feedback7: merge fb7-hud — HP-bar readouts (#303 / #378 / #383: ammo cells, 伺夜's wolf-shadow pips, 斩业星熊's 我执 bar), #302 renderer abort, #292 held skill cue, #334 atlas slots, #354 梓兰's per-card frost

- Grok review: MERGE (no defect). Golden unchanged (union OK); broad node --test 5327 (5326 pass, 0 fail, 1 skipped); lint 0 errors.
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sganggs committed 2026-10-08 20:29:27 +08:00
commit 7d6fefe8f5
33 files changed
+1751 -77

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+23 -1
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@@ -25,7 +25,10 @@
// channel over — the official scheduling of `audio_data.json battleVoice.voiceTypeOptions`.
// - Battle SFX from `b.ev` tuples (`handleBattleEvents`): at most MAX_VOICES concurrent unit sounds, at most
// MAX_PER_URL overlapping copies of one sound (the official banks' maxSoundAllowed 2), a per-unit cooldown and a
// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable.
// per-URL minimum gap (SfxLimiter), so a 60-unit fight stays listenable. A `['skill', id, 1]` that arrives before its
// unit is known is held and played once the unit is tracked (`pendingSkill`): a unit that casts inside its own deploy
// tick emits that first cue before its `['spawn', unitInfo]`, and dropping it left the one cast silent while every
// later one played (GitHub PR #292 by @LimitlessHPPK).
// - Impact sounds (user playtest #4 item 6): a 'dmg' plays the `hit` sound of the unit whose hostile attack ('atk' on a
// unit of the other side) aimed at the target — once, within IMPACT_WINDOW_MS, and only for phys / arts / true damage.
// A heal "attack" ('atk' of a healer on an ally, chain heals) never makes the healer the author of the next damage
@@ -76,6 +79,8 @@ const CHAIN_KINDS = new Set(['chain', 'chainHeal']);
const IMPACT_TYPES = new Set(['phys', 'arts', 'true']);
/** A 'dmg' later than this (real ms) after the attack aimed at the target is not that attack's impact. */
const IMPACT_WINDOW_MS = 2500;
/** Casts held for a unit that is not tracked yet (`pendingSkill`): a hold per unit of a field, never more than this. */
const PENDING_SKILL_MAX = 64;
/** Official operator sound files of a skill mode: `…_d` / `…_h` / `…_s` (+ digits) — the normal attack's end in `_n`. */
const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
@@ -463,6 +468,7 @@ export class AudioManager {
this.bgm = null; // { key, loopUrl, nodes: [{src, gain}], gain }
this.bgmToken = 0;
this.units = new Map(); // battle unit id → defId
this.pendingSkill = new Map(); // unit id → the 'skill' tuple that arrived before the unit was known (see _track)
this.lastAttacker = new Map(); // target id → { def, at } of the hostile attack last aimed at it (its impact sound)
this.consumed = new Set(); // summons used up by their own effect (香槟炸弹 exploded): no death sound
this.installed = false;
@@ -912,6 +918,9 @@ export class AudioManager {
/** Reset the unit map for a new field (m.field.units = UnitInfo[]). */
setFieldUnits(units) {
this.units.clear();
// unit ids belong to one battle: a cast still held for a unit of the field left must not sound for a unit of the new
// one that happens to share its id
this.pendingSkill.clear();
this.lastAttacker.clear();
this.consumed.clear();
// a new field is a new battle: the first operator deployed says 行动出发 again and no cooldown carries over
@@ -926,6 +935,12 @@ export class AudioManager {
// official class sounds (operator vs summon vs device)
this.units.set(u.id, { def: u.spine || u.defId, defId: u.defId ?? null, kind: u.kind ?? null, side: u.side, boss: !!u.boss,
skillIndex: Number.isInteger(u.skillIndex) ? u.skillIndex : null });
// a cast that arrived before this unit was known (handleBattleEvents): it sounds now, once
const held = this.pendingSkill.get(u.id);
if (held) {
this.pendingSkill.delete(u.id);
this.handleBattleEvents([held]);
}
}
/** Play a resolved battle sound for a unit event, limited like unit sounds. */
@@ -970,6 +985,13 @@ export class AudioManager {
const n = Number.isInteger(u.skillIndex) ? Math.min(4, u.skillIndex + 1) : 1;
this.voice(u.def, `skill${n}`, { unitKey: e[1] });
}
} else {
// The unit is not tracked yet. The sim emits the cast of a deployment that fires inside its own first tick
// (`initSp` already at `spCost`, 宴's deploy-timed skill) BEFORE the unit's `['spawn', unitInfo]` — the same
// batch or the next one — so the cue waits here and `_track` plays it when the spawn arrives. Only a skill
// turning ON is a cast; a hold for a unit that never appears goes with the field (`setFieldUnits`).
