diff --git a/public/css/screens/game-panels.css b/public/css/screens/game-panels.css index aee835ec..ffc75b31 100644 --- a/public/css/screens/game-panels.css +++ b/public/css/screens/game-panels.css @@ -38,6 +38,9 @@ .uthumb.is-golden::after { content: ''; position: absolute; inset: -2px; border: 1px solid rgba(255, 198, 0, .7); pointer-events: none; clip-path: inherit; } .uthumb.is-dim .uthumb__art img { filter: grayscale(.85) brightness(.55); } .uthumb__tag { position: absolute; right: 0; bottom: 0; font-size: calc(var(--ut) * .17); line-height: 1.2; padding: 0 .03rem; background: #a9c3d8; color: #0b1520; font-weight: 700; } +/* 0.2.0 补位: the small 「替补」 mark of a stand-in's thumbnail (the result lineup, bond popup members — screens/result.js, + ui/bondStrip.js) */ +.uthumb__si { position: absolute; right: 0; bottom: 0; font-size: max(calc(var(--ut) * .2), 8px); line-height: 1.2; padding: 0 .03rem; background: var(--ice); color: var(--ice-900); font-weight: 700; opacity: .9; pointer-events: none; } .bglyph { display: inline-grid; place-items: center; width: .24rem; height: .24rem; flex: none; } .bglyph img { width: 100%; height: 100%; object-fit: contain; filter: brightness(0) invert(.86) sepia(.4) hue-rotate(110deg) saturate(2.5); } @@ -82,6 +85,8 @@ .dhead__chips { display: flex; align-items: center; gap: .08rem; flex-wrap: wrap; } .dhead__name { font-size: .32rem; font-weight: 900; letter-spacing: .04em; line-height: 1.2; } .dhead__en { font-family: var(--font-display); font-size: .12rem; letter-spacing: .2em; color: var(--text-dim); text-transform: uppercase; } +/* 0.2.0 补位: the replaced operator under a stand-in's name (「银灰的替补」, ui/detailPanel.js ChessDetail) */ +.dhead__for { display: block; font-size: max(.13rem, 9px); letter-spacing: .04em; color: var(--ice); } .dhead__flavor { font-size: .13rem; color: var(--text-lo); font-style: italic; } .dhead__class { display: flex; align-items: center; gap: .06rem; flex-wrap: wrap; font-size: .15rem; color: var(--text-md); margin-top: .06rem; } .dhead__class .sep { width: 1px; height: .16rem; background: var(--line-2); } @@ -90,9 +95,9 @@ .dtag-elite, .dtag-token, .dtag-kind { font-size: .13rem; font-weight: 700; padding: .01rem .08rem; letter-spacing: .08em; } .dtag-elite { background: var(--gold); color: #1d1400; } .dtag-token { background: #a9c3d8; color: #0b1520; } -/* 0.2.0 补位: the card of a chess fielded as its stand-in (ui/detailPanel.js ChessDetail) */ +/* 0.2.0 自选编队 / 补位: the card of a 自选 piece, of a chess fielded as its stand-in (ui/detailPanel.js ChessDetail) */ .dtag-diy { font-size: .13rem; font-weight: 700; padding: .01rem .08rem; letter-spacing: .08em; background: var(--mint-500); color: var(--text-on-mint); } -.dtag-standin { font-size: .13rem; font-weight: 700; padding: .01rem .08rem; letter-spacing: .04em; background: var(--ice); color: var(--ice-900); } +.dtag-standin { font-size: .13rem; font-weight: 700; padding: .01rem .08rem; letter-spacing: .08em; background: var(--ice); color: var(--ice-900); } .dtag-kind { border: 1px solid var(--line-2); color: var(--text-lo); font-weight: 500; } .drank { font-size: .13rem; font-weight: 700; padding: .01rem .08rem; } .drank--normal { background: var(--bg-4); color: var(--text-md); } diff --git a/public/css/screens/game-shop.css b/public/css/screens/game-shop.css index 3ac8c551..f62b8ba1 100644 --- a/public/css/screens/game-shop.css +++ b/public/css/screens/game-shop.css @@ -130,9 +130,10 @@ .scard__class { display: flex; align-items: center; gap: .05rem; font-size: .13rem; color: var(--text-lo); } .scard__prof { width: .18rem; height: .18rem; object-fit: contain; opacity: .85; } .scard__mergetag { position: absolute; z-index: 3; right: 0; top: .38rem; font-size: .12rem; font-weight: 700; padding: .01rem .06rem; background: var(--gold); color: #1d1400; letter-spacing: .08em; } -/* 0.2.0 补位: a chess the player does not own — its card stays, the stand-in fights (ui/shopBar.js ChessCard) */ -.scard__standin { position: absolute; z-index: 3; left: 0; top: .38rem; max-width: calc(100% - .1rem); font-size: .12rem; font-weight: 700; padding: .01rem .06rem; - background: var(--ice); color: var(--ice-900); letter-spacing: .04em; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; box-shadow: 0 1px 3px rgba(0, 0, 0, .6); } +/* 0.2.0 补位: a chess the player does not own shows its stand-in (ui/shopBar.js ChessCard) — a small 「替补」 mark */ +.scard__standin { position: absolute; z-index: 3; left: 0; top: .38rem; max-width: calc(100% - .1rem); font-size: max(.11rem, 8px); font-weight: 700; line-height: 1.4; + padding: 0 .05rem; background: var(--ice); color: var(--ice-900); letter-spacing: .08em; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; + opacity: .9; box-shadow: 0 1px 3px rgba(0, 0, 0, .6); } /* 0.2.0 自选编队: a DIY slot the player filled — the card is its operator, only in this player's shop (ui/shopBar.js) */ .scard__diy { position: absolute; z-index: 3; left: 0; top: .38rem; font-size: .12rem; font-weight: 700; padding: .01rem .06rem; background: var(--mint-500); color: var(--text-on-mint); letter-spacing: .08em; white-space: nowrap; box-shadow: 0 1px 3px rgba(0, 0, 0, .6); } diff --git a/public/i18n/en.json b/public/i18n/en.json index 53291a16..727fe090 100644 --- a/public/i18n/en.json +++ b/public/i18n/en.json @@ -875,6 +875,10 @@ "自选": "Custom", "自选编队:所选技能与模组,没有特质,盟约按所属阵营分配": "Custom Squad: the chosen skill and module, no Attribute, Alliances by its factions", "自选编队:{name}": "Custom Squad: {name}", + "替补": "Stand-in", + "{name}的替补": "Stand-in for {name}", + "未持有{name}:由替补干员 {standIn} 上场(盟约、特质、阶级与价格不变)": "{name} not owned: the stand-in {standIn} takes the field (Alliances, Attribute, tier and price unchanged)", + "未持有的干员由官方指定的替补干员上场:商店、整备区、作战区与结算都显示替补干员(模型、技能、天赋、攻击范围),盟约、特质、阶级、价格与合成仍按原干员。预设干员无论是否持有都由本人上场,不在此列。": "An Operator you do not own takes the field as its official stand-in: the shop, the Bench, the battlefield and the results show the stand-in (model, skills, talents, attack range), while Alliances, Attribute, tier, price and promotion follow the original Operator. Preset Operators always take the field themselves, owned or not, and are not listed.", "全部清空": "Clear All", "清空全部 {n} 个自选名额?": "Clear all {n} Custom Squad {n|slot|slots}?", "文件过大,请选择「导出」下载的自选编队文件": "The file is too large. Choose a Custom Squad file downloaded with \"Export\".", diff --git a/public/js/battle/runner.js b/public/js/battle/runner.js index 38b58468..57e580a5 100644 --- a/public/js/battle/runner.js +++ b/public/js/battle/runner.js @@ -55,9 +55,9 @@ // 0.1.0). Read-only: it takes the stats the sim computed last (`unit._s`) and the range grid it // keeps, and never makes the unit recompute them, so looking never changes the battle's floats. // battleRunner.unitIdOf(uid, ownerId, fieldId?) → the id of an own board piece's unit in that battle | null -// battleRunner.ownerOps(ownerId, fieldId?) → [{ kind: 'op', ownerId, defId, items? }] that player's operators in the -// battle on screen with their equipment (a teammate's bond popup: the members in play, DESIGN -// §20.15, 变形同构体 wearers included) | [] +// battleRunner.ownerOps(ownerId, fieldId?) → [{ kind: 'op', ownerId, defId, items?, standInFor? }] that player's +// operators in the battle on screen with their equipment (a teammate's bond popup: the members in +// play, DESIGN §20.15, 变形同构体 wearers included; a 补位 stand-in names the replaced charId) | [] // // createBattleRunner(deps) builds an instance with injectable net / store / clock / frame scheduler / sim loader // (test/match/runner.test.js drives it under Node). @@ -793,7 +793,11 @@ export function createBattleRunner(deps) { if (!e || typeof ownerId !