feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR #301 ported as one aligned list; #398 the skill frame, #400 REA-Y's heal text

- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
  voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
  docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
  now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
  (stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
  lint 0 errors; typecheck; i18n strict clean (1152 msgids).
This commit is contained in:
sganggs committed 2026-10-08 22:35:33 +08:00
commit 0ced21d321
82 files changed
+9156 -6840

No files matched your search

+94
View File
@@ -0,0 +1,94 @@
// 潜能 / 练度 controls of the 干员调配 overlay (0.2.2, the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜
// 满加成」): per operator (by charId — the normal, elite and 自选 forms share them), 潜能 1–6 and the 自持有 练度 tier
// (effects.json CHAR_MAP aceffect_char_1…4: 未精英化 / 精英阶段1 / 精英阶段2 / 精英阶段2-60级 — their official names and
// texts, localized by the data overlay), default 潜能 6 / 精英阶段2-60级. Official: 调度手册 「卫戍协议中干员潜能由自身已
// 持有干员潜能决定」 and 「提升已持有的干员,将为卫戍协议中同名的干员提供加成」 (an operator the player does not own fights
// at 潜能 1 with no bonus: set by hand for a 特许 one; a NORMAL one not owned is its stand-in, which has neither).
// CultivationSelects: two compact selects (a roster row, a 自选 slot card); CultivationSection: the detail's segmented
// controls with the tier's effect. Hook-free views (the tests draw them). The settings live in ui/loadoutSync.js
// (`ops`, synced with room.loadout); the model is ui/loadoutModel.js opsOf / setOps.
import { html, MicroLabel } from '../ui/components.js';
import { data } from '../data.js';
import { opsOf } from '../ui/loadoutModel.js';
import { CULTIVATE_EFFECTS, POTENTIAL_MIN, POTENTIAL_MAX } from '../../../shared/potential.js';
import { t, N_ } from '../../../shared/i18n.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
const POTENTIALS = Array.from({ length: POTENTIAL_MAX - POTENTIAL_MIN + 1 }, (_, i) => POTENTIAL_MIN + i);
const TIERS = CULTIVATE_EFFECTS.map((_, i) => i);
/** Names while effects.json is not loaded (msgids; the data's own names win). */
const FALLBACK_NAMES = Object.freeze([N_('未精英化'), N_('精英阶段1'), N_('精英阶段2'), N_('精英阶段2-60级')]);
/** The short names a row's select shows (the full official name is its title and the detail's). */
const SHORT_NAMES = Object.freeze([N_('未精英化'), N_('精英1'), N_('精英2'), N_('精英2 Lv.60')]);
/** The official name of 练度 tier `n` (effects.json `name`, localized), else its fallback. */
export function cultivateName(n) {
return data.lookup('effects', CULTIVATE_EFFECTS[n])?.name || t(FALLBACK_NAMES[n] || '');
}
/** The official effect text of 练度 tier `n` (effects.json `desc`: 「攻击力、防御力和最大生命值+10%」 …), or ''. */
export function cultivateDesc(n) {
return data.lookup('effects', CULTIVATE_EFFECTS[n])?.desc || '';
}
/**
* Two compact selects — 潜能 and 练度 — of operator `charId` under the stored settings `ops` (a roster row, a 自选 slot).
* @param {{ charId: string, ops: Record<string, any>, onSet: (charId: string, patch: { potential?: number, cultivate?: number }) => void,
* note?: string|null }} props `note`: why the settings do not apply now (a 补位 stand-in), shown as the tooltip
*/
export function CultivationSelects({ charId, ops, onSet, note = null }) {
if (!charId) return null;
const cur = opsOf(ops, charId);
const set = (patch) => onSet(charId, patch);
// a setting off the default stands out (mint); the default stays quiet — it is the same on every row
return html`<span class=${cx('lo-cult', cur.changed && 'is-changed', note && 'is-moot')} data-char=${charId} title=${note || undefined}>
<span class=${cx('lo-select', 'lo-cult__sel', 'lo-cult__pot', cur.potential !== 6 && 'is-off')}>
<select value=${String(cur.potential)} aria-label=${t('潜能')} data-cult="potential"
onChange=${(e) => set({ potential: Number(e.currentTarget.value) })}>
${POTENTIALS.map((n) => html`<option key=${n} value=${String(n)}>${t('潜能 {n}', { n })}</option>`)}
</select>
</span>
<span class=${cx('lo-select', 'lo-cult__sel', 'lo-cult__tier', cur.cultivate !== TIERS.length - 1 && 'is-off')} title=${note ? undefined : cultivateName(cur.cultivate)}>
<select value=${String(cur.cultivate)} aria-label=${t('练度')} data-cult="cultivate"
onChange=${(e) => set({ cultivate: Number(e.currentTarget.value) })}>
${TIERS.map((n) => html`<option key=${n} value=${String(n)}>${t(SHORT_NAMES[n])}</option>`)}
</select>
</span>
</span>`;
}
/**
* The detail's 潜能 / 练度 section: 潜能 1–6 and the four 练度 tiers as segmented buttons, the tier's official effect,
* the rule in one line, and — for a chess the player marked not owned — that its stand-in has neither.
