){
const P=orderTgPos(s.h);
if(P&&(s.h<=-2||foeTgt(i,s.h,s.g))){
uQkind[i]=1;
ustate[i]=2; utgt[i]=s.h; utgtg[i]=s.g;
utx[i]=P[0]; uty[i]=P[1]; umarch[i]=0; ufield[i]=-1; return;
}
/* The named target died while the chain was still walking. Fall through and
run the node as an attack-move onto its last known position rather than
skipping it — silently teleporting the plan forward is worse than
arriving somewhere the player did point at. */
}
const legal=T.air?[s.x,s.y]:T.naval?(findWater(s.x,s.y)||[ux[i],uy[i]]):findLand(s.x,s.y);
ustate[i]=s.mv?1:2; utgt[i]=-1; utgtg[i]=-1; umarch[i]=s.mv?0:1;
utx[i]=clamp(legal[0],15,MAP-15); uty[i]=clamp(legal[1],15,MAP-15);
ufield[i]=T.air?-1:requestField(legal[0],legal[1],!!T.naval);
}
function queueNext(i){
const Q=uQueue[i];
if(!Q||!Q.length){ uQueue[i]=null; return false; }
const s=Q.shift();
if(!Q.length) uQueue[i]=null;
queueApply(i,s); return true;
}
function queueTick(i){
const Q=uQueue[i];
if(!Q||!Q.length){ uQueue[i]=null; return; }
if(ustate[i]===7||uQkind[i]===2) return; // guard is terminal; it never arrives
/* Named chase is the node: wait until the lock dies, then advance even if
the hull never stood on the corpse. A waypoint (move / A-MOVE) advances
on arrival WHILE shooting — otherwise a scout on node 1 holds the chain. */
if(uQkind[i]===1){ if(utgt[i]!==-1) return; queueNext(i); return; }
const arrive=Math.max(15,(TYPES[utype[i]].r||4)*2.4);
if(ustate[i]!==0 && dist2(ux[i],uy[i],utx[i],uty[i])>arrive*arrive) return;
queueNext(i);
}
/* ================= UNIT COMBAT MODES ======================================
A mode is a deliberate trade, never a free upgrade: you give up something
real to get something real, and it takes time to switch, so committing to a
mode is a decision you can be punished for. Each chassis family gets the
mode that suits how it actually fights, which is what makes a mixed army
worth microing instead of a single blob you A-move.
0 NORMAL 1 SIEGE 2 GUARD 3 OVERDRIVE 4 SCOUT/CLOAK 5 SUPPRESS */
const umode=new Uint8Array(MAXU); // current mode
const umodeT=new Float32Array(MAXU); // deploy/undeploy timer — mode is locked while >0
const MODES=[
{id:0,nm:'MOBILE', em:'▸', ds:'Standard footing'},
{id:1,nm:'SIEGE', em:'⛯', ds:'Rooted: +75% range, +45% damage, cannot move'},
{id:2,nm:'GUARD', em:'⛊', ds:'Dug in: −45% damage taken, −60% speed'},
{id:3,nm:'OVERDRIVE',em:'⏵', ds:'Redlined: +60% fire rate, +35% speed, bleeds HP'},
{id:4,nm:'GHOST', em:'◌', ds:'Silent running: unseen until you fire, −35% speed'},
{id:5,nm:'SUPPRESS', em:'≋', ds:'Sustained fire: +85% rate, −30% range, no movement'},
{id:6,nm:'ASSIST', em:'↯', ds:'Tractor beam: accelerate a factory, build site or Command HQ'},
{id:7,nm:'SURVEY', em:'⌾', ds:'Explore the nearest unclaimed phase-crystal field'},
];
/* Which modes a chassis can actually take. Artillery roots to shoot further;
assault armour digs in; light frames redline or go quiet; flamers suppress. */
const UNIT_MODES=[
[0,3], // 0 Striker — redline
[0,2], // 1 Rhino — dig in
[0,2,3], // 2 Goliath — dig in or redline
[0,1], // 3 Thumper — siege
[0,3], // 4 Commander — redline
[0,4], // 5 Wasp — ghost
[0,1], // 6 Longbow — siege
[0,5], // 7 Hornet — suppress
[0,2], // 8 TITAN — dig in
[0,5], // 9 Pyro — suppress
[0,4], // 10 Vulture — ghost
[0,2], // 11 Bulwark — dig in
[0], // 12 Ravager
[0], // 13 Alpha Ravager
[0,2], // 14 Corvette — dig in
[0,1], // 15 Dreadnought — siege
[0,1], // 16 Bombard — siege
[0,3], // 17 Raptor — redline
[0,5], // 18 Scorcher — suppress
[0], // 19 Constructor
[0,5], // 20 Reaper — suppress: root and saturate
[0,5], // 21 Cinder
[0,1], // 22 Lancer — siege: dig in for the long shot
[0,2], // 23 Resonator — guard
[0], // 24 Warden
[0,4], // 25 Kestrel — scout
[0,1], // 26 Basilisk — siege
[0,1], // 27 Harbinger — siege
[0,1], // 28 Praetor — siege
[0,2], // 29 Archon — guard
[0,3], // 30 Broodmother — overdrive
[0], // 31 Tidecaster — biological leader
[0,6,7], // 32 Prospector — mine / assist / survey
];
const MODE_SWITCH=1.6; // seconds locked while deploying
/* MODES ARE TRADES.
The first pass promised "a deliberate trade, never a free upgrade" and then
made every mode net positive: siege paid immobility, which artillery never
wanted; overdrive's bleed took 48 seconds to matter in a 10-second fight;
guard was a pure gift on a unit whose damage is zero. Every cost now bites
inside the length of an actual engagement.
1 SIEGE +75% range, +45% damage — rooted AND fragile while deployed
2 GUARD -45% damage taken — and -55% damage dealt, so it is a decision
3 OVERDRIVE +60% rate, +35% speed — bleeds 5%/s, ~14 s to the auto-cutout
4 SCOUT +faster, sees further — thinner armour
5 SUPPRESS +85% rate, -30% range — rooted, and accuracy falls off */
function modeRngMul(m){ return m===1?1.75 : m===5?0.70 : 1; }
function modeDmgMul(m){ return m===1?1.45 : m===2?0.45 : m===5?0.80 : 1; }
function modeCoolMul(m){ return m===3?0.625 : m===5?0.54 : 1; }
function modeSpdMul(m){ return (m===1||m===5)?0 : m===2?0.40 : m===3?1.18 : m===4?0.65 : 1; }
function modeTakenMul(m){ return m===2?0.55 : m===1?1.35 : m===3?1.15 : m===4?1.25 : 1; }
function unitModes(ty){ return UNIT_MODES[ty]||[0]; }
/* The miner's mode 0 is MINE rather than MOBILE — a chassis-specific override
of the shared table. Pulled out of unitModeDef so there is ONE owner of
"which base entry does this (chassis, mode) pair resolve to", which
src/factext.js mirrors when it looks for a faction's word for it. */
const MODE_MINE={id:0,nm:'MINE',em:'⛏',ds:'Lock a mining tractor beam onto an active phase-crystal field'};
function modeBaseDef(ty,m){
if(ty===UT_MINER&&m===0) return MODE_MINE;
return MODES[m]||MODES[0];
}
/* THE ARMY'S OWN WORD FOR ITS OWN POSTURE. A stance was the last thing in the
game still spoken in one voice: a Brood "SIEGE" and a Dominion "SIEGE" read
identically in an army that owns no machinery. `id` is the mode number and
stays untouched — only the label, glyph and sentence are resolved through
the player's kit (see src/factext.js), and every faction's sentence carries
the same numbers as the base table. */
function unitModeDef(ty,m){
const base=modeBaseDef(ty,m);
if(typeof factionModeName!=='function') return base;
const kit=(typeof factionTextKit==='function')?factionTextKit(0):undefined;
return {id:base.id,
nm:factionModeName(m,ty,kit)||base.nm,
em:factionModeEm(m,ty,kit)||base.em,
ds:factionModeDesc(m,ty,kit)||base.ds};
}
function cycleMode(i){
const list=unitModes(utype[i]);
if(list.length<2) return false;
const cur=list.indexOf(umode[i]);
const next=list[(cur+1)%list.length];
return setMode(i,next);
}
function setMode(i,m){
if(!ualive[i]||umodeT[i]>0||umode[i]===m) return false;
if(unitModes(utype[i]).indexOf(m)<0) return false;
umode[i]=m; umodeT[i]=MODE_SWITCH;
/* Rooting yourself stops you dead — you can't shuffle out of a siege
commitment for free. */
if(m===1||m===5){ utx[i]=ux[i]; uty[i]=uy[i]; }
addParticle(3,ux[i],uy[i],0,0,0.45,TYPES[utype[i]].size*2.2, 150,220,255);
return true;
}
function modeCount(team,m){
let n=0;
for(let i=0;i<unitHigh;i++) if(ualive[i]&&uteam[i]===team&&umode[i]===m) n++;
return n;
}
function spawnUnit(type,team,x,y,cmdSlot){
const T=TYPES[type];
if(!populationCanSpawn(type,team,cmdSlot,x,y)) return -1;
let i;
if(freeList.length) i=freeList.pop();
else { if(unitHigh>=MAXU) return -1; i=unitHigh++; }
if(typeof battlefieldClampPoint==='function'){
const bp=battlefieldClampPoint(x,y,(TYPES[type].r||4)+8);x=bp[0];y=bp[1];
}
const L=TYPES[type].naval? (findWater(x,y)||[x,y]) : findLand(x,y);
x=L[0]; y=L[1];
if(typeof battlefieldClampPoint==='function'){
const bp=battlefieldClampPoint(x,y,(TYPES[type].r||4)+8);x=bp[0];y=bp[1];
}
ux[i]=x; uy[i]=y; uang[i]=team?Math.PI:0; uturr[i]=uang[i];
utx[i]=x; uty[i]=y;
uhp[i]=T.hp*(team===0?resHpMult*typeHpMult[type]*(T.cat==='hero'?commanderHpMult:1):(team===1?aiHpMult*(WC.iron?1.25:1):1)); uhpm[i]=uhp[i];
ucool[i]=Math.random()*T.cool; ubuff[i]=0; ustomp[i]=0;
uclassBuff[i]=0;uclassBuffT[i]=0;ubroodLed[i]=0;uMineT[i]=0;uMineNode[i]=-1;
utype[i]=type; uteam[i]=team; ualive[i]=1; ustate[i]=0; usel[i]=0;
const slot=populationResolveSlot(team,cmdSlot,x,y);
uCmd[i]=slot;
uAllyBase[i]=team===0?slot:-1;
ugen[i]=(ugen[i]+1)|0; // this slot is now a different unit
uwalk[i]=Math.random()*6.283; // desynchronise the gait across a squad
utgt[i]=-1; utgtg[i]=-1; ukills[i]=0; uvet[i]=0; ushielded[i]=0; uhaz[i]=0; ufireT[i]=0; ufield[i]=-1; uhold[i]=0;
/* A recycled slot inherits every array it is not explicitly cleared from.
umarch=1 means "walk to the goal, do not skirmish", so a unit spawned into
a dead marcher's slot silently refused to engage for the rest of the match.
main.js clears the array between matches, which is why this only ever
surfaced mid-match and read as an aggro/AI bug rather than a spawn bug. */
umarch[i]=0; ustun[i]=0; uheal[i]=0; uHurtT[i]=0;
uPatrolRoute[i]=-1; uPatrolStep[i]=0; uPatrolSlot[i]=0;
uMoveCohort[i]=-1; uCohesion[i]=1;
/* Same recycled-slot hazard as umarch above, and the reason a save restored
into ustate 7 is harmless: guardSteer finds no anchor and stands the unit
down instead of escorting whatever the dead occupant was escorting. */
uGuard[i]=-1; uGuardG[i]=-1; uQueue[i]=null; uQkind[i]=0;
umode[i]=0; umodeT[i]=0;
teamCount[team]++;
if(team<2) popCmdInc(slot);
else if(team===2&&slot>=0&&typeof broodIsEnemy==='function'&&broodIsEnemy()) popCmdInc(slot);
if(type===8) titanCount[team]++;
if(typeof gridLink==='function') gridLink(i);
return i;
}
/* Hero-ness is a property of the TYPE, not of slot 4. Anything keyed to
utype===4 breaks the moment a faction lands its own commander; behaviours
ask this instead. */
function unitIsHero(i){ const T=TYPES[utype[i]]; return !!(T&&T.cat==='hero'); }
function killUnit(i, silent){
if(!ualive[i]) return;
const brood=unitIsBrood(i);
ualive[i]=0; usel[i]=0; teamCount[uteam[i]]--;
if(typeof gridUnlink==='function') gridUnlink(i);
if(uteam[i]<2) popCmdDec(uCmd[i]);
else if(uteam[i]===2&&uCmd[i]>=0) popCmdDec(uCmd[i]);
uCmd[i]=POP_PLAYER_SLOT; uAllyBase[i]=-1;
/* Orders retain generation handles, but clearing the live pointers here
lets route/cohort maintenance compact the gap on its very next pass. */
uMoveCohort[i]=-1;uPatrolRoute[i]=-1;uGuard[i]=-1;uQueue[i]=null;uQkind[i]=0;
if(utype[i]===8) titanCount[uteam[i]]--;
freeList.push(i);
const T=TYPES[utype[i]];
if(!silent){
/* Infantry, wildlife and Brood used to inherit the vehicle fireball
(flash + mushroom + white shards). Size>24 Brood (Alpha, Sovereign)
still fell through and drowned orgfxOnDeath. Keep the warhead for
machines only. */
const organic=brood || (!unitIsHero(i) && !T.air && !!T.legs && T.size<=16);
if(organic){
const cr=brood?48:190, cg=brood?180:18, cb=brood?40:14;
addParticle(0,ux[i],uy[i],0,0,.16,T.size*1.15, cr,cg,cb);
addParticle(3,ux[i],uy[i],0,0,.28,T.size*1.05, cr,cg,cb);
addParticle(1,ux[i],uy[i],rr(-2,2),rr(-8,-3),.55,T.size*.38, brood?58:72,brood?64:42,brood?48:36);
} else {
spawnExplosion(ux[i],uy[i], T.size*0.9, uteam[i]);
}
if(T.size>=20){
const wuv=UNIT_UV[T.spr];
if(wuv) shatterFrame(ux[i],uy[i],T.size*2.05,wuv[angFrame(uang[i])%wuv.length],uteam[i],T.size>=40?3:2,0.7+T.size/40);
}
const civic=typeof cityGroundAt==='function' && cityGroundAt(ux[i],uy[i])>=1;
if(T.size>=16 && !(brood&&civic)) addCrater(ux[i],uy[i],T.size*1.85);
if(T.size>=18 && !(brood&&civic)) deformTerrain(ux[i],uy[i],T.size*1.55, 0.048, T.size>=28?'shell':'pock');
/* Wreckage from EVERY loss, both sides. Your own dead armour is salvage too
— a grinder in your own territory quietly refunds you. */
/* Wildlife leaves no salvage. It used to: every insect death pushed a
wreck worth eight mass into a 460-entry ring buffer that evicts from the
front, so a single tide flushed every piece of genuinely valuable
structure and city salvage out of the array before the player could
reach it — and paid an O(n) memmove per corpse to do it. */
/* What lands on the ground is decided by material doctrine, in one
place (dropRemains): scrap from machines, biomass from the grown,
nothing from the fallen. The size gate that protects the wreck ring
buffer from tide spam lives inside it. */
dropRemains(i);
/* Ichor stays on the corpse. Type 4 is a fire sprite (ignores RGB) and
60–110 speed launched shards into orbit — both read as cheap garnish
around the real hull. */
if((T.legs||brood) && T.size<=24 && perfScale>0.35){
const isOrg=brood;
const cr=isOrg?48:190, cg=isOrg?180:18, cb=isOrg?40:14;
const n=Math.round((3+T.size*0.2)*perfScale);
for(let k=0;k<n;k++){
const a=Math.random()*TAU, sp=11+Math.random()*16;
addParticle(5,ux[i],uy[i],Math.cos(a)*sp,Math.sin(a)*sp,.28+Math.random()*.16,2.2+Math.random()*1.4, cr,cg,cb);
}
}
if((utype[i]===8||utype[i]===4)&&!brood){ // titan / commander death = cataclysm
spawnExplosion(ux[i],uy[i], 60, uteam[i]);
addParticle(3,ux[i],uy[i],0,0,1.4,340, 255,220,140);
addParticle(3,ux[i],uy[i],0,0,1.0,220, 255,150,80);
addCrater(ux[i],uy[i],140);
deformTerrain(ux[i],uy[i],T.size*2.6, 0.085, 'blast');
shake=16; flashScreen();
}
if(WC.volatile){ // wildcard: every death detonates
const vr=T.size*2.2+20, vd=T.hp*0.15+14, vx=ux[i], vy=uy[i], vt=uteam[i];
forUnitsIn(vx,vy,vr,j=>{
if(j!==i&&ualive[j]&&uteam[j]!==vt)
dealDamage(j,vd*(1-0.55*Math.sqrt(dist2(vx,vy,ux[j],uy[j]))/vr),vt,-1);
});
addParticle(3,vx,vy,0,0,.45,vr, 255,150,70);
}
if(brood){
if(typeof orgfxOnDeath==='function') orgfxOnDeath(ux[i],uy[i],T.size,T.name);
sfx('cre_death',ux[i],uy[i],clamp(T.size/18,0.65,1.8));
if(T.size>=30) sfx('boomsmall',ux[i],uy[i],T.size/28);
} else sfx('boom', ux[i],uy[i], T.size/16);
}
if(i===heroIdx) heroIdx=-1;
if(isEnemyCommander(i)){
enemyHeroIdxs=enemyHeroIdxs.filter(h=>h!==i);
enemyHeroIdx=enemyHeroIdxs.length?enemyHeroIdxs[0]:-1;
}
}
// ---------- spatial hash ----------
const CS=44, GW=Math.ceil(MAP/CS)+2;
const gHead=new Int32Array(GW*GW), gNext=new Int32Array(MAXU);
const uGridCell=new Int32Array(MAXU);
gHead.fill(-1); gNext.fill(-1); uGridCell.fill(-1); // zeros would make cell walks cycle on unit 0
function gCell(x,y){ return clamp(y/CS|0,0,GW-1)*GW + clamp(x/CS|0,0,GW-1); }
function gridUnlink(i){
const c=uGridCell[i];
if(c<0) return;
let j=gHead[c], prev=-1;
while(j>=0){
if(j===i){ if(prev<0) gHead[c]=gNext[i]; else gNext[prev]=gNext[i]; break; }
prev=j; j=gNext[j];
}
gNext[i]=-1; uGridCell[i]=-1;
}
function gridLink(i){
/* Unlink first: a recycled slot or a test wipe that skipped killUnit would
otherwise prepend into its own chain and livelock findEnemy. */
if(uGridCell[i]>=0) gridUnlink(i);
const c=gCell(ux[i],uy[i]);
uGridCell[i]=c; gNext[i]=gHead[c]; gHead[c]=i;
}
function gridRelink(i){
const c=gCell(ux[i],uy[i]);
if(c===uGridCell[i]) return;
gridUnlink(i); gridLink(i);
}
/* Match reset and proofs only. Live ticks keep the hash via spawn, kill, and
cell-change relink — filling gHead every step was O(GW²) throwaway work.
Do not raise FACTION_POP_CAP or armyCap to "pay for" this. */
function rebuildGrid(){
gHead.fill(-1);
for(let i=0;i<unitHigh;i++){
if(!ualive[i]){ uGridCell[i]=-1; gNext[i]=-1; continue; }
const c=gCell(ux[i],uy[i]);
uGridCell[i]=c;
gNext[i]=gHead[c]; gHead[c]=i;
}
}
function gridQueryProof(){
/* Incremental hash vs a full rebuild on the same neighbor queries.
Crowded-cell walk order can differ (LIFO vs index); closest enemy and
"does overlap still produce a separation hit" must not. */
const probes=[], total=teamCount[0]+teamCount[1]+teamCount[2];
for(let i=0;i<unitHigh && probes.length<24;i++){
if(!ualive[i]) continue;
const T=TYPES[utype[i]];
const fe=findEnemy(ux[i],uy[i],uteam[i],T.rng||80,0);
unitSeparation(i,T,uteam[i]===2,false,total);
probes.push({i,fe,hits:sepHits});
}
rebuildGrid();
let feBad=0, sepMiss=0;
for(let p=0;p<probes.length;p++){
const P=probes[p];
if(!ualive[P.i]) continue;
const T=TYPES[utype[P.i]];
if(findEnemy(ux[P.i],uy[P.i],uteam[P.i],T.rng||80,0)!==P.fe) feBad++;
unitSeparation(P.i,T,uteam[P.i]===2,false,total);
if((P.hits===0)!==(sepHits===0)) sepMiss++;
}
return {n:probes.length,feBad,sepMiss,ok:!feBad&&!sepMiss};
}
/* GHOST (umode 4) is unseen until it fires — unless a detector is in range.
src/intel.js takes this over so scouts/uplinks/techlabs can pierce cloak.
The fallback matches the old hard skip, so a missing intel module cannot
make silent-running hulls suddenly targetable. */
function intelCanTarget(j,team){ return ualive[j]&&uteam[j]!==team&&umode[j]!==4; }
// mode: 0 any, 1 air-only, 2 ground-only
function findEnemy(x,y,team,rad,mode){
mode=mode||0;
const cr=Math.min(14, Math.ceil(rad/CS)); // 14 cells ≈ 616wu — covers siege artillery ranges
const cx=clamp(x/CS|0,0,GW-1), cy=clamp(y/CS|0,0,GW-1);
let best=-1, bd=rad*rad;
const x0=Math.max(0,cx-cr), x1=Math.min(GW-1,cx+cr), y0=Math.max(0,cy-cr), y1=Math.min(GW-1,cy+cr);
for(let gy=y0;gy<=y1;gy++) for(let gx=x0;gx<=x1;gx++){
let j=gHead[gy*GW+gx];
while(j>=0){
if(intelCanTarget(j,team)){
const air=TYPES[utype[j]].air;
if(!((mode===1&&!air)||(mode===2&&air))){
const d=dist2(x,y,ux[j],uy[j]);
if(d<bd){ bd=d; best=j; }
}
}
j=gNext[j];
}
}
return best;
}
function findEnemyDomain(x,y,team,rad,mask,prefer){
const cr=Math.min(14,Math.ceil(rad/CS)),cx=clamp(x/CS|0,0,GW-1),cy=clamp(y/CS|0,0,GW-1);
let best=-1,bscore=rad*rad;
for(let gy=Math.max(0,cy-cr);gy<=Math.min(GW-1,cy+cr);gy++)for(let gx=Math.max(0,cx-cr);gx<=Math.min(GW-1,cx+cr);gx++){
let j=gHead[gy*GW+gx];
while(j>=0){
if(intelCanTarget(j,team)){
const D=mfDomainOfType(TYPES[utype[j]]);
if(mask&D){const d=dist2(x,y,ux[j],uy[j]),score=d*((prefer&D)?.62:1);if(score<bscore){bscore=score;best=j;}}
}
j=gNext[j];
}
}
return best;
}
/* ---------- flow-field pathfinding (SupCom2-style) ---------- */
const DIRX=[1,1,0,-1,-1,-1,0,1,0], DIRY=[0,1,1,1,0,-1,-1,-1,0];
const FF_MAX=8;
const fields=[]; // {tx,ty,dirs:Uint8Array}
let ffNext=0;
const ffDist=new Uint16Array(0); // replaced at init
let ffDistA=null, ffQueue=null;
function ffCell(wx,wy){ return clamp(wy/MAP*PGS|0,0,PGS-1)*PGS+clamp(wx/MAP*PGS|0,0,PGS-1); }
function computeField(tx,ty,naval){
if(!ffDistA){ ffDistA=new Uint16Array(PGS*PGS); ffQueue=new Int32Array(PGS*PGS); }
const dirs=new Uint8Array(PGS*PGS).fill(8);
const dist=ffDistA; dist.fill(65535);
const pass=i=>naval?!!(NAVW&&NAVW[i]&&NAVCOMP[i]===NAV_MAIN):!!PASS[i];
let goal=ffCell(tx,ty);
if(!pass(goal)){ // nudge goal to the nearest legal cell for this medium
const gx=goal%PGS, gy=goal/PGS|0;
outer: for(let r=1;r<24;r++)
for(let a=0;a<TAU;a+=0.5){
const nx=clamp(gx+Math.round(Math.cos(a)*r),0,PGS-1), ny=clamp(gy+Math.round(Math.sin(a)*r),0,PGS-1);
if(pass(ny*PGS+nx)){ goal=ny*PGS+nx; break outer; }
}
}
if(!pass(goal)) return dirs;
let qh=0, qt=0;
dist[goal]=0; ffQueue[qt++]=goal;
while(qh<qt){
const c=ffQueue[qh++];
const cx=c%PGS, cy=c/PGS|0, cd=dist[c];
for(let k=0;k<8;k++){
const nx2=cx+DIRX[k], ny2=cy+DIRY[k];
if(nx2<0||ny2<0||nx2>=PGS||ny2>=PGS) continue;
const n=ny2*PGS+nx2;
if(!pass(n)||dist[n]!==65535) continue;
if(k&1){ // diagonal: forbid corner cutting
if(!pass(cy*PGS+nx2)||!pass(ny2*PGS+cx)) continue;
}
dist[n]=cd+((k&1)?3:2);
ffQueue[qt++]=n;
}
}
for(let c=0;c<PGS*PGS;c++){
if(dist[c]===65535||c===goal) continue;
const cx=c%PGS, cy=c/PGS|0;
let bk=8, bd2=dist[c];
for(let k=0;k<8;k++){
const nx2=cx+DIRX[k], ny2=cy+DIRY[k];
if(nx2<0||ny2<0||nx2>=PGS||ny2>=PGS) continue;
const dn=dist[ny2*PGS+nx2];
if(dn<bd2){ bd2=dn; bk=k; }
}
dirs[c]=bk;
}
return dirs;
}
function requestField(tx,ty,naval){
naval=!!naval;
for(let f=0;f<fields.length;f++){
if(fields[f]&&!!fields[f].naval===naval&&dist2(fields[f].tx,fields[f].ty,tx,ty)<70*70) return f;
}
const f=ffNext; ffNext=(ffNext+1)%FF_MAX;
for(let i=0;i<unitHigh;i++) if(ufield[i]===f) ufield[i]=-1; // detach units from recycled slot
fields[f]={tx,ty,naval,dirs:computeField(tx,ty,naval)};
return f;
}
function forUnitsIn(x,y,rad,fn){
/* Was Math.min(8,...) = 352wu. Every non-findEnemy turret acquires through
here, so a Missile Bastion (430) drew a 430 ring, printed RANGE 430 in its
panel, and then simply never scanned the cells its outer band covers. Its
range upgrades changed the number and nothing else. 14 matches findEnemy's
own cap, which is already sized for siege artillery. */
const cr=Math.min(14, Math.ceil(rad/CS));
const cx=clamp(x/CS|0,0,GW-1), cy=clamp(y/CS|0,0,GW-1);
const r2=rad*rad;
const x0=Math.max(0,cx-cr), x1=Math.min(GW-1,cx+cr), y0=Math.max(0,cy-cr), y1=Math.min(GW-1,cy+cr);
for(let gy=y0;gy<=y1;gy++) for(let gx=x0;gx<=x1;gx++){
let j=gHead[gy*GW+gx];
while(j>=0){
if(ualive[j] && dist2(x,y,ux[j],uy[j])<=r2) fn(j);
j=gNext[j];
}
}
}
// ---------- buildings ----------
/* STRUCTURE CATEGORIES. Same purpose as the unit ones: the build menu groups
by them, so a player looking for "how do I stop air" has somewhere to look. */
const BCAT={
eco :{nm:'ECONOMY', em:'⛏'}, prod:{nm:'PRODUCTION', em:'🏭'},
nav :{nm:'NAVAL', em:'⚓'},
def :{nm:'DEFENCE', em:'🛡'}, tech:{nm:'TECH', em:'🔬'},
wall:{nm:'FORTIFICATION', em:'🧱'}, sup:{nm:'SUPPORT', em:'📡'},
sup2:{nm:'SUPERWEAPON',em:'☄'}
};
const BT={
mex: {name:'Extractor', spr:'mex', size:32, r:15, hp:600, cm:45, ce:120, bt:6, desc:'+4 Mass (on ◆)', em:'⛏', clvl:1},
pgen: {name:'Reactor', spr:'pgen', size:32, r:15, hp:500, cm:40, ce:0, bt:5, desc:'+14 Energy', em:'☀', clvl:1},
fac: {name:'Factory', spr:'fac', size:48, r:24, hp:1600, cm:130, ce:380, bt:10, desc:'Builds units', em:'🏭', clvl:1},
turret:{name:'Sentinel', spr:'turB', size:28, r:13, hp:900, cm:90, ce:260, bt:7, desc:'Laser turret', em:'🎯', clvl:1, bcat:'def'},
bunker:{name:'Bulwark', spr:'turB', size:36, r:17, hp:2800, cm:145, ce:420, bt:10, desc:'Armored close-defence cannon', em:'🏰', clvl:2, bcat:'def'},
sgen: {name:'Aegis Barrier',spr:'sgen', size:32, r:15, hp:1200, cm:135, ce:480, bt:10, desc:'Projects a shield field and repairs nearby structures', em:'🛡', clvl:2},
tgate: {name:'Titan Gate',spr:'tgate', size:66, r:33, hp:3200, cm:420, ce:1600, bt:22, desc:'Builds TITANs', em:'🌌', req:'techlab', clvl:8},
nest: {name:'Ravager Nest',spr:'nest',size:52, r:26, hp:2400, cm:0, ce:0, bt:1, desc:'Wildlife hive — bounty 200 mass', em:'🐛'},
harbor:{name:'Harbor', spr:'harbor',size:52, r:26, hp:1400, cm:150, ce:500, bt:12, desc:'Floating shipyard — navigable water only', em:'⚓', clvl:4, bcat:'nav', placement:'water'},
seafort:{name:'Sea Bastion',spr:'towerB',size:42,r:21,hp:2200,cm:285,ce:980,bt:17,desc:'Floating dual-purpose coastal battery',em:'◉',clvl:5,bcat:'nav',placement:'water'},
bastion:{name:'Concussion Mortar',spr:'towerB',size:42, r:21, hp:2600, cm:320, ce:1300, bt:20, desc:'Long-range explosive shells stun clustered targets', em:'💣', req:'techlab', clvl:6, bcat:'def'},
techlab:{name:'Research Complex',spr:'techlab',size:42,r:21,hp:2400,cm:180,ce:680,bt:14,desc:'Shielded studies bank account ◆ Data',em:'🔬',clvl:3,bcat:'tech'},
aatower:{name:'Skyguard', spr:'aatower',size:30,r:14, hp:1000, cm:100, ce:340, bt:8, desc:'Anti-air flak', em:'🛩', clvl:2, bcat:'def'},
airfield:{name:'Airfield',spr:'airfield',size:52,r:26,hp:1500, cm:160, ce:520, bt:12, desc:'Builds aircraft', em:'✈', clvl:5, bcat:'prod'},
uplink:{name:'Targeting Array',spr:'uplink', size:30, r:14,hp:800, cm:120, ce:480, bt:9, desc:'Research-gated territory relay that extends the HQ build grid and boosts nearby towers', em:'📡', clvl:4, req:'techlab', bcat:'sup'},
hq: {name:'Carrier HQ',spr:'carrier',size:76, r:34, hp:6000, cm:0, ce:0, bt:1, desc:'Deployed super carrier — wide build zone', em:'🚀', clvl:99},
hellstorm:{name:'Hellfire Rotary',spr:'hellB',size:34, r:16, hp:1400, cm:190, ce:680, bt:11, desc:'Rapid rotary fire shreds swarms and light armor', em:'🌪', clvl:4, req:'techlab', bcat:'def'},
arc: {name:'Tesla Coil', spr:'arcB', size:32, r:15, hp:1100, cm:230, ce:850, bt:12, desc:'Chain lightning arcs through packed enemies', em:'⚡', clvl:5, req:'techlab'},
rail: {name:'Rail Battery',spr:'towerB',size:40,r:20,hp:1900,cm:275,ce:980,bt:16,desc:'Long-range anti-heavy penetrator',em:'➤',clvl:5,req:'techlab',bcat:'def'},
nova: {name:'NOVA Missile Silo',spr:'novaB', size:52, r:26, hp:3200, cm:680, ce:2700, bt:30, desc:'Strategic superweapon with map-wide strike range', em:'☄', clvl:7, req:'techlab'},
minelaser:{name:'Mining Laser',spr:'towerB',size:38,r:18,hp:1650,cm:250,ce:920,bt:15,desc:'Sustained beam melts heavy armor',em:'◈',clvl:5,req:'techlab',bcat:'def'},
missilebastion:{name:'Missile Bastion',spr:'novaB',size:44,r:21,hp:2200,cm:340,ce:1240,bt:18,desc:'Long-range guided area-defense salvos',em:'➟',clvl:6,req:'techlab',bcat:'def'},
plasma:{name:'Plasma Charger',spr:'arcB',size:40,r:19,hp:1800,cm:310,ce:1160,bt:17,desc:'Charged ion blast with heavy splash',em:'◉',clvl:6,req:'techlab',bcat:'def'},
stormcaller:{name:'Stormcaller Battery',spr:'novaB',size:46,r:22,hp:2000,cm:380,ce:1500,bt:20,desc:'Banks a heavy charge, then rains a 16-shell barrage on massed attackers',em:'🌩',clvl:6,req:'techlab',bcat:'def'},
wall: {name:'Barricade', spr:'wall', size:22, r:11, hp:1700, cm:12, ce:16, bt:1.2,desc:'Blocks ground units', em:'🧱', clvl:1},
gate: {name:'Gate', spr:'wall', size:22, r:11, hp:1500, cm:18, ce:30, bt:1.5,desc:'Wall your units pass through', em:'🚪', clvl:1},
geo: {name:'Geo Plant', spr:'pgen', size:34, r:16, hp:750, cm:95, ce:160, bt:8, desc:'+30 Energy (on ✦ geyser)', em:'✦', clvl:2},
silo: {name:'Silo', spr:'silo', size:28, r:13, hp:900, cm:70, ce:220, bt:6, desc:'+600 mass / +2000 energy storage', em:'🛢', clvl:2},
fab: {name:'Fabricator',spr:'fabB', size:32, r:15, hp:800, cm:130, ce:460, bt:9, desc:'Burns 58 energy → +3.6 mass', em:'🔥', clvl:3},
};
/* ---------- armor & damage matrix (visible counters) ----------
armor classes per unit type index: 0 LIGHT, 1 MEDIUM, 2 HEAVY */
/* Armour class per unit index. Must stay the same length as TYPES — the new
entries continue the list in order. */
/* Fill in any structure category not declared inline, in one place. */
(function classifyBld(){
const by={mex:'eco',pgen:'eco',geo:'eco',fab:'eco',silo:'eco',
fac:'prod',tgate:'prod',harbor:'nav',airfield:'prod',hq:'prod',seafort:'nav',
turret:'def',bunker:'def',aatower:'def',bastion:'def',hellstorm:'def',arc:'def',rail:'def',nest:'def',
minelaser:'def',missilebastion:'def',plasma:'def',
techlab:'tech',uplink:'sup',sgen:'sup',
wall:'wall',gate:'wall',nova:'sup2'};
for(const k in BT) if(!BT[k].bcat) BT[k].bcat=by[k]||'sup';
})();
const ARM=[0,1,2,1,2, 0,1,1,2, 1,1,2, 0,2, 1,2, 1,0, 1, 0,
1,1,1,1,0,0,2,2, // Reaper Cinder Lancer Resonator Warden Kestrel Basilisk Harbinger
2,1,2,0,0, // Praetor Archon Broodmother Tidecaster Prospector
2,2,0]; // Atlas Skycrane, Massflesh Carrier, Massflesh Ascendant
const ARM_NM=['LIGHT','MEDIUM','HEAVY'];
/* WHY 33-35 ARE LISTED HERE AND ALSO ASSIGNED IN airlift.js.
Those three chassis are appended to TYPES by src/airlift.js, which then wrote
their armour class and nothing else did. That left this table three entries
short, and a short table does not fail — `dmgMul` reads `ARM[i] || 0`, so a
missing entry silently resolves to LIGHT, the worst possible default: LIGHT
takes kinetic x1.55, claws x1.60 and incendiary x1.75 while gauss collapses
to x0.45. Any heavy body that fell off the end of this list therefore had its
counter triangle inverted with nothing anywhere saying so.
The live game was covered by airlift.js, but every reader of THIS file alone
was not — including tools/extract-design-db.mjs, which is the measurement the
balance pass runs on. The 2026-08-14 review consequently reported a 1850 HP
transport and a 2850 HP carrier as LIGHT when the running game treats both as
HEAVY. These values match what airlift.js installs, so the table now agrees
with the simulation and no multiplier moved.
The Ascendant stays LIGHT on purpose: it is the winged Massflesh state, and
airlift.js's own header sets the counter as "landed = HEAVY ground target ->
anti-tank, winged = AIR target -> anti-air". Flak is EXPLOSIVE, which is
x1.35 vs light and x0.70 vs heavy, so promoting it would halve the strength
of the documented answer to a breakthrough flight. */
/* MAKE THE DRIFT LOUD. The invariant above used to be a comment, and a comment
cannot fail. Deferred by a macrotask because TYPES is still growing when this
file runs: the manifest loads airlift.js afterwards. Missing classes are the
only failure — extra trailing ARM slots (this file listing 33-35 before
airlift.js appends those TYPES) must not alarm extract-design-db / replay
tooling that evaluate sim.js alone. console.error, not throw: a thrown Error
on boot would black-screen a shipping match over a table typo, and the
design-DB already prints ARM.length vs TYPES.length. */
if(typeof setTimeout==='function') setTimeout(()=>{
if(ARM.length<TYPES.length)
console.error('ARM.length='+ARM.length+' < TYPES.length='+TYPES.length
+' — dmgMul() reads ARM[i]||0 so Atlas/Massflesh silently become LIGHT');
for(let i=0;i<TYPES.length;i++) if(ARM[i]==null)
console.error('ARM: no armour class for TYPES['+i+'] '+((TYPES[i]&&TYPES[i].name)||'?')
+' — dmgMul() degrades it to LIGHT');
},0);
/* WEAPON vs ARMOUR.
The original spread was +-15..30%, which sounds like a counter system and
behaves like rounding error: a Striker is over three times more mass
efficient than a Goliath, and no multiplier in that range inverts a 3x gap.
So the advertised counter (armour) never decided a fight and the real one
(splash radius) was never in the UI. These numbers are wide enough that
bringing the wrong weapon is a visible loss and bringing the right one is a
visible win — which is the only way a player can learn the triangle. */
const WKM={ // weapon-class → [vs light, vs med, vs heavy]
p:[1.55,1.00,0.55], // KINETIC — shreds light, deflects off heavy
b:[0.60,1.00,1.60], // BEAM — burns through heavy plate
m:[1.60,1.00,0.60], // CLAWS — rend light armour, blunt on plate
e:[1.35,1.20,0.70], // EXPLOSIVE — blast: crowds and buildings
g:[0.45,0.95,1.85], // GAUSS — armour-piercing slug, wasted on chaff
f:[1.75,0.85,0.45], // INCENDIARY— cooks infantry, useless on plate
s:[0.90,1.15,1.05], // SONIC — mediocre everywhere, ignores shields
i:[0.85,1.15,1.35], // ION — energized plasma bites powered heavy frames
n:[1,1,1]
};
/* Weapons that IGNORE the Bulwark bubble. Until now the shield had no answer
anywhere in the roster, which made massed Bulwarks the dominant composition
by default. Sonic is the counter, and it is deliberately unexciting against
everything else so taking it is a real choice. */
const WK_PIERCE={s:1};
/* HORDE CONTROL. A blast that gets MORE efficient the more bodies are in it.