== 'string' || !ownerId || (fieldId != null && e.fieldId !== fieldId)) return []; const list = Array.isArray(e.battle.allyUnits) ? e.battle.allyUnits : []; return list.filter((u) => u && u.kind === 'op' && u.ownerId === ownerId && typeof u.defId === 'string') - .map((u) => (Array.isArray(u.items) && u.items.length ? { kind: 'op', ownerId, defId: u.defId, items: [...u.items] } : { kind: 'op', ownerId, defId: u.defId })); + .map((u) => { + const o = Array.isArray(u.items) && u.items.length ? { kind: 'op', ownerId, defId: u.defId, items: [...u.items] } : { kind: 'op', ownerId, defId: u.defId }; + const si = u.def && typeof u.def.standInFor === 'string' ? u.def.standInFor : null; + return si ? { ...o, standInFor: si } : o; + }); }, /** Re-show the current battle (the game screen remounted). */ reshow() { if (cur) show(cur); }, diff --git a/public/js/render/app.js b/public/js/render/app.js index a4f86610..2e33cb06 100644 --- a/public/js/render/app.js +++ b/public/js/render/app.js @@ -275,7 +275,7 @@ export async function createFieldView(host, options = {}) { let penHidden = true; // the pen's figures are shown only by the pen camera (setPenHidden) let penList = null; let ownPen = null; // the own m.private.nextEnemies (fallback composition of a scouted teammate's pen) - let standInList = []; // the own m.private.standIns (0.2.0 补位): board pieces of these chess draw the stand-in + let standInList = []; // the own m.private.standIns (0.2.0 补位): pieces of these chess draw the stand-in let diyPicks = {}; // the own m.private.diy (0.2.0 自选编队): pieces of these DIY slots draw the operator let camBeforePen = null; // { kind, opts } the camera the pen returns to let leader = null; // { key, view, stand, area } the round leader standing on the boss field in the prep (setLeader) @@ -631,9 +631,9 @@ export async function createFieldView(host, options = {}) { return { kind: 'token', side: 'ally', defId: piece.id, spine: rec?.assets?.spine || piece.id, avatar: rec?.assets?.avatar || piece.id, tier: piece.tier || 1, golden: false, dir }; } const chess = data.chess(piece.id); - // 0.2.0 补位: a board piece of a chess the player does not own (m.private.standIns) is deployed as its stand-in — - // the stand-in's model; on the bench it keeps the chess's own (the hand shows the original operator) - const si = area === 'board' && chess && standInList.includes(chess.baseId || chess.chessId) ? data.standIn(piece.id) : null; + // 0.2.0 补位: a piece of a chess the player does not own (m.private.standIns) is its stand-in's model, in the hand, + // the 临时整备区 and on the board alike (the owner's recall of the official mode, 2026-10-06) + const si = chess && standInList.includes(chess.baseId || chess.chessId) ? data.standIn(piece.id) : null; // 0.2.0 自选编队: a DIY slot the player filled is its operator, on the board and on the bench alike const pick = chess && chess.isDiy ? diyPicks[chess.baseId || chess.chessId] : null; const dr = pick ? data.diy(piece.id, pick) : null; @@ -720,7 +720,7 @@ export async function createFieldView(host, options = {}) { const key = 'p:' + e.uid; e.key = key; const info = pieceInfo(e.piece, e.area); - // (the model is part of it: a 补位 chess changes body between the bench and the board — pieceInfo) + // (the model is part of it: a piece whose body changes — a merge, an own 补位 / 自选 setting arriving — is rebuilt) const sig = `${info.kind}|${info.defId}|${info.golden ? 1 : 0}|${info.spine || ''}`; let v = views.get(key); if (v && v._sig !== sig) { dropView(key); v = null; } diff --git a/public/js/screens/game.js b/public/js/screens/game.js index a2e0dd1c..bc03e9b2 100644 --- a/public/js/screens/game.js +++ b/public/js/screens/game.js @@ -96,7 +96,7 @@ import { snapHud, activeBubbles, shortcutFor, shortcutBlocked, closesOnFieldPress, phaseTotalSeconds, homeFieldId, ownFieldId, normalizeSp, sortedPlayers, countdownState, shopBlockReason, stageOverrides, effectiveStage, watchTarget, dropFailureReason, previewEnemyKey, prepCamera, prepCameraFor, foldCamera, deployFieldOf, panelSide, panelSlots, bondPopupPlace, unitLoadout, deployedRecord, - mergeTarget, modeOffBonds, readyFundsPrompt, ownerBandId, ownDiyRecord, + mergeTarget, modeOffBonds, readyFundsPrompt, ownerBandId, ownDiyRecord, ownStandIn, } from '../ui/gameLogic.js'; import { toast } from '../ui/toasts.js'; import { BriefingScreen } from './briefing.js'; @@ -240,6 +240,10 @@ function MatchScreen() { // the own pieces' records: a DIY slot the player filled is its 自选 operator (0.2.0, m.private.diy — position, range, // name; gameLogic/diy.js), every other chess its data record const ownChess = (id) => { const c = gd.chess(id); return ownDiyRecord(c, live.current.priv, { chess: data.get('chess'), backups: data.get('backups') }) || c; }; + // what the own pieces show (names and art of the facing wheel, the underframe, the equip-replace dialog): a chess the + // player does not own is its stand-in (0.2.0 补位 — the owner's recall of the official mode, 2026-10-06); rules keep + // ownChess (the composed record carries the chess's identity anyway) + const ownShown = (id) => { const c = ownChess(id); return ownStandIn(c, live.current.priv, data.get('backups')) || c; }; const placeCtx = useMemo(() => placementContext({ priv, stage: gd.stage(pub?.stageId), editable, field: deployField, getChess: (id) => { const c = gd.chess(id); return ownDiyRecord(c, priv, { chess: data.get('chess'), backups: data.get('backups') }) || c; }, @@ -729,7 +733,7 @@ function MatchScreen() { const L = live.current; if (intent.confirmReplace) { // both slots used: the player picks the equipped item to destroy (cancel ⇒ nothing is sent) - const request = replaceRequest(L.placeCtx, intent, ownChess, gd.item); + const request = replaceRequest(L.placeCtx, intent, ownShown, gd.item); if (request) { const uid = await openReplaceRef.current(request); if (!Number.isInteger(uid)) { audio.sfx('back', { volume: 0.5 }); return; } @@ -755,7 +759,7 @@ function MatchScreen() { /** Open the direction wheel for a legal board drop (the piece stays on the tile meanwhile). */ const openFacing = (entry, t) => { const piece = entry.piece; - const rec = piece.kind === 'item' ? gd.item(piece.id) : piece.kind === 'token' ? gd.token(piece.id) : ownChess(piece.id); + const rec = piece.kind === 'item' ? gd.item(piece.id) : piece.kind === 'token' ? gd.token(piece.id) : ownShown(piece.id); holdPiece(view, piece.uid, { row: t.row, col: t.col }); setSel(null); setFacing({ uid: piece.uid, piece, row: t.row, col: t.col, grid: previewGrid(lookups, piece), name: rec?.name || '' }); @@ -1279,7 +1283,7 @@ function MatchScreen() { ${bondPop ? html`<${BondPopup} bondId=${bondPop.bondId} entry=${bondPop.entry} priv=${bondPop.priv} banned=${pub?.bannedChess || []} owner=${bondPop.name} off=${offBonds.has(bondPop.bondId)} place=${bpPlace} over=${!!resolved && bpPlace === dSide} - onClose=${() => setBondOpen(null)} onMember=${(id, items) => setDetail({ kind: 'chess', id, owner: bondPop.ownerId, items: items || null })} />` : null} + onClose=${() => setBondOpen(null)} onMember=${(id, items, standInFor) => setDetail({ kind: 'chess', id, owner: bondPop.ownerId, items: items || null, standInFor: standInFor || 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} @@ -1287,7 +1291,7 @@ function MatchScreen() { ${selEntry && editable && !facing && !drag && showPrep ? html`<${Underframe} key=${sel.uid} view=${view} uid=${sel.uid} row=${pieceTile(selEntry)?.row} col=${pieceTile(selEntry)?.col} actions=${underframeActions(placeCtx, sel.uid)} busy=${selBusy} - name=${(selEntry.piece.kind === 'item' ? gd.item(selEntry.piece.id) : selEntry.piece.kind === 'token' ? gd.token(selEntry.piece.id) : ownChess(selEntry.piece.id))?.name || ''} + name=${(selEntry.piece.kind === 'item' ? gd.item(selEntry.piece.id) : selEntry.piece.kind === 'token' ? gd.token(selEntry.piece.id) : ownShown(selEntry.piece.id))?.name || ''} onRetreat=${retreatSel} onSell=${sellSel} onDestroy=${sellSel} />` : null} diff --git a/public/js/screens/game/standInTags.js b/public/js/screens/game/standInTags.js index 7e49e264..3753655d 100644 --- a/public/js/screens/game/standInTags.js +++ b/public/js/screens/game/standInTags.js @@ -1,20 +1,21 @@ -// public/js/screens/game/standInTags.js — 0.2.0 补位: the 「替补:X」 tag under the player's own prep pieces (hand, -// 临时整备区, board) of a chess they do not own (m.private.standIns). The hand keeps the chess's own model (the card shows -// the original operator); on the board the model is the stand-in's (render/app.js pieceInfo) — the tag says which -// chess it is either way. 0.2.0 自选编队: the 「自选」 tag under the player's own pieces of a DIY slot it filled +// public/js/screens/game/standInTags.js — 0.2.0 补位: the small 「替补」 tag under the player's own prep pieces (hand, +// 临时整备区, board) of a chess they do not own (m.private.standIns): the model is the stand-in's everywhere +// (render/app.js pieceInfo — the owner's recall of the official mode, 2026-10-06), the tag says it fields for another +// chess (the detail card names it). 0.2.0 自选编队: the 「自选」 tag under the player's own pieces of a DIY slot it filled // (m.private.diy) — the model is the operator's everywhere. Anchored to each piece's drawn body (view.pieceScreenRect, // followed every frame like the direction wheel follows its tile); never takes the pointer, so the pieces stay // draggable. import { useEffect, useRef, useState } from '../../../vendor/hooks.module.js'; import { html } from '../../ui/components.js'; -import { fieldsStandIn, standInOf, standInLabel, ownDiyRecord } from '../../ui/gameLogic.js'; +import { ownStandIn, standInLabel, standInTip, ownDiyRecord } from '../../ui/gameLogic.js'; import { t } from '../../../../shared/i18n.js'; const rawOf = (view) => (view && view.raw) || view || null; /** - * The player's own prep pieces that fight as stand-ins: [{ uid, label, name, area }] (hand, temp, board). + * The player's own prep pieces that fight as stand-ins: [{ uid, label, name, area, tip }] (hand, temp, board; `name` = + * the stand-in's, `tip` = which chess it fields for). * @param {any} priv m.private @param {(id: string) => any} getChess @param {any} backups data/backups.json */ export function standInPieces(priv, getChess, backups) { @@ -23,9 +24,8 @@ export function standInPieces(priv, getChess, backups) { const add = (p, area) => { if (!p || p.kind !== 'chess' || !Number.isInteger(p.uid)) return; const c = getChess(p.id); - if (!fieldsStandIn(priv, c)) return; - const si = standInOf(c, backups); - if (si) out.push({ uid: p.uid, label: standInLabel(si), name: si.name, area }); + const si = ownStandIn(c, priv, backups); + if (si) out.push({ uid: p.uid, label: standInLabel(si), name: si.name, area, tip: standInTip(si, c.name) }); }; for (const p of Array.isArray(priv.hand) ? priv.hand : []) add(p, 'hand'); for (const p of Array.isArray(priv.temp) ? priv.temp : []) add(p, 'temp'); @@ -85,8 +85,8 @@ export function StandInTags({ view, priv, getChess, backups, diyData = null }) { return html``; diff --git a/public/js/screens/ownership.js b/public/js/screens/ownership.js index bb6e4b42..4a997b95 100644 --- a/public/js/screens/ownership.js +++ b/public/js/screens/ownership.js @@ -1,8 +1,10 @@ // 干员持有 (operator ownership, 0.2.0 补位 — the approved plan, owner's decision 2026-10-05): the second tab of the // 干员调配 overlay (screens/loadout.js). The 53 NORMAL chess of this season's shop, grouped by tier — each card shows the // operator and its official stand-in (avatar, name, the skill it fields) and switches between 持有 and 未持有 with a -// tap. A chess marked 未持有 keeps its shop / hand card (name, bonds, price, with a 「替补:X」 badge) and is deployed -// as the stand-in (model, skills, talents, range). PRESET chess always field their own operator and are not listed. +// tap. A chess marked 未持有 is shown as its stand-in in the match — shop and reward cards, hand, board, detail card, +// result (portrait, name, model, skills, talents, range; a small 「替补」 mark — the owner's recall of the official mode, +// 2026-10-06) — while its bonds, 特质, tier, price and merge stay the chess's. PRESET chess always field their own +// operator and are not listed. // Default: everything owned; 全部持有 resets. Out of match: the next match takes the list (in co-op it only affects the // player's own pieces). The list lives in ui/loadoutSync.js (localStorage + room.ownership); the model is // ui/ownershipModel.js. Styles: css/screens/loadout.css (own-*). @@ -14,6 +16,7 @@ import { chessAvatarUrl } from '../ui/assetUrls.js'; import { data } from '../data.js'; import { PROF_NAME } from '../ui/loadoutModel.js'; import { ownershipRoster, rosterByTier, isOwned, standInSummary } from '../ui/ownershipModel.js'; +import { t } from '../../../shared/i18n.js'; const cx = (...p) => p.flat().filter(Boolean).join(' '); const ROMAN = ['', 'I', 'II', 'III', 'IV', 'V', 'VI']; @@ -62,7 +65,7 @@ export function OwnershipPanel({ m, roster, notOwned, onToggle }) { const groups = rosterByTier(list); return html`
-

未持有的干员由官方指定的替补干员上场:棋子的名字、盟约、特质、阶级与价格不变,上场的是替补干员(模型、技能、天赋、攻击范围)。预设干员无论是否持有都由本人上场,不在此列。

+

${t('未持有的干员由官方指定的替补干员上场:商店、整备区、作战区与结算都显示替补干员(模型、技能、天赋、攻击范围),盟约、特质、阶级、价格与合成仍按原干员。预设干员无论是否持有都由本人上场,不在此列。')}