* @param {{ charId: string, ops: Record<string, any>, onSet: (charId: string, patch: object) => void, standIn?: boolean }} props
*/
export function CultivationSection({ charId, ops, onSet, standIn = false }) {
if (!charId) return null;
const cur = opsOf(ops, charId);
const set = (patch) => onSet(charId, patch);
return html`<section class=${cx('lo-sec', 'lo-sec--cult', standIn && 'is-moot')} aria-label=${t('潜能与练度')} data-char=${charId}>
<header class="lo-sec__head">
<h3>${t('潜能与练度')}<${MicroLabel}>POTENTIAL<//></h3>
${cur.changed ? html`<span class="lo-badge lo-badge--changed">${t('已调整')}</span>` : html`<span class="lo-badge lo-badge--plain">${t('满潜能 · 精英2 Lv.60')}</span>`}
</header>
<div class="lo-cult__row">
<span class="lo-cult__k">${t('潜能')}</span>
<div class="lo-seg lo-seg--pot" role="radiogroup" aria-label=${t('潜能')}>
${POTENTIALS.map((n) => html`<button key=${n} type="button" role="radio" aria-checked=${cur.potential === n ? 'true' : 'false'}
class=${cx(cur.potential === n && 'is-on')} data-potential=${n} onClick=${() => set({ potential: n })}><span class="num">${n}</span></button>`)}
</div>
</div>
<div class="lo-cult__row">
<span class="lo-cult__k">${t('练度')}</span>
<div class="lo-seg lo-seg--tier" role="radiogroup" aria-label=${t('练度')}>
${TIERS.map((n) => html`<button key=${n} type="button" role="radio" aria-checked=${cur.cultivate === n ? 'true' : 'false'}
class=${cx(cur.cultivate === n && 'is-on')} data-cultivate=${n} onClick=${() => set({ cultivate: n })}>${cultivateName(n)}</button>`)}
</div>
</div>
<p class="lo-cult__eff" data-cultivate=${cur.cultivate}><b>${cultivateName(cur.cultivate)}</b> <span>${cultivateDesc(cur.cultivate)}</span></p>
<p class="lo-cult__note">${standIn
? t('干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效')
: t('默认满潜能、精英2 Lv.60(满加成)。官方的潜能取你自己的潜能,练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算);未持有的特许干员在官方按潜能1、没有加成,要照官方打请手动设为潜能1、未精英化。')}</p>
</section>`;
}
+12 -6
View File
@@ -6,7 +6,8 @@
// 原型 / 已持有 tag —, an operator held by another slot greyed out with where it is. In the match the operator is sold
// only in this player's shop, from 调度中心 level 5 (tier 5) / 6 (tier 6), and fights with the pick (server/match/player
// /diy.js). Out of match: the next match takes the picks. The picks live in ui/loadoutSync.js (localStorage + room.diy);
// the model is ui/diyModel.js. Styles: css/screens/loadout.css (diy-*).
// the model is ui/diyModel.js. Styles: css/screens/loadout.css (diy-*). An owned pick's card carries its operator's 潜能 /
// 练度 selects (0.2.2, screens/cultivation.js — the same per-operator settings as 干员调配, `ops`); a prototype has neither.
import { useEffect, useState } from '../../vendor/hooks.module.js';
import { html, Icon, Button, TierChip } from '../ui/components.js';
@@ -15,6 +16,7 @@ import { chessAvatarUrl, chessPortraitUrl, profIconUrl, skillRecordIconUrl, modu
import { data } from '../data.js';
import { PROF_NAME, skillLabel, moduleBadge, fullTraitText } from '../ui/loadoutModel.js';
import { diySlotList, pickChoices, pickOptions, slotRecord, defaultPick } from '../ui/diyModel.js';
import { CultivationSelects } from './cultivation.js';
import { t } from '../../../shared/i18n.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
@@ -38,8 +40,8 @@ function Bonds({ bonds }) {
return html`<span class="diy-bonds">${(bonds || []).map((b) => html`<span key=${b} class="diy-bond"><${BondGlyph} bondId=${b} /><span>${bondName(b)}</span></span>`)}</span>`;
}
/** One slot: the pick (operator, class, bonds, skill, module) or an empty slot to fill. */
function SlotCard({ m, slot, pick, illegal, onOpen, onClear }) {
/** One slot: the pick (operator, class, bonds, skill, module, an owned pick's 潜能 / 练度) or an empty slot to fill. */
function SlotCard({ m, slot, pick, illegal, onOpen, onClear, ops = {}, onOps = null }) {
const D = diyData();
const rec = pick ? slotRecord(slot.slotId, pick, D) : null;
const elite = pick ? slotRecord(slot.slotId, pick, D, { elite: true }) : null;
@@ -73,6 +75,8 @@ function SlotCard({ m, slot, pick, illegal, onOpen, onClear }) {
${mod ? html`<${Img} src=${moduleTypeIconUrl(data.get('local'), mod.type)} class="diy-slot__micon" fallback=${html`<b class="num">${moduleBadge({ typeName: mod.type })}</b>`} />` : html`<span class="diy-slot__micon diy-slot__micon--none">—</span>`}
<span>${mod ? html`<b class="num">${mod.type || ''}</b> ${mod.name || ''}` : t('不装备模组')} <small class="t-dim">${t('(精锐时生效)')}</small></span>
</span>
${proto ? html`<small class="diy-slot__cult t-dim">${t('原型干员没有潜能与练度')}</small>`
: onOps ? html`<span class="diy-slot__cult"><${CultivationSelects} charId=${rec.charId} ops=${ops} onSet=${onOps} /></span>` : null}
${illegal ? html`<p class="diy-slot__bad"><${Icon} name="warn" />${t('这项自选在当前版本不可用,开局时会被移除')}</p>` : null}
</div>
<div class="diy-slot__acts">
@@ -229,7 +233,9 @@ export function DiyPickerView({ m, slot, picks, kitted, onDone, onClose, filter,
/**
* The tab's body: the four slots by tier, and the picker of the slot being filled (`picking`, kept here).
* @param {{ m: any, picks: Record<string, any>, legal: Record<string, any>, kitted: string[]|null,
* onSet: (slotId: string, pick: any) => void }} props
* onSet: (slotId: string, pick: any) => void, ops?: Record<string, any>,
* onOps?: ((charId: string, patch: { potential?: number, cultivate?: number }) => void) | null }} props
* `ops` / `onOps`: the stored 潜能 / 练度 and their setter (0.2.2 — an owned pick's card shows its selects)
*/
export function DiyPanel(props) {
const [picking, setPicking] = useState(null);
@@ -237,7 +243,7 @@ export function DiyPanel(props) {
}
/** The tab's view (no hooks: the tests draw it): `picking` = the slot being filled, or null. */
export function DiyPanelView({ m, picks, legal, kitted, onSet, picking, onPicking: setPicking }) {
export function DiyPanelView({ m, picks, legal, kitted, onSet, picking, onPicking: setPicking, ops = {}, onOps = null }) {
const slots = diySlotList(diyData());
const slot = picking ? slots.find((s) => s.slotId === picking) : null;
const tiers = [...new Set(slots.map((s) => s.tier))];
@@ -250,7 +256,7 @@ export function DiyPanelView({ m, picks, legal, kitted, onSet, picking, onPickin
<h3 class="own-tier__head"><${TierChip} tier=${tier} size="sm" /><span class="num">${ROMAN[tier]}</span><span>${t('阶')}</span></h3>
<div class="diy-grid">
${slots.filter((s) => s.tier === tier).map((s) => html`<${SlotCard} key=${s.slotId} m=${m} slot=${s} pick=${picks[s.slotId] || null}
illegal=${!!picks[s.slotId] && !legal[s.slotId]} onOpen=${setPicking} onClear=${(id) => onSet(id, null)} />`)}
illegal=${!!picks[s.slotId] && !legal[s.slotId]} onOpen=${setPicking} onClear=${(id) => onSet(id, null)} ops=${ops} onOps=${onOps} />`)}
</div>
</section>`)}
</div>
+1 -1
View File
@@ -1476,7 +1476,7 @@ function MatchScreen() {
onClose=${() => setBondOpen(null)} onMember=${(id, items, standInFor, diy) => setDetail({ kind: 'chess', id, owner: bondPop.ownerId, items: items || null, standInFor: standInFor || null, diy: diy || null })} />` : null}
${resolved ? html`<${DetailPanel} detail=${resolved} snapHp=${snapHp} onClose=${() => { setDetail(null); setSel(null); }}
bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} side=${dSide} shopOpen=${shopOpen} live=${liveStats} voice=${true}
bonds=${detailBonds} offBonds=${offBonds} loadout=${detailLoadout} ops=${priv?.ops ?? null} side=${dSide} shopOpen=${shopOpen} live=${liveStats} voice=${true}
onBond=${(id) => openBond(id, detailOwner, 'detail')} />` : null}
${selEntry && editable && !facing && !drag && showPrep ? html`<${Underframe} key=${sel.uid} view=${view} uid=${sel.uid}
+182 -68
View File
@@ -5,12 +5,16 @@
// present: operator_preset, image_skill_select_outline, skill_select_deco, icon_equip_non; the module type icons of
// groups.module — lettered tiles without them).