if (this.pendingSkill.size >= PENDING_SKILL_MAX) this.pendingSkill.delete(this.pendingSkill.keys().next().value);
this.pendingSkill.set(e[1], e);
}
} else if (kind === 'engage') {
// 行动开始: the first attack a unit makes on an enemy (the sim's ENGAGE, official ENCOUNTER_ENEMY, 3 s apart)
+78 -22
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@@ -148,14 +148,17 @@ export { releaseGl } from './app/host.js';
/**
* Create the battlefield view inside `host` (an element sized by CSS; the canvas fills it).
* @param {HTMLElement} host
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, quality?: string },
* @param {{ data?: any, assets?: any, audio?: any, settings?: { damageNumbers?: boolean, quality?: string }, signal?: AbortSignal,
* padding?: object|((kind:string, size:{width:number,height:number}) => object),
* hud?: {top:number,bottom:number}|((kind:'prep'|'bossPrep', size:{width:number,height:number}, o:{shop:boolean}) => {top:number,bottom:number}|null) }} [opts]
*/
export async function createFieldView(host, options = {}) {
if (!host || typeof host.appendChild !== 'function') throw new TypeError('createFieldView: host element required');
const opts = options && typeof options === 'object' ? options : {};
const P = await ensurePixi();
const signal = opts.signal;
signal?.throwIfAborted();
const P = await withTimeout(ensurePixi(), null, signal);
signal?.throwIfAborted();
const assets = resolveAssets(opts.assets);
const data = makeData(opts.data);
const settings = { damageNumbers: true, quality: 'high', ...(opts.settings || {}) };
@@ -164,19 +167,28 @@ export async function createFieldView(host, options = {}) {
const want3d = boardPref !== '2d' && webgl2Available(boardPref === '3d');
// three.js (~2 MB) is fetched only when the local-art manifest lists the board atlas (in parallel with the art)
const artListed = want3d ? boardArtListed(assets).catch(() => false) : Promise.resolve(false);
const threePromise = artListed.then((ok) => (ok ? loadThree() : null));
const packPromise = artListed.then((ok) => (ok ? Promise.resolve(assets.ready ? assets.ready() : null).catch(() => null).then(() => loadBoardPack(assets)) : null));
const threePromise = artListed.then((ok) => (ok ? loadThree() : null)).catch(() => null);
const packPromise = artListed.then((ok) => (ok ? Promise.resolve(assets.ready ? assets.ready() : null).catch(() => null).then(() => loadBoardPack(assets)) : null)).catch(() => null);
// the manifest, and the optional local-art manifest in parallel: unit views pick an enemy's local-client model by it
// (assets.js spineEntry, DESIGN §13 — 灼热源石虫 / 炽焰源石虫); absent or slow, they draw the web models
await withTimeout(Promise.all([assets.ready ? assets.ready() : null, assets.local ? assets.local() : null]
.map((p) => Promise.resolve(p).catch(() => {}))), 4000);
.map((p) => Promise.resolve(p).catch(() => {}))), 4000, signal);
signal?.throwIfAborted();
// web fonts for the bitmap damage numbers / tier chips (never block long)
try { if (document.fonts?.load) await withTimeout(Promise.all([document.fonts.load('700 40px Bender'), document.fonts.load('700 40px Oxanium')]), 1500); } catch { /* ignore */ }
try { if (document.fonts?.load) await withTimeout(Promise.all([document.fonts.load('700 40px Bender'), document.fonts.load('700 40px Oxanium')]), 1500, signal); } catch { /* optional fonts */ }
signal?.throwIfAborted();
const size = () => ({ width: Math.max(1, host.clientWidth || 1), height: Math.max(1, host.clientHeight || 1) });
const dpr = () => Math.min(globalThis.devicePixelRatio || 1, QUALITY_RES[settings.quality] || 2);
const boardDpr = () => Math.min(globalThis.devicePixelRatio || 1, BOARD_RES[settings.quality] || 2);
const s0 = size();
// Construction is synchronous until the complete view can own cancellation. If setup throws,
// dispose only the resources acquired by this attempt, never another view's host contents.