diff --git a/public/js/screens/result.js b/public/js/screens/result.js index 0fea546a..4d10272f 100644 --- a/public/js/screens/result.js +++ b/public/js/screens/result.js @@ -8,7 +8,9 @@ // title: 'comment_1' | { id, name? } | null, // lineup: [{ id /* chessId, golden id if elite */, golden?, tier?, items?: [itemId], // diy? /* 0.2.0 自选编队: a DIY slot's pick { charId, skillIndex, uniEquipId } — the card -// draws the operator (gameLogic diyRecordFor) */ }], +// draws the operator (gameLogic diyRecordFor) */, +// standInFor? /* 0.2.0 补位: the replaced operator's charId — the card draws the stand-in +// with a small 「替补」 mark (gameLogic standInOf; the owner's recall, 2026-10-06) */ }], // bonds?: [{ bondId, layers, active }], // stats: { dmgDealt, kills, leaks, gold /* funds SPENT */, refreshes, merges, bossDamage?, itemsEquipped?, // activatedLayers?, lpLost?, perfectRounds? } }] } @@ -16,7 +18,7 @@ import { useEffect } from '../../vendor/hooks.module.js'; import { html, Button, Icon, MicroLabel, DifficultyTag } from '../ui/components.js'; import { useGameData, Img, UnitThumb, BandIcon, PlayerAvatar, BondGlyph, LpTower, Sprite } from '../ui/gameComponents.js'; -import { normalizeResult, fmtNum, diyRecordFor } from '../ui/gameLogic.js'; +import { normalizeResult, fmtNum, diyRecordFor, cardStandIn, standInForText } from '../ui/gameLogic.js'; import { data } from '../data.js'; import { enemyIconUrl, titleIconUrl, uiUrl } from '../ui/assetUrls.js'; import { store, useStore, emptyMatch } from '../store.js'; @@ -32,6 +34,18 @@ const STAT_ROWS = [ ['refreshes', '刷新次数'], ['leaks', '未击倒'], ['lpLost', '损失生命'], ]; +/** + * One unit of a final lineup: a 自选 piece draws its operator; a 补位 piece (`standInFor`) its stand-in, with the small + * 「替补」 mark — the title names the chess it fielded for. + */ +export function LineupThumb({ u, gd }) { + const chess = u.kind === 'token' ? null : gd.chess(u.id); + const dr = u.diy && chess ? diyRecordFor(chess, u.diy, { chess: data.get('chess'), backups: data.get('backups') }) : null; + const si = !dr && chess ? cardStandIn(chess, { unit: u, backups: gd.backups }) : null; + return html`<${UnitThumb} kind=${u.kind === 'token' ? 'token' : 'chess'} id=${u.id} golden=${!!u.golden} tier=${u.tier} size="sm" rec=${dr || si} + title=${si ? `${si.name}(${standInForText(chess.name)})` : undefined} />`; +} + function PlayerCard({ p, myId, titles, best, solo = false }) { const gd = useGameData(); const titleRec = p.title ? titles.find((t) => t.id === p.title.id) || null : null; @@ -49,8 +63,7 @@ function PlayerCard({ p, myId, titles, best, solo = false }) {
- ${lineup.length ? lineup.map((u, i) => html`<${UnitThumb} key=${i} kind=${u.kind === 'token' ? 'token' : 'chess'} id=${u.id} golden=${!!u.golden} tier=${u.tier} size="sm" - rec=${u.diy ? diyRecordFor(gd.chess(u.id), u.diy, { chess: data.get('chess'), backups: data.get('backups') }) : null} />`) + ${lineup.length ? lineup.map((u, i) => html`<${LineupThumb} key=${i} u=${u} gd=${gd} />`) : html`${p.alive === false ? '阵容已撤离' : 'NO INFO'}`}
${bonds.length ? html`
${bonds.map((b) => html` diff --git a/public/js/ui/bondStrip.js b/public/js/ui/bondStrip.js index d17a3b0d..8d557d68 100644 --- a/public/js/ui/bondStrip.js +++ b/public/js/ui/bondStrip.js @@ -18,10 +18,13 @@ // Watching a teammate (DESIGN §20.15, ui/watchBonds.js) the strip and the popup show THAT player's bonds and layers: // the strip carries an amber "👁 name" tag (`owner`, the observing pill's spelling, research 09 §3.1) and amber rings, // the popup a "👁 name 的盟约" line; its member list reads the teammate's operators on the field (no hand: never sent). +// 0.2.0 补位: a member the player fields as its stand-in (the own m.private.standIns; a teammate's unit that says so — +// UnitInfo `standInFor`) is drawn as the stand-in — avatar, name, a small 「替补」 mark on the thumbnail — and its row +// opens the stand-in's card (gameLogic memberStandIn; the owner's recall of the official mode, 2026-10-06). import { html, BondDisc, Icon, MicroLabel, Tooltip } from './components.js'; import { RichText, UnitThumb, BondGlyph, GIcon } from './gameComponents.js'; -import { sortBonds, bondMembers, nextThreshold, bondTier, harmonyMembers, HARMONY_BOND, memberHeadCount, briefingBondTip, diyGetter, diyRecordFor } from './gameLogic.js'; +import { sortBonds, bondMembers, nextThreshold, bondTier, harmonyMembers, HARMONY_BOND, memberHeadCount, briefingBondTip, diyGetter, diyRecordFor, memberStandIn, standInForText } from './gameLogic.js'; import { formatBondEffect } from './richText.js'; import { bondIconUrl } from './assetUrls.js'; import { data } from '../data.js'; @@ -83,11 +86,12 @@ export function BondStrip({ bonds, layersDisabled = false, onOpen, openId = null /** * Bond detail popup. * @param {{ bondId: string, entry?: any, priv?: any, banned?: string[], onClose: Function, - * onMember?: (chessId:string, items?:string[]|null)=>void, + * onMember?: (chessId:string, items?:string[]|null, standInFor?:string|null)=>void, * place?: 'left'|'beside'|'besideR'|'right'|null, over?: boolean, beside?: 'left'|'right'|null, owner?: string|null, off?: boolean }} props — * `place`: where it opens (gameLogic bondPopupPlace; `beside: 'left'` = the older spelling of 'beside'); `over`: above the * detail card; `owner`: the watched teammate's name (`entry` / `priv` are then theirs: ui/watchBonds.js); `onMember` - * gets a 变形同构体 row's item ids too (its card shows the pair and the granted chip), null for a plain member; `off`: the + * gets a 变形同构体 row's item ids too (its card shows the pair and the granted chip), null for a plain member, and a + * stand-in row's `standInFor` (0.2.0 补位: a teammate's card then shows the stand-in too); `off`: the * mode never activates this bond (gameLogic modeOffBonds — 标准's 10 inactive bonds): 本局禁用 instead of 未激活, with a * note, no 在场 count and no 当前效果 block (its numbers would promise an effect the mode never gives; the bond text stays). * `entry.harmony` (the server's bond views: the +1 调和 added to `count`): 在场 n(含调和 +1) and the 调和 row @@ -105,13 +109,19 @@ export function BondPopup({ bondId, entry, priv, banned = [], onClose, onMember, const getChess = diyGetter((id) => data.lookup('chess', id), priv, dd); const pieceRecord = (p) => (p && p.diy && typeof p.diy === 'object' ? diyRecordFor(data.lookup('chess', p.id), p.diy, dd) : null) || getChess(p.id); const members = bondMembers(b, priv, banned, getChess, (id) => data.lookup('items', id), pieceRecord); + // 补位: the stand-in a row shows (a 自选 row is its operator already) + const rawChess = (id) => data.lookup('chess', id); + const siOf = (mb) => (mb.diy ? null : memberStandIn(priv, rawChess(mb.id), data.get('backups'), rawChess)); const countsHand = entry?.countsHand ?? b.countsHand; const next = nextThreshold(count, th); const hasNow = !off && !!(b.effectDescRaw || b.effectDesc); const at = place || (beside === 'left' ? 'beside' : 'left'); // 调和's +1 in this count (the server's word), and the 调和 operators on that board who give it const harmony = !off && Number.isInteger(entry?.harmony) && entry.harmony > 0 ? entry.harmony : 0; - const harmonyBy = harmony ? harmonyMembers(priv, getChess) : []; + const harmonyBy = harmony ? harmonyMembers(priv, getChess).map((x) => { + const si = memberStandIn(priv, rawChess(x.id), data.get('backups'), rawChess); + return si ? { ...x, name: si.name } : x; + }) : []; const harmonyName = data.lookup('bonds', HARMONY_BOND)?.name || '调和'; const harmonyText = `${harmonyBy.length ? `${harmonyBy.map((x) => x.name).join('、')} 在场` : `${harmonyName}已激活`}:核心盟约激活人数 +${harmony}`; return html`
<${BondGlyph} bondId=${HARMONY_BOND} />${harmonyName} +${harmony}${harmonyText}
`) : null}
- ${members.map((mb) => html``)} + ${members.map((mb) => { + const si = siOf(mb); + const name = si ? si.name : mb.name; + const items = mb.granted && Array.isArray(mb.items) ? mb.items : null; + return html``; + })}