//
// Left: roster of the 112 visible chess (tier / class / bond filters, search, 仅看已调整) — each card shows the equipped
// skill (S1–S3) and, when changed, the elite's module badge. Right: the selected chess — skills (icon, name, 默认,
// Left: the 112 visible chess as one list (tier / class / bond filters, search, 仅看已调整) — a row per operator, its columns
// aligned (0.2.2; the quick choices of PR #301 by @farridge, laid out as one list instead of three columns of cards — the
// owner's decision of 2026-10-08): portrait, name and bonds (a click opens the detail), the skills and the elite's modules
// to tap (不装备 first), the 潜能 and 练度 selects (screens/cultivation.js). Right: the selected chess — its 潜能 / 练度,
// its 特质 (the in-match card's block, PR #301), skills (icon, name, 默认,
// SP recovery, 初始 / 消耗 SP, duration, description at 普通 Lv.4 or 精锐 Lv.7), 局内数值 (the stats, 攻击范围, 特性 and
// 天赋 the chosen variant — 精锐 first, 普通 on the toggle — fights with under the chosen skill and module: the detail
// card's own block and pure functions, GitHub issue #64) and the elite's modules (不装备 / X / Y … with the stat bonus,
// the trait upgrade and the talent changes), 恢复默认; 全部恢复默认 in the top bar.
// the trait upgrade and the talent changes), 恢复默认; 全部恢复默认 in the top bar. The detail's 普通 / 精锐 skill toggle is one
// preview for the skills, the 特质 and the rows' skill details (display only: never stored).
// The loadout lives in ui/loadoutSync.js (localStorage + room.loadout); the model is ui/loadoutModel.js.
// The second tab, 干员持有 (0.2.0 补位, screens/ownership.js): which NORMAL chess the player owns — a chess marked 未持有 is
// deployed as its official stand-in (room.ownership; ui/ownershipModel.js) — with its own 导出 / 导入 / 全部持有.
@@ -22,16 +26,20 @@ import { useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.
import { html, Icon, MicroLabel, Button, TierChip, TextField, Countdown, Spinner, confirmDialog, hasDeadline, Modal, Fragment } from '../ui/components.js';
import { Img, RichText, UnitThumb } from '../ui/gameComponents.js';
import { chessAvatarUrl, chessPortraitUrl, subProfIconUrl, bondIconUrl, moduleTypeIconUrl } from '../ui/assetUrls.js';
import { chessStatsBlock, traitText, chessTalents } from '../ui/detailPanel.js';
import { chessStatsBlock, traitText, chessTalents, GarrisonBlock } from '../ui/detailPanel.js';
import { chessLoadout } from '../ui/gameLogic.js';
import { data, useData, localAsset, DATA_FILES } from '../data.js';
import { useStore } from '../store.js';
import { PHASE } from '../../../shared/constants.js';
import {
MODULE_NONE, PROF_ORDER, PROF_NAME, rosterOf, filterRoster, recordsOf, chessOptions, effectiveChoice, setChoice, resetChoice,
changedCount, skillLabel, moduleBadge, attrRows, skillTags, traitLines, serializeExport, parseImport, LOADOUT_IMPORT_MAX_BYTES,
changedCount, skillLabel, moduleBadge, attrRows, skillTags, quickSkillTags, traitLines, serializeExport, parseImport, LOADOUT_IMPORT_MAX_BYTES,
opsOf, setOps, resetOps, moduleRecord,
} from '../ui/loadoutModel.js';
import { loadoutStore, openLoadout, closeLoadout, setEntries, applyLoadoutEntries, setNotOwned, applyOwnershipImport, setDiyPicks, applyDiyImport } from '../ui/loadoutSync.js';
import { loadoutStore, openLoadout, closeLoadout, setEntries, setOpsMap, applyLoadoutEntries, setNotOwned, applyOwnershipImport, setDiyPicks, applyDiyImport } from '../ui/loadoutSync.js';
import { CultivationSelects, CultivationSection } from './cultivation.js';
import { cultivationCharIds } from '../../../shared/protocol.js';
import { atPotential } from '../../../shared/potential.js';
import { setOwned, notOwnedCount, serializeOwnership, parseOwnershipImport, OWNERSHIP_IMPORT_MAX_BYTES } from '../ui/ownershipModel.js';
import { OwnershipPanel, useOwnershipRoster } from './ownership.js';
import { DiyPanel, diyData } from './diy.js';
@@ -140,38 +148,96 @@ export function ModuleGlyph({ m, rec, id, size = 'md' }) {
</span>`;
}
// ---- roster card ---------------------------------------------------------------------------------------------------
// ---- roster rows -----------------------------------------------------------------------------------------------------
//
// One list, one row per operator, its columns aligned (the head row names them): the quick choices of PR #301 (by
// @farridge) without its three columns of cards. Every row is the same few columns — tap a skill, a module, a 潜能 / 练度 —
// so the eye runs down a column; the portrait and name open the detail (on a phone it slides over; a quick choice keeps
// the list). Hook-free (the tests draw it).