This is the mechanical answer to a thousand-strong swarm: without it the only
counter to mass is more mass, and the wildlife tide is unanswerable rather
than merely dangerous. Capped so it never becomes the answer to everything. */
const WK_HORDE={e:1.0, f:1.35};
const WK_NM={p:'KINETIC',b:'BEAM',m:'CLAWS',e:'EXPLOSIVE',g:'GAUSS',f:'INCENDIARY',s:'SONIC',i:'ION',n:'—'};
const STM={p:0.9,b:1.0,m:1.1,e:1.55,g:1.20,f:0.65,s:1.15,i:1.05,n:1}; // vs structures
const AMMO_PTYPE={0:'CASELESS TRACER',1:'AP CANNON SHELL',2:'BALLISTIC HE SHELL',3:'COMMANDER HE SHELL',
4:'UNGUIDED ROCKET',5:'THERMAL GEL',6:'ION PLASMA ORB',7:'GUIDED MISSILE',8:'FLAK AIRBURST',9:'CLUSTER MUNITION'};
function ammoName(T){
if(!T) return 'UNARMED';
if(T.miner) return 'MINING TRACTOR LASER';
if(T.wk==='n') return 'UNARMED';
if(T.wk==='m') return T.ptype===5?'NAPALM JET':'MELEE STRIKE';
if(T.wk==='b') return T.name==='Longbow'?'COHERENT SNIPER BEAM':T.name==='TITAN'?'TITAN PARTICLE LANCE':'LASER ENERGY';
if(T.wk==='g') return 'GAUSS PENETRATOR';
/* ptype 5 is the thermal-gel jet, so the Scorcher reads as a flame weapon
rather than sharing the Cinder's shell copy. */
if(T.wk==='f') return T.ptype===5?'THERMAL GEL JET':'INCENDIARY CANISTER';
if(T.wk==='s') return 'SONIC RESONANCE PULSE';
if(T.wk==='i') return 'ION PLASMA ORB';
if(T.wk==='e'&&T.ptype===4) return 'UNGUIDED HE ROCKET';
if(T.wk==='e'&&T.ptype===7) return 'GUIDED HE MISSILE';
if(T.wk==='e'&&T.ptype===8) return 'PROXIMITY FLAK';
if(T.wk==='e'&&T.ptype===9) return 'CLUSTER MUNITION';
return AMMO_PTYPE[T.ptype]||WK_NM[T.wk]||'WEAPON';
}
function dmgMul(wk,tIdx){ return (WKM[wk]||WKM.n)[ARM[tIdx]||0]; }
const BASTION={rng:520, minRng:140, dmg:170, aoe:48, cool:8};
const BASTION_CONCUSS=[1.8,2.3,3.0]; // Mk1/2/3 movement + range disruption
const AA={rng:200, dmg:46, aoe:22, cool:0.8};
const HELL={rng:215, dmg:26, cool:0.3, tgts:8, e:9}; // anti-swarm rotary flak
const ARC={rng:245, dmg:60, cool:1.5, chain:10, jump:70, e:38}; // chain lightning
const BUNKER={rng:168,dmg:80,aoe:24,cool:1.2}; // cheap, tough line-holder — must reach a kiting hero
const RAIL={rng:360,dmg:410,cool:5.8,e:70}; // deliberate anti-heavy answer
const MINELASER={rng:315,dmg:175,cool:1.65,e:62}; // sustained anti-heavy optical drill
const MISSILE_BASTION={rng:430,dmg:115,aoe:46,cool:4.4,e:74,tgts:3};
const PLASMA_CHARGER={rng:300,dmg:285,aoe:72,cool:5.4,e:92}; // charged ion splash
/* STORMCALLER BATTERY — the charge-up siege defence. Banks a full charge over
cd seconds (paying a steady energy drip), then waits, humming, until a real
force masses in range — and answers with a rolling spiral of shells that
rains hell across the whole approach. aoe stays under 52: at 0.78× that is
the spawnExplosion size that would escalate every shell into a superweapon. */
const STORM={rng:520,minRng:110,dmg:135,aoe:48,shells:16,cadence:.16,cd:26,e:520,trigger:4};
const NOVA={dmg:2800, aoe:235, cd:90, e:1500}; // map-wide superweapon
const UPLINK_R=150, UPLINK_BOOST=1.35;
/* ---------- structure upgrade paths (Mk1 → Mk3) ---------- */
const BUP={
turret:[{cm:80, ce:300, t:10, desc:'Mk2: +60% damage, +20% range', clvl:3},
{cm:160,ce:620, t:14, desc:'Mk3: +140% damage, +40% range, +50% HP', clvl:6}],
bunker:[{cm:120,ce:380,t:11,desc:'Mk2: +35% damage, +20% range, reinforced armor',clvl:4},
{cm:210,ce:680,t:15,desc:'Mk3: +75% damage, +35% range, smart twin cannons',clvl:7}],
mex: [{cm:90, ce:280, t:12, desc:'Mk2: +4 → +7 mass', clvl:3},
{cm:180,ce:560, t:16, desc:'Mk3: +7 → +11 mass', clvl:6}],
pgen: [{cm:80, ce:0, t:10, desc:'Mk2: +14 → +24 energy', clvl:3},
{cm:160,ce:0, t:14, desc:'Mk3: +24 → +38 energy', clvl:6}],
fac: [{cm:170,ce:650, t:16, desc:'TECH 2: unlocks advanced units', req:'techlab', clvl:4}],
aatower:[{cm:90,ce:320, t:10, desc:'Mk2: +70% damage, +25% range', clvl:4},
{cm:185,ce:640,t:15,desc:'Mk3: +120% damage, +38% range, hardened tracking crown',clvl:7}],
hellstorm:[{cm:150,ce:520,t:12,desc:'Mk2: +35% damage, +15% range, reinforced mount',clvl:5},
{cm:250,ce:860,t:16,desc:'Mk3: +75% damage, +25% range, eight-barrel storm',clvl:8}],
arc: [{cm:180,ce:680,t:13,desc:'Mk2: +40% damage, +18% range, reinforced coils',clvl:6},
{cm:300,ce:1080,t:18,desc:'Mk3: +85% damage, +30% range, expanded chain crown',clvl:9}],
rail: [{cm:210,ce:760,t:14,desc:'Mk2: +45% damage, +18% range, reinforced mount',clvl:7},
{cm:360,ce:1240,t:19,desc:'Mk3: +90% damage, +32% range, twin accelerator banks',clvl:9}],
bastion:[{cm:240,ce:900,t:16,desc:'Mk2: +45% damage, +20% range, reinforced magazine',clvl:7},
{cm:390,ce:1380,t:21,desc:'Mk3: +90% damage, +35% range, concussion payload',clvl:10}],
minelaser:[{cm:210,ce:760,t:14,desc:'Mk2: +45% damage, +15% range, twin capacitor banks',clvl:6},
{cm:340,ce:1180,t:18,desc:'Mk3: +85% damage, +28% range, focused armor erosion',clvl:8}],
missilebastion:[{cm:250,ce:880,t:15,desc:'Mk2: +35% damage, +15% range, expanded rack',clvl:7},
{cm:390,ce:1320,t:20,desc:'Mk3: +75% damage, +25% range, four-target salvo',clvl:9}],
plasma:[{cm:230,ce:840,t:15,desc:'Mk2: +40% damage, +15% range, residual splash',clvl:7},
{cm:370,ce:1280,t:20,desc:'Mk3: +85% damage, +25% range, triple-stage charge',clvl:9}],
stormcaller:[{cm:290,ce:1050,t:16,desc:'Mk2: +35% shell damage, +12% range, faster charge',clvl:7},
{cm:460,ce:1600,t:22,desc:'Mk3: +75% shell damage, +22% range, storm doctrine',clvl:9}],
sgen:[{cm:150,ce:560,t:12,desc:'Mk2: wider field and stronger repairs',clvl:5},
{cm:260,ce:920,t:16,desc:'Mk3: reinforced barrier and rapid repair matrix',clvl:7}],
uplink:[{cm:140,ce:520,t:11,desc:'Mk2: wider targeting network and +47% tower range',clvl:5},
{cm:240,ce:860,t:15,desc:'Mk3: battlefield array and +60% tower range',clvl:7}],
nova:[{cm:360,ce:1300,t:18,desc:'Mk2: reinforced silo and 15% faster recharge',clvl:8},
{cm:560,ce:2100,t:24,desc:'Mk3: expanded cells and 30% faster recharge',clvl:10}],
};
function bldDmgTierMul(type,lvl){
return type==='turret'?(lvl===3?2.4:lvl===2?1.6:1)
:type==='bunker'?(lvl===3?1.75:lvl===2?1.35:1)
:type==='aatower'?(lvl===3?2.2:lvl===2?1.7:1)
:type==='hellstorm'?(lvl===3?1.75:lvl===2?1.35:1)
:type==='arc'?(lvl===3?1.85:lvl===2?1.4:1)
:type==='rail'?(lvl===3?1.9:lvl===2?1.45:1)
:type==='bastion'?(lvl===3?1.9:lvl===2?1.45:1)
:type==='minelaser'?(lvl===3?1.85:lvl===2?1.45:1)
:type==='missilebastion'?(lvl===3?1.75:lvl===2?1.35:1)
:type==='plasma'?(lvl===3?1.85:lvl===2?1.4:1)
:type==='stormcaller'?(lvl===3?1.75:lvl===2?1.35:1):1;
}
function bldDmgMulAt(B,lvl){
let m=bldDmgTierMul(B.type,lvl);
if(B.team===0&&typeof defenseFocus!=='undefined'&&defenseFocus&&DEFT[B.type]) m*=1.15;
if(B.team===0) m*=resDefDmgMult;
m*=1+0.12*(B.vet||0); // defence veterancy: earned, visible power
return m;
}
/* ---------- DEFENCE VETERANCY + KILL BOUNTY --------------------------------
Towers were fire-and-forget furniture: they killed things and nothing came
back. Now every kill a defensive structure lands pays a small salvage bounty
and counts toward veterancy tiers (+12% damage each), so a well-sited tower
visibly grows into the wall it was built to be. Credit is counted from the
team kill counter delta around the structure's damage call, which means
splash and chain kills all attribute correctly. */
const DEF_VET_TIERS=[6,16,32];
function defKillCredit(B,got){
if(!B||!B.alive||!(got>0)) return;
B.kills=(B.kills||0)+got;
if(B.team===0){
resM[0]=Math.min(RES_MCAP[0],resM[0]+3*got);
resE[0]=Math.min(RES_ECAP[0],resE[0]+9*got);
if(perfScale>0.4) addParticle(0,B.x,B.y-8,0,-16,.5,8, 255,215,120);
}
const v=B.vet||0;
if(v<DEF_VET_TIERS.length&&B.kills>=DEF_VET_TIERS[v]){
B.vet=v+1;
addParticle(3,B.x,B.y,0,0,.8,BT[B.type].size*1.9, 255,205,96);
if(B.team===0){
toast('🎖 '+BT[B.type].name+' promoted to VETERAN '+['I','II','III'][v]+' — +'+(12*(v+1))+'% damage');
sfx('level',B.x,B.y,.9);
}
}
}
function bldDmgMul(B){ return bldDmgMulAt(B,B.lvl||1); }
function bldRngTierMul(type,lvl){
return type==='turret'? (lvl===3?1.4:lvl===2?1.2:1)
: type==='bunker'? (lvl===3?1.35:lvl===2?1.2:1)
: type==='aatower'? (lvl===3?1.38:lvl===2?1.25:1)
: type==='hellstorm'? (lvl===3?1.25:lvl===2?1.15:1)
: type==='arc'? (lvl===3?1.30:lvl===2?1.18:1)
: type==='rail'? (lvl===3?1.32:lvl===2?1.18:1)
: type==='bastion'? (lvl===3?1.35:lvl===2?1.2:1)
: type==='minelaser'? (lvl===3?1.28:lvl===2?1.15:1)
: type==='missilebastion'? (lvl===3?1.25:lvl===2?1.15:1)
: type==='plasma'? (lvl===3?1.25:lvl===2?1.15:1)
: type==='stormcaller'? (lvl===3?1.22:lvl===2?1.12:1):1;
}
function bldRngMulAt(B,lvl){
let m=bldRngTierMul(B.type,lvl);
if(B.team===0&&typeof defenseFocus!=='undefined'&&defenseFocus&&DEFT[B.type]) m*=1.10;
if(B.boost>0) m*=B.boostM||UPLINK_BOOST;
if(B.team<2) m*=fortOf(B.team).rng; // interlocking fields of fire
return m;
}
function bldRngMul(B){ return bldRngMulAt(B,B.lvl||1); }
function hasBld(team,type){ for(const B of bldLive) if(B.alive&&B.team===team&&B.type===type&&B.prog>=1) return true; return false; }
function startUpgrade(b){
const B=blds[b], path=BUP[B.type];
if(!path) return 'This structure has no upgrades';
const lvl=B.lvl||1;
if(B.type==='fac'&&B.tier===2) return 'Already Tech 2';
if(lvl-1>=path.length) return 'Max level reached';
const U=path[lvl-1];
if(U.req && !hasBld(B.team,U.req)) return 'Requires a '+BT[U.req].name;
if(B.team===0 && U.clvl && heroLvl<U.clvl) return '🔒 Requires Commander level '+U.clvl;
if(B.upT>0) return 'Already upgrading';
if(!canAfford(B.team,U.cm,U.ce)) return 'Need '+U.cm+' mass, '+U.ce+' energy';
pay(B.team,U.cm,U.ce);
B.upT=U.t; B.upMax=U.t;
return null;
}
function finishUpgrade(B){
if(B.type==='fac'){ B.tier=2; if(B.team===0) toast('🏭 Factory upgraded to TECH 2'); return; }
B.lvl=(B.lvl||1)+1;
if(B.type==='turret'||B.type==='bunker'||B.type==='aatower'||B.type==='hellstorm'||B.type==='arc'||B.type==='rail'||B.type==='bastion'||B.type==='seafort'||
B.type==='minelaser'||B.type==='missilebastion'||B.type==='plasma'||B.type==='stormcaller'||B.type==='sgen'||B.type==='uplink'||B.type==='nova'){
B.hpm*=B.lvl===3?1.5:1.15; B.hp=Math.min(B.hpm,B.hp+B.hpm*0.3);
}
if(B.team===0) toast('⬆ '+BT[B.type].name+' upgraded to Mk'+B.lvl);
}
/* ---------- research (Tech Lab) ---------- */
const RESEARCH=[
{id:'bal1', nm:'Ballistics I', em:'🗡', ds:'+12% unit damage', cm:120, ce:500, t:35, req:null, clvl:3},
{id:'plate1',nm:'Plating I', em:'🛡', ds:'+15% unit HP', cm:130, ce:550, t:40, req:null, clvl:3},
{id:'optics',nm:'Optics Array', em:'🔭', ds:'+12% unit range', cm:110, ce:480, t:35, req:null, clvl:4},
{id:'nano', nm:'Field Automation', em:'⚙', ds:'+25% build speed · +2 Constructor/Prospector cap', cm:140, ce:600, t:40, req:null, clvl:4},
{id:'fusion',nm:'Fusion Cells', em:'⚡', ds:'+30% energy income', cm:120, ce:500, t:35, req:null, clvl:4},
{id:'hardpoint',nm:'Hardpoint Bracing',em:'🏰',ds:'+25% structure HP',cm:140,ce:580,t:42,req:null,clvl:3},
{id:'contain',nm:'Containment Lattice',em:'◆',ds:'+50% Research Complex shield',cm:135,ce:620,t:45,req:null,clvl:4},
{id:'defnet',nm:'Defence Network',em:'🎯',ds:'+15% defensive structure damage',cm:210,ce:920,t:58,req:'hardpoint',clvl:5},
{id:'bal2', nm:'Ballistics II', em:'⚔', ds:'+15% unit damage', cm:200, ce:900, t:55, req:'bal1', clvl:6},
{id:'plate2',nm:'Plating II', em:'🔰', ds:'+20% unit HP', cm:220, ce:950, t:60, req:'plate1', clvl:6},
];
/* Research is paid as it runs, so deleting a nearly-finished study was both a
combat loss and a silent resource wipe. The field network remembers the
paid elapsed time for the current match; rebuilding a Complex can resume it.
This is deliberately not account persistence—winning the match still owns
permanent progression. */
let researched={}, resDone=0, researchCarry={};
function bankResearchProgress(id,t){ researchCarry[id]=Math.max(researchCarry[id]||0,t||0); }
function researchResumeTime(id){ return researchCarry[id]||0; }
let resHpMult=1, resRngMult=1, resEnergyMult=1;
/* PER-CHASSIS BOOSTS — item 5b, "consumables lock to unit TYPE".
Every consumable in this game was a global scalar applied once at match
start: readying Repair Nanites made the whole army 8% tougher and asked you
nothing. Locking a charge to ONE chassis is a decision — which of your units
is carrying this match — and it has to pay more than spreading it thin, or
there is nothing to decide. Indexed by TYPES slot; reset with the world. */
const typeHpMult=new Float32Array(TYPES.length+8).fill(1);
const typeDmgMult=new Float32Array(TYPES.length+8).fill(1);
function resetTypeBoosts(){ typeHpMult.fill(1); typeDmgMult.fill(1); }
function typeBoostSummary(){
const out=[];
for(let t=0;t<TYPES.length;t++)
if(typeHpMult[t]!==1||typeDmgMult[t]!==1)
out.push({ty:t,nm:TYPES[t].name,hp:typeHpMult[t],dmg:typeDmgMult[t]});
return out;
}
let resBldHpMult=1, resDefDmgMult=1, labBufferMult=1;
/* Crafted-module multiplier. Lives here beside the research ones so everything
that scales the player's side is in one place. */
let bldSpeedMult=1;
function applyResearch(id){
delete researchCarry[id];
researched[id]=true; resDone++;
if(id==='bal1') armyDmgMult+=0.12;
else if(id==='bal2') armyDmgMult+=0.15;
else if(id==='plate1') resHpMult+=0.15;
else if(id==='plate2') resHpMult+=0.20;
else if(id==='optics') resRngMult+=0.12;
else if(id==='nano') playerBuildMult+=0.25;
else if(id==='fusion') resEnergyMult+=0.30;
else if(id==='hardpoint'){
resBldHpMult*=1.25;
for(const B of blds) if(B.alive&&B.team===0){ const old=B.hpm; B.hpm*=1.25; B.hp+=B.hpm-old; }
}
else if(id==='contain'){
labBufferMult*=1.5;
for(const B of blds) if(B.alive&&B.team===0&&B.type==='techlab'){
B.shieldMax=900*labBufferMult; B.shield=Math.min(B.shieldMax,B.shield+450);
}
}
else if(id==='defnet') resDefDmgMult*=1.15;
toast('🔬 '+RESEARCH.find(r=>r.id===id).nm+' complete · +3 ◆ Data at debrief');
sfx('notify');
}
/* (volumetric terrain destruction lives in the engine layer — see applyDeform) */
const FAC_UP={cm:170, ce:650, t:16};
/* DEFENSES MUST OUTRANGE HEROES. At 155 range and 36 damage a Sentinel could
not scratch a raiding Commander: every playable hero except Nova's outranged
it and 36dps loses to baseline hero regen alone. 170 range puts the tower
inside every basic hero's face, and 46dps makes standing in it a decision. */
const TURRET_DMG=46, TURRET_RNG=170, TURRET_COOL=1.0;
/* A one-cycle containment relay gives defenders a readable response window
when a raid reaches the tech core. It prevents a single burst from erasing
the building, then only rearms after the Complex is repaired and its buffer
has recovered. Sustained pressure still kills it. */
const TECH_GUARD={trigger:.38,floor:.14,duration:5.5,rearm:28,hpReady:.86,shieldReady:.90};
/* One source of truth for defensive previews. The firing code still owns the
behaviours (chain, splash, air-only, minimum range); this table exposes the
numbers those behaviours actually consume so the panel cannot advertise a
different weapon from the one on the battlefield. */
const DEF_WEAPON_DATA={
turret:{dmg:TURRET_DMG,rng:TURRET_RNG,cool:TURRET_COOL,wk:'b'},
bunker:{dmg:BUNKER.dmg,rng:BUNKER.rng,cool:BUNKER.cool,wk:'e'},
aatower:{dmg:AA.dmg,rng:AA.rng,cool:AA.cool,wk:'e'},
bastion:{dmg:BASTION.dmg,rng:BASTION.rng,min:BASTION.minRng,cool:BASTION.cool,wk:'e'},
seafort:{dmg:BASTION.dmg*.84,rng:BASTION.rng*.86,min:BASTION.minRng*.72,cool:BASTION.cool*.82,wk:'e'},
hellstorm:{dmg:HELL.dmg,rng:HELL.rng,cool:HELL.cool,wk:'p'},
arc:{dmg:ARC.dmg,rng:ARC.rng,cool:ARC.cool,wk:'b'},
rail:{dmg:RAIL.dmg,rng:RAIL.rng,cool:RAIL.cool,wk:'g'},
minelaser:{dmg:MINELASER.dmg,rng:MINELASER.rng,cool:MINELASER.cool,wk:'b'},
missilebastion:{dmg:MISSILE_BASTION.dmg,rng:MISSILE_BASTION.rng,cool:MISSILE_BASTION.cool,wk:'e'},
plasma:{dmg:PLASMA_CHARGER.dmg,rng:PLASMA_CHARGER.rng,cool:PLASMA_CHARGER.cool,wk:'i'},
stormcaller:{dmg:STORM.dmg*STORM.shells,rng:STORM.rng,min:STORM.minRng,cool:STORM.cd,wk:'e'}
};
const BLD_HP_UPGRADES={turret:1,bunker:1,aatower:1,hellstorm:1,arc:1,rail:1,bastion:1,seafort:1,
minelaser:1,missilebastion:1,plasma:1,stormcaller:1,sgen:1,uplink:1,nova:1};
function bldWeaponSnapshot(B,lvl){
const W=DEF_WEAPON_DATA[B.type]; if(!W) return null;
const L=lvl||B.lvl||1;
return {damage:W.dmg*bldDmgMulAt(B,L),range:W.rng*bldRngMulAt(B,L),
minRange:W.min||0,rate:1/W.cool,dps:W.dmg*bldDmgMulAt(B,L)/W.cool,wk:W.wk};
}
function bldSupportSnapshot(B,lvl){
const L=lvl||B.lvl||1,up=Math.max(0,L-1);
if(B.type==='sgen') return {field:120+up*18,repair:(12+up*7)*2};
if(B.type==='uplink') return {field:UPLINK_R*(1+up*.18),boost:UPLINK_BOOST+up*.125};
if(B.type==='nova') return {recharge:NOVA.cd/(L===3?1.30:L===2?1.15:1),damage:NOVA.dmg};
if(B.type==='mex') return {income:L===3?11:L===2?7:4};
if(B.type==='pgen') return {income:L===3?38:L===2?24:14};
return null;
}
function bldProjectedHp(B,lvl){
let hp=B.hpm,L=B.lvl||1;
if(!BLD_HP_UPGRADES[B.type]) return hp;
while(L<lvl){ L++; hp*=L===3?1.5:1.15; }
return hp;
}
function bldNum(v){ return v>=100?Math.round(v):Math.round(v*10)/10; }
function bldPanelStatText(B){
const W=bldWeaponSnapshot(B,B.lvl||1);
if(W) return 'DAMAGE '+bldNum(W.damage)+' · RANGE '+bldNum(W.range)+' · RATE '+bldNum(W.rate)+'/s';
const S=bldSupportSnapshot(B,B.lvl||1);
if(B.type==='sgen') return 'FIELD '+bldNum(S.field)+' · STRUCTURE REPAIR '+bldNum(S.repair)+'/s';
if(B.type==='uplink') return 'FIELD '+bldNum(S.field)+' · RANGE BOOST +'+bldNum((S.boost-1)*100)+'%';
if(B.type==='nova') return 'STRIKE '+NOVA.dmg+' · RECHARGE '+bldNum(S.recharge)+'s';
if(B.type==='mex'){
const D=B.dep>=0?deposits[B.dep]:null,tier=depositTier(D),rate=S.income*(DEPOSIT_YIELD[tier]||0);
return tier>0?'MASS +'+bldNum(rate)+'/s · FIELD TIER '+tier+' · '+Math.ceil(D.remaining)+' ORE LEFT'
:'FIELD DEPLETED · RELOCATE MINERS';
}
if(B.type==='pgen') return 'ENERGY INCOME +'+S.income+'/s';
return (BT[B.type].bcat||'STRUCTURE').toUpperCase()+' · HP '+Math.ceil(B.hpm);
}
function bldUpgradeDeltaText(B){
const path=BUP[B.type],L=B.lvl||1;if(!path||L-1>=path.length) return '';
const N=L+1,W0=bldWeaponSnapshot(B,L),W1=bldWeaponSnapshot(B,N);
if(W0&&W1) return 'MK'+L+' → MK'+N+' · DAMAGE '+bldNum(W0.damage)+' → '+bldNum(W1.damage)
+' · RANGE '+bldNum(W0.range)+' → '+bldNum(W1.range)+' · HP '+Math.ceil(B.hpm)+' → '+Math.ceil(bldProjectedHp(B,N));
const S0=bldSupportSnapshot(B,L),S1=bldSupportSnapshot(B,N);
if(B.type==='sgen') return 'MK'+L+' → MK'+N+' · FIELD '+bldNum(S0.field)+' → '+bldNum(S1.field)
+' · REPAIR '+bldNum(S0.repair)+' → '+bldNum(S1.repair)+'/s';
if(B.type==='uplink') return 'MK'+L+' → MK'+N+' · FIELD '+bldNum(S0.field)+' → '+bldNum(S1.field)
+' · BOOST +'+bldNum((S0.boost-1)*100)+'% → +'+bldNum((S1.boost-1)*100)+'%';
if(B.type==='nova') return 'MK'+L+' → MK'+N+' · RECHARGE '+bldNum(S0.recharge)+'s → '+bldNum(S1.recharge)+'s'
+' · HP '+Math.ceil(B.hpm)+' → '+Math.ceil(bldProjectedHp(B,N));
if(B.type==='mex'||B.type==='pgen') return 'MK'+L+' → MK'+N+' · INCOME '+S0.income+' → '+S1.income+'/s';
return 'MK'+L+' → MK'+N+' · '+path[L-1].desc.replace(/^Mk\d:\s*/, '');
}
/* The panel must expose the whole investment before the first button press.
Hiding Mk3 behind a completed Mk2 makes an upgrade feel like an unexplained
tax, especially on a phone where returning to a structure takes effort. */
function bldUpgradePlanText(B){
const path=BUP[B.type];
if(!path) return '';
const L=B.type==='fac'?(B.tier===2?2:1):(B.lvl||1);
const out=[];
for(let i=0;i<path.length;i++){
const U=path[i], mk=i+2;
out.push((mk<=L?'✓ ':'')+'MK'+mk+' '+U.cm+'m'+(U.ce?' / '+U.ce+'e':'')+(U.clvl?' · CDR '+U.clvl:''));
}
return 'PATH: '+out.join(' → ');
}
/* Recycling returns half of the mass actually committed to the structure,
including completed (and already-paid active) upgrades. The old SELL control
refunded only the original shell, which made an expensive Mk3 dismantle look
broken rather than intentionally costly. Energy is deliberately not refunded:
it is operating power, not recoverable material. */
function bldRecycleMass(B){
let invested=BT[B.type].cm||0;
const path=BUP[B.type]||[];
const completed=B.type==='fac'?(B.tier===2?1:0):Math.max(0,(B.lvl||1)-1);
for(let i=0;i<Math.min(completed,path.length);i++) invested+=path[i].cm||0;
if(B.upT>0&&path[completed]) invested+=path[completed].cm||0;
return Math.round(invested*0.5);
}
const blds=[];
const BCS=130, BGW=Math.ceil(MAP/BCS)+1;
let bGrid=[];
/* Rebuilding the structure grid also re-rasterises the build territory — a
37,636-cell sweep with a walkability test per cell. Doing that inside the
damage handler meant a swarm chewing through a thirty-segment wall line ran
it thirty times in a few frames. The grid itself is cheap and stays
immediate; the expensive territory pass is deferred to one rebuild at the
end of the tick, which is soon enough for something the player reads as a
static overlay. */
function rebuildBGrid(deferZone){
/* `deferZone` skips the territory pass entirely: buildZoneTick already
re-rasterises on a 1.2 s cadence, which is the mechanism that exists
precisely because terrain and occupancy drift under the player. Structure
deaths ride that instead of forcing their own sweep. */
if(!deferZone && typeof markBuildZone==='function') markBuildZone();
if(typeof refreshFabList==='function'){ refreshFabList(); refreshBldLive(); }
bGrid=new Array(BGW*BGW);
for(let b=0;b<blds.length;b++){
const B=blds[b]; if(!B.alive) continue;
const c=clamp(B.y/BCS|0,0,BGW-1)*BGW+clamp(B.x/BCS|0,0,BGW-1);
(bGrid[c]||(bGrid[c]=[])).push(b);
}
}
function findEnemyBld(x,y,team,rad){
let best=-1,bd=rad*rad;
const cr=Math.ceil(rad/BCS);
const cx=clamp(x/BCS|0,0,BGW-1), cy=clamp(y/BCS|0,0,BGW-1);
for(let gy=Math.max(0,cy-cr);gy<=Math.min(BGW-1,cy+cr);gy++)
for(let gx=Math.max(0,cx-cr);gx<=Math.min(BGW-1,cx+cr);gx++){
const cell=bGrid[gy*BGW+gx]; if(!cell) continue;
for(const b of cell){
const B=blds[b];
if(B.alive && B.team!==team){
const d=dist2(x,y,B.x,B.y);
if(d<bd){ bd=d; best=b; }
}
}
}
return best;
}
function addBld(type,team,x,y,instant,rot){
const T=BT[type];
/* Team colour is not a faction. The old player branch always stamped Nova
here, so choosing the Brood still built human concrete buildings despite
the faction mesh registry being present and fully authored. */
const fac=team===0?(((typeof playerFaction!=='undefined'&&playerFaction)||'nova')):team===2?'horde':
((typeof AI!=='undefined'&&AI&&AI.fac)||'legion');
const doctrineHp=(team===0&&typeof defenseFocus!=='undefined'&&defenseFocus&&DEFT[type])?1.20:1;
const hpM=(team===0?bldHpMult*doctrineHp*resBldHpMult:1);
const shieldMax=type==='techlab'?900*labBufferMult:0;
const b={type,team,fac,x,y,hp:(instant?T.hp:T.hp*0.1)*hpM,hpm:T.hp*hpM,r:T.r,alive:true,prog:instant?1:0,
cool:0,queue:[],repeat:false,prodT:0,heal:0,tier:1,lvl:1,upT:0,upMax:1,tang:team?Math.PI:0,
seen:false,boost:0,boostM:UPLINK_BOOST,res:-1,resT:0,rally:null,rich:false,dep:-1,geo:-1,
shield:instant?shieldMax:0,shieldMax,shieldT:0,dmgT:0,
guardReady:type==='techlab',guardT:0,guardCharge:0,
rot:rot||0,footTier:bldFootTierCount(type,fac),link:0,anim:Math.random()*10,animS:0,conduit:[],
buildPaidM:instant?T.cm:0,buildPaidE:instant?T.ce:0,buildStalled:false};
if(type==='mex') for(let di=0;di<deposits.length;di++){
const D=deposits[di];
if(dist2(D.x,D.y,x,y)<9){ b.dep=di; b.rich=(D.initialTier||1)>=3; break; }
}
if(type==='geo') for(let gi=0;gi<geysers.length;gi++){
const G=geysers[gi];
if(dist2(G.x,G.y,x,y)<9){b.geo=gi;break;}
}
if(type==='nova') b.cool=NOVA.cd*0.6; // first charge after construction
blds.push(b); rebuildBGrid();
/* Level and pave the ground for it. Doing this at placement rather than at
completion means the site is visibly prepared while construction runs.
Brood harbor is water, so it must not pour concrete — but it still needs
the U-slip creep bed or the berth sits on a neighbour's veined disc. */
if(type!=='nest'&&(T.placement!=='water'||(fac==='horde'&&type==='harbor'))){
if(fac==='horde'&&typeof makeOrganicFoundation==='function') makeOrganicFoundation(b);
else if(T.placement!=='water') makeFoundation(b);
}
if(type==='mex'&&instant) deployExtractorMiner(b);
return b;
}
/* BASE UNDER ATTACK.
On a phone the player sees a fraction of the map, and until now nothing told
them a structure was being taken apart — no ping, no sound, no message. You
found out when the building was already gone. This is throttled so a long
siege does not spam, and only fires for damage the player did not order. */
/* alarmT is an absolute match-clock timestamp. resetWorld restarts stats.t at 0
but used to leave alarmT holding the previous match's value, so "base under
attack" — ping, sfx, toast and jump button — stayed suppressed for the first
several minutes of every match after the first. Reset in resetWorld. */
let alarmT=0, alarmX=0, alarmY=0;
function baseAlarm(B){
if(B.team!==0 || stats.t<alarmT) return;
alarmT=stats.t+9; alarmX=B.x; alarmY=B.y;
if(typeof mmPing==='function') mmPing(B.x,B.y);
sfx('alarm',B.x,B.y,1.2);
buzz(60);
toast('⚠ '+(BT[B.type]?BT[B.type].name:'Structure')+' UNDER ATTACK — tap the alert to jump');
if(typeof showAlert==='function') showAlert(B.x,B.y);
}
function damageBld(b,dmg,attTeam){
const B=blds[b]; if(!B||!B.alive) return;
if(B.team===0&&attTeam!==0&&META.settings.godMode){B.hp=B.hpm;return;}
if(B.team===0 && attTeam!==0) baseAlarm(B);
if(typeof aiOnBldHit==='function'&&B.team===1&&attTeam===0) aiOnBldHit(B,dmg,attTeam);
B.dmgT=6;
if(B.shieldT>0) dmg*=0.72; // protected by an Aegis Relay
if(B.team<2&&B.type!=='nest') dmg*=fortOf(B.team).armor; // perimeter hardening
if(B.shield>0){
const take=Math.min(B.shield,dmg); B.shield-=take; dmg-=take;
addParticle(0,B.x+rr(-B.r,B.r),B.y+rr(-B.r,B.r),0,0,.18,9,110,220,255);
if(dmg<=0){ B.hitT=0.2; return; }
}
/* Trigger on the threshold crossing, including a nominally lethal hit. Once
active, the floor is absolute for its short lifetime; the attacker must
remain on target after the relay burns out. */
if(B.type==='techlab'&&B.guardReady&&B.hp>B.hpm*TECH_GUARD.floor&&B.hp-dmg<=B.hpm*TECH_GUARD.trigger){
B.guardReady=false; B.guardT=TECH_GUARD.duration+(researched.contain?2:0); B.guardCharge=0;
if(B.team===0){
toast('◆ RESEARCH CONTAINMENT — '+Math.ceil(B.guardT)+'s to reinforce the Complex');
sfx('surge',B.x,B.y,1.25); buzz([45,35,70]);
}
}
if(B.type==='techlab'&&B.guardT>0) B.hp=Math.max(B.hpm*TECH_GUARD.floor,B.hp-dmg*.24);
else B.hp-=dmg;
B.hitT=0.35; // drives the flinch/spark anim
if(typeof orgfxOnBld==='function') orgfxOnBld(B,dmg,B.hp<=0);
if(B.hp>0 && B.hp<B.hpm*0.78 && perfScale>0.35){
addParticle(4,B.x+rr(-B.r*0.55,B.r*0.55),B.y+rr(-B.r*0.55,B.r*0.55),0,0,1.8,4.8,255,140,40);
if(Math.random()<0.65)
addParticle(4,B.x+rr(-B.r*0.40,B.r*0.40),B.y+rr(-B.r*0.40,B.r*0.40),0,0,1.4,3.8,255,128,36);
}
if(B.hp<=0){
B.alive=false;
B.fallT=stats.t;
if(B.type==='mex'&&B.dep>=0) redirectProspectorsFromNode(B.dep,B.team);
const Tb0=BT[B.type], bsz=Tb0.size;
const civic=typeof cityGroundAt==='function' && cityGroundAt(B.x,B.y)>=1;
/* A nest is grown tissue. Masonry collapse + wreck fire is the same
drowning fireball the large-Brood unit path used to fire. orgfxOnBld
already sprayed ichor; puddles stay billboards. Civic: no crater. */
const grown=B.type==='nest'||B.team===2
||(typeof orgfxBldOrganic==='function'&&orgfxBldOrganic(B));
if(!grown) spawnBuildingCollapse(B.x,B.y,bsz,civic);
if(!(grown&&civic)){
addCrater(B.x,B.y, civic?Math.min(bsz*1.05,64):Math.min(bsz*1.75,120));
deformTerrain(B.x,B.y, civic?Math.min(bsz*1.15,52):Math.min(bsz*1.65,115), civic?0.032:0.072, civic?'shell':'blast');
}
addRubble(B.x,B.y,bsz*0.9);
addRubble(B.x+rr(-bsz*0.35,bsz*0.35),B.y+rr(-bsz*0.35,bsz*0.35),bsz*0.55);
if(!grown){
if(civic){
addGroundBurn(B.x,B.y, Math.max(bsz*1.35,48), 1);
spawnCivicWreckFire(B.x,B.y,bsz);
} else {
addGroundBurn(B.x,B.y, Math.max(bsz*0.95,28), 1);
spawnCivicWreckFire(B.x,B.y,bsz*0.72);
}
}
shake=Math.max(shake,6);
sfx('boom',B.x,B.y,1.6);
rebuildBGrid(true); // territory catches up at end of tick
/* Every structure that falls — yours, theirs, a wildlife nest — leaves a
debris field worth roughly half what it cost to raise. Whoever holds the
ground afterwards gets paid, which is why you counter-attack. */
const Tb=BT[B.type], big=Tb.size>=46;
/* A nest is grown tissue, not a fabricated building. */
if(B.type==='nest') addWreckField(B.x,B.y, 0, Tb.size*2.2, WRECK_BIO, Tb.size*0.75, big?4:2);
else addWreckField(B.x,B.y, Tb.cm*0.55+18, Tb.ce*0.30, WRECK_STRUCT, Tb.size*0.75, big?4:2);
if(B.type==='mex') for(const D of deposits) if(D.x===B.x&&D.y===B.y) D.taken=false;
if(B.type==='geo') for(const G of geysers) if(G.x===B.x&&G.y===B.y) G.taken=false;
if(attTeam===0) heroXP(26);
if(B.type==='nest'&&attTeam===0){
stats.nests=(stats.nests||0)+1; // counted for daily orders
resM[0]=Math.min(RES_MCAP[0],resM[0]+200);
heroXP(60);
toast('🐛 Nest destroyed — +200 mass bounty!');
}
}
}
/* Structural patch applied by a Constructor (and future repair sources). HP
only ever restores toward the ceiling — upgrades set hpm first, then repair
follows it — so a partially-upgraded turret cannot be healed past its tier. */
function repairBld(B,amt){
if(!B||!B.alive||B.prog<1) return;
B.hp=Math.min(B.hpm,B.hp+amt);
}
// ---------- resource nodes: mass deposits, rich veins, energy geysers ----------
// Procedurally seeded per map — every battlefield has its own economy layout,
// always point-mirrored so both commanders get a fair start.
const deposits=[], geysers=[];
const DEPOSIT_BAND=1000;
const DEPOSIT_YIELD=[0,1,1.48,2.12];
/* Geo output stays at the existing +30/s; the new capacity only turns an
unlimited binary prop into a strategic three-stage field. Three 9k bands
last fifteen minutes at base output, so ordinary match balance is unchanged
while long Large-map wars eventually need a second power site. */
const GEYSER_BAND=9000;
function makeDeposit(x,y,rich,starter){
/* Tier is both a gameplay value and a silhouette. Starter fields begin at
Tier II, rare contested veins at Tier III, and ordinary expansion pockets
at Tier I. Every band is finite and visibly collapses into the next. */
const patterned=((Math.floor(x/97)+Math.floor(y/113))&3)===0;
const tier=rich?3:(starter||patterned?2:1);
return {x,y,taken:false,rich:tier===3,starter:starter||'',initialTier:tier,
tier,capacity:DEPOSIT_BAND*tier,remaining:DEPOSIT_BAND*tier,depleted:false,pulse:rr(0,TAU)};
}
function depositTier(D){
if(!D||D.remaining<=0){ if(D){D.remaining=0;D.tier=0;D.depleted=true;} return 0; }
D.tier=clamp(Math.ceil(D.remaining/DEPOSIT_BAND),1,D.initialTier||3);
D.depleted=false; return D.tier;
}
function depositYield(D){ return DEPOSIT_YIELD[depositTier(D)]||0; }
function drainDeposit(D,amount){
if(!D||amount<=0||depositTier(D)<=0) return 0;
const got=Math.min(D.remaining,amount),before=D.tier;
D.remaining-=got; const after=depositTier(D);
if(after!==before){
D.phaseFlash=1.4;
if(typeof refreshResourceTerrainNode==='function')refreshResourceTerrainNode(D,'mass',before,after);
}
return got;
}
function makeGeyser(x,y,starter){
return {x,y,taken:false,starter:starter||'',initialTier:3,tier:3,
capacity:GEYSER_BAND*3,remaining:GEYSER_BAND*3,depleted:false,pulse:rr(0,TAU)};
}
function geyserTier(G){
if(!G)return 0;
/* Saves created before finite geysers have no capacity fields. Promote them
in place rather than treating a valid old node as depleted. */
if(!Number.isFinite(G.capacity)||G.capacity<=0)G.capacity=GEYSER_BAND*3;
if(!Number.isFinite(G.remaining))G.remaining=G.capacity;
if(!Number.isFinite(G.initialTier)||G.initialTier<1)G.initialTier=3;
if(G.remaining<=0){G.remaining=0;G.tier=0;G.depleted=true;return 0;}
G.tier=clamp(Math.ceil(G.remaining/GEYSER_BAND),1,G.initialTier);
G.depleted=false;return G.tier;
}
function drainGeyser(G,amount){
const before=geyserTier(G);
if(!G||amount<=0||before<=0)return 0;
const got=Math.min(G.remaining,amount);G.remaining-=got;
const after=geyserTier(G);
if(after!==before){
G.phaseFlash=1.4;
if(typeof refreshResourceTerrainNode==='function')refreshResourceTerrainNode(G,'energy',before,after);
}
return got;
}
function setupDeposits(){
deposits.length=0; geysers.length=0;
const def=MAPDEFS[curMap]||MAPDEFS.vanguard;
srand((def.seed^0x5f3759)|1);
if(typeof skirmishSpawnPoints==='function'){
const starts=skirmishSpawnPoints(),all=[],gall=[];
const addNode=(arr,x,y,rich,minD,starter)=>{
x=clamp(x,100,MAP-100); y=clamp(y,100,MAP-100);
/* Objectives belong inside the red tactical line. Starter fields near an
inlet are projected inward; random expansion fields are rejected by
the loops below so their authored spacing remains natural. */
if(typeof battlefieldClampPoint==='function'){
const p=battlefieldClampPoint(x,y,112); x=p[0]; y=p[1];
}
for(const p of arr) if(dist2(x,y,p[0],p[1])<minD*minD) return false;
arr.push(rich==null?[x,y,null,starter||'']:[x,y,rich,starter||'']); return true;
};
/* The selected start owns equal nearby resources. Choosing another edge
of the map must never secretly remove the opening economy. */
const bp=typeof battlefieldPresetDef==='function'?battlefieldPresetDef():
{spread:1,nodes:18,geysers:2,world:1};
const spread=bp.spread||1;
for(let si=0;si<starts.length;si++){
const S=starts[si],a=Math.atan2(MAP*.5-S.y,MAP*.5-S.x),fx=Math.cos(a),fy=Math.sin(a),rx=-fy,ry=fx;
addNode(all,S.x+fx*150*spread,S.y+fy*150*spread,0,88*spread,S.zone);
addNode(all,S.x+fx*250*spread+rx*115*spread,S.y+fy*250*spread+ry*115*spread,0,88*spread,S.zone);
addNode(all,S.x+fx*250*spread-rx*115*spread,S.y+fy*250*spread-ry*115*spread,0,88*spread,S.zone);
addNode(gall,S.x+fx*355*spread+rx*(si&1?100:-100)*spread,
S.y+fy*355*spread+ry*(si&1?100:-100)*spread,null,125*spread,S.zone);
}
const bounds=typeof battlefieldPlayBounds==='function'?battlefieldPlayBounds(170*spread):{lo:220,hi:MAP-220};
let tries=0,target=Math.max(starts.length*3+4,(bp.nodes||18)+Math.max(0,starts.length-2)*3);
while(all.length<target&&tries++<700){
const x=rr(bounds.lo,bounds.hi),y=rr(bounds.lo,bounds.hi);
if(typeof battlefieldContains==='function'&&!battlefieldContains(x,y,112))continue;
let clear=true; for(const S of starts) if(dist2(x,y,S.x,S.y)<(330*spread)**2){clear=false;break;}
if(clear) addNode(all,x,y,(all.length%7===3)?1:0,145*spread);
}
tries=0; const gTarget=starts.length+(bp.geysers||2);
while(gall.length<gTarget&&tries++<500){
const x=rr(bounds.lo,bounds.hi),y=rr(bounds.lo,bounds.hi);
if(typeof battlefieldContains==='function'&&!battlefieldContains(x,y,112))continue;
let clear=true; for(const p of all) if(dist2(x,y,p[0],p[1])<(145*spread)**2){clear=false;break;}
if(clear) addNode(gall,x,y,null,190*spread);
}
window.__depPts=all.concat(gall);
for(const p of all) deposits.push(makeDeposit(p[0],p[1],!!p[2],p[3]||''));
for(const p of gall) geysers.push(makeGeyser(p[0],p[1],p[3]||''));
return;
}
const pts=[]; // [x,y,rich]
const bx=MAP*SP_LO, by=MAP*SP_HI;
const farOK=(x,y,minD)=>{
if(typeof battlefieldContains==='function'&&(!battlefieldContains(x,y,112)||
!battlefieldContains(MAP-x,MAP-y,112)))return false;
for(const p of pts){
if(dist2(x,y,p[0],p[1])<minD*minD) return false;
if(dist2(x,y,MAP-p[0],MAP-p[1])<minD*minD) return false;
}
return dist2(x,y,MAP-x,MAP-y)>minD*minD; // keep clear of own mirror point
};
// guaranteed starter economy near each base
pts.push([bx+rr(100,190), by-rr(110,190), 0]);
pts.push([bx-rr(10,110), by-rr(230,320), 0]);
pts.push([bx+rr(230,330), by+rr(-40,60), 0]);
// contested field — some rich
let tries=0;
while(pts.length<9 && tries++<400){
const x=rr(240,MAP-240), y=rr(240,MAP-240);
if(!farOK(x,y,165)) continue;
if(dist2(x,y,bx,by)<330*330 || dist2(x,y,MAP-bx,MAP-by)<330*330) continue;
pts.push([x,y, pts.length===4||pts.length===7 ?1:0]);
}
const gp=[]; tries=0;
while(gp.length<2 && tries++<300){
const x=rr(300,MAP-300), y=rr(300,MAP-300);
let ok=dist2(x,y,bx,by)>380*380 && dist2(x,y,MAP-bx,MAP-by)>380*380;
if(ok&&typeof battlefieldContains==='function')ok=battlefieldContains(x,y,112)&&battlefieldContains(MAP-x,MAP-y,112);
if(ok) for(const p of pts) if(dist2(x,y,p[0],p[1])<150*150||dist2(x,y,MAP-p[0],MAP-p[1])<150*150){ ok=false; break; }
if(ok) for(const g of gp) if(dist2(x,y,g[0],g[1])<220*220||dist2(x,y,MAP-g[0],MAP-g[1])<220*220){ ok=false; break; }
if(ok) gp.push([x,y]);
}
const all=[], gall=[];
for(const p of pts){ all.push(p); all.push([MAP-p[0],MAP-p[1],p[2]]); }
for(const p of gp){ gall.push(p); gall.push([MAP-p[0],MAP-p[1]]); }
window.__depPts=all.concat(gall); // terrain raises land under all nodes
for(const p of all) deposits.push(makeDeposit(p[0],p[1],!!p[2],''));
for(const p of gall) geysers.push(makeGeyser(p[0],p[1],''));
}
function geyserAt(x,y,rad){
for(let g=0;g<geysers.length;g++){
const G=geysers[g];
if(!G.taken&&geyserTier(G)>0&&dist2(x,y,G.x,G.y)<rad*rad) return g;
}
return -1;
}
/* THE LANE. The two starts sit on opposite corners, so the only route between
them is the diagonal — and hives were being seeded by the rule "far from both
starts", which describes that diagonal almost exactly. The result was a wall
of chitin sitting on the one path any attack has to walk, and the AI's waves
died in it every match. Keeping hives off the lane leaves them as objectives
you go out and hunt, instead of a toll booth on someone else's war. */
function laneDist(x,y){
if(typeof skirmishSpawnPoints==='function'){
const S=skirmishSpawnPoints(),A=S[0]; let best=1e12;
for(const B of S.slice(1)){
const dx=B.x-A.x,dy=B.y-A.y,L2=dx*dx+dy*dy;
let t=((x-A.x)*dx+(y-A.y)*dy)/L2;t=t<0?0:(t>1?1:t);
best=Math.min(best,Math.sqrt(dist2(x,y,A.x+dx*t,A.y+dy*t)));
}
return best;
}
const ax=MAP*SP_LO, ay=MAP*SP_HI, bx=MAP*SP_HI, by=MAP*SP_LO;
const dx=bx-ax, dy=by-ay, L2=dx*dx+dy*dy;
let t=((x-ax)*dx+(y-ay)*dy)/L2;
t=t<0?0:(t>1?1:t);
return Math.sqrt(dist2(x,y,ax+dx*t,ay+dy*t));
}
const LANE_CLEAR=430;
function setupNests(){
if(typeof infestationOn==='boolean'&&!infestationOn) return;
const def=MAPDEFS[curMap]||MAPDEFS.vanguard;
srand((def.seed^0x1234f)|1);
/* Starting hive count was a flat 5 on every difficulty — the map opened with
the SAME infestation footprint whether the player picked Easy or Hard, so
even before a single eruption timer fired, Easy already had more hives on
the ground than its own spread cap (nestSpreadT's `3+tier` ceiling) allows
it to grow into. Fewer hives at the whistle on Easy means fewer ambient-
trickle sources and fewer eruption origins for the whole match, which is
the actual "opening to build" the player needs. Hard is left at 5 — the
original, intentionally-hard baseline. */
const nestGoal=Math.max(1, Math.round([3,4,5][diffLvl()] * (broodIsEnemy()?1:0.55) * ((typeof planetInfestMul==='function')?planetInfestMul():1)));
let n=0, tries=0;
const placed=[];
while(n<nestGoal && tries++<200){
const px2=rr(500,MAP-500), py2=rr(500,MAP-500);
if(typeof battlefieldContains==='function'&&!battlefieldContains(px2,py2,135))continue;
if(typeof farFromStartZones==='function'&&!farFromStartZones(px2,py2,650)) continue;
if(laneDist(px2,py2)<LANE_CLEAR) continue; // keep the corridor passable
let clear=true;
for(const q of placed) if(dist2(px2,py2,q[0],q[1])<380*380){ clear=false; break; }
if(!clear) continue;
let L=findLand(px2,py2);
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],135);
placed.push(L);
addBld('nest',2,L[0],L[1],true);
/* Guard units at the hive door scale down too — on Easy a wandering scout
shouldn't eat a full-strength ambush at every single hive on the map. */
const guard=Math.round((WC.wild?6:3)*[0.67,1,1][diffLvl()]);
for(let k=0;k<guard;k++){
const i=spawnUnit(12,2,L[0]+rr(-50,50),L[1]+rr(-50,50),
(typeof broodIsEnemy==='function'&&broodIsEnemy())?populationDefaultSeat(1,L[0],L[1]):undefined);
if(i>=0) ustate[i]=2;
}
n++;
}
}
/* ============================================================
VOLUMETRIC SHATTER — objects break into ballistic fragments
carved from their own baked 3D frame (real z-physics: launch,
gravity, tumble, bounce, settle; moving ground shadows)
============================================================ */
const MAXSH=384;
const shX=new Float32Array(MAXSH), shY=new Float32Array(MAXSH); // ground position
const shVX=new Float32Array(MAXSH), shVY=new Float32Array(MAXSH);
const shZ=new Float32Array(MAXSH), shVZ=new Float32Array(MAXSH); // altitude physics
const shRot=new Float32Array(MAXSH), shSpin=new Float32Array(MAXSH);
const shLife=new Float32Array(MAXSH), shSize=new Float32Array(MAXSH);
const shU0=new Float32Array(MAXSH), shV0=new Float32Array(MAXSH), shU1=new Float32Array(MAXSH), shV1=new Float32Array(MAXSH);
const shR=new Uint8Array(MAXSH), shG=new Uint8Array(MAXSH), shB=new Uint8Array(MAXSH);
const shBounced=new Uint8Array(MAXSH);
let shHead=0;
const SH_G=290; // gravity (wu/s²)
function addShard(x,y,vx,vy,vz,size,uv,tr,tg,tb){
const i=shHead; shHead=(shHead+1)%MAXSH;
shX[i]=x; shY[i]=y; shVX[i]=vx; shVY[i]=vy;
shZ[i]=0.1; shVZ[i]=vz;
shRot[i]=Math.random()*TAU; shSpin[i]=rr(-7,7);
shLife[i]=2.6+Math.random()*1.2; shSize[i]=size;
shU0[i]=uv[0]; shV0[i]=uv[1]; shU1[i]=uv[2]; shV1[i]=uv[3];
shR[i]=tr; shG[i]=tg; shB[i]=tb;
shBounced[i]=0;
}
// break a baked frame into an N×N grid of textured fragments
function shatterFrame(x,y,worldSize,uv,team,grid,power){
if(!unitTexReady||!uv) return;
const n=grid||3, cell=worldSize/n;
const tc=TEAMC[team]||[255,255,255];
for(let gy=0;gy<n;gy++) for(let gx=0;gx<n;gx++){
if(Math.random()<0.18) continue; // ragged break
const fu0=uv[0]+(uv[2]-uv[0])*gx/n, fv0=uv[1]+(uv[3]-uv[1])*gy/n;
const fu1=uv[0]+(uv[2]-uv[0])*(gx+1)/n, fv1=uv[1]+(uv[3]-uv[1])*(gy+1)/n;
const ox=(gx+0.5-n/2)*cell, oy=(gy+0.5-n/2)*cell;
const d=Math.max(6,Math.hypot(ox,oy));
const p=power||1;
addShard(x+ox, y+oy,
ox/d*rr(28,85)*p + rr(-14,14), oy/d*rr(28,85)*p + rr(-14,14),
rr(55,150)*p,
cell*rr(0.85,1.1), [fu0,fv0,fu1,fv1], tc[0],tc[1],tc[2]);
}
}
function shardTick(dt){
for(let i=0;i<MAXSH;i++){
if(shLife[i]<=0) continue;
shLife[i]-=dt;
if(shZ[i]>0.001||shVZ[i]>0){
shVZ[i]-=SH_G*dt;
shZ[i]+=shVZ[i]*dt;
shX[i]+=shVX[i]*dt; shY[i]+=shVY[i]*dt;
shRot[i]+=shSpin[i]*dt;
if(shZ[i]<=0&&shVZ[i]<0){ // ground impact
shZ[i]=0;
if(!shBounced[i]&&shVZ[i]<-60){
shBounced[i]=1;
shVZ[i]*=-0.32; shVX[i]*=0.5; shVY[i]*=0.5; shSpin[i]*=0.4;
if(Math.random()<0.5) addParticle(1,shX[i],shY[i],rr(-3,3),rr(-6,-2),.4,shSize[i]*0.5, 120,112,96);
} else { shVZ[i]=0; shVX[i]=0; shVY[i]=0; shSpin[i]*=0.1; }
}
}
}
}
/* ---------- day/night cycle ---------- */
let dayT=0.08; // 0=noon .5=midnight; full cycle 8 min
const DAY_LEN=480;
/* Daylight lock is a tactical accessibility option, not a cosmetic filter.
