0.2.5-dev: community round 30 and follow-ups

- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
This commit is contained in:
sganggs committed 2026-10-12 14:07:08 +08:00
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+9
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@@ -508,6 +508,15 @@
white-space: pre-line;
}
.tooltip.is-shown { opacity: 1; }
.tooltip--aside { max-width: 3.2rem; white-space: normal; }
.tooltip--compound { display: flex; gap: .16rem; max-width: min(8rem, calc(100vw - 16px)); max-height: calc(100dvh - 16px); overflow: auto; pointer-events: auto; overscroll-behavior: contain; }
.tooltip--compound .tooltip__main { flex: 1 1 2.2rem; min-width: 0; }
.tooltip--compound .tooltip--aside { flex: 1 1 2.2rem; min-width: 0; border-left: 1px solid var(--line-2); padding-left: .12rem; }
@media (max-width: 600px) {
.tooltip--compound { flex-direction: column; }
.tooltip--compound .tooltip__main, .tooltip--compound .tooltip--aside { flex: none; max-width: 100%; width: 100%; }
.tooltip--compound .tooltip--aside { border-left: 0; border-top: 1px solid var(--line-2); padding: .1rem 0 0; }
}
.tooltip--top.is-shown { animation: tip-up var(--t-fast) var(--ease-out); }
.tooltip--bottom.is-shown { animation: tip-down var(--t-fast) var(--ease-out); }
@keyframes tip-up { from { transform: translateY(4px); } }
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@@ -81,6 +81,15 @@
.brief-bond__ban { position: absolute; top: -.04rem; right: .08rem; display: inline-flex; align-items: center; gap: .01rem; font-size: calc(.12 * var(--t)); font-weight: 700; padding: 0 .05rem; background: var(--red); color: #fff; line-height: 1.5; box-shadow: 0 0 0 1px #000; }
.brief-bond__ban .icon { width: .12rem; height: .12rem; }
.brief-bond.is-partial .bond__core { box-shadow: 0 0 0 2px rgba(255, 84, 84, .5); }
/* the box beside a bond's tooltip (matchInfo.js BondBannedAside): its banned members with avatar, name and bonds */
.brief-bantip { display: flex; flex-direction: column; gap: .06rem; }
.brief-bantip__h { font-size: calc(.12 * var(--t)); font-weight: 700; letter-spacing: .06em; color: var(--red); }
.brief-bantip__op { display: flex; align-items: center; gap: .08rem; }
.brief-bantip__op .uthumb { flex: none; }
.brief-bantip__txt { display: flex; flex-direction: column; min-width: 0; line-height: 1.3; }
.brief-bantip__txt b { font-size: calc(.14 * var(--t)); color: var(--text-hi); }
.brief-bantip__txt > span { font-size: calc(.12 * var(--t)); color: var(--text-lo); }
.brief-bantip__txt .is-this { color: var(--mint-400); }
.brief-legend { display: flex; align-items: center; gap: .08rem; flex-wrap: wrap; font-size: calc(.14 * var(--t)); color: var(--text-dim); margin-top: -.06rem; }
.brief-legend__off { width: .16rem; height: .16rem; border-radius: 50%; background: #3a403d; border: 2px solid #555; }
.brief-legend__ban { display: inline-grid; place-items: center; width: .2rem; height: .18rem; background: var(--red); color: #fff; }
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@@ -95,7 +95,7 @@
/* layers */
--z-screen: 1;
--z-banner: 40;
--z-conn: 60;
--z-conn: 75;
--z-modal: 80;
--z-toast: 90;
--z-tooltip: 95;
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@@ -0,0 +1,25 @@
<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta name="color-scheme" content="dark" />
<title>Sim check · 卫戍协议:盟约</title>
<link rel="icon" href="data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 24 24'%3E%3Crect width='24' height='24' fill='%230c0f0e'/%3E%3Cpath fill='%234ed8af' d='M5 3h3v2h2V3h4v2h2V3h3v5l-2 2v7l2 2v2H5v-2l2-2v-7L5 8z'/%3E%3C/svg%3E" />
<link rel="stylesheet" href="/fonts/fonts.css" />
<link rel="stylesheet" href="/css/theme.css" />
<style>
/* The check (simcheck/ui.js) in the game's tokens (css/theme.css): green-grey panels, mint, gold / red for the
differences. A long scrolling page, fit for a phone. */
html, body { margin: 0; height: auto; min-height: 100%; overflow-y: auto; background: var(--bg-0); }
select { min-width: 0; max-width: 100%; }
#app { --sc-bg: var(--bg-0); --sc-panel: var(--bg-1); --sc-fg: var(--text-hi); --sc-muted: var(--text-lo); --sc-line: var(--line);
--sc-accent: var(--mint-500); --sc-ok: var(--mint-500); --sc-warn: var(--gold-2); --sc-bad: var(--red-premium);
--sc-font: var(--font-cjk); --sc-mono: var(--font-mono); }
</style>
</head>
<body>
<main id="app"><p style="color:var(--text-lo);padding:16px">正在载入战斗模拟…</p></main>
<script type="module" src="./sim-check.js"></script>
</body>
</html>
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@@ -0,0 +1,68 @@
// The cross-engine check page (docs/SIM.md「Cross-engine check」): this browser runs the golden battle corpus with the
// client's own sim loader (public/js/battle/runner.js loadBrowserSim) and compares every tick with the Node reference
// that `node tools/sim-check.mjs` wrote to /dev/simcheck/data/ — any device on the LAN can open it from the server.
import { mountCheck } from './simcheck/ui.js';
import { strongholdAdapter, scenariosOf } from './simcheck/stronghold.js';
import { VERSION, textFingerprint } from './simcheck/core.js';
const app = document.getElementById('app');
globalThis.__simcheck = { status: 'loading', results: [], summary: null, error: null };
const get = async (url) => {
const r = await fetch(url, { cache: 'no-cache' });
if (!r.ok) throw Object.assign(new Error(`${r.status} ${url}`), { missing: r.status === 404 });
return r.json();
};
try {
const [doc, reference, { loadBrowserSim }, { APP_VERSION }] = await Promise.all([
get('/dev/simcheck/data/specs.json'), get('/dev/simcheck/data/reference.json'), import('/js/battle/runner.js'), import('/shared/constants.js'),
]);
if (doc.simcheck !== VERSION || reference.simcheck !== VERSION || !Array.isArray(doc.files) || !doc.files.length
|| doc.identity !== reference.identity || doc.identity !== textFingerprint(JSON.stringify({ specs: doc.specs, files: doc.files }))) {
throw new Error('参考与场景文件不匹配,请重新生成参考数据。');
}
const verifiedData = new Map();
const validate = async () => {
for (let i = 0; i < doc.files.length; i += 8) await Promise.all(doc.files.slice(i, i + 8).map(async ({ url, hash }) => {
if (typeof url !== 'string' || !/^\/(?:sim\/|shared\/|data\/|data\.js$|js\/battle\/runner\.js$|dev\/simcheck\/)/.test(url) || url.includes('..')) throw new Error('invalid reference input path');
const response = await fetch(url, { cache: 'no-cache' });
if (!response.ok) throw new Error(`参考输入不可用:${url}`);
const text = await response.text();
if (textFingerprint(text) !== hash) throw new Error(`参考数据已过期:${url}。请重新生成参考并刷新页面。`);
if (url.startsWith('/data/')) verifiedData.set(url, text);
}));
};
await validate();
const { spec, ds } = await loadBrowserSim({ fetchFn: url => {
const text = verifiedData.get(url);
if (text == null) throw new Error(`unverified data input: ${url}`);
return Promise.resolve(new Response(text, { status: 200, headers: { 'Content-Type': 'application/json' } }));
} });
const scenarios = scenariosOf(doc);
const FAMILIES = [['roster', '干员'], ['bonds', '盟约'], ['fields', '首领战场与联防'], ['standins', '补位'], ['diy', '自选']];
if (reference.made?.version !== APP_VERSION) throw new Error('参考游戏版本已过期,请重新生成。');
mountCheck(app, {
project: 'Stronghold Protocol',
title: '模拟一致性检查',
subtitle: '逐帧比较已记录的单位状态与 Node 参考,并抽样比较快照和部分内部状态。输入文件按内容指纹核对;通过不代表全部画面、事件流或内部内存均已覆盖。状态下载仅定位状态向量字段。',
validate,
adapter: strongholdAdapter({ spec, ds, doc }),
scenarios,
subsets: [
{ id: 'fast', label: '快速(黄金结果的快速子集)', pick: (sc) => sc.fast },
{ id: 'all', label: '全部', pick: () => true },
...FAMILIES.map(([id, label]) => ({ id, label, pick: (sc) => sc.family === id })),
],
reference,
info: [['游戏版本', APP_VERSION]],
});
} catch (e) {
globalThis.__simcheck = { status: 'error', results: [], summary: null, error: String(e.message || e) };
app.innerHTML = '';
const p = document.createElement('p');
p.style.cssText = 'color:var(--text-md);padding:16px;max-width:760px;margin:0 auto;font:14px/1.6 var(--font-cjk)';
p.textContent = e.missing
? '还没有参考数据:请在服务器的目录里运行 node tools/sim-check.mjs(生成 public/dev/simcheck/data/),然后刷新这个页面。'
: `载入失败:${e && e.message || e}`;
app.appendChild(p);
}
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@@ -0,0 +1,232 @@
// simcheck — whether a deterministic simulation gives the same bits in every JavaScript engine: the server's Node and
// the players' browsers (Chrome / Edge, Firefox, Safari, on desktops and phones). A run of one scenario is traced:
// state the simulation's observable numbers after every tick (the adapter's state(): positions, HP, timers …),
// hashed to their exact IEEE-754 bits; each block of `every` ticks keeps one hash of its ticks' hashes
// view what a viewer is shown (the adapter's view(): a wire snapshot), hashed at the end of every block and at the
// end of the run
// deep the hidden state (the adapter's deep(): every value reachable from the units), hashed every `deepEvery`
// ticks (a multiple of `every`; the walk is costly) and at the end of the run
// result the outcome's digest (the adapter's result())
// A run elsewhere is compared with a reference run (Node) block by block: the first block that differs, at any level,
// says when the two parted; a dump of that block's state vectors from both sides then names the first field that
// differs (diffDumps).
//
// Integer operations only (Math.imul, shifts) over the numbers' bits: the hashes are the same in every engine. NaN is
// hashed as one value (engines may keep different NaN payloads).
//
// Written for Stronghold Protocol (GPL-3.0-or-later) and Duel Channel (AGPL-3.0-or-later) by the same author, and kept
// the same in both. No dependencies; Node and browsers.
const DV = new DataView(new ArrayBuffer(8));
const rotl = (x, r) => (x << r) | (x >>> (32 - r));
// murmur3's block mix and finaliser
function mix(h, k) {
k = Math.imul(k, 0xcc9e2d51); k = rotl(k, 15); k = Math.imul(k, 0x1b873593);
h ^= k; h = rotl(h, 13);
return (Math.imul(h, 5) + 0xe6546b64) | 0;
}
function fmix(h) {
h ^= h >>> 16; h = Math.imul(h, 0x85ebca6b); h ^= h >>> 13; h = Math.imul(h, 0xc2b2ae35); h ^= h >>> 16;
return h >>> 0;
}
// the kind of an object by its tag, not instanceof: a simulation may run in another realm (a Node VM context) than the
// hashing code, with its own Map / Set constructors
const tag = (v) => Object.prototype.toString.call(v);
const isList = (v) => Array.isArray(v) || (ArrayBuffer.isView(v) && tag(v) !== '[object DataView]');
const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
/** A 32-bit hash fed with words, numbers (their bits), strings and plain values. */
class Hash {
constructor(seed = 0x9747b28c) { this.h = seed | 0; this.n = 0; }
word(w) { this.h = mix(this.h, w | 0); this.n++; return this; }
num(x) {
if (x !== x) return this.word(0x7ff80000).word(0);
DV.setFloat64(0, x, true);
return this.word(DV.getUint32(0, true)).word(DV.getUint32(4, true));
}
str(s) { this.word(0x5354 ^ s.length); for (let i = 0; i < s.length; i++) this.word(s.charCodeAt(i)); return this; }
// null / undefined / booleans / numbers / strings / arrays / plain objects (keys in their own order, which is the
// order the same code created them in, in any engine)
value(v, depth = 0) {
if (v === null || v === undefined) return this.word(v === null ? 0x6e756c6c : 0x756e6466);
switch (typeof v) {
case 'number': return this.num(v);
case 'string': return this.str(v);
case 'boolean': return this.word(v ? 0x74727565 : 0x66616c73);
case 'bigint': return this.str(v.toString());
case 'object': break;
default: return this.word(0x66756e63);
}
if (depth > 32) return this.word(0x64656570);
if (isList(v)) { this.word(0x41525259 ^ v.length); for (const x of v) this.value(x, depth + 1); return this; }
const keys = Object.keys(v);
this.word(0x4f424a54 ^ keys.length);
for (const k of keys) { this.str(k); this.value(v[k], depth + 1); }
return this;
}
done() { return fmix(this.h ^ this.n); }
}
const hex = (u) => (u >>> 0).toString(16).padStart(8, '0');
/** The hash of a list of numbers (a state vector). */
function hashNumbers(v) { const h = new Hash(); for (let i = 0; i < v.length; i++) h.num(v[i]); return h.done(); }
/** The hash of any plain value. */
function hashValue(v) { return new Hash().value(v).done(); }
/** Portable content identity for local diagnostic inputs (not a security signature). */
function textFingerprint(s) { return hex(new Hash().str(s).done()) + hex(new Hash(0x53a9d61f).str(s).done()); }
function selectScenarios(scenarios, subsets, id, only = null) {
const subset = subsets.find(s => s.id === id);
if (!subset) throw new Error(`unknown subset: ${id}`);
const names = only == null ? null : new Set(String(only).split(',').map(s => s.trim()).filter(Boolean));
if (names) for (const name of names) if (!scenarios.some(s => s.id === name)) throw new Error(`unknown scenario: ${name}`);
const list = scenarios.filter(s => subset.pick(s) && (!names || names.has(s.id)));
if (!list.length) throw new Error('no scenarios selected');
return { subset, list };
}
/**
* The hash of everything reachable from roots: own properties (non-enumerable too, data properties only), arrays,
* typed arrays, Maps, Sets; another root met on the way counts as its index, an object met twice counts once, the keys
* in `skip` are left out (references back to shared definitions, process-wide counters …).