function RosterCard({ m, chess, golden, entries, selected, onPick, notOwned = false }) {
const choice = effectiveChoice(entries, chess, golden);
const opt = chessOptions(chess, golden);
const skillRec = opt.skillOptions.find((s) => s.index === choice.skill)?.normal || chess.skill;
const modRec = golden && choice.module !== MODULE_NONE ? opt.moduleOptions.find((x) => x.id === choice.module)?.rec || null : null;
const modChanged = golden && choice.module !== opt.defaultModule;
return html`<button type="button" role="option" aria-selected=${selected ? 'true' : 'false'} data-chess=${chess.chessId}
class=${cx('lo-card', `lo-card--t${chess.tier}`, selected && 'is-sel', choice.changed && 'is-changed')} onClick=${() => onPick(chess.chessId)}
title=${`${chess.name} · ${skillRec?.name || ''}`}>
<span class="lo-card__art">
<${Img} src=${chessAvatarUrl(m, chess)} fallback=${html`<span class="lo-card__glyph">${[...(chess.name || '?')][0]}</span>`} />
</span>
<${TierChip} tier=${chess.tier} size="sm" class="lo-card__tier" />
${choice.changed ? html`<span class="lo-card__flag" aria-label=${t('已调整')}></span>` : null}
${notOwned ? html`<span class="lo-card__sub" title=${t('未持有(干员持有):由替补干员上场')} aria-label=${t('未持有')}>${t('替补')}</span>` : null}
<span class="lo-card__name">${chess.name}</span>
<span class="lo-card__kit">
<span class=${cx('lo-card__sk', choice.skill !== opt.defaultSkill && 'is-alt')}>
<${SkillIcon} m=${m} rec=${skillRec} index=${choice.skill} size="xs" />
<b class="num">${skillLabel(choice.skill)}</b>
</span>
${golden ? html`<span class=${cx('lo-card__mod', modChanged && 'is-alt')} title=${modRec ? `${modRec.typeName} ${modRec.name}` : t('不装备模组')}>
${choice.module === MODULE_NONE ? '—' : moduleBadge(modRec)}
</span>` : null}
</span>
/** One skill to tap: its icon, the equipped one ringed; the label / tooltip says slot, name, SP and duration (quickSkillTags). */
function QuickSkill({ m, opt, on, elite, onPick }) {
const rec = elite ? opt.elite || opt.normal : opt.normal || opt.elite;
const tags = quickSkillTags(rec);
const label = `${skillLabel(opt.index)} · ${rec?.name || t('未知技能')} · ${tags.sp} · ${t('初始')} ${tags.init ?? '—'} / ${t('消耗')} ${tags.cost ?? '—'} · ${t('持续')} ${tags.duration}`;
return html`<button type="button" class=${cx('lo-q', 'lo-q--skill', on && 'is-on')} data-skill=${opt.index} aria-pressed=${on ? 'true' : 'false'}
aria-label=${label} title=${label} onClick=${() => onPick(opt.index)}>
<${SkillIcon} m=${m} rec=${rec} index=${opt.index} on=${on} size="q" />
</button>`;
}
/** One module to tap (不装备 first): the type icon with its letter in the corner; the elite's equipped one ringed. */
function QuickModule({ m, opt, on, onPick }) {
const label = opt.id === MODULE_NONE ? t('不装备模组') : `${opt.rec?.typeName || ''} · ${opt.rec?.name || opt.id}`;
return html`<button type="button" class=${cx('lo-q', 'lo-q--mod', on && 'is-on')} data-module=${opt.id} aria-pressed=${on ? 'true' : 'false'}
aria-label=${label} title=${label} onClick=${() => onPick(opt.id)}>
<${ModuleGlyph} m=${m} rec=${opt.rec} id=${opt.id} size="q" />
${opt.id !== MODULE_NONE ? html`<b class="lo-q__type num" aria-hidden="true">${moduleBadge(opt.rec, opt.id)}</b>` : null}
</button>`;
}
/** The list's column heads (the rows share its grid). */
export function RosterHead() {
return html`<div class="lo-list__head" aria-hidden="true">
<span class="lo-list__h lo-list__h--op">${t('干员')}</span>
<span class="lo-list__h lo-list__h--skills">${t('技能')}</span>
<span class="lo-list__h lo-list__h--mods" title=${t('模组仅在精锐形态生效')}>${t('模组')}<small>${t('精锐')}</small></span>
<span class="lo-list__h lo-list__h--cult">${t('潜能')} · ${t('练度')}</span>
</div>`;
}
/**
* One operator's row (`.lo-card`, like the cards before it): portrait + name + bonds (`.lo-card__pick`: selects it, opens
* the detail), three skill slots (an empty one when the chess has two skills), the elite's modules, the 潜能 / 练度 selects.
* `level` 'elite': the skills' details at 精锐 Lv.7 (the shared preview). A chess marked not owned (干员持有) shows the
* 「替补」 tag: its stand-in fights with a fixed skill and no 潜能 / 练度, the choices here apply once it is owned again.