It deliberately wins over Blood Moon / Eclipse: a player who has disabled
the cycle asked for an always-readable battlefield, including on a map that
would otherwise force permanent darkness. */
function dayCycleOn(){ return !(typeof META!=='undefined'&&META.settings&&META.settings.dayNight===false); }
function nightAmt(){ return dayCycleOn() ? (1-Math.cos(dayT*TAU))/2 : 0; }
/* ---------- meteor storms ---------- */
const meteors=[]; // {x,y,t}
let stormTimer=200;
/* ---------- alien infestation — HIVEWORLD escalation ----------
THE INFESTATION IGNORED THE DIFFICULTY SETTING ENTIRELY, and that single
omission was behind two separate complaints that sounded unrelated.
Every number below — tier clock, eruption size, hive count, the Tide — ran off
match time alone. So "Easy" put the same 220-bugs-per-hive tide on the field
as Hard, four minutes in, and a new player was buried by a third party they
never chose to fight. That is the "easy is too hard, I get swarmed" report.
The second report — "enemy factions never make it to the player" — is the SAME
BUG seen from the other end. Bugs are hostile to team 1 as well, and the AI's
attack waves have to cross the same carpet. They were being shredded in transit
and the retreat rule (below 28% strength) sent the survivors home, so the enemy
army the player picked never arrived. The player only ever fought bugs.
So the infestation now scales on every axis, and on Easy it is a hazard rather
than the main event. The AI is the opponent; the hive is weather. */
let infestT=230, nestSpreadT=170, infestLvl=0, tideT=260;
/* Difficulty index, safely — sim.js is parsed before ai.js defines AI.
Prefer the UI's `difficulty` global over AI.diff: newSkirmish() calls
setupNests() BEFORE aiSetup(difficulty) runs, so AI.diff still holds the
PREVIOUS match's value (or the default 1) while the hives are placed.
Reading `difficulty` instead means the very first thing that spawns on
the map — the starting hive count — actually sees what the player picked. */
function diffLvl(){
if(typeof difficulty==='number') return clamp(difficulty|0,0,2);
return (typeof AI!=='undefined'&&AI&&typeof AI.diff==='number')?clamp(AI.diff|0,0,2):1;
}
/* WHOSE ARMY IS THE HIVE?
It is the Umbral Brood's. That is the design rule this whole section now
obeys, and it was missing: the infestation ran at full strength no matter who
the player chose to fight, so picking the Ascendancy still meant spending the
match killing bugs while the Ascendancy's army was somewhere else entirely.
The opponent the player picked has to be the opponent they fight.
Against the Brood the hive IS the war and stays as fierce as it ever was.
Against anyone else it drops to wildlife: a hazard around the nests, a reason
to escort an expansion, and nothing that decides a match. */
function broodIsEnemy(){
return (typeof AI!=='undefined' && AI && AI.fac === 'horde');
}
/* One multiplier for every quantity in this section: how many spawn, how often,
how many can stand at once. Difficulty first, then the faction rule. */
function infQty(){
/* Hiveworld overrides the faction rule: you asked for the swarm.
Brood homeworld maps also thicken the carpet even when the AI is someone
else — the planet is the hive. Nova homeworlds stay wildlife-thin. */
const world=(typeof planetInfestMul==='function')?planetInfestMul():1;
return [0.18, 0.5, 1.0][diffLvl()] * ((broodIsEnemy() || WC.swarm) ? 1 : 0.35)
* (WC.swarm ? 2.2 : 1) * world;
}
function planetInfestMul(){
const D=(typeof MAPDEFS!=='undefined'&&MAPDEFS[curMap])?MAPDEFS[curMap]:{};
if(D.infest!=null) return D.infest;
const fac=typeof mapHomeFac==='function'?mapHomeFac():'nova';
return fac==='horde'?1.7:fac==='nova'?0.4:fac==='legion'?0.75:0.55;
}
function bugCap(){
const D=diffLvl(),k=populationTheatre(),mapMul={compact:.78,standard:1,large:1.22}[k]||1;
/* Hundreds still read as a tide at RTS camera distance. Thousands multiply
pathing, targeting, fog and billboard traffic until Android reclaims the
WebGL context. Keep Unholy dangerous through cadence and composition, not
by allocating an unrenderable carpet. */
let hard=[210,360,620][D]*mapMul*(broodIsEnemy()?1:.42)*(WC.swarm?1.22:1);
if(typeof planetInfestMul==='function'&&planetInfestMul()>1) hard*=1.22;
if(typeof META!=='undefined'&&META.settings&&META.settings.perf==='low')hard=Math.min(hard,220);
return Math.max(80,Math.min(FACTION_POP_CAP,Math.round(hard)));
}
function infTier(){ // threat tier I–V, escalates with match time
/* Easy takes nearly twice as long to reach each tier, so the early game is
actually an early game. */
const D=diffLvl(), brood=broodIsEnemy();
let t2=1+Math.floor(stats.t/([290,205,155][D]*(brood?1:1.7)));
if(WC.wild) t2++;
/* A ceiling, not just a slower climb. Wildlife should never reach the tier
where the map starts erupting on its own — that escalation belongs to the
faction whose army it is. */
const cap = brood ? 5 : [2,2,3][D];
return Math.min(cap,Math.max(1,t2));
}
function liveNests(){ const n=[]; for(const B of bldLive) if(B.alive&&B.type==='nest') n.push(B); return n; }
/* Eruptions QUEUE their broods and the ground pours bugs continuously —
thousands stream out over seconds instead of one hitch. */
const bugQ=[];
function bugQPending(){ let n=0; for(const q of bugQ) n+=q.n; return n; }
function nestErupt(N,count,tier){
let tp=null,td=1e18, te=null,tde=1e18; // nearest structures of each side
for(const B of blds){
if(!B.alive||B.prog<1) continue;
const dd=dist2(B.x,B.y,N.x,N.y);
if(B.team===0&&dd<td){ td=dd; tp=B; }
if(B.team===1&&dd<tde){ tde=dd; te=B; }
}
/* Clamp against remaining headroom AT PUSH TIME. The queue drains only while
there is room under the population cap, so pushing a full tide regardless
meant entries piled up forever at cap and then avalanched the instant
bugs started dying — a second wave nobody triggered. What cannot spawn now
is dropped now. */
const hiveSeat=(typeof broodIsEnemy==='function'&&broodIsEnemy())?populationDefaultSeat(1,N.x,N.y):POP_PLAYER_SLOT;
const room=Math.max(0, (typeof broodIsEnemy==='function'&&broodIsEnemy())
?populationCapForCommander(hiveSeat)-populationUsedForCommander(hiveSeat)
:bugCap()-populationUsedFor(2)-bugQPending());
count=Math.min(count, room);
if(count<=0) return;
bugQ.push({x:N.x,y:N.y,n:count,tier,seat:hiveSeat,
tpx:tp?tp.x:-1,tpy:tp?tp.y:0, tex:te?te.x:-1,tey:te?te.y:0});
// eruption FX: the ground bursts open
spawnExplosion(N.x,N.y,30,1);
addParticle(3,N.x,N.y,0,0,.9,180, 170,235,80);
for(let k2=0;k2<6;k2++) addParticle(1,N.x+rr(-40,40),N.y+rr(-30,30),rr(-8,8),rr(-20,-8),1.4,16, 90,110,50);
deformTerrain(N.x,N.y,50,0.02);
}
function bugQTick(){ // pour queued broods out of the ground
if(!bugQ.length) return;
let budget=(typeof fpsShow!=='undefined'&&fpsShow<22)?60:340; // back off if the device struggles
budget=Math.min(budget, (typeof broodIsEnemy==='function'&&broodIsEnemy())
?Math.max(0,populationCapForCommander(bugQ[0].seat)-populationUsedForCommander(bugQ[0].seat))
:bugCap()-populationUsedFor(2));
while(budget>0&&bugQ.length){
const q=bugQ[0];
const batch=Math.min(q.n,budget,70);
for(let k=0;k<batch;k++){
const alpha=Math.random()<0.02*q.tier;
const typ=alpha?13:(Math.random()<0.13?17:12);
const i=spawnUnit(typ,2,q.x+rr(-90,90),q.y+rr(-90,90),q.seat>=0?q.seat:undefined);
if(i>=0){
ustate[i]=2; ubuff[i]=q.tier>=4?6:0; // frenzied at high tiers
const r3=Math.random();
/* Who the brood walks at. Half of every eruption marching straight for
the player made the hive feel personal rather than ambient; on Easy
most of a tide now wanders or goes for the AI instead. */
const atPlayer=[0.26,0.38,0.5][diffLvl()]*(broodIsEnemy()?1:0.7);
if(r3<atPlayer&&q.tpx>=0){ utx[i]=clamp(q.tpx+rr(-140,140),20,MAP-20); uty[i]=clamp(q.tpy+rr(-140,140),20,MAP-20); }
else if(r3<atPlayer+0.35&&q.tex>=0){ utx[i]=clamp(q.tex+rr(-140,140),20,MAP-20); uty[i]=clamp(q.tey+rr(-140,140),20,MAP-20); }
else { utx[i]=clamp(q.x+rr(-600,600),20,MAP-20); uty[i]=clamp(q.y+rr(-600,600),20,MAP-20); }
}
}
q.n-=batch; budget-=batch;
if(q.n<=0) bugQ.shift();
if((tick&7)===0&&bugQ.length) addParticle(1,q.x+rr(-40,40),q.y+rr(-30,30),rr(-6,6),rr(-16,-8),1.0,14, 90,110,50);
}
}
/* ---------- ambient bird flocks ---------- */
const birds=[]; // {x,y,vx,vy,n,ph}
function envTick(dt){
if(!dayCycleOn()) dayT=0.08; // stable clear daylight
else if(WC.moon || WC.dark) dayT=0.5; // wildcard: endless night
else dayT=(dayT+dt/DAY_LEN)%1;
// bird flocks drift across the map (day only)
for(let b=birds.length-1;b>=0;b--){
const F=birds[b]; F.x+=F.vx*dt; F.y+=F.vy*dt; F.ph+=dt*9;
if(F.x<-200||F.x>MAP+200||F.y<-200||F.y>MAP+200) birds.splice(b,1);
}
if(birds.length<2 && nightAmt()<0.6 && Math.random()<dt*0.06){
const side=Math.random()*4|0;
const F={n:4+(Math.random()*5|0), ph:Math.random()*9, x:0,y:0,vx:0,vy:0};
const sp=34+Math.random()*22;
if(side===0){ F.x=-150; F.y=rr(300,MAP-300); F.vx=sp; F.vy=rr(-9,9); }
else if(side===1){ F.x=MAP+150; F.y=rr(300,MAP-300); F.vx=-sp; F.vy=rr(-9,9); }
else if(side===2){ F.y=-150; F.x=rr(300,MAP-300); F.vy=sp; F.vx=rr(-9,9); }
else { F.y=MAP+150; F.x=rr(300,MAP-300); F.vy=-sp; F.vx=rr(-9,9); }
birds.push(F);
}
if(demoMode) return;
/* The battle setup owns this rule. Off means completely off: no hidden
starter nests, queued broods, later spread, eruptions or global tides.
A Horde AI remains a normal enemy faction and is intentionally separate
from this neutral-map infestation switch. */
if(typeof infestationOn==='boolean'&&!infestationOn){
bugQ.length=0; infestLvl=0; return;
}
// ---- HIVEWORLD infestation: hives spread, swell, and erupt in tides ----
const tier=infTier(), D=diffLvl();
infestLvl=tier;
// hive spread — faster and denser as the threat grows
nestSpreadT-=dt;
if(nestSpreadT<=0){
nestSpreadT=(Math.max(45,150-tier*20)+Math.random()*40)*[1.9,1.3,1][D];
const nests=liveNests();
if(nests.length && nests.length<[3+tier,5+tier*1.5,6+tier*2][D]){
const N=nests[Math.random()*nests.length|0];
let L=findLand(N.x+rr(-300,300),N.y+rr(-300,300));
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],135);
if((typeof battlefieldContains!=='function'||battlefieldContains(L[0],L[1],135))
&& dist2(L[0],L[1],MAP*SP_LO,MAP*SP_HI)>480*480 && dist2(L[0],L[1],MAP*SP_HI,MAP*SP_LO)>480*480
&& laneDist(L[0],L[1])>=LANE_CLEAR){
let clear=true;
for(const B of blds) if(B.alive&&dist2(L[0],L[1],B.x,B.y)<120*120){ clear=false; break; }
if(clear){
const nb=addBld('nest',2,L[0],L[1],true);
nb.hpm=nb.hp=2400*(1+0.2*(tier-1)); // late hives are tougher
mmPing(L[0],L[1]);
toast('🐛 The infestation spreads — a new hive has taken root ('+liveNests().length+' hives)');
}
}
}
}
// pour queued broods out of the ground every tick
bugQTick();
// population governor: a struggling device sheds only off-screen wildlife.
if(typeof fpsShow!=='undefined'&&fpsShow<22&&populationUsedFor(2)>bugCap()*.82){
const b2=camBounds(); let culled=0;
for(let i=0;i<unitHigh&&culled<24;i++){
if(!ualive[i]||uteam[i]!==2||((i+tick)%3)) continue;
if(ux[i]<b2.x0-380||ux[i]>b2.x1+380||uy[i]<b2.y0-380||uy[i]>b2.y1+380){ killUnit(i,true); culled++; }
}
}
// mass eruptions — multiple hives at once, escalating 20x counts
infestT-=dt;
if(infestT<=0){
infestT=(Math.max(55,210-tier*30)+Math.random()*40)*[1.75,1.25,1][D]*(broodIsEnemy()?1:1.8);
const nests=liveNests();
if(nests.length && (broodIsEnemy()?populationCanSpawn(12,2,undefined,nests[0].x,nests[0].y):populationUsedFor(2)<bugCap())){
const eruptN=Math.max(1,Math.min(nests.length,Math.round((1+tier*0.6)*infQty()*1.8)));
/* 220 bugs per hive at tier 1 was the headline number, and on Easy it is
now 55 — enough to matter at a mex outpost, not enough to end a match. */
const per=Math.max(8,Math.round((6+tier*5)*20*infQty()));
const pool=[...nests];
for(let e2=0;e2<eruptN;e2++){
const N=pool.splice(Math.random()*pool.length|0,1)[0];
nestErupt(N,per,tier);
mmPing(N.x,N.y);
}
shake=Math.max(shake,3+tier);
toast(tier>=4?'☠ MASS ERUPTION — '+(eruptN*per).toLocaleString()+' bugs surfacing! KILL THE HIVES!'
:'🐛 Hives erupting — '+(eruptN*per)+' bugs pouring out across the map');
sfx('alarm');
}
}
// THE TIDE — at high tiers, every hive on the map vomits at once.
// Easy never sees it. It is a spectacle for players who went looking for one.
if(tier>=[6,5,4][D]){
tideT-=dt;
if(tideT<=0){
tideT=(230+Math.random()*60)*[2,1.4,1][D];
const nests=liveNests();
if(nests.length && (broodIsEnemy()?populationCanSpawn(12,2,undefined,nests[0].x,nests[0].y):populationUsedFor(2)<bugCap())){
let total=0;
const tc=Math.round((6+tier*5)*40*[0.25,0.55,1][D]);
for(const N of nests){ total+=tc; nestErupt(N,tc,tier); mmPing(N.x,N.y); }
shake=Math.max(shake,14); flashScreen();
toast('☠☠ THE TIDE ☠☠ — '+total.toLocaleString()+' bugs rising. The ground itself is moving. HOLD THE LINE!');
sfx('alarm');
}
}
}
/* Map-exclusive hazards live in src/hazards.js and tick alongside the
weather they belong to. */
if(typeof hazTick==='function') hazTick(dt);
/* Meteors belong to the Meteor Season wildcard, not to authored meteor
sites. Those maps already strike through hazards.js (HAZ.mode==='meteor',
orbital debris). OR-ing mapHazardKey here stacked two inbound toasts and
two damage pulses on nordhall_peaks. If hazards.js is missing, the site
still gets this older storm so the weather is not silent. */
const hazMeteor=(typeof mapHazardMode==='function'?mapHazardMode(curMap)==='meteor'
:(typeof mapHazardKey==='function'&&mapHazardKey(curMap)==='meteor'));
const hazOwnsMeteor=hazMeteor&&typeof hazTick==='function';
const meteorSite=!hazOwnsMeteor&&!!(WC.meteor||hazMeteor);
if(meteorSite) stormTimer-=dt;
if(meteorSite&&stormTimer<=0){
stormTimer=(90+Math.random()*70)*(WC.meteor?0.33:1)*[2.1,1.4,1][D];
const n=Math.max(1,(2+Math.random()*3|0)-[2,1,0][D])+(WC.meteor?2:0);
// aim near random units for drama
for(let k=0;k<n;k++){
let x=rr(300,MAP-300), y=rr(300,MAP-300);
const pick=Math.random()*unitHigh|0;
if(ualive[pick]&&Math.random()<0.7){ x=clamp(ux[pick]+rr(-160,160),100,MAP-100); y=clamp(uy[pick]+rr(-160,160),100,MAP-100); }
meteors.push({x,y,t:3.2+k*0.5});
}
toast('☄ METEOR STORM INBOUND — clear the strike zones!');
sfx('alarm');
}
// smoldering rubble: civic wreckage keeps real flames, wilderness smoke
if(perfScale>0.4) for(const R of rubbles){
const age=stats.t-(R.ts||0);
const civic=typeof cityGroundAt==='function' && cityGroundAt(R.x,R.y)>=1;
if(civic && age<48 && Math.random()<dt*2.2){
addParticle(4,R.x+rr(-R.s*0.42,R.s*0.42),R.y+rr(-R.s*0.32,R.s*0.32),rr(-2,2),rr(-8,-2),1.6,Math.min(8,R.s*0.12), 255,148,48);
if(Math.random()<0.45)
addParticle(1,R.x+rr(-R.s*0.3,R.s*0.3),R.y+rr(-R.s*0.25,R.s*0.25),rr(-3,3),rr(-14,-7),1.4,R.s*0.26, 40,32,28);
} else if(age<25 && Math.random()<dt*1.6){
addParticle(1,R.x+rr(-R.s*0.4,R.s*0.4),R.y+rr(-R.s*0.3,R.s*0.3),rr(-2,2),rr(-13,-7),1.1+Math.random()*0.7,R.s*0.28, 46,44,46);
if(Math.random()<0.25) addParticle(0,R.x+rr(-6,6),R.y+rr(-6,6),0,-4,.3,5, 255,140,60);
}
}
updateSingularities(dt);
for(let m=meteors.length-1;m>=0;m--){
const M=meteors[m];
M.t-=dt;
if(M.t<=0.35 && !M.fired){
M.fired=true;
addParticle(0,M.x,M.y-600,0,0,.35,60, 255,220,150);
}
if(M.t<=0){
meteors.splice(m,1);
const R=85, DMG=340;
forUnitsIn(M.x,M.y,R,j=>{
const fall=1-0.55*Math.sqrt(dist2(M.x,M.y,ux[j],uy[j]))/R;
dealDamage(j,DMG*fall,2,-1);
});
for(let b=0;b<blds.length;b++){
const Bd=blds[b];
if(Bd.alive&&dist2(M.x,M.y,Bd.x,Bd.y)<(R+Bd.r)*(R+Bd.r)) damageBld(b,DMG*0.7,2);
}
damageScenery(M.x,M.y,R,420);
spawnExplosion(M.x,M.y,52,1);
addParticle(3,M.x,M.y,0,0,1.0,R*2.4, 255,150,70);
addCrater(M.x,M.y,110);
deformTerrain(M.x,M.y,118, 0.068, 'blast');
shake=Math.max(shake,10);
sfx('boom',M.x,M.y,2.2);
}
}
}
/* ============================================================
WORLD OBJECTS — supply crates, relic cities, volatile tanks
============================================================ */
const crates=[], relics=[], tanks=[];
const CRATE_RARITY=[
{id:'common', nm:'Common', col:[105,215,255]},
{id:'uncommon', nm:'Uncommon', col:[100,235,145]},
{id:'rare', nm:'Rare', col:[110,145,255]},
{id:'epic', nm:'Epic', col:[205,105,255]},
{id:'legendary',nm:'Legendary',col:[255,198,75]},
];
const CRATE_KINDS=[
{id:'mass', em:'⛏', nm:'Mass Cache', ds:'+450 mass',rarity:0,w:24,col:[95,220,255],spr:'depR'},
{id:'power', em:'⚡', nm:'Flux Cell', ds:'+1800 energy',rarity:0,w:24,col:[255,222,92],spr:'glow'},
{id:'supply',em:'◆', nm:'Dual Supply Vault',ds:'+250 mass and +900 energy',rarity:1,w:17,col:[100,235,145],spr:'crate'},
{id:'repair',em:'✚', nm:'Nano Canister', ds:'Repairs all friendly forces',rarity:1,w:14,col:[95,255,180],spr:'rotor'},
{id:'scan', em:'⌾', nm:'Survey Beacon', ds:'Reveals this sector for 24 seconds',rarity:2,w:10,col:[105,175,255],spr:'dish'},
{id:'vet', em:'▲', nm:'Combat Stims', ds:'Army damage +45% for 30 seconds',rarity:2,w:7,col:[255,115,92],spr:'warn'},
{id:'xp', em:'★', nm:'Command Archive', ds:'Commander gains a level',rarity:3,w:3,col:[215,115,255],spr:'crystal'},
{id:'nova', em:'☄', nm:'NOVA Strike Codes',ds:'Recharges NOVA cannons',rarity:4,w:1,col:[255,198,75],spr:'ring'},
/* Account-progression finds: reaching a cache with a friendly unit pays
research and crafting, so scouting remains valuable beyond combat buffs. */
{id:'data', em:'DATA', nm:'Research Archive', ds:'+4 permanent Research Data',rarity:2,w:8,col:[96,220,255],spr:'crystal'},
{id:'mats', em:'MAT', nm:'Crafting Salvage', ds:'Permanent crafting materials',rarity:2,w:8,col:[125,245,180],spr:'crate'},
/* DROPPED, NOT AIRDROPPED: spawned at the death site of a heavy machine
(see dropRemains). `w:0` keeps it out of the random supply-pod table. */
{id:'scrap', em:'♻', nm:'Scrap Crate', ds:'+25 mass recovered from the wreck',rarity:0,w:0,col:[255,210,87],spr:'crate'},
];
let crateT=55, sitePickupT=28, boostDmgT=0;
function spawnCrate(x,y,forced){
let k=typeof forced==='string'?CRATE_KINDS.find(o=>o.id===forced):forced;
if(!k){
let roll=Math.random()*CRATE_KINDS.reduce((n,o)=>n+o.w,0);
for(const q of CRATE_KINDS){ roll-=q.w; if(roll<=0){k=q;break;} }
k=k||CRATE_KINDS[0];
}
/* Random drops sample the physical square, while Compact and authored map
edges do not. Clamp before and after the land search: the first gives the
search a reachable in-theatre seed, and the second prevents findLand from
stepping back across a notched/coastal command boundary. 36 covers the
largest rarity crate's ground footprint; two extra world units absorb
projection/float error instead of leaving its outer pixel on the line. */
let P=typeof battlefieldClampPoint==='function'?battlefieldClampPoint(x,y,38):[x,y];
let L=findLand(P[0],P[1]);
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],38);
crates.push({x:L[0],y:L[1],kind:k,alt:520,t:0,seen:false});
return crates[crates.length-1];
}
/* Resource-site caches turn neutral economy nodes into scoutable objectives.
Starter nodes are excluded: every commander already receives the same
opening economy, and placing a random bonus beside one start would undo that
fairness. These arrive on the ground, so they do not masquerade as orbital
supply drops when that rule is disabled. */
function spawnResourceSiteCrate(){
const sites=[];
for(const D of deposits) if(!D.taken&&!D.starter) sites.push({x:D.x,y:D.y,k:D.rich?'supply':'mass',site:'MASS SITE'});
for(const G of geysers) if(!G.taken&&!G.starter) sites.push({x:G.x,y:G.y,k:'power',site:'ENERGY SITE'});
for(let n=sites.length-1;n>=0;n--){
const S=sites[n];
if(typeof farFromStartZones==='function'&&!farFromStartZones(S.x,S.y,430)){ sites.splice(n,1); continue; }
for(const C of crates) if(dist2(S.x,S.y,C.x,C.y)<190*190){ sites.splice(n,1); break; }
}
if(!sites.length) return null;
const S=sites[Math.random()*sites.length|0],a=Math.random()*TAU;
const C=spawnCrate(S.x+Math.cos(a)*54,S.y+Math.sin(a)*54,S.k);
C.alt=0; C.site=true; C.siteName=S.site; C.announced=false;
return C;
}
function crateTick(dt){
if(!matchLive||demoMode) return;
crateT-=dt;
if(crateRate>0&&crateT<=0&&crates.length<4){
crateT=(50+Math.random()*40)/(crateRate||1);
const c2=spawnCrate(rr(300,MAP-300),rr(300,MAP-300));
mmPing(c2.x,c2.y);
toast('📦 Supply pod inbound — grab it with any unit');
}
else if(crateRate<=0&&crateT<=0) crateT=55;
sitePickupT-=dt;
if(sitePickupT<=0&&crates.filter(C=>C.site).length<2){
const P=typeof battlefieldPresetDef==='function'?battlefieldPresetDef():{site:1};
sitePickupT=(62+Math.random()*34)*(P.site||1);
spawnResourceSiteCrate();
}
for(let i=crates.length-1;i>=0;i--){
const C=crates[i];
C.t+=dt;
if(C.site&&C.seen&&!C.announced){
C.announced=true; toast('Survey contact — '+C.siteName+' cache located');
sfx('radio',C.x,C.y,0.75);
}
if(C.alt>0){
C.alt=Math.max(0,C.alt-dt*300);
if(C.alt===0){
addParticle(1,C.x,C.y,0,0,.9,26, 160,150,130);
sfx('hit',C.x,C.y,1);
}
continue;
}
// any friendly unit that touches it claims the boost
let got=-1;
forUnitsIn(C.x,C.y,62,j=>{ if(got<0&&uteam[j]===0) got=j; });
if(got>=0){
applyCrate(C.kind,C.x,C.y);
const cc=C.kind.col||[255,225,140], burst=10+(C.kind.rarity||0)*3;
addParticle(3,C.x,C.y,0,0,.8,150+(C.kind.rarity||0)*16,cc[0],cc[1],cc[2]);
for(let k=0;k<burst;k++) addParticle(0,C.x,C.y,rr(-70,70),rr(-70,70),.5,8,cc[0],cc[1],cc[2]);
sfx('pickup',C.x,C.y,1);
crates.splice(i,1);
} else if(C.t>150&&!(C.kind&&C.kind.id==='campaign_cache')) crates.splice(i,1);
}
if(boostDmgT>0){
boostDmgT-=dt;
/* Set, not divided — see the stimDmgMult note in commander.js. */
if(boostDmgT<=0){ stimDmgMult=1; toast('🎖 Combat stims worn off'); }
}
}
function applyCrate(k,x,y){
if(k.id==='mass'){ resM[0]=Math.min(RES_MCAP[0],resM[0]+450); pickupToast(k,'+450 MASS'); }
else if(k.id==='power'){ resE[0]=Math.min(RES_ECAP[0],resE[0]+1800); pickupToast(k,'+1,800 ENERGY'); }
else if(k.id==='supply'){
resM[0]=Math.min(RES_MCAP[0],resM[0]+250);resE[0]=Math.min(RES_ECAP[0],resE[0]+900);
pickupToast(k,'+250 MASS · +900 ENERGY');
}
else if(k.id==='vet'){
stimDmgMult=1.45;
boostDmgT=30; pickupToast(k,'ARMY DAMAGE +45% · 30 SECONDS');
}
else if(k.id==='repair'){
for(let i=0;i<unitHigh;i++) if(ualive[i]&&uteam[i]===0) uhp[i]=uhpm[i];
for(const B of blds) if(B.alive&&B.team===0) B.hp=B.hpm;
pickupToast(k,'ALL FRIENDLY FORCES REPAIRED');
}
else if(k.id==='scan'){
if(typeof fogStartScan==='function') fogStartScan(x,y,24,15);
pickupToast(k,'LOCAL SENSOR WINDOW · 24 SECONDS');
}
else if(k.id==='data'){
META.researchData=(META.researchData||0)+4;
if(typeof metaSave==='function') metaSave();
pickupToast(k,'+4 PERMANENT RESEARCH DATA');
}
else if(k.id==='mats'){
/* One focused material drop is easier to plan around than four tiny
increments. Relic cores remain tied to hives and ruins. */
var pool=['alloy','alloy','circuit','circuit','isotope'];
var mat=pool[Math.random()*pool.length|0],amount=mat==='alloy'?12:(mat==='circuit'?7:4),grant={};
grant[mat]=amount;
if(typeof matGrant==='function') matGrant(grant);
pickupToast(k,'+'+amount+' '+(typeof MATS!=='undefined'?MATS[mat].nm:mat.toUpperCase()).toUpperCase());
}
else if(k.id==='scrap'){
/* A reclaimed hulk pays out like any other salvage: the No Salvage wildcard
and Salvage Rigs both apply, so a dead tank is worth exactly what the
player's economy doctrine says wreckage is worth. */
resM[0]=Math.min(RES_MCAP[0],resM[0]+25*salvageMult);
pickupToast(k,'+25 MASS');
}
else if(k.id==='nova'){
let n=0; for(const B of blds) if(B.alive&&B.team===0&&B.type==='nova'&&B.cool>0){ B.cool=0; n++; }
resE[0]=Math.min(RES_ECAP[0],resE[0]+1500);
pickupToast(k,(n||0)+' NOVA RECHARGED · +1,500 ENERGY');
}
else if(k.id==='xp'){ heroXP(heroXpNext-heroXp+1); pickupToast(k,'COMMANDER LEVEL GAINED'); }
}
/* ---------- relic cities & volatile tanks (destructible scenery) ---------- */
/* ================= DERELICT DISTRICTS =====================================
Cities are not scattered rubble props — they are laid out on a STREET GRID,
rotated as a whole so each one sits on the land at its own angle. Blocks
fill the plots, streets are cut into the road network (so they're fast to
drive and read as real roads), and every block is a fat bank of salvage
waiting for whoever is willing to level it. Razing a district is a genuine
economic strategy, not just scenery destruction.
kind: 0 tower block 1 low block 2 industrial hall 3 tank farm/silo
4 INTACT civic block — still powered, and deliberately the only one.
Kind 4 gets NO special simulation rules: same footprint, hit points, salvage
and collapse as a low block, so it can be razed for the same payout as its
dead neighbours. Everything that separates it is geometry and one emissive
colour. Where a lookup is keyed on kind, 4 either falls through to the low
block on purpose or has its own entry because the value is a measurement of
the mesh (see carrierRelicRoof). */
const cityZones=[]; // {x,y,r,ind,name,total,razed}
const cityPlan=[]; // block layout, seeded — survives across resets
const cityStreets=[]; // [x0,y0,x1,y1,w,zone] — authored first so plots can face a real street
/* Props an authored template asked for. planDistricts runs before the height
field exists and before tanks/crates are built, so the stamp records intent
and setupRelics() spawns it once the land search is safe to call. */
const sitePropQueue=[]; // {kind:'tank'|'crate', x, y, s}
/* Why authored sites failed to place. A silent 0-of-2 is indistinguishable
from the feature being off, and this placement has six independent ways to
reject a candidate. */
const SITE_REJ={arena:0,spawn:0,water:0,res:0,near:0,plots:0,ok:0};
/* City occupancy is shared by terrain dressing, prop placement, render LOD
and combat scarring. Previously each subsystem rediscovered a city from a
loose radius (or did not know about it at all), which is how rocks appeared
through floors and why a generated block looked stamped onto untouched
wilderness. Values: 0 wild, 1 district envelope, 2 street/service verge,
3 authored plot. Combat still burns and craters civic ground. Civic bowls
stay above the waterline and PASS is not rewritten, so the Commander is
not trapped. Soil bowls may punch below WATER_H but stay dry dirt — they
must not spawn ponds or rewrite PASS to flood. */
let CITYG=null;
function cityGroundAt(wx,wy){
if(!CITYG)return 0;
const x=clamp(wx/MAP*PGS|0,0,PGS-1),y=clamp(wy/MAP*PGS|0,0,PGS-1);
return CITYG[y*PGS+x]||0;
}
function rebuildCityGroundMask(){
CITYG=new Uint8Array(PGS*PGS);
const cell=MAP/PGS;
const stamp=(gx,gy,v)=>{if(gx>=0&&gy>=0&&gx<PGS&&gy<PGS){const i=gy*PGS+gx;if(v>CITYG[i])CITYG[i]=v;}};
/* Keep the authored district clear of wilderness clutter, including plazas
that do not happen to contain a live building. */
for(const Z of cityZones){
const r=(Z.span||Z.r)*1.04,x0=clamp((Z.x-r)/cell|0,0,PGS-1),x1=clamp(Math.ceil((Z.x+r)/cell),0,PGS-1);
const y0=clamp((Z.y-r)/cell|0,0,PGS-1),y1=clamp(Math.ceil((Z.y+r)/cell),0,PGS-1),r2=r*r;
for(let gy=y0;gy<=y1;gy++)for(let gx=x0;gx<=x1;gx++){
const wx=(gx+.5)*cell,wy=(gy+.5)*cell;
if(dist2(wx,wy,Z.x,Z.y)<=r2)stamp(gx,gy,1);
}
}
for(const S of cityStreets){
const ax=S[0],ay=S[1],bx=S[2],by=S[3],dx=bx-ax,dy=by-ay,L2=dx*dx+dy*dy||1,pad=S[4]*.75+24;
const x0=clamp((Math.min(ax,bx)-pad)/cell|0,0,PGS-1),x1=clamp(Math.ceil((Math.max(ax,bx)+pad)/cell),0,PGS-1);
const y0=clamp((Math.min(ay,by)-pad)/cell|0,0,PGS-1),y1=clamp(Math.ceil((Math.max(ay,by)+pad)/cell),0,PGS-1);
for(let gy=y0;gy<=y1;gy++)for(let gx=x0;gx<=x1;gx++){
const wx=(gx+.5)*cell,wy=(gy+.5)*cell,t=clamp(((wx-ax)*dx+(wy-ay)*dy)/L2,0,1);
if(dist2(wx,wy,ax+dx*t,ay+dy*t)<=pad*pad)stamp(gx,gy,2);
}
}
for(const P of cityPlan){
const pad=26,rad=Math.hypot(P.w,P.h)*.62+pad,ca=Math.cos(P.a),sa=Math.sin(P.a);
const x0=clamp((P.x-rad)/cell|0,0,PGS-1),x1=clamp(Math.ceil((P.x+rad)/cell),0,PGS-1);
const y0=clamp((P.y-rad)/cell|0,0,PGS-1),y1=clamp(Math.ceil((P.y+rad)/cell),0,PGS-1);
for(let gy=y0;gy<=y1;gy++)for(let gx=x0;gx<=x1;gx++){
const dx=(gx+.5)*cell-P.x,dy=(gy+.5)*cell-P.y,lx=dx*ca+dy*sa,ly=-dx*sa+dy*ca;
if(Math.abs(lx)<=P.w*.61+pad&&Math.abs(ly)<=P.h*.61+pad)stamp(gx,gy,3);
}
}
}
/* Planning is separated from instantiation because the streets have to be
BAKED INTO THE TERRAIN (they're part of the ground texture and the road
grid), which happens once per map, while the blocks themselves are live
objects that get rebuilt every match. */
function obbOverlap(b1, b2, margin){
margin=margin||10;
const dx=b1.x-b2.x, dy=b1.y-b2.y;
const r1=Math.hypot(b1.w,b1.h)*0.5+margin, r2=Math.hypot(b2.w,b2.h)*0.5;
if(dx*dx+dy*dy > (r1+r2)*(r1+r2)) return false;
const getCorners=(b)=>{
const ca=Math.cos(b.a), sa=Math.sin(b.a);
const hw=b.w*0.5+margin*0.5, hh=b.h*0.5+margin*0.5;
return [
[b.x - hw*ca + hh*sa, b.y - hw*sa - hh*ca],
[b.x + hw*ca + hh*sa, b.y + hw*sa - hh*ca],
[b.x + hw*ca - hh*sa, b.y + hw*sa + hh*ca],
[b.x - hw*ca - hh*sa, b.y - hw*sa + hh*ca]
];
};
const c1=getCorners(b1), c2=getCorners(b2);
const axes=[[Math.cos(b1.a),Math.sin(b1.a)], [-Math.sin(b1.a),Math.cos(b1.a)],
[Math.cos(b2.a),Math.sin(b2.a)], [-Math.sin(b2.a),Math.cos(b2.a)]];
for(const axis of axes){
let min1=Infinity, max1=-Infinity, min2=Infinity, max2=-Infinity;
for(const p of c1){ const dot=p[0]*axis[0]+p[1]*axis[1]; if(dot<min1)min1=dot; if(dot>max1)max1=dot; }
for(const p of c2){ const dot=p[0]*axis[0]+p[1]*axis[1]; if(dot<min2)min2=dot; if(dot>max2)max2=dot; }
if(max1<min2 || max2<min1) return false;
}
return true;
}
function planDistricts(){
cityPlan.length=0; cityStreets.length=0; cityZones.length=0;
sitePropQueue.length=0;
/* Per-generation, not cumulative: planDistricts runs more than once per
session (menu backdrop, then the match), and totals that span both describe
no world in particular. */
for(const k in SITE_REJ) SITE_REJ[k]=0;
const def=MAPDEFS[curMap]||MAPDEFS.vanguard;
srand((def.seed^0x7ACE1)|1);
const spawnA=[MAP*SP_LO,MAP*SP_HI], spawnB=[MAP*SP_HI,MAP*SP_LO];
const farFromSpawns=(x,y,d)=> typeof farFromStartZones==='function'?farFromStartZones(x,y,d)
:dist2(x,y,spawnA[0],spawnA[1])>d*d&&dist2(x,y,spawnB[0],spawnB[1])>d*d;
/* Economy fields are authored terrain sites, not props a city may pave
through. Reserve the complete crystal/geyser corruption footprint while
choosing a district and again while accepting an individual plot. */
const clearOfResourceSites=(x,y,r)=>{
if(typeof deposits!=='undefined')for(const D of deposits)if(dist2(x,y,D.x,D.y)<Math.pow(r+118,2))return false;
if(typeof geysers!=='undefined')for(const G of geysers)if(dist2(x,y,G.x,G.y)<Math.pow(r+96,2))return false;
return true;
};
/* A centre-point land test is not enough for a rotated city block. On coast
maps its centre could be dry while a corner sat in the ocean; the grading
pass then raised that corner above sea level and manufactured a square
island. Validate the complete apron plus a shoreline buffer before the
plot becomes part of the authored district. */
const dryFootprint=(x,y,w,h,a)=>{
if(typeof battlefieldWaterMode==='function'&&battlefieldWaterMode()==='none')return true;
const ca=Math.cos(a),sa=Math.sin(a),hw=w*.70+18,hh=h*.70+18;
const pts=[[0,0],[-hw,-hh],[hw,-hh],[hw,hh],[-hw,hh],[-hw,0],[hw,0],[0,-hh],[0,hh]];
for(const p of pts){
const wx=x+p[0]*ca-p[1]*sa,wy=y+p[0]*sa+p[1]*ca;
if(hAt(wx,wy)<WATER_H+.008)return false;
}
return true;
};
/* A building belongs to a street frontage. The previous planner scattered a
candidate inside a block, then painted an oversized sidewalk beneath it;
those two independent decisions let roads run through walls. Snap the lot
to the nearest street in its district, align its long face to that street,
and retain an explicit curb-to-entrance connector for terrain painting. */
const streetFrontage=(x,y,w,h,zone)=>{
let best=null;
for(let si=0;si<cityStreets.length;si++){
const S=cityStreets[si];if(S[5]!==zone)continue;
const dx=S[2]-S[0],dy=S[3]-S[1],L2=dx*dx+dy*dy||1;
const t=clamp(((x-S[0])*dx+(y-S[1])*dy)/L2,.08,.92);
const qx=S[0]+dx*t,qy=S[1]+dy*t,d2=dist2(x,y,qx,qy);
if(!best||d2<best.d2)best={S,si,qx,qy,dx,dy,d2};
}
if(!best)return null;
const L=Math.hypot(best.dx,best.dy)||1,tx=best.dx/L,ty=best.dy/L,nx=-ty,ny=tx;
const side=((x-best.qx)*nx+(y-best.qy)*ny)<0?-1:1;
/* P.w/P.h describe the building footprint; the terrain apron is 1.18x.
Reserve a visible sidewalk/service strip between that apron and curb. */
const apronHalf=h*.59,curbHalf=best.S[4]*.5+3,setback=14;
const centre=curbHalf+setback+apronHalf;
const facing=s=>({x:best.qx+nx*s*centre,y:best.qy+ny*s*centre,a:Math.atan2(ty,tx),
street:best.si,roadX:best.qx+nx*s*curbHalf,roadY:best.qy+ny*s*curbHalf,
frontX:best.qx+nx*s*(curbHalf+setback),frontY:best.qy+ny*s*(curbHalf+setback)});
const primary=facing(side);primary.alt=facing(-side);return primary;
};
const roadClear=(P)=>{
const ca=Math.cos(P.a),sa=Math.sin(P.a);
/* Test the entire 1.18x apron against every avenue in this district. This
rejects corner lots which face one road correctly but clip a crossing
street. Seven samples per axis are enough at the 12.5 m nav-cell scale. */
for(let iy=-3;iy<=3;iy++)for(let ix=-3;ix<=3;ix++){
const lx=P.w*.59*ix/3,ly=P.h*.59*iy/3,x=P.x+lx*ca-ly*sa,y=P.y+lx*sa+ly*ca;
for(const S of cityStreets){
if(S[5]!==P.zone)continue;
const dx=S[2]-S[0],dy=S[3]-S[1],L2=dx*dx+dy*dy||1;
const t=clamp(((x-S[0])*dx+(y-S[1])*dy)/L2,0,1);
if(dist2(x,y,S[0]+dx*t,S[1]+dy*t)<Math.pow(S[4]*.5+2,2))return false;
}
}
return true;
};
const plot=(x,y,w,h,a,kind,zone)=>{
const F=streetFrontage(x,y,w,h,zone);
const pad=Math.max(58,Math.hypot(w,h)*.55);
const fronts=F?[F,F.alt]:[{x,y,a}];
for(const V of fronts){
const candidate={x:V.x,y:V.y,w,h,a:V.a,kind,zone};
if(F){candidate.street=V.street;candidate.roadX=V.roadX;candidate.roadY=V.roadY;
candidate.frontX=V.frontX;candidate.frontY=V.frontY;}
if(typeof battlefieldContains==='function'&&!battlefieldContains(candidate.x,candidate.y,pad))continue;
if(!dryFootprint(candidate.x,candidate.y,w,h,candidate.a))continue;
if(!clearOfResourceSites(candidate.x,candidate.y,pad)||!roadClear(candidate))continue;
let blocked=false;
for(let i=0;i<cityPlan.length;i++)if(obbOverlap(candidate,cityPlan[i],12)){blocked=true;break;}
if(blocked)continue;
cityPlan.push(candidate);cityZones[zone].total++;return true;
}
return false;
};
/* Street frontage overwrites yaw, so every lot on a parallel avenue
faced the same way. Square towers/domes take 90° steps; halls only
flip 180° so the long face still meets the curb. */
const varyPlot=()=>{
const last=cityPlan[cityPlan.length-1]; if(!last) return;
const h=((last.x*17+last.y*11)|0);
if(last.kind===0||last.kind===1||last.kind===3||last.kind===4||last.kind===5)
last.a+=(h&3)*Math.PI*0.5;
else if(last.kind===2) last.a+=(h&1)*Math.PI+((h>>2)&7)*0.035-0.12;
};
/* Skip stacking the same short-lot mesh on neighboring plots. Pool is
the existing civic set (tower/dome/hall/civic) — no new unique meshes. */
const pickShortKind=(x,y,zi,civicOk,cell)=>{
if(civicOk) return 4;
const fac=typeof mapHomeFac==='function'?mapHomeFac():'nova';
const near=[], r2=cell*cell*0.9;
for(let i=0;i<cityPlan.length;i++){
const P=cityPlan[i];
if(P.zone!==zi) continue;
if(dist2(P.x,P.y,x,y)<r2) near.push(P.kind);
}
/* Homeworld mix uses the existing civic vocabulary: Nova wants towers and
intact halls, Dominion wants domes, Syndicate wants automation halls,
Brood wants broken low blocks — no new meshes. */
let pool=fac==='legion'?[1,1,1,2,0]:fac==='syndicate'?[2,2,0,1]:fac==='horde'?[1,2,2,0]:[0,0,4,2];
const fresh=pool.filter(k=>near.indexOf(k)<0);
if(fresh.length) pool=fresh;
return pool[(((x*19+y*11)|0)>>>0)%pool.length];
};
/* Stamp an authored layout (assets/data/sitetemplates.js) at a world point.