* @param {object[]} roots @param {{ skip?: Iterable<string>, maxDepth?: number }} [o]
*/
function deepHash(roots, { skip = [], maxDepth = 8 } = {}) {
const idx = new Map(roots.map((r, i) => [r, i])), seen = new Set(), skipped = new Set(skip), h = new Hash();
const walk = (v, depth) => {
if (v === null || v === undefined) { h.word(7); return; }
const t = typeof v;
if (t === 'number') { h.num(v); return; }
if (t === 'string') { h.str(v); return; }
if (t === 'boolean') { h.word(v ? 3 : 5); return; }
if (t !== 'object' || depth > maxDepth) return;
if (depth > 0 && idx.has(v)) { h.word(0x55550000 + idx.get(v)); return; }
if (seen.has(v)) { h.word(11); return; }
seen.add(v);
if (isList(v)) { h.word(v.length); for (const x of v) walk(x, depth + 1); return; }
const kind = tag(v);
if (kind === '[object Map]') { h.word(v.size); for (const [k, x] of v) { walk(k, depth + 1); walk(x, depth + 1); } return; }
if (kind === '[object Set]') { h.word(v.size); for (const x of v) walk(x, depth + 1); return; }
for (const k of Object.getOwnPropertyNames(v)) {
if (skipped.has(k)) continue;
const d = Object.getOwnPropertyDescriptor(v, k);
if (!d || !('value' in d) || typeof d.value === 'function') continue;
h.str(k); walk(d.value, depth + 1);
}
};
for (const r of roots) walk(r, 0);
return h.done();
}
/**
* A run of one scenario, traced as it goes; advance() runs it for a time budget (a page stays responsive), finish()
* gives the trace. The adapter:
* start(scenario) → run; step(run) → true when a tick was simulated, false when the run is over;
* state(run) → number[] (after every tick); labels?(run) → string[] (the names of state's entries, for dumps);
* view?(run) → plain value; deep?(run) → uint32; result(run) → string; maxTicks? (a runaway guard)
* dump: [first, last] ticks whose state vectors (and labels) are kept.
*/
function tracer(adapter, scenario, { every = 30, deepEvery = every * 5, dump = null } = {}) {
const max = adapter.maxTicks || 1e6;
if (!Number.isInteger(every) || every < 1 || !Number.isInteger(deepEvery) || deepEvery < every || deepEvery % every) throw new Error('invalid sample interval');
if (dump && (!Array.isArray(dump) || dump.length !== 2 || !dump.every(Number.isInteger) || dump[0] < 1 || dump[1] < dump[0] || dump[1] > max)) throw new Error('invalid dump window');
const run = adapter.start(scenario);
let t = 0, block = new Hash(), over = false;
const blocks = [], views = [], deeps = [], dumps = {};
const sample = (end) => {
if (adapter.view) views.push(hashValue(adapter.view(run)));
if (adapter.deep && (end || t % deepEvery === 0)) deeps.push(adapter.deep(run) >>> 0);
};
return {
get ticks() { return t; },
get done() { return over; },
advance(budgetMs = Infinity) {
const until = budgetMs === Infinity ? Infinity : now() + budgetMs;
while (!over) {
if (!adapter.step(run)) {
over = true;
if (t === 0) sample(true);
if (t % every) { blocks.push(block.done()); sample(true); } else if (adapter.deep && t % deepEvery) deeps.push(adapter.deep(run) >>> 0);
break;
}
if (t >= max) throw new Error(`scenario ${scenario.id}: maxTicks ${max} reached before completion`);
t++;
const s = adapter.state(run);
block.word(hashNumbers(s));
if (dump && t >= dump[0] && t <= dump[1]) dumps[t] = { state: Array.from(s, encodeNumber), labels: adapter.labels ? adapter.labels(run) : null };
if (t % every === 0) { blocks.push(block.done()); block = new Hash(); sample(false); }
if ((t & 31) === 0 && now() > until) break;
}
return over;
},
finish() {
while (!over) this.advance();
return { ticks: t, blocks: blocks.map(hex).join(''), views: views.map(hex).join(''), deeps: deeps.map(hex).join(''), result: String(adapter.result(run)), ...(dump ? { dumps } : {}) };
},
};
}
/** A whole run's trace (see tracer). */
function trace(adapter, scenario, opts) { return tracer(adapter, scenario, opts).finish(); }
const firstDiff = (a = '', b = '') => {
const n = Math.max(a.length, b.length);
for (let i = 0; i < n; i += 8) if (a.slice(i, i + 8) !== b.slice(i, i + 8)) return i / 8;
return -1;
};
/**
* A trace against its reference. ok, or: `at` — where they first parted (level 'state' / 'view' / 'deep', the block,
* its ticks [from, to]); `result` — the outcomes differ; `ticks` — the runs' lengths differ. The level whose difference
* shows first is the one reported — by the tick it is seen at (a block's or a sample's last tick; a deep sample covers
* deepEvery ticks), the finer level on a tie; a run whose state never differs but whose view does still counts.
*/
function compare(ref, got, every = 30, deepEvery = every * 5) {
if (!ref) return { ok: false, missing: true };
let at = null;
for (const level of ['state', 'view', 'deep']) {
const key = level === 'state' ? 'blocks' : level === 'view' ? 'views' : 'deeps', span = level === 'deep' ? deepEvery : every;
const i = firstDiff(ref[key], got[key]);
if (i < 0) continue;
const to = Math.min((i + 1) * span, Math.max(ref.ticks, got.ticks));
if (!at || to < at.to) at = { level, block: i, from: i * span + 1, to };
}
const result = ref.result !== got.result, ticks = ref.ticks !== got.ticks;
return { ok: !at && !result && !ticks, at, result, ticks: ticks ? [ref.ticks, got.ticks] : null };
}
/** How bad a comparison is, for sorting and summaries: 3 the outcome differs, 2 what viewers see, 1 only inside. */
function severity(c) {
if (c.ok) return 0;
if (c.missing || c.result || c.ticks) return 3;
return c.at && c.at.level !== 'deep' ? 2 : 1;
}
const SPECIAL_NUMBERS = new Map([['NaN', NaN], ['Infinity', Infinity], ['-Infinity', -Infinity], ['-0', -0]]);
const encodeNumber = (x) => Number.isNaN(x) ? 'NaN' : x === Infinity ? 'Infinity' : x === -Infinity ? '-Infinity' : Object.is(x, -0) ? '-0' : x;
const bitsOf = (value) => {
const x = typeof value === 'string' && SPECIAL_NUMBERS.has(value) ? SPECIAL_NUMBERS.get(value) : value;
if (typeof x !== 'number') throw new Error('invalid numeric state entry');
if (Number.isNaN(x)) return 'NaN';
DV.setFloat64(0, x, true);
return hex(DV.getUint32(4, true)) + hex(DV.getUint32(0, true));
};
/**
* Two dumps of the same ticks (tracer `dump`) compared field by field: the differences in tick order, each with the
* tick, the entry's index and label, both values and their bits. Stops after `limit`.
*/
function diffDumps(a, b, limit = 20) {
const out = [];
const ticks = [...new Set([...Object.keys(a || {}), ...Object.keys(b || {})])].map(Number).sort((x, y) => x - y);
for (const t of ticks) {
const x = a[t], y = b[t];
if (!x || !y) { out.push({ tick: t, index: -1, label: x ? 'missing on the other side' : 'missing in the reference' }); if (out.length >= limit) break; continue; }
const n = Math.max(x.state.length, y.state.length);
for (let i = 0; i < n && out.length < limit; i++) {
const p = x.state[i], q = y.state[i];
if (Object.is(p, q) || (p !== undefined && q !== undefined && bitsOf(p) === bitsOf(q))) continue;
out.push({ tick: t, index: i, label: (x.labels && x.labels[i]) || (y.labels && y.labels[i]) || `#${i}`, ref: p, got: q, refBits: p === undefined ? '' : bitsOf(p), gotBits: q === undefined ? '' : bitsOf(q) });
}
if (out.length >= limit) break;
}
return out;
}
const VERSION = 2;
export { VERSION, Hash, hex, hashNumbers, hashValue, textFingerprint, selectScenarios, deepHash, tracer, trace, compare, severity, diffDumps };
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// simcheck's Node side: the reference (every scenario traced in Node, core.js), headless runs of the check page in
// several engines, and the field-by-field comparison of a dump a browser downloaded with Node's run of the same ticks.
// Engines: Playwright's chromium / firefox / webkit when the `playwright` package is installed (its browsers fetched
// with `npx playwright install firefox webkit`), else a local Chrome through puppeteer-core ($CHROME_PATH or the usual
// install paths).
//
// Written for Stronghold Protocol (GPL-3.0-or-later) and Duel Channel (AGPL-3.0-or-later) by the same author, and kept
// the same in both.
import { existsSync, readFileSync } from 'node:fs';
import { tracer, diffDumps, VERSION } from './core.js';
/**
* Trace every scenario in Node: the reference a page compares with.
* @param {object} adapter @param {{ id: string }[]} scenarios
* @param {{ every?: number, project: string, made?: object, onProgress?: (i: number, n: number, id: string) => void }} o
*/
export function buildReference(adapter, scenarios, { every = 30, deepEvery = every * 5, project, made = {}, onProgress } = {}) {
const out = {};
scenarios.forEach((sc, i) => {
if (onProgress) onProgress(i, scenarios.length, sc.id);
const { ticks, blocks, views, deeps, result } = tracer(adapter, sc, { every, deepEvery }).finish();
out[sc.id] = { ticks, blocks, views, deeps, result };
});
return { simcheck: VERSION, project, every, deepEvery, made: { engine: `Node ${process.version}`, date: new Date().toISOString().slice(0, 10), ...made }, scenarios: out };
}
const CHROMES = [process.env.CHROME_PATH, 'C:/Program Files/Google/Chrome/Application/chrome.exe', 'C:/Program Files (x86)/Google/Chrome/Application/chrome.exe',
'/Applications/Google Chrome.app/Contents/MacOS/Google Chrome', '/usr/bin/google-chrome', '/usr/bin/google-chrome-stable', '/usr/bin/chromium', '/usr/bin/chromium-browser'];
async function tryImport(name) { try { return await import(name); } catch { return null; } }
/**
* Open the check page (url, with ?auto=1 and the subset) in each engine and wait for its results.
* @param {string} url @param {string[]} engines 'chromium' | 'firefox' | 'webkit' | 'chrome' (a local Chrome)
* @returns {Promise<Record<string, { version?: string, status: string, summary?: object, results?: object[], report?: string, error?: string }>>}
*/
export async function runEngines(url, engines, { timeoutMs = 30 * 60000, log = () => {} } = {}) {
const pw = await tryImport('playwright'), pp = pw ? null : await tryImport('puppeteer-core');
const out = {};
for (const name of engines) {
let browser = null;
try {
if (pw && pw[name === 'chrome' ? 'chromium' : name]) {
const type = pw[name === 'chrome' ? 'chromium' : name], exe = CHROMES.find((p) => p && existsSync(p));
// chromium / chrome: Playwright's own build when it is installed, else the local Chrome
try { browser = await type.launch(name === 'chrome' && exe ? { executablePath: exe } : {}); } catch (e) {
if (type !== pw.chromium || !exe) throw e;
browser = await type.launch({ executablePath: exe });
}
} else if (pp && (name === 'chrome' || name === 'chromium')) {
const exe = CHROMES.find((p) => p && existsSync(p));
if (!exe) throw new Error('no Chrome found: set CHROME_PATH');
browser = await (pp.default || pp).launch({ executablePath: exe, headless: true });
} else throw new Error(pw ? `playwright has no ${name}` : `${name} needs the playwright package (npm i -D playwright && npx playwright install ${name})`);
const page = await browser.newPage();
const errors = [];
page.on('pageerror', (e) => errors.push(String(e.message || e)));
await page.goto(url, { timeout: 120000 });
const t0 = Date.now();
let last = -1;
for (;;) {
const st = await page.evaluate(() => { const s = globalThis.__simcheck; return s ? { status: s.status, n: s.results.length } : null; });
if (st && ['done', 'stopped', 'error'].includes(st.status)) break;
if (errors.length) throw new Error(errors.join('; '));
if (st && st.n !== last && st.n % 25 === 0) { log(` ${name}: ${st.n}`); last = st.n; }
if (Date.now() - t0 > timeoutMs) throw new Error('timed out');
await new Promise((r) => setTimeout(r, 1000));
}
const res = await page.evaluate(() => { const s = globalThis.__simcheck; return { status: s.status, expected: s.expected, completed: s.completed, error: s.error, summary: s.summary, results: s.results, report: s.report }; });
out[name] = { version: browser.version ? await browser.version() : '', ...res, errors };
} catch (e) {
out[name] = { status: 'error', error: String(e && e.message || e) };
} finally { if (browser) await browser.close().catch(() => {}); }
}
return out;
}
/**
* A dump a browser downloaded (the page's 下载这一段的状态) against Node's run of the same ticks: the differing entries,
* first ones first, as printable lines.
* @param {string} file @param {object} adapter @param {{ id: string }[]} scenarios
*/
export function diffDumpFile(file, adapter, scenarios, { every = 30, deepEvery = every * 5, limit = 20, identity = null } = {}) {
const d = JSON.parse(readFileSync(file, 'utf8'));
if (d.simcheck !== VERSION || !d.dumps || typeof d.dumps !== 'object' || !Array.isArray(d.window)) throw new Error('invalid dump format');
if (identity && d.identity !== identity) throw new Error('dump and reference inputs differ');
const sc = scenarios.find((s) => s.id === d.id);
if (!sc) throw new Error(`no scenario ${d.id} here`);
const ref = tracer(adapter, sc, { every, deepEvery, dump: d.window }).finish();
const diffs = diffDumps(ref.dumps, d.dumps, limit);
const lines = [`${d.id}, ticks ${d.window[0]}–${d.window[1]}: Node ${process.version} vs ${d.engine}`];
if (!diffs.length) lines.push(' the same in every entry of these ticks (the difference is in what the state vector does not hold: view / deep)');
for (const x of diffs) lines.push(x.index < 0 ? ` tick ${x.tick}: ${x.label}` : ` tick ${x.tick} ${x.label}: ${x.ref} (${x.refBits}) vs ${x.got} (${x.gotBits})`);
return lines;
}
/** One line per engine for a console. */
export function formatEngines(res) {
return Object.entries(res).map(([name, r]) => {
if (r.status === 'error') return `${name}: error — ${r.error}`;
const s = r.summary || {};
const bad = (r.results || []).filter((x) => !x.c.ok).map((x) => x.id);
return `${name} ${r.version || ''}: ${s.ok}/${s.n} the same${bad.length ? ` — different: ${bad.slice(0, 12).join(', ')}${bad.length > 12 ? ' …' : ''}` : ''}${r.errors && r.errors.length ? ` (page errors: ${r.errors.length})` : ''}`;
});
}
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// Stronghold Protocol's battles for simcheck (core.js): the golden battle corpus — tools/golden.mjs's families roster,
// bonds, fields, standins and diy (its matches are not single battles) — as BattleSpecs (written by
// tools/sim-check.mjs), each built with /sim/spec.js createBattleFromSpec as the browser runner does
// (public/js/battle/runner.js) and stepped tick by tick; a field battle stops at its golden cap like the corpus.