const setupCleanup = [];
let destroyed = false;
let view = null;
let onAbort;
try {
const app = new P.Application({
// MSAA only where it pays: dense (DPR ≥ 1.5) screens are sharp enough without it and it would cost 4× the fill
// transparent: the 3D board canvas shows through (the 2D board paints an opaque backdrop itself)
@@ -184,6 +196,11 @@ export async function createFieldView(host, options = {}) {
resolution: dpr(), autoDensity: true, powerPreference: 'high-performance',
});
const canvas = app.view;
setupCleanup.push(() => {
releaseGl(app.renderer);
try { app.destroy(true, { children: true, texture: false, baseTexture: false }); }
finally { canvas.remove(); }
});
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
@@ -240,7 +257,6 @@ export async function createFieldView(host, options = {}) {
for (const fn of [...set]) { try { fn(payload); } catch (err) { console.error(`[render] ${name} listener failed`, err); } }
};
let destroyed = false;
let mode = 'idle'; // 'idle' | 'prep' | 'battle'
let stageRec = null;
let cam = presetCamera('prep', { width: s0.width, height: s0.height, padding: defaultPadding('prep', s0) }, { hud: hudBands('prep', s0) });
@@ -300,12 +316,14 @@ export async function createFieldView(host, options = {}) {
renderer: app.renderer,
frameNo: () => frameNo,
impostorInterval: () => impInterval,
impostorSlot: () => impSlot++,
clipAllowed: () => clipAllowed,
viewport: () => vp,
loadLevel: () => loadLevel,
surfaceLayer: (row) => tiles.surfaceLayer(row),
};
const tiles = new TileField({ ground: layers.ground, overlay: layers.overlay, props: layers.units, anim: layers.anim });
setupCleanup.push(() => tiles.destroy());
const fx = new FxSystem({
P, layers, cam: () => cam, settings, assets, heightAt, redVignette: bg.red, surfaceLayer: ctx.surfaceLayer,
timeScale: () => ctx.timeScale(),
@@ -320,10 +338,12 @@ export async function createFieldView(host, options = {}) {
return Math.max(80, Math.min(size().height * 0.4, p.y));
},
});
setupCleanup.push(() => fx.destroy());
ctx.fx = fx;
// battle devices (crates / turrets as sim units): the official crate mesh in the 3D scene, else a Pixi box
ctx.createBox = () => switchableBox({ board: () => board3d, pixi: () => tiles.createBox() });
const impostors = new ImpostorAtlas(app.renderer);
setupCleanup.push(() => impostors.destroy());
ctx.impostors = impostors;
tiles.setView(bandFor('prep'), camRect(), fieldRows('prep'));
// the real board art of the local client (optional): wait briefly so the first frame already uses it; a late
@@ -332,7 +352,6 @@ export async function createFieldView(host, options = {}) {
if (art && !destroyed) { tiles.setArt(art); tiles.project(cam, true); }
return art;
}, () => null);
await withTimeout(artPromise, 2500);
// ---- 3D board layer (render/board3d, DESIGN §15) -----------------------------------------------------------
let board3d = null; // BoardScene while the 3D board is on
@@ -340,6 +359,7 @@ export async function createFieldView(host, options = {}) {
let board3dError = null;
// lost-context recovery: the THREE module + art pack of the last 3D board, the pending retry, failures so far
const recover = { THREE: null, pack: null, timer: 0, tries: 0, since: 0, off: false, count: 0 };
setupCleanup.push(() => { clearTimeout(recover.timer); disable3d(); });
function enable3d(THREE, pack) {
if (destroyed || board3d || !THREE || !pack) return false;
recover.THREE = THREE; recover.pack = pack;
@@ -409,13 +429,13 @@ export async function createFieldView(host, options = {}) {
if (!enable3d(recover.THREE, recover.pack)) scheduleRecover();
}, delay);
}
if (want3d) {
const ready = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
await withTimeout(ready, 6000);
}
// Attach the board only after synchronous setup completes; enable3d also guards late arrivals.