Deliberately a sibling of makeDistrict rather than a global: it writes
through the same plot() closure, so a template gets the identical street
frontage search, dry-footprint test and battlefield clamp that procedural
plots get. A template that cannot legally place its required plots is
rolled back whole — a half-built outpost reads as a bug, not as ruins. */
const stampSite=(T,cx2,cy2,cls)=>{
if(!T) return false;
const zi=cityZones.length;
const s0=cityStreets.length, p0=cityPlan.length;
const ga=T.rotation==='random'?rr(0,TAU):(+T.rotation||0);
const ca=Math.cos(ga), sa=Math.sin(ga);
const L2W=(lx,ly)=>[cx2+lx*ca-ly*sa, cy2+lx*sa+ly*ca];
cityZones.push({x:cx2,y:cy2,r:T.radius||200,ind:T.ind?1:0,total:0,razed:0,claimed:0,
name:T.name||'SITE',tpl:1,grade:T.grade||'plane',site:cls||T.id||'site'});
for(const S of (T.streets||[])){
const a2=L2W(S[0],S[1]), b2=L2W(S[2],S[3]);
cityStreets.push([a2[0],a2[1],b2[0],b2[1],S[4],zi]);
}
let ok=true;
for(const P of (T.plots||[])){
if(P.optional!==undefined && rnd()>P.optional) continue;
const W=L2W(P.x,P.y);
const placed=plot(W[0],W[1],P.w,P.h,(P.a||0)+ga,P.kind,zi);
/* plot() appends on success, so the role rides on the entry it just made.
The sim treats 6/7 generically; only the render pass reads role. */
if(placed&&P.role&&cityPlan.length) cityPlan[cityPlan.length-1].role=P.role;
if(!placed&&P.required){ ok=false; break; }
}
if(!ok){
cityStreets.length=s0; cityPlan.length=p0; cityZones.length=zi;
return false;
}
/* Props are recorded, not spawned. This runs inside planDistricts, which is
well before setupRelics() builds tanks and crates and before the height
field the land search needs exists — spawning here would either throw or
drop props into water. setupRelics drains the queue once it is safe. */
for(const R of (T.props||[])){
const W=L2W(R.x,R.y);
sitePropQueue.push({kind:R.kind,x:W[0],y:W[1],s:R.s||0});
}
return true;
};
const makeDistrict=(cx2,cy2,ind)=>{
const zi=cityZones.length;
cityZones.push({x:cx2,y:cy2,r:ind?300:340,ind,total:0,razed:0,claimed:0,
name:ind?'INDUSTRIAL BELT':'DERELICT DISTRICT',site:ind?'indus':'city'});
const ga=rr(0,TAU); // whole district shares one grid angle
const ca=Math.cos(ga), sa=Math.sin(ga);
const L2W=(lx,ly)=>[cx2+lx*ca-ly*sa, cy2+lx*sa+ly*ca];
const CELL=ind?180:134, COLS=ind?3:5, ROWS=ind?3:5;
const half=n=>-(n-1)/2;
/* Streets at vehicle scale: a district lane is 13 units kerb to kerb,
an industrial service road 17 — the old 20/26 poured half the district
in grey. */
const SW=ind?17:13;
let civic=0; // intact blocks placed here
for(let r2=0;r2<ROWS;r2++){ // avenues
const ly=(half(ROWS)+r2)*CELL;
const a2=L2W(half(COLS)*CELL-CELL*0.5,ly), b2=L2W((half(COLS)+COLS-1)*CELL+CELL*0.5,ly);
cityStreets.push([a2[0],a2[1],b2[0],b2[1],SW,zi]);
}
for(let c3=0;c3<COLS;c3++){ // cross streets
const lx=(half(COLS)+c3)*CELL;
const a2=L2W(lx,half(ROWS)*CELL-CELL*0.5), b2=L2W(lx,(half(ROWS)+ROWS-1)*CELL+CELL*0.5);
cityStreets.push([a2[0],a2[1],b2[0],b2[1],SW,zi]);
}
/* SKYLINE ANCHOR. Every derelict district gets one true skyscraper,
placed BEFORE the ordinary blocks so the tallest lot always lands and
the grid fills in around it (plot() rejects overlaps). NOT at the
exact centre: that is a street INTERSECTION, and roadClear correctly
rejects any lot whose apron a crossing avenue clips — so the anchor
takes a cell centre adjacent to the heart, first one that clears. */
if(!ind){
const s5=rr(50,60);
for(const [ax,ay] of [[CELL*0.5,CELL*0.5],[-CELL*0.5,CELL*0.5],
[CELL*0.5,-CELL*0.5],[-CELL*0.5,-CELL*0.5],
[CELL*1.5,CELL*0.5],[CELL*0.5,CELL*1.5]]){
const A=L2W(ax,ay);
if(isWalkable(A[0],A[1])&&plot(A[0],A[1],s5,s5,ga,5,zi)){ varyPlot(); break; }
}
}
for(let r2=0;r2<ROWS;r2++) for(let c3=0;c3<COLS;c3++){
const fac=typeof mapHomeFac==='function'?mapHomeFac():'nova';
const skip=ind?(fac==='syndicate'||fac==='legion'?0.12:0.20):(fac==='nova'?0.06:fac==='horde'?0.28:0.14);
if(rnd()<skip) continue; // plazas and collapsed lots
const lx=(half(COLS)+c3)*CELL+CELL*0.5, ly=(half(ROWS)+r2)*CELL+CELL*0.5;
const P=L2W(lx,ly);
if(!isWalkable(P[0],P[1])||!farFromSpawns(P[0],P[1],520)) continue;
if(ind){
/* Mix hall/tower/dome from the existing set so the belt is not one stamp. */
const roll=((P[0]*13+P[1]*7)|0)%5;
let ikind=roll===0?0:roll===1?1:2;
if(fac==='legion') ikind=roll<2?1:roll<4?2:0;
else if(fac==='syndicate') ikind=roll<3?2:roll===3?3:0;
const iw=ikind===2?rr(96,132):ikind===3?rr(40,56):ikind===0?rr(44,62):rr(52,78);
const ih=ikind===2?rr(62,88):ikind===3?rr(40,56):ikind===0?rr(44,62):rr(38,58);
if(plot(P[0],P[1], iw, ih, ga, ikind, zi)) varyPlot();
if(rnd()<0.7){
const T2=L2W(lx+rr(-46,46), ly+(rnd()<0.5?-1:1)*rr(54,68));
if(isWalkable(T2[0],T2[1])&&plot(T2[0],T2[1],rr(34,46),rr(34,46),ga,3,zi)) varyPlot();
}
} else {
/* Varied derelict layouts: grid, organic cluster, or plaza-centered */
const layout = rnd()*3|0;
if(layout===0){
/* Grid - original behavior */
const n=1+(rnd()*2.4|0);
for(let k=0;k<n;k++){
const Q=L2W(lx+rr(-CELL*0.22,CELL*0.22), ly+rr(-CELL*0.22,CELL*0.22));
if(!isWalkable(Q[0],Q[1])) continue;
const r2b=rnd(), tall=r2b<(fac==='nova'?0.55:fac==='legion'?0.22:0.42), civ=!tall&&civic<(fac==='nova'?4:2)&&r2b>=(fac==='nova'?0.72:fac==='horde'?0.96:0.857);
const kind=tall?0:pickShortKind(Q[0],Q[1],zi,civ,CELL);
const w=kind===0?rr(40,58):kind===2?rr(72,104):kind===4?rr(50,70):rr(56,84);
const h=kind===0?rr(40,58):kind===2?rr(48,72):kind===4?rr(50,70):rr(34,50);
if(plot(Q[0],Q[1], w, h, ga, kind, zi)){ varyPlot(); if(kind===4) civic++; }
}
}else if(layout===1){
/* Organic cluster - buildings grouped around center */
const n=2+(rnd()*3|0);
for(let k=0;k<n;k++){
const ang=rnd()*TAU, dist=rr(10,CELL*0.45);
const Q=L2W(lx+Math.cos(ang)*dist, ly+Math.sin(ang)*dist);
if(!isWalkable(Q[0],Q[1])) continue;
const r2b=rnd(), tall=r2b<(fac==='nova'?0.48:0.35), civ=!tall&&civic<(fac==='nova'?4:2)&&r2b>=(fac==='nova'?0.74:fac==='horde'?0.96:0.88);
const kind=tall?0:pickShortKind(Q[0],Q[1],zi,civ,CELL);
const w=kind===0?rr(40,60):kind===2?rr(70,100):kind===4?rr(50,70):rr(50,90);
const h=kind===0?rr(40,60):kind===2?rr(44,68):kind===4?rr(50,70):rr(30,55);
if(plot(Q[0],Q[1], w, h, ga, kind, zi)){ varyPlot(); if(kind===4) civic++; }
}
}else{
/* Plaza-centered - one big open space, buildings on edges */
const edges=[[0,-1],[1,0],[0,1],[-1,0]];
for(const [ex,ey] of edges){
if(rnd()<0.25) continue;
const Q=L2W(lx+ex*CELL*0.35, ly+ey*CELL*0.35);
if(!isWalkable(Q[0],Q[1])) continue;
const r2b=rnd(), tall=r2b<(fac==='nova'?0.62:0.5), civ=!tall&&civic<(fac==='nova'?4:2)&&r2b>=(fac==='nova'?0.70:fac==='horde'?0.96:0.82);
const kind=tall?0:pickShortKind(Q[0],Q[1],zi,civ,CELL);
const w=kind===0?rr(45,65):kind===2?rr(72,110):kind===4?rr(52,72):rr(60,100);
const h=kind===0?rr(45,65):kind===2?rr(48,74):kind===4?rr(52,72):rr(35,60);
if(plot(Q[0],Q[1], w, h, ga, kind, zi)){ varyPlot(); if(kind===4) civic++; }
}
}
}
}
};
/* Districts are laid down with a relaxing spacing rule: try hard to keep them
well apart, then accept tighter packing rather than silently dropping a
district the map definition asked for. */
const placed=[];
const tryPlace=(ind,minD)=>{
for(let a=0;a<70;a++){
const x=rr(MAP*0.18,MAP*0.82), y=rr(MAP*0.18,MAP*0.82);
if(typeof battlefieldContains==='function'&&!battlefieldContains(x,y,310))continue;
if(!farFromSpawns(x,y,700)||!isWalkable(x,y)) continue;
if(!clearOfResourceSites(x,y,ind?330:370))continue;
let clash=false;
for(const p of placed) if(dist2(x,y,p[0],p[1])<minD*minD){ clash=true; break; }
if(clash) continue;
placed.push([x,y]); makeDistrict(x,y,ind); return true;
}
return false;
};
/* Authored sites use the same relaxing spacing search, but carry their own
clearance from the template — an outpost is a quarter the size of a
district and would never place at the district's 310-unit radius. */
const tryStamp=(cls,minD)=>{
if(typeof siteTemplateFor!=='function') return false;
for(let a=0;a<70;a++){
const T=siteTemplateFor(cls,rnd);
if(!T) return false;
const x=rr(MAP*0.18,MAP*0.82), y=rr(MAP*0.18,MAP*0.82);
const clear=T.minClearRadius||220;
if(typeof battlefieldContains==='function'&&!battlefieldContains(x,y,clear)){SITE_REJ.arena++;continue;}
if(!farFromSpawns(x,y,T.minSpawnDist||800)){SITE_REJ.spawn++;continue;}
if(!isWalkable(x,y)){SITE_REJ.water++;continue;}
if(!clearOfResourceSites(x,y,clear)){SITE_REJ.res++;continue;}
let clash=false;
for(const p of placed) if(dist2(x,y,p[0],p[1])<minD*minD){ clash=true; break; }
if(clash){SITE_REJ.near++;continue;}
if(!stampSite(T,x,y,cls)){SITE_REJ.plots++;continue;} // required plot rejected
placed.push([x,y]); SITE_REJ.ok++; return true;
}
return false;
};
for(let c2=0;c2<(def.city||0);c2++) tryPlace(0,660)||tryPlace(0,470)||tryPlace(0,360);
for(let c2=0;c2<(def.indus||0);c2++) tryPlace(1,660)||tryPlace(1,470)||tryPlace(1,360);
/* Absent keys mean zero, so every existing MAPDEFS entry is unchanged. */
for(let c2=0;c2<(def.outpost||0);c2++) tryStamp('outpost',520)||tryStamp('outpost',380);
for(let c2=0;c2<(def.relic||0);c2++) tryStamp('relic',560)||tryStamp('relic',400);
for(let c2=0;c2<(def.towns||0);c2++) tryStamp('city',700)||tryStamp('city',520);
for(let c2=0;c2<(def.spaceport||0);c2++) tryStamp('spaceport',640)||tryStamp('spaceport',460);
for(let c2=0;c2<(def.domes||0);c2++) tryStamp('dome',620)||tryStamp('dome',440);
/* Z.r is the authored disc. Corner lots of a 5x5 / 3x3 grid sit outside
that circle, which left biome grass in the blocks players read as city.
span covers every street and plot so CITYG and the grey fill match. */
for(let zi=0;zi<cityZones.length;zi++){
const Z=cityZones[zi];
let r=Z.r;
for(const S of cityStreets){
if(S[5]!==zi)continue;
const pad=S[4]*0.5+16;
r=Math.max(r, Math.hypot(S[0]-Z.x,S[1]-Z.y)+pad, Math.hypot(S[2]-Z.x,S[3]-Z.y)+pad);
}
for(const P of cityPlan){
if(P.zone!==zi)continue;
r=Math.max(r, Math.hypot(P.x-Z.x,P.y-Z.y)+Math.hypot(P.w,P.h)*0.7+16);
}
Z.span=r;
}
rebuildCityGroundMask();
if(placed.length) window.__cityAt=placed[0];
}
/* SuperCom bases sit on graded pads. The old pass pulled 34% toward a tilted
plane inside Z.r, so biome hills continued through every plaza. Flatten the
SPAN (corner lots live outside Z.r), then dump the cut as irregular berms —
mangled scrape, not a cliff and not a blend that puts lumps back on the pad. */
function siteBermWidth(Z){
const s=Z.site||'';
/* Wide enough for dumped heaps to sit outside the pad disc. The old 32–52
ring was thinner than one city block and still read as a drawn circle. */
if(s==='indus'||s==='city') return 86;
if(s==='relic') return 68;
return 58; // outpost / colony / town
}
function siteHash(zx,zy,a,b){
let n=(Math.imul(zx|0,73856093)^Math.imul(zy|0,19349663)^Math.imul(a|0,83492791)^Math.imul(b|0,2654435761))|0;
n=Math.imul(n^(n>>>16),0x7feb352d);
return ((n>>>8)&65535)/65536;
}
function gradeDistrictTerrain(){
if(!heightF||!cityZones.length)return;
const k=TS/MAP,sample=(wx,wy)=>heightF[clamp(wy*k|0,0,TS-1)*TS+clamp(wx*k|0,0,TS-1)];
const zoneGrade=new Float32Array(cityZones.length);
for(let zi=0;zi<cityZones.length;zi++){
const Z=cityZones[zi];
let ang=0;
for(const S of cityStreets){ if(S[5]===zi){ ang=Math.atan2(S[3]-S[1],S[2]-S[0]); break; } }
const ca=Math.cos(-ang), sa=Math.sin(-ang);
let hx=36, hy=36;
const acc=(x,y,pad)=>{
const lx=(x-Z.x)*ca-(y-Z.y)*sa, ly=(x-Z.x)*sa+(y-Z.y)*ca;
hx=Math.max(hx,Math.abs(lx)+pad); hy=Math.max(hy,Math.abs(ly)+pad);
};
for(const S of cityStreets){
if(S[5]!==zi)continue;
const pad=S[4]*.5+18;
acc(S[0],S[1],pad); acc(S[2],S[3],pad);
}
for(const P of cityPlan){
if(P.zone!==zi)continue;
acc(P.x,P.y,Math.hypot(P.w,P.h)*.55+12);
}
Z.padHx=hx; Z.padHy=hy; Z.padA=ang;
Z._pad={ang,hx,hy};
const bermW=siteBermWidth(Z), ext=Math.hypot(hx,hy)+bermW*1.85;
const vals=[];
for(let i=0;i<13;i++){
const a=i/13*TAU, d=i?Math.min(hx,hy)*(0.28+0.22*(i%3)/3):0;
vals.push(sample(Z.x+Math.cos(a)*d,Z.y+Math.sin(a)*d));
}
vals.sort((a,b)=>a-b);
const hc=Math.max(WATER_H+.016, vals[vals.length>>1]);
zoneGrade[zi]=hc; Z.gradeH=hc;
const cW=Math.cos(ang), sW=Math.sin(ang);
const heaps=[];
const nHeap=8+((siteHash(Z.x,Z.y,zi,91)*9)|0);
for(let p=0;p<nHeap;p++){
const side=(siteHash(Z.x,Z.y,p,zi)*4)|0, u=siteHash(Z.x,Z.y,p+3,zi);
const extra=bermW*(0.18+1.35*siteHash(Z.x,Z.y,p+41,zi+2));
let lx,ly;
if(side===0){ lx=(u-.5)*2*hx; ly=-(hy+extra); }
else if(side===1){ lx=(u-.5)*2*hx; ly=hy+extra; }
else if(side===2){ lx=-(hx+extra); ly=(u-.5)*2*hy; }
else { lx=hx+extra; ly=(u-.5)*2*hy; }
const hxw=Z.x+lx*cW-ly*sW, hyw=Z.y+lx*sW+ly*cW;
if(cityGroundAt(hxw,hyw)>=2) continue;
const hr=bermW*(0.14+0.50*siteHash(Z.x,Z.y,p+71,zi+4));
const origP=sample(hxw,hyw);
const amp=(Math.max(0,origP-hc)*0.70+0.022)*(0.35+1.25*siteHash(Z.x,Z.y,p+9,zi));
heaps.push(hxw,hyw,hr,amp);
}
const x0=clamp((Z.x-ext)*k|0,0,TS-1),x1=clamp(Math.ceil((Z.x+ext)*k),0,TS-1);
const y0=clamp((Z.y-ext)*k|0,0,TS-1),y1=clamp(Math.ceil((Z.y+ext)*k),0,TS-1);
for(let y=y0;y<=y1;y++)for(let x=x0;x<=x1;x++){
const wx=x/k,wy=y/k;
const lx=(wx-Z.x)*ca-(wy-Z.y)*sa, ly=(wx-Z.x)*sa+(wy-Z.y)*ca;
const ox=Math.max(0,Math.abs(lx)-hx), oy=Math.max(0,Math.abs(ly)-hy);
const d=Math.hypot(ox,oy);
if(d>bermW*1.9)continue;
const i=y*TS+x, orig=heightF[i];
const cls=cityGroundAt(wx,wy);
const floor=WATER_H+.016;
if(orig<WATER_H+.002){
/* Authored rivers/lakes under the painted GRID used to stay as
WATER_AUTH holes: the water sheet sat in a texel-jagged pit and
bit blue through city pavement. Drain wet texels on the pad
(interior or street/plot). Berm/biome water stays authored so a
shoreline city does not become a square island. */
if(d>=5&&cls<2) continue;
heightF[i]=Math.max(floor, hc);
continue;
}
/* Interior of the GRID stays construction-flat. Outside, a wide
smoothstep returns to biome — a steep circular face was the cliff. */
if(d<5||cls>=2){
heightF[i]=Math.max(floor, hc);
}else{
const u=clamp(d/Math.max(14,bermW),0,1);
const w=u*u*(3-2*u);
let h=hc+(orig-hc)*w;
const cut=Math.max(0,orig-hc), fill=Math.max(0,hc-orig);
const grain=0.45+0.90*siteHash(Z.x,Z.y,x,y);
const pile=Math.exp(-((u-0.38)*3.1)*((u-0.38)*3.1));
h+=(cut*0.55+fill*0.18+0.016)*grain*pile*(0.35+siteHash(Z.x,Z.y,x+7,y));
for(let p=0;p<heaps.length;p+=4){
const hd=Math.hypot(wx-heaps[p],wy-heaps[p+1]), hr=heaps[p+2];
if(hd>=hr)continue;
const t=1-hd/hr;
h+=heaps[p+3]*t*t*(3-2*t);
}
heightF[i]=Math.max(floor, Math.min(0.84, h));
}
}
}
for(const P of cityPlan){
const ca=Math.cos(P.a),sa=Math.sin(P.a),hw=P.w*.67,hh=P.h*.67,feather=22;
const datum=zoneGrade[P.zone]||Math.max(WATER_H+.016,sample(P.x,P.y));
const rad=Math.hypot(hw,hh)+feather,x0=clamp((P.x-rad)*k|0,0,TS-1),x1=clamp(Math.ceil((P.x+rad)*k),0,TS-1);
const y0=clamp((P.y-rad)*k|0,0,TS-1),y1=clamp(Math.ceil((P.y+rad)*k),0,TS-1);
for(let y=y0;y<=y1;y++)for(let x=x0;x<=x1;x++){
const wx=x/k,wy=y/k,dx=wx-P.x,dy=wy-P.y,lx=dx*ca+dy*sa,ly=-dx*sa+dy*ca;
const ox=Math.max(0,Math.abs(lx)-hw),oy=Math.max(0,Math.abs(ly)-hh),d=Math.hypot(ox,oy);
const i=y*TS+x;
/* District grading may flatten existing land, but it must never create
land. Shoreline cells remain water and are later clipped out of the
painted street/foundation passes. */
if(d>feather||heightF[i]<WATER_H+.004)continue;const t=1-d/feather,w=t*t*(3-2*t);
heightF[i]+= (datum-heightF[i])*w;
}
}
/* Streets share the site pad grade. Endpoint samples used to put one
crossing above another; the berm ring is the only place hills return. */
for(const S of cityStreets){
const ax=S[0],ay=S[1],bx=S[2],by=S[3],dx=bx-ax,dy=by-ay,L2=dx*dx+dy*dy||1;
const pad=S[4]*.7+16,datum=Math.max(WATER_H+.014,zoneGrade[S[5]]||((sample(ax,ay)+sample(bx,by))*.5));
const x0=clamp((Math.min(ax,bx)-pad)*k|0,0,TS-1),x1=clamp(Math.ceil((Math.max(ax,bx)+pad)*k),0,TS-1);
const y0=clamp((Math.min(ay,by)-pad)*k|0,0,TS-1),y1=clamp(Math.ceil((Math.max(ay,by)+pad)*k),0,TS-1);
for(let y=y0;y<=y1;y++)for(let x=x0;x<=x1;x++){
const wx=x/k,wy=y/k,t=clamp(((wx-ax)*dx+(wy-ay)*dy)/L2,0,1),px=ax+dx*t,py=ay+dy*t,d=Math.hypot(wx-px,wy-py);
const i=y*TS+x;
if(d>pad||heightF[i]<WATER_H+.004)continue;const q=1-d/pad,w=q*q*(3-2*q);
heightF[i]+=(datum-heightF[i])*w;
}
}
for(let y=0;y<PGS;y++)for(let x=0;x<PGS;x++){
const hx=clamp(Math.round((x+.5)/PGS*TS),0,TS-1),hy=clamp(Math.round((y+.5)/PGS*TS),0,TS-1);
PASS[y*PGS+x]=heightF[hy*TS+hx]>=WATER_H-.004?1:0;
}
}
function setupRelics(){
relics.length=0; tanks.length=0;
for(const Z of cityZones){ Z.razed=0; Z.claimed=0; }
const def=MAPDEFS[curMap]||MAPDEFS.vanguard;
srand((def.seed^0x51EF)|1);
for(const P of cityPlan){
const s=Math.max(P.w,P.h), k=P.kind;
/* A 330-unit skyscraper cannot share a low block's health bar. It is the
toughest thing on the map and it comes down in two stages, so half of
this pool buys the shear and half buys the ground. */
/* Kit structures are built, not derelict: tougher than a tank farm, well
short of a tower block. Towers are small and come down fast. */
const hp=k===5?4200 : k===2?1500 : k===0?1150 : k===6?640 : k===3?520 : k===7?380 : 780;
relics.push({x:P.x,y:P.y,w:P.w,h:P.h,s,a:P.a,kind:k,zone:P.zone,role:P.role,
hp,hpm:hp,alive:true,
salv:Math.round(s*(k===5?4.2 : k===2?2.4 : k===0?1.7 : k===6?1.5 : k===3?1.2 : k===7?0.9 : 1.25)),
salvE:Math.round(s*(k===5?3.0 : k===2?2.0 : k===3?2.6 : 0.5)),
lean:0, burn:0, seed:(P.x*7+P.y*13)|0});
}
// loot scattered through every district
for(const Z of cityZones) for(let k=0;k<(Z.ind?3:2);k++){
const a=rnd()*TAU, d=rr(60,250);
let L=findLand(clamp(Z.x+Math.cos(a)*d,80,MAP-80), clamp(Z.y+Math.sin(a)*d,80,MAP-80));
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],70);
spawnCrate(L[0],L[1]);
if(crates.length) crates[crates.length-1].alt=0;
}
// industrial belts are ringed with volatile tanks — dangerous ground to fight over
for(const Z of cityZones) if(Z.ind) for(let k=0;k<5;k++){
const a=rnd()*TAU, d=rr(190,310);
let L=findLand(clamp(Z.x+Math.cos(a)*d,80,MAP-80), clamp(Z.y+Math.sin(a)*d,80,MAP-80));
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],70);
tanks.push({x:L[0],y:L[1],s:rr(30,42),hp:260,alive:true,fuse:0});
}
/* Authored template props, now that findLand and the prop arrays are live.
Same shapes as the procedural spawns above -- a tank missing hp/alive/fuse
is not a tank, it is a null dereference the first time one is shot. */
for(const R of sitePropQueue){
let L=findLand(clamp(R.x,80,MAP-80), clamp(R.y,80,MAP-80));
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],70);
if(R.kind==='tank') tanks.push({x:L[0],y:L[1],s:R.s||rr(30,42),hp:260,alive:true,fuse:0});
else if(R.kind==='crate'){ spawnCrate(L[0],L[1]); if(crates.length) crates[crates.length-1].alt=0; }
else if(R.kind==='rock'){
const BK=typeof biomeKit==='function'?biomeKit():null;
rocks.push({x:L[0],y:L[1],s:R.s||rr(18,36),a:rr(0,TAU),k:(BK&&BK.rockKind)||'stone'});
}else if(R.kind==='flora'){
const BK=typeof biomeKit==='function'?biomeKit():null;
trees.push({x:L[0],y:L[1],s:R.s||rr(16,28),a:rr(0,TAU),
k:typeof floraKind==='function'?floraKind(BK,rnd):(BK&&BK.flora)||'broad'});
}
}
sitePropQueue.length=0;
const spawnA=[MAP*SP_LO,MAP*SP_HI], spawnB=[MAP*SP_HI,MAP*SP_LO];
const tn=10+(rnd()*8|0);
for(let k=0;k<tn;k++){
let L=findLand(rr(260,MAP-260),rr(260,MAP-260));
if(typeof battlefieldClampPoint==='function')L=battlefieldClampPoint(L[0],L[1],70);
if(typeof farFromStartZones==='function'&&!farFromStartZones(L[0],L[1],420)) continue;
tanks.push({x:L[0],y:L[1],s:rr(28,40),hp:260,alive:true,fuse:0});
}
}
function blowTank(T){
if(!T.alive) return;
T.alive=false;
const R=T.s*4.2, DMG=520;
forUnitsIn(T.x,T.y,R,j=>{
const fall=1-0.6*Math.sqrt(dist2(T.x,T.y,ux[j],uy[j]))/R;
dealDamage(j,DMG*fall,2,-1);
});
for(let b2=0;b2<blds.length;b2++){
const B=blds[b2];
if(B.alive&&dist2(T.x,T.y,B.x,B.y)<(R*0.8+B.r)*(R*0.8+B.r)) damageBld(b2,DMG*0.5,2);
}
spawnExplosion(T.x,T.y,Math.min(T.s*0.55,22),1);
addParticle(3,T.x,T.y,0,0,1.1,Math.min(72,T.s*2.2), 255,170,70);
addParticle(8,T.x,T.y,0,0,2.4,Math.min(28,T.s*0.9), 255,255,255);
addCrater(T.x,T.y,T.s*2.4);
deformTerrain(T.x,T.y,T.s*2.6,0.068,'blast');
shake=Math.max(shake,9);
sfx('boom',T.x,T.y,2.2);
// chain reaction through the tank farm
for(const O of tanks) if(O.alive&&O.fuse<=0&&dist2(O.x,O.y,T.x,T.y)<(R*1.15)*(R*1.15)) O.fuse=0.18+Math.random()*0.35;
}
function sceneryTick(dt){
for(const T of tanks){
if(!T.alive) continue;
if(T.fuse>0){ T.fuse-=dt; if(T.fuse<=0) blowTank(T); continue; }
// splash damage from nearby explosions lights them off
if((tick&15)===0){
let hot=false;
forUnitsIn(T.x,T.y,T.s*0.9,j=>{ if(uteam[j]===2) hot=true; }); // bugs smash them open
if(hot&&Math.random()<0.25) T.fuse=0.5;
}
}
for(const R of relics){
if(!R.alive) continue;
if((tick&15)===0 && (R.burn>0.12 || R.hp<R.hpm*0.65)){
if(Math.random()<0.55)
addParticle(4,R.x+rr(-R.w*0.3,R.w*0.3),R.y-R.s*0.15,0,0,1.5,Math.min(7,R.s*0.11), 255,148,48);
if(Math.random()<0.4)
addParticle(1,R.x+rr(-R.s*0.3,R.s*0.3),R.y-R.s*0.2,rr(-3,3),rr(-12,-5),1.2,R.s*0.22, 60,58,56);
}
}
}
/* Target encoding across the sim: >=0 is a unit, <=-2 is a structure index,
and anything past RELIC_TG is a derelict block. Keeping ruins in the same
channel means every existing "shoot the thing" path works on them for free. */
const RELIC_TG=-1000000;
function RT(k){ return RELIC_TG-k; }
function isRelicTg(t){ return t<=RELIC_TG; }
function relicOf(t){ return RELIC_TG-t; }
/* Nearest standing ruin. Kept for explicit/scripted raze orders; normal target
acquisition deliberately never calls it. A city block is scenery and
potential salvage, not an enemy that an attack-moving platoon should stop to
shoot merely because it passed within weapon range. */
function findRelic(x,y,rad){
let best=-1,bd=rad*rad;
for(let k=0;k<relics.length;k++){
const R=relics[k]; if(!R.alive) continue;
const d=dist2(x,y,R.x,R.y);
if(d<bd){ bd=d; best=k; }
}
return best;
}
function damageRelic(R,dmg,byTeam){
if(!R||!R.alive) return;
R.hp-=dmg;
R.burn=Math.min(1,(R.burn||0)+Math.max(0.10,dmg/Math.max(1,R.hpm)*0.62));
R.lean=Math.min(0.16,(R.lean||0)+0.006);
R.hitT=0.25;
if(perfScale>0.28 && (R.burn>0.08 || R.hp<R.hpm*0.82)){
const q=towerFxQ();
addParticle(4,R.x+rr(-R.w*0.28,R.w*0.28),R.y+rr(-R.h*0.22,R.h*0.22),0,0,
2.2+Math.random()*1.2, Math.min(11,R.s*0.18), 255,148,48);
if(q>0.35)
addParticle(4,R.x+rr(-R.w*0.22,R.w*0.22),R.y+rr(-R.h*0.18,R.h*0.18),0,0,
1.8+Math.random()*0.9, Math.min(9,R.s*0.14), 255,132,40);
if(q>0.55)
addParticle(1,R.x+rr(-R.w*0.16,R.w*0.16),R.y+rr(-R.h*0.14,R.h*0.14),rr(-4,4),rr(-18,-8),
2.4, Math.min(10,R.s*0.16), 48,42,38);
}
/* STAGED COLLAPSE. A skyscraper that vanished the instant its bar emptied
was the least believable destruction in the game. At half health the top
two thirds shear off as a real event — dust, debris, ground displacement,
a salvage dividend — and the stump keeps fighting for the other half. */
if(R.kind===5&&!R.part&&R.hp<=R.hpm*0.5&&R.hp>0){
R.part=1; R.lean=0;
spawnBuildingCollapse(R.x,R.y,R.s*0.72,true);
addRubble(R.x,R.y,R.s*0.72);
deformTerrain(R.x,R.y,R.s*1.05,0.042,'shell');
shake=Math.max(shake,6);
for(let k=0;k<18;k++)
addParticle(1,R.x+rr(-R.w*0.5,R.w*0.5),R.y+rr(-R.h*0.5,R.h*0.5),rr(-34,34),rr(-40,-8),2.3,R.s*0.38, 122,120,114);
addParticle(2,R.x,R.y,0,0,2.0,R.s*1.9, 152,146,134);
addWreckField(R.x,R.y, Math.round(R.salv*0.42), Math.round(R.salvE*0.42), 2, R.s*0.9, 4);
sfx('boom',R.x,R.y,1.7);
if(byTeam===0) heroXP(10);
}
if(R.hp<=0) collapseBlock(R,byTeam);
}
let razeTip=0;
function collapseBlock(R,byTeam){
if(!R.alive) return;
R.alive=false;
R.fallT=stats.t;
R.burn=1;
spawnBuildingCollapse(R.x,R.y,R.s,true);
addRubble(R.x,R.y,R.s*0.85);
addCrater(R.x,R.y,R.s*1.15);
/* Civic detonations stay small (no mushroom), but the crater they leave
must still BURN. spawnExplosion's capped size only stamped a ~30-unit
ember disc under an 80-unit hall, and the live-ruin fire loop skips
dead blocks — so city destroy read as a cold grey crater. */
if(typeof cityGroundAt==='function' && cityGroundAt(R.x,R.y)>=1){
addGroundBurn(R.x,R.y, Math.max(R.s*1.35, 48), 1);
spawnCivicWreckFire(R.x, R.y, R.s);
} else if(R.kind===0){
/* Civic towers off the painted city mask still have to burn. */
addGroundBurn(R.x,R.y, Math.max(R.s*0.95, 28), 1);
spawnCivicWreckFire(R.x, R.y, R.s*0.85);
}
/* A tower block coming down displaces real ground — that's the biggest
single deformation event in the game outside a NOVA strike. */
deformTerrain(R.x,R.y,R.s*(R.kind===5?2.15:1.45), R.kind===5?0.135:R.kind===0?0.090:0.058, 'blast');
shake=Math.max(shake, R.kind===5?11:R.kind===0?7:4);
for(let k=0;k<14;k++)
addParticle(1,R.x+rr(-R.w*0.4,R.w*0.4),R.y+rr(-R.h*0.35,R.h*0.35),rr(-22,22),rr(-30,-6),1.9,R.s*0.32, 120,118,112);
addParticle(2,R.x,R.y,0,0,1.5,R.s*1.4, 150,144,132); // dust bloom
/* THE PAYOUT. Levelling a derelict is an economic act: it dumps a wide field
of salvage on the ground for whoever holds the rubble afterwards. Nobody
"owns" it — it goes to whichever side has units standing there. */
addWreckField(R.x,R.y, R.salv, R.salvE, 2, R.s*(R.kind===5?1.35:0.85), R.kind===5?7:R.kind===2?5:3);
if(R.kind===3){ // tank farm: goes up loudly
const RR2=R.s*3.4, DMG=380;
forUnitsIn(R.x,R.y,RR2,j=>{
dealDamage(j,DMG*(1-0.6*Math.sqrt(dist2(R.x,R.y,ux[j],uy[j]))/RR2),2,-1);
});
addParticle(3,R.x,R.y,0,0,0.8,RR2*0.9, 255,170,80);
sfx('boom',R.x,R.y,2.0);
} else sfx('boom',R.x,R.y,1.3);
const Z=cityZones[R.zone];
if(Z){
Z.razed++;
if(Z.razed===Z.total&&Z.total>0&&byTeam===0){
/* Clearing an entire district is a milestone worth chasing: a lump
bonus, XP, and open ground you can now build on. */
resM[0]=Math.min(RES_MCAP[0],resM[0]+340);
resE[0]=Math.min(RES_ECAP[0],resE[0]+900);
heroXP(120);
toast('🏙 '+Z.name+' LEVELLED — +340 mass, +900 energy, ground cleared for building');
sfx('deploy',Z.x,Z.y,1.4);
}
}
if(byTeam===0){
heroXP(R.kind===2?14:8);
if(!razeTip){ razeTip=1; toast('🏚 Ruins razed — the wreckage is salvage. Park units on it to reclaim'); }
}
}
function damageScenery(x,y,rad,dmg,byTeam){ // called from every area damage source
const r2=rad*rad;
for(const R of relics){
if(!R.alive||dist2(x,y,R.x,R.y)>r2) continue;
R.hp-=dmg;
R.burn=Math.min(1,(R.burn||0)+0.25);
R.lean=Math.min(0.13,(R.lean||0)+0.012); // structural lean as it takes damage
/* Defaulting an unattributed hit to team 0 handed the PLAYER the mass, energy
and Commander XP whenever a meteor flattened a Derelict District nobody had
touched. Neutral (2) is what every other environmental damage path in this
file already passes, and what carrierClearLandingZone passes explicitly to
stop exactly this exploit. */
if(R.hp<=0) collapseBlock(R, byTeam===undefined?2:byTeam);
}
for(const T of tanks) if(T.alive&&T.fuse<=0&&dist2(x,y,T.x,T.y)<r2) T.fuse=0.12+Math.random()*0.2;
}
/* ============================================================
SUPER CARRIER — the match opens with an orbital drop. You fly
the carrier to the ground you want, then deploy it into a base.
Phase 0 = falling, 1 = mobile (choose your spot), 2 = deployed.
============================================================ */
const carrier={active:false, x:0, y:0, tx:0, ty:0, alt:0, clearance:0, ang:0, phase:0, dust:0, fac:'nova'};
/* Enemy setup is still instant by design, but its headquarters now has a short
faction-authored arrival/departure cue. Keeping this separate from `carrier`
avoids pretending the AI owns the player's interactive flight controls. */
const aiDeployArrivals=[];
const CARRIER_SPD=74;
const CARRIER_CRUISE_ALT=62;
const CARRIER_CITY_ALT=132;
const CARRIER_BODY=[112,82];
const CARRIER_LANDING=[112,88];
/* The orbital carrier is an aircraft, not a ground crawler. `alt` remains the
opening orbital-drop height while `clearance` is the phase-1 flight height.
Keeping the two separate prevents a new course change from restarting the
drop sequence, while both renderers can use the same effective altitude. */
function carrierEffectiveAlt(){
return carrier.phase===1?(carrier.clearance||0):carrier.alt;
}
function carrierSnapPosition(){
return [Math.round(carrier.x/SNAP_GRID)*SNAP_GRID,
Math.round(carrier.y/SNAP_GRID)*SNAP_GRID];
}
function carrierRelicRoof(R){
const s=Math.max(R.w,R.h);
/* Not a gameplay rule — a measurement. Every entry here is that mesh's own
height over its own reference footprint, and the carrier flies at the
tallest one it overlaps. The civic block is a cube plus a mast (60 units
tall on a 46 footprint), so the low-block default of 0.78 would have flown
the ship straight through its antenna. */
return R.kind===0?s*1.72 : R.kind===2?s*0.68 : R.kind===3?s*0.58
: R.kind===4?s*1.31 : s*0.78;
}
/* Height required by the ship's complete footprint at one point on its
course. The OBB test catches building corners that a centre/radius test
misses, including rotated city blocks. */
function carrierObstacleClearanceAt(x,y,ang){
let roof=0;
for(const R of relics){
if(!R.alive) continue;
if(obbHit(x,y,CARRIER_BODY[0],CARRIER_BODY[1],ang,
R.x,R.y,R.w,R.h,R.a,8)) roof=Math.max(roof,carrierRelicRoof(R));
}
for(const B of blds){
if(!B.alive) continue;
const f=bldFoot(B);
if(obbHit(x,y,CARRIER_BODY[0],CARRIER_BODY[1],ang,
B.x,B.y,f[0],f[1],B.rot||0,8))
roof=Math.max(roof,(BT[B.type]?BT[B.type].size:40)*1.55);
}
return roof>0?Math.max(CARRIER_CITY_ALT,roof+34):0;
}
function carrierDesiredClearance(dx,dy,d){
const moving=d>4;
const ang=moving?Math.atan2(dy,dx):carrier.ang;
let wanted=moving?CARRIER_CRUISE_ALT:0;
/* Look far enough ahead to finish climbing before the nose reaches a roof.
Sampling a swept corridor is cheap here: there are only dozens of city
blocks, and the carrier exists only during pre-deployment. */
const look=Math.min(d,170), samples=look>0?[0,0.25,0.5,0.75,1]:[0];
for(const q of samples){
const x=carrier.x+(moving?dx/d*look*q:0);
const y=carrier.y+(moving?dy/d*look*q:0);
wanted=Math.max(wanted,carrierObstacleClearanceAt(x,y,ang));
}
return wanted;
}
function carrierTick(dt){
if(!carrier.active||carrier.phase>=2) return;
if(carrier.phase===0){
carrier.alt-=dt*430;
if(carrier.alt<=0){
carrier.alt=0; carrier.clearance=0; carrier.phase=1;
shake=Math.max(shake,13);
for(let k=0;k<26;k++){
const a=Math.random()*TAU, sp=90+Math.random()*180;
addParticle(1,carrier.x,carrier.y,Math.cos(a)*sp,Math.sin(a)*sp,1.5,26, 150,142,124);
}
addParticle(3,carrier.x,carrier.y,0,0,1.0,300, 200,230,255);
sfx('carrier_deploy',carrier.x,carrier.y,1.0);
toast('🚀 CARRIER READY — tap ground to fly there, then DEPLOY');
} else {
/* Grey dust while descending — type 10 hugs the ground and never
blooms. Type 0 here was the orange flash on the hull. */
if((tick&3)===0) addParticle(10,carrier.x+rr(-40,40),carrier.y+rr(-30,30),rr(-10,10),rr(-8,8),.45,14, 150,142,124);
}
return;
}
// mobile: fly directly toward the tapped destination, climbing over obstacles
const dx=carrier.tx-carrier.x, dy=carrier.ty-carrier.y;
const d=Math.hypot(dx,dy);
const wantedAlt=carrierDesiredClearance(dx,dy,d);
const climb=wantedAlt>carrier.clearance?240:92;
carrier.clearance+=(wantedAlt-carrier.clearance)*Math.min(1,dt*climb/Math.max(1,Math.abs(wantedAlt-carrier.clearance)));
if(Math.abs(carrier.clearance-wantedAlt)<0.25) carrier.clearance=wantedAlt;
if(d>4){
const sp=Math.min(CARRIER_SPD,d*2.2);
const nx=carrier.x+dx/d*sp*dt, ny=carrier.y+dy/d*sp*dt;
carrier.x=clamp(nx,60,MAP-60); carrier.y=clamp(ny,60,MAP-60);
/* Nose-first. The old target angle carried a +90 degree offset left over
from the sprite era, so the ship crabbed sideways down its own flight
path — the one thing a spacecraft never does. Models are authored facing
+X, which is exactly atan2(dy,dx), so the offset is simply wrong.
Turn rate is also faster than the hull can drift, so on a straight run
the nose settles onto the course within a few frames and stays there. */
const ta=Math.atan2(dy,dx);
let da=ta-carrier.ang;
while(da>Math.PI)da-=TAU; while(da<-Math.PI)da+=TAU;
carrier.ang+=clamp(da,-3.4*dt,3.4*dt);
carrier.bank=(carrier.bank||0)+(clamp(da,-1,1)*0.34-(carrier.bank||0))*Math.min(1,dt*4);
}
/* Hover dust, not glow. Type 10 is the boot/track particulate: ground-
hugging, alpha-blended, no bloom. The old type-0 warm flashes (255,196,118)
were additive sprites that painted the hull orange. */
carrier.dust+=dt;
if(carrier.dust>0.055){
carrier.dust=0;
const loft=Math.max(8,carrier.clearance||carrier.alt||0);
const wash=clamp(1-loft/240,0.22,1);
const n=2+((wash*5)|0);
for(let k=0;k<n;k++)
addParticle(10,carrier.x+rr(-40,40),carrier.y+rr(-34,34),rr(-20,20),rr(-12,14),0.65+wash*0.45,11+wash*12,150,142,124);
}
}
function carrierCanDeploy(){
if(!carrier.active||carrier.phase!==1) return false;
const p=carrierSnapPosition();
return footOnLand('hq',p[0],p[1],0)&&!footBlocked('hq',p[0],p[1],0);
}
function carrierLandingRelics(x,y){
const hit=[];
for(const R of relics){
if(R.alive&&obbHit(x,y,CARRIER_LANDING[0],CARRIER_LANDING[1],0,
R.x,R.y,R.w,R.h,R.a,10)) hit.push(R);
}
return hit;
}
function carrierLandingBlockCount(){
const p=carrierSnapPosition();
return carrierLandingRelics(p[0],p[1]).length;
}
/* Resolve the impact before the HQ or Commander exists. City blocks use their
normal collapse pipeline (debris, smoke, craters and salvage), but neutral
attribution prevents a free account-XP/district-bonus exploit. Volatile
tanks in the pad are crushed immediately rather than left with a delayed
fuse that could destroy the freshly spawned base. */
function carrierClearLandingZone(x,y){
const hit=carrierLandingRelics(x,y);
for(const R of hit) collapseBlock(R,2);
let tankN=0;
for(const T of tanks){
if(!T.alive) continue;
if(!obbHit(x,y,CARRIER_LANDING[0],CARRIER_LANDING[1],0,
T.x,T.y,T.s,T.s,0,8)) continue;
T.alive=false; T.fuse=0; tankN++;
spawnExplosion(T.x,T.y,Math.min(T.s*0.55,22),1);
addCrater(T.x,T.y,Math.min(T.s*1.2,48));
addParticle(3,T.x,T.y,0,0,0.65,Math.min(T.s*1.8,48),255,165,70);
}
/* The landing shockwave is dangerous to bodies caught under the ship, but
active player/AI structures remain protected by carrierCanDeploy(). */
const blast=150;
forUnitsIn(x,y,blast,j=>{
const d=Math.sqrt(dist2(x,y,ux[j],uy[j]));
/* Environmental attribution: the carrier may crush an infestation at the
chosen site, but pre-match wildlife must not grant a free Commander
level before the Commander has even spawned. */
dealDamage(j,520*(1-0.55*d/blast),2,-1);
});
if(hit.length||tankN){
addParticle(3,x,y,0,0,0.72,310,255,175,85);
for(let k=0;k<18;k++)
addParticle(5,x+rr(-54,54),y+rr(-42,42),rr(-90,90),rr(-90,90),0.9,rr(5,11),155,145,132);
}
return {blocks:hit.length,tanks:tankN};
}
/* ---------- build range: structures project a SQUARE construction zone ----------
Square footprints tile cleanly, so chaining Uplinks grows a readable grid
of territory instead of overlapping circles. */
function buildRadius(B){ // half-extent of the square, in world units
/* Territory belongs to command infrastructure. Letting every factory,
wall and wandering Constructor project a fresh square meant a player
could leapfrog across the entire map without ever building the research
relay that exists for this exact job. */
return B.type==='hq'?540 : B.type==='uplink'?470+Math.max(0,(B.lvl||1)-1)*55 : 0;
}
/* Builders operate inside the command network; they never project free
territory. Expansion therefore has a defensible relay chain and cannot be
leapfrogged across the map by walking a constructor into enemy territory. */
const BUILDER_R={}; // builders construct inside the command network; they do not create territory
function forBuilders(team,fn){
for(let i=0;i<unitHigh;i++){
if(!ualive[i]||uteam[i]!==team) continue;
const r=BUILDER_R[utype[i]];
if(r) fn(ux[i],uy[i],r,i);
}
}
function inBuildRange(x,y,team){
for(const B of blds){
if(!B.alive||B.team!==team) continue;
const r=buildRadius(B);
if(r<=0)continue;
if(Math.abs(x-B.x)<=r && Math.abs(y-B.y)<=r) return true; // Chebyshev = square
}
let ok=false;
forBuilders(team,(bx,by,r)=>{ if(Math.abs(x-bx)<=r && Math.abs(y-by)<=r) ok=true; });
return ok;
}
/* ---- BUILD ZONE GRID ------------------------------------------------------
Your buildable territory is a GRID REGION, not a set of circles. Every
structure stamps an axis-aligned square of cells (Chebyshev distance, which
is what inBuildRange actually tests), and the union of those squares is your
territory. Rasterising it once into a grid means the drawn border is exactly
the rule the placement check enforces — no more circles that lie about where
you can build, and chaining Uplinks visibly grows a rectilinear empire
instead of a pile of overlapping discs.