// state after every tick: the battle time, the RNG state and per unit FIELDS (exact bits)
// view b.snapshot(): what viewers are sent
// deep every value reachable from the units, the definitions and the process-wide sequence numbers left out
// result resultDigest(b.result()).hash: what the server's SP_VERIFY compares
// The page (sim-check.js) and the tool (tools/sim-check.mjs) both use it, with the sim and its data loaded their way.
import { deepHash } from './core.js';
/** The data files the sim reads: public/js/battle/runner.js SIM_DATA_FILES (test/sim/simcheck.test.js keeps them equal). */
export const SIM_DATA_FILES = Object.freeze(['chess', 'enemies', 'tokens', 'stages', 'waves', 'bonds', 'items', 'garrisons', 'bands', 'effects', 'backups']);
/** Per unit in the state vector. */
export const FIELDS = Object.freeze(['alive', 'removed', 'deployed', 'x', 'y', 'hp', 'atkCd', 'sp', 'burn', 'neural', 'necrosis', 'apoptosis', 'erosion',
'dmg', 'taken', 'heal', 'blocking']);
// left out of the deep state: references back to definitions and the battle, and buffs.js's process-wide `seq` (it
// depends on what ran before in the same page or process)
const DEEP_SKIP = Object.freeze(['def', 'profile', 'kit', 'battle', 'b', 'seq']);
const QUIET = Object.freeze({ error() {}, warn() {}, info() {}, debug() {} });
/** The scenario list of a specs document: id, golden family, in the fast subset. */
export const scenariosOf = (doc) => doc.specs.map((s) => ({ id: s.id, family: s.fam, fast: s.fast }));
/**
* @param {{ spec: { createBattleFromSpec: Function, resultDigest: Function }, ds: object, doc: { specs: object[] }, logger?: object }} o
* spec: the /sim/spec.js module; ds: a simdata DataSource over SIM_DATA_FILES; doc: the specs document
*/
export function strongholdAdapter({ spec, ds, doc, logger = QUIET }) {
const byId = new Map(doc.specs.map((s) => [s.id, s]));
return {
maxTicks: 200000,
start(sc) {
const s = byId.get(sc.id);
return { b: spec.createBattleFromSpec(s.spec, ds, { logger }), cap: s.cap ?? null };
},
step(r) {
const b = r.b;
if (b.finished) return false;
if (r.cap != null && b.time >= r.cap - 1e-9) { b.forceEnd('forced'); return false; }
b.step();
return true;
},
state(r) {
const b = r.b, v = [b.time, b.rng.state() >>> 0];
for (const u of b.units) {
const e = u.elem || {}, s = u.stats || {};
v.push(u.alive ? 1 : 0, u.removed ? 1 : 0, u.deployed ? 1 : 0, u.x, u.y, u.hp, u.atkCd, u.skill && u.skill.sp != null ? u.skill.sp : -1,
e.burn ?? 0, e.neural ?? 0, e.necrosis ?? 0, e.apoptosis ?? 0, e.erosion ?? 0, s.dmg ?? 0, s.taken ?? 0, s.heal ?? 0, (u.blocking || []).length);
}
return v;
},
labels(r) {
const out = ['time', 'rng'];
for (const u of r.b.units) { const name = `${u.side === 'enemy' ? 'enemy' : 'ally'} ${u.defId}#${u.id}`; for (const f of FIELDS) out.push(`${name}.${f}`); }
return out;
},
view(r) { return r.b.snapshot(); },
deep(r) { return deepHash(r.b.units, { skip: DEEP_SKIP }); },
result(r) { return spec.resultDigest(r.b.result()).hash; },
};
}
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// simcheck's page: runs a corpus of scenarios in this browser, compares every run with the reference made in Node
// (core.js compare) and says which ones parted, when, and how badly — the outcome, what viewers see, or only the
// hidden state. For a run that parted, the state vectors of the block where it parted can be downloaded and compared
// field by field with Node's (the project's tool, `--diff`). The summary can be copied as a report.
// Plain DOM, no framework; colours from CSS variables (--sc-*), so a page can wear its project's theme. Headless
// drivers read window.__simcheck ({ status, results, summary, report }) and may pass ?subset=<id>&auto=1 (&only=a,b).
//
// Written for Stronghold Protocol (GPL-3.0-or-later) and Duel Channel (AGPL-3.0-or-later) by the same author, and kept
// the same in both.
import { tracer, compare, severity, selectScenarios, VERSION } from './core.js';
const TEXT = {
run: '开始检查', stop: '停止', subset: '范围', scenarios: (n) => `${n} 场`,
idle: '准备好了。检查只在本机进行,不会上传任何数据。',
running: (i, n, id) => `正在检查 ${i} / ${n}:${id}`, stopped: '已停止', done: (n, t) => `完成:${n} 场,用时 ${t}`,
ok: '一致', bad: '不一致', result: '结果不同', view: '画面不同', state: '状态不同', deep: '仅内部状态不同', ticks: '长度不同', missing: '参考里没有',
where: (c, hz) => `首次检测到差异的区间:${(c.at.from / hz).toFixed(1)}–${(c.at.to / hz).toFixed(1)} 秒(第 ${c.at.from}–${c.at.to} 帧),${({ state: '状态', view: '快照', deep: '内部状态' })[c.at.level]}不同`,
outcome: '结果不同', length: (a, b) => `长度 ${a} → ${b} 帧`,
dump: '下载这一段的状态', dumping: '正在记录…',
copy: '复制报告', copied: '已复制报告', copyFail: '无法写入剪贴板,请手动复制下面的内容',
allOk: '全部选中场景的已记录状态、抽样快照与结果一致。',
engine: '这个浏览器', reference: '参考', none: '没有不一致的场次。', error: '运行出错',
};
const CSS = `
.sc { --_bg: var(--sc-bg, #101413); --_panel: var(--sc-panel, #171d1b); --_fg: var(--sc-fg, #e6ece9); --_muted: var(--sc-muted, #93a19b);
--_line: var(--sc-line, #2a3532); --_accent: var(--sc-accent, #4ed8af); --_ok: var(--sc-ok, #4ed8af); --_warn: var(--sc-warn, #f2c14e);
--_bad: var(--sc-bad, #ff6b5e); --_font: var(--sc-font, system-ui, sans-serif); --_mono: var(--sc-mono, ui-monospace, monospace);
box-sizing: border-box; max-width: 760px; margin: 0 auto; padding: 16px; color: var(--_fg); font: 14px/1.55 var(--_font); }
.sc *, .sc *::before, .sc *::after { box-sizing: inherit; }
.sc h1 { margin: 0 0 4px; font-size: 18px; }
.sc-sub { margin: 0 0 12px; color: var(--_muted); }
.sc-info { display: grid; grid-template-columns: max-content 1fr; gap: 2px 12px; margin: 0 0 14px; padding: 10px 12px; background: var(--_panel);
border: 1px solid var(--_line); font-size: 13px; }
.sc-info dt { color: var(--_muted); } .sc-info dd { margin: 0; overflow-wrap: anywhere; }
.sc-controls { display: flex; flex-wrap: wrap; gap: 8px; align-items: center; margin: 0 0 12px; }
.sc button, .sc select { font: inherit; color: var(--_fg); background: var(--_panel); border: 1px solid var(--_line); min-height: 40px; padding: 6px 12px; cursor: pointer; }
.sc button.sc-primary { border-color: var(--_accent); color: var(--_accent); }
.sc button:disabled { opacity: .5; cursor: default; }
.sc-bar { height: 6px; background: var(--_panel); border: 1px solid var(--_line); margin: 0 0 6px; }
.sc-bar i { display: block; height: 100%; width: 0; background: var(--_accent); transition: width .2s; }
.sc-status { margin: 0 0 12px; color: var(--_muted); min-height: 1.55em; overflow-wrap: anywhere; }
.sc-sum { display: flex; flex-wrap: wrap; gap: 6px 16px; margin: 0 0 12px; }
.sc-sum b { font: 600 18px/1 var(--_mono); margin-left: 4px; }
.sc-sum .is-ok b { color: var(--_ok); } .sc-sum .is-warn b { color: var(--_warn); } .sc-sum .is-bad b { color: var(--_bad); }
.sc-list { list-style: none; margin: 0 0 12px; padding: 0; display: grid; gap: 6px; }
.sc-list li { padding: 8px 10px; background: var(--_panel); border-left: 3px solid var(--_warn); overflow-wrap: anywhere; }
.sc-list li.is-bad { border-left-color: var(--_bad); }
.sc-list code { font: 13px var(--_mono); }
.sc-list button { min-height: 32px; padding: 3px 10px; margin-top: 6px; font-size: 13px; }
.sc-note { color: var(--_muted); font-size: 13px; }
.sc-allok { color: var(--_ok); }
.sc textarea { width: 100%; min-height: 160px; margin-top: 8px; background: var(--_panel); color: var(--_fg); border: 1px solid var(--_line);
font: 12px/1.5 var(--_mono); padding: 8px; }
`;
const esc = (s) => String(s).replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' })[c]);
const clock = (ms) => { const s = Math.round(ms / 1000); return `${Math.floor(s / 60)}:${String(s % 60).padStart(2, '0')}`; };
// a task boundary that background tabs do not throttle like timers
const yieldTask = () => new Promise((r) => { const ch = new MessageChannel(); ch.port1.onmessage = () => r(); ch.port2.postMessage(0); });
/** This browser, briefly: the engine family and version. */
function engineName() {
const ua = (typeof navigator !== 'undefined' && navigator.userAgent) || '';
const m = (re) => (ua.match(re) || [])[1];
if (m(/Edg\/(\d+)/)) return `Edge ${m(/Edg\/(\d+)/)} (Blink)`;
if (m(/Firefox\/(\d+)/)) return `Firefox ${m(/Firefox\/(\d+)/)} (Gecko)`;
if (/AppleWebKit/.test(ua) && !/Chrome|Chromium|CriOS/.test(ua)) return `Safari ${m(/Version\/([\d.]+)/) || ''} (WebKit)`.replace(' ', ' ');
if (m(/CriOS\/(\d+)/)) return `Chrome iOS ${m(/CriOS\/(\d+)/)} (WebKit)`;
if (m(/Chrom(?:e|ium)\/(\d+)/)) return `Chrome ${m(/Chrom(?:e|ium)\/(\d+)/)} (Blink)`;
return ua || 'unknown';
}
async function copyText(text) {
try { if (navigator.clipboard && globalThis.isSecureContext) { await navigator.clipboard.writeText(text); return true; } } catch { /* the textarea */ }
const ta = document.createElement('textarea');
ta.value = text; ta.setAttribute('readonly', ''); ta.style.cssText = 'position:fixed;left:-9999px;top:0;font-size:16px';
document.body.appendChild(ta);
try { ta.focus(); ta.select(); ta.setSelectionRange(0, text.length); return document.activeElement === ta && !!document.execCommand('copy'); } catch { return false; } finally { ta.remove(); }
}
function download(name, text) {
const a = document.createElement('a');
a.href = URL.createObjectURL(new Blob([text], { type: 'application/json' }));
a.download = name;
document.body.appendChild(a); a.click(); a.remove();
setTimeout(() => URL.revokeObjectURL(a.href), 10000);
}
/**
* Mount the check into root.
* @param {HTMLElement} root
* @param {{ project: string, title: string, subtitle?: string, adapter: object, scenarios: { id: string, family?: string }[],
* subsets: { id: string, label: string, pick: (sc: object) => boolean }[], reference: { every: number, made?: object,
* scenarios: Record<string, object> }, hz?: number, info?: [string, string][], text?: object }} o
*/
function mountCheck(root, o) {
const T = { ...TEXT, ...(o.text || {}) }, every = o.reference.every || 30, deepEvery = o.reference.deepEvery || every * 5, hz = o.hz || 30;
const q = new URLSearchParams(location.search);
if (!document.getElementById('sc-style')) { const st = document.createElement('style'); st.id = 'sc-style'; st.textContent = CSS; document.head.appendChild(st); }
const engine = engineName(), made = o.reference.made || {};
const info = [[T.engine, engine], [T.reference, [made.engine, made.commit, made.date].filter(Boolean).join(' · ') || '—'], ...(o.info || [])];
root.classList.add('sc');
root.innerHTML = `<h1>${esc(o.title)}</h1>${o.subtitle ? `<p class="sc-sub">${esc(o.subtitle)}</p>` : ''}
<dl class="sc-info">${info.map(([k, v]) => `<dt>${esc(k)}</dt><dd>${esc(v)}</dd>`).join('')}</dl>
<div class="sc-controls"><label>${esc(T.subset)} <select class="sc-subset">${o.subsets.map((s) =>
`<option value="${esc(s.id)}">${esc(s.label)} · ${esc(T.scenarios(o.scenarios.filter(s.pick).length))}</option>`).join('')}</select></label>
<button class="sc-primary sc-run">${esc(T.run)}</button><button class="sc-stop" hidden>${esc(T.stop)}</button></div>
<div class="sc-bar"><i></i></div><p class="sc-status" role="status">${esc(T.idle)}</p>
<div class="sc-sum"></div><ol class="sc-list"></ol>
<div class="sc-report" hidden><button class="sc-copy">${esc(T.copy)}</button> <span class="sc-note"></span><textarea readonly hidden></textarea></div>`;
const $ = (s) => root.querySelector(s);
const sel = $('.sc-subset'), runBtn = $('.sc-run'), stopBtn = $('.sc-stop'), bar = $('.sc-bar i'), status = $('.sc-status');
if (q.get('subset') && o.subsets.some((s) => s.id === q.get('subset'))) sel.value = q.get('subset');
sel.onchange = () => q.set('subset', sel.value);
const state = { status: 'idle', results: [], summary: null, report: '', expected: 0, completed: 0 };
globalThis.__simcheck = state;
let stop = false;
const summarize = (list) => {
const s = { n: list.length, ok: 0, result: 0, view: 0, state: 0, deep: 0 };
for (const r of list) {
if (r.c.ok) { s.ok++; continue; }
if (r.c.missing || r.c.result || r.c.ticks) s.result++;
else s[r.c.at.level]++;
}
return s;
};
const describe = (r) => {
const c = r.c, parts = [];
if (c.missing) return T.missing;
if (c.error) return `${T.error}:${c.error}`;
if (c.at) parts.push(T.where(c, hz));
if (c.result) parts.push(T.outcome);
if (c.ticks) parts.push(T.length(c.ticks[0], c.ticks[1]));
return parts.join(';');
};
const render = (list, total, elapsed, current) => {
const s = summarize(list);
bar.style.width = `${total ? (100 * list.length) / total : 0}%`;
$('.sc-sum').innerHTML = [[T.ok, s.ok, 'is-ok'], [T.result, s.result, 'is-bad'], [T.view, s.view, 'is-warn'], [T.state, s.state, 'is-warn'], [T.deep, s.deep, 'is-warn']]
.map(([k, v, cls]) => `<span class="${v && cls !== 'is-ok' ? cls : cls === 'is-ok' ? cls : ''}">${esc(k)}<b>${v}</b></span>`).join('');
const bad = list.filter((r) => !r.c.ok).sort((a, b) => severity(b.c) - severity(a.c));
$('.sc-list').innerHTML = bad.map((r, i) => `<li class="${severity(r.c) === 3 ? 'is-bad' : ''}"><code>${esc(r.id)}</code>${r.family ? ` <span class="sc-note">${esc(r.family)}</span>` : ''}<br>${esc(describe(r))}
${r.c.at ? `<br><button data-i="${i}">${esc(T.dump)}</button>` : ''}</li>`).join('');
$('.sc-list').querySelectorAll('button[data-i]').forEach((b) => { b.onclick = () => dumpOne(bad[Number(b.dataset.i)], b); });
if (current) status.textContent = T.running(list.length + 1, total, current);
state.summary = s;
return s;
};
const reportText = (list, subset, elapsed) => {
const s = summarize(list), lines = [
`simcheck ${VERSION} · ${o.project}`, `${T.engine}:${engine}`, `UA:${(navigator && navigator.userAgent) || ''}`,
`${T.reference}:${info[1][1]}`, `${T.subset}:${subset.label} · ${T.scenarios(list.length)} · ${clock(elapsed)}`,
`${T.ok} ${s.ok} · ${T.result} ${s.result} · ${T.view} ${s.view} · ${T.state} ${s.state} · ${T.deep} ${s.deep}`];
for (const r of list.filter((x) => !x.c.ok).sort((a, b) => severity(b.c) - severity(a.c))) lines.push(`- ${r.id}:${describe(r)}`);
return lines.join('\n');
};
const dumpOne = async (r, btn) => {
const old = btn.textContent;
btn.disabled = true; btn.textContent = T.dumping;
try {
await o.validate?.();
await yieldTask();
const tr = tracer(o.adapter, o.scenarios.find((x) => x.id === r.id), { every, deepEvery, dump: [r.c.at.from, r.c.at.to] });
while (!tr.advance(25)) await yieldTask();
const got = tr.finish();
download(`simcheck-${String(o.project).replace(/[^\w\u4e00-\u9fff]+/g, '-').toLowerCase()}-${r.id}-${r.c.at.from}.json`, JSON.stringify({ simcheck: VERSION, project: o.project, identity: o.reference.identity, id: r.id, window: [r.c.at.from, r.c.at.to],
engine, ua: navigator.userAgent, dumps: got.dumps }));
} catch (e) { status.textContent = `${T.error}:${String(e.message || e)}`; }
finally { btn.disabled = false; btn.textContent = old; }
};
const run = async () => {
stop = false; runBtn.disabled = true; sel.disabled = true; stopBtn.hidden = false; $('.sc-report').hidden = true;
state.status = 'running'; state.results = [];
state.expected = 0; state.completed = 0; state.error = null;
const t0 = performance.now();
try {
await o.validate?.();
if (q.has('subset') && !o.subsets.some(s => s.id === q.get('subset'))) throw new Error(`unknown subset: ${q.get('subset')}`);
const { subset, list } = selectScenarios(o.scenarios, o.subsets, sel.value, q.get('only'));
state.expected = list.length;
for (const sc of list) {
if (stop) break;
render(state.results, list.length, performance.now() - t0, sc.id);
await yieldTask();
const t1 = performance.now(), tr = tracer(o.adapter, sc, { every, deepEvery });
while (!tr.advance(25)) { await yieldTask(); if (stop) break; }
if (stop) break;
const got = tr.finish();
state.results.push({ id: sc.id, family: sc.family, c: compare(o.reference.scenarios[sc.id], got, every, deepEvery), ms: performance.now() - t1 });
state.completed = state.results.length;
}
const elapsed = performance.now() - t0, s = render(state.results, list.length, elapsed, null);
const complete = s.n > 0 && state.completed === state.expected;
status.innerHTML = stop ? esc(T.stopped) : complete && s.ok === s.n ? `<span class="sc-allok">${esc(T.allOk)}</span> ${esc(T.done(s.n, clock(elapsed)))}` : esc(T.done(s.n, clock(elapsed)));
if (complete && !state.results.some(r => !r.c.ok)) $('.sc-list').innerHTML = `<li class="sc-note">${esc(T.none)}</li>`;
state.report = reportText(state.results, subset, elapsed);
state.status = stop ? 'stopped' : 'done';
} catch (e) {
state.status = 'error'; state.error = String(e.message || e); state.report = `${T.error}:${state.error}`;
status.textContent = state.report;
} finally { $('.sc-report').hidden = false; runBtn.disabled = false; sel.disabled = false; stopBtn.hidden = true; }
};
runBtn.onclick = run;
stopBtn.onclick = () => { stop = true; };
$('.sc-copy').onclick = async () => {
const ok = await copyText(state.report), ta = $('.sc-report textarea');
$('.sc-report .sc-note').textContent = ok ? T.copied : T.copyFail;
ta.hidden = ok; if (!ok) { ta.value = state.report; ta.focus(); ta.select(); }
};
if (q.get('auto') === '1') run();
return state;
}
export { mountCheck, engineName };
+1
View File
@@ -707,6 +707,7 @@
"冻结商店(下回合保留) · {key}": "Freeze Shop (kept next round) · {key}",
"解冻": "Unfreeze",
"刷新商店 · {key}": "Refresh Shop · {key}",
"正在刷新…": "Refreshing…",
"免费 ×{free}": "Free ×{free}",
"查看 {name} 的战场": "View {name}'s Battlefield",
"与你在同一战场": "On your field",
+1
View File
@@ -708,6 +708,7 @@
"冻结商店(下回合保留) · {key}": "管理センターを凍結(次のラウンドに持ち越し) · {key}",
"解冻": "解除",
"刷新商店 · {key}": "管理センターを更新 · {key}",
"正在刷新…": "更新中…",
"免费 ×{free}": "無料 ×{free}",
"查看 {name} 的战场": "{name}の戦場を見る",
"与你在同一战场": "あなたと同じ戦場",
+52 -51
View File
@@ -108,7 +108,7 @@
"由创建者选择": "방장이 선택",
"由创建者设置": "방장이 설정",
"AI 队友最后选择": "AI 팀원은 마지막에 선택",
"策略与机变轮选时,所有博士先于 AI 队友选择": "전략과 기회 순서 선택에서 모든 박사가 AI 팀원보다 먼저 선택합니다",
"策略与机变轮选时,所有博士先于 AI 队友选择": "전략과 특수 선택 순서에서 AI 팀원보다 먼저 선택합니다.",
"连接中断,请稍候重试": "연결이 끊어졌습니다. 잠시 후 다시 시도해 주세요.",
"离开同盟": "동맹 나가기",
"你是同盟的创建者,离开后创建者身份将移交或同盟解散。确定离开吗?": "이 동맹의 방장입니다. 나가면 방장 권한이 다른 참가자에게 넘어가거나 동맹이 해산됩니다. 나가시겠습니까?",
@@ -241,7 +241,6 @@
"继续作战": "전투 재개",
"正在载入模拟数据…": "시뮬레이션 데이터를 불러오는 중…",
"正在进入模拟…": "시뮬레이션에 진입하는 중…",
"渲染器暂时未能加载,已切换为简化视图(功能不受影响,可刷新重试)": "렌더러를 불러오지 못해 간소화 화면으로 전환했습니다(모든 기능을 사용할 수 있으며 새로고침하면 다시 시도합니다).",
"已配发的装备无法销毁": "장착한 장비는 파기할 수 없습니다.",
"销毁道具": "아이템 파기",
"道具": "아이템",
@@ -387,9 +386,9 @@
"倒计时结束后仍未选定将自动分配": "제한 시간이 끝날 때까지 선택하지 않으면 자동으로 배정됩니다.",
"教鞭选择": "교편 선택",
"教鞭 · 战术特训": "교편 · 전술 특훈",
"请选择一项战术特训": "전술 특훈 1개를 선택해 주세요",
"请先完成教鞭选择": "먼저 교편 선택을 완료해 주세요",
"休整期结束时未选择将自动选定": "선택하지 않으면 휴식 기간 종료 시 자동으로 선택됩니다",
"请选择一项战术特训": "전술 특훈 1개를 선택해 주세요.",
"请先完成教鞭选择": "먼저 교편 선택을 완료해 주세요.",
"休整期结束时未选择将自动选定": "선택하지 않으면 휴식 기간 종료 시 자동으로 선택됩니다.",
"从候选中选择一项战术特训": "후보 중 전술 특훈 1개 선택",
"选择一项(无时间限制)": "하나를 선택하세요(시간 제한 없음).",
" · 点击卡牌选中,再次点击确认": " · 카드를 탭해 선택하고 한 번 더 탭해 확인",
@@ -688,7 +687,7 @@
" · 未装备模组": " · 모듈 미장착",
"已购买": "구매 완료",
"已招募": "모집 완료",
"空栏位:刷新或下回合开始时补满": "빈 슬롯: 갱신하거나 다음 라운드가 시작되면 채워집니다",
"空栏位:刷新或下回合开始时补满": "빈 슬롯: 갱신하거나 다음 라운드가 시작되면 채워집니다.",
"再次点击确认升级({price} 资金)": "한 번 더 눌러 승급 확인 (자금 {price})",
"升级调度中心({price} 资金) · {key}": "보급센터 승급 (자금 {price}) · {key}",
"已满级": "최대 레벨",
@@ -704,6 +703,7 @@
"冻结商店(下回合保留) · {key}": "상점 동결 (다음 라운드까지 유지) · {key}",
"解冻": "동결 해제",
"刷新商店 · {key}": "상점 갱신 · {key}",
"正在刷新…": "갱신 중…",
"免费 ×{free}": "무료 ×{free}",
"查看 {name} 的战场": "{name}의 전장 보기",
"与你在同一战场": "같은 전장",
@@ -816,14 +816,14 @@
"已恢复默认快捷键": "기본 단축키를 복원했습니다.",
"快捷键需要实体键盘;触屏设备连接键盘后可用": "단축키는 키보드가 필요합니다. 터치 기기에서도 키보드를 연결하면 사용할 수 있습니다.",
"查看 / 更改快捷键": "단축키 보기 / 변경",
"问题反馈": "문제 신고",
"问题反馈": "문제 제보",
"复制诊断信息": "진단 정보 복사",
"遇到问题时,复制诊断信息并粘贴到 GitHub issue 中,开发者就能看到出错时的情况。诊断信息只在本机生成,不会自动上传;玩家名和房间号会被替换。": "문제가 생기면 진단 정보를 복사해 GitHub issue에 붙여 넣어 주세요. 개발자가 오류가 났을 때의 상황을 확인할 수 있습니다. 진단 정보는 이 기기에서만 만들어지며 자동으로 업로드되지 않습니다. 플레이어 이름과 방 번호는 다른 값으로 바뀝니다.",
"遇到问题时,复制诊断信息并粘贴到 GitHub issue 中,开发者就能看到出错时的情况。诊断信息只在本机生成,不会自动上传;玩家名和房间号会被替换。": "문제가 생기면 진단 정보를 복사해 GitHub issue에 붙여 넣어 주세요. 개발자가 오류 발생 당시의 상황을 확인할 수 있습니다. 진단 정보는 이 기기에서만 만들어지며 자동으로 업로드되지 않습니다. 플레이어 이름과 방 번호는 다른 값으로 치환됩니다.",
"已记录的错误": "기록된 오류",
"附上本场战斗": "이 전투 첨부",
"开发者可以用附上的战斗数据重现这场战斗。": "첨부한 전투 데이터로 개발자가 이 전투를 재현할 수 있습니다.",
"已复制诊断信息,可以粘贴到 GitHub issue 中": "진단 정보를 복사했습니다. GitHub issue에 붙여 넣어 주세요",
"无法写入剪贴板,请手动复制下面的内容": "클립보드에 쓸 수 없습니다. 아래 내용을 직접 복사해 주세요",
"附上本场战斗": "이번 전투 첨부",
"开发者可以用附上的战斗数据重现这场战斗。": "첨부한 전투 데이터로 개발자가 해당 전투를 재현할 수 있습니다.",
"已复制诊断信息,可以粘贴到 GitHub issue 中": "진단 정보를 복사했습니다. GitHub issue에 붙여 넣어 주세요.",
"无法写入剪贴板,请手动复制下面的内容": "클립보드에 복사할 수 없습니다. 아래 내용을 직접 복사해 주세요.",
"诊断信息": "진단 정보",
"观战中无法进行该操作": "관전 중에는 할 수 없습니다.",
"标准": "표준",
@@ -832,8 +832,8 @@
"终极": "초월",
"rounds::回合": "라운드",
"{who}:获得{name}": "{who}: {name} 획득",
"{who}:卡池中已没有{name}": "{who}: 공유 풀에 {name}이(가) 남아 있지 않습니다",
"{who}:没有可获得的同盟约干员": "{who}: 획득할 수 있는 같은 맹약의 오퍼레이터가 없습니다",
"{who}:卡池中已没有{name}": "{who}: 공유 풀에 {name}이(가) 남아 있지 않습니다.",
"{who}:没有可获得的同盟约干员": "{who}: 획득할 수 있는 같은 맹약의 오퍼레이터가 없습니다.",
"获得{name}": "{name} 획득",
"联防阶段:{names} 迎战突破防线的敌人": "연합 방어 단계: {names} 님이 방어선을 돌파한 적을 맞아 싸웁니다.",
"地形变化:{names}无法停留在原位置,已撤回整备区": "지형 변화: {names} 오퍼레이터가 원래 위치에 머무를 수 없어 정비 구역으로 돌아갔습니다.",
@@ -857,7 +857,7 @@
"(锁定)": "(고정)",
"(精锐时生效)": "(정예화 시 적용)",
"更换": "변경",
"清空": "비우기",
"清空": "초기화",
"已在{tier}阶自选中": "이미 {tier}티어 선발에 포함됨",
"锁定": "고정",
"6★ 原型干员与持有的 6★ 干员,另有 4★ 原型干员(先锋、特种除外)": "6★ 프리셋 오퍼레이터와 보유한 6★ 오퍼레이터, 그리고 4★ 프리셋 오퍼레이터(뱅가드, 스페셜리스트 제외)",
@@ -1103,59 +1103,59 @@
"总局数": "총 판수",
"胜场": "승리",
"胜率": "승률",
"到达隐秘核心": "숨겨진 핵심 도달",
"通关隐秘核心": "숨겨진 핵심 클리어",
"最远回合": "최고 라운드",
"到达隐秘核心": "히든 코어 개방",
"通关隐秘核心": "히든 코어 격파",
"最远回合": "최고 도달 라운드",
"累计时长": "누적 플레이 시간",
"{n} 分": "{n}분",
"难度": "난이도",
"局数": "판수",
"隐秘核心通关": "숨겨진 핵심 클리어",
"隐秘核心通关": "히든 코어 격파",
"使用局数": "사용 판수",
"通过局数": "클리어 판수",
"通过率": "클리어율",
"称号": "평가",
"战斗累计": "전투 누적",
"称号": "칭호",
"战斗累计": "전투 통계",
"时间": "시간",
"模式": "모드",
"结果": "결과",
"点击查看该局结算": "이 판의 정산 보기",
"点击查看该局结算": "해당 판의 정산 보기",
"单人": "독립",
"同盟": "동맹",
"胜": "승",
"负": "패",
"已导出 {n} 条对局记录": "기록 {n}건을 내보냈습니다",
"已导入 {added} 条记录{tail}": "기록 {added}건을 가져왔습니다{tail}",
"已导出 {n} 条对局记录": "기록 {n}건을 내보냈습니다.",
"已导入 {added} 条记录{tail}": "기록 {added}건을 가져왔습니다{tail}.",
"(跳过重复 {skipped} 条)": " (중복 {skipped}건 건너뜀)",
"没有新记录(全部与现有数据重复)": "새 기록이 없습니다(모두 기존 데이터와 중복)",
"导入失败:不是有效的统计导出文件": "가져오기 실패: 올바른 통계 내보내기 파일이 아닙니다",
"已清空本机统计数据": "이 기기의 통계 데이터를 삭제했습니다",
"本机数据 · 仅记录本浏览器中你参与的对局": "이 기기의 데이터 · 이 브라우저에서 참여한 판만 기록됩니다",
"没有新记录(全部与现有数据重复)": "새 기록이 없습니다(모두 기존 데이터와 중복).",
"导入失败:不是有效的统计导出文件": "가져오기 실패: 올바른 통계 내보내기 파일이 아닙니다.",
"已清空本机统计数据": "해당 기기의 통계 데이터를 삭제했습니다.",
"本机数据 · 仅记录本浏览器中你参与的对局": "해당 기기의 데이터 · 브라우저에서 참여한 판만 기록됩니다.",
"检测到更新版本的统计数据,请先升级客户端再查看,以免覆盖数据。": "더 최신 버전의 통계 데이터가 감지되었습니다. 데이터를 덮어쓰지 않도록 클라이언트를 업데이트한 뒤 확인하세요.",
"还没有记录 —— 完成一局对局后,这里会开始积累。": "아직 기록이 없습니다 — 한 판을 마치면 여기에 쌓이기 시작합니다.",
"未知": "알 수 없음",
"对局记录": "판 기록",
"对局记录": "전적",
"{n} 小时": "{n}시간",
"计入统计:打到结算的对局,以及中途退出前至少清完 1 个回合的对局;更早退出的对局只留在对局记录里。": "집계 대상: 정산까지 진행한 판, 그리고 1라운드 이상 클리어한 뒤 중도 포기한 판. 그보다 일찍 나간 판은 판 기록에만 남습니다.",
"另有 {n} 局未计入统计": "집계에 포함되지 않은 판이 {n}건 더 있습니다",
"没有清完第一个回合就退出,不计入统计": "첫 라운드를 클리어하기 전에 나가서 집계에 포함되지 않습니다",
"中途退出的对局没有结算可看": "중도 포기한 판은 볼 수 있는 정산이 없습니다",
"较早的对局只保留汇总,不能回看结算": "오래된 판은 요약만 저장되어 정산을 볼 수 없습니다",
"计入统计:打到结算的对局,以及中途退出前至少清完 1 个回合的对局;更早退出的对局只留在对局记录里。": "집계 대상: 정산까지 진행한 판, 1라운드 이상 클리어한 판. 그 외의 기록은 '전적'에만 남습니다.",
"另有 {n} 局未计入统计": "집계에 포함되지 않은 판이 {n}건 있습니다.",
"没有清完第一个回合就退出,不计入统计": "첫 라운드를 클리어하기 전에 나가서 집계에 포함되지 않습니다.",
"中途退出的对局没有结算可看": "중도 포기한 판은 정산을 볼 수 없습니다.",
"较早的对局只保留汇总,不能回看结算": "오래된 판은 요약만 저장되어 정산을 볼 수 없습니다.",
"中途退出": "중도 퇴장",
"不计入统计": "집계 제외",
"显示更多(还有 {n} 局)": "더 보기 (남은 {n}건)",
"点击一行,回看该局结算;中途退出的对局只留记录。": "행을 누르면 해당 판의 정산을 다시 볼 수 있습니다. 중도 포기한 판은 기록만 남습니다.",
"最多保留最近 {max} 局,只有最新的 {full} 局能回看结算。": "최근 {max}판까지만 보관하며, 정산을 다시 볼 수 있는 것은 최신 {full}판뿐입니다.",
"返回统计": "통계로 돌아가기",
"文件过大,无法导入": "파일이 너무 커서 가져올 수 없습니다",
"无法写入本机存储,可能已满": "로컬 저장소에 쓰지 못했습니다. 공간이 가득 찼을 수 있습니다",
"文件过大,无法导入": "파일이 너무 커서 가져올 수 없습니다.",
"无法写入本机存储,可能已满": "로컬 저장소에 쓰지 못했습니다. 공간이 가득 찼을 수 있습니다.",
"({n} 条无法读取)": " (읽을 수 없는 기록 {n}건)",
"导入失败:这份文件由更新版本的客户端导出,请先升级客户端": "가져오기 실패: 더 최신 버전 클라이언트에서 내보낸 파일입니다. 먼저 클라이언트를 업데이트하세요",
"清空统计数据": "통계 데이터 비우기",
"导入失败:这份文件由更新版本的客户端导出,请先升级客户端": "가져오기 실패: 더 최신 버전 클라이언트에서 내보낸 파일입니다. 먼저 클라이언트를 업데이트하세요.",
"清空统计数据": "통계 데이터 초기화",
"将删除本机保存的 {n} 条对局记录,无法恢复。": "이 기기에 저장된 기록 {n}건을 삭제합니다. 되돌릴 수 없습니다.",
"导出为文件(可在别的设备上导入)": "파일로 내보내기 (다른 기기에서 가져올 수 있습니다)",
"导出为文件(可在别的设备上导入)": "파일로 내보내기 (다른 기기에서 가져올 수 있습니다.)",
"从导出的文件导入(与现有记录合并)": "내보낸 파일에서 가져오기 (기존 기록과 병합)",
"清空本机的统计数据": "이 기기의 통계 데이터 비우기",
"清空本机的统计数据": "이 기기의 통계 데이터 삭제",
"本机数据:只保存在这个浏览器里,不会上传到服务器;同盟对局里队友的代号也会存在本机(导出文件里也有)。": "이 기기의 데이터: 이 브라우저에만 저장되며 서버로 전송되지 않습니다. 동맹 시뮬레이션에서 함께한 동료의 이름도 이 기기에 저장됩니다(내보낸 파일에도 포함).",
"本机保存的统计数据无法读取,已另存为备份,从现在起重新记录。": "이 기기에 저장된 통계 데이터를 읽을 수 없습니다. 백업으로 따로 보관했으며 지금부터 새로 기록합니다.",
"有 {n} 条记录已损坏,已忽略。": "손상된 기록 {n}건을 무시했습니다.",
@@ -1174,13 +1174,13 @@
"练度": "육성도",
"潜能与练度": "잠재와 육성도",
"满潜能 · 精英2 Lv.60": "최대 잠재 · 2차 정예화 Lv.60",
"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": "오퍼레이터 보유에서 미보유로 표시됨: 대체 오퍼레이터는 잠재와 육성도가 없습니다. 이 설정은 다시 '보유'로 바꾸면 적용됩니다",
"原型干员没有潜能与练度": "프로토타입 오퍼레이터는 잠재와 육성도가 없습니다",
"模组仅在精锐形态生效": "모듈은 정예화 형태에서만 적용됩니다",
"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": "미보유(오퍼레이터 보유): 대체 오퍼레이터가 출전하며 잠재와 육성도가 없습니다",
"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": "오퍼레이터 보유에서 미보유로 표시됨: 대체 오퍼레이터는 잠재와 육성도가 없습니다. 이 설정은 다시 '보유'로 바꾸면 적용됩니다.",
"原型干员没有潜能与练度": "프리셋 오퍼레이터는 잠재와 육성도가 없습니다.",
"模组仅在精锐形态生效": "모듈은 정예화 형태에서만 적용됩니다.",
"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": "미보유(오퍼레이터 보유): 대체 오퍼레이터가 출전하며 잠재와 육성도가 없습니다.",
"含潜能与练度;": "잠재와 육성도 포함. ",
"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "오퍼레이터 {nChanged}명의 스킬, 모듈, 잠재, 육성도를 기본 설정으로 되돌릴까요?",
"已导入 {n} 名干员的潜能与练度": "오퍼레이터 {n}명의 잠재와 육성도를 가져왔습니다",
"已导入 {n} 名干员的潜能与练度": "오퍼레이터 {n}명의 잠재와 육성도를 가져왔습니다.",
"精英1": "정예 1",
"精英2": "정예 2",
"精英2 Lv.60": "정예 2 Lv.60",
@@ -1195,7 +1195,7 @@
"跟随全局": "전체 설정 따르기",
"仅保存在此浏览器,缺失的日语语音会回退到中文。": "이 브라우저에만 저장됩니다. 일본어 음성이 없으면 중국어로 재생합니다.",
"添加到桌面": "홈 화면에 추가",
"恢复本机对局": "이 기기의 게임 복귀",
"恢复本机对局": "해당 게임 복귀",
"此对局仍在其他窗口中,或当前浏览器无法安全恢复。请关闭原窗口后重试。": "다른 창에서 진행 중이거나 이 브라우저에서 안전하게 복귀할 수 없습니다. 원래 창을 닫고 다시 시도하세요.",
"选择已关闭窗口的对局。服务器重启或对局过期后无法恢复。": "닫힌 창의 게임을 선택하세요. 서버 재시작 또는 게임 만료 후에는 복귀할 수 없습니다.",
"{name} · 同盟 {code}": "{name} · 동맹 {code}",
@@ -1210,9 +1210,10 @@
"同意重刷": "다시 추첨에 동의",
"拒绝重刷": "다시 추첨 거부",
"取消投票": "투표 취소",
"只能部署在召唤者相邻四格": "소환자와 상하좌우로 인접한 4칸에만 배치할 수 있습니다",
"{names}只能部署在召唤者相邻四格,已退回整备区": "{names}은(는) 소환자와 상하좌우로 인접한 4칸에만 배치할 수 있어 정비 구역으로 돌아갔습니다",
"{names}只能部署在召唤者相邻四格,整备区已满,下回合返还": "{names}은(는) 소환자와 상하좌우로 인접한 4칸에만 배치할 수 있습니다. 정비 구역이 가득 차 다음 라운드에 반환됩니다",
"装备库存不足,未获得该装备": "장비 재고가 부족하여 획득하지 못했습니다",
"库存不足": "재고 부족"
"只能部署在召唤者相邻四格": "소환자와 상하좌우로 인접한 4칸에만 배치할 수 있습니다.",
"{names}只能部署在召唤者相邻四格,已退回整备区": "{names}은(는) 소환자와 상하좌우로 인접한 4칸에만 배치할 수 있어 정비 구역으로 돌아갔습니다.",
"{names}只能部署在召唤者相邻四格,整备区已满,下回合返还": "{names}은(는) 소환자와 상하좌우로 인접한 4칸에만 배치할 수 있습니다. 정비 구역이 가득 차 다음 라운드에 반환됩니다.",
"装备库存不足,未获得该装备": "장비 재고가 부족하여 획득하지 못했습니다.",
"库存不足": "재고 부족",
"渲染器暂时未能加载,已切换为简化视图(功能不受影响,可刷新重试)": "렌더러를 불러오지 못해 간소화 화면으로 전환했습니다(모든 기능을 사용할 수 있으며 새로고침하면 다시 시도합니다)."
}
+1
View File
@@ -706,6 +706,7 @@
"冻结商店(下回合保留) · {key}": "凍結商店(下回合保留) · {key}",
"解冻": "解凍",
"刷新商店 · {key}": "更新商店 · {key}",
"正在刷新…": "正在更新…",
"免费 ×{free}": "免費 ×{free}",
"查看 {name} 的战场": "查看 {name} 的戰場",
"与你在同一战场": "與你在同一戰場",
+70 -3
View File
@@ -525,6 +525,9 @@ export class AudioManager {
this.voiceGate = new VoiceGate();
this.voiceNode = null; // { src, gain, url, token } of the line on air
this.voiceToken = 0;
this.bondCueNode = null;
this.bondCueToken = 0;
this.bondCueScope = null;
this.voiceOverrides = {};
this.voiceLang = 'cn'; // settings 语音语言: 'cn' (audio.voice) | 'jp' (audio.voiceJp, falling back to audio.voice)
this.startVoiceDone = false; // 行动出发 of this field (the first operator deployed says it)
@@ -666,6 +669,7 @@ export class AudioManager {
muted: typeof v?.muted === 'boolean' ? v.muted : this.volumes.muted,
};
this._applyVolumes();
if (this.volumes.muted || this.volumes.sfx <= 0) this.stopBondCue();
}
/**
@@ -834,6 +838,58 @@ export class AudioManager {
// ---- SFX ------------------------------------------------------------------------------------------------
/**
* True while a cue of `scope` started less than `ms` ago. One preparation update can both add layers (m.layer → layerGain)
* and raise the active-bond count (screens/game.js): the second trigger of that same update keeps the playing cue
* instead of cutting it off and starting it again. A later gain still replaces the cue at once (no cooldown).