const boardReady = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached; asked again when the
// manifest arrives late)
let shadowAsked = false;
let offShadow = null;
setupCleanup.push(() => offShadow?.());
function loadShadow() {
const shadowUrl = !shadowAsked && assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (!shadowUrl) return;
@@ -428,7 +448,11 @@ export async function createFieldView(host, options = {}) {
for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
for (const v of penViews.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
};
if (t.baseTexture.valid) use(); else t.baseTexture.once('loaded', use);
if (t.baseTexture.valid) use();
else {
t.baseTexture.once('loaded', use);
offShadow = () => t.baseTexture.off('loaded', use);
}
} catch { /* optional */ }
}
loadShadow();
@@ -1206,6 +1230,17 @@ export async function createFieldView(host, options = {}) {
// the 收起 toggle of PR #149 moved the discs one button to the right) opened the bond popup instead of selecting the
// unit. As a click target that holds the finger's point the canvas wins: a tap on the board stays on the tile under it.
const onTapTarget = () => {};
const removeInput = () => {
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
canvas.removeEventListener('pointercancel', onPointerCancel);
canvas.removeEventListener('pointerleave', onPointerLeave);
canvas.removeEventListener('contextmenu', onContext);
canvas.removeEventListener('touchend', onTouchEnd);
canvas.removeEventListener('click', onTapTarget);
};
setupCleanup.push(removeInput);
canvas.addEventListener('pointerdown', onPointerDown);
canvas.addEventListener('pointermove', onPointerMove);
canvas.addEventListener('pointerup', onPointerUp);
@@ -1531,6 +1566,10 @@ export async function createFieldView(host, options = {}) {
let cpuMs = 0;
let frameNo = 0;
let impInterval = 0;
// Each frame the impostor units take slots 0, 1, 2 … in update order (units.js _updateImpostor): a unit refreshes when
// (frame + slot) % interval === 0, so a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units. Random per-unit phases left the
// busiest frame 20–66% above that (16–48 units, intervals 2–6) and set the frame-time peaks of a crowded battle.