Cell size is the placement snap, so the border always lands on a legal
building position. */
const SNAP_GRID=20; // world units per placement cell
/* The grid is OFFSET so it can hold negative world coordinates: a base near
the map edge legitimately projects its build square past x=0, and a grid
that started at zero silently clipped that territory — the border was drawn
short of where you could actually build. */
const BZ=SNAP_GRID, BZO=32, BZN=Math.ceil(MAP/BZ)+BZO*2;
const bzW=g=>(g-BZO)*BZ; // cell index -> world coordinate
const bzG=w=>Math.round(w/BZ)+BZO; // world coordinate -> cell index
const bzGrid=new Uint8Array(BZN*BZN);
/* Cell states: 0 outside your territory, 1 buildable, 2 blocked.
"Blocked" is rasterised the same way the zone is — stamp each blocker's
bounding box rather than testing every cell against every object — so the
whole grid stays a couple of array passes instead of a quadratic scan. */
const BZ_OUT=0, BZ_OK=1, BZ_BAD=2;
function markBuildZone(){
bzGrid.fill(BZ_OUT);
// 1) territory: the union of every friendly structure's square
for(const B of blds){
if(!B.alive||B.team!==0) continue;
const r=buildRadius(B);
if(r<=0)continue;
/* Cell g represents the world POINT g*BZ, so mark it only when that point
is genuinely inside the square. floor/ceil here would over-cover by a
cell on each side and draw a border a step outside where you can
actually build — the exact kind of lie this replaced. */
const x0=Math.max(0,Math.ceil((B.x-r)/BZ)+BZO), x1=Math.min(BZN-1,Math.floor((B.x+r)/BZ)+BZO);
const y0=Math.max(0,Math.ceil((B.y-r)/BZ)+BZO), y1=Math.min(BZN-1,Math.floor((B.y+r)/BZ)+BZO);
for(let gy=y0;gy<=y1;gy++){
const row=gy*BZN;
for(let gx=x0;gx<=x1;gx++) bzGrid[row+gx]=BZ_OK;
}
}
// 2) terrain: water, cliffs and anything else the pathing grid calls impassable
for(let gy=0;gy<BZN;gy++){
const row=gy*BZN, wy=bzW(gy);
for(let gx=0;gx<BZN;gx++){
if(bzGrid[row+gx]!==BZ_OK) continue;
if(!isWalkable(bzW(gx),wy)) bzGrid[row+gx]=BZ_BAD;
}
}
// 3) occupied ground: structures, ruins and unclaimed nodes all block a footprint
const stamp=(x,y,hw,hh)=>{
const x0=Math.max(0,Math.floor((x-hw)/BZ)+BZO), x1=Math.min(BZN-1,Math.ceil((x+hw)/BZ)+BZO);
const y0=Math.max(0,Math.floor((y-hh)/BZ)+BZO), y1=Math.min(BZN-1,Math.ceil((y+hh)/BZ)+BZO);
for(let gy=y0;gy<=y1;gy++){
const row=gy*BZN;
for(let gx=x0;gx<=x1;gx++) if(bzGrid[row+gx]===BZ_OK) bzGrid[row+gx]=BZ_BAD;
}
};
for(const B of blds){
if(!B.alive) continue;
const f=bldFoot(B);
/* Facings are quarter turns now, so a footprint is always axis-aligned and
its EXACT extent can be stamped. The old circumscribed square was sized
for arbitrary rotation and over-covered by up to 40%, painting red over
ground that was genuinely buildable. */
const swap=(Math.round((B.rot||0)/(Math.PI/2))&1)===1;
stamp(B.x,B.y,(swap?f[1]:f[0])*0.5+3,(swap?f[0]:f[1])*0.5+3);
}
for(const R of relics){
if(!R.alive) continue;
// ruins DO sit at arbitrary angles, so they keep the conservative extent
const e=Math.hypot(R.w,R.h)*0.5+3;
stamp(R.x,R.y,e,e);
}
for(const D of deposits) if(!D.taken) stamp(D.x,D.y,22,22); // reserved for Extractors
for(const G of geysers) if(!G.taken) stamp(G.x,G.y,22,22); // reserved for Geo Plants
}
function bzAt(gx,gy){ return (gx<0||gy<0||gx>=BZN||gy>=BZN)?BZ_OUT:bzGrid[gy*BZN+gx]; }
function bzIn(gx,gy){ return bzAt(gx,gy)!==BZ_OUT; } // inside the territory at all
/* Terrain can change under you — a razed district frees its plot — so the
blocked layer is refreshed on a slow cadence as well as on every structure
change. Combat craters do not rewrite PASS from depth. */
let bzRefresh=0;
function buildZoneTick(dt){
bzRefresh-=dt;
if(bzRefresh<=0){ bzRefresh=1.2; markBuildZone(); }
}
/* ================= STRUCTURE FOOTPRINTS ==================================
Every structure occupies an oriented rectangle, not a circle. Rectangles
are what make base layout a design problem: they tile flush, they have a
facing worth choosing, and they can't be feathered into each other the way
overlapping discs can. [w,h] in world units — h is the "depth" along the
facing axis, so an Airfield is a long runway and a Barricade is a slab. */
const FOOT={
mex:[34,34], pgen:[38,30], fac:[64,50], turret:[42,42], bunker:[52,52],sgen:[34,34],
tgate:[78,64],nest:[52,52], harbor:[74,44], bastion:[44,44],seafort:[48,48],techlab:[48,40],
aatower:[38,38],airfield:[92,42], uplink:[30,30], hq:[88,74],
hellstorm:[34,34], arc:[32,32], rail:[58,58],nova:[58,50],
minelaser:[52,52],missilebastion:[46,46],plasma:[42,42],
wall:[28,20], gate:[28,20], geo:[38,32], silo:[30,30], fab:[38,30]
};
/* Alternate architecture is deliberately not scaled back into Nova's plot.
That made the new silhouettes look larger, but their legs, runway lobes and
rotating weapons could occupy ground the simulation still considered free.
Values below are measured horizontal mesh envelopes (rounded up to whole
world units). Tier lists include the complete rotating weapon sweep.
A newly-built structure reserves its largest authored tier through
`footTier`. This is intentional: letting a Mk1 fit in a narrow gap and then
growing its Mk3 barrel through the neighbouring factory would only defer the
overlap until the player had already paid for the upgrade. Nova remains in
the shared FOOT table; only silhouettes measured outside their old plots
were enlarged, leaving every non-flagged player layout dimension unchanged. */
const FOOT_FACTION={
legion:{
mex:[38,38],pgen:[38,36],turret:[[32,32],[36,36],[42,42]],
bunker:[[42,42],[44,44],[48,48]],sgen:[[36,36],[38,38],[40,40]],
nest:[72,60],harbor:[74,46],bastion:[[48,48],[54,54],[60,60]],
techlab:[56,46],aatower:[30,30],uplink:[[32,32],[34,34],[36,36]],
hellstorm:[[38,38],[40,40],[42,42]],arc:[[36,36],[38,38],[40,40]],
rail:[[48,48],[54,54],[60,60]],wall:[34,18],
minelaser:[[40,40],[46,46],[50,50]],
missilebastion:[[46,46],[48,48],[50,50]],plasma:[[40,40],[42,42],[44,44]],
gate:[42,18],geo:[42,42],silo:[36,36],fab:[38,36]
},
syndicate:{
mex:[34,36],pgen:[38,38],fac:[76,70],
turret:[[46,46],[50,50],[54,54]],bunker:[[48,48],[52,52],[58,58]],
sgen:[36,40],harbor:[82,68],techlab:[48,48],
aatower:[[48,48],[52,52],[58,58]],airfield:[94,62],uplink:[36,40],hq:[88,94],
hellstorm:[[60,60],[66,66],[72,72]],arc:[40,46],
rail:[[80,80],[88,88],[98,98]],nova:[[58,58],[60,60],[66,66]],wall:[34,18],
minelaser:[[60,60],[66,66],[72,72]],missilebastion:[46,48],
plasma:[[46,46],[50,50],[54,54]],gate:[34,20],geo:[38,40],silo:[38,42],fab:[40,44]
},
horde:{
mex:[36,42],pgen:[44,42],fac:[72,70],
turret:[[40,40],[44,44],[52,52]],bunker:[[50,50],[52,50],[56,58]],
sgen:[44,48],tgate:[78,66],harbor:[74,74],
bastion:[[40,40],[46,46],[52,52]],techlab:[48,48],
aatower:[[44,42],[50,48],[50,52]],airfield:[92,80],
uplink:[[42,40],[36,40],[48,46]],hq:[88,78],
hellstorm:[[38,36],[46,46],[48,48]],arc:[42,38],
rail:[[70,70],[78,78],[86,86]],wall:[38,30],
minelaser:[[62,62],[68,68],[74,74]],
missilebastion:[[44,42],[50,48],[50,52]],
plasma:[[44,44],[50,44],[50,48]],
gate:[50,22],geo:[44,44],silo:[52,50],fab:[58,48]
}
};
function bldFootTierCount(type,fac){
const f=FOOT_FACTION[fac]&&FOOT_FACTION[fac][type];
return f&&Array.isArray(f[0])?f.length:1;
}
function bldFoot(typeOrB,fac,lvl){
const B=typeof typeOrB==='object'&&typeOrB?typeOrB:null;
const type=B?B.type:typeOrB;
const base=FOOT[type]||[BT[type]?BT[type].size:30,BT[type]?BT[type].size:30];
/* Team 0 was pinned to 'nova' here too - the player's PLOTS ignored the
faction even after the meshes stopped doing so, so a Dominion base drew
Dominion architecture on Nova-sized pads and clipped its own walls. */
fac=B?(B.fac||(B.team===2?'horde':B.team===0?
((typeof playerKitKey==='function')?playerKitKey():'nova'):
((typeof AI!=='undefined'&&AI&&AI.fac)||'legion'))):fac;
if(!fac||fac==='nova'||!FOOT_FACTION[fac]||!FOOT_FACTION[fac][type]) return base;
const f=FOOT_FACTION[fac][type];
if(!Array.isArray(f[0])) return f;
/* Existing saves predate footTier. Reserve the complete family for them too;
this prevents loading a Mk1 base whose old plot later clips at Mk3. */
const ti=B?Math.max(B.footTier||f.length,B.lvl||1):Math.max(1,lvl==null?f.length:lvl);
return f[Math.min(f.length,ti)-1];
}
/* Separating-axis test between two oriented boxes. Four candidate axes is all
a rectangle pair needs — if any one separates them, they cannot touch. */
function obbHit(ax,ay,aw,ah,ar, bx,by,bw,bh,br, pad){
aw+=(pad||0)*2; ah+=(pad||0)*2;
const ac=Math.cos(ar), asn=Math.sin(ar), bc=Math.cos(br), bsn=Math.sin(br);
const dx=bx-ax, dy=by-ay, ahw=aw*0.5, ahh=ah*0.5, bhw=bw*0.5, bhh=bh*0.5;
const AX=[ac,asn, -asn,ac, bc,bsn, -bsn,bc];
for(let k=0;k<8;k+=2){
const ux=AX[k], uy=AX[k+1];
const ra=Math.abs(ahw*(ac*ux+asn*uy))+Math.abs(ahh*(-asn*ux+ac*uy));
const rb=Math.abs(bhw*(bc*ux+bsn*uy))+Math.abs(bhh*(-bsn*ux+bc*uy));
if(Math.abs(dx*ux+dy*uy) > ra+rb) return false;
}
return true;
}
/* Would a structure of this type, here, at this facing, foul anything already
built? Walls get a tighter pad so they can be laid shoulder-to-shoulder into
a continuous curtain — that's the whole point of a wall. */
function footBlocked(type,x,y,rot,ignore,fac,lvl){
const f=bldFoot(type,fac,lvl), thin=(type==='wall'||type==='gate');
const pad=thin?0.5:3;
for(const B of blds){
if(!B.alive||B===ignore) continue;
const g=bldFoot(B);
const bothThin=thin&&(B.type==='wall'||B.type==='gate');
if(obbHit(x,y,f[0],f[1],rot||0, B.x,B.y,g[0],g[1],B.rot||0, bothThin?0.5:pad)) return true;
}
return false;
}
/* Corner + edge sampling of the oriented box against the passability grid, so
a long building can't have one end hanging over a cliff or a lake. */
function footOnLand(type,x,y,rot,fac,lvl){
const f=bldFoot(type,fac,lvl), c=Math.cos(rot||0), s=Math.sin(rot||0);
const hw=f[0]*0.5, hh=f[1]*0.5;
const P=[[0,0],[-hw,-hh],[hw,-hh],[-hw,hh],[hw,hh],[0,-hh],[0,hh],[-hw,0],[hw,0]];
for(const [px,py] of P){
if(!isWalkable(x+px*c-py*s, y+px*s+py*c)) return false;
}
return true;
}
function footOnWater(type,x,y,rot,fac,lvl){
const f=bldFoot(type,fac,lvl),c=Math.cos(rot||0),s=Math.sin(rot||0);
const hw=f[0]*0.5,hh=f[1]*0.5;
const P=[[0,0],[-hw,-hh],[hw,-hh],[-hw,hh],[hw,hh],[0,-hh],[0,hh],[-hw,0],[hw,0]];
for(const [px,py] of P){
const wx=x+px*c-py*s,wy=y+px*s+py*c;
if(typeof isNavigableWater!=='function'||!isNavigableWater(wx,wy,true))return false;
}
return true;
}
/* ================= CURTAIN WALLS & BASE FORTIFICATION ====================
A barricade dropped on its own is a speed bump. Barricades laid in a LINE
become a curtain: each segment finds its neighbours, turns to face along the
run, grows connector posts, and gets tougher for being braced. That turns
wall-building from decoration into a layout puzzle with a real payoff. */
const WALL_LINK=60; // generous: a hand-laid run should never fail to join
const DEFT={turret:1,bunker:1,aatower:1,hellstorm:1,arc:1,rail:1,bastion:1,seafort:1,minelaser:1,missilebastion:1,plasma:1,stormcaller:1,sgen:1,nova:1,wall:1,gate:1};
function relinkWalls(){
const W=[];
for(let i=0;i<blds.length;i++){
const B=blds[i];
if(!B.alive||(B.type!=='wall'&&B.type!=='gate')) continue;
B.linkN=0; B.linkA=[]; W.push(i);
}
const L2=WALL_LINK*WALL_LINK;
for(let a=0;a<W.length;a++){
const A=blds[W[a]];
for(let c=a+1;c<W.length;c++){
const C=blds[W[c]];
if(A.team!==C.team) continue;
if(dist2(A.x,A.y,C.x,C.y)>L2) continue;
const ang=Math.atan2(C.y-A.y,C.x-A.x);
A.linkA.push(ang); C.linkA.push(ang+Math.PI);
A.linkN++; C.linkN++;
}
}
for(const i of W){
const B=blds[i];
if(!B.linkN) continue;
/* Average the link directions in DOUBLED angle space. A wall run has no
"forward" — east and west are the same axis — and doubling makes those
two agree instead of cancelling to zero. */
let sx=0,sy=0;
for(const a of B.linkA){ sx+=Math.cos(a*2); sy+=Math.sin(a*2); }
if(sx||sy) B.rot=Math.atan2(sy,sx)*0.5;
const braced=1+0.20*Math.min(2,B.linkN); // braced segments hold far longer
const doctrine=(B.team===0&&typeof defenseFocus!=='undefined'&&defenseFocus)?1.20:1;
const base=BT[B.type].hp*(B.team===0?bldHpMult*resBldHpMult*doctrine:1);
const frac=B.hpm>0?B.hp/B.hpm:1;
B.hpm=base*braced; B.hp=B.hpm*frac;
}
}
/* Per-team fortification readout. `cover` asks a simple question: standing at
the base core and looking out in 16 directions, how many of those approaches
have something defending them? A ring earns more than a stack. */
const FORT=[];
function fortOf(team){
return FORT[team]||(FORT[team]={cover:0,walls:0,def:0,armor:1,regen:0,prod:1,rng:1,tier:0,cx:0,cy:0});
}
function recomputeFort(team){
const F=fortOf(team); FORT[team]=F;
let core=null;
for(const B of blds) if(B.alive&&B.team===team&&B.type==='hq'&&B.prog>=1){ core=B; break; }
if(!core) for(const B of blds) if(B.alive&&B.team===team&&B.type==='fac'&&B.prog>=1){ core=B; break; }
if(!core){ F.cover=0;F.walls=0;F.def=0;F.armor=1;F.regen=0;F.prod=1;F.rng=1;F.tier=0; return; }
F.cx=core.x; F.cy=core.y;
const SEC=16, secW=new Float32Array(SEC), secD=new Float32Array(SEC);
let walls=0, def=0;
for(const B of blds){
if(!B.alive||B.team!==team||B.prog<1||B===core) continue;
const dx=B.x-core.x, dy=B.y-core.y, d=Math.hypot(dx,dy);
if(d<60||d>820) continue; // too close to shield, too far to matter
const s=(((Math.atan2(dy,dx)+TAU)%TAU)/TAU*SEC)|0;
if(B.type==='wall'||B.type==='gate'){
if(B.linkN>=1){ walls++; secW[s]=Math.min(1,secW[s]+0.34); } // only CONNECTED wall counts
} else if(DEFT[B.type]){ def++; secD[s]=Math.min(1,secD[s]+0.5); }
}
let cov=0;
for(let s=0;s<SEC;s++) cov+=Math.min(1, secW[s]*0.62 + secD[s]*0.58);
F.cover=cov/SEC; F.walls=walls; F.def=def;
const c=F.cover;
F.armor=1-0.30*c; // hardened perimeter: structures shrug off 30% at full ring
F.regen=26*c; // engineering crews work safely → passive structure repair
F.prod =1+0.22*c; // a base that isn't under threat builds faster
F.rng =1+0.18*c; // interlocking fields of fire reach further
F.tier = c>=0.85?3 : c>=0.60?2 : c>=0.30?1 : 0;
}
let fortTimer=0, fortTierSeen=[0,0,0];
const FORT_NM=['','⬡ FORTIFIED','⬡⬡ STRONGHOLD','⬡⬡⬡ CITADEL'];
function fortTick(dt){
fortTimer-=dt;
if(fortTimer>0) return;
fortTimer=1.5;
relinkWalls();
for(let tm=0;tm<2;tm++){
recomputeFort(tm);
const F=fortOf(tm);
if(tm===0&&F.tier>fortTierSeen[0]){
toast(FORT_NM[F.tier]+' — perimeter '+Math.round(F.cover*100)+'%: '
+Math.round((1-F.armor)*100)+'% less structure damage, +'+Math.round((F.prod-1)*100)+'% build speed');
sfx('ui');
}
fortTierSeen[tm]=F.tier;
}
}
/* ---------- NOVA cannon strike: annihilation anywhere on the map ---------- */
function novaFire(b,wx,wy){
const B=blds[b];
if(!B||!B.alive||B.type!=='nova'||B.cool>0) return false;
if(resE[B.team]<NOVA.e){ // the shot needs a charged grid
if(B.team===0) toast('⚡ NOVA needs '+NOVA.e+' energy — you have '+Math.floor(resE[0])+'. Build Reactors or a Silo');
return false;
}
/* Manual superweapon orders bypass the normal auto-target loop, so rotate
the newly articulated launcher toward its strike point before firing. */
B.tang=Math.atan2(wy-B.y,wx-B.x)+Math.PI/2;
drawEnergy(B.team,NOVA.e);
B.cool=NOVA.cd;
/* Renderer draws orbital_up as a vertical lance from (x0,y0). Offsetting
map-Y put the column south of the silo. */
addBeam(B.x,B.y,B.x,B.y,10,255,220,140,0.5,'orbital_up',B.team);
addBeam(wx,wy,wx,wy,14,255,240,180,0.6,'orbital',B.team);
setTimeout(()=>{},0);
const R=NOVA.aoe;
forUnitsIn(wx,wy,R,j=>{
if(uteam[j]===B.team) return;
const fall=1-0.55*Math.sqrt(dist2(wx,wy,ux[j],uy[j]))/R;
dealDamage(j,NOVA.dmg*fall,B.team,-1);
});
for(let b2=0;b2<blds.length;b2++){
const Bd=blds[b2];
if(Bd.alive&&Bd.team!==B.team&&dist2(wx,wy,Bd.x,Bd.y)<(R*0.9+Bd.r)*(R*0.9+Bd.r))
damageBld(b2,NOVA.dmg*0.7,B.team);
}
damageScenery(wx,wy,R,900);
spawnExplosion(wx,wy,band(64,86),B.team);
spawnExplosion(wx+rr(-50,50),wy+rr(-50,50),52,B.team);
addParticle(3,wx,wy,0,0,1.3,R*2.3, 255,230,150);
addParticle(3,wx,wy,0,0,0.9,R*1.4, 255,160,80);
addCrater(wx,wy,175);
deformTerrain(wx,wy,195,0.12,'blast');
shake=22; flashScreen();
sfx('boom',wx,wy,3.2);
if(B.team===0) toast('☄ NOVA STRIKE — target zone annihilated');
return true;
}
function band(a,b2){ return a+Math.random()*(b2-a); }
function depositAt(x,y,rad){
for(let d=0;d<deposits.length;d++){
const D=deposits[d];
if(!D.taken && depositTier(D)>0 && dist2(x,y,D.x,D.y)<rad*rad) return d;
}
return -1;
}
// ---------- decals & doodads ----------
const craters=[], wrecks=[], rocks=[], trees=[], crystals=[], rubbles=[], cover=[];
function addRubble(x,y,s){ rubbles.push({x,y,s,a:Math.random()*TAU,ts:stats.t}); if(rubbles.length>90) rubbles.shift(); }
function addCrater(x,y,s){
/* Sprite records the hit. Depth-below-water must not flood: applyDeform
keeps PASS and WATER_AUTH so a bowl is dirt/ash, not a pond.
CITYG>=1 also stamps a noisy burnt-concrete scar into the terrain
canvas — the crater sprite is a square atlas cell and would otherwise
cut a grass/dirt rectangle into painted pavement.
Tiny civic sprites are the dirt-carpet; large collapses still record
(city-combat gate + 2D fallback). 3D hud already skips the atlas draw. */
const civic=typeof cityGroundAt==='function' && cityGroundAt(x,y)>=1;
const allow=typeof mfCraterSpriteOk==='function'?mfCraterSpriteOk(x,y,s):true;
if(allow){
craters.push({x,y,s,a:Math.random()*TAU,ts:stats.t}); if(craters.length>220) craters.shift();
}
if(civic && typeof stampGroundScar==='function'){
const box=stampGroundScar(x,y,s,true);
if(box && typeof uploadTerrainTexRegion==='function')
uploadTerrainTexRegion(box[0],box[1],box[2],box[3],true);
}
}
/* ---------------------------------------------------------------------------
GROUND BURNS — the impact's thermal story, told by the terrain itself.
An explosive strike leaves ground that GLOWS: embers in the crack network,
cooling through red into char, then fading to ash. A kinetic strike tells a
different story — no heat, just violently disturbed pale earth that settles.
These are temporary by design; the painted scorch pass remains the
permanent record underneath.
kind: 0 kinetic, 1 thermal, 2 void, 3 urban ash.
--------------------------------------------------------------------------- */
const groundBurns=[];
function addGroundBurn(x,y,r,kind){
/* Cities still burn and crater. What they must not do is impersonate
open soil: a truthy kind used to coerce void scars into orange thermal
discs, and those discs read as a broken placement preview on pavement.
kind 0 kinetic, 1 thermal, 2 void, 3 urban ash.
Thermal hits stay kind 1 so plazas ember; the terrain shader converts
the same stamp to soot where the hardscape mask is poured. */
const civic=typeof cityGroundAt==='function' ? cityGroundAt(x,y) : 0;
const k=kind===2 ? 2 : (kind===3 ? 3 : (kind ? 1 : 0));
groundBurns.push({x,y,r,kind:k,t0:stats.t,civic:civic>=1});
if(groundBurns.length>64) groundBurns.shift();
if(civic>=1 && k!==2 && r>=20 && typeof addShard==='function'){
for(let n=0;n<4;n++){
const a=Math.random()*TAU, sp=rr(30,90);
addShard(x+Math.cos(a)*10, y+Math.sin(a)*10,
Math.cos(a)*sp, Math.sin(a)*sp, rr(40,110),
rr(4,9), [0.1,0.1,0.3,0.3], 130,136,144);
}
}
return true;
}
/* ================= RECLAMATION =============================================
Nothing on this battlefield is ever fully destroyed — it is DEMOTED into raw
material. Your tanks, their tanks, your own factory, a derelict apartment
block: all of it collapses into a wreck field that any unit standing over it
will strip for mass and energy. That is the point. It makes ground worth
holding after the shooting stops, it makes razing a dead city a legitimate
economic strategy, and it means a lost battle still pays you something.
kind: 0 unit 1 structure 2 city/derelict 3 scenery 4 volatile/fuel */
const WRECK_CAP=460, RECL_R=58, RECL_RATE=52, FAB_RECL_R=230, FAB_RECL_RATE=44;
/* ============================================================================
SALVAGE IS MADE OF WHAT DIED.
Every loss used to drop the same debris: a tank, a factory and a giant insect
all left identical scrap paying identical mass AND energy. That is wrong on
its face — there is no powerplant in a bug and no reactor in a rifleman — and
it quietly flattened a real decision, because if all corpses pay the same
there is never a reason to fight over one battlefield rather than another.
Three classes, and the difference is in what they PAY, not just how they look:
SCRAP machines and structures. Alloy plus recoverable electronics, so it
is the only salvage that returns energy.
BIOMASS the Brood and the wildlife. Chitin and tissue: mass only, and less
of it, because you are rendering a carcass rather than stripping a
hull. Renders as pale organic matter, not twisted metal.
GEAR infantry. Armour plate, a weapon and a power cell — a small pile,
but genuinely a pile, where previously a dead soldier left nothing.
============================================================================ */
const WRECK_SCRAP=0, WRECK_STRUCT=1, WRECK_RUIN=2, WRECK_BIO=5;
/* Which faction kit is this team actually fielding? Salvage resolves material
through the SAME table the renderer resolves the mesh through - an edited
kit can never ship a faction that bleeds the wrong substance. */
function unitKitOf(team){
if(team===2) return 'horde';
if(team===1) return (typeof AI!=='undefined'&&AI.fac&&FACTIONS[AI.fac])?(FACTIONS[AI.fac].kit||'legion'):'legion';
const pf=(typeof playerFaction!=='undefined'&&playerFaction)||'nova';
return (typeof FACTIONS!=='undefined'&&FACTIONS[pf]&&FACTIONS[pf].kit)||'nova';
}
/* Machine refund: 40% of build cost plus a hull term. The line this replaced
paid cm*0.5+8, which refunded 103% on a Striker, 51% on a TITAN, and minted
8 mass from every free-spawn death - the cheaper the unit, the better the
deal, which is exactly backwards for an economy that wants you contesting
the EXPENSIVE graves. Flat-rate plus size keeps every hulk near 40-45%. */
function machineMass(T){ return T.cm*0.40 + T.size*T.size*0.010; }
/* SALVAGE IS MADE OF WHAT DIED.
Machines leave scrap: alloy plus recoverable electronics, the only salvage
that pays MASS (and some energy). Grown things leave BIOMASS: rendered for
ENERGY only - there is no plate to smelt in a carcass and no reactor in a
bug - and it rots off the field far sooner than metal. Fallen soldiers
leave nothing at all: a body is not salvage. The organic test resolves
through the faction kit, so a Syndicate "infantry" slot - a strider drone -
correctly leaves a small scrap pile while a Dominion breacher, a person in
siege plate, leaves none. */
function dropRemains(i){
const T=TYPES[utype[i]], team=uteam[i];
if(T.naval) return;
const organic=T.brood||T.caster||team===2||
(typeof unitModelOrganic==='function'&&unitModelOrganic(unitKitOf(team),utype[i]));
if(organic){
/* A fallen soldier is a body, not a resource: no pile, ever. A grown
warbeast renders into biomass - but only bodies big enough to be worth
a drone's time make an entry, because the wreck ring buffer must
survive a tide (460 slots; a flood of tiny corpses used to evict
every valuable structure grave on the field). */
if(typeof unitModelHuman==='function'&&unitModelHuman(unitKitOf(team),utype[i])) return;
if(T.size<16) return;
addWreckField(ux[i],uy[i], 0, T.ce*0.20+T.size*0.9, WRECK_BIO,
T.size*0.8, T.size>=34?2:1);
return;
}
addWreckField(ux[i],uy[i], machineMass(T), T.ce*0.14, WRECK_SCRAP,
T.size*0.8, T.size>=34?2:1);
/* HEAVY MACHINES ALSO LEAVE ONE VISIBLE CRATE, not just a scatter of passive
piles. Same salvage doctrine, better feedback: the +25 mass is a collectible
the player can see and reach for instead of a value hidden in the debris,
and it is what makes a dead tank read as "go claim that" on the field. */
if(T.size>=20){
const SC=spawnCrate(ux[i],uy[i],'scrap');
if(SC) SC.alt=0; // landed already, it was just killed
}
}
function addWreck(x,y,mass,energy,kind,scale){
wrecks.push({x,y,a:Math.random()*TAU,s:(scale||1)*(16+Math.random()*10),
/* `mass||20` turned an EXPLICIT zero into 20 - which quietly
minted metal out of every biomass pile, since biomass is
defined by carrying mass 0. Default only when absent. */
mass:mass===undefined?20:mass, m0:mass===undefined?20:mass,
en:energy||0, e0:energy||0,
kind:kind||0, life:0, glow:0, ts:stats.t});
if(wrecks.length>WRECK_CAP) wrecks.shift();
}
/* A convenience wrapper: scatter one big loss into several smaller piles so a
dead factory reads as a debris FIELD rather than a single tidy token. */
function addWreckField(x,y,mass,energy,kind,rad,n){
n=Math.max(1,n|0);
for(let k=0;k<n;k++){
const a=Math.random()*TAU, d=Math.sqrt(Math.random())*(rad||30);
addWreck(x+Math.cos(a)*d, y+Math.sin(a)*d, mass/n, energy/n, kind, 0.8+Math.random()*0.6);
}
}
let reclTip=0;
/* LIVE STRUCTURE CACHE.
`blds` is append-only: indices are handles (a unit's target encodes one as
-2-b, and the spatial grid stores them), so entries can never be spliced out.
That left every hot scan — economy twice a tick per team, AI counts, threat
scoring, placement tests — walking a list that only ever grows, most of it
rubble. The cache is the same list with the dead removed; anything that
iterates for a SURVEY rather than resolving a handle uses it. */
let bldLive=[];
function refreshBldLive(){ bldLive=blds.filter(B=>B.alive); }
/* Completed, living fabricators, refreshed whenever the structure list changes.
Reclaim consults this every tick for every wreck, so it must not be a scan. */
let fabList=[];
function refreshFabList(){
fabList=blds.filter(B=>B.alive&&B.prog>=1&&B.type==='fab'&&B.team<2);
}
function reclaimTick(dt){
/* Construction finishing does not touch the structure grid, so the cache is
also refreshed on a slow beat to pick up newly completed fabricators. */
if((tick%31)===0){ refreshFabList(); refreshBldLive(); }
if(!wrecks.length) return;
for(let w=wrecks.length-1;w>=0;w--){
const W=wrecks[w];
W.life+=dt;
if(W.glow>0) W.glow-=dt;
/* Fabricators run salvage drones over a wide area — that is the building's
second job and the reason to plant one behind the front line. */
let team=-1, rate=0;
/* Iterate the FABRICATORS, not the buildings. The original scanned every
structure in the game for every wreck, every tick — at the wreck cap and
a few hundred structures that is six figures of distance tests per tick.
There are only ever a handful of fabricators, and they are cached. */
for(const B of fabList){
if(dist2(B.x,B.y,W.x,W.y)<FAB_RECL_R*FAB_RECL_R){ team=B.team; rate=FAB_RECL_RATE; break; }
}
if(team<0){ // otherwise: any unit standing on it strips it
const u=nearestUnitAny(W.x,W.y,RECL_R);
if(u>=0&&uteam[u]<2){
team=uteam[u];
/* A dedicated engineer should be the obvious salvage tool. Previously
every chassis reclaimed at the same rate, so the Constructor had no
economic identity after the base was standing. */
rate=RECL_RATE*(unitIsHero(u)?3.2:(TYPES[utype[u]].builder?2.0:1));
}
}
if(team>=0){
const take=Math.min(W.mass, rate*dt);
const takeE=Math.min(W.en, rate*dt*1.6);
if(take>0){
resM[team]=Math.min(RES_MCAP[team], resM[team]+take*(team===0?salvageMult:1));
stats.reclaimed=(stats.reclaimed||0)+ (team===0?take:0);
}
if(takeE>0) resE[team]=Math.min(RES_ECAP[team], resE[team]+takeE*(team===0?salvageMult:1));
W.mass-=take; W.en-=takeE; W.glow=0.5;
if(team===0&&(tick&15)===0) addParticle(0,W.x,W.y,rr(-6,6),rr(-16,-6),.45,9, 120,255,170);
if(team===0&&!reclTip&&W.kind===2){ reclTip=1; toast('♻ Salvaging ruins — raze derelict cities for mass and energy'); }
if(W.mass<=0.01&&W.en<=0.01){
if(team===0) heroXP(1);
addParticle(0,W.x,W.y,0,0,.35,16, 140,255,190);
wrecks.splice(w,1); continue;
}
}
/* Meat rots faster than metal: a carcass is gone in a minute and a half,
a hulk lingers three and a half, a razed city stays until stripped. */
if(W.life>(W.kind===WRECK_BIO?84:210)&&W.kind!==WRECK_RUIN) wrecks.splice(w,1);
}
}
function nearestUnitAny(x,y,rad){
let best=-1,bd=rad*rad;
forUnitsIn(x,y,rad,j=>{ if(uteam[j]>1) return; const d=dist2(x,y,ux[j],uy[j]); if(d<bd){bd=d;best=j;} });
return best;
}
function setupDoodads(){
rocks.length=0; trees.length=0; crystals.length=0; cover.length=0;
srand(777);
const K=typeof biomeKit==='function'?biomeKit():null;
const treeCap=K&&K.trees!=null?K.trees:(THEMES[curTheme]&&THEMES[curTheme].trees)||180;
const rockCap=K&&K.rocks!=null?K.rocks:60;
const coverCap=K&&K.cover!=null?K.cover:40;
const rockKind=(K&&K.rockKind)||'stone';
const clearOf=(x,y)=> typeof farFromStartZones==='function'?farFromStartZones(x,y,300)
:dist2(x,y,MAP*SP_LO,MAP*SP_HI)>300*300&&dist2(x,y,MAP*SP_HI,MAP*SP_LO)>300*300;
for(let i=0;i<1100;i++){
const x=rr(60,MAP-60), y=rr(60,MAP-60);
if(!clearOf(x,y)) continue;
/* The city planner owns these cells. Trees and boulders are valid beyond
the weathered verge, never through a roof, road or cleared plaza. */
if(cityGroundAt(x,y)) continue;
const h=hAt(x,y);
if(h<0.40||h>0.75) continue;
let nearDep=false;
for(const D of deposits) if(dist2(x,y,D.x,D.y)<70*70){ nearDep=true; break; }
if(nearDep) continue;
const fk=typeof floraKind==='function'?floraKind(K,rnd):(K&&K.flora)||'broad';
const lo=fk==='palm'?0.40:(fk==='pine'?0.50:0.42);
const hi=fk==='palm'?0.54:(fk==='pine'?0.72:0.60);
if(trees.length<treeCap && h>lo && h<hi && rnd()<0.72)
trees.push({x,y,s:rr(16,34),a:rr(0,TAU),k:fk});
else if(cover.length<coverCap && h>0.42 && h<0.62 && rnd()<0.38)
cover.push({x,y,s:rr(10,18),a:rr(0,TAU)});
else if(rocks.length<rockCap && rnd()<0.34)
rocks.push({x,y,s:rr(16,44),a:rr(0,TAU),k:rockKind});
}
/* Mass fields are ore mounds plus a few exotic spikes on Tier III.
A 20-shard crystal carpet read as glowing orbs on every planet. */
for(let di=0;di<deposits.length;di++){
const D=deposits[di],tier=D.initialTier||1;
if(tier<3) continue;
for(let k=0;k<3;k++){
const a=k/3*TAU+rr(-.16,.16),d=rr(6,14);
crystals.push({x:D.x+Math.cos(a)*d,y:D.y+Math.sin(a)*d,
s:rr(18,26),a:rr(-0.28,0.28),dep:di,band:3,phase:rr(0,TAU),core:k===0});
}
}
}
// ---------- beams ----------
const beams=[]; // {x0,y0,x1,y1,t,max,w,r,g,b,style,seed,team}
function addBeam(x0,y0,x1,y1,w,r,g,b,life,style,team){
/* Style is visual only, but it gives each weapon a readable silhouette:
lightning branches, thermal beams pulse, and orbital lances have a wide
bloom sheath. Keeping that data on the short-lived beam avoids another
effect list and does not touch combat balance. */
/* At 12-18 fps a 140 ms beam can be born and expire between two rendered
frames even though the simulation processed it correctly. Keep the visual
record alive for at least 190 ms; this changes no damage timing, it only
guarantees one readable frame on the phones that need the feedback most. */
/* `team` is fog identity for the renderer. Friendly fire may stay readable
at the sensor edge; omitting it keeps the old "must be in a revealed cell"
path so repair/airlift callers do not change. */
beams.push({x0,y0,x1,y1,t:0,max:Math.max(.19,life||0.14),w,r,g,b,
style:style||'laser',seed:(x0*13+y0*7+x1*3+y1+tick*11)%TAU,team:team});
if(beams.length>400) beams.shift();
}
/* Visual-only: land a tracer on the hull, not the navel. Damage still uses
the sim contact. Cap the pull so a point-blank shot cannot invert. */
function beamHitXY(x0,y0,x1,y1,rad){
const dx=x1-x0, dy=y1-y0, d=Math.hypot(dx,dy)||1;
const pull=Math.min(Math.max(0,rad)||0, d*0.42);
return pull<=0.4?[x1,y1]:[x1-dx/d*pull, y1-dy/d*pull];
}
/* Authored gun meshes sit on BLD_TUR_S, which is larger than the collision
disc. `frac` is a fraction of BT.size chosen to sit on the bore (see the
comment on BLD_TUR_S). `side` is a perpendicular tube offset. */
function bldMuzzleXY(B,frac,side){
const ma=(B.tang||0)-Math.PI/2, d=((BT[B.type]&&BT[B.type].size)||20)*(frac||0.7);
const c=Math.cos(ma), s=Math.sin(ma), lat=side||0;
return [B.x+c*d-s*lat, B.y+s*d+c*lat];
}
function beamTick(dt){
for(let i=beams.length-1;i>=0;i--){
beams[i].t+=dt;
if(beams[i].t>=beams[i].max) beams.splice(i,1);
}
}
// ---------- projectiles ----------
const px=new Float32Array(MAXP), py=new Float32Array(MAXP);
const pvx=new Float32Array(MAXP), pvy=new Float32Array(MAXP);
const plife=new Float32Array(MAXP), pdmg=new Float32Array(MAXP), paoe=new Float32Array(MAXP);
const ptype=new Uint8Array(MAXP), pteam=new Uint8Array(MAXP), palive=new Uint8Array(MAXP);
const ptgt=new Int32Array(MAXP);
const ptgtg=new Int32Array(MAXP);
const pmu0=new Float32Array(MAXP); // armour multiplier already folded into pdmg
const pwk=new Array(MAXP).fill('n'); // weapon class, for per-victim splash
const psx=new Float32Array(MAXP), psy=new Float32Array(MAXP), pex=new Float32Array(MAXP), pey=new Float32Array(MAXP), pt=new Float32Array(MAXP);
const pmax=new Float32Array(MAXP); // normalized flight phase for trails / guided boost
const pSplit=new Uint8Array(MAXP);
const pCannon=new Uint8Array(MAXP); // Commander's heavy shell: unique report + blast signature
const pBio=new Uint8Array(MAXP); // grown spore/bile payload, never rendered as manufactured ordnance
const pBarrage=new Uint8Array(MAXP); // coordinated active-fire payload; wide structure splash + distinct VFX
/* Source structure for defence-fired ordnance (object ref, null otherwise).
Lets shell/missile kills feed the same veterancy + bounty loop the
direct-fire towers use — checked for aliveness at credit time. */
const pSrcBld=new Array(MAXP).fill(null);
const pArc=new Float32Array(MAXP); // authored visual arc height for true ballistic shells
const pSmokeT=new Float32Array(MAXP); // fixed-rate barrage wake; independent of render FPS / global tick
const pFlightCue=new Uint8Array(MAXP); // two restrained pressure cues per shell, never one per frame
const pTurbSeed=new Float32Array(MAXP); // stable phase for the filtered-noise smoke path
const artShellSmoke=[]; // lightweight 3D-aware wake, bounded below for mobile
function artShellTurbulence(i,q){
/* Two low-frequency harmonics behave like filtered noise: the wake bends
and curls without the frame-to-frame sparkle of Math.random(). Keeping
this pure makes replay captures and the focused ballistics test exact. */
const s=pTurbSeed[i]*TAU;
return Math.sin(q*19.7+s)*8.4+Math.sin(q*43.3+s*2.31)*3.1;
}
/* Impact-carried disruption duration. This cannot live on the Bastion itself:
a shell can remain airborne after its source is sold or destroyed, and the
Mk level that fired it is the payload it must keep. */
const pConcuss=new Float32Array(MAXP);
let pFree=[], pHigh=0;
/* Submunition spawner: marks the round as ALREADY SPLIT so it detonates
normally instead of clustering again — without that flag a cluster shell
spawns cluster shells forever. fireProj returns its slot so this is a direct
write rather than a search. */
function fireProjSplit(type,team,x,y,tx,ty,speed,dmg,aoe,bio,from){
const k=fireProj(type,team,x,y,tx,ty,speed,dmg,aoe,-1);
if(k>=0){
pSplit[k]=1; pBio[k]=bio?1:0;
/* Bomblets used to spawn as wk 'n' with no commander flag, so a cluster
strike lost its explosive class and could not inherit the parent's
blast VFX. Copy both from the opening shell. */
if(from>=0){ pwk[k]=pwk[from]||'e'; pCannon[k]=pCannon[from]; }
}
}
function fireProj(type,team,x,y,tx,ty,speed,dmg,aoe,tgt){
let i;
if(pFree.length) i=pFree.pop(); else { if(pHigh>=MAXP) return -1; i=pHigh++; }
palive[i]=1; ptype[i]=type; pteam[i]=team; pdmg[i]=dmg; paoe[i]=aoe; ptgt[i]=tgt; pSplit[i]=0; pCannon[i]=0; pBio[i]=0; pBarrage[i]=0; pArc[i]=0; pConcuss[i]=0; pSrcBld[i]=null;
pSmokeT[i]=0;pFlightCue[i]=0;
ptgtg[i]=tgt>=0?ugen[tgt]:-1;
pmu0[i]=1; pwk[i]='n';
px[i]=x; py[i]=y;
if(type===2){
psx[i]=x; psy[i]=y; pex[i]=tx; pey[i]=ty; pt[i]=0;
const d=Math.max(1,Math.sqrt(dist2(x,y,tx,ty)));
/* The renderer orients shells from velocity. Ballistics used to inherit a
recycled slot's old velocity, so their bodies and smoke could point at
a completely different battle. */
pvx[i]=(tx-x)/d*speed; pvy[i]=(ty-y)/d*speed;
plife[i]=d/speed;
pTurbSeed[i]=(Math.abs((x*31+y*17+tx*13+ty*7+i*97)|0)%997)/997;
} else {
const d=Math.max(1,Math.sqrt(dist2(x,y,tx,ty)));
pvx[i]=(tx-x)/d*speed; pvy[i]=(ty-y)/d*speed;
plife[i]=d/speed+(type===4?0.6 : type===7?1.6 : type===6?0.9 : type===8?0.35 : type===9?0.25 : 0.06);
}
pmax[i]=Math.max(0.001,plife[i]);
return i;
}
function killProj(i){ palive[i]=0; pFree.push(i); }
/* A projectile's first frame should identify the weapon before the damage
number appears. Keeping launch signatures separate from impact signatures
stops a kinetic rifle, a rocket and a sonic emitter reading as one gun. */
function projectileFireFX(i,x,y,dx,dy){
/* Low FPS used to remove the ENTIRE firing signature. That is backwards:
the muzzle flash is gameplay feedback while its extra sparks are garnish.
Keep one core event at every quality and scale only the secondary spray. */
const lowFx=perfScale<=.32;
const l=Math.hypot(dx,dy)||1;
dx/=l;dy/=l;
const rx=-dx,ry=-dy,wk=pwk[i]||'p',ty=ptype[i],fp=mfFactionFxPalette(pteam[i]);
const heavy=pCannon[i]||pBarrage[i]||ty===2||ty===9;
const spark=(n,sp,r,g,b)=>{n=lowFx?Math.min(1,n):n;for(let q=0;q<n;q++){
const a=Math.atan2(ry,rx)+(Math.random()-.5)*.55,v=Math.min(10,sp*(.35+Math.random()*.4));
addParticle(2,x+dx*3,y+dy*3,Math.cos(a)*v,Math.sin(a)*v,.07,.16+Math.random()*.12,r,g,b);
}};
if(pBio[i]){
addParticle(0,x+dx*4,y+dy*4,0,0,.18,14,178,255,92);
addParticle(3,x,y,0,0,.32,25,177,82,245); spark(2,9,167,255,78);
}else if(heavy){
addParticle(0,x+dx*6,y+dy*6,0,0,.13,pCannon[i]?27:21,255,196,76);
addParticle(3,x,y,0,0,.28,pCannon[i]?21:16,255,122,31);
addParticle(1,x+rx*4,y+ry*4,rx*7+(Math.random()-.5)*4,ry*7+(Math.random()-.5)*4,1.25,5.8,56,46,31);
spark(pCannon[i]?5:3,pCannon[i]?17:12,255,145,41);
}else if(wk==='g'){
addParticle(0,x+dx*4,y+dy*4,0,0,.10,13,235,250,255); addParticle(3,x,y,0,0,.20,20,56,218,255); spark(3,16,72,242,255);
}else if(wk==='s'||ty===6){
addParticle(0,x+dx*3,y+dy*3,0,0,.11,15,220,245,255); addParticle(3,x,y,0,0,.22,22,89,158,255); addParticle(3,x,y,0,0,.30,14,184,77,255);
}else if(wk==='i'){
addParticle(0,x+dx*4,y+dy*4,0,0,.10,15,215,248,255); spark(2,12,89,209,255);
}else if(wk==='f'||ty===5){
addParticle(0,x+dx*3,y+dy*3,0,0,.13,18,255,92,13); addParticle(4,x+rx*2,y+ry*2,rx*8,ry*8,.24,3.5,255,56,8);
}else if(ty===4||ty===7||ty===8){
addParticle(0,x+dx*4,y+dy*4,0,0,.12,16,255,140,41); addParticle(4,x+rx*3,y+ry*3,rx*12,ry*12,.28,3.8,255,79,13); addParticle(1,x+rx*4,y+ry*4,rx*5,ry*5,1.05,5,64,59,51);
}else{
addParticle(0,x+dx*3,y+dy*3,0,0,.10,12,184,230,255); spark(1,8,184,230,255);
}
/* Signature accents are sampled for ordinary rifles but guaranteed for
heavy/energy/biological fire. At a 1,000-unit cap this keeps the identity
visible without doubling the particle load of every infantry volley. */
const signature=heavy||pBio[i]||wk==='g'||wk==='s'||wk==='i'||((i+((stats.t||0)*12|0))&3)===0;
if(signature&&!pBio[i]){
if(fp.key==='legion'){
addParticle(3,x+dx*3,y+dy*3,0,0,.24,heavy?25:14,fp.a[0],fp.a[1],fp.a[2]);
if(!lowFx)spark(heavy?3:1,heavy?18:10,fp.b[0],fp.b[1],fp.b[2]);
}else if(fp.key==='syndicate'){
addParticle(3,x+dx*3,y+dy*3,0,0,.28,heavy?27:15,fp.a[0],fp.a[1],fp.a[2]);
if(!lowFx)addParticle(3,x,y,0,0,.38,heavy?34:20,fp.b[0],fp.b[1],fp.b[2]);
}else{
addParticle(0,x+dx*5,y+dy*5,0,0,.09,heavy?20:11,fp.b[0],fp.b[1],fp.b[2]);
if(!lowFx)addParticle(3,x,y,0,0,.22,heavy?23:13,fp.a[0],fp.a[1],fp.a[2]);
}
}
}
/* A projectile's impact should identify the weapon before the damage number
appears. These are deliberately small signatures layered around the shared
explosion: gauss showers hard white/cyan sparks, sonic ripples twice,
incendiary sticks as flame, and explosives throw hot fragments into smoke. */
function projectileImpactFX(i,x,y){
/* Never cull the core impact language. Debris helpers below already obey
the performance budget; deleting this whole function made every weapon
silently hit at the exact moment a device became busy. */
const wk=pwk[i]||'p', ty=ptype[i],fp=mfFactionFxPalette(pteam[i]);
const s=clamp(5+Math.sqrt(Math.max(1,pdmg[i]))*0.34+(paoe[i]||0)*0.12,6,34);
const vl=Math.hypot(pvx[i],pvy[i])||1,nx=pvx[i]/vl,ny=pvy[i]/vl;
const debris=(n,sp,r,g,b)=>{if(perfScale<=.48)return;
/* Older callers use normalized colours while particle storage is Uint8.
Convert at the seam so fragments do not silently become near-black. */
if(r<=1&&g<=1&&b<=1){r*=255;g*=255;b*=255;}
for(let q=0;q<n;q++){
const a=Math.atan2(ny,nx)+(Math.random()-.5)*1.6,v=Math.min(14,sp*(.4+Math.random()*.45));
addParticle(7,x,y,Math.cos(a)*v,Math.sin(a)*v,.10+Math.random()*.10,.36+Math.random()*.24,r,g,b);
}};
if(pBio[i]){
/* Brood ammunition ruptures rather than detonates: wet luminous bile,
chitin splinters and a delayed spore ring. Damage semantics stay in wk. */
addParticle(0,x,y,0,0,.20,s*1.65, 178,255,92);
addParticle(3,x,y,0,0,.42,Math.min(16,s*1.15), 177,95,235);
addParticle(1,x,y,rr(-5,5),rr(-10,-3),1.45,s*.95, 65,78,48);
const n=Math.max(2,Math.round(5*perfScale));
for(let k=0;k<n;k++) addParticle(2,x,y,rr(-14,14),rr(-14,14),.22,2.2, 198,255,105);
} else if(pBarrage[i]){
addParticle(0,x,y,0,0,.17,s*2.1,255,246,215);
addParticle(3,x,y,0,0,.44,paoe[i]*1.9,255,174,72);
addParticle(3,x,y,0,0,.72,paoe[i]*2.7,164,132,105);
addParticle(1,x,y,rr(-7,7),rr(-22,-9),2.35,s*1.85,48,45,43);
const n=Math.max(5,Math.round(11*perfScale));
for(let k=0;k<n;k++) addParticle(5,x,y,rr(-22,22),rr(-22,22),.32,3.2,255,178,74);
debris(5,20,.23,.18,.12);
} else if(pCannon[i]){
/* White pressure flash, hot fragmentation, then a broad dust column. The
expanding rings expose the actual splash footprint. */
addParticle(0,x,y,0,0,.18,s*2.25, 255,244,210);
addParticle(3,x,y,0,0,.38,paoe[i]*1.85, 255,194,105);
addParticle(3,x,y,0,0,.68,paoe[i]*2.65, 185,145,105);
addParticle(4,x,y,0,0,.68,Math.min(16,s*1.1), 255,145,48);
addParticle(1,x,y,rr(-6,6),rr(-20,-8),2.15,s*1.55, 50,47,44);
const n=Math.max(5,Math.round(10*perfScale));
for(let k=0;k<n;k++) addParticle(5,x,y,rr(-20,20),rr(-20,20),.30,3.0, 255,185,82);
debris(7,25,.24,.2,.15);
} else if(wk==='g'){
addParticle(3,x,y,0,0,.24,s*1.65, 155,225,255);
addParticle(0,x,y,0,0,.13,s*1.25, 235,250,255);
const n=Math.round(4*perfScale);
for(let k=0;k<n;k++) addParticle(2,x,y,rr(-16,16),rr(-16,16),.18,2.0, 190,235,255);
} else if(wk==='s'){
addParticle(3,x,y,0,0,.34,s*1.8, 115,220,255);
addParticle(3,x,y,0,0,.48,s*2.6, 185,125,255);
addParticle(0,x,y,0,0,.18,s*1.45, 210,245,255);
} else if(wk==='i'||ty===6){
addParticle(3,x,y,0,0,.26,s*1.7, 75,205,255);
addParticle(0,x,y,0,0,.22,s*1.55, 215,250,255);
for(let k=0;k<Math.round(3*perfScale);k++) addParticle(2,x,y,rr(-12,12),rr(-12,12),.16,1.8,95,220,255);
} else if(wk==='f'||ty===5){
addParticle(4,x,y,0,0,.65,Math.min(16,s*1.15), 255,150,55);
addParticle(1,x+rr(-4,4),y+rr(-4,4),rr(-3,3),rr(-12,-6),1.0,s*.75, 58,52,48);
} else if(wk==='e'||ty===7||ty===9){
addParticle(4,x,y,0,0,.48,Math.min(14,s*1.05), 255,170,70);
const n=Math.round(3*perfScale);
for(let k=0;k<n;k++) addParticle(5,x,y,rr(-16,16),rr(-16,16),.22,2.6, 255,190,95);
addParticle(1,x,y,rr(-4,4),rr(-13,-6),1.65,s*1.15, 55,52,52);
if((paoe[i]||0)>=18) debris(3,15,.22,.19,.15);
} else {
const n=Math.max(1,Math.round((ty===2?5:2)*perfScale));
for(let k=0;k<n;k++) addParticle(2,x,y,rr(-12,12),rr(-12,12),.16,1.7, 255,210,140);
if(ty===1||ty===2||ty===3) addParticle(1,x,y,rr(-3,3),rr(-7,-2),1.05,s*.62, 92,86,78);
}
/* The primary impact says WHAT hit; this outer pulse says WHO fired it.
It is deliberately one cheap ring at low quality and gains a second
faction-specific flourish only when the adaptive budget has headroom. */
if(!pBio[i]){
addParticle(3,x,y,0,0,.34,Math.min(16,s*(pCannon[i]||pBarrage[i]?1.15:0.85)),fp.a[0],fp.a[1],fp.a[2]);
if(perfScale>.48){
if(fp.key==='legion') debris(pCannon[i]?5:2,22,1,.34,.16);
else if(fp.key==='syndicate') addParticle(3,x,y,0,0,.40,Math.min(14,s*1.05),fp.b[0],fp.b[1],fp.b[2]);
else addParticle(0,x,y,0,0,.12,s*1.15,fp.b[0],fp.b[1],fp.b[2]);
}
}
if(typeof gpfxEnergyBlast==='function'&&perfScale>.28){
const energy=wk==='g'||wk==='s'||wk==='i'||ty===6||pCannon[i]||pBarrage[i];
gpfxEnergyBlast(x,y,12,energy?22:8,[fp.a[0],fp.a[1],fp.a[2]],
{speed:energy?130:70,up:energy?0.38:0.22,life:energy?0.62:0.34,size:energy?3.0:2.0,min:3,dir:[nx,ny]});
}
}
function projImpact(i){
const x=px[i], y=py[i], team=pteam[i], aoe=paoe[i], dmg=pdmg[i];
const preKills=stats.kills[team];
if(ptype[i]===9 && !pSplit[i]){
/* Cluster shell opens over the target and rains submunitions. One shot
becomes a pattern, so it punishes clumped formations far harder than a
single big blast of the same total damage would. */
pSplit[i]=1;
const n=pCannon[i]?8:6, df=pCannon[i]?0.45:0.34, af=pCannon[i]?0.58:0.55;
for(let k=0;k<n;k++){
const a=pCannon[i]?(k/n)*TAU+0.21:Math.random()*TAU;
const d=pCannon[i]?(24+(k&3)*11):(18+Math.random()*46);
fireProjSplit(9,team,x,y,x+Math.cos(a)*d,y+Math.sin(a)*d,220,dmg*df,aoe*af,pBio[i],i);
}
addParticle(0,x,y,0,0,.2,20,pBio[i]?175:255,pBio[i]?255:220,pBio[i]?90:160);
/* Bomblet open — sparks, not a gravity well. Nova cluster stays bomblets. */
if(typeof gpfxEnergyBlast==='function')
gpfxEnergyBlast(x,y,16,pCannon[i]?36:24,pBio[i]?[175,255,90]:[255,210,120],
{speed:150,up:0.48,life:0.58,size:3.0,min:6});
if(pCannon[i]){ addParticle(3,x,y,0,0,.36,aoe*0.9,255,196,82); sfx('cannon',x,y,0.95); }
else sfx(pBio[i]?'cre_attack':'hit',x,y,0.8);
killProj(i); return;
}
if(ptype[i]===8){ // flak: airburst fragments / bursting spores
for(let k=0;k<9;k++){
const a=Math.random()*TAU, sp=12+Math.random()*18;
addParticle(5,x,y,Math.cos(a)*sp,Math.sin(a)*sp,.22,2.4,pBio[i]?185:255,pBio[i]?255:215,pBio[i]?95:140);
}
addParticle(0,x,y,0,0,.18,aoe*0.9,pBio[i]?180:255,pBio[i]?255:225,pBio[i]?95:170);
addParticle(3,x,y,0,0,.30,aoe*1.5,pBio[i]?175:255,pBio[i]?105:200,pBio[i]?235:120);
}
projectileImpactFX(i,x,y);
if(aoe>0){
/* `dmg` arrives with the AIMED target's armour multiplier already folded
in, so a shell fired at a light scout was applying the anti-light bonus
to the heavy tank standing beside it. Undo the aimer's multiplier and
apply each victim's own. */
const wk=pwk[i]||'n';
const base=dmg/(pmu0[i]||1);
/* HORDE SCALING. Count the bodies first, then pay out. A blast landing in a
press of thirty gets a real bonus; the same blast on a lone tank gets
none. That is what makes crowd-control weapons a genuine answer to mass
rather than just a bigger number. */
const hz=WK_HORDE[wk]||0;
let crowd=0;
if(hz) forUnitsIn(x,y,aoe,j=>{ if(uteam[j]!==team) crowd++; });
const hm = hz ? 1+Math.min(1.6, hz*Math.max(0,crowd-2)*0.055) : 1;
forUnitsIn(x,y,aoe,j=>{
if(uteam[j]!==team){
const fall=1-0.5*Math.sqrt(dist2(x,y,ux[j],uy[j]))/aoe;
const mv=dmgMul(wk,utype[j]);
if(pConcuss[i]>0) uhaz[j]=Math.max(uhaz[j],pConcuss[i]);
dealDamage(j,base*fall*mv*hm,team,-1,mv,wk);
}
});
if(hz&&crowd>=8&&perfScale>0.5) addParticle(3,x,y,0,0,0.34,aoe*1.25, 255,190,110);
if(pCannon[i]||pBarrage[i]){
/* Heavy splash strikes every structure inside the pressure front with
the same 100% to 50% falloff used for units. */
const bbase=base*(STM[wk]||1);
for(let b=0;b<blds.length;b++){
const B=blds[b]; if(!B.alive||B.team===team) continue;
const br=aoe+B.r, bd=Math.sqrt(dist2(x,y,B.x,B.y));
if(bd<br) damageBld(b,bbase*(1-0.5*bd/br),team);
}
} else {
const nb=findEnemyBld(x,y,team,aoe+16);
if(nb>=0) damageBld(nb,dmg,team);
}
damageScenery(x,y,aoe+8,dmg*0.85,team); // splash chews through ruins too
if(pBio[i]){
addParticle(0,x,y,0,0,.22,aoe*.78,174,255,90);
addParticle(3,x,y,0,0,.46,aoe*1.18,176,92,235);
if(aoe>=30) deformTerrain(x,y,aoe*.85,.028,'shell');
sfx('cre_attack',x,y,clamp(aoe/32,.7,1.4));
} else if(ptype[i]===5){ // flame: soft scorch, no fireball
addParticle(0,x,y,0,0,.2,14, 255,170,60);
if(Math.random()<0.2) addParticle(1,x,y,rr(-4,4),rr(-10,-4),.5,7, 60,55,50);
} else {
const heavy=pCannon[i]||pBarrage[i];
const arty=heavy||ptype[i]===2||ptype[i]===9||ptype[i]===7;
/* Visual size only. size>=40 is the superweapon handoff, and the old
victim-team argument made a Nova cluster on Syndicate ground become
their singularity (pull, not blast). Cap the FX; damage already
applied above. Shooter team so any future super stays on the firer. */
spawnExplosion(x,y,Math.min(aoe*(heavy?0.78:0.55),36),team);
if(arty||aoe>=28){
addCrater(x,y,aoe*(arty?1.35:0.95));
deformTerrain(x,y,aoe*(arty?1.28:1.05),arty?0.068:0.040,arty?'blast':'shell');
} else if(aoe>=10){
addCrater(x,y,Math.max(20,aoe*0.95));
deformTerrain(x,y,Math.max(24,aoe*1.15),0.022,'pock');
}
if(heavy){
if(typeof cam==='undefined'||dist2(x,y,cam.x,cam.y)<900*900) shake=Math.max(shake,4.5);
/* Player rounds are always known. This guard also prevents a future
hostile battery from leaking its hidden impact through audio. */
if(typeof fogFxVisible!=='function'||fogFxVisible(x,y,team)){
sfx('boom',x,y,pBarrage[i]?1.5:1.35);
if(pBarrage[i]&&typeof artilleryWorldAudio==='function')artilleryWorldAudio('impact',x,y,team,1.15);
}
} else sfx('hit',x,y,aoe/30);
}
} else {
const t=ptgt[i];
/* Passing the multiplier lights the deflect/rend feedback. Kinetic is most
of the shots fired in the game and it was the one path that never showed
the player whether their weapon was right for the armour it hit. */
if(t>=0 && liveTgt(t,ptgtg[i]) && uteam[t]!==team) dealDamage(t,dmg,team,-1,pmu0[i]||1,pwk[i]);
else if(isRelicTg(t)){ const R=relics[relicOf(t)]; if(R&&R.alive) damageRelic(R,dmg,team); }
else if(t<=-2){ const b=-2-t; damageBld(b,dmg,team); }
else {
const e=findEnemy(x,y,team,14);
if(e>=0) dealDamage(e,dmg,team,-1);
}
addParticle(0,x,y,0,0,.14,5,pBio[i]?178:255,pBio[i]?255:220,pBio[i]?92:150);
if(!pBio[i]&&(pCannon[i]||ptype[i]===1||ptype[i]===3)){
addCrater(x,y,18);
deformTerrain(x,y,22,0.016,'pock');
}
}
if(pSrcBld[i]) defKillCredit(pSrcBld[i],stats.kills[team]-preKills);
killProj(i);
}
let dmgAccum=[0,0,0];
/* `wk` is the weapon class that produced the hit. It is optional — most call
sites do not care — but sonic uses it to bypass shields and the horde
multiplier uses it to scale a blast against a crowd. */
function dealDamage(j,dmg,attTeam,attacker,mu,wk){
if(!ualive[j]) return;
if(uteam[j]===0&&attTeam!==0&&META.settings.godMode){uhp[j]=uhpm[j];return;}
const shielded=ushielded[j]>0 && !(wk&&WK_PIERCE[wk]);
if(shielded){
dmg*=SHIELD_REDUCE;
/* The shield absorbing a hit was previously INVISIBLE - the one defensive
buff in the game gave no feedback that it was doing anything. A brief
cyan shell ripple at the moment of absorption is the readback. */
if(perfScale>0.5&&Math.random()<0.30)
addParticle(3,ux[j],uy[j],0,0,.28,TYPES[utype[j]].size*0.85, 120,210,255);
}
if(umode[j]) dmg*=modeTakenMul(umode[j]); // GUARD stance eats the hit
dmg*=classTakenMul(j);
uhp[j]-=dmg;
if(dmg>=10) uHurtT[j]=6; // suppress hero regen while under real fire
if(typeof aiOnUnitHit==='function'&&attacker>=0&&dmg>=6) aiOnUnitHit(j,dmg,attTeam,attacker);
if(uhp[j]>0&&unitIsBrood(j)&&dmg>=uhpm[j]*0.04&&Math.random()<0.16)
sfx('cre_pain',ux[j],uy[j],clamp(TYPES[utype[j]].size/18,0.65,1.5));
/* Fire persistence: incendiary hits leave units burning for 2.4s */
if(wk==='f'){
ufireT[j]=2.4;
/* Scorch decal on the ground where incendiary rounds land */
if(perfScale>0.35 && Math.random()<0.45)
addRubble(ux[j]+rr(-6,6),uy[j]+rr(-6,6),TYPES[utype[j]].size*0.7);
}
dmgAccum[attTeam]+=dmg;
// combat readability: floating damage numbers + counter FX (sampled, near camera)
if(perfScale>0.5 && Math.random()<0.28) spawnFloatText(ux[j],uy[j],dmg,mu||1);
if(mu){
if(mu<=0.8 && Math.random()<0.35) addParticle(5,ux[j],uy[j],rr(-8,8),rr(-10,-3),.16,2.0, 200,208,218); // deflect spark
else if(mu>=1.15 && Math.random()<0.3) addParticle(0,ux[j],uy[j],0,0,.16,9, 255,150,60); // rend flash
}
/* DIRECTIONAL IMPACT SPRAY. Hits used to flash at the victim's centre with
no notion of where the shot came FROM, so a firefight read as units
twinkling rather than units being struck. Debris now exits on the far
side of the impact, along the shot line - and it is made of the victim:
ichor off a carapace, sparks off a hull. Sampled hard; this is seasoning,
not another particle storm. */
if(attacker>=0&&ualive[attacker]&&perfScale>0.5&&Math.random()<0.22){
const ix=ux[j]-ux[attacker], iy=uy[j]-uy[attacker], il=Math.hypot(ix,iy)||1;
const dx2=ix/il, dy2=iy/il, organic=unitIsBrood(j);
const nsp=dmg>=26?3:2;
for(let k2=0;k2<nsp;k2++){
const sway=rr(-0.55,0.55), c2=Math.cos(sway), s2=Math.sin(sway);
const vx2=(dx2*c2-dy2*s2)*rr(8,16), vy2=(dx2*s2+dy2*c2)*rr(8,16);
if(organic) addParticle(5,ux[j],uy[j],vx2*0.7,vy2*0.7,.30,2.6, 150,235,95);
else addParticle(5,ux[j],uy[j],vx2,vy2,.22,2.2, 255,214,140);
}
}
/* Brood liquid lives in organicfx.js — not the energy spark path. */
if(uhp[j]>0&&typeof orgfxOnHit==='function'&&unitIsBrood(j)&&dmg>=6)
orgfxOnHit(j,dmg,attacker);
if(uhp[j]<=0){
const wasType=utype[j], wasTeam=uteam[j];
killUnit(j);
stats.kills[attTeam]++;
/* Rendering a kill in the field pays ENERGY - there is no alloy in an
insect, and paying mass here minted metal out of meat. */
if(attTeam===0&&wasTeam===2){ resE[0]=Math.min(RES_ECAP[0],resE[0]+(wasType===13?90:8)*salvageMult); }
if(attTeam===0) heroXP(wasTeam===2?1.2:4+TYPES[wasType].size*0.5); // bug kills give trickle XP (swarms would flood level-ups)
if(attacker>=0 && ualive[attacker]){
ukills[attacker]++;
const k=ukills[attacker];
if(k>=24) uvet[attacker]=3; else if(k>=10) uvet[attacker]=2; else if(k>=4) uvet[attacker]=1;
}
}
}
// ---------- particles ----------
// types: 0 flash, 1 smoke, 2 spark, 3 ring, 4 flame, 5 hot fragment,
// 6 explosion flipbook, 7 solid debris, 8 mushroom plume, 9 ambience,
// 10 movement dust (separate so tactical motion survives smoke LOD)
const fx=new Float32Array(MAXPART), fy=new Float32Array(MAXPART);
const fvx=new Float32Array(MAXPART), fvy=new Float32Array(MAXPART);
const flife=new Float32Array(MAXPART), fmax=new Float32Array(MAXPART), fsize=new Float32Array(MAXPART);
const ftype=new Uint8Array(MAXPART);
const fcr=new Uint8Array(MAXPART), fcg=new Uint8Array(MAXPART), fcb=new Uint8Array(MAXPART);
let fHead=0, fCount=0;
let perfScale=1;
function addParticle(type,x,y,vx,vy,life,size,r,g,b){
const i=fHead; fHead=(fHead+1)%MAXPART;
if(!flife[i]) fCount++;
ftype[i]=type; fx[i]=x; fy[i]=y; fvx[i]=vx; fvy[i]=vy;
flife[i]=life; fmax[i]=life; fsize[i]=size;
fcr[i]=r; fcg[i]=g; fcb[i]=b;
}
/* ============================================================================
SUPERWEAPON DETONATION — true destruction.
One call delivers the whole strategic-weapon contract: blinding flash, a
dome of three thousand GPU sparks, double shockwave, mushroom column, a
crater deep enough to read as a bowl, every derelict block and tree inside the ring
levelled through the SAME damage paths the rest of the game uses (so
salvage, staged skyscraper collapse and district bonuses all still apply),
an ember field that cools over a minute, and smouldering aftermath smoke.
pow ~ 1.0 is a tactical nuke; scale up for campaign-enders.
============================================================================ */
let _superT=0;
/* ---------------------------------------------------------------------------
SINGULARITY WEAPONS — the Machine Ascendancy's answer to the warhead.
Where every other faction burns a target, the machines DELETE it: a staged
collapse that darkens the sky, drags the battlefield inward along an
accretion spiral, then crushes everything past the horizon and leaves a
void bore where the ground used to be. Terrain devastation is the
point: the crater is deeper than any warhead's and the scar burns violet.
--------------------------------------------------------------------------- */
const singularities=[];
function teamFacKeyFor(team){
try{
if(team===0) return playerFaction;
if(typeof AI!=='undefined'&&AI&&AI.fac) return AI.fac;
}catch(e){}
return 'nova';
}
function spawnSingularity(x,y,pow,team){
singularities.push({x,y,pow:pow||1,team:team==null?2:team,t:0,phase:0,fed:0});
sfx('alarm'); shake=Math.max(shake,3);
if(typeof toast==='function') toast('◐ SINGULARITY FORMING — gravity well expanding');
}
function updateSingularities(dt){
let attrSet=false;
for(let i=singularities.length-1;i>=0;i--){
const S=singularities[i]; S.t+=dt;
const R=170*Math.sqrt(S.pow), dur=2.5;
if(S.phase===0){
/* IMPLOSION. The well feeds: loose matter streams in along the spiral,
units are dragged off their paths, the core light collapses inward. */
if(typeof gpfxAttr!=='undefined'&&!attrSet){
gpfxAttr[0]=S.x; gpfxAttr[1]=16; gpfxAttr[2]=S.y;
gpfxAttr[3]=0.8+1.6*(S.t/dur); attrSet=true;
}
if(typeof gpfxBurst==='function'&&(S.fed+=dt)>0.05){
S.fed=0;
const a2=rr(0,TAU), d2=rr(R*0.7,R*1.5);
gpfxBurst(S.x+Math.cos(a2)*d2,S.y+Math.sin(a2)*d2,rr(3,26),26,
{speed:14,up:0.15,life:2.6,col:[186,158,255],size:2.6,drag:0.999,jit:5});
gpfxBurst(S.x+Math.cos(a2+2.1)*d2*0.8,S.y+Math.sin(a2+2.1)*d2*0.8,rr(2,20),16,
{speed:10,up:0.1,life:2.2,col:[255,244,255],size:1.9,drag:0.999,jit:4});
}
/* Pull must actually relocate hostiles. 150 u/s plus free pathing let
units walk out, so the well read as a static hole. Stun + interrupt
keep them in the spiral until the 2.5s collapse. Friendlies stay out
— this is the robotic signature, not a friendly-fire toy. */
const grip=Math.min(1,S.t/0.45);
forUnitsIn(S.x,S.y,R*1.65,j=>{
if(uteam[j]===S.team) return;
const dx=S.x-ux[j],dy=S.y-uy[j],d3=Math.hypot(dx,dy)||1;
const pull=grip*dt*(320*S.pow)*(1-Math.min(1,d3/(R*1.65)))*(TYPES[utype[j]].air?1.5:1);
ux[j]+=dx/d3*pull; uy[j]+=dy/d3*pull;
ustun[j]=Math.max(ustun[j],0.45);
utgt[j]=-1; if(ustate[j]!==0) ustate[j]=0;
if(d3<R*0.38) dealDamage(j,480*dt*S.pow,S.team,-1);
});
if(S.t>=dur) S.phase=1;
} else if(S.phase===1){
/* COLLAPSE. Past the horizon nothing argues. Canonical damage paths so
salvage, staged skyscraper shears and district bonuses all apply —
and the ground itself is DEVOURED: a void bore half again deeper
than a warhead crater. The bowl stays dry — hydrology is authored. */
S.phase=2; S.t=0;
addParticle(0,S.x,S.y,0,0,.36,R*2.1, 232,214,255);
addParticle(3,S.x,S.y,0,0,.7,R*1.15, 190,150,255);
addParticle(3,S.x,S.y,0,0,1.15,R*1.9, 140,90,235);
addParticle(8,S.x,S.y,rr(-2,2),0,3.0,R*0.4, 210,190,240);
if(typeof gpfxBurst==='function'){
gpfxBurst(S.x,S.y,10,typeof gpfxN==='function'?gpfxN(520,80):420,{speed:340*Math.sqrt(S.pow),up:0.55,life:1.9,col:[196,164,255],size:3.8,drag:0.968,jit:5});
gpfxBurst(S.x,S.y,8,typeof gpfxN==='function'?gpfxN(340,60):260,{speed:210*Math.sqrt(S.pow),up:1.15,life:2.6,col:[255,250,255],size:3.0,drag:0.982,jit:4});
gpfxBurst(S.x,S.y,14,typeof gpfxN==='function'?gpfxN(180,40):140,{speed:420*Math.sqrt(S.pow),up:0.22,life:1.15,col:[232,214,255],size:2.4,drag:0.94,jit:3});
}
deformTerrain(S.x,S.y,R*0.68, 0.30*S.pow, 'blast');
addCrater(S.x,S.y,R*0.52);
if(typeof addGroundBurn==='function'){
addGroundBurn(S.x,S.y,R*1.05,2);
for(let k=0;k<4;k++){ const a3=rr(0,TAU),d4=rr(R*0.5,R*0.95);
addGroundBurn(S.x+Math.cos(a3)*d4,S.y+Math.sin(a3)*d4,rr(22,46),2); }
}
forUnitsIn(S.x,S.y,R,j=>{
if(uteam[j]===S.team) return;
dealDamage(j,(2300*S.pow)*(1-0.5*Math.sqrt(dist2(S.x,S.y,ux[j],uy[j]))/R),S.team,-1);
});
for(let b2=0;b2<blds.length;b2++){ const Bd=blds[b2];
if(Bd.alive&&Bd.team!==S.team&&dist2(S.x,S.y,Bd.x,Bd.y)<R*R)
damageBld(b2,(2900*S.pow)*(1-0.5*Math.sqrt(dist2(S.x,S.y,Bd.x,Bd.y))/R),S.team);
}
for(const Rl of relics){ if(!Rl.alive) continue;
const d2r=dist2(S.x,S.y,Rl.x,Rl.y); if(d2r>R*R) continue;
damageRelic(Rl,(3400*S.pow)*(1-0.5*Math.sqrt(d2r)/R),S.team);
}
for(let k=trees.length-1;k>=0;k--)
if(dist2(S.x,S.y,trees[k].x,trees[k].y)<R*R*0.9) trees.splice(k,1);
shake=Math.max(shake,16*S.pow);
sfx('boom',S.x,S.y,2.8);
} else {
/* Afterglow ring dissipates, well closes. */
if(S.t>0.6) singularities.splice(i,1);
}
}
if(!attrSet&&typeof gpfxAttr!=='undefined') gpfxAttr[3]=0;
}
function superDetonation(x,y,pow,byTeam){
pow=pow||1;
/* Shooter faction, not victim. spawnExplosion used to pass the opposite
team, so a Nova cluster on Syndicate/Legion ground inherited their
singularity — pull/stun instead of blast. Legion + Syndicate keep the
robotic well; Nova stays a warhead. */
const fac=typeof mfCombatFactionTeam==='function'?mfCombatFactionTeam(byTeam):teamFacKeyFor(byTeam);
if(!_superT&&(fac==='legion'||fac==='syndicate')){ spawnSingularity(x,y,pow,byTeam); return; }
const R=210*Math.sqrt(pow);
_superT=1; // guard against recursion
addParticle(0,x,y,0,0,.30,R*1.9, 255,252,240); // sky-wide flash
addParticle(6,x,y,rr(-3,3),rr(-6,-2),1.1,R*0.85, 255,255,255);
addParticle(8,x,y,rr(-2,2),0,3.6,R*0.55, 255,255,255); // mushroom column
addParticle(3,x,y,0,0,.55,R*0.9, 255,190,110); // first ring
addParticle(3,x,y,0,0,1.05,R*1.6, 255,150,80); // second, wider ring
if(typeof gpfxBurst==='function'){
gpfxBurst(x,y,8,480,{speed:260*Math.sqrt(pow),up:0.9,life:2.2,col:[255,214,120],size:3.6,drag:0.975,jit:8});
gpfxBurst(x,y,6,380,{speed:150*Math.sqrt(pow),up:1.4,life:2.8,col:[255,120,40],size:4.4,drag:0.985,jit:6});
gpfxBurst(x,y,10,280,{speed:340*Math.sqrt(pow),up:0.35,life:1.2,col:[255,255,235],size:2.6,drag:0.955,jit:4});
}
deformTerrain(x,y,R*0.72, 0.20*pow, 'blast'); // deep dry bowl; hydrology stays authored
addCrater(x,y,R*0.58);
if(typeof addGroundBurn==='function'){
addGroundBurn(x,y,R*1.15,1);
for(let k=0;k<5;k++){ const a2=rr(0,TAU),d2=rr(R*0.5,R*1.05);
addGroundBurn(x+Math.cos(a2)*d2,y+Math.sin(a2)*d2,rr(26,60),1); }
}
/* Everything inside the ring dies through the normal paths. */
forUnitsIn(x,y,R,j=>{
dealDamage(j,(1900*pow)*(1-0.65*Math.sqrt(dist2(x,y,ux[j],uy[j]))/R),2,-1);
});
for(const B of blds){ if(!B.alive) continue;
const d2b=dist2(x,y,B.x,B.y); if(d2b>R*R) continue;
damageBld(B,(2600*pow)*(1-0.6*Math.sqrt(d2b)/R),byTeam==null?2:byTeam);
}
for(const Rl of relics){ if(!Rl.alive) continue;
const d2r=dist2(x,y,Rl.x,Rl.y); if(d2r>R*R) continue;
damageRelic(Rl,(3200*pow)*(1-0.55*Math.sqrt(d2r)/R),byTeam==null?2:byTeam);
}
/* Forests are levelled: felled trees become debris, not decoration. */
for(let i=trees.length-1;i>=0;i--){ const T2=trees[i];
if(dist2(x,y,T2.x,T2.y)<R*R*0.92){
if(Math.random()<0.5) addParticle(5,T2.x,T2.y,rr(-40,40),rr(-30,-70),0.8,4, 120,90,50);
trees.splice(i,1);
}
}
for(let k=0;k<6;k++)
rubbles.push({x:x+rr(-R*0.5,R*0.5),y:y+rr(-R*0.5,R*0.5),s:rr(20,42),ts:stats.t});
shake=Math.max(shake,14*pow);
sfx('boom',x,y,2.6); sfx('alarm');
_superT=0;
}
function towerFxQ(){
/* Preset density, not the FPS scaler. HIGH keeps the full masonry bowl;
MEDIUM drops GPU bursts; LOW is dust + a few flames. */
const q=typeof qualityKey==='function'?qualityKey():'high';
if(q==='low') return 0.32;
if(q==='medium') return 0.58;
return 1.0;
}
function towerCrumble(x,y,s,civic){ spawnBuildingCollapse(x,y,s,civic); }
function spawnBuildingCollapse(x,y,s,civic){
/* Masonry death. spawnExplosion always emits a type-3 fireball (vehicle
mushroom); towers that used it popped into a tank blast. Dust, debris
shards and a bowl of embers — the hull shader already goes charcoal. */
const q=towerFxQ();
const fx=perfScale*q;
const sz=Math.max(12, Math.min(s, 52));
addParticle(0,x,y,0,0,.12,sz*0.78, 210,196,168);
addParticle(2,x,y,0,0,1.55,sz*1.45, 148,142,130);
const nd=Math.round((5+sz*0.24)*fx);
for(let k=0;k<nd;k++){
const a=Math.random()*TAU, sp=8+Math.random()*18;
addParticle(7,x,y,Math.cos(a)*sp,Math.sin(a)*sp,.36+Math.random()*.28,Math.min(11,sz*(0.16+Math.random()*0.12)), 160,150,132);
}
const nk=Math.round((4+sz*0.16)*fx);
for(let k=0;k<nk;k++){
const a=Math.random()*TAU, d=Math.random()*sz*0.48;
addParticle(1,x+Math.cos(a)*d,y+Math.sin(a)*d,rr(-12,12),rr(-24,-6),1.3+Math.random()*.8,sz*0.30, 50,44,38);
}
const nf=Math.max(2, Math.round((3+sz*0.14)*fx));
for(let k=0;k<nf;k++){
const a=Math.random()*TAU, d=Math.random()*sz*0.42;
addParticle(4,x+Math.cos(a)*d,y+Math.sin(a)*d,0,0, 3.2+Math.random()*2.4, Math.min(10,sz*(0.20+Math.random()*0.14)), 255,148,48);
}
if(q>0.40 && typeof gpfxBurst==='function')
gpfxBurst(x,y,8, Math.round((civic?18:14)*fx),
{speed:22, up:0.55, life:0.72, col:[168,158,140], size:2.4, drag:0.90, jit:4});
}
function spawnCivicWreckFire(x,y,s){
/* Lingering flames on collapsed civic wreckage. Type-4 sprites read as
fire from play zoom; the GPU burst is the ember spray in the bowl. */
const q=towerFxQ(), fx=perfScale*q;
const n=Math.max(2, Math.round((3+s*0.07)*fx));
for(let k=0;k<n;k++){
const a=Math.random()*TAU, d=Math.random()*s*0.48;
addParticle(4, x+Math.cos(a)*d, y+Math.sin(a)*d, 0, 0,
16+Math.random()*14, Math.min(8, s*(0.08+Math.random()*0.05)), 255, 148, 48);
}
addParticle(1, x+rr(-s*0.2,s*0.2), y+rr(-s*0.2,s*0.2), rr(-3,3), rr(-12,-6), 3.8, s*0.32, 42, 34, 28);
if(q>0.40 && typeof gpfxBurst==='function')
gpfxBurst(x, y, 5, Math.round(14*fx),
{speed:8, up:0.22, life:0.85, col:[255,118,36], size:2.2, drag:0.92, jit:3});
}
function spawnExplosion(x,y,size,victimTeam){
const civic=typeof cityGroundAt==='function' && cityGroundAt(x,y)>=1;
/* City hits were bleaching the whole district: a building-scale size fed a
flash and mushroom that filled the phone screen. Cap BEFORE the
superweapon handoff — Factory/HQ death used to skip this and nuke
the map. Lingering burn is a separate stamp. */
const sz=civic?Math.min(size,13):size;
if(sz>=40&&!_superT){ superDetonation(x,y,sz/44,victimTeam); return; }
if(sz>=16) addGroundBurn(x,y,sz*2.1,1);
else if(sz>=8) addGroundBurn(x,y,sz*(civic?3.2:1.7),civic?1:0);
else if(civic&&sz>=5) addGroundBurn(x,y,sz*3.0,1);
addParticle(0,x,y,0,0,civic?.12:.2,sz*(civic?1.15:1.55), 255,civic?210:240,civic?150:200);
addParticle(6,x,y,0,0,.38+sz*0.010,Math.min(22,sz*(civic?1.05:1.45)), 255,255,255);
addParticle(3,x,y,0,0,civic?.22:.42,sz*(civic?0.7:1.2), 255,180,90);
if(sz>=24&&!civic) addParticle(8,x,y,rr(-2,2),0,2.3,sz, 255,255,255);
const ns=Math.round((civic?1:2+sz*0.3)*perfScale);
for(let k=0;k<ns;k++){
const a=Math.random()*TAU, sp=(8+Math.random()*14)*(civic?0.5:1);
addParticle(5,x,y,Math.cos(a)*sp,Math.sin(a)*sp,.18+Math.random()*.16,2.2+Math.random()*1.4, 255,200,120);
}
if(sz>=12&&!civic){
const nd=Math.round((1+sz*0.18)*perfScale);
for(let k=0;k<nd;k++){
const a=Math.random()*TAU, sp=10+Math.random()*16;
addParticle(7,x,y,Math.cos(a)*sp,Math.sin(a)*sp,.28+Math.random()*.22,Math.min(8,sz*(0.18+Math.random()*0.12)), 168,148,122);
}
}
if(civic){
const nf=Math.max(2, Math.round((2+sz*0.16)*perfScale));
for(let k=0;k<nf;k++){
const a=Math.random()*TAU, d=Math.random()*sz*0.55;
addParticle(4,x+Math.cos(a)*d,y+Math.sin(a)*d,0,0,
2.4+Math.random()*1.8, Math.min(8,sz*(0.38+Math.random()*0.22)), 255, 152, 52);
}
}
const nk=Math.round(((civic?1:2)+sz*0.12)*perfScale);
for(let k=0;k<nk;k++){
const a=Math.random()*TAU, d=Math.random()*sz*0.5;
addParticle(1,x+Math.cos(a)*d,y+Math.sin(a)*d,rr(-8,8),rr(-16,-6),1.15+Math.random()*.85,sz*(civic?0.36:0.68), civic?44:105,civic?34:105,civic?28:110);
}
if(typeof gpfxEnergyBlast==='function'&&sz>=8)
gpfxEnergyBlast(x,y,8,civic?10:18+sz*0.7,[255,200,110],{speed:55+sz*2.2,up:0.55,life:0.72,size:2.7,min:4});
}
function updParticles(dt){
/* Ring-buffer scan of all 9000 slots. Later FX slice: live-index list so
tick/draw are O(live). Civic explosion caps and type-4 flame clamp stay. */
for(let i=0;i<MAXPART;i++){
if(!flife[i]) continue;
flife[i]-=dt;
if(flife[i]<=0){ flife[i]=0; fCount--; continue; }
const tp=ftype[i];
/* Flash, ring, flame and fireball stay on the hit / hull. Integrating
leftover velocity walked burning wreckage into a drifting orange swarm. */
if(tp!==0&&tp!==3&&tp!==4&&tp!==6){
fx[i]+=fvx[i]*dt; fy[i]+=fvy[i]*dt;
}
if(tp===2||tp===5||tp===7){ fvx[i]*=0.82; fvy[i]*=0.82; }
else if(tp===1||tp===8||tp===10){ fsize[i]+=dt*(tp===8?6.5:tp===10?8:9); }
else if(tp===4){
/* Licking flame. The old fsize+=dt*fsize*1.6 is e^{1.6 t}: civic
wreckage fires live 16–30s and ballooned into a map-filling white
quad. Grow like a torch and clamp. */
fsize[i]=Math.min(18, fsize[i]+dt*4);
}
}
}
/* Per-biome ambience: snow, ash and drifting sand spawn across the camera's
current viewport as type-9 particles. Purely cosmetic, so the whole system
shuts off below 40% perfScale where the budget belongs to combat FX. */
let wxT=0;
function weatherTick(dt){
if(perfScale<=0.4) return;
wxT+=dt;
if(wxT<0.10) return;
wxT=0;
const TH=THEMES[curTheme]||THEMES.verdant;
const B=typeof camBounds==='function'?camBounds():null;
if(!B) return;
const w=B.x1-B.x0, h=B.y1-B.y0;
const n=Math.round(clamp(w*h/(1100*1100),0.8,5)*perfScale);
const lava=TH.water==='lava', ice=TH.water==='ice', dusk=TH.water==='dusk';
for(let i=0;i<n;i++){
const x=clamp(B.x0+Math.random()*w,0,MAP), y=clamp(B.y0+Math.random()*h,0,MAP);
if(lava) addParticle(9,x,y,rr(-5,5),rr(16,28),3+Math.random()*2.5,3.5+Math.random()*3, 56,50,48);
else if(ice) addParticle(9,x,y,rr(-4,4),rr(9,16),4+Math.random()*3,2.4+Math.random()*2, 238,246,254);
else if(dusk) addParticle(9,x,y,rr(16,30),rr(-4,4),2.5+Math.random()*2,3+Math.random()*3, 208,170,118);
else addParticle(9,x,y,rr(-12,12),rr(24,40),1.8+Math.random()*1.4,1.8+Math.random()*1.4, 168,200,232);
}
}
// ---------- unit tick ----------
/* Separation samples the current bucket plus all eight neighbours. The old
loop inspected at most five entries from ONLY the current bucket, and ignored
d2===0, so two units on opposite sides of a bucket edge (or at the exact same
coordinates) formed a stable permanent stack.