*/
bondCueRecent(scope, ms = 400) {
if (this.bondCueScope !== scope || typeof performance === 'undefined') return false;
return performance.now() - (this.bondCueAt || 0) < ms;
}
/** The official ADD_BOND bank has maxSoundAllowed=1 / popOldest=true. No extra cooldown. */
stopBondCue(scope = null) {
if (scope && this.bondCueScope !== scope) return;
this.bondCueToken++;
this.bondCueScope = null;
const cur = this.bondCueNode;
this.bondCueNode = null;
if (!cur) return;
try { cur.src.stop(); } catch { /* already ended */ }
cur.end();
}
_playBondCue(url, volume, scope = 'prep') {
this.stopBondCue();
const token = this.bondCueToken, ctx = this.ctx;
if (!ctx || !url || this.volumes.muted || this.volumes.sfx <= 0) return;
this.bondCueScope = scope;
this.bondCueAt = typeof performance !== 'undefined' ? performance.now() : 0;
this._buffer(url).then((buf) => {
if (!buf || token !== this.bondCueToken || ctx !== this.ctx || this.volumes.muted || this.volumes.sfx <= 0) return;
let src, gain;
const end = () => {
try { src?.disconnect(); gain?.disconnect(); } catch { /* ignore */ }
if (this.bondCueNode?.src === src) this.bondCueNode = null;
};
try {
src = ctx.createBufferSource(); gain = ctx.createGain();
src.buffer = buf;
gain.gain.value = Math.max(0, Math.min(1.5, volume));
src.connect(gain); gain.connect(this.sfxGain);
src.onended = end;
this.bondCueNode = { src, gain, end };
src.start();
} catch { end(); }
}, () => {});
}
/** One cue per real gain, including several layers at once or an inactive bond. */
layerGain(bondId, add, scope = 'prep') {
if (typeof bondId === 'string' && bondId && Number.isFinite(add) && add > 0) this.sfx('bondUp', { volume: 0.7, scope });
}
_play(url, { volume = 1, rate = 1, limited = false, unitKey = null } = {}) {
if (!this.ctx || !url || this.volumes.muted || this.volumes.sfx <= 0) return;
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
@@ -862,12 +918,15 @@ export class AudioManager {
/**
* UI sound by name (sfx.ui keys). Unknown names are ignored.
* @param {string} name
* @param {{ volume?: number }} [o]
* @param {{ volume?: number, scope?: string }} [o]
*/
sfx(name, o = {}) {
try {
const url = this.getManifest()?.audio?.sfx?.ui?.[name];
if (typeof url === 'string') this._play(url, { volume: o.volume ?? 0.9 });
if (typeof url === 'string') {
if (name === 'bondUp') this._playBondCue(url, o.volume ?? 0.9, o.scope);
else this._play(url, { volume: o.volume ?? 0.9 });
}
} catch { /* ignore */ }
}
@@ -1013,6 +1072,7 @@ export class AudioManager {
/** Reset the unit map for a new field (m.field.units = UnitInfo[]). */
setFieldUnits(units) {
this.stopBondCue();
this.units.clear();
// unit ids belong to one battle: a cast still held for a unit of the field left must not sound for a unit of the new
// one that happens to share its id
@@ -1056,7 +1116,9 @@ export class AudioManager {
if (!Array.isArray(e)) continue;
const kind = e[0];
if (kind === 'spawn') { this._track(e[1]); continue; }
if (kind === 'atk') {
if (kind === 'layer') {
this.layerGain(e[2], e[3], 'battle');
} else if (kind === 'atk') {
// a chain bounce: its first id is the previous target, whose attack sound this is not (see header)
if (CHAIN_KINDS.has(e[3])) { this.lastAttacker.delete(e[2]); continue; }
const src = this.units.get(e[1]);
@@ -1176,6 +1238,11 @@ export function installAudio(deps) {
const sync = (s) => {
try {
const pub = s.match?.public ?? null;
if (deps.selectRoute(s) !== 'game') audio.stopBondCue();
else if (![PHASE.COMBAT, PHASE.UNITE, PHASE.FINAL_ASSAULT, PHASE.HIDDEN_CORE].includes(pub?.phase)) {
// A new prep gain can precede its m.public phase update. Cancel only the previous battle's cue.
audio.stopBondCue('battle');
}
// 开战 BGM: the round's own track out of bgm.combatAlts (骑士之日 / 无畏者 are fixed per round, not drawn),
// so every client of a room hears the same one, a mid-fight re-render (or a teammate view) never switches,
// and the next round moves on by the table. 联防 shares its round ⇒ same key ⇒ the loop keeps playing.
+5 -3
View File
@@ -61,9 +61,10 @@
// 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?, standInFor? }] that player's
// battleRunner.ownerOps(ownerId, fieldId?) → [{ kind: 'op', ownerId, defId, items?, standInFor?, diy? }] 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) | []
// play, DESIGN §20.15, 变形同构体 wearers included; a 补位 stand-in names the replaced charId,
// a 自选 operator carries its pick like UnitInfo) | []
//
// createBattleRunner(deps) builds an instance with injectable net / store / clock / frame scheduler / sim loader
// (test/match/runner.test.js and test/match/runner-pending.test.js drive it under Node).
@@ -883,7 +884,8 @@ export function createBattleRunner(deps) {
.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;
const diy = u.def?.diyFor ? u.def.loadout?.diy : null;
return { ...o, ...(si ? { standInFor: si } : {}), ...(diy ? { diy: { ...diy } } : {}) };
});
},
/** Re-show the current battle (the game screen remounted). */
+5 -1
View File
@@ -44,7 +44,7 @@ import { TitleScreen, sanitizeName } from './screens/title.js';
import { LobbyScreen, rememberRoom, parseRoomParam } from './screens/lobby.js';
import { RoomScreen } from './screens/room.js';
import { GameScreen } from './screens/game.js';
import { installAudio } from './audio.js';
import { audio, installAudio } from './audio.js';
import { settingsStore } from './ui/settings.js';
import { GuideHost } from './ui/guide.js';
import { installDeviceSupport } from './ui/device.js';
@@ -229,6 +229,10 @@ function wireNet() {
});
net.on('m.public', (msg) => { matchAt = Date.now(); store.patch('match', { public: payload(msg) }); maybeFinishRestore(); });
net.on('m.private', (msg) => { matchAt = Date.now(); store.patch('match', { private: payload(msg) }); });
net.on('m.layer', (msg) => {
const s = store.get();
if (selectRoute(s) === 'game' && msg.playerId === s.me?.playerId) audio.layerGain(msg.bondId, msg.add);
});
net.on('m.field', (msg) => store.patch('match', { field: payload(msg) }));
net.on('m.result', (msg) => {
const res = payload(msg);
+20 -23
View File
@@ -6,8 +6,8 @@
//
// Driving (units.js calls these; the sim is authoritative, the actor only visualises):
// setBase('idle'|'move'|'stun') the resting state from the snapshot anim code
// attack(interval, once) one attack happened now (b.ev 'atk'): plays begin→loop, re-phases the loop
// so its OnAttack frame lands now, timeScale = loopDuration / interval;
// attack(interval, once) one attack happened now (b.ev 'atk'): consumes its wind-up or starts at
// OnAttack, once; operator timeScale = loopDuration / interval;
// `once` (a one-off cast, style.js PROJ[kind].once — 暴鸰's bomb drop): the
// clip plays once at its own speed, then base; `clipPerAttack` (enemies,
// GitHub #58): every attack plays the clip once — at its own speed, faster
@@ -33,8 +33,7 @@
// update(dt) advances the skeleton (autoUpdate is off: one clock for everything)
// poseHeld() true while the pose cannot change (render/units.js then neither re-poses nor
// redraws the model, only advances `clock`)
// Attack mode lasts until ~1.4 attack intervals without a new attack (a `once` cast and every attack of a
// `clipPerAttack` actor: to the end of its clip), then the end clip (if any) and base — except the attacks of a skill
// Each attack plays its clip once, then the end clip (if any) and base — except the attacks of a skill
// with its own idle clip, which go straight back to that idle: the skill's end clip closes the skill, not each spell of
// attacks while it runs.
@@ -158,10 +157,10 @@ export class SpineActor {
/**
* Enemies (render/units.js, GitHub #58): each attack plays the attack clip once — at its own speed, faster only when
* the attacks come quicker than the clip — and then the resting state; the sim stands the enemy for exactly that
* clip (server/sim/ai.js attackStand). Off (operators): the clip loops over the attack rhythm.
* clip (server/sim/ai.js attackStand). Off (operators): retain rhythm scaling, but still play each attack once.
*/
this.clipPerAttack = false;
this.wound = false; // clipPerAttack: wound up for the coming attack (windUp → attack)
this.wound = false; // wound up for the coming attack (windUp → attack)
this._applied = false; // an update has posed the skeleton since its clip last changed (poseHeld)
this._appliedTint = undefined; // the tint that update put on the slots (pixi-spine applies `tint` in update)
this._play(this._idleName(), true);
@@ -366,9 +365,8 @@ export class SpineActor {
if (this.dead || this.mode === 'stun' || this.mode === 'die' || this.mode === 'change' || !(lead >= 0)) return false;
const clip = this._attackClip();
if (!clip) return false;
const single = once || this.clipPerAttack;
// in rhythm: attack() re-phases; a clip-per-attack actor starts each attack's clip anew unless already wound up for it
if (this.mode === 'attack' && this.current === clip.loop && (!this.clipPerAttack || once || this.wound)) return false;
// One queued attack owns one wind-up. A later attack may begin while the previous recovery is still playing.
if (this.mode === 'attack' && this.current === clip.loop && (once || this.wound)) return false;
const loopDur = this.dur(clip.loop);
// a one-off cast plays at the clip's own speed (one loop per clip length), whatever the attack rhythm
const iv = once ? loopDur : clampN(Number.isFinite(interval) && interval > 0 ? interval : this.interval, 0.08, 8);
@@ -378,8 +376,8 @@ export class SpineActor {
if (!(hit > 0) || lead * plan.ts > hit + 1e-6) return false;
if (!once) this.interval = iv;
this.mode = 'attack';
this.attackUntil = this.clock + lead + (single ? Math.max(0, loopDur - hit) / plan.ts : Math.max(0.45, iv * 1.4));
this._play(clip.loop, !single, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
this.attackUntil = this.clock + lead + Math.max(0, loopDur - hit) / plan.ts;
this._play(clip.loop, false, { timeScale: plan.tsWind, start: plan.start, mix: 0.06 });
this.windTs = plan.ts;
this.windUntil = this.clock + lead;
this.wound = true;
@@ -397,14 +395,13 @@ export class SpineActor {
if (!clip) return;
const loopDur = this.dur(clip.loop);
const per = this.clipPerAttack && !once;
const single = once || per;
// clip per attack: its own speed (ts 1), faster only when the attacks come quicker than the clip
const ts = once ? 1 : per ? clampN(loopDur / Math.min(this.interval, loopDur), 1, 4) : clampN(loopDur / this.interval, 0.35, 4);
const hit = this._hitTime(clip.loop, loopDur);
// (a clip-per-attack actor still playing the previous attack's clip was not wound up for this one)
const wasAttacking = this.mode === 'attack' && this.current === clip.loop && (!per || this.wound);
const wasAttacking = this.mode === 'attack' && this.current === clip.loop && this.wound;
this.mode = 'attack';
this.attackUntil = this.clock + (single ? Math.max(0, loopDur - hit) / ts : Math.max(0.45, this.interval * 1.4));
this.attackUntil = this.clock + Math.max(0, loopDur - hit) / ts;
this.windUntil = null;
this.wound = false;
if (!wasAttacking) {
@@ -414,19 +411,19 @@ export class SpineActor {
// lifts before the slam; #246 by @TsangAsuna, accepted by the owner on 2026-10-07)
const whole = per && this.interval >= loopDur;
if (whole) this.attackUntil = this.clock + loopDur / ts;
this._play(clip.loop, !single, { timeScale: ts, start: whole ? 0 : hit, mix: 0.06 });
} else if (single) {
const e = this.spine.state.tracks[0];
if (e) e.timeScale = ts;
this._play(clip.loop, false, { timeScale: ts, start: whole ? 0 : hit, mix: 0.06 });
} else {
const e = this.spine.state.tracks[0];
if (e) {
e.timeScale = ts;
// re-phase gently so the strike frame lines up with this attack
const t = e.trackTime % loopDur;
let d = hit - t;
if (d > loopDur / 2) d -= loopDur; else if (d < -loopDur / 2) d += loopDur;
e.trackTime += d * 0.8;
// Preserve operator hit-phase correction when a coarse/batched update crossed windUntil.