*/
export function RosterRow({ m, chess, golden, entries, ops = {}, selected, onPick, onChange, onOps, level = 'normal', notOwned = false }) {
const choice = effectiveChoice(entries, chess, golden);
const opt = chessOptions(chess, golden);
const cv = opsOf(ops, chess.charId);
const changed = choice.changed || cv.changed;
const modules = [...opt.moduleOptions].sort((a, b) => Number(b.id === MODULE_NONE) - Number(a.id === MODULE_NONE));
const elite = level === 'elite' && !!golden;
const slots = [0, 1, 2].map((i) => opt.skillOptions[i] || null);
const standInNote = notOwned ? t('未持有(干员持有):由替补干员上场,替补干员没有潜能与练度') : null;
return html`<div role="listitem" data-chess=${chess.chessId} data-variant=${elite ? 'elite' : 'normal'}
class=${cx('lo-card', `lo-card--t${chess.tier}`, selected && 'is-sel', changed && 'is-changed', notOwned && 'is-standin')}>
<button type="button" class="lo-card__pick" aria-pressed=${selected ? 'true' : 'false'} title=${chess.name} onClick=${() => onPick(chess.chessId)}>
<span class="lo-card__art">
<${Img} src=${chessAvatarUrl(m, chess)} fallback=${html`<span class="lo-card__glyph">${[...(chess.name || '?')][0]}</span>`} />
<${TierChip} tier=${chess.tier} size="sm" class="lo-card__tier" />
</span>
<span class="lo-card__id">
<span class="lo-card__name">${chess.name}</span>
<span class="lo-card__bonds">${(chess.bonds || []).map((b) => html`<${Img} key=${b} src=${bondIconUrl(m, b)} class="lo-card__bond"
alt=${data.lookup('bonds', b)?.name || b} fallback=${html`<i class="lo-bond__dot" title=${data.lookup('bonds', b)?.name || b}></i>`} />`)}</span>
${notOwned ? html`<span class="lo-card__sub" title=${t('未持有(干员持有):由替补干员上场')}>${t('替补')}</span>` : null}
</span>
</button>
${changed ? html`<span class="lo-card__flag" aria-label=${t('已调整')}></span>` : null}
<div class="lo-card__skills lo-quick" role="group" aria-label=${t('选择技能')}>
${slots.map((sk, i) => (sk ? html`<${QuickSkill} key=${sk.index} m=${m} opt=${sk} elite=${elite} on=${sk.index === choice.skill}
onPick=${(skill) => onChange(chess.chessId, { skill })} />` : html`<span key=${`e${i}`} class="lo-q lo-q--empty" aria-hidden="true"></span>`))}
</div>
<div class="lo-card__mods lo-quick" role="group" aria-label=${t('选择模组')} title=${t('模组仅在精锐形态生效')}>
${golden ? modules.map((mo) => html`<${QuickModule} key=${mo.id} m=${m} opt=${mo} on=${mo.id === choice.module}
onPick=${(module) => onChange(chess.chessId, { module })} />`) : null}
</div>
<${CultivationSelects} charId=${chess.charId} ops=${ops} onSet=${onOps} note=${standInNote} />
</div>`;
}
// ---- detail --------------------------------------------------------------------------------------------------------------
/** The same attribute records and rich-text renderer as the in-match card, including literal trigger markers. */
export function LoadoutGarrisons({ chess, m }) {
const records = (chess?.garrisonIds || []).map((id) => data.lookup('garrisons', id)).filter(Boolean);
return records.length ? html`<section class="lo-garrisons" data-variant=${chess.isGolden ? 'elite' : 'normal'}>
${records.map((garrison) => html`<${GarrisonBlock} key=${garrison.garrisonId} garrison=${garrison} m=${m} />`)}
</section>` : null;
}
function SkillOption({ m, opt, on, level, onPick }) {
const rec = level === 'elite' ? opt.elite || opt.normal : opt.normal || opt.elite;
const tags = skillTags(rec);
@@ -198,9 +264,16 @@ function SkillOption({ m, opt, on, level, onPick }) {
</button>`;
}
export function ModuleInfo({ m, golden, opt }) {
/**
* The chosen module's card: its stat bonus, the 特性 it fights with, its talent changes — read at the operator's 潜能
* (`potential`, 0.2.2: the elite composed at it first, shared/potential.js atPotential, as 局内数值 and the battle do; the
* data record is the full-potential one — 余's 闲云隐市 「生命上限2%(+0.5%)」 is 「1.5%」 at 潜能1). null = full potential.
* @param {{ m: any, golden: any, opt: { id: string, rec: any, isDefault?: boolean }, potential?: number|null }} props
*/
export function ModuleInfo({ m, golden, opt, potential = null }) {
if (!golden) return null;
const rec = opt.id === MODULE_NONE ? null : opt.rec;
const at = atPotential(golden, potential);
const rec = opt.id === MODULE_NONE ? null : at === golden ? opt.rec : moduleRecord(at, opt.id) || opt.rec;
if (!rec) {
const traitBase = golden.traitBase || null;
return html`<div class="lo-minfo lo-minfo--none">
@@ -240,13 +313,15 @@ const standInName = (chess) => data.get('backups')?.units?.[chess?.backup?.charI
* @param {any} base normal chess record @param {any} golden its elite record or null
* @param {Record<string, any>} entries the stored loadout @param {'normal'|'elite'} level
* @param {(id: string) => any} getChess
* @param {Record<string, any>|null} [ops] the stored 潜能 / 练度 (0.2.2: the numbers at the operator's settings — the
* 练度 multiplier needs effects.json; none set = 潜能 6, 精英2 Lv.60)
* @returns {{ elite: boolean, chess: any, lo: any, record: any, trait: string, talents: any[] } | null} null without a record
*/
export function statsPreview(base, golden, entries, level, getChess) {
export function statsPreview(base, golden, entries, level, getChess, ops = null) {
const elite = level === 'elite' && !!golden;
const chess = elite ? golden : base;
if (!chess) return null;
const lo = chessLoadout(chess, entries, getChess);
const lo = chessLoadout(chess, entries, getChess, { ops, effects: data.get('effects') });
const record = lo?.record || chess;
// (the card's own rule: the 特性 line exists when the chess has one; its text follows the chosen module)
return { elite, chess, lo, record, trait: chess.trait?.desc ? traitText(chess, !!chess.isGolden, lo) || '' : '', talents: chessTalents(record) };
@@ -259,9 +334,10 @@ export function statsPreview(base, golden, entries, level, getChess) {
* toggle picks the 普通 or the 精锐 record; 精锐 is the default because the module only exists there.