`; diff --git a/public/js/ui/detailPanel.js b/public/js/ui/detailPanel.js index 9115991e..74174911 100644 --- a/public/js/ui/detailPanel.js +++ b/public/js/ui/detailPanel.js @@ -33,7 +33,7 @@ import { html, Icon, TierChip, MicroLabel, Button, confirmDialog, useTicker } from './components.js'; import { Img, RichText, UnitThumb, BondGlyph, GIcon, diyToken } from './gameComponents.js'; -import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThreshold, bondTier, briefingBondTip, pieceBondIds, grantedBonds, morphPairings, fieldsStandIn, standInOf, standInLoadout, standInLabel, ownDiyRecord, ownDiyPick, diyRecordFor, pickGetter } from './gameLogic.js'; +import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThreshold, bondTier, briefingBondTip, pieceBondIds, grantedBonds, morphPairings, ownStandIn, standInOf, standInLoadout, standInLabel, standInTip, standInForText, ownDiyRecord, ownDiyPick, diyRecordFor, pickGetter } from './gameLogic.js'; import { chessPortraitUrl, skillIconUrl, skillRecordIconUrl, profIconUrl, subProfIconUrl, itemIconUrl, enemyIconUrl, tokenAvatarUrl, factionIconUrl, uiUrl, moduleTypeIconUrl } from './assetUrls.js'; import { abilityRows } from './abilityLines.js'; import { data } from '../data.js'; @@ -361,8 +361,10 @@ export function ChessDetail({ chess, piece, unit, snapHp, editable, onSell, bond // 0.2.0 自选编队: `chess` is then the composed 自选 record (the operator, the slot's tier / price); its skill and module are // the pick's — the lookups resolve the slot's ids to the same pick (shared/diy.js), so the loadout reads them as defaults const getChess = diy ? pickGetter((id) => data.lookup('chess', id), diy, { chess: data.get('chess'), backups: data.get('backups') }) : (id) => data.lookup('chess', id); - // 0.2.0 补位: a chess fielded as its stand-in keeps its identity (name, tier, bonds, 特质, sell price) and shows the - // stand-in's body — portrait, class, 特性, stats, range, skill, talents, module (its backup selection, no loadout) + // 0.2.0 补位: a chess fielded as its stand-in shows the stand-in — portrait, name, class, 特性, stats, range, skill, + // talents, module (its backup selection, no loadout) — under a small 「替补」 tag, with the replaced operator's name + // where the English name usually is (「银灰的替补」, [ASSUMED] placement); the chess's tier, bonds, 特质 and sell price + // still apply (the owner's recall of the official mode, 2026-10-06) const si = standIn && standIn.standInFor ? standIn : null; const body = si || chess; const lo = si ? standInLoadout(si, getChess, data.get('backups')) : chessLoadout(chess, loadout, getChess); @@ -387,18 +389,18 @@ export function ChessDetail({ chess, piece, unit, snapHp, editable, onSell, bond blocks.head = html`
- <${Img} src=${chessPortraitUrl(m, body)} fallback=${html`<${UnitThumb} kind="chess" id=${c.chessId} size="lg" />`} /> + <${Img} src=${chessPortraitUrl(m, body)} fallback=${html`<${UnitThumb} kind="chess" id=${c.chessId} size="lg" rec=${si} />`} />
<${TierChip} tier=${c.tier} golden=${golden} size="lg" /> ${golden ? html`精锐` : null} ${piece?.kind === 'token' ? html`召唤物` : null} - ${si ? html`${standInLabel(si)}` : null} + ${si ? html`${standInLabel(si)}` : null} ${diy ? html`${t('自选')}` : null}
-

${c.name}

- ${si ? `${si.name}${si.appellation && si.appellation !== si.name ? ` · ${si.appellation}` : ''}` : c.appellation || ''} +

${si ? si.name : c.name}

+ ${si ? html`${standInForText(c.name)}` : html`${c.appellation || ''}`}
<${Img} src=${profIconUrl(m, body.profession)} class="dhead__prof" /> ${PROF_NAME[body.profession] || body.profession || ''} @@ -453,7 +455,7 @@ export function ChessDetail({ chess, piece, unit, snapHp, editable, onSell, bond ${talents.map((t, i) => html`
${t.name}<${RichText} text=${t.descRaw || t.desc} class="dtext" />
`)} ` : null; blocks.actions = piece && editable && piece.kind !== 'item' ? html`
- <${Button} variant="amber" icon="close" class="dpanel__sell" onClick=${() => onSell(piece, c)}>出售+${sell} + <${Button} variant="amber" icon="close" class="dpanel__sell" onClick=${() => onSell(piece, si || c)}>出售+${sell}
` : null; const out = CHESS_SECTIONS.map((k) => blocks[k]).filter(Boolean); // a merge-completing shop / reward card: where the elite goes (shopBar mergeHint), right under the header @@ -616,13 +618,14 @@ export function TokenDetail({ token, piece, ownerId = null, snapHp = null, live * @param {{ kind:'piece'|'chess'|'item'|'enemy'|'unit'|'token', id?:string, uid?:number, unit?:any, count?:number }} target * @param {Map} pieces indexPieces(priv) * @param {{ priv?: any, backups?: any }} [opts] 0.2.0 补位: the player's own pieces and cards of a chess in - * m.private.standIns — and a unit carrying `standInFor` — resolve with `standIn` (the composed stand-in record the - * card shows as the body); 0.2.0 自选编队: the player's own pieces and cards of a DIY slot it filled (m.private.diy) — - * and a unit carrying `diy` — resolve to the composed 自选 record (`chess`, the operator) with `diy` = the pick + * m.private.standIns — a unit carrying `standInFor`, and a teammate's bond popup row that says it (`target.standInFor`) + * — resolve with `standIn` (the composed stand-in record the card shows: portrait, name, body, with the chess's + * bonds and 特质); 0.2.0 自选编队: the player's own pieces and cards of a DIY slot it filled (m.private.diy) — and a + * unit carrying `diy` — resolve to the composed 自选 record (`chess`, the operator) with `diy` = the pick */ export function resolveDetail(target, pieces, { priv = null, backups = data.get('backups') } = {}) { if (!target) return null; - const ownStandIn = (c) => (fieldsStandIn(priv, c) ? standInOf(c, backups) : null); + const ownSi = (c) => ownStandIn(c, priv, backups); const dd = { chess: data.get('chess'), backups }; /** the own card of chess `c`: its 自选 record and pick when the player filled that DIY slot */ const ownDiy = (c) => { @@ -638,18 +641,20 @@ export function resolveDetail(target, pieces, { priv = null, backups = data.get( const c = data.lookup('chess', p.id); const d = ownDiy(c); if (d) return { type: 'chess', chess: d.chess, piece: p, standIn: null, diy: d.diy }; - return c ? { type: 'chess', chess: c, piece: p, standIn: ownStandIn(c) } : null; + return c ? { type: 'chess', chess: c, piece: p, standIn: ownSi(c) } : null; } if (target.kind === 'chess') { // a bond popup's 变形同构体 row hands the wearer's item ids on (bondStrip onMember): the card shows the pair and the chip const c = data.lookup('chess', target.id); const items = Array.isArray(target.items) ? target.items.filter((x) => typeof x === 'string') : []; // (a bond popup's member card of a teammate's strip — `owner` another player — and the mode's banned list (`foreign`) - // show the chess as it is: the viewer's 补位 list is not theirs) + // do not read the viewer's 补位 list: a teammate's row shows the stand-in only when its unit says it is one — + // `target.standInFor`, from UnitInfo through ui/watchBonds.js ownerBoard) const foreign = !!target.foreign || (target.owner != null && !!priv && target.owner !== priv.playerId); const d = foreign ? null : ownDiy(c); if (d) return { type: 'chess', chess: d.chess, hint: target.hint || null, standIn: null, diy: d.diy, ...(items.length ? { unitItems: items } : {}) }; - return c ? { type: 'chess', chess: c, hint: target.hint || null, standIn: foreign ? null : ownStandIn(c), ...