// This adjusts the prepared single clip; it does not start another visual swing.
if (!once && !per) {
const t = e.trackTime % loopDur;
let d = hit - t;
if (d > loopDur / 2) d -= loopDur; else if (d < -loopDur / 2) d += loopDur;
e.trackTime += d * 0.8;
}
}
}
}
+9 -3
View File
@@ -84,7 +84,7 @@ import { CombatHud } from '../ui/combatHud.js';
import { SettingsModal, settingsStore } from '../ui/settings.js';
import { ExitModal, AwayOverlay, awayStore } from '../ui/matchChrome.js';
import { openGuide } from '../ui/guide.js';
import { actions } from '../ui/gameActions.js';
import { actions, onRefreshBusy } from '../ui/gameActions.js';
import { FacingWheel, holdPiece, setPieceDir, syncPieceDirs, showRange, useTileScreen } from '../ui/facingWheel.js';
import { Underframe, underframeRect, TempRowNotice } from '../ui/underframe.js';
import { StandInTags } from './game/standInTags.js';
@@ -183,6 +183,10 @@ function MatchScreen() {
// deals duplicates) carry the same chess id and no piece, and each must say its 选中干员 (detailPanel selectVoiceKey)
const cardTap = useRef(0);
const [collapsed, setCollapsed] = useState(false);
// GitHub #501: a g.refresh is still waiting for its reply — the shop's 刷新 button dims while it is (gameActions.js
// single-flights the intent; the R hotkey is dropped by the same guard)
const [refreshBusy, setRefreshBusy] = useState(false);
useEffect(() => onRefreshBusy(setRefreshBusy), []);
const [rewardMin, setRewardMin] = useState(false);
const [emoteOpen, setEmoteOpen] = useState(false);
const [settingsOpen, setSettingsOpen] = useState(false);
@@ -428,6 +432,7 @@ function MatchScreen() {
if (showPrep) {
if (field?.prep) staleFieldRef.current = field; // a prep scouting board is never a battle to enter
if (viewModeRef.current !== 'prep') {
audio.stopBondCue('battle');
// the battle we just left (or whatever was stored before mount) must not be re-entered next combat;
// an m.field that arrives during prep (the upcoming battle) is a new object and will be entered
staleFieldRef.current = field;
@@ -759,7 +764,8 @@ function MatchScreen() {
const activeBonds = (priv?.bonds || []).filter((b) => b && b.active).length;
const prevActive = useRef(activeBonds);
useEffect(() => {
if (activeBonds > prevActive.current && phase === PHASE.PREP) audio.sfx('bondUp', { volume: 0.7 });
// a layer gain of the same update already started the cue (audio.bondCueRecent): keep it, don't restart it
if (activeBonds > prevActive.current && phase === PHASE.PREP && !audio.bondCueRecent('prep')) audio.sfx('bondUp', { volume: 0.7, scope: 'prep' });
prevActive.current = activeBonds;
}, [activeBonds]);
@@ -1468,7 +1474,7 @@ function MatchScreen() {
${spectator ? null : html`<${Button} size="sm" variant="primary" icon="back" onClick=${() => watchPlayer({ playerId: myId })}>${t('返回自己')}<//>`}
</div>` : null}
${showShop ? html`<${ShopBar} priv=${priv} editable=${editable} collapsed=${collapsed} onCollapse=${setCollapsed}
${showShop ? html`<${ShopBar} priv=${priv} editable=${editable} collapsed=${collapsed} refreshBusy=${refreshBusy} onCollapse=${setCollapsed}
barRef=${barRef} offBonds=${offBonds}
onBuy=${buy} onLevel=${() => actions.levelUp()} onRefresh=${() => actions.refresh()} onFreeze=${() => actions.freeze()}
onDetail=${(id, kind, hint) => setDetail({ kind: kind === 'item' ? 'item' : 'chess', id, hint: hint || null, tap: ++cardTap.current })}
+1 -1
View File
@@ -675,7 +675,7 @@ function LoadoutScreen({ st }) {
${inMatch && hasDeadline(infoDeadline) ? html`<${Countdown} deadline=${infoDeadline} size="sm" gauge=${false} label=${t('调配截止')} class="lo-deadline" />` : null}
${syncText ? html`<span class=${cx('lo-sync', syncCls)} role="status">${t(syncText)}</span>` : null}
<span class="lo-count">${t('已调整')} <b class="num">${nChanged}</b><span class="num t-dim">/${roster.length}</span></span>
<${Button} variant="ghost" size="sm" data-testid="loadout-export" disabled=${!nChanged} onClick=${openExport} title=${t('导出当前调配(可复制或下载)')}>${t('导出')}<//>
<${Button} variant="ghost" size="sm" data-testid="loadout-export" disabled=${!nChanged && !Object.keys(st.ops || {}).length} onClick=${openExport} title=${t('导出当前调配(可复制或下载)')}>${t('导出')}<//>
<${Button} variant="ghost" size="sm" data-testid="loadout-import" disabled=${!ready} onClick=${openImport} title=${t('导入调配(粘贴或选择文件)')}>${t('导入')}<//>
<${Button} variant="secondary" size="sm" icon="refresh" disabled=${!nChanged} onClick=${resetAll}>${t('全部恢复默认')}<//>
</div>`}
+35 -12
View File
@@ -534,24 +534,27 @@ export function DialogHost() {
// ---- Tooltip -----------------------------------------------------------------------------------
let tipState = null; // { id, content, rect, placement }
let tipState = null; // { id, content, aside, rect, placement }
let tipSeq = 0;
const tipListeners = new Set();
const setTip = (s) => { tipState = s; for (const fn of [...tipListeners]) fn(); };
/**
* Hover/focus tooltip around its children. Content renders in <TooltipLayer/> (fixed, viewport-clamped).
* @param {{ text: any, placement?: 'top'|'bottom', delay?: number, block?: boolean, class?: string, children?: any }} props
* `aside`: a second section in the same clamped, scrollable box; stacked on narrow screens.
* @param {{ text: any, aside?: any, placement?: 'top'|'bottom', delay?: number, block?: boolean, class?: string, children?: any }} props
*/
const TOUCH_TIP_MS = 450;
export function Tooltip({ text, placement = 'top', delay = 120, block = false, class: cls, children }) {
export function Tooltip({ text, aside = null, placement = 'top', delay = 120, block = false, class: cls, children }) {
const ref = useRef(null);
const idRef = useRef(0);
const timer = useRef(null);
const textRef = useRef(text);
const asideRef = useRef(aside);
const pressed = useRef(false); // pointer pressed inside: the focus that follows is not a keyboard focus
textRef.current = text;
asideRef.current = aside;
if (!idRef.current) idRef.current = ++tipSeq;
const show = () => {
clearTimeout(timer.current);
@@ -560,7 +563,8 @@ export function Tooltip({ text, placement = 'top', delay = 120, block = false, c
const el = ref.current;
const content = textRef.current; // the text of the render current when the delay ends (a click may change it)
if (!el || !el.isConnected || content == null || content === '') return;
setTip({ id: idRef.current, content, rect: el.getBoundingClientRect(), placement });
setTip({ id: idRef.current, content, aside: asideRef.current, rect: el.getBoundingClientRect(), placement,
hold: () => clearTimeout(timer.current), hide });
}, delay);
};
const hide = () => {
@@ -570,7 +574,7 @@ export function Tooltip({ text, placement = 'top', delay = 120, block = false, c
// A click hides the tooltip until the pointer leaves: the focus it gives the button must not bring it back
// (with the text of the click's closure) over whatever the click opened. Keyboard focus still shows it.
// Touch: a tap never shows it (the compatibility mouseenter that follows a tap is ignored); a long press
// (≥ 450 ms) does, and it goes away shortly after the finger lifts.
// (≥ 450 ms) does. Ordinary tips expire after release; compound lists stay open for scrolling until dismissed.
const touchAt = useRef(0);
const longTimer = useRef(null);
const onPointerDown = (e) => {
@@ -586,18 +590,24 @@ export function Tooltip({ text, placement = 'top', delay = 120, block = false, c
if (!e || e.pointerType === 'mouse') return;
touchAt.current = Date.now();
clearTimeout(longTimer.current);
if (tipState?.id === idRef.current) { clearTimeout(timer.current); timer.current = setTimeout(hide, 1600); }
if (tipState?.id === idRef.current && !asideRef.current) { clearTimeout(timer.current); timer.current = setTimeout(hide, 1600); }
};
const onMouseEnter = () => { if (Date.now() - touchAt.current > 900) show(); };
const onFocusIn = () => { if (!pressed.current && Date.now() - touchAt.current > 900) show(); };
const onLeave = () => { pressed.current = false; if (Date.now() - touchAt.current > 900) hide(); };
const onLeave = () => {
pressed.current = false;
if (Date.now() - touchAt.current > 900) {
if (asideRef.current) { clearTimeout(timer.current); timer.current = setTimeout(hide, 250); }
else hide();
}
};
useEffect(() => () => { clearTimeout(longTimer.current); hide(); }, []);
// Keep the visible tooltip's content fresh when `text` changes (and hide it when text goes away).
useEffect(() => {
if (tipState?.id !== idRef.current) return;
if (text == null || text === '') setTip(null);
else setTip({ ...tipState, content: text });
}, [text]);
else setTip({ ...tipState, content: text, aside: asideRef.current });
}, [text, aside]);
return html`<span ref=${ref} class=${cx('tt-anchor', block && 'tt-anchor--block', cls)}
onMouseEnter=${onMouseEnter} onMouseLeave=${onLeave} onFocusIn=${onFocusIn} onFocusOut=${onLeave} onPointerDown=${onPointerDown}
onPointerUp=${onPointerEnd} onPointerCancel=${onPointerEnd} onContextMenu=${(e) => { if (Date.now() - touchAt.current < 900) e.preventDefault(); }}>
@@ -612,7 +622,12 @@ export function TooltipLayer() {
const [pos, setPos] = useState(null);
useEffect(() => {
tipListeners.add(force);
return () => tipListeners.delete(force);
const outside = (e) => { if (tipState?.aside && !e.target?.closest?.('.tooltip')) tipState.hide?.(); };
const escape = (e) => { if (e.key === 'Escape') tipState?.hide?.(); };
document.addEventListener('pointerdown', outside);
document.addEventListener('keydown', escape);
window.addEventListener('resize', force);
return () => { tipListeners.delete(force); document.removeEventListener('pointerdown', outside); document.removeEventListener('keydown', escape); window.removeEventListener('resize', force); };
}, []);
useLayoutEffect(() => {
const el = boxRef.current;
@@ -628,13 +643,21 @@ export function TooltipLayer() {
if (place === 'bottom' && top + b.height > vh - m) { place = 'top'; top = Math.max(m, r.top - b.height - m); }
let left = r.left + r.width / 2 - b.width / 2;
left = Math.max(m, Math.min(vw - b.width - m, left));
top = Math.max(m, Math.min(vh - b.height - m, top));
const next = { top: Math.round(top), left: Math.round(left), place, id: tipState.id };
if (!pos || pos.top !== next.top || pos.left !== next.left || pos.id !== next.id || pos.place !== next.place) setPos(next);
});
if (!tipState) return null;
const ready = pos && pos.id === tipState.id;
return html`<div ref=${boxRef} class=${cx('tooltip', ready && 'is-shown', ready && `tooltip--${pos.place}`)} role="tooltip"
style=${ready ? `top:${pos.top}px;left:${pos.left}px` : 'top:-9999px;left:-9999px'}>${tipState.content}</div>`;
const hasAside = tipState.aside != null && tipState.aside !== '';
const off = 'top:-9999px;left:-9999px';
return html`<div ref=${boxRef} class=${cx('tooltip', hasAside && 'tooltip--compound', ready && 'is-shown', ready && `tooltip--${pos.place}`)} role="tooltip"
tabIndex=${hasAside ? 0 : undefined} onMouseEnter=${() => tipState?.hold?.()} onMouseLeave=${() => tipState?.hide?.()}
onFocusIn=${() => tipState?.hold?.()} onPointerDown=${() => tipState?.hold?.()}
onFocusOut=${(e) => { if (!e.currentTarget.contains(e.relatedTarget)) tipState?.hide?.(); }}
style=${ready ? `top:${pos.top}px;left:${pos.left}px` : off}>
${hasAside ? html`<div class="tooltip__main">${tipState.content}</div><div class="tooltip--aside">${tipState.aside}</div>` : tipState.content}
</div>`;
}
// ---- ProgressBar, Tabs, Spinner ----------------------------------------------------------------
+23 -1
View File
@@ -20,6 +20,22 @@ const emitBusy = () => { for (const fn of [...busyListeners]) { try { fn(infligh
/** Subscribe to the number of in-flight intents (for subtle busy indicators). */
export function onBusy(fn) { busyListeners.add(fn); return () => busyListeners.delete(fn); }
// Single-flight shop refresh (GitHub #501, single-ptilopsis): under a high RTT the shop has not answered yet while the
// player taps 刷新 again — every extra g.refresh the client sends is a paid refresh (server/match intents.js → ps.refresh).
// A tap while the previous request is still on the wire is dropped; the button dims and the R hotkey stays inert (both
// call actions.refresh) until the request settles (success or failure). This is not server-side cancellation or
// idempotency: a timed-out request may already have executed. The shop bar receives onRefreshBusy via the game screen.
let refreshPending = false;
const refreshBusyListeners = new Set();
const emitRefreshBusy = () => { for (const fn of [...refreshBusyListeners]) { try { fn(refreshPending); } catch { /* ignore */ } } };
/**
* Subscribe to the shop refresh's in-flight state — fires once with the current state.
* @param {(busy: boolean) => void} fn
* @returns {() => void} unsubscribe
*/
export function onRefreshBusy(fn) { refreshBusyListeners.add(fn); try { fn(refreshPending); } catch { /* ignore */ } return () => refreshBusyListeners.delete(fn); }
/**
* Send an intent. Resolves true on `ok`, false on error (already toasted).
* @param {string} t
@@ -55,7 +71,13 @@ export const actions = {
band: (bandId) => act('g.band', { bandId }),
bandSkip: () => act('g.bandSkip'),
buy: (slot) => act('g.buy', { slot }),
refresh: () => act('g.refresh'),
// a tap while the previous g.refresh is still on the wire is dropped (GitHub #501) — see onRefreshBusy above
refresh: () => {
if (refreshPending) return Promise.resolve(false);
refreshPending = true;
emitRefreshBusy();
return act('g.refresh').finally(() => { refreshPending = false; emitRefreshBusy(); });
},
freeze: () => act('g.freeze'),
levelUp: () => act('g.levelUp'),
sell: (uid) => act('g.sell', { uid }),
+4 -3
View File
@@ -201,8 +201,9 @@ export function GIcon({ name, class: cls, title }) {
/**
* Green LP tower + number. `pending` (> 0): the loss the running battle's leaks will cost at settlement (user
* playtest #3 item 2) — the number shows value − pending in red followed by a −N tick that pops again on every change
* (keyed); `note` a small tag after it (联防中); `tip` the title text.
* playtest #3 item 2) — the number keeps the settled LP (owner-approved #479 / #504),
* shown in red with a −N tick that pops again on every change (keyed); `note` a
* small tag after it (联防中); `tip` the title text.
* @param {{ value: any, size?: 'sm'|'md'|'lg', class?: string, tone?: string|null, pending?: number, note?: string|null, tip?: string|null }} props
*/
export function LpTower({ value, size = 'md', class: cls, tone, pending = 0, note = null, tip = null }) {
@@ -211,7 +212,7 @@ export function LpTower({ value, size = 'md', class: cls, tone, pending = 0, not
return html`<span class=${cx('lp', `lp--${size}`, tone && `lp--${tone}`, p > 0 && 'is-pending', cls)} title=${tip || tr('目标生命值')}
data-pending=${p > 0 ? p : null}>
<${Sprite} k="hudPanel/icon_hp" class="lp__icon" fallback=${html`<${Icon} name="rook" class="lp__icon" />`} />
<b class="num lp__val">${ok ? Math.max(0, value - p) : '--'}</b>
<b class="num lp__val">${ok ? Math.max(0, value) : '--'}</b>
${p > 0 ? html`<span key=${p} class="lp__pend num" aria-label=${tr('结算时扣除 {p}', { p })}>−${p}</span>` : null}
${note ? html`<span class="lp__note">${note}</span>` : null}
</span>`;
+15 -8
View File
@@ -4,12 +4,23 @@ import { GEO, PHASE } from '../../../../shared/constants.js';
import { BOSS_ROW_SHIFT, MAX_COL } from '../../render/prepfield.js';
import { int, isObj } from './shared.js';
/** Server-owned random pairs. Seat inference is only for an older server without the field. */
function prepPair(pub, myId) {
const alive = (Array.isArray(pub?.players) ? pub.players : []).filter(p => isObj(p) && p.alive !== false);
if (!alive.some(p => p.playerId === myId)) return [];
if (pub.bossPairs !== undefined) {
return (Array.isArray(pub.bossPairs) ? pub.bossPairs : []).find(g => Array.isArray(g) && g.includes(myId)) || [];
}
const ids = alive.sort((a, b) => int(a.seat, 99) - int(b.seat, 99)).map(p => p.playerId);
const i = ids.indexOf(myId);
return ids.slice(i - i % 2, i - i % 2 + 2);
}
/**
* Camera of the own prep board (research 09 §1.2 "Final Assault, right side", DESIGN §15): in the prep of a boss round
* (最终攻势 / 隐秘核心: `pub.round` is `bossRound` or `hiddenRound`) the pieces stand on the player's half of the shared
* boss field — `{ kind: 'bossPrep', opts: { side } }`; the side follows the server's pairing (server/match/
* finalAssault.js pairPlayers: the alive players in seat order, two by two; the second of a pair is on the mirrored
* finalAssault.js pairPlayers, sent in m.public.bossPairs; the second of a pair is on the mirrored
* right half 'R', a lone player on 'L'). Any other prep: the own board `{ kind: 'prep', opts: { rect, side: 'L' } }`.