Work is bounded per bucket rather than by the population of the cell. That
keeps a 10k-unit infestation mobile-safe while guaranteeing that an adjacent
bucket gets a chance even when the current one is crowded. Results live in
scratch scalars to avoid allocating a vector for every unit every frame. */
const SEP_CX=[0,-1,1,0,0,-1,1,-1,1], SEP_CY=[0,0,0,-1,1,-1,-1,1,1];
const SEP_FORCE=90;
let sepVX=0,sepVY=0,sepVisited=0,sepHits=0;
function unitSeparation(i,T,isBug,swarmLOD,total){
sepVX=0;sepVY=0;sepVisited=0;sepHits=0;
const cx=clamp(ux[i]/CS|0,0,GW-1),cy=clamp(uy[i]/CS|0,0,GW-1);
/* 1000-pop mid-tier used the small-army 5/12 neighborhood walk. That was
the measured JS hotspot (CDP ~197ms/3.5s at 987 live). Tighten at 800,
not 6000 — theatre cap is 1000/seat, not 10k. */
const perCell=isBug&&swarmLOD?1:total>15000?1:total>6000?2:total>800?3:5;
const hitCap=isBug&&swarmLOD?3:total>15000?4:total>6000?6:total>800?8:12;
for(let c=0;c<9&&sepHits<hitCap;c++){
const gx=cx+SEP_CX[c],gy=cy+SEP_CY[c];
if(gx<0||gy<0||gx>=GW||gy>=GW) continue;
let j=gHead[gy*GW+gx],cellN=0;
while(j>=0&&cellN<perCell&&sepHits<hitCap){
cellN++;sepVisited++;
if(j!==i){
const N=TYPES[utype[j]];
/* Units only share collision space with their own movement medium:
aircraft avoid aircraft, ships avoid ships, ground avoids ground. */
if(!!N.air===!!T.air&&(T.air||!!N.naval===!!T.naval)){
let dx=ux[i]-ux[j],dy=uy[i]-uy[j],d2=dx*dx+dy*dy;
const ally=uteam[j]===uteam[i];
/* `r` is tuned for combat reach and is intentionally smaller than
several rendered hulls. Separation uses the visible half-width so
technically non-overlapping collision circles do not still look
like one fused tank in the top-down camera. */
const ir=Math.max(T.r,T.size*0.54),jr=Math.max(N.r,N.size*0.54);
const rs=(ir+jr)*(ally?1:0.82)+(ally?2:0);
if(d2<rs*rs){
let nx2,ny2,d;
if(d2<=0.001){
/* An index-pair hash gives exact overlaps an equal/opposite,
deterministic escape direction instead of silently doing zero. */
const lo=Math.min(i,j),hi=Math.max(i,j);
const seed=(((lo+1)*73856093)^((hi+1)*19349663))>>>0;
const a=(seed%6283)*0.001,sgn=i===lo?1:-1;
nx2=Math.cos(a)*sgn;ny2=Math.sin(a)*sgn;d=0;
}else{
d=Math.sqrt(d2);nx2=dx/d;ny2=dy/d;
}
const crowd=isBug?0.38:(ally?1:0.68);
const push=(rs-d)/rs*SEP_FORCE*crowd;
sepVX+=nx2*push;sepVY+=ny2*push;sepHits++;
}
}
}
j=gNext[j];
}
}
const mag=Math.hypot(sepVX,sepVY);
const cap=isBug?24:Math.min(54,Math.max(26,T.spd+14));
if(mag>cap){sepVX=sepVX/mag*cap;sepVY=sepVY/mag*cap;}
}
let tick=0;
const BROOD_MASS=28, BROOD_AURA=285;
let broodMassT=0;
function broodCriticalMassTick(dt){
broodMassT-=dt; if(broodMassT>0) return;
broodMassT=1.35;
/* Wildlife and the Brood opponent both currently emerge through the hive
team. Keeping the mechanic on the biological roster prevents a recolored
machine from accidentally qualifying as a caster just because the enemy
faction selector says Brood. */
const fighters=[],casters=[];
for(let i=0;i<unitHigh;i++) if(ualive[i]&&uteam[i]===2){
if(utype[i]===12||utype[i]===13) fighters.push(i);
else if(utype[i]===UT_BROOD_CASTER) casters.push(i);
}
const desired=Math.min(7,Math.floor(fighters.length/BROOD_MASS));
if(casters.length<desired){
let seed=-1,best=0;
/* Sample the mass rather than doing an all-pairs search. The spatial hash
still verifies that the chosen body sits inside a genuine local crowd. */
for(let n=0;n<fighters.length;n+=Math.max(1,(fighters.length/40)|0)){
const i=fighters[n]; if(utype[i]!==12) continue;
let local=0,led=false;
forUnitsIn(ux[i],uy[i],225,j=>{
if(uteam[j]!==2) return;
if(utype[j]===12||utype[j]===13) local++;
if(utype[j]===UT_BROOD_CASTER) led=true;
});
if(!led&&local>best){best=local;seed=i;}
}
if(seed>=0&&best>=BROOD_MASS){
const x=ux[seed],y=uy[seed]; killUnit(seed,true);
const c=spawnUnit(UT_BROOD_CASTER,2,x,y,
(typeof broodIsEnemy==='function'&&broodIsEnemy())?populationDefaultSeat(1,x,y):undefined);
if(c>=0){
casters.push(c); ustate[c]=2; ubroodLed[c]=3;
addParticle(3,x,y,0,0,.8,92,180,92,255);
addParticle(3,x,y,0,0,1.25,150,92,230,155);
for(let q=0;q<12;q++) addParticle(0,x,y,rr(-46,46),rr(-46,46),.55,5,178,255,96);
if(typeof fogPointVisible!=='function'||fogPointVisible(x,y)){
toast('☣ CRITICAL MASS — a Brood Tidecaster has formed');
sfx('alarm',x,y,.72);
}
}
}
}
/* A caster converts a loose crowd into one purposeful wave. It does not make
units occupy the same point: staggered target offsets retain the existing
soft separation while the entire tide advances on one strategic object. */
for(const c of casters){
if(!ualive[c]) continue;
const bi=findEnemyBld(ux[c],uy[c],2,MAP*1.5);
let tx=utx[c],ty=uty[c],tg=-1;
if(bi>=0){tx=blds[bi].x;ty=blds[bi].y;tg=-2-bi;}
else {
const e=findEnemy(ux[c],uy[c],2,MAP*1.25);
if(e>=0){tx=ux[e];ty=uy[e];tg=e;}
}
if(tg===-1&&bi<0) continue;
const fld=requestField(tx,ty); let slot=0;
forUnitsIn(ux[c],uy[c],BROOD_AURA,j=>{
if(uteam[j]!==2||(utype[j]!==12&&utype[j]!==13&&utype[j]!==UT_BROOD_CASTER)) return;
ubroodLed[j]=2.8;
const lane=(slot++%7)-3,row=(slot/7|0);
ustate[j]=2; utgt[j]=-1; utgtg[j]=-1; ufield[j]=fld; umarch[j]=1;
utx[j]=clamp(tx+lane*15,20,MAP-20); uty[j]=clamp(ty+row*12,20,MAP-20);
});
}
}
function nearestOreNode(x,y,rad){
let best=-1,bd=rad*rad;
for(let d=0;d<deposits.length;d++){
const D=deposits[d]; if(depositTier(D)<=0) continue;
const dd=dist2(x,y,D.x,D.y); if(dd<bd){bd=dd;best=d;}
}
return best;
}
function supportUnitCap(team){
if(team!==0) return 10;
const lab=hasBld(0,'techlab')?2:0,automation=(typeof researched!=='undefined'&&researched.nano)?2:0;
return Math.min(12,3+Math.floor(Math.max(0,heroLvl-1)/2)+lab+automation);
}
function supportUnitCount(team,includeQueues){
let n=0;
for(let i=0;i<unitHigh;i++) if(ualive[i]&&uteam[i]===team&&(utype[i]===UT_ENGINEER||utype[i]===UT_MINER)) n++;
if(includeQueues) for(const B of bldLive) if(B.alive&&B.team===team&&B.queue)
for(const q of B.queue) if(q===UT_ENGINEER||q===UT_MINER)n++;
return n;
}
function nearestSupportBuilding(i,types,rad){
let best=-1,bd=rad*rad;
for(let b=0;b<blds.length;b++){
const B=blds[b]; if(!B.alive||B.team!==uteam[i]||types.indexOf(B.type)<0)continue;
const d=dist2(ux[i],uy[i],B.x,B.y);if(d<bd){bd=d;best=b;}
}
return best;
}
function redirectProspector(i){
if(!ualive[i]||utype[i]!==UT_MINER)return false;
let best=-1,bd=Infinity;
for(const B of bldLive){
if(!B.alive||B.team!==uteam[i]||B.type!=='mex'||B.dep<0||depositTier(deposits[B.dep])<=0)continue;
const d=dist2(ux[i],uy[i],B.x,B.y);if(d<bd){bd=d;best=B.dep;}
}
if(best>=0){
const D=deposits[best];umode[i]=0;uMineNode[i]=best;ustate[i]=2;utgt[i]=-1;
utx[i]=D.x+rr(-30,30);uty[i]=D.y+rr(-30,30);ufield[i]=requestField(D.x,D.y);
return true;
}
const h=nearestSupportBuilding(i,['hq','fac','airfield','harbor','tgate'],MAP*2);
umode[i]=6;uMineNode[i]=-1;
if(h>=0){const B=blds[h];ustate[i]=2;utx[i]=B.x+rr(-24,24);uty[i]=B.y+rr(-24,24);ufield[i]=requestField(B.x,B.y);return true;}
return false;
}
function redirectProspectorsFromNode(dep,team){
for(let i=0;i<unitHigh;i++)if(ualive[i]&&uteam[i]===team&&utype[i]===UT_MINER&&uMineNode[i]===dep){
uMineNode[i]=-1;redirectProspector(i);
if(team===0)toast('⛏ EXTRACTOR LOST — Prospector reassigned automatically');
}
}
function deployExtractorMiner(B){
if(!B||B.type!=='mex'||B.freeMiner)return -1;
B.freeMiner=true;
/* The Extractor's attached Prospector is part of the structure package and
is never denied by the manual support cap. If grants push the roster over
that cap, factories simply cannot recruit more support until Commander or
Research Lab progression catches up. */
const i=spawnUnit(UT_MINER,B.team,B.x+B.r+18,B.y+B.r*.45,commanderSlotForBuilding(B));
if(i>=0){uMineNode[i]=B.dep;utx[i]=B.x;uty[i]=B.y;if(B.team===0)toast('⛏ PROSPECTOR DEPLOYED — MINE / ASSIST / SURVEY orders unlocked');}
return i;
}
function prospectorAssistTick(i,dt){
const range=145;
let bi=nearestSupportBuilding(i,['hq','fac','airfield','harbor','tgate'],range);
if(bi<0){
if(ustate[i]===2&&dist2(ux[i],uy[i],utx[i],uty[i])>35*35)return false;
bi=nearestSupportBuilding(i,['hq','fac','airfield','harbor','tgate'],MAP*2);
if(bi<0)return false;
const G=blds[bi];ustate[i]=2;utx[i]=G.x+rr(-28,28);uty[i]=G.y+rr(-28,28);ufield[i]=requestField(G.x,G.y);return false;
}
const B=blds[bi],a=Math.atan2(B.y-uy[i],B.x-ux[i]);umov[i]=0;uang[i]=a+Math.PI/2;
B.tractorT=.18;B.tractorN=Math.min(2,(B.tractorFrame===tick?(B.tractorN||0)+1:1));B.tractorFrame=tick;
const mx=ux[i]+Math.cos(a)*TYPES[UT_MINER].size*.55,my=uy[i]+Math.sin(a)*TYPES[UT_MINER].size*.55;
addBeam(mx,my,B.x,B.y,3.2,90,225,255,.11,'laser');
if(B.type==='hq'&&uteam[i]<2){resM[uteam[i]]=Math.min(RES_MCAP[uteam[i]],resM[uteam[i]]+.42*dt);resE[uteam[i]]=Math.min(RES_ECAP[uteam[i]],resE[uteam[i]]+1.8*dt);}
return true;
}
function prospectorSurveyTick(i,dt){
let di=uMineNode[i],bit=1<<Math.min(2,uteam[i]);
if(di<0||depositTier(deposits[di])<=0||((deposits[di].surveyed||0)&bit)){
let best=-1,bd=Infinity;
for(let d=0;d<deposits.length;d++){
const D=deposits[d];if(depositTier(D)<=0||((D.surveyed||0)&bit))continue;
const dd=dist2(ux[i],uy[i],D.x,D.y);if(dd<bd){bd=dd;best=d;}
}
if(best<0){umode[i]=6;return redirectProspector(i);}
di=uMineNode[i]=best;const D=deposits[di];ustate[i]=2;utx[i]=D.x+50;uty[i]=D.y;ufield[i]=requestField(D.x,D.y);return false;
}
const D=deposits[di];if(dist2(ux[i],uy[i],D.x,D.y)>110*110)return false;
D.surveyed=(D.surveyed||0)|bit;uMineT[i]=1.5;
addParticle(3,D.x,D.y,0,0,.8,155,80,225,255);if(typeof mmPing==='function')mmPing(D.x,D.y);
if(uteam[i]===0){resM[0]=Math.min(RES_MCAP[0],resM[0]+35+depositTier(D)*15);toast('⌾ SURVEY COMPLETE — Tier '+depositTier(D)+' phase field charted');sfx('notify',D.x,D.y,.8);}
uMineNode[i]=-1;return true;
}
function minerUnitTick(i,dt){
if(umode[i]===6)return prospectorAssistTick(i,dt);
if(umode[i]===7)return prospectorSurveyTick(i,dt);
const R=125,existing=uMineNode[i];
let di=existing>=0&&depositTier(deposits[existing])>0?existing:-1;
if(di<0||dist2(ux[i],uy[i],deposits[di].x,deposits[di].y)>R*R) di=nearestOreNode(ux[i],uy[i],R);
if(di<0){uMineNode[i]=-1;if(!redirectProspector(i))return false;return false;}
const D=deposits[di];
/* A fresh move order always wins. The Prospector only locks onto the field
after arriving, so it cannot feel as if it ignored the player's drag. */
if(ustate[i]===2&&dist2(ux[i],uy[i],utx[i],uty[i])>30*30&&dist2(utx[i],uty[i],D.x,D.y)>R*R) return false;
uMineNode[i]=di; umov[i]=0;
const a=Math.atan2(D.y-uy[i],D.x-ux[i]); uang[i]=a+Math.PI/2;
const mx=ux[i]+Math.cos(a)*TYPES[utype[i]].size*.55,my=uy[i]+Math.sin(a)*TYPES[utype[i]].size*.55;
const tier=depositTier(D),col=tier===3?[205,105,255]:tier===2?[80,255,165]:[80,220,255];
addBeam(mx,my,D.x+Math.cos(D.pulse||0)*5,D.y+Math.sin(D.pulse||0)*5,3.4,col[0],col[1],col[2],.11,'laser');
addParticle(0,D.x+rr(-9,9),D.y+rr(-9,9),rr(-5,5),rr(-14,-4),.25,4,col[0],col[1],col[2]);
uMineT[i]-=dt;
if(uMineT[i]<=0){
uMineT[i]=.68; const before=D.tier,got=drainDeposit(D,1.15);
if(uteam[i]<2) resM[uteam[i]]=Math.min(RES_MCAP[uteam[i]],resM[uteam[i]]+got);
if((tick+i)%9===0) sfx('laser',ux[i],uy[i],.42);
if(uteam[i]===0&&D.tier!==before){
toast(D.tier?'◇ MOBILE MINING — field dropped to Tier '+D.tier:'◇ MOBILE MINING — field depleted');
sfx('notify',D.x,D.y,.7);
}
if(D.tier===0)redirectProspector(i);
}
return true;
}
/* Tick LOD. 0 Full = every simDt (commanders, selected, in-weapon-range,
on-screen combat). 1 March = off-screen umarch at 2×, skip sep/FX.
2 Idle = off-screen ustate 0, no target, at 4×, no sep/acquire.
Far wildlife keeps the team-2 half-rate. HP/stun/burn always use simDt.
Missing camBounds (boot/tests) treats the unit as on-screen so sep still runs. */
function unitOnCam(x,y,B){
return !B || (x>=B.x0 && x<=B.x1 && y>=B.y0 && y<=B.y1);
}
function unitInWeaponRange(i,T){
const tg=utgt[i];
if(tg===-1||!T) return false;
let ex,ey,tr=0;
if(tg>=0){ if(!ualive[tg]) return false; ex=ux[tg]; ey=uy[tg]; tr=TYPES[utype[tg]].r||0; }
else if(isRelicTg(tg)){ const R=relics[relicOf(tg)]; if(!R||!R.alive) return false; ex=R.x; ey=R.y; tr=(R.s||0)*0.45; }
else { const Bld=blds[-2-tg]; if(!Bld||!Bld.alive) return false; ex=Bld.x; ey=Bld.y; tr=Bld.r||0; }
const rng=(T.rng||0)+tr;
return dist2(ux[i],uy[i],ex,ey)<=rng*rng;
}
function unitTickLod(i,T,onScreen){
if(!T||T.cat==='hero'||i===heroIdx||isEnemyCommander(i)||usel[i]) return 0;
if(unitInWeaponRange(i,T)) return 0;
if(onScreen && utgt[i]!==-1) return 0;
if(!onScreen && umarch[i]===1) return 1;
if(!onScreen && ustate[i]===0 && utgt[i]===-1) return 2;
return 0;
}
function unitTick(dt){
const _hotT0=(typeof performance!=='undefined'&&performance.now)?performance.now():0;
/* Teleports (jump jets, terrain rescue) write ux/uy outside this loop.
Relink is a cell compare; no-op unless the bucket changed. Do not skip
HP / stun / burn / commanders to "save" this pass. */
for(let gi=0;gi<unitHigh;gi++) if(ualive[gi]) gridRelink(gi);
tickMoveCohorts();
broodCriticalMassTick(dt);
/* Patrol planning lives in input.js, which loads after the simulation. The
guarded call preserves boot/replay tooling that evaluates sim.js alone. */
if(typeof tickPatrolRoutes==='function')tickPatrolRoutes(dt);
const total=teamCount[0]+teamCount[1]+teamCount[2];
const acqMod=total>20000?34:total>15000?24:total>6000?14:6;
/* Movement dust is gameplay feedback, so low FPS may thin it but may not
delete it. At battle scale the wider cadence bounds the live particle
count; type 10 lets the renderer retain a representative tactical trail
without also retaining every ambient smoke puff. */
const dustMod=total>4000?83:total>1400?47:19;
const dustStride=Math.max(1,Math.round(dustMod*(perfScale<.42?2.2:1)));
const swarmLOD=teamCount[2]>3000; // hiveworld: bugs half-rate, double-dt
const dtBase=dt, dtBug=dt*2;
const camB=typeof camBounds==='function'?camBounds():null;
for(let i=0;i<unitHigh;i++){
if(!ualive[i]) continue;
const isBug=uteam[i]===2;
const T=TYPES[utype[i]];
const onScreen=unitOnCam(ux[i],uy[i],camB);
const lod=unitTickLod(i,T,onScreen);
const farWild=isBug&&swarmLOD&&lod!==0;
if(unitIsBrood(i)&&((i+tick*13)&4095)===0)
sfx('cre_idle',ux[i],uy[i],clamp(T.size/20,0.65,1.5));
if(farWild&&((i+tick)&1)) continue; // existing team-2 half-rate
if(farWild) dt=dtBug; else dt=dtBase;
if(ucool[i]>0) ucool[i]-=dt;
if(ubuff[i]>0) ubuff[i]-=dt;
if(uclassBuffT[i]>0){uclassBuffT[i]-=dt;if(uclassBuffT[i]<=0){uclassBuffT[i]=0;uclassBuff[i]=0;}}
if(ubroodLed[i]>0) ubroodLed[i]-=dt;
if(uhaz[i]>0) uhaz[i]-=dt;
if(ufireT[i]>0) ufireT[i]-=dt;
if(ustomp[i]>0) ustomp[i]-=dt;
if(uheal[i]>0) uheal[i]-=dt;
if(umode[i]===3){
uhp[i]-=uhpm[i]*0.050*dt; // overdrive is HP — never lod-skip this
if(uhp[i]<=uhpm[i]*0.12){ umode[i]=0; umodeT[i]=MODE_SWITCH*0.6; }
}
if(ustun[i]>0){
ustun[i]-=dt;
/* Held under EMP: no movement, no firing. The arc particle is what tells
the player WHY a line of enemies has stopped, so it is not optional. */
if(((i+tick)&7)===0) addParticle(0,ux[i],uy[i],rr(-14,14),rr(-14,14),.26,4,150,220,255);
continue;
}
if(ushielded[i]>0) ushielded[i]-=dt;
/* March/Idle drop sep/acquire/FX, not clocks. Burn particles stay on the
skip path so incendiary readback does not vanish off-screen. */
const lodSkip=!farWild&&((lod===1&&((i+tick)&1))||(lod===2&&((i+tick)&3)));
if(lodSkip){
if(ufireT[i]>0 && (i+tick)%6===0 && perfScale>0.4){
addParticle(4,ux[i]+rr(-T.size*.2,T.size*.2),uy[i]+rr(-T.size*.2,T.size*.2),
0,0,.55,T.size*0.45, 255,140,35);
if((i+tick)%18===0) addParticle(1,ux[i]+rr(-3,3),uy[i]+rr(-3,3),
rr(-2,2),rr(-8,-3),.7,T.size*0.3, 58,50,44);
}
continue;
}
if(!farWild&&lod===1) dt=dtBase*2;
else if(!farWild&&lod===2) dt=dtBase*4;
const skipSep=!farWild&&(lod===1||lod===2);
const skipFx=!farWild&&lod===1;
const skipAcq=!farWild&&lod===2;
/* ---- FACTION HERO BEHAVIOURS ------------------------------------------
Each hero does something its faction's army cannot, so killing it changes
the shape of the fight rather than just removing a big health bar. */
if(T.cat==='hero'){
if(utype[i]===29){ // ARCHON — projects the void bubble
if(ustomp[i]<=0){
ustomp[i]=0.5;
forUnitsIn(ux[i],uy[i],SHIELD_R*1.6,j=>{ if(uteam[j]===uteam[i]) ushielded[j]=0.7; });
}
} else if(utype[i]===30){ // BROOD SOVEREIGN — Ravagers on THIS seat's 1000
if(ustomp[i]<=0){
ustomp[i]=6.0;
/* Hero ability, not a factory: it never saw armyCap. Gate on the
Sovereign's commander seat (uCmd / nearest aiBaseSlot), never a
teamCount blob. Wildlife hives keep bugCap via seat===undefined. */
const seat=uteam[i]===0?(uCmd[i]==null?POP_PLAYER_SLOT:uCmd[i])
:uteam[i]===1?(uCmd[i]!=null&&uCmd[i]>=0?uCmd[i]:populationDefaultSeat(1,ux[i],uy[i]))
:(typeof broodIsEnemy==='function'&&broodIsEnemy()
?(uCmd[i]!=null&&uCmd[i]>=0?uCmd[i]:populationDefaultSeat(1,ux[i],uy[i]))
:undefined);
if(populationCanSpawn(12,uteam[i],seat,ux[i],uy[i])){
const room=seat===undefined?3
:Math.max(0,populationCapForCommander(seat)-populationUsedForCommander(seat));
const n=Math.min(3,room);
for(let k=0;k<n;k++){
const a=Math.random()*TAU, d=T.r+16+Math.random()*22;
const bb=spawnUnit(12,uteam[i],ux[i]+Math.cos(a)*d,uy[i]+Math.sin(a)*d,seat);
if(bb>=0){ ustate[bb]=2; utx[bb]=utx[i]; uty[bb]=uty[i]; ubuff[bb]=4; }
}
}
if(perfScale>0.5) addParticle(3,ux[i],uy[i],0,0,0.5,T.r*1.6, 170,235,80);
}
} else if(utype[i]===28){ // PRAETOR — walking siege battery
/* Target validation happens further down, so read the raw handle. */
const ht=utgt[i];
if(ustomp[i]<=0 && ht>=0 && ualive[ht]){
ustomp[i]=5.5;
for(let k=0;k<3;k++){
const a=Math.random()*TAU, d=Math.random()*70;
fireProj(9,uteam[i],ux[i],uy[i],ux[ht]+Math.cos(a)*d,uy[ht]+Math.sin(a)*d,
190,T.dmg*0.55,T.aoe*0.8,-1);
}
sfx('boom',ux[i],uy[i],1.1);
}
}
}
/* Bulwark shield pulse — now METERED.
A 0.7 s shield refreshed every 0.5 s is a permanent 28% damage reduction
for ninety mass, free, with no answer anywhere in the roster. It now runs
off the grid: no energy, no bubble. That makes massed Bulwarks a real
economic commitment and gives the opponent something to attack. */
if(T.wk==='n' && utype[i]===11){
if(ustomp[i]<=0){
ustomp[i]=0.5;
const up=(T.upkeepE||0)*0.5;
if(uteam[i]>1 || resE[uteam[i]]>=up){
if(uteam[i]<2) resE[uteam[i]]-=up;
forUnitsIn(ux[i],uy[i],SHIELD_R,j=>{ if(uteam[j]===uteam[i]) ushielded[j]=0.7; });
} else if(uteam[i]===0 && (tick&63)===0) stallE=0.8;
}
}
/* ---- SUPPORT UNITS: Warden field medic & Constructor engineer -----------
Both are unarmed (wk:'n'), so acquisition never owns them; these blocks
are their entire combat role. The scan runs on a half-second cadence via
ustomp, exactly like the hero abilities above, and picks the single most
damaged friendly target so N supports in a crowd stay grid-local instead
of each emitting a full-area scan every frame. */
if(utype[i]===24){ // WARDEN — heals units
if(ustomp[i]<=0){
ustomp[i]=0.5;
let best=-1,low=1,active=false;
forUnitsIn(ux[i],uy[i],60,j=>{
if(j!==i&&uteam[j]===uteam[i]&&uhp[j]<uhpm[j]*0.99){
active=true;
const f2=uhp[j]/uhpm[j];
if(f2<low){low=f2;best=j;}
}
});
if(active) uheal[i]=0.6;
if(best>=0){
uhp[best]=Math.min(uhpm[best],uhp[best]+4); // 8 HP/s at the 0.5s cadence
if(perfScale>0.4) addBeam(ux[i],uy[i],ux[best],uy[best],2.2,120,255,170,0.5,'repair');
}
}
if(uheal[i]>0&&perfScale>0.45&&(i+tick)%5===0){
const a=tick*1.35+(i%7);
addParticle(0,ux[i]+Math.cos(a)*(T.r+3.5),uy[i]+Math.sin(a)*(T.r+3.5),0,0,.45,3.2,120,255,170);
addParticle(0,ux[i]+Math.cos(a+Math.PI)*(T.r+5.5),uy[i]+Math.sin(a+Math.PI)*(T.r+5.5),0,0,.4,2.6,140,255,190);
}
} else if(utype[i]===19){ // CONSTRUCTOR — repairs structures
if(ustomp[i]<=0){
ustomp[i]=0.5;
let best=null,low=1,active=false;
for(const B of bldLive){
if(B.alive&&B.team===uteam[i]&&B.prog>=1&&B.hp<B.hpm*0.99
&&dist2(ux[i],uy[i],B.x,B.y)<=70*70){
active=true;
const f2=B.hp/B.hpm;
if(f2<low){low=f2;best=B;}
}
}
if(active) uheal[i]=0.6;
if(best){
repairBld(best,7); // 14 HP/s at the 0.5s cadence
if(perfScale>0.4){
addBeam(ux[i],uy[i],best.x,best.y,2.6,150,235,120,0.5,'repair');
if((tick&3)===0) addParticle(2,best.x+rr(-best.r*.5,best.r*.5),best.y+rr(-best.r*.5,best.r*.5),rr(-3,3),rr(-6,-1),.35,3,170,255,150);
}
}
}
if(uheal[i]>0&&perfScale>0.45&&(i+tick)%7===0)
addParticle(2,ux[i]+rr(-6,6),uy[i]+rr(-6,6),rr(-4,4),rr(-10,-2),.4,2.8,150,235,120);
}
if(T.miner&&minerUnitTick(i,dt)) continue;
// validate target
let tg=utgt[i];
if(tg>=0 && (!foeTgt(i,tg,utgtg[i])||!mfTargetAllowed(T,tg))){ tg=utgt[i]=-1; }
else if(isRelicTg(tg)){ const R=relics[relicOf(tg)]; if(!R||!R.alive) tg=utgt[i]=-1; }
else if(tg<=-2){ const B=blds[-2-tg]; if(!B||!B.alive) tg=utgt[i]=-1; }
/* Move-only / retreat (ustate 1) must not keep a previous attack lock.
Acquisition already skips this state, but a leftover utgt still made
the hull chase and fire — which is why "click away" felt like target
lock. Weapons stay silent until arrival; idle (state 0) may acquire. */
if(ustate[i]===1){ tg=utgt[i]=-1; utgtg[i]=-1; }
/* Queued waypoints and GUARD both rewrite the lock AND the goal, so they
run after validation (a dead target must already read -1 here) and before
acquisition (guard's search is anchored on the guarded thing, not on this
unit, and must not be overwritten by the ordinary aggro sweep). */
if(uQueue[i]) queueTick(i);
if(ustate[i]===7) guardSteer(i,acqMod);
tg=utgt[i];
const md=umode[i];
if(umodeT[i]>0) umodeT[i]-=dt; // deploying: locked mid-transition
if(md===3){
if((i+tick)%9===0&&perfScale>0.4&&uhp[i]>uhpm[i]*0.12)
addParticle(1,ux[i],uy[i],rr(-4,4),rr(-14,-6),.5,3, 255,140,60);
}
const rngM=(uteam[i]===0?resRngMult:1)*modeRngMul(md)*classRngMul(i)*(uhaz[i]>0?HAZ_RNG:1);
// staggered acquisition
if(!skipAcq && T.wk!=='n' && (i+tick)%acqMod===0 && ustate[i]!==1 && ustate[i]!==6 && ustate[i]!==7){
/* On the march, acquisition shrinks to self-defence range: the column
shoots what is already on top of it and walks past the rest.
HOLD used full aggro range then refused to walk, so units locked a
target they could not shoot and looked like the button was dead. */
const marching=umarch[i]===1;
const holding=!!uhold[i];
const aggro=holding ? T.rng*rngM
: marching ? Math.min(T.rng*rngM+20, 150)
: T.rng*rngM*AGGRO_MULT+AGGRO_ADD+(uteam[i]===2?120:0);
let e=findEnemyDomain(ux[i],uy[i],uteam[i],aggro,T.targetMask,T.preferMask);
// AI focus fire: finish wounded targets already in weapon range
if(e>=0 && uteam[i]===1 && (teamCount[0]+teamCount[1])<4000){
let low=1, li=-1;
forUnitsIn(ux[i],uy[i],T.rng*rngM+30,j=>{
if(intelCanTarget(j,uteam[i])&&mfTargetAllowed(T,j)){ const f2=uhp[j]/uhpm[j]; if(f2<low-0.18){ low=f2; li=j; } }
});
if(li>=0) e=li;
}
if(e>=0){ tg=utgt[i]=e; utgtg[i]=ugen[e]; }
else if(tg===-1 && ustate[i]===2 && T.tg!=='air' && uteam[i]!==2 && !marching && !holding){
const b=findEnemyBld(ux[i],uy[i],uteam[i],aggro+80);
if(b>=0) tg=utgt[i]=-2-b;
}
}
/* Player A-MOVE arrives here; AI waves still drop march earlier (340) in
ai.js so they storm a base instead of walking onto the HQ pad. Patrol
must keep march or each waypoint would become a chase. Drop BEFORE the
goal rewrite so this tick walks toward the target, not the pad. */
if(umarch[i]===1 && ustate[i]!==5 && uPatrolRoute[i]<0
&& dist2(ux[i],uy[i],utx[i],uty[i])<=18*18) umarch[i]=0;
// goal
let gx, gy, engaging=false, inRange=false, er=0;
if(tg!==-1){
let ex,ey,trad;
if(tg>=0){ ex=ux[tg]; ey=uy[tg]; trad=TYPES[utype[tg]].r; }
else if(isRelicTg(tg)){ const R=relics[relicOf(tg)]; ex=R.x; ey=R.y; trad=R.s*0.45; }
else { const B=blds[-2-tg]; ex=B.x; ey=B.y; trad=B.r; }
er=Math.sqrt(dist2(ux[i],uy[i],ex,ey));
inRange = er <= T.rng*rngM+trad;
engaging=true;
/* Fire on the move: the turret tracks the target below, but the hull's
goal remains the wave objective rather than whatever wandered into
range. This is the difference between a column advancing under fire and
a column stopping to skirmish. */
if(umarch[i]===1||uhold[i]){ gx=utx[i]; gy=uty[i]; }
else { gx=ex; gy=ey; }
const ta=Math.atan2(ey-uy[i],ex-ux[i])+Math.PI/2;
// turreted units: swivel turret fast, hull turns when moving
let da=ta-uturr[i];
while(da>Math.PI)da-=TAU; while(da<-Math.PI)da+=TAU;
uturr[i]+=clamp(da,-8*dt,8*dt);
if(!T.tur){
let db=ta-uang[i];
while(db>Math.PI)db-=TAU; while(db<-Math.PI)db+=TAU;
uang[i]+=clamp(db,-6*dt,6*dt);
}
// fire
if(inRange && ucool[i]<=0 && !(T.minRng && er<T.minRng)){
const vet=1+uvet[i]*0.15;
ucool[i]=T.cool*modeCoolMul(md)*classCoolMul(i)*broodCoolMul(i)/(ubuff[i]>0?1.4:1);
if(md===4){ umode[i]=0; umodeT[i]=MODE_SWITCH*0.4; } // firing breaks GHOST cover
const facDmg=(typeof factionDoctrineAttackMul==='function')?factionDoctrineAttackMul(uteam[i],i):1;
const dmg=T.dmg*vet*modeDmgMul(md)*classDmgMul(i)*broodDmgMul(i)*facDmg*mfDomainDamageMul(i,tg)*(ubuff[i]>0?1.5:1)*(uteam[i]===1?aiDmgMult:(uteam[i]===0?armyDmgMult*stimDmgMult*typeDmgMult[utype[i]]:1))*(i===heroIdx?heroDmgMult:1);
const ma=(T.tur?uturr[i]:uang[i])-Math.PI/2;
const mx=ux[i]+Math.cos(ma)*T.size*0.62, my=uy[i]+Math.sin(ma)*T.size*0.62;
if(T.wk==='m'){
// melee claw strike
if(tg>=0){
dealDamage(tg,dmg*dmgMul('m',utype[tg]),uteam[i],i,dmgMul('m',utype[tg]));
if(T.aoe>0) forUnitsIn(ex,ey,T.aoe,j=>{ if(uteam[j]!==uteam[i]&&j!==tg) dealDamage(j,dmg*0.5*dmgMul('m',utype[j]),uteam[i],i); });
} else if(isRelicTg(tg)) damageRelic(relics[relicOf(tg)],dmg*STM.m*(T.bldMul||1),uteam[i]);
else damageBld(-2-tg,dmg*STM.m*(T.bldMul||1),uteam[i]);
addParticle(0,ex,ey,0,0,.14,9, 255,190,90);
addParticle(5,ex,ey,rr(-40,40),rr(-40,40),.25,4, 255,170,60);
/* (tick+i), not i alone. A unit's slot index never changes, so `i&3`
was not thinning a busy frame — it was permanently muting three
quarters of the army, and WHICH three quarters was decided by
allocation order. A five-unit raid party could fight a whole match
in silence. Same 25% duty cycle, same per-frame call volume; only
which unit gets the slot rotates. Matches the (tick+i)%9 idiom
already used for tracer audio a few hundred lines up. */
if(((tick+i)&3)===0) sfx(unitIsBrood(i)?'cre_attack':(T.ptype===5?'flame':'hit'),ux[i],uy[i],1);
} else if(T.wk==='b'){
// instant beam
if(tg>=0) dealDamage(tg,dmg*dmgMul('b',utype[tg]),uteam[i],i,dmgMul('b',utype[tg]));
else if(isRelicTg(tg)) damageRelic(relics[relicOf(tg)],dmg*STM.b,uteam[i]);
else damageBld(-2-tg,dmg*STM.b,uteam[i]);
const bc = utype[i]===8? [180,235,255] : (T.ptype===5? [255,142,55] : (uteam[i]? [255,120,80] : TEAMC[0]));
const bstyle=utype[i]===8?'lance':T.ptype===5?'thermal':utype[i]===6?'sniper':'laser';
const bh=beamHitXY(mx,my,ex,ey,trad);
addBeam(mx,my,bh[0],bh[1], utype[i]===8?7:T.ptype===5?4.5:2.6,
bc[0],bc[1],bc[2], utype[i]===8?.32:T.ptype===5?.24:utype[i]===6?.27:.18,bstyle,uteam[i]);
addParticle(0,bh[0],bh[1],0,0,.14,utype[i]===8?16:7, bc[0],bc[1],bc[2]);
if(T.ptype===5){
addParticle(4,ex,ey,0,0,.42,8,255,130,38);
if(perfScale>0.48) addParticle(1,ex,ey,rr(-3,3),rr(-12,-5),.8,5,65,56,50);
} else if(utype[i]===8){
addParticle(3,ex,ey,0,0,.22,22,150,225,255);
for(let s=0;s<4;s++) addParticle(2,ex,ey,rr(-10,10),rr(-10,10),.16,1.8,205,245,255);
} else if(utype[i]===6 && perfScale>0.45){
addParticle(3,ex,ey,0,0,.16,10,180,230,255);
}
if(((tick+i)&3)===0) sfx(T.ptype===5?'flame':'laser',ux[i],uy[i],utype[i]===8?1.8:1);
} else {
const pmu=tg>=0?dmgMul(T.wk||'p',utype[tg]):(STM[T.wk||'p']||1);
/* A zero speed makes plife = d/0 = Infinity, so the shot never moves, never
expires and never returns its slot. A handful of those permanently
exhausts the 6000-slot pool and then NOTHING in the match can fire.
Guard here as well as in the data, because the data is easy to extend. */
const pk=fireProj(T.ptype,uteam[i],mx,my,ex+rr(-3,3),ey+rr(-3,3),T.psp>0?T.psp:240,dmg*pmu*(tg<=-2?(T.bldMul||1):1),T.aoe,tg);
const commanderCannon=utype[i]===4;
if(pk>=0){
pmu0[pk]=pmu; pwk[pk]=T.wk||'p'; pCannon[pk]=commanderCannon?1:0;
pBio[pk]=unitIsBrood(i)?1:0;
projectileFireFX(pk,mx,my,ex-mx,ey-my);
}
if(commanderCannon){
if(uteam[i]===0) shake=Math.max(shake,1.8);
sfx('cannon',ux[i],uy[i],1.05);
} else if((i&7)===0){
const snd=T.wk==='g'?'gauss':T.wk==='f'?'flame':T.wk==='s'?'sonic':T.wk==='i'?'laser':
(T.ptype===4||T.ptype===7||T.ptype===8)?'missile':
(T.ptype===2||(T.ptype===1&&T.size>=20))?'cannon':'shot';
sfx(snd,ux[i],uy[i],T.size/14);
}
}
}
// titan stomp
if(utype[i]===8 && ustomp[i]<=0 && er<TITAN_STOMP_R+30){
let hitAny=false;
forUnitsIn(ux[i],uy[i],TITAN_STOMP_R,j=>{
if(uteam[j]!==uteam[i]){ dealDamage(j,TITAN_STOMP_DMG,uteam[i],i); hitAny=true; }
});
if(hitAny){
ustomp[i]=2.6;
addParticle(3,ux[i],uy[i],0,0,.5,TITAN_STOMP_R*2.2, 255,200,120);
addParticle(3,ux[i],uy[i],0,0,.7,TITAN_STOMP_R*3.0, 255,160,80);
if(typeof requestShake==='function') requestShake(ux[i],uy[i],7,'blast');
else shake=Math.max(shake,7);
sfx('boom',ux[i],uy[i],1.2);
} else ustomp[i]=0.8;
}
} else { gx=utx[i]; gy=uty[i]; }
// move
let mvx=0,mvy=0,moving=false;
const distGoal=Math.sqrt(dist2(ux[i],uy[i],gx,gy));
// Multi-waypoint routes advance once in tickPatrolRoutes, as a platoon.
// Only legacy two-point patrols still turn independently here.
if(uPatrolRoute[i]>=0&&!patrolRoutes[uPatrolRoute[i]])uPatrolRoute[i]=-1;
if(ustate[i]===5 && !engaging && distGoal<=14 && uPatrolRoute[i]<0){
if(Math.abs(utx[i]-upx2[i])<1 && Math.abs(uty[i]-upy2[i])<1){ utx[i]=upx1[i]; uty[i]=upy1[i]; }
else { utx[i]=upx2[i]; uty[i]=upy2[i]; }
}
const spdM=modeSpdMul(md)*(umodeT[i]>0?0.3:1); // rooted modes can't move at all
/* A marching column never halts to trade shots — it only stops when it has
arrived. Without this the goal rewrite above is pointless: the unit would
aim at its destination and then stand still because something was in
range. */
const wantMove = (uhold[i]||spdM<=0) ? false
: (umarch[i]===1) ? distGoal>6
: (engaging ? (!inRange || er > T.rng*rngM*0.92+6) : distGoal>6);
if(wantMove && distGoal>0.001){
// ground units make better time on the old highways
const rd=(!T.air&&!T.naval&&roadAt(ux[i],uy[i]))?ROAD_SPD:1;
const sp=T.spd*spdM*classSpdMul(i)*broodSpdMul(i)*mfDomainSpeedMul(i)*(ubuff[i]>0?1.35:1)*(uhaz[i]>0?HAZ_SPD:1)*rd*uCohesion[i]*Math.min(1,distGoal/18+0.25);
// flow-field steering for long marches (routes armies around lakes)
let ffOk=false;
/* Formation orders share a coarse field to the leg centre, then fan out
early enough to settle into their own slots before the turn. */
const slotApproach=(uMoveCohort[i]>=0||uPatrolRoute[i]>=0)?170:70;
if(!engaging && !T.air && ufield[i]>=0 && distGoal>slotApproach){
const F=fields[ufield[i]];
if(F&&!!F.naval===!!T.naval){
const k=F.dirs[ffCell(ux[i],uy[i])];
if(k<8){
const inv=1/Math.hypot(DIRX[k],DIRY[k]);
mvx=DIRX[k]*inv*sp; mvy=DIRY[k]*inv*sp;
ffOk=true;
}
} else ufield[i]=-1;
}
if(!ffOk){ mvx=(gx-ux[i])/distGoal*sp; mvy=(gy-uy[i])/distGoal*sp; }
moving=true;
const ta=Math.atan2(mvy,mvx)+Math.PI/2;
let da=ta-uang[i];
while(da>Math.PI)da-=TAU; while(da<-Math.PI)da+=TAU;
uang[i]+=clamp(da,-(isBug?11:5)*dt,(isBug?11:5)*dt);
if(!engaging){
let dturr=ta-uturr[i];
while(dturr>Math.PI)dturr-=TAU; while(dturr<-Math.PI)dturr+=TAU;
uturr[i]+=clamp(dturr,-4*dt,4*dt);
}
if(ustate[i]===1 && distGoal<=7) ustate[i]=0;
}
// physical separation; formation/order goals remain the primary velocity
if(skipSep){ sepVX=0; sepVY=0; sepHits=0; sepVisited=0; }
else unitSeparation(i,T,isBug,swarmLOD,total);
/* Near a shared destination, do not let every unit's goal vector overpower
collision response and recreate the stack. Valid formation slots never
enter this branch because they have no overlap (`sepHits===0`). Long
marches keep full speed and only fan out as the column arrives. */
if(sepHits&&distGoal<60&&umarch[i]!==1){mvx*=0.12;mvy*=0.12;}
/* CROWD ARRIVAL. Forty units sent to one point steer down the same flow
cells, meet, and keep pressing into each other forever — the blob
shivers and the rear never routes around. Close to goal and physically
wedged against two or more others IS arrival: stop, drop the field,
idle-acquire. Formations, patrols, marches and the commander exempt. */
if(sepHits>=2&&distGoal<46&&!engaging&&umarch[i]!==1&&(ustate[i]===1||ustate[i]===2)&&
uPatrolRoute[i]<0&&uMoveCohort[i]<0&&i!==heroIdx&&!T.air){
ustate[i]=0; utx[i]=ux[i]; uty[i]=uy[i]; ufield[i]=-1;
}
mvx+=sepVX;mvy+=sepVY;
if(!T.air){
const bc=bGrid[clamp(uy[i]/BCS|0,0,BGW-1)*BGW+clamp(ux[i]/BCS|0,0,BGW-1)];
if(bc) for(const b of bc){
const B=blds[b];
if(B.type==='gate'&&B.team===uteam[i]) continue; // friendly units pass through gates
const dx=ux[i]-B.x, dy=uy[i]-B.y, rs=T.r+B.r+1;
const d2=dx*dx+dy*dy;
if(d2<rs*rs && d2>0.001){
const d=Math.sqrt(d2), push=(rs-d)*3.2;
mvx+=dx/d*push; mvy+=dy/d*push;
}
}
}
// apply with medium constraint: ground stays on land, ships stay on water, air flies anywhere
const ox=ux[i], oy=uy[i];
let nx=clamp(ox+mvx*dt,8,MAP-8), ny=clamp(oy+mvy*dt,8,MAP-8);
if(typeof battlefieldClampPoint==='function'){
const bp=battlefieldClampPoint(nx,ny,T.r+8);nx=bp[0];ny=bp[1];
const goal=battlefieldClampPoint(utx[i],uty[i],T.r+8);utx[i]=goal[0];uty[i]=goal[1];
}
if(!T.air && (mvx||mvy)){
const okAt=T.naval?((X,Y)=>typeof isNavigableWater==='function'&&isNavigableWater(X,Y,true)):isWalkable;
if(!okAt(nx,ny)){
if(okAt(nx,uy[i])) ny=uy[i];
else if(okAt(ux[i],ny)) nx=ux[i];
else { nx=ux[i]; ny=uy[i]; }
}
}
const travel=Math.hypot(nx-ox,ny-oy);
ux[i]=nx; uy[i]=ny;
if(travel>0.01) gridRelink(i);
if(i===heroIdx&&typeof commanderTerrainRecovery==='function') commanderTerrainRecovery(i,travel,dt);
if(i===heroIdx&&T.cat==='hero'&&travel>0.01&&(tick&7)===0&&typeof commanderCrushScenery==='function')
commanderCrushScenery(i,false);
/* Intent is not movement: blocked walkers can still have a far-away order.