(items.length ? { unitItems: items } : {}) } : null; + const si = !c ? null : foreign ? (typeof target.standInFor === 'string' && target.standInFor ? standInOf(c, backups) : null) : ownSi(c); + return c ? { type: 'chess', chess: c, hint: target.hint || null, standIn: si, ...(items.length ? { unitItems: items } : {}) } : null; } if (target.kind === 'item') { const it = data.lookup('items', target.id); return it ? { type: 'item', item: it } : null; } if (target.kind === 'enemy') { const en = data.lookup('enemies', target.id); return en ? { type: 'enemy', enemy: en, count: target.count } : null; } @@ -665,7 +670,7 @@ export function resolveDetail(target, pieces, { priv = null, backups = data.get( // follows m.private.standIns like the piece let si = null; if (c && typeof u.standInFor === 'string' && u.standInFor) si = standInOf(c, backups); - else if (c && own?.piece) si = ownStandIn(c); + else if (c && own?.piece) si = ownSi(c); // 0.2.0 自选编队: a unit says itself which operator fills its DIY slot (UnitInfo diy); an own piece's unit follows // m.private.diy like the piece const pick = c && u.diy && typeof u.diy === 'object' ? u.diy : own?.piece ? ownDiyPick(priv, c) : null; diff --git a/public/js/ui/equipReplace.js b/public/js/ui/equipReplace.js index 0dce7844..e6f65fc7 100644 --- a/public/js/ui/equipReplace.js +++ b/public/js/ui/equipReplace.js @@ -7,8 +7,9 @@ // _arrow_head, _avatart_bg / _frame, _round, _close, _comfirm_icon, _replace_icon), CSS look-alikes without them // (css/screens/game-panels.css .eqr). // -// replaceRequest(ctx, intent, getChess, getItem) → { targetUid, targetId, targetName, item: {uid,id,name}, options } -// | null (pure; the data the dialog shows — null = no dialog) +// replaceRequest(ctx, intent, getChess, getItem) → { targetUid, targetId, targetName, targetRec, item: {uid,id,name}, +// options } | null (pure; the data the dialog shows — null = no dialog; +// `getChess` = what the own pieces show: a 补位 piece's stand-in record) // replaceIntent(intent, replaceUid) → { t: 'g.equip', fields: { itemUid, targetUid, replaceUid } } // @@ -35,10 +36,13 @@ export function replaceRequest(ctx, intent, getChess = () => null, getItem = () const equipped = (Array.isArray(target.items) ? target.items : []).filter((it) => isObj(it) && Number.isInteger(it.uid)); if (equipped.length < 2) return null; const rec = (id) => getItem(id) || null; + const shown = getChess(target.id) || null; return { targetUid: target.uid, targetId: target.id, - targetName: getChess(target.id)?.name || '该干员', + targetName: shown?.name || '该干员', + // the record the avatar draws (a 补位 stand-in's or a 自选 operator's composed record; the data's for any other chess) + targetRec: shown && (shown.standInFor || shown.diyFor) ? shown : null, golden: !!target.golden, item: { uid: item.uid, id: item.id, name: rec(item.id)?.name || '装备' }, options: equipped.map((it) => ({ uid: it.uid, id: it.id, name: rec(it.id)?.name || it.id })), @@ -115,7 +119,7 @@ export function EquipReplaceDialog({ request, getItem = () => null, busy = false

「${request.targetName}」的装备栏已满(2/2)。选择一件装备进行替换,被替换的装备将被销毁。

- <${UnitThumb} kind="chess" id=${request.targetId} golden=${request.golden} size="md" /> + <${UnitThumb} kind="chess" id=${request.targetId} golden=${request.golden} size="md" rec=${request.targetRec || null} /> ${request.targetName}
diff --git a/public/js/ui/fallbackField.js b/public/js/ui/fallbackField.js index 690785f3..9fd13295 100644 --- a/public/js/ui/fallbackField.js +++ b/public/js/ui/fallbackField.js @@ -21,7 +21,7 @@ import { render } from '../../vendor/preact.module.js'; import { html, TierChip } from './components.js'; import { GEO } from '../../../shared/constants.js'; import { chessAvatarUrl, itemIconUrl, tokenAvatarUrl, enemyIconUrl } from './assetUrls.js'; -import { tileKey, hasFlag, UF, penPlacement, PEN, fieldTile, fieldsStandIn, standInOf, ownDiyRecord } from './gameLogic.js'; +import { tileKey, hasFlag, UF, penPlacement, PEN, fieldTile, ownStandIn, ownDiyRecord } from './gameLogic.js'; const DRAG_PX = 6; const DMG_TTL = 900; @@ -119,14 +119,16 @@ export function createFallbackView(host, opts = {}) { const tempPos = (L, idx) => ({ x: (GEO.TEMP_C0 + idx) * L.tile, y: (L.rows + 1.72) * L.tile }); // ---- pieces (prep) --------------------------------------------------------------------------------------- - function pieceArt(p, area = null) { + function pieceArt(p) { const mm = m(); if (p.kind === 'item') return itemIconUrl(mm, lookup('items', p.id)); if (p.kind === 'token') return tokenAvatarUrl(mm, p.id); const chess = lookup('chess', p.id); - // 0.2.0 补位: on the board a chess the player does not own is its stand-in (render/app.js pieceInfo) - const si = area === 'board' && fieldsStandIn(st.priv, chess) ? standInOf(chess, dataStore?.get?.('backups') ?? null) : null; - return chessAvatarUrl(mm, si || ownDiy(chess) || chess); + return chessAvatarUrl(mm, ownSi(chess) || ownDiy(chess) || chess); + } + /** 0.2.0 补位: the player's own piece of a chess it does not own is its stand-in, bench and board alike (render/app.js pieceInfo) */ + function ownSi(chess) { + return chess ? ownStandIn(chess, st.priv, dataStore?.get?.('backups') ?? null) : null; } /** 0.2.0 自选编队: the player's own piece of a DIY slot it filled is its operator (gameLogic ownDiyRecord) */ function ownDiy(chess) { @@ -136,11 +138,11 @@ export function createFallbackView(host, opts = {}) { if (p.kind === 'item') return lookup('items', p.id)?.name || '道具'; if (p.kind === 'token') return lookup('tokens', p.id)?.name || '召唤物'; const chess = lookup('chess', p.id); - return (ownDiy(chess) || chess)?.name || '干员'; + return (ownSi(chess) || ownDiy(chess) || chess)?.name || '干员'; } function Piece({ p, x, y, L, area }) { - const src = pieceArt(p, area); + const src = pieceArt(p); const dragging = st.drag?.uid === p.uid && st.drag.moved; const golden = !!p.golden; const tier = p.tier || lookup('chess', p.id)?.tier || lookup('items', p.id)?.tier; diff --git a/public/js/ui/gameComponents.js b/public/js/ui/gameComponents.js index 43ad27e0..0552017c 100644 --- a/public/js/ui/gameComponents.js +++ b/public/js/ui/gameComponents.js @@ -5,6 +5,7 @@ import { useState, useMemo } from '../../vendor/hooks.module.js'; import { html, Icon, TierChip, Tooltip } from './components.js'; import { data, useData, localAsset } from '../data.js'; import { parseRichText, rtClassName } from './richText.js'; +import { t as tr } from '../../../shared/i18n.js'; import { uiUrl, chessAvatarUrl, chessPortraitUrl, itemIconUrl, tokenAvatarUrl, enemyIconUrl, bondIconUrl, bandIconUrl, } from './assetUrls.js'; @@ -101,15 +102,18 @@ export const isGoldenPiece = (piece, chess) => !!(piece?.golden || chess?.isGold * Square unit thumbnail for a piece / chess / item / token / enemy: art + tier chip + elite frame. * @param {{ kind?: 'chess'|'item'|'token'|'enemy', id: string, golden?: boolean, size?: 'xs'|'sm'|'md'|'lg', tier?: number, * showTier?: boolean, class?: string, dim?: boolean, badge?: any, title?: string, rec?: any }} props - * `rec`: the chess record to draw instead of the data's (a 自选 piece's composed record — 0.2.0, gameLogic/diy.js) + * `rec`: the chess record to draw instead of the data's (a 自选 piece's composed record — 0.2.0, gameLogic/diy.js; a + * 补位 stand-in's — gameLogic/standIn.js: drawn with a small 「替补」 mark in the corner) */ export function UnitThumb({ kind = 'chess', id, golden, size = 'md', tier, showTier = true, class: cls, dim = false, badge = null, title, rec = null }) { const m = data.get('assets'); let src = null; let name = ''; let t = tier; + let si = null; if (kind === 'chess') { const c = rec || data.lookup('chess', id); + si = rec && typeof rec.standInFor === 'string' && rec.standInFor ? rec : null; src = chessAvatarUrl(m, c); name = c?.name || ''; t = t ?? c?.tier; @@ -137,6 +141,7 @@ export function UnitThumb({ kind = 'chess', id, golden, size = 'md', tier, showT ${showTier && t && kind !== 'enemy' && kind !== 'token' ? html`<${TierChip} tier=${t} golden=${golden} size="sm" class="uthumb__tier" />` : null} ${kind === 'token' ? html`召唤` : null} + ${si ? html`` : null} ${badge} `; } diff --git a/public/js/ui/gameLogic.js b/public/js/ui/gameLogic.js index 2b29e4be..2ed7a5bf 100644 --- a/public/js/ui/gameLogic.js +++ b/public/js/ui/gameLogic.js @@ -41,6 +41,6 @@ export { shortcutFor, closesOnFieldPress, shortcutBlocked } from './gameLogic/sh export { DEFAULT_SETTINGS, sanitizeSettings } from './gameLogic/settings.js'; export { normalizeResult } from './gameLogic/result.js'; export { chessLoadout, unitLoadout } from './gameLogic/loadout.js'; -export { standInIds, fieldsStandIn, standInOf, cardStandIn, standInGetter, standInLoadout, deployedRecord, deployedModuleId, standInLabel } from './gameLogic/standIn.js'; +export { standInIds, fieldsStandIn, standInOf, ownStandIn, cardStandIn, memberStandIn, standInGetter, standInLoadout, deployedRecord, deployedModuleId, standInLabel, standInForText, standInTip } from './gameLogic/standIn.js'; export { diyPicks, ownDiyPick, diyRecordFor, ownDiyRecord, cardDiy, diyGetter, pickGetter, isDiyRecord } from './gameLogic/diy.js'; export { panelSide, panelSlots, PANEL_RIGHT_GAP, PANEL_RIGHT_BOTTOM, PANEL_RIGHT_BOTTOM_SHOP, BPOP, bondPopupPlace } from './gameLogic/panel.js'; diff --git a/public/js/ui/gameLogic/standIn.js b/public/js/ui/gameLogic/standIn.js index 7bb3f8b7..61b06c66 100644 --- a/public/js/ui/gameLogic/standIn.js +++ b/public/js/ui/gameLogic/standIn.js @@ -1,18 +1,23 @@ // ui/gameLogic/standIn.js — 补位 stand-ins in the match UI (0.2.0, the approved plan — owner's decision 2026-10-05). // Re-exported from ../gameLogic.js. // -// A chess the player marked as not owned (干员持有) keeps its card — name, bonds, price, the shop / reward / hand art — -// with a 「替补:」 badge, and is deployed as its official stand-in: the board model, the battle unit and the -// detail card's body (portrait, class, 特性, stats, range, skill, talents, module) are the stand-in's, its identity -// (name, tier, bonds, 特质) the chess's. Whose pieces: the player's own come from m.private.standIns (the list the seat -// had when the match started — the server's, not this browser's current setting, which applies from the next match); -// another player's units say it themselves (UnitInfo `standInFor`: the sim's, and Match.prepFieldMeta's for scouting). -// The composed record is shared/standIn.js standInRecord over data/backups.json — the one the sim fields. +// A chess the player marked as not owned (干员持有) is SHOWN as its official stand-in wherever the player's copy of it +// appears — the shop and reward cards, the hand (整备区) and 临时整备区 pieces, the board, the detail card, the result +// screen, a teammate's prep scouting and bond popups — the owner's first-hand recall of the official mode, 2026-10-06 +// (it reverses the first 0.2.0 build, where cards and the bench kept the chess's art and name with a 「替补:X」 badge). +// Only what is shown changes: the record (shared/standIn.js standInRecord over data/backups.json — the one the sim +// fields) keeps the chess's identity — ids, tier, bonds, 特质, price, merge — so every rule still reads the chess; its +// body — portrait / avatar, name, class, model, 特性, stats, range, skill, talents, module — is the stand-in's; a small +// 「替补」 mark (standInLabel) and the replaced operator's name on the detail card (standInForText) tell which chess it +// is. Whose pieces: the player's own come from m.private.standIns (the list the seat had when the match started — the +// server's, not this browser's current setting, which applies from the next match); another player's units say it +// themselves (UnitInfo `standInFor`: the sim's, Match.prepFieldMeta's for scouting, the m.result lineups). import { standInRecord } from '../../../../shared/standIn.js'; import { resolveLoadout } from '../../../../shared/protocol.js'; import { chessLoadout } from './loadout.js'; import { isObj } from './shared.js'; +import { t } from '../../../../shared/i18n.js'; /** Base chess ids the player fields as stand-ins in this match (m.private.standIns; [] when absent). */ export function standInIds(priv) { @@ -33,10 +38,13 @@ const CACHE = new WeakMap(); /** * The composed 补位 record of a chess record (shared/standIn.js standInRecord: the chess's identity, the stand-in's * body; `standInFor` = the replaced charId), cached per data object; null for a PRESET / 自选 chess or missing data. + * A composed record is its own stand-in (a lookup that already hands out stand-in records stays idempotent). * @param {any} chess data/chess.json record @param {any} backups data/backups.json */ export function standInOf(chess, backups) { - if (!isObj(chess) || !isObj(backups)) return null; + if (!isObj(chess)) return null; + if (typeof chess.standInFor === 'string' && chess.standInFor) return chess; + if (!isObj(backups)) return null; let m = CACHE.get(backups); if (!m) { m = new WeakMap(); CACHE.set(backups, m); } if (m.has(chess)) return m.get(chess); @@ -47,8 +55,18 @@ export function standInOf(chess, backups) { } /** - * The stand-in record the card of a chess shows for this viewer, or null: the player's own piece / card (m.private - * standIns), or a unit that carries `standInFor` (another player's — the sim's UnitInfo, prep scouting). + * The stand-in record the player's own card / piece of `chess` shows (the player fields its stand-in: m.private + * standIns), or null. + * @param {any} chess @param {any} priv m.private @param {any} backups + */ +export function ownStandIn(chess, priv, backups) { + return fieldsStandIn(priv, chess) ? standInOf(chess, backups) : null; +} + +/** + * The stand-in record the card of a chess shows for this viewer, or null: a unit / lineup entry that carries + * `standInFor` (another player's — the sim's UnitInfo, prep scouting, m.result), else the player's own piece / card + * (m.private standIns). * @param {any} chess @param {{ priv?: any, unit?: any, backups?: any }} o */ export function cardStandIn(chess, { priv = null, unit = null, backups = null } = {}) { @@ -57,6 +75,27 @@ export function cardStandIn(chess, { priv = null, unit = null, backups = null } return mine ? standInOf(chess, backups) : null; } +/** + * The stand-in a bond popup's member row of base chess `chess` shows for the board `priv`, or null: a chess the player + * fields as its stand-in (m.private.standIns — any copy, in play or not, as the shop shows it), or one whose piece on a + * teammate's board says it is a stand-in (ui/watchBonds.js ownerBoard: the units' `standInFor`). + * @param {any} priv m.private, or a teammate's board ({ board, hand, temp } of pieces with `standInFor`) + * @param {any} chess the member's chess record @param {any} backups + * @param {(id: string) => any} [getChess] the pieces' records (their base ids) + */ +export function memberStandIn(priv, chess, backups, getChess = () => null) { + if (!isObj(chess) || typeof chess.chessId !