let impSlot = 0;
let vp = { width: s0.width, height: s0.height }; // viewport (CSS px) of this frame: unit culling
let culledCount = 0;
// Adaptive load level 0–3: a device that cannot hold the frame rate with the current work switches crowds to
@@ -1571,6 +1610,7 @@ export async function createFieldView(host, options = {}) {
}
function frameBody(now) {
frameNo++;
impSlot = 0;
if (frameNo % 30 === 1) {
impInterval = pickImpostorInterval(); clipAllowed = pickClipping();
culledCount = 0;
@@ -1655,6 +1695,7 @@ export async function createFieldView(host, options = {}) {
let ro = null;
if (typeof ResizeObserver === 'function') {
ro = new ResizeObserver(() => resize());
setupCleanup.push(() => ro.disconnect());
ro.observe(host);
}
// a DPR change without a size change (window dragged to another monitor, zoom) must re-rasterise too; polled
@@ -1677,6 +1718,7 @@ export async function createFieldView(host, options = {}) {
leader?.view.retryAssets?.();
}
const offAssets = typeof assets.onChange === 'function' ? assets.onChange(onAssets) : null;
setupCleanup.push(() => offAssets?.());
const onVisible = () => {
if (destroyed || globalThis.document?.visibilityState !== 'visible') return;
if (assets.loaded === false && typeof assets.ready === 'function') assets.ready();
@@ -1685,10 +1727,11 @@ export async function createFieldView(host, options = {}) {
leader?.view.retryAssets?.();
};
globalThis.document?.addEventListener?.('visibilitychange', onVisible);
setupCleanup.push(() => globalThis.document?.removeEventListener?.('visibilitychange', onVisible));
// ---- public API ---------------------------------------------------------------------------------------------
const view = {
view = {
setStage,
setCamera,
setPrep,
@@ -1804,14 +1847,9 @@ export async function createFieldView(host, options = {}) {
try { ro?.disconnect(); } catch { /* ignore */ }
try { offAssets?.(); } catch { /* ignore */ }
globalThis.document?.removeEventListener?.('visibilitychange', onVisible);
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
canvas.removeEventListener('pointercancel', onPointerCancel);
canvas.removeEventListener('pointerleave', onPointerLeave);
canvas.removeEventListener('contextmenu', onContext);
canvas.removeEventListener('touchend', onTouchEnd);
canvas.removeEventListener('click', onTapTarget);
removeInput();
offShadow?.();
signal?.removeEventListener('abort', onAbort);
app.ticker.remove(frame);
app.ticker.remove(preRender);
app.ticker.remove(postRender);
@@ -1829,6 +1867,7 @@ export async function createFieldView(host, options = {}) {
try { board3dCanvas?.remove(); } catch { /* ignore */ }
releaseGl(app.renderer);
try { app.destroy(true, { children: true, texture: false, baseTexture: false }); } catch { /* ignore */ }
canvas.remove();
},
stats() {
return {
@@ -1848,5 +1887,22 @@ export async function createFieldView(host, options = {}) {
pick: { pieceAt, battleUnitAt, penUnitAt, groundTile },
},
};
// All teardown dependencies now exist. Aborting during either asset wait immediately releases
// the renderer, ticker and listeners; late shared asset results see destroyed and do nothing.
setupCleanup.length = 0;
onAbort = () => view.destroy();
signal?.addEventListener('abort', onAbort, { once: true });
signal?.throwIfAborted();
await withTimeout(artPromise, 2500, signal);
if (want3d) await withTimeout(boardReady, 6000, signal);
signal?.throwIfAborted();
return view;
} catch (err) {
if (view) view.destroy();
else {
destroyed = true;
for (const dispose of setupCleanup.reverse()) { try { dispose(); } catch { /* continue cleanup */ } }
}
throw err;
}
}
+16 -2
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@@ -4,8 +4,22 @@ import { createAssets, assets as defaultAssets } from '../../assets.js';
import { standInRecord } from '../../../../shared/standIn.js';
import { diyRecordOf } from '../../../../shared/diy.js';
function withTimeout(p, ms) {
return Promise.race([p, new Promise((resolve) => setTimeout(resolve, ms))]);
/** Wait for optional assets, or stop waiting when this view is cancelled. Shared loads keep running. */
function withTimeout(p, ms, signal) {
let timer;
let onAbort;
const stopped = new Promise((resolve, reject) => {
if (ms != null) timer = setTimeout(resolve, ms);
if (signal) {