* @param {{ base: any, golden: any, entries: Record<string, any>, level: 'normal'|'elite', onLevel: (l: 'normal'|'elite') => void, getChess?: (id: string) => any }} props
*/
export function LoadoutStats({ base, golden, entries, level, onLevel, getChess = getChessRec }) {
const pv = statsPreview(base, golden, entries, level, getChess);
export function LoadoutStats({ base, golden, entries, level, onLevel, getChess = getChessRec, ops = null }) {
const pv = statsPreview(base, golden, entries, level, getChess, ops);
if (!pv) return null;
// (the caption names 潜能 / 练度 when the numbers carry both — the 练度 multiplier needs effects.json)
return html`<section class="lo-sec lo-sec--stats" aria-label=${t('局内数值')} data-variant=${pv.elite ? 'elite' : 'normal'}>
<header class="lo-sec__head">
<h3>${t('局内数值')}<${MicroLabel}>STATS<//></h3>
@@ -276,18 +352,19 @@ export function LoadoutStats({ base, golden, entries, level, onLevel, getChess =
${pv.talents.map((tal, i) => html`<div key=${i} class="lo-minfo__row"><span class="lo-minfo__k">${t('天赋')}</span>
<span class="lo-minfo__v"><b class="lo-minfo__tname">${tal.name}</b><${RichText} text=${tal.descRaw || tal.desc || ''} /></span></div>`)}
</div>` : null}
<p class="lo-stats__cap">${pv.elite ? t('数值含所选模组;') : golden ? t('普通干员没有模组,所选模组在「精锐」中生效;') : ''}${t('不含技能发动、装备、盟约等局内加成')}</p>
<p class="lo-stats__cap">${pv.elite ? t('数值含所选模组;') : golden ? t('普通干员没有模组,所选模组在「精锐」中生效;') : ''}${pv.lo?.cultivation && data.get('effects') ? t('含潜能与练度;') : ''}${t('不含技能发动、装备、盟约等局内加成')}</p>
</section>`;
}
function Detail({ m, chess, golden, entries, onChange, onReset, locked, notOwned = false }) {
const [level, setLevel] = useState('normal');
function Detail({ m, chess, golden, entries, ops = {}, onChange, onOps, onReset, locked, level = 'normal', onLevel, notOwned = false }) {
const [statLevel, setStatLevel] = useState('elite'); // 局内数值: the 精锐 shows the chosen module's effect
const setLevel = onLevel;
const bodyRef = useRef(null);
useEffect(() => { if (bodyRef.current) bodyRef.current.scrollTop = 0; }, [chess?.chessId]);
if (!chess) return html`<aside class="lo-detail lo-detail--empty"><p class="t-dim">${t('没有符合条件的干员')}</p></aside>`;
const opt = chessOptions(chess, golden);
const choice = effectiveChoice(entries, chess, golden);
const changed = choice.changed || opsOf(ops, chess.charId).changed;
const modOpt = opt.moduleOptions.find((x) => x.id === choice.module) || null;
const lv = (c) => c?.status?.skillLevel ?? '—';
return html`<aside class="lo-detail" aria-label=${t('{name} 调配', { name: chess.name })}>
@@ -297,7 +374,7 @@ function Detail({ m, chess, golden, entries, onChange, onReset, locked, notOwned
</div>
<div class="lo-dhead__info">
<div class="lo-dhead__chips"><${TierChip} tier=${chess.tier} size="md" />
${choice.changed ? html`<span class="lo-badge lo-badge--changed">${t('已调整')}</span>` : html`<span class="lo-badge lo-badge--plain">${t('默认配置')}</span>`}</div>
${changed ? html`<span class="lo-badge lo-badge--changed">${t('已调整')}</span>` : html`<span class="lo-badge lo-badge--plain">${t('默认配置')}</span>`}</div>
<h2 class="lo-dhead__name">${chess.name}</h2>
<span class="lo-dhead__en">${chess.appellation || ''}</span>
<span class="lo-dhead__class">
@@ -307,9 +384,11 @@ function Detail({ m, chess, golden, entries, onChange, onReset, locked, notOwned
<span class="lo-dhead__bonds">${(chess.bonds || []).map((b) => html`<span key=${b} class="lo-bond">
<${Img} src=${bondIconUrl(m, b)} class="lo-bond__icon" fallback=${html`<i class="lo-bond__dot"></i>`} />${data.lookup('bonds', b)?.name || b}</span>`)}</span>
</div>
<${Button} variant="ghost" size="sm" icon="refresh" class="lo-dhead__reset" disabled=${!choice.changed} onClick=${onReset}>${t('恢复默认')}<//>
<${Button} variant="ghost" size="sm" icon="refresh" class="lo-dhead__reset" disabled=${!changed} onClick=${onReset}>${t('恢复默认')}<//>
</div>
<div class="lo-detail__body" ref=${bodyRef}>
<${CultivationSection} charId=${chess.charId} ops=${ops} onSet=${onOps} standIn=${notOwned} />
<${LoadoutGarrisons} chess=${level === 'elite' && golden ? golden : chess} m=${m} />
<section class="lo-sec">
<header class="lo-sec__head">
<h3>${t('技能')}<${MicroLabel}>SKILL<//></h3>
@@ -323,7 +402,7 @@ function Detail({ m, chess, golden, entries, onChange, onReset, locked, notOwned
onPick=${(i) => onChange({ skill: i })} />`)}
</div>
</section>
<${LoadoutStats} base=${chess} golden=${golden} entries=${entries} level=${statLevel} onLevel=${setStatLevel} />
<${LoadoutStats} base=${chess} golden=${golden} entries=${entries} ops=${ops} level=${statLevel} onLevel=${setStatLevel} />
${golden ? html`<section class="lo-sec lo-sec--mod">
<header class="lo-sec__head">
<h3>${t('模组')}<${MicroLabel}>MODULE<//></h3>
@@ -341,7 +420,7 @@ function Detail({ m, chess, golden, entries, onChange, onReset, locked, notOwned
${mo.isDefault ? html`<span class="lo-badge lo-badge--def lo-mod__def">${t('默认')}</span>` : null}
</button>`)}
</div>
${modOpt ? html`<${ModuleInfo} m=${m} golden=${golden} opt=${modOpt} />` : null}
${modOpt ? html`<${ModuleInfo} m=${m} golden=${golden} opt=${modOpt} potential=${opsOf(ops, chess.charId).potential} />` : null}
</section>` : null}
${notOwned ? html`<p class="lo-locknote lo-locknote--standin" data-testid="loadout-standin-note"><${Icon} name="info" />${standInName(chess) ? t('干员持有中标记为未持有:此棋子由替补干员 {name} 上场,技能与模组固定(补位干员技能不可更改);这里的调配在改回「持有」后生效', { name: standInName(chess) })
: t('干员持有中标记为未持有:此棋子由替补干员上场,技能与模组固定(补位干员技能不可更改);这里的调配在改回「持有」后生效')}</p>` : null}
@@ -433,7 +512,7 @@ export function DataMissing({ files }) {
/** The overlay screen. */
function LoadoutScreen({ st }) {
const ready = useData('chess', 'bonds', 'assets', 'local', 'backups');
const ready = useData('chess', 'bonds', 'assets', 'local', 'backups', 'garrisons', 'effects');
const phase = useStore((s) => s.match?.public?.phase || null);
const inMatch = useStore((s) => !!s.room?.inMatch);
// co-op briefing (INFO_CHECK, 25 s): the overlay covers the briefing's own countdown, so it shows the time left — the
@@ -448,14 +527,16 @@ function LoadoutScreen({ st }) {
return (data.list('bonds') || []).filter((b) => b && used.has(b.bondId))
.sort((a, b) => (b.isCore ? 1 : 0) - (a.isCore ? 1 : 0) || (a.bondOrder ?? 0) - (b.bondOrder ?? 0) || String(a.name).localeCompare(String(b.name), 'zh'));
}, [ready, roster]);
const list = filterRoster(roster, st.filters, st.entries, getChess, getBond);
const list = filterRoster(roster, st.filters, st.entries, getChess, getBond, st.ops);
const selId = st.sel && roster.some((c) => c.chessId === st.sel) ? st.sel : list[0]?.chessId || roster[0]?.chessId || null;
const { base, golden } = selId ? recordsOf(selId, getChess) : { base: null, golden: null };
const nChanged = changedCount(st.entries, getChess);
const nChanged = changedCount(st.entries, getChess, st.ops, roster);
const locked = (inMatch && phase && phase !== PHASE.INFO_CHECK && phase !== PHASE.LOBBY) || st.sync === 'locked';
const gridRef = useRef(null);
const fileRef = useRef(null); // hidden <input type=file> of the 导入 dialog
const [narrowDetail, setNarrowDetail] = useState(false); // phones: the detail slides over the roster
// the detail's 普通 / 精锐 skill toggle: one preview for its skills, its 特质 and the rows' skill details (display only)
const [previewLevel, setPreviewLevel] = useState('normal');
const [io, setIo] = useState(null); // 导出 / 导入 dialog: { mode, text } | null
const tab = st.tab === 'ownership' || st.tab === 'diy' ? st.tab : 'loadout';
@@ -479,12 +560,30 @@ function LoadoutScreen({ st }) {
if (ok) setNotOwned([]);
};
const pick = (id) => { loadoutStore.set({ sel: id }); setNarrowDetail(true); };
// a row's quick choice (PR #301): the same setChoice / setEntries path; the row becomes the selection, a phone stays on the list
const quickChange = (id, patch) => {
const recs = recordsOf(id, getChess);
setEntries(setChoice(loadoutStore.get().entries, recs.base, recs.golden, patch));
loadoutStore.set({ sel: id });
};
const change = (patch) => { if (base) setEntries(setChoice(loadoutStore.get().entries, base, golden, patch)); };
const resetOne = () => { if (base) setEntries(resetChoice(loadoutStore.get().entries, base.chessId)); };
// 0.2.2: an operator's 潜能 / 练度 (by charId: its normal, elite and 自选 forms share them)
const setOpsOf = (charId, patch) => setOpsMap(setOps(loadoutStore.get().ops, charId, patch));
const resetOne = () => {
if (!base) return;
setOpsMap(resetOps(loadoutStore.get().ops, base.charId));
setEntries(resetChoice(loadoutStore.get().entries, base.chessId));
};
const resetAll = async () => {
if (!nChanged) return;
const ok = await confirmDialog({ title: t('全部恢复默认'), text: t('将 {nChanged} 名干员的技能与模组恢复为默认配置?', { nChanged }), okText: t('恢复默认'), danger: true });
if (ok) setEntries({});
const ok = await confirmDialog({ title: t('全部恢复默认'), text: t('将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?', { nChanged }), okText: t('恢复默认'), danger: true });
if (!ok) return;
// the roster's operators only: a 自选 pick's settings belong to the 自选编队 tab
const rosterChars = new Set(roster.map((c) => c.charId));
const keep = {};
for (const [id, e] of Object.entries(loadoutStore.get().ops || {})) if (!rosterChars.has(id)) keep[id] = e;
setOpsMap(keep);
setEntries({});
};
// 导出 / 导入 the loadout (or, on the 干员持有 tab, the not-owned list) as the versioned payload (a downloaded file,
@@ -495,7 +594,7 @@ function LoadoutScreen({ st }) {
const openExport = () => setIo(tab === 'ownership'
? { mode: 'export', kind: 'ownership', text: serializeOwnership(loadoutStore.get().notOwned) }
: tab === 'diy' ? { mode: 'export', kind: 'diy', text: serializeDiy(loadoutStore.get().diy) }
: { mode: 'export', kind: 'loadout', text: serializeExport(loadoutStore.get().entries) });
: { mode: 'export', kind: 'loadout', text: serializeExport(loadoutStore.get().entries, { ops: loadoutStore.get().ops }) });
const openImport = () => setIo({ mode: 'import', kind: tab, text: '' });
const ioCopy = async () => {
const ok = await copyText(ioText);
@@ -536,13 +635,17 @@ function LoadoutScreen({ st }) {
}
const res = parseImport(ioText);
if (!res.ok) { toast(t('导入失败:{error}', { error: res.error }), 'error'); return; }
const { applied, dropped } = applyLoadoutEntries(res.entries, getChess);
// 0.2.2: a payload with `ops` replaces the 潜能 / 练度 too (an older export leaves them alone)
const opIds = res.ops ? cultivationCharIds(data.get('chess'), data.get('backups')) : null;
const r = applyLoadoutEntries(res.entries, getChess, res.ops ? { ops: res.ops, isOperator: (id) => opIds.has(id) } : {});
const { applied, dropped } = r;
const nOps = r.ops ?? 0;
// nothing survived sanitising (unknown chess, or every choice already the default): keep the current loadout
if (!applied) { toast(t('导入失败:这份数据在当前版本没有可用的调配,未做任何改动'), 'error'); return; }
if (!applied && !nOps) { toast(t('导入失败:这份数据在当前版本没有可用的调配,未做任何改动'), 'error'); return; }
setIo(null);
toast(dropped
? t('已导入 {applied} 名干员(另有 {dropped} 项未导入)', { applied, dropped })
: t('已导入 {applied} 名干员的调配', { applied }), dropped ? 'warn' : 'success');
toast(!applied ? t('已导入 {n} 名干员的潜能与练度', { n: nOps })
: dropped ? t('已导入 {applied} 名干员(另有 {dropped} 项未导入)', { applied, dropped })
: t('已导入 {applied} 名干员的调配', { applied }), dropped ? 'warn' : 'success');
};
// Esc closes; ←/→ browse the filtered roster (not while typing in the search field)
@@ -554,8 +657,10 @@ function LoadoutScreen({ st }) {
const typing = e.target && /^(INPUT|SELECT|TEXTAREA)$/.test(e.target.tagName);
if (e.key === 'Escape') { e.preventDefault(); e.stopImmediatePropagation(); closeLoadout(); return; }
if (typing) return;
// (a row's quick choices: ←/→ stay with the focused group, PR #301)
if (e.target?.closest?.('.lo-quick') && (e.key === 'ArrowRight' || e.key === 'ArrowLeft')) return;
if ((e.key === 'ArrowRight' || e.key === 'ArrowLeft') && loadoutStore.get().tab !== 'ownership' && loadoutStore.get().tab !== 'diy') {
const ids = filterRoster(rosterOf(data.list('chess')), loadoutStore.get().filters, loadoutStore.get().entries, getChess, getBond).map((c) => c.chessId);
const ids = filterRoster(rosterOf(data.list('chess')), loadoutStore.get().filters, loadoutStore.get().entries, getChess, getBond, loadoutStore.get().ops).map((c) => c.chessId);
if (!ids.length) return;
const cur = Math.max(0, ids.indexOf(loadoutStore.get().sel));
const next = ids[(cur + (e.key === 'ArrowRight' ? 1 : -1) + ids.length) % ids.length];
@@ -577,7 +682,7 @@ function LoadoutScreen({ st }) {
const [syncText, syncCls] = tab === 'ownership' ? OWN_SYNC_TEXT[st.ownSync] || OWN_SYNC_TEXT.idle
: tab === 'diy' ? DIY_SYNC_TEXT[st.diySync] || DIY_SYNC_TEXT.idle : SYNC_TEXT[st.sync] || SYNC_TEXT.idle;
const fromText = st.from === 'briefing' ? t('确认本局信息阶段结束前可调整本局配置') : t('开始模拟前可调整干员携带的技能与模组,干员等级不可调整');
const fromText = st.from === 'briefing' ? t('确认本局信息阶段结束前可调整本局配置') : t('开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整');
// 干员持有 is out of match: a running match keeps the list its seat had at its start
const ownLocked = inMatch && !!phase && phase !== PHASE.LOBBY;
const ownText = ownLocked ? t('干员持有是局外设置:本局按开局时的设置进行,修改将在下一局生效')
@@ -631,20 +736,25 @@ function LoadoutScreen({ st }) {
: html`<p class=${cx('lo-note', locked && 'is-locked')}><${Icon} name="info" />${locked ? t('本局的调配已锁定(确认本局信息后无法修改),修改将在下一局生效') : fromText}</p>`}
${!ready ? html`<div class="lo-loading"><${Spinner} size="sm" />${t('正在载入干员数据(打开页面后仅载入一次)…')}</div>`
: lost.length ? html`<${DataMissing} files=${lost} />` : tab === 'diy'
? html`<${DiyPanel} m=${m} picks=${st.diy || {}} legal=${diyLegal} kitted=${st.diyKitted} onSet=${setDiySlot} />`
? html`<${DiyPanel} m=${m} picks=${st.diy || {}} legal=${diyLegal} kitted=${st.diyKitted} onSet=${setDiySlot} ops=${st.ops} onOps=${setOpsOf} />`
: tab === 'ownership'
? html`<${OwnershipPanel} m=${m} roster=${ownRoster} notOwned=${st.notOwned} onToggle=${toggleOwned} />`
: html`<main class=${cx('lo-body', narrowDetail && 'is-detail')}>
<section class="lo-roster">
<${Filters} m=${m} filters=${st.filters} bonds=${bonds} onFilters=${(filters) => loadoutStore.set({ filters })} />
<div class="lo-grid" role="listbox" aria-label=${t('干员列表')} ref=${gridRef}>
${list.length ? list.map((c) => html`<${RosterCard} key=${c.chessId} m=${m} chess=${c} golden=${c.goldenId ? getChess(c.goldenId) : null}
entries=${st.entries} selected=${c.chessId === selId} onPick=${pick} notOwned=${(st.notOwned || []).includes(c.chessId)} />`) : html`<p class="lo-empty t-dim">${t('没有符合条件的干员')}</p>`}
<div class="lo-list" ref=${gridRef}>
<${RosterHead} />
<div class="lo-list__rows" role="list" aria-label=${t('干员列表')}>
${list.length ? list.map((c) => html`<${RosterRow} key=${c.chessId} m=${m} chess=${c} golden=${c.goldenId ? getChess(c.goldenId) : null}
entries=${st.entries} ops=${st.ops} selected=${c.chessId === selId} onPick=${pick} onChange=${quickChange} onOps=${setOpsOf}
level=${previewLevel} notOwned=${(st.notOwned || []).includes(c.chessId)} />`) : html`<p class="lo-empty t-dim">${t('没有符合条件的干员')}</p>`}
</div>
</div>
</section>
<div class="lo-detail-wrap">
<button type="button" class="lo-detail-back tapx" onClick=${() => setNarrowDetail(false)}><${Icon} name="chevronLeft" />${t('干员列表')}</button>
<${Detail} m=${m} chess=${base} golden=${golden} entries=${st.entries} onChange=${change} onReset=${resetOne} locked=${locked}
<${Detail} m=${m} chess=${base} golden=${golden} entries=${st.entries} ops=${st.ops} onChange=${change} onOps=${setOpsOf} onReset=${resetOne} locked=${locked}
level=${golden ? previewLevel : 'normal'} onLevel=${setPreviewLevel}
notOwned=${!!base && (st.notOwned || []).includes(base.chessId)} />
</div>
</main>`}
@@ -711,11 +821,13 @@ export function LoadoutHost() {
/**
* The entry button's badge: the same number as the screen's 已调整 N (a stored entry of a chess the data no longer offers
* never applies) once chess.json is loaded; before that the stored entries (the badge alone must not trigger the 1.6 MB
* download). Review fix: it counted stale entries the screen does not.
* download). Review fix: it counted stale entries the screen does not. With `ops` (0.2.2) the operators whose 潜能 / 练度
* differ count too (before chess.json: the stored entries plus the stored settings, an operator possibly twice).
* @param {Record<string, any>} entries @param {((id: string) => any) | null} getChess null while chess.json is not loaded
* @param {Record<string, any>|null} [ops] @param {any[]|null} [roster] rosterOf(…) of the loaded data
*/
export function badgeCount(entries, getChess) {
return getChess ? changedCount(entries, getChess) : Object.keys(entries || {}).length;
export function badgeCount(entries, getChess, ops = null, roster = null) {
return getChess ? changedCount(entries, getChess, ops, roster) : Object.keys(entries || {}).length + Object.keys(ops || {}).length;
}
/**
@@ -725,9 +837,11 @@ export function badgeCount(entries, getChess) {
export function LoadoutButton({ from, size = 'md', variant = 'secondary', class: cls, label = t('干员调配') }) {
useData('local'); // the official preset icon (re-render once the local-art manifest arrives)
const entries = useStore((s) => s.entries, Object.is, loadoutStore);
const ops = useStore((s) => s.ops, Object.is, loadoutStore);
const notOwned = useStore((s) => s.notOwned, Object.is, loadoutStore);
const diy = useStore((s) => s.diy, Object.is, loadoutStore);
const n = badgeCount(entries, data.status('chess') === 'ready' ? (id) => data.lookup('chess', id) : null);
const chessReady = data.status('chess') === 'ready';
const n = badgeCount(entries, chessReady ? (id) => data.lookup('chess', id) : null, ops, chessReady ? rosterOf(data.list('chess')) : null);
// 0.2.0 补位: how many operators the player marked as not owned (the 干员持有 tab) — easy to forget between sessions
const off = Array.isArray(notOwned) ? notOwned.length : 0;
// 0.2.0 自选编队: how many DIY slots the player filled