== 'string') return null; + if (fieldsStandIn(priv, chess)) return standInOf(chess, backups); + const base = chess.baseId || chess.chessId; + const baseOf = (id) => getChess(id)?.baseId || (typeof id === 'string' ? id.replace(/_b$/, '_a') : id); + for (const list of [priv?.board, priv?.hand, priv?.temp]) { + for (const p of Array.isArray(list) ? list : []) { + if (isObj(p) && typeof p.standInFor === 'string' && p.standInFor && baseOf(p.id) === base) return standInOf(chess, backups); + } + } + return null; +} + /** id → stand-in record (else the chess record): the lookup a stand-in's loadout / options resolve against. */ export function standInGetter(getChess, backups) { return (id) => { @@ -104,7 +143,17 @@ export function deployedModuleId(chess, priv, getChess, backups) { } catch { return null; } } -/** The 「替补:X」 badge text of a stand-in record (null without one). */ +/** The small 「替补」 mark of a stand-in record (null without one): cards, the own pieces' tags, thumbnails. */ export function standInLabel(rec) { - return isObj(rec) && rec.standInFor && rec.name ? `替补:${rec.name}` : null; + return isObj(rec) && rec.standInFor ? t('替补') : null; +} + +/** The replaced operator's line of a stand-in's detail card: 「银灰的替补」 (`chessName` = the chess's own name). */ +export function standInForText(chessName) { + return t('{name}的替补', { name: chessName || '' }); +} + +/** The 「替补」 mark's title: which chess the stand-in fields for, and what stays the chess's ('' without a stand-in). */ +export function standInTip(rec, chessName) { + return isObj(rec) && rec.standInFor ? t('未持有{name}:由替补干员 {standIn} 上场(盟约、特质、阶级与价格不变)', { name: chessName || '', standIn: rec.name || '' }) : ''; } diff --git a/public/js/ui/ownershipModel.js b/public/js/ui/ownershipModel.js index 9b31fc76..41ba8b83 100644 --- a/public/js/ui/ownershipModel.js +++ b/public/js/ui/ownershipModel.js @@ -2,8 +2,9 @@ // shared with the sync (ui/loadoutSync.js) and the tests. The approved plan (owner's decision 2026-10-05): a player marks // operators as not owned ("下掉"); only the 55 NORMAL chess can be dropped (shared/standIn.js isDroppableChess — the 74 // PRESET chess always field their own operator); default = everything owned; out of match (the next match takes it); -// co-op: the player's own pieces only; no friend borrowing. A dropped chess keeps its card (name, bonds, price) and is -// deployed as its official stand-in (data/backups.json). +// co-op: the player's own pieces only; no friend borrowing. A dropped chess is deployed and shown as its official +// stand-in (data/backups.json; the owner's recall of 2026-10-06: cards, pieces and the result show the stand-in) while +// its bonds, 特质, tier, price and merge stay the chess's. // // The per-browser setting is a sorted list of base chess ids, persisted in localStorage (`sp.pref.ownership` = // { v: 1, notOwned }) and sent with C2S `room.ownership { notOwned }` (the server keeps the droppable ids and drops the diff --git a/public/js/ui/shopBar.js b/public/js/ui/shopBar.js index b60fd627..67c48f73 100644 --- a/public/js/ui/shopBar.js +++ b/public/js/ui/shopBar.js @@ -18,15 +18,16 @@ // Every operator card shows the skill it will fight with — the player's 干员调配 loadout (m.private.loadout, DESIGN // §16): the skill icon above the name, mint-framed with 已调配 in its title when it is not the default skill (and the // module type of an elite card, with its official type icon when the local-client art has it). A chess the player does -// not own (0.2.0 补位, m.private.standIns) keeps its card — name, portrait, bonds, price — with an ice 「替补:X」 badge, -// and the skill icon is the stand-in's (its backup skill: the one that fights). A 自选 piece (0.2.0, m.private.diy — a DIY -// slot the player filled, only ever in its own shop) shows the operator — name, portrait, class, the bonds of its -// factions, the pick's skill and module — with a mint 「自选」 badge. +// not own (0.2.0 补位, m.private.standIns) shows its stand-in — portrait, name, class and its backup skill, the one that +// fights — with the chess's bonds, tier and price and a small ice 「替补」 mark (the owner's recall of the official mode, +// 2026-10-06; the replaced operator's name is in the mark's title and on the detail card the first tap opens). A 自选 +// piece (0.2.0, m.private.diy — a DIY slot the player filled, only ever in its own shop) shows the operator — name, +// portrait, class, the bonds of its factions, the pick's skill and module — with a mint 「自选」 badge. import { useEffect, useState } from '../../vendor/hooks.module.js'; import { html, Icon, HexBadge, TierChip, Tooltip, MicroLabel } from './components.js'; import { Img, BondGlyph, CoinGlyph, GIcon, RichText } from './gameComponents.js'; -import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, offerHeader, briefingBondTip, fieldsStandIn, standInOf, standInLoadout, standInLabel, ownDiyRecord, diyGetter } from './gameLogic.js'; +import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, offerHeader, briefingBondTip, ownStandIn, standInLoadout, standInLabel, standInTip, standInForText, ownDiyRecord, diyGetter } from './gameLogic.js'; import { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js'; import { data } from '../data.js'; import { t } from '../../../shared/i18n.js'; @@ -71,7 +72,10 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free // 0.2.0 自选编队: a DIY slot the player filled is its operator (shared/diy.js, the pick of m.private.diy) const diyData = { chess: data.get('chess'), backups: data.get('backups') }; const dr = c0 ? ownDiyRecord(c0, priv, diyData) : null; - const c = dr || c0; + // 0.2.0 补位: the player's not-owned chess shows its stand-in (art, name, class, its backup skill); the composed record + // keeps the chess's identity — tier, bonds, price (a DIY slot is never droppable: one or the other) + const si = c0 && !dr ? ownStandIn(c0, priv, data.get('backups')) : null; + const c = dr || si || c0; const m = data.get('assets'); const tier = c?.tier ?? 1; const prog = mergeProgress(priv, slot.id, (id) => data.lookup('chess', id)); @@ -79,13 +83,12 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free const willMerge = !!hint; const bonds = Array.isArray(c?.bonds) ? c.bonds : []; const disabled = !!reason; - // 0.2.0 补位: the player's not-owned chess is deployed as its stand-in — badge + the stand-in's skill - const si = c && fieldsStandIn(priv, c) ? standInOf(c, data.get('backups')) : null; const lo = si ? standInLoadout(si, LOOKUPS.getChess, data.get('backups')) : c ? chessLoadout(c, priv?.loadout, dr ? diyGetter(LOOKUPS.getChess, priv, diyData) : LOOKUPS.getChess) : null; const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'chess', hint); }; - const card = html`