* @param {any} pub m.public
* @param {string|null} myId
@@ -19,9 +30,7 @@ export function prepCamera(pub, myId) {
const normal = { kind: 'prep', opts: { rect: { ...GEO.NORMAL_RECT }, side: 'L' } };
const r = pub?.round;
if (!Number.isInteger(r) || r <= 0 || !(r === pub.bossRound || r === pub.hiddenRound)) return normal;
const alive = (Array.isArray(pub.players) ? pub.players : []).filter((p) => isObj(p) && p.alive !== false)
.sort((a, b) => int(a.seat, 99) - int(b.seat, 99));
const idx = alive.findIndex((p) => p.playerId === myId);
const idx = prepPair(pub, myId).indexOf(myId);
if (idx < 0) return normal; // eliminated / unknown: no board of its own on the boss field
return { kind: 'bossPrep', opts: { side: idx % 2 === 1 ? 'R' : 'L' } };
}
@@ -32,7 +41,7 @@ const BOSS_PREP_PHASES = new Set([PHASE.ROUND_START, PHASE.SP_DRAFT, PHASE.PREP]
* The players framed in green on the team panel (community report of 2026-10-06, item 51: 「同组两个玩家屏幕左边的头像也像原版
* 那样用绿框框起来」 — the official co-op frame, ui/battle `bg_team_border`): in a boss round (最终攻势 / 隐秘核心) the viewer
* and its pair partner — from the round's start (回合开始 / 机变 / 休整期: the pairing `prepCamera` reads, the players still
* in by seat, two by two — server/match/finalAssault.js pairPlayers) through the fight (the boss field listing the
* in the server's saved pairs — server/match/finalAssault.js pairPlayers) through the fight (the boss field listing the
* viewer). Empty for a lone player, an eliminated player or a spectator seat (no pair of its own) and in every other
* round. PR #191 framed the partner alone, in gold (not merged).
* @param {any} pub m.public @param {string|null} myId
@@ -51,9 +60,7 @@ export function teamFrameIds(pub, myId) {
return f && f.players.length > 1 ? new Set(f.players) : none;
}
if (!bossRound || !BOSS_PREP_PHASES.has(pub.phase)) return none;
const alive = players.filter((p) => p.alive !== false).sort((a, b) => int(a.seat, 99) - int(b.seat, 99)).map((p) => p.playerId);
const idx = alive.indexOf(myId);
const pair = alive.slice(idx - (idx % 2), idx - (idx % 2) + 2);
const pair = prepPair(pub, myId);
return pair.length > 1 ? new Set(pair) : none;
}
+9 -7
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@@ -12,13 +12,14 @@
// overtimeState): "NN 秒后全队生命值开始流失" once the level time ran out, then a live "生命值 −1/秒" indicator while the
// merged team LP drains (the LP tower turns red). Solo battles: a pause / resume button beside the countdown (g.pause);
// while m.public.paused every clock here is frozen at the pause moment (`frozenAt`).
// Normal rounds (user playtest #3 item 2): the LP tower drops live as the own battle's enemies enter the blue gate —
// lp − min(lpCapPerRound, counted leaks) in red with a −N tick, 联防中 while a 联防 may still save part of it (liveLp;
// Normal rounds (user playtest #3 item 2): the LP tower marks the own battle's leaks live as its enemies enter the blue
// gate — the settled lp stays until settlement, in red with a −min(lpCapPerRound, counted leaks) tick (GitHub #479: the
// official keeps the current value until settlement), 联防中 while a 联防 may still save part of it (liveLp;
// the leaks come from the local battle runner, else m.public players[].pendingLp). 联防 (user playtest #6 item 7; PRTS
// 卫戍协议/帮助 "防卫失败的玩家可通过上方信息栏确认自身所属敌人的剩余数量"): a leaker's phase capsule carries the official
// runner tag ×N (research 09 `tag_miss`; art ui/battle bg_miss_enemy [ASSUMED]) = its enemies still standing on the 联防
// field, uncapped and live — falling as the helpers kill them, rising when one splits or summons (the local 联防
// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower shows lp − min(lpCapPerRound, N).
// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower marks lp with −min(lpCapPerRound, N).
// The same MissTag sits in the leakers' team rows (ui/teamPanel.js), its tooltip naming the teammate there (missTip).
// 准备就绪 is refused while the temp overflow row (临时整备区) holds pieces: the reason shows under the button
// (user playtest #3 item 3; the row's own label is ui/underframe.js TempRowNotice).
@@ -183,9 +184,10 @@ export function uniteRemaining(local, server) {
}
/**
* The own LP while a normal round's battle runs: the loss its counted leaks will cost is shown at once (red, −N)
* instead of only at settlement. `base` — kept by the caller between renders — is the settled m.private state the
* pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
* The own LP while a normal round's battle runs: the loss its counted leaks will cost is marked at once (red, −N) instead
* of only at settlement — the number itself keeps the settled LP until settlement (GitHub #479: the official shows the
* current value, not the deduction, until the round settles). `base` — kept by the caller between renders — is the
* settled m.private state the pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
* dropped as soon as the settlement lands — m.private lp or stats.leaks changed (Match.flush sends m.private before the
* SETTLE m.public) — or the phase leaves COMBAT / UNITE or the round changes, so the loss is never subtracted twice.
* 联防 (UNITE): a leaker finally loses min(cap, the survivors of the 联防 battle that came from them); `uniteLeft` (its
@@ -352,7 +354,7 @@ export function PauseButton({ paused, busy = false, onToggle }) {
* spectators?: any[]|null, myId?: any, isHost?: boolean, onRemoveSpectator?: ((playerId: any) => any)|null }} props
* spectators: the room's spectator seats (room.state) — the 观战席 capsule beside the latency (SpectatorPill; the host removes)
* frozenAt: the server time every clock shows while the solo match is paused (null = live)
* live: the own battle's pending LP loss (liveLp): the tower shows lp − pending in red with a −N tick, 联防中 during 联防;
* live: the own battle's pending LP loss (liveLp): the tower keeps the settled lp and adds a red −N tick, 联防中 during 联防;
* `left` (a leaker in 联防): its enemies still standing — the capsule's ×N tag
*/
export function TopBar({ pub, priv, conn, hud, total, drawer, onExit, onDrawer, onReady, readyBusy, readyCount, playerCount, pen = false, penAvail = false, onPen = () => {},
+27 -2
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@@ -69,14 +69,38 @@ export function DiyBannedLine({ model, class: cls = 'brief-banned__diy' }) {
${t('{names}的盟约本局全部禁用,不会出现在你的商店', { names: list.map((x) => dn(x.name)) })}</p>`;
}
/**
* The box beside a bond's tooltip: its banned members (the badge's count), each with avatar, name and bonds (the hovered
* one highlighted); null when none are banned.
* @param {any} bond @param {MatchInfoModel} model @param {Set<string>} banned
*/
function BondBannedAside(bond, model, banned) {
const ids = (Array.isArray(bond.visibleMembers) ? bond.visibleMembers : []).filter((id) => banned.has(id));
if (!ids.length) return null;
const nameOf = new Map(model.bonds.map((b) => [b.bondId, b.name]));
return html`<div class="brief-bantip">
<div class="brief-bantip__h">${t('本局禁用干员')}</div>
${ids.map((id) => {
const c = data.lookup('chess', id);
const bonds = (Array.isArray(c?.bonds) ? c.bonds : []).filter((b) => nameOf.has(b));
return html`<div key=${id} class="brief-bantip__op" data-chess=${id}>
<${UnitThumb} kind="chess" id=${id} size="xs" showTier=${false} />
<div class="brief-bantip__txt"><b>${c?.name || id}</b>
<span>${bonds.map((b, i) => html`${i ? ' · ' : ''}<span class=${cx(b === bond.bondId && 'is-this')}>${nameOf.get(b)}</span>`)}</span></div>
</div>`;
})}
</div>`;
}
/**
* One row of bond discs (核心盟约 / 附加盟约): a greyed disc (✕) for a bond in the drawn set D or one the mode never
* activates, the red badge with its banned members, a red ring on an enabled bond that lost members; the tooltip says
* which (briefingBondTip).
* which (briefingBondTip). A bond with banned members lists them in a second box beside the tooltip (BondBannedAside).
* @param {{ title: string, micro: string, bonds: any[], model: MatchInfoModel }} props
*/
export function MatchBondRow({ title, micro, bonds, model }) {
const m = data.get('assets');
const banned = new Set(model.banned);
return html`<div class="brief-bonds">
<h3 class="brief-h"><span>${title}</span><${MicroLabel}>${micro}</${MicroLabel}></h3>
<div class="brief-bonds__row">
@@ -84,7 +108,8 @@ export function MatchBondRow({ title, micro, bonds, model }) {
const state = model.stateOf(b.bondId);
const off = !!state;
const bannedN = model.perBond.get(b.bondId) || 0;
return html`<${Tooltip} key=${b.bondId} text=${briefingBondTip(b.name, state, bannedN)}>
return html`<${Tooltip} key=${b.bondId} text=${briefingBondTip(b.name, state, bannedN)}
aside=${bannedN > 0 ? BondBannedAside(b, model, banned) : null}>
<div class=${cx('brief-bond', off && 'is-off', state === 'drawn' && 'is-incomplete', !off && bannedN > 0 && 'is-partial')} data-bond=${b.bondId}>
<${BondDisc} name=${b.name} icon=${bondIconUrl(m, b.bondId)} active=${!off} disabled=${off} tier=${off ? 0 : (b.thresholds?.length || 1)}
maxTier=${Math.max(1, b.thresholds?.length || 1)} size="md" />
+7 -5
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@@ -10,7 +10,9 @@
// pointer): there is no ⓘ corner (the official cards have none; user playtest #6 item 10 — on phones its invisible
// 44 px touch area covered the card's bottom-right quarter, half the strip, and a second tap there only re-opened the
// detail); a card that cannot be bought right now (the bar is not editable: ready, round start) opens its detail. The
// D / R / F keys stay one-press shortcuts. There is no drag-to-sell zone: selling is the 出售 +N button of a tapped
// D / R / F keys stay one-press shortcuts — a 刷新 whose request is still on the wire dims the button and swallows
// further taps and the R key until the reply lands (GitHub #501; the single-flight lives in ui/gameActions.js
// onRefreshBusy, ui/shopBar.js only draws it). There is no drag-to-sell zone: selling is the 出售 +N button of a tapped
// unit's underframe (ui/underframe.js). After a promotion the operator cards are replaced by
// the 晋升奖励 cards (3 free operators, pick 1 — also two taps) until picked or put off (稍后 → rewardOverlay.js pill);
// a special refresh (凯瑟琳 定向投放's 3 items, 娜仁图亚, 寻呼模块, 信标, 松果) takes the same place under its own name, an
@@ -286,13 +288,13 @@ export function RewardCards({ offer, priv, editable, onPick, onDetail, onLater,
/**
* The bar.
* @param {{ priv:any, editable:boolean, collapsed:boolean, onCollapse:(c:boolean)=>void,
* @param {{ priv:any, editable:boolean, collapsed:boolean, refreshBusy?:boolean, onCollapse:(c:boolean)=>void,
* onBuy:(i:number)=>void, onLevel:Function, onRefresh:Function, onFreeze:Function, onDetail:(id:string, kind?:string, hint?:string|null)=>void,
* onDetailClose?: () => void, onRefuse?: (reason: string) => void, barRef:any,
* reward?: any, onReward?: (idx:number)=>void, onRewardLater?: Function, offBonds?: Set<string>|null }} props — offBonds:
* the bonds this mode never activates (gameLogic modeOffBonds), struck through on the operator cards
*/
export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
export function ShopBar({ priv, editable, collapsed, refreshBusy = false, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
reward = null, onReward, onRewardLater, onArm = null, offBonds = null }) {
const shop = priv?.shop || {};
const slots = Array.isArray(shop.slots) ? shop.slots : [];
@@ -354,10 +356,10 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
<${Img} src=${uiUrl(data.get('assets'), frozen ? 'shopPanel/frozen_icon2' : 'shopPanel/frozen_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="snow" />`} />
<span>${frozen ? t('解冻') : t('冻结')}</span><kbd>${hk.freeze}</kbd>
</button>
<button type="button" class="toolbtn toolbtn--amber" disabled=${!!refReason} onClick=${onRefresh} title=${refReason || t('刷新商店 · {key}', { key: hk.refresh })}>
<button type="button" class="toolbtn toolbtn--amber" disabled=${!!refReason || refreshBusy} onClick=${onRefresh} title=${refReason || (refreshBusy ? t('正在刷新…') : t('刷新商店 · {key}', { key: hk.refresh }))}>
<${Img} src=${uiUrl(data.get('assets'), 'shopPanel/refresh_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="refresh" />`} />
<span>${t('刷新')}</span>
${free > 0 ? html`<span class="toolbtn__free">${t('免费 ×{free}', { free })}</span>` : html`<${HexBadge} value=${shop.refreshPrice ?? 1} tone=${refReason ? 'dark' : 'gold'} size="sm" />`}
${free > 0 ? html`<span class="toolbtn__free">${t('免费 ×{free}', { free })}</span>` : html`<${HexBadge} value=${shop.refreshPrice ?? 1} tone=${refReason || refreshBusy ? 'dark' : 'gold'} size="sm" />`}
<kbd>${hk.refresh}</kbd>
</button>
</div>