onAbort = () => reject(signal.reason);
signal.addEventListener('abort', onAbort, { once: true });
if (signal.aborted) onAbort();
}
});
return Promise.race([p, stopped]).finally(() => {
clearTimeout(timer);
if (onAbort) signal.removeEventListener('abort', onAbort);
});
}
/** Wrap whatever the caller passed as `assets` into the store API of public/js/assets.js. */
+3
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@@ -37,6 +37,9 @@ export function renderInfo(u) {
// DESIGN §16 loadout of an ally (UnitInfo.skillIndex / moduleId): the Spine actor plays that skill's clip, and a
// tap hands them to the detail card (a teammate's unit shows its owner's skill / module)
skillIndex: Number.isInteger(u.skillIndex) ? u.skillIndex : undefined,
// an ally whose skill is an ammo magazine (UnitInfo.ammoSkill): its rounds are the cells under the HP bar, so no sustained
// skill aura is drawn for it (render/fx/rings.js _aura)
ammoSkill: u.ammoSkill === true ? true : undefined,
moduleId: typeof u.moduleId === 'string' ? u.moduleId : undefined,
// the ally's equipped item ids (UnitInfo.items, DESIGN §16 / §21.11): the detail card needs them for a teammate's
// unit (resolveDetail `unitItems` → the read-only 装备 section and the 变形同构体 pairing chips); the owner's own
+6 -1
View File
@@ -74,8 +74,13 @@ export class FxRings {
this._aura(view, true);
}
/** Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). */
/**
* Active-skill aura: a soft gold glow and a slowly turning hex on the ground under the unit (fading in / out). An ammo
* skill (UnitInfo.ammoSkill) has none: its magazine is the yellow cells under the HP bar, which shrink with every round
* — a standing glow would read as a buff that never changes. The activation burst (skill()) is the same for all.
*/
_aura(view, on) {
if (on && view.info?.ammoSkill) return;
const P = this.P;
let a = this.auras.get(view.id);
if (on) {
+45 -9
View File
@@ -20,14 +20,21 @@
// game s behind) are dropped by the caller's choice (`isCosmeticEvent`); state events — an enemy's form fx
// included — are always delivered, and a full queue sheds only cosmetic ones.
//
// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Two optional lists ride along
// (server/sim/battle/events.js snapshot, user playtest #4 items 8 / 9):
// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Optional lists ride along
// (server/sim/battle/events.js snapshot; the first two from user playtest #4 items 8 / 9):
// * `elem` [[id, element, fill, cooldownEnd, cooldown]] — the element gauge a unit shows: appended to that unit's
// normalised tuple (EL…EL_DUR) and handed out by sample() as `el`, `elFill`, `elUntil`, `elDur` (from the older
// snapshot, like flags);
// * `down` [[id, respawnAt, respawnTime, state, row?, col?]] — knocked-out operators waiting to redeploy (they are no
// longer in `units`) and the tile they lie on (where they fell, or their home — sim Battle._layBody; kept only when
// both are integers): downAt(time) returns the list of the snapshot at `time`.
// both are integers): downAt(time) returns the list of the snapshot at `time`;
// * three HP-bar readouts, kept per snapshot beside the tuples (the tuple layout is unchanged) and handed out by sample()
// from the older snapshot like flags, so they step with the skill flag instead of sliding:
// `ammo` [[id, rounds left, rounds in the magazine]] → sample().ammo [left, magazine] | null (whole numbers only)
// `wolves` [[id, 狼影 left, the talent's maximum]] → sample().wolves [left, maximum] | null
// `neg` [[id, fill]] (0.01–1: the negative-HP pool's share of its cap) → sample().neg number (0: none)
// An entry that is malformed, or names a unit the snapshot does not list, is dropped; a snapshot without the list
// clears the readout (render/units.js: the segmented ammo bar, the wolf pips, the red bar of 斩业星熊's 我执).
// Game times in both (`cooldownEnd`, `respawnAt`) are on the snapshots' clock, so a view compares them with renderT.
import { fxForm } from '../../../shared/protocol.js';
@@ -66,8 +73,9 @@ export function frameTime(msg) {
/**
* Validate & normalise a b.snap payload. Returns `{ t, units: Map<id, tuple>, down: [[id, respawnAt, respawnTime,
* state, row?, col?]] | null, raw }` or null when unusable. Tuples with a non-finite id/x/y are skipