feedback7 G-UI: clear the 调度中心 upgrade confirm for the reached level after pressing D (PR #356 by @Xinglan233)

Applied as-is. The shop bar's two-tap arm for the level button is now lv:<level>. A successful upgrade, including the D shortcut, changes the level and drops that arm, so the next click only selects the new level. A freeze at the same level keeps the confirm. Another card's arm is left alone, and D still upgrades immediately.

Tests: node --test test/ui/mock.e2e.test.js test/ui/playtest6-elite.test.js test/ui/playtest6-ui.test.js — 20 pass, 0 fail. The mock e2e suite skipped because SP_E2E is unset. eslint on the touched files: 0 errors (one pre-existing unused-assignment warning in mock.e2e.test.js).
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Xinglan233 authored and sganggs committed 2026-10-08 18:43:40 +08:00
1 parent 246622beff
commit 5952539046
2 files changed
+77 -4

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+6 -4
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@@ -196,7 +196,7 @@ function LevelCard({ shop, reason, armed = false, onTap }) {
export const armKey = (kind, idx, slot) => `${kind}:${idx}:${slot?.id ?? ''}`;
/**
* The slot an armed key names (`c` / `i` shop slots, `r` reward slots), or null ('lv', nothing armed, a stale key).
* The slot an armed key names (`c` / `i` shop slots, `r` reward slots), or null (a level card, nothing armed, a stale key).
* @param {string|null} key
* @param {any[]} slots the shop's slots
* @param {any[]|null} rewardSlots the shown reward offer's slots
@@ -288,10 +288,12 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
const free = Number(shop.freeRefreshes) || 0;
const showReward = !!(reward && Array.isArray(reward.slots) && reward.slots.length);
// A completed upgrade changes the level, so its confirmation cannot carry into the next upgrade.
const levelKey = `lv:${shop.level ?? 1}`;
// two-tap: the keys that may stay armed right now
const keys = new Set();
if (!collapsed) {
if (!lvReason) keys.add('lv');
if (!lvReason) keys.add(levelKey);
slots.forEach((s, i) => { if (s && !s.sold) keys.add(armKey(s.kind === 'item' ? 'i' : 'c', i, s)); });
if (showReward) reward.slots.forEach((s, i) => { if (s && !s.sold) keys.add(armKey('r', i, s)); });
}
@@ -312,7 +314,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
buy(idx);
};
const tapLevel = () => {
if (armed !== 'lv') { setArmed('lv'); return; }
if (armed !== levelKey) { setArmed(levelKey); return; }
setArmed(null);
onLevel();
};
@@ -341,7 +343,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
</button>
</div>
<div class="shopbar__row">
<${LevelCard} shop=${shop} reason=${lvReason} armed=${armed === 'lv'} onTap=${tapLevel} />
<${LevelCard} shop=${shop} reason=${lvReason} armed=${armed === levelKey} onTap=${tapLevel} />
${showReward ? html`<${RewardCards} offer=${reward} priv=${priv} editable=${editable} onPick=${onReward} onDetail=${onDetail} onLater=${onRewardLater}
armed=${armed} onTap=${tapCard} offBonds=${offBonds} />`
: html`<div class="shopbar__cards">
+71
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@@ -149,6 +149,77 @@ describe('in-match UI (mock harness, headless Chrome)', { skip: !ENABLED && 'set
await page.close();
});
test('prep: a shortcut upgrade clears the previous level confirmation', async () => {
const { page, problems } = await open('phase=PREP', { render: 'fallback' });
try {
await page.evaluate(() => globalThis.__MOCK__.mutate((S) => { S.priv.funds = 100; }));
const before = await mockState(page);
const pressed = () => page.$eval('.shopbar .lvcard', (el) => el.getAttribute('aria-pressed'));
await page.click('.shopbar .lvcard');
await page.waitForFunction(() => document.querySelector('.lvcard').getAttribute('aria-pressed') === 'true');
assert.equal((await mockState(page)).funds, before.funds, 'selecting does not charge');
await page.keyboard.press('KeyD');
await page.waitForFunction((lv) => globalThis.__MOCK__.S().priv.shop.level === lv + 1, {}, before.shop.level);
const upgraded = await mockState(page);
assert.equal(upgraded.funds, before.funds - before.shop.upgradePrice);
assert.equal(await pressed(), 'false', 'the completed upgrade must disarm its confirmation');
await page.click('.shopbar .lvcard');
await page.waitForFunction(() => document.querySelector('.lvcard').getAttribute('aria-pressed') === 'true');
await sleep(300); // allow a mistaken second upgrade to reach the mock server
assert.equal((await mockState(page)).shop.level, upgraded.shop.level, 'the next click only selects');
assert.equal((await mockState(page)).funds, upgraded.funds, 'the next click does not charge');
await page.keyboard.press('Escape');
await page.waitForFunction(() => document.querySelector('.lvcard').getAttribute('aria-pressed') === 'false');
await page.keyboard.press('KeyD');
await page.waitForFunction((lv) => globalThis.__MOCK__.S().priv.shop.level === lv + 1, {}, upgraded.shop.level);
assert.equal((await mockState(page)).funds, upgraded.funds - upgraded.shop.upgradePrice, 'D still upgrades directly');
// Optional art / audio may be absent; this state regression needs no asset pack.
assert.deepEqual(problems.filter((p) => p.startsWith('pageerror:')), []);
} finally { await page.close(); }
});
test('prep: mouse level confirmation survives same-level updates and resets after purchase', async () => {
const { page, problems } = await open('phase=PREP', { render: 'fallback' });
try {
await page.evaluate(() => globalThis.__MOCK__.mutate((S) => { S.priv.funds = 100; }));
const before = await mockState(page);
await page.click('.shopbar .lvcard');
await page.waitForFunction(() => document.querySelector('.lvcard').getAttribute('aria-pressed') === 'true');
await page.keyboard.press('KeyF');
await page.waitForFunction(() => globalThis.__MOCK__.S().priv.shop.frozen);
assert.equal(await page.$eval('.lvcard', (el) => el.getAttribute('aria-pressed')), 'true', 'an unrelated shop update keeps the selection');
await page.click('.shopbar .lvcard');
await page.waitForFunction((lv) => globalThis.__MOCK__.S().priv.shop.level === lv + 1, {}, before.shop.level);
const upgraded = await mockState(page);
assert.equal(upgraded.funds, before.funds - before.shop.upgradePrice);
assert.equal(await page.$eval('.lvcard', (el) => el.getAttribute('aria-pressed')), 'false');
await page.click('.shopbar .lvcard');
await page.waitForFunction(() => document.querySelector('.lvcard').getAttribute('aria-pressed') === 'true');
await sleep(300);
assert.equal((await mockState(page)).shop.level, upgraded.shop.level);
assert.equal((await mockState(page)).funds, upgraded.funds);
assert.deepEqual(problems.filter((p) => p.startsWith('pageerror:')), []);
} finally { await page.close(); }
});
test('prep: a level change preserves another shop card selection', async () => {
const { page, problems } = await open('phase=PREP', { render: 'fallback' });
try {
await page.evaluate(() => globalThis.__MOCK__.mutate((S) => { S.priv.funds = 100; }));
const before = await mockState(page);
await page.click('.shopbar__cards .scard:not(.scard--sold)');
await page.waitForSelector('.shopbar__cards .scard.is-armed');
const selected = await page.$eval('.shopbar__cards .scard.is-armed', (el) => el.getAttribute('aria-label'));
await page.keyboard.press('KeyD');
await page.waitForFunction((lv) => globalThis.__MOCK__.S().priv.shop.level === lv + 1, {}, before.shop.level);
assert.equal(await page.$eval('.shopbar__cards .scard.is-armed', (el) => el.getAttribute('aria-label')), selected);
assert.equal(await page.$eval('.lvcard', (el) => el.getAttribute('aria-pressed')), 'false');
await page.keyboard.press('Escape');
await page.waitForSelector('.scard.is-armed', { hidden: true });
assert.deepEqual(problems.filter((p) => p.startsWith('pageerror:')), []);
} finally { await page.close(); }
});
test('prep: Q retreats and X sells only the selected operator', async () => {
const { page, problems } = await open('phase=PREP', { render: 'fallback' });
const initial = await mockState(page);