Drive gait and movement audio from real displacement so feet stay put. */
umov[i]=travel>0.01?1:0;
const _rw=uwalk[i];
if(T.legs&&travel>0.01) uwalk[i]=(uwalk[i]+travel*(utype[i]===4?0.19:0.16))%TAU;
if(typeof rumbleUnitMove==='function') rumbleUnitMove(i,T,travel,_rw);
/* Water splash: ground units crossing authored water (oceans/rivers/lakes),
not a dry crater that punched below WATER_H. */
if(!skipFx && !T.air && !T.naval && travel>0.5 && perfScale>0.4){
const wetAt=typeof authoredWaterAt==='function'?authoredWaterAt:(typeof hAt==='function'?(X,Y)=>hAt(X,Y)<WATER_H:()=>false);
const wasWet = wetAt(ox,oy);
const nowWet = wetAt(nx,ny);
if(wasWet!==nowWet){
for(let sp=0;sp<4;sp++){
const sa=Math.random()*TAU, sv=40+Math.random()*60;
addParticle(5,nx,ny,Math.cos(sa)*sv,Math.sin(sa)*sv-20,.3,.8+Math.random()*3, 210,235,255);
}
addParticle(0,nx,ny,0,0,.18,T.size*1.4, 230,245,255);
}
}
// dust trail / ship wake
if(!skipFx && umov[i] && !T.air && (i+tick)%dustStride===0 && perfScale>0.18){
if(T.naval) addParticle(1,ux[i]-mvx*0.08,uy[i]-mvy*0.08,rr(-2,2),rr(-2,2),.8,T.size*(T.vscale||1)*0.45, 210,235,245);
else if(T.size>18) addParticle(10,ux[i]-mvx*0.06,uy[i]-mvy*0.06,rr(-5,5),rr(-5,5),.8,T.size*0.55, 140,132,110);
else addParticle(10,ux[i]-mvx*0.06,uy[i]-mvy*0.06,rr(-3,3),rr(-3,3),.62,T.size*0.4, 128,120,100);
}
/* Three readable damage states. Smoke starts before the unit is almost
dead; sparks and flame arrive only at critical health. Emission is
staggered by slot so a damaged 1,000-unit army cannot burst 1,000 quads
into the ring buffer on one frame. Brood bleed corrosive vapour instead
of pretending their chitin has an engine bay. */
const hpFrac=uhp[i]/uhpm[i];
if(!skipFx && hpFrac<0.58 && T.size>=12 && perfScale>0.38){
const crit=hpFrac<0.20, bad=hpFrac<0.36, organic=unitIsBrood(i);
const mod=crit?7:bad?13:25;
if((i+tick)%mod===0){
addParticle(1,ux[i]+rr(-T.size*.18,T.size*.18),uy[i]+rr(-T.size*.18,T.size*.18),
rr(-4,4),rr(-18,-9),crit?1.45:bad?1.05:.75,T.size*(crit?.48:bad?.38:.28),
organic?48:crit?34:48,organic?68:crit?33:47,organic?34:crit?35:48);
}
if(bad&&(i+tick*3)%17===0)
addParticle(2,ux[i],uy[i],rr(-8,8),rr(-10,-2),.22,2.0,
organic?145:255,organic?220:180,organic?80:75);
if(crit&&(i+tick)%19===0)
addParticle(organic?0:4,ux[i]+rr(-4,4),uy[i]+rr(-4,4),0,0,
organic?.24:.52,T.size*(organic?.36:.50),organic?130:255,organic?225:135,organic?65:38);
if(organic&&typeof orgfxSeep==='function'&&(i+tick)%(crit?9:17)===0)
orgfxSeep(ux[i],uy[i],T.size);
}
/* Fire persistence: units hit by incendiary weapons burn for a few seconds,
emitting flame particles each tick to make the thermal damage visible. */
if(ufireT[i]>0 && (i+tick)%6===0 && perfScale>0.4){
addParticle(4,ux[i]+rr(-T.size*.2,T.size*.2),uy[i]+rr(-T.size*.2,T.size*.2),
0,0,.55,T.size*0.45, 255,140,35);
if((i+tick)%18===0) addParticle(1,ux[i]+rr(-3,3),uy[i]+rr(-3,3),
rr(-2,2),rr(-8,-3),.7,T.size*0.3, 58,50,44);
}
// hero regen + wreck reclaiming (SupCom-style)
if(i===heroIdx||isEnemyCommander(i)){
if(uHurtT[i]>0) uHurtT[i]-=dt;
/* IN-COMBAT REGEN GATE. Full regeneration is a between-fights tool; while
shells are landing it runs at 25%, so a defended base can actually
out-damage a commander instead of feeding it a solo playthrough. */
uhp[i]=Math.min(uhpm[i],uhp[i]+ (i===heroIdx?heroRegen:8)*(uHurtT[i]>0?0.25:1)*dt);
if(ustomp[i]<=0){
ustomp[i]=0.85;
for(let w=0;w<wrecks.length;w++){
const W=wrecks[w];
if(dist2(ux[i],uy[i],W.x,W.y)<130*130){
const team=uteam[i];
resM[team]=Math.min(RES_MCAP[team],resM[team]+W.mass*(team===0?salvageMult:1));
addBeam(ux[i],uy[i],W.x,W.y,2.4,120,255,170,0.5,'repair');
addParticle(0,W.x,W.y,0,0,.4,14, 120,255,170);
if(team===0){
heroXP(3);
if(!window.__reclaimTip){ window.__reclaimTip=1; toast('♻ Commander reclaimed a wreck +'+W.mass+' mass'); }
}
wrecks.splice(w,1);
break;
}
}
}
}
}
tick++;
if(_hotT0){
simHot.unitTickMs=performance.now()-_hotT0;
simHot.live=total;
simHot.team0=teamCount[0]; simHot.team1=teamCount[1]; simHot.team2=teamCount[2];
}
}
// ---------- projectile tick ----------
function projTick(dt){
for(let s=artShellSmoke.length-1;s>=0;s--){
const S=artShellSmoke[s];S.life-=dt;
if(S.life<=0){artShellSmoke.splice(s,1);continue;}
S.x+=S.vx*dt;S.y+=S.vy*dt;S.lift+=S.rise*dt;
}
for(let i=0;i<pHigh;i++){
if(!palive[i]) continue;
if(ptype[i]===2){
pt[i]+=dt/plife[i];
if(pt[i]>=1){ px[i]=pex[i]; py[i]=pey[i]; projImpact(i); continue; }
px[i]=psx[i]+(pex[i]-psx[i])*pt[i];
py[i]=psy[i]+(pey[i]-psy[i])*pt[i];
if(pBarrage[i]){
/* The shell itself follows the authored ballistic path; its wake does
not. Fixed-rate samples are pushed sideways by smooth deterministic
turbulence, then continue to drift/rise after the projectile moves
on. This reads as pressure-torn smoke instead of a clean ruler line. */
pSmokeT[i]+=dt;
let emitted=0;
while(pSmokeT[i]>=.055&&emitted++<3){
pSmokeT[i]-=.055;
const q=clamp(pt[i]-pSmokeT[i]/Math.max(.001,plife[i]),0,1);
const bx=psx[i]+(pex[i]-psx[i])*q,by=psy[i]+(pey[i]-psy[i])*q;
const d=Math.max(1,Math.hypot(pex[i]-psx[i],pey[i]-psy[i]));
const nx=(pex[i]-psx[i])/d,ny=(pey[i]-psy[i])/d,w=artShellTurbulence(i,q);
const life=1.45+((i*17+(q*100|0))%7)*.045;
artShellSmoke.push({x:bx-ny*w,y:by+nx*w,lift:16+Math.sin(q*Math.PI)*(pArc[i]||70),
life,max:life,size:9.6+Math.abs(w)*.16,rot:pTurbSeed[i]*TAU+q*5.2,team:pteam[i],
hot:q>.035&&q<.965,vx:-ny*w*.34,vy:nx*w*.34,rise:7+Math.abs(w)*.18});
}
while(artShellSmoke.length>220)artShellSmoke.shift();
if(pt[i]>=.30&&pFlightCue[i]===0){
pFlightCue[i]=1;
if(typeof artilleryWorldAudio==='function')artilleryWorldAudio('flight',px[i],py[i],pteam[i],1);
}
if(pt[i]>=.74&&pFlightCue[i]===1){
pFlightCue[i]=2;
if(typeof artilleryWorldAudio==='function')artilleryWorldAudio('flight',px[i],py[i],pteam[i],.82);
}
} else if((tick+i)%3===0 && perfScale>0.38){
if(pBio[i]){
addParticle(0,px[i]+rr(-2,2),py[i]+rr(-2,2),rr(-3,3),rr(-5,1),.34,5.2,178,255,92);
if((tick+i)%9===0) addParticle(1,px[i],py[i],rr(-2,2),rr(-5,0),.54,3.4,62,78,46);
} else if(pwk[i]==='f'){
addParticle(4,px[i],py[i],rr(-2,2),rr(-5,-1),.34,6.2,255,145,45);
if((tick+i)%9===0) addParticle(1,px[i],py[i],rr(-2,2),rr(-7,-2),.55,3.2,68,56,48);
} else {
addParticle(1,px[i]+rr(-2,2),py[i]+rr(-2,2),rr(-2,2),rr(-5,1),.62,4.0, 92,88,84);
if((tick+i)%9===0) addParticle(0,px[i],py[i],0,0,.12,3.5, 255,175,90);
}
}
} else {
plife[i]-=dt;
if(plife[i]<=0){ projImpact(i); continue; }
const t=ptgt[i];
if(t>=0 && liveTgt(t,ptgtg[i]) && uteam[t]!==pteam[i] && ptype[i]!==5){
const d=Math.max(1,Math.sqrt(dist2(px[i],py[i],ux[t],uy[t])));
const sp=Math.sqrt(pvx[i]*pvx[i]+pvy[i]*pvy[i]);
const hm=ptype[i]===7?0.34 : ptype[i]===4?0.10 : ptype[i]===6?0.05 : ptype[i]===8?0.22 : ptype[i]===9?0 : 0.18;
pvx[i]=pvx[i]*(1-hm)+ (ux[t]-px[i])/d*sp*hm;
pvy[i]=pvy[i]*(1-hm)+ (uy[t]-py[i])/d*sp*hm;
if(d<TYPES[utype[t]].r+5){ px[i]=ux[t]; py[i]=uy[t]; projImpact(i); continue; }
}
if(ptype[i]===4){
// rocket wobble + smoke trail
const wob=Math.sin(plife[i]*22+(i&7))*36;
const sp=Math.max(1,Math.sqrt(pvx[i]*pvx[i]+pvy[i]*pvy[i]));
px[i]+=(pvx[i]-pvy[i]/sp*wob*0.2)*dt; py[i]+=(pvy[i]+pvx[i]/sp*wob*0.2)*dt;
if((tick+i)%3===0) addParticle(pBio[i]?0:1,px[i],py[i],0,0,.75,5.8,pBio[i]?178:150,pBio[i]?255:150,pBio[i]?92:155);
} else if(ptype[i]===6){
/* PLASMA ORB — slow, heavy, visibly travelling. Being able to SEE a
shot cross the gap is what makes energy weapons feel different from
a hitscan bullet: you can watch it coming, and so can the target. */
px[i]+=pvx[i]*dt; py[i]+=pvy[i]*dt;
if((tick+i)%2===0){
const sonic=pwk[i]==='s',bio=pBio[i];
addParticle(0,px[i]+rr(-2,2),py[i]+rr(-2,2),rr(-6,6),rr(-6,6),.30,7,
bio?178:sonic?190:110,bio?255:sonic?125:220,bio?92:255);
}
} else if(ptype[i]===8){
/* FLAK BURST — arms after a short flight then detonates in the air,
spraying fragments. It doesn't need to HIT anything, which is what
makes it feel different from every other projectile: aircraft die to
proximity, not to marksmanship. */
px[i]+=pvx[i]*dt; py[i]+=pvy[i]*dt;
if((tick+i)%3===0) addParticle(0,px[i],py[i],0,0,.12,3.4,pBio[i]?178:255,pBio[i]?255:220,pBio[i]?92:150);
} else if(ptype[i]===9){
/* CLUSTER SHELL — lofts, then splits. Handled on impact; in flight it
just arcs like a heavy round with a visible smoke trail. */
px[i]+=pvx[i]*dt; py[i]+=pvy[i]*dt;
if((tick+i)%2===0) addParticle(pBio[i]?0:1,px[i],py[i],rr(-3,3),rr(-3,3),.72,4.3,pBio[i]?170:92,pBio[i]?235:88,pBio[i]?88:86);
if((tick+i)%7===0) addParticle(0,px[i],py[i],0,0,.14,4.5,pBio[i]?184:255,pBio[i]?255:145,pBio[i]?96:55);
} else if(ptype[i]===7){
/* GUIDED MISSILE — boosts up to speed, then turns hard. Unlike the
dumb rocket it keeps chasing, so it punishes slow targets and can
be outrun by fast ones. */
const sp=Math.sqrt(pvx[i]*pvx[i]+pvy[i]*pvy[i])||1;
/* Remaining seconds are not a flight phase. Long shots used to begin
with a negative boost and visibly slide backwards. Normalize by the
launch lifetime so every missile accelerates from 1.0 to 1.9. */
const phase=clamp(1-plife[i]/pmax[i],0,1);
const boost=1+Math.min(.9,phase*1.4);
px[i]+=pvx[i]*boost*dt; py[i]+=pvy[i]*boost*dt;
if((tick+i)%2===0) addParticle(pBio[i]?0:1,px[i],py[i],rr(-4,4),rr(-4,4),.72,5.2,pBio[i]?172:104,pBio[i]?230:102,pBio[i]?88:104);
if((tick+i)%5===0) addParticle(0,px[i],py[i],0,0,.16,5,pBio[i]?184:255,pBio[i]?255:190,pBio[i]?96:110);
} else {
px[i]+=pvx[i]*dt; py[i]+=pvy[i]*dt;
if(pBio[i]){
if((tick+i)%2===0) addParticle(0,px[i],py[i],rr(-2,2),rr(-2,2),.28,5.2,178,255,92);
} else if(pCannon[i]){
if((tick+i)%2===0) addParticle(0,px[i],py[i],0,0,.16,7.5,255,166,68);
if((tick+i)%3===0) addParticle(1,px[i],py[i],rr(-2,2),rr(-2,2),.52,4.8,76,70,65);
} else if(pwk[i]==='g'&&perfScale>0.42&&(tick+i)%2===0){
addParticle(2,px[i],py[i],rr(-10,10),rr(-10,10),.14,2.4,165,230,255);
if((tick+i)%6===0) addParticle(0,px[i],py[i],0,0,.10,5.5,225,250,255);
} else if(perfScale>0.55 && (ptype[i]===1||ptype[i]===3) && (tick+i)%5===0)
addParticle(0,px[i],py[i],0,0,.10,ptype[i]===3?5.5:3.0,
ptype[i]===3?125:255,ptype[i]===3?225:180,ptype[i]===3?255:95);
}
}
}
}
// ---------- building tick ----------
function bldTick(dt){
for(let b=0;b<blds.length;b++){
const B=blds[b]; if(!B.alive) continue;
if(B.prog<1){
/* FORCED TEMPO booster: construction only, and only for the player. */
const doctrine=(B.team===0&&typeof defenseFocus!=='undefined'&&defenseFocus&&DEFT[B.type])?1.333:1;
const tractor=B.tractorT>0?1+.22*Math.min(2,B.tractorN||1):1;
const bs=(B.team===0?((typeof boostMul==='function'?boostMul('build'):1)*
(typeof bldSpeedMult!=='undefined'?bldSpeedMult:1)*doctrine):
(B.team===1?aiBuildMult:1))*tractor;
const wasProg=B.prog;
const T=BT[B.type],nextProg=Math.min(1,B.prog+dt*bs/T.bt);
/* A mid-match save from before streamed sites already paid its full lump
sum. Treat missing ledgers as paid instead of charging that player a
second time; every newly-created site always carries explicit fields. */
if(B.buildPaidM==null){B.buildPaidM=T.cm;B.buildPaidE=T.ce;}
const needM=Math.max(0,T.cm*nextProg-B.buildPaidM);
const needE=Math.max(0,T.ce*nextProg-B.buildPaidE);
if(payStream(B.team,needM,needE)){
B.buildPaidM+=needM; B.buildPaidE+=needE; B.buildStalled=false;
B.prog=nextProg;
B.hp=Math.min(B.hpm,B.hpm*(.1+.9*B.prog));
}else{
B.buildStalled=true;
if(B.team===0){ if(resM[0]<needM)stallM=.8; if(resE[0]<needE)stallE=.8; }
}
if((tick&7)===0) addParticle(2,B.x+rr(-B.r,B.r),B.y+rr(-B.r,B.r),rr(-4,4),rr(-10,-2),.3,3, 160,230,255);
if(wasProg<1&&B.prog>=1){
if(B.type==='techlab') B.shield=B.shieldMax;
if(B.type==='mex') deployExtractorMiner(B);
if(B.team===0) sfx('build',B.x,B.y,1);
}
continue;
}
if(B.upT>0){
B.upT-=dt;
if(B.upT<=0) finishUpgrade(B);
}
if(B.boost>0) B.boost-=dt;
if(B.hitT>0) B.hitT-=dt;
if(B.dmgT>0) B.dmgT-=dt;
if(B.shieldT>0) B.shieldT-=dt;
if(B.guardT>0) B.guardT-=dt;
if(B.tractorT>0)B.tractorT-=dt;
const bfac=bldFactionKey(B);
if(B.team<2){ // fortification regen
const F=fortOf(B.team);
if(F.regen>0&&B.hp<B.hpm) B.hp=Math.min(B.hpm,B.hp+F.regen*dt);
}
if(B.type==='uplink'){
B.heal-=dt;
if(B.heal<=0){
B.heal=1;
/* `blds` is append-only — bldLive exists precisely because destroyed
entries stay in it — so this scan grew for the whole match and, in a
long one, spent most of its time skipping rubble. The radius also
depends only on B, and was being recomputed once per candidate. */
const ur=UPLINK_R*(1+Math.max(0,(B.lvl||1)-1)*.18), ur2=ur*ur;
for(const T2 of bldLive){
if(T2.alive&&T2.team===B.team&&T2.prog>=1&&(T2.type==='turret'||T2.type==='bunker'||T2.type==='bastion'||T2.type==='aatower'||T2.type==='hellstorm'||T2.type==='arc'||T2.type==='rail'||T2.type==='minelaser'||T2.type==='missilebastion'||T2.type==='plasma'||T2.type==='stormcaller')
&&dist2(B.x,B.y,T2.x,T2.y)<ur2){ T2.boost=1.4; T2.boostM=UPLINK_BOOST+Math.max(0,(B.lvl||1)-1)*.125; }
}
}
}
else if(B.type==='techlab'){
// The account-progression hub is intentionally hard to snipe. Its buffer
// returns only after a short no-damage window, so an actual siege can
// still break it while stray raiders cannot erase the whole tech path.
if(B.dmgT<=0&&B.shield<B.shieldMax){
B.shield=Math.min(B.shieldMax,B.shield+45*dt);
if((tick&31)===0) addParticle(0,B.x+rr(-B.r*.6,B.r*.6),B.y+rr(-B.r*.6,B.r*.6),0,-5,.45,5,105,220,255);
}
if(!B.guardReady&&B.guardT<=0&&B.dmgT<=0&&B.hp>=B.hpm*TECH_GUARD.hpReady&&
B.shield>=B.shieldMax*TECH_GUARD.shieldReady){
B.guardCharge+=dt;
if(B.guardCharge>=TECH_GUARD.rearm){
B.guardReady=true; B.guardCharge=0;
if(B.team===0){ toast('◆ Research containment relay rearmed'); sfx('notify',B.x,B.y,.72); }
}
} else if(B.dmgT>0||B.hp<B.hpm*TECH_GUARD.hpReady||B.shield<B.shieldMax*TECH_GUARD.shieldReady) B.guardCharge=0;
if(B.res>=0){
const R=RESEARCH[B.res];
const frac=dt/R.t;
if(payStream(B.team, R.cm*frac, R.ce*frac)){
B.resT+=dt;
if(B.team===0) bankResearchProgress(R.id,B.resT);
if(B.resT>=R.t){ applyResearch(R.id); B.res=-1; B.resT=0; }
}
}
}
else if(B.type==='bunker'){
// Cheap early anchor: slow dual-purpose cannon with a compact splash.
B.cool-=dt;
const rng=BUNKER.rng*bldRngMul(B);
const e=findEnemy(B.x,B.y,B.team,rng,2);
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
B.cool=BUNKER.cool;
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT.bunker.size*.67, my=B.y+Math.sin(ma)*BT.bunker.size*.67;
const bio=bfac==='horde',phase=bfac==='syndicate';
const pk=fireProj(bio?6:phase?3:2,B.team,mx,my,ux[e],uy[e],bio?150:185,
BUNKER.dmg*bldDmgMul(B)*(bio?.92:1),BUNKER.aoe*(bio?1.3:1),-1);
if(pk>=0){ pwk[pk]='e'; pBio[pk]=bio?1:0; pSrcBld[pk]=B; }
addParticle(0,mx,my,0,0,.18,14,bio?156:phase?190:255,bio?255:phase?105:220,bio?92:phase?255:160);
addParticle(1,mx,my,rr(-3,3),rr(-7,-2),.6,7,92,96,102);
shake=Math.max(shake,1.2);
sfx(bio?'sonic':phase?'surge':'shot',B.x,B.y,1.25);
}
} else if(B.cool<0) B.cool=.2;
}
else if(B.type==='aatower'){
B.cool-=dt;
const rngA=AA.rng*bldRngMul(B);
const e=findEnemy(B.x,B.y,B.team,rngA,1);
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
B.cool=AA.cool;
const dmgA=AA.dmg*bldDmgMul(B);
const pre=stats.kills[B.team];
dealDamage(e,dmgA,B.team,-1);
forUnitsIn(ux[e],uy[e],AA.aoe,j=>{
if(uteam[j]!==B.team&&TYPES[utype[j]].air&&j!==e) dealDamage(j,dmgA*0.5,B.team,-1);
});
defKillCredit(B,stats.kills[B.team]-pre);
/* Particles have no Z. `uy-9` was a fake "height" that walked the
burst nine world-metres south of the aircraft. Sit on the target
and let the renderer lift billboards. */
const mz=bldMuzzleXY(B,0.57);
const hit=beamHitXY(mz[0],mz[1],ux[e],uy[e],TYPES[utype[e]].r);
addParticle(0,mz[0],mz[1],0,0,.10,8,255,230,190);
addParticle(0,hit[0]+rr(-6,6),hit[1]+rr(-6,6),0,0,.22,10, 255,220,170);
if(bfac==='syndicate') addBeam(mz[0],mz[1],hit[0],hit[1],2.2,176,255,95,.14,'arc',B.team);
else if(bfac==='horde') addParticle(0,hit[0],hit[1],0,0,.28,15,150,255,88);
addParticle(1,hit[0]+rr(-5,5),hit[1]+rr(-5,5),rr(-3,3),rr(-6,-2),.7,6, 70,70,74);
if(Math.random()<0.4) sfx('hit',B.x,B.y,1);
}
} else if(B.cool<0) B.cool=0.2;
}
else if(B.type==='bastion'||B.type==='seafort'){
B.cool-=dt;
const sea=B.type==='seafort',WR=sea?DEF_WEAPON_DATA.seafort:BASTION;
const e=findEnemy(B.x,B.y,B.team,WR.rng*bldRngMul(B),2);
if(e>=0){
const er=Math.sqrt(dist2(B.x,B.y,ux[e],uy[e]));
let ta=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
let da=ta-B.tang;
while(da>Math.PI)da-=TAU; while(da<-Math.PI)da+=TAU;
B.tang+=clamp(da,-1.6*dt,1.6*dt);
if(B.cool<=0 && er>(WR.min||WR.minRng) && Math.abs(da)<0.15){
B.cool=WR.cool;
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT[B.type].size*0.89, my=B.y+Math.sin(ma)*BT[B.type].size*0.89;
const bio=bfac==='horde',phase=bfac==='syndicate';
const pk=fireProj(bio?6:phase?3:2,B.team,mx,my,ux[e]+rr(-14,14),uy[e]+rr(-14,14),bio?112:135,
(sea?BASTION.dmg*.84:BASTION.dmg)*bldDmgMul(B)*(bio?.9:1),BASTION.aoe*(bio?1.25:1),-1);
if(pk>=0){
pwk[pk]='e';
pBio[pk]=bio?1:0;
pConcuss[pk]=BASTION_CONCUSS[clamp((B.lvl||1)-1,0,2)];
pSrcBld[pk]=B;
}
addParticle(0,mx,my,0,0,.22,20,bio?168:phase?195:255,bio?255:phase?110:230,bio?92:phase?255:170);
addParticle(1,mx,my,rr(-6,6),rr(-10,-4),.8,10, 120,120,124);
shake=Math.max(shake,2.5);
sfx(bio?'sonic':phase?'surge':'boom',B.x,B.y,0.9);
}
} else if(B.cool<0) B.cool=0.4;
}
else if(B.type==='turret'){
B.cool-=dt;
const trng=TURRET_RNG*bldRngMul(B);
let e=-1;
if(B.prio===1){ // AIR FIRST
e=findEnemy(B.x,B.y,B.team,trng,1);
if(e<0) e=findEnemy(B.x,B.y,B.team,trng);
} else if(B.prio===2){ // STRONGEST FIRST
let bh=-1;
forUnitsIn(B.x,B.y,trng,j=>{ if(intelCanTarget(j,B.team)&&uhpm[j]>bh){ bh=uhpm[j]; e=j; } });
} else e=findEnemy(B.x,B.y,B.team,trng);
/* A commander in range IS the target. Sentinels exist to punish hero
raids; picking the nearest scout instead let the actual threat farm
the base from the tower's blind priority. */
if(e<0||TYPES[utype[e]].cat!=='hero'){
let h=-1;
forUnitsIn(B.x,B.y,trng,j=>{ if(intelCanTarget(j,B.team)&&TYPES[utype[j]].cat==='hero') h=j; });
if(h>=0) e=h;
}
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
B.cool=TURRET_COOL;
const bio=bfac==='horde';
const pre=stats.kills[B.team];
dealDamage(e,TURRET_DMG*bldDmgMul(B)*dmgMul(bio?'p':'b',utype[e]),B.team,-1,dmgMul(bio?'p':'b',utype[e]));
defKillCredit(B,stats.kills[B.team]-pre);
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT.turret.size*0.73, my=B.y+Math.sin(ma)*BT.turret.size*0.73;
const hit=beamHitXY(mx,my,ux[e],uy[e],TYPES[utype[e]].r);
if(bio){
/* Hitscan already applied. A 0-damage type-1 bolt then flew to the
corpse after the kill — a second, late tracer. */
addBeam(mx,my,hit[0],hit[1],1.7,174,255,88,.12,'tracer',B.team);
addParticle(0,hit[0],hit[1],0,0,.18,10,154,255,84);
sfx('sonic',B.x,B.y,.85);
}else{
const mac=bfac==='syndicate';
addBeam(mx,my,hit[0],hit[1],3,mac?186:110,mac?96:255,mac?255:150,.18,'turret',B.team);
addParticle(0,hit[0],hit[1],0,0,.13,8,mac?190:110,mac?105:255,mac?255:150);
sfx(mac?'surge':'laser',B.x,B.y,1);
}
}
} else if(B.cool<0) B.cool=0.2;
}
else if(B.type==='hellstorm'){
// rotary flak: sprays up to HELL.tgts ground targets at once — swarm shredder
B.cool-=dt;
if(B.cool<=0){
const rng=HELL.rng*bldRngMul(B);
const tgts=[];
forUnitsIn(B.x,B.y,rng,j=>{
if(uteam[j]!==B.team&&!TYPES[utype[j]].air&&tgts.length<HELL.tgts) tgts.push(j);
});
if(tgts.length){
const pw=drawEnergy(B.team,HELL.e); // brownouts slow the guns
B.cool=HELL.cool*(pw<0.5?2.2:1);
B.tang=Math.atan2(uy[tgts[0]]-B.y,ux[tgts[0]]-B.x)+Math.PI/2;
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT.hellstorm.size*0.5, my=B.y+Math.sin(ma)*BT.hellstorm.size*0.5;
const bio=bfac==='horde',mac=bfac==='syndicate';
const pre=stats.kills[B.team];
for(const j of tgts){
dealDamage(j,HELL.dmg*bldDmgMul(B)*dmgMul('p',utype[j]),B.team,-1);
if(perfScale>0.4){
const hit=beamHitXY(mx,my,ux[j]+rr(-3,3),uy[j]+rr(-3,3),TYPES[utype[j]].r);
addBeam(mx,my,hit[0],hit[1],bio?2.5:mac?2.1:1.6,
bio?170:mac?192:255,bio?255:mac?100:220,bio?90:mac?255:120,bio?.16:.10,bio?'arc':mac?'lance':'tracer',B.team);
}
}
defKillCredit(B,stats.kills[B.team]-pre);
addParticle(0,mx,my,0,0,.08,10,bio?170:mac?190:255,bio?255:mac?105:230,bio?90:mac?255:150);
if((tick&3)===0) sfx(bio?'sonic':mac?'surge':'shot',B.x,B.y,1.4);
} else B.cool=0.2;
}
}
else if(B.type==='arc'){
// tesla pylon: lightning chains through packed enemies
B.cool-=dt;
if(B.cool<=0){
const rng=ARC.rng*bldRngMul(B);
const first=findEnemy(B.x,B.y,B.team,rng);
if(first>=0){
const pw=drawEnergy(B.team,ARC.e);
B.cool=ARC.cool*(pw<0.5?2.2:1);
const chained=new Set([first]),bio=bfac==='horde',mac=bfac==='syndicate';
const pre=stats.kills[B.team];
let px3=B.x, py3=B.y-BT.arc.size*0.45, cur=first, mult=1;
for(let c2=0;c2<ARC.chain&&cur>=0;c2++){
dealDamage(cur,ARC.dmg*bldDmgMul(B)*mult*dmgMul('b',utype[cur]),B.team,-1);
const end=beamHitXY(px3,py3,ux[cur],uy[cur],TYPES[utype[cur]].r);
addBeam(px3,py3,end[0],end[1],2.6,bio?178:mac?202:150,bio?255:mac?96:230,bio?94:mac?255:255,.21,'arc',B.team);
addParticle(0,ux[cur],uy[cur],0,0,.12,10,bio?170:mac?195:180,bio?255:mac?110:240,bio?90:mac?255:255);
px3=ux[cur]; py3=uy[cur]; mult*=0.88;
let nx2=-1,nd2=ARC.jump*ARC.jump;
forUnitsIn(px3,py3,ARC.jump,j=>{
if(uteam[j]!==B.team&&!chained.has(j)){
const dd=dist2(px3,py3,ux[j],uy[j]);
if(dd<nd2){ nd2=dd; nx2=j; }
}
});
cur=nx2; if(cur>=0) chained.add(cur);
}
defKillCredit(B,stats.kills[B.team]-pre);
sfx('surge',B.x,B.y,1.6);
} else B.cool=0.25;
}
}
else if(B.type==='rail'){
// Long-range precision answer to commanders, titans and other armour.
B.cool-=dt;
const rng=RAIL.rng*bldRngMul(B);
let e=-1, best=-1;
forUnitsIn(B.x,B.y,rng,j=>{
if(uteam[j]===B.team||TYPES[utype[j]].air) return;
const score=uhpm[j]*(ARM[utype[j]]===2?1.65:1);
if(score>best){ best=score; e=j; }
});
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
const pw=drawEnergy(B.team,RAIL.e);
B.cool=RAIL.cool*(pw<.5?2.1:1);
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT.rail.size*.715, my=B.y+Math.sin(ma)*BT.rail.size*.715;
const pre=stats.kills[B.team];
dealDamage(e,RAIL.dmg*bldDmgMul(B)*dmgMul('g',utype[e]),B.team,-1,dmgMul('g',utype[e]),'g');
defKillCredit(B,stats.kills[B.team]-pre);
const hit=beamHitXY(mx,my,ux[e],uy[e],TYPES[utype[e]].r);
addBeam(mx,my,hit[0],hit[1],5,170,235,255,.24,'lance',B.team);
for(let p=0;p<5;p++) addParticle(0,hit[0]+rr(-8,8),hit[1]+rr(-8,8),rr(-2,2),rr(-7,-1),.35,8,150,225,255);
shake=Math.max(shake,2.2);
sfx('surge',B.x,B.y,1.8);
}
} else if(B.cool<0) B.cool=.35;
}
else if(B.type==='minelaser'){
B.cool-=dt;
const rng=MINELASER.rng*bldRngMul(B);
let e=-1,best=-1;
forUnitsIn(B.x,B.y,rng,j=>{
if(uteam[j]===B.team||TYPES[utype[j]].air) return;
const score=(ARM[utype[j]]===2?2.2:1)*uhp[j];
if(score>best){ best=score; e=j; }
});
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
const pw=drawEnergy(B.team,MINELASER.e);
B.cool=MINELASER.cool*(pw<.5?2.15:1);
const ma=B.tang-Math.PI/2;
const mx=B.x+Math.cos(ma)*BT.minelaser.size*.72,my=B.y+Math.sin(ma)*BT.minelaser.size*.72;
const mul=dmgMul('b',utype[e]);
const pre=stats.kills[B.team];
dealDamage(e,MINELASER.dmg*bldDmgMul(B)*mul,B.team,-1,mul,'b');
defKillCredit(B,stats.kills[B.team]-pre);
const mac=bfac==='syndicate';
const hit=beamHitXY(mx,my,ux[e],uy[e],TYPES[utype[e]].r);
addBeam(mx,my,hit[0],hit[1],5.5,mac?190:80,mac?96:215,255,.28,'lance',B.team);
for(let p=0;p<3;p++) addParticle(0,hit[0]+rr(-5,5),hit[1]+rr(-5,5),rr(-2,2),rr(-6,-1),.24,7,mac?190:100,mac?105:225,255);
sfx('laser',B.x,B.y,1.55);
}
} else if(B.cool<0) B.cool=.25;
}
else if(B.type==='missilebastion'){
B.cool-=dt;
if(B.cool<=0){
const bio=bfac==='horde';
const rng=MISSILE_BASTION.rng*bldRngMul(B),targets=[];
const max=MISSILE_BASTION.tgts+((B.lvl||1)>=3?1:0);
forUnitsIn(B.x,B.y,rng,j=>{
if(uteam[j]!==B.team&&!TYPES[utype[j]].air&&targets.length<max) targets.push(j);
});
if(targets.length){
const pw=drawEnergy(B.team,MISSILE_BASTION.e);
B.cool=MISSILE_BASTION.cool*(pw<.5?2.2:1);
B.tang=Math.atan2(uy[targets[0]]-B.y,ux[targets[0]]-B.x)+Math.PI/2;
for(let n=0;n<targets.length;n++){
const j=targets[n],mz=bldMuzzleXY(B,0.23,(n%2?1:-1)*4.1);
const mx=mz[0], my=mz[1];
const pk=fireProj(7,B.team,mx,my,ux[j],uy[j],165,MISSILE_BASTION.dmg*bldDmgMul(B),MISSILE_BASTION.aoe,j);
if(pk>=0){ pwk[pk]='e'; pBio[pk]=bio?1:0; pSrcBld[pk]=B; }
addParticle(1,mx,my,rr(-2,2),rr(-5,-1),.45,6,92,96,106);
}
shake=Math.max(shake,1.4); sfx('missile',B.x,B.y,1.25);
} else B.cool=.3;
}
}
else if(B.type==='plasma'){
B.cool-=dt;
const rng=PLASMA_CHARGER.rng*bldRngMul(B),e=findEnemy(B.x,B.y,B.team,rng,2);
if(e>=0){
B.tang=Math.atan2(uy[e]-B.y,ux[e]-B.x)+Math.PI/2;
if(B.cool<=0){
const pw=drawEnergy(B.team,PLASMA_CHARGER.e);
B.cool=PLASMA_CHARGER.cool*(pw<.5?2.25:1);
const bio=bfac==='horde',mac=bfac==='syndicate';
const pk=fireProj(6,B.team,B.x,B.y,ux[e],uy[e],bio?125:150,PLASMA_CHARGER.dmg*bldDmgMul(B)*(bio?.88:1),PLASMA_CHARGER.aoe*(bio?1.28:1),e);
if(pk>=0){ pwk[pk]='i'; pBio[pk]=bio?1:0; pSrcBld[pk]=B; }
for(let p=0;p<5;p++) addParticle(0,B.x+rr(-6,6),B.y+rr(-6,6),rr(-3,3),rr(-8,-2),.35,9,bio?165:mac?190:105,bio?255:mac?105:210,bio?88:255);
shake=Math.max(shake,1.8); sfx('surge',B.x,B.y,1.55);
}
} else if(B.cool<0) B.cool=.35;
}
else if(B.type==='stormcaller'){
/* Three readable states, all simulation time: CHARGING (pays an energy
drip, cool counts down), CHARGED (holds, humming, until a worthwhile
mass of attackers is in the kill zone), FIRING (a spiral of shells
walks across the target cluster over ~2.5s). A lone scout never
triggers it; a commander always does. */
if(B.stormInit==null){ B.stormInit=1; B.cool=STORM.cd; B.sq=null; B.sqT=0; }
if(B.sq&&B.sq.length){ // FIRING
B.sqT-=dt;
while(B.sq.length&&B.sqT<=0){
const S=B.sq.shift(); B.sqT+=STORM.cadence;
const mz=bldMuzzleXY(B,0.17,rr(-4.8,4.8));
const mx=mz[0], my=mz[1];
const pk=fireProj(2,B.team,mx,my,S[0],S[1],118,STORM.dmg*bldDmgMul(B),STORM.aoe,-1);
if(pk>=0){ pwk[pk]='e'; pBarrage[pk]=1; pArc[pk]=560+rr(0,120); pSrcBld[pk]=B; }
addParticle(0,mx,my,0,0,.15,17, 255,214,130);
addParticle(1,mx,my,rr(-4,4),rr(-10,-3),.7,9, 96,96,102);
if(typeof artilleryWorldAudio==='function')artilleryWorldAudio('launch',mx,my,B.team,1.16);
else sfx('cannon',B.x,B.y,1.2);
}
if(!B.sq.length) B.sq=null;
} else if(B.cool>0){ // CHARGING
if(payStream(B.team,0,(STORM.e/STORM.cd)*dt)){
B.cool-=dt;
if(B.cool<=0){
B.cool=0;
if(B.team===0){ toast('🌩 STORMCALLER CHARGED — holding for massed hostiles'); sfx('notify',B.x,B.y,.8); }
}
if(perfScale>0.4&&(tick&15)===0)
addParticle(0,B.x+rr(-12,12),B.y+rr(-12,12),0,-7,.42,4, 150,210,255);
}
} else { // CHARGED — watch the approach
if(perfScale>0.4&&(tick&23)===0)
addParticle(3,B.x,B.y,0,0,.55,BT.stormcaller.size*1.45, 255,205,110);
if((tick&7)===0){
const rng=STORM.rng*bldRngMul(B), min2=STORM.minRng*STORM.minRng;
let cx=0,cy=0,n=0,hero=-1;
forUnitsIn(B.x,B.y,rng,j=>{
if(!intelCanTarget(j,B.team)||TYPES[utype[j]].air) return;
if(dist2(B.x,B.y,ux[j],uy[j])<min2) return;
cx+=ux[j]; cy+=uy[j]; n++;
if(TYPES[utype[j]].cat==='hero') hero=j;
});
if(n>=STORM.trigger||hero>=0){
if(hero>=0&&n<STORM.trigger){ cx=ux[hero]; cy=uy[hero]; }
else { cx/=n; cy/=n; }
B.cool=STORM.cd; B.sq=[]; B.sqT=0;
for(let s2=0;s2<STORM.shells;s2++){
const a2=s2/STORM.shells*TAU*2.35, d2=Math.sqrt((s2+1)/STORM.shells)*98;
B.sq.push([clamp(cx+Math.cos(a2)*d2,15,MAP-15),clamp(cy+Math.sin(a2)*d2,15,MAP-15)]);
}
B.tang=Math.atan2(cy-B.y,cx-B.x)+Math.PI/2;
if(B.team===0) toast('🌩 STORMCALLER FIRING — '+STORM.shells+' shells inbound');
addParticle(3,B.x,B.y,0,0,.7,BT.stormcaller.size*2.2, 255,190,90);
shake=Math.max(shake,3); sfx('alarm',B.x,B.y,.9);
}
}
}
}
else if(B.type==='nova'){
if(B.cool>0) B.cool-=dt*(B.lvl===3?1.30:B.lvl===2?1.15:1);
}
else if(B.type==='sgen'){
B.heal-=dt;
if(B.heal<=0){
B.heal=0.5;
const sr=120+Math.max(0,(B.lvl||1)-1)*18;
const unitHeal=9+Math.max(0,(B.lvl||1)-1)*5;
const structureHeal=12+Math.max(0,(B.lvl||1)-1)*7;
forUnitsIn(B.x,B.y,sr,j=>{
if(uteam[j]===B.team && uhp[j]<uhpm[j]){
uhp[j]=Math.min(uhpm[j],uhp[j]+unitHeal);
if(Math.random()<0.15) addParticle(0,ux[j],uy[j],0,-6,.4,5, 120,255,170);
}
});
for(const T2 of blds){
if(!T2.alive||T2.team!==B.team||T2.prog<1||dist2(B.x,B.y,T2.x,T2.y)>(sr+25)*(sr+25)) continue;
T2.shieldT=.75; // active Aegis field: 28% incoming damage reduction
if(T2.hp<T2.hpm) T2.hp=Math.min(T2.hpm,T2.hp+structureHeal);
if(Math.random()<.06) addParticle(0,T2.x+rr(-T2.r*.5,T2.r*.5),T2.y+rr(-T2.r*.5,T2.r*.5),0,-5,.35,4,100,225,255);
}
}
}
else if(B.type==='nest'){
B.prodT+=dt; B.heal+=dt;
const nTier=demoMode?1:infTier();
/* The AMBIENT TRICKLE, not the eruptions, is what actually fills the map.
Six bugs every five seconds from each of five hives is ~360 bugs a
minute, and that standing carpet is what was killing the AI's attack
waves halfway across the map — the player never saw an enemy army
because there was a neutral one in between eating it. Eruptions are the
drama; this is the load-bearing number, and it now scales too. */
const nD=(typeof diffLvl==='function')?diffLvl():1;
if(B.prodT>=Math.max(2,(WC.wild?5:7)-nTier)*[2.4,1.45,1][nD]*(broodIsEnemy()?1:2.2)){
B.prodT=0;
let near=0;
forUnitsIn(B.x,B.y,320,j=>{ if(uteam[j]===2) near++; });
const batch=Math.max(1,Math.round((4+nTier)*infQty()*1.6));
if(near<(4+nTier*3)*10*infQty()*1.7 && populationCanSpawn(12,2,undefined,B.x,B.y)){
const hiveSeat=(typeof broodIsEnemy==='function'&&broodIsEnemy())?populationDefaultSeat(1,B.x,B.y):undefined;
for(let s2=0;s2<batch;s2++){
const i=spawnUnit(12,2,B.x+rr(-40,40),B.y+rr(-40,40),hiveSeat);
if(i>=0){ ustate[i]=2; const L=findLand(B.x+rr(-220,220),B.y+rr(-220,220)); utx[i]=L[0]; uty[i]=L[1]; }
}
}
}
if(B.heal>=Math.max(18,(WC.wild?24:46)-nTier*5)){
B.heal=0;
let alpha=0;
forUnitsIn(B.x,B.y,400,j=>{ if(uteam[j]===2&&utype[j]===13) alpha++; });
if(alpha<(nTier>=4?3:1) && populationCanSpawn(13,2,undefined,B.x,B.y)){
const hiveSeat=(typeof broodIsEnemy==='function'&&broodIsEnemy())?populationDefaultSeat(1,B.x,B.y):undefined;
const i=spawnUnit(13,2,B.x+rr(-30,30),B.y+rr(-30,30),hiveSeat);
if(i>=0){ ustate[i]=2; utx[i]=B.x; uty[i]=B.y; }
}
}
}
else if(B.type==='fac'||B.type==='tgate'||B.type==='harbor'||B.type==='airfield'){
// adjacency: generators touching this plant feed it (+12% build speed each, max 2)
if(((tick+b)%90===0)||B.adj===undefined){
B.adj=0; B.adjL=[];
for(let o2=0;o2<blds.length;o2++){
const O=blds[o2];
if(O.alive&&O.team===B.team&&(O.type==='pgen'||O.type==='geo')&&O.prog>=1
&&dist2(O.x,O.y,B.x,B.y)<(B.r+O.r+28)*(B.r+O.r+28)){ B.adj++; B.adjL.push(o2); }
}
}
if(B.queue.length){
if(B.type==='fac'&&(tick%14)===0&&perfScale>0.5){
const szf=BT.fac.size;
addParticle(1,B.x+rr(0.2,0.3)*szf,B.y-szf*0.34,rr(-2,2),rr(-10,-6),.9,5, 118,118,124);
}
const t=B.queue[0], T=TYPES[t];
/* Pause BEFORE streaming payment. Previously a factory at the cap paid
the full price, popped its queue, then spawnUnit failed and silently
discarded the completed unit. Progress is retained just below the
finish line and resumes as soon as a live slot opens. */
const cmdSlot=commanderSlotForBuilding(B);
if(!populationCanSpawn(t,B.team,cmdSlot)){
B.prodT=Math.min(B.prodT,Math.max(0,T.bt-.02));
continue;
}
const tractor=B.tractorT>0?1+.22*Math.min(2,B.tractorN||1):1;
const facSpeed=(typeof factionDoctrineBuildSpeedMul==='function')?factionDoctrineBuildSpeedMul(B.team):1;
const speed=(B.team===1?aiBuildMult:playerBuildMult)*facSpeed*(1+0.12*Math.min(2,B.adj||0))*fortOf(B.team).prod*tractor;
const frac=dt*speed/T.bt;
const facCost=(typeof factionDoctrineUnitCost==='function')?factionDoctrineUnitCost(T,B.team):{m:T.cm,e:T.ce};
if(!payStream(B.team, facCost.m*frac, facCost.e*frac)){
if(B.team===0){ if(resM[0]<facCost.m*frac) stallM=0.8; if(resE[0]<facCost.e*frac) stallE=0.8; }
continue;
}
B.prodT+=dt*speed;
if(B.prodT>=T.bt){
B.prodT=0; B.queue.shift();
if(B.repeat) B.queue.push(t);
if(teamCount[B.team]<MAXU/2-10){
const i=spawnUnit(t,B.team,B.x+rr(-14,14),B.y+ (B.team===0?B.r+16:-(B.r+16)),cmdSlot);
if(i>=0){
ustate[i]=2;
let rx,ry;
if(B.team===0 && B.rally){ // player rally point
rx=clamp(B.rally.x+rr(-26,26),20,MAP-20);
ry=clamp(B.rally.y+rr(-26,26),20,MAP-20);
if(!TYPES[t].air && !TYPES[t].naval && dist2(B.x,B.y,rx,ry)>200*200)
ufield[i]=requestField(B.rally.x,B.rally.y);
} else {
rx=clamp(B.x+(B.team===0?rr(60,120):rr(-120,-60)),20,MAP-20);
ry=clamp(B.y+(B.team===0?rr(60,120):rr(-120,-60)),20,MAP-20);
}
const L=TYPES[t].naval? (findWater(rx,ry)||[ux[i],uy[i]]) : findLand(rx,ry);
utx[i]=L[0]; uty[i]=L[1];
addParticle(0,ux[i],uy[i],0,0,.25,14, 160,230,255);
if(B.team===0){ sfx('deploy',ux[i],uy[i],0.75); if(T.air) sfx('flyby',ux[i],uy[i],1); }
}
}
}
} else B.prodT=0;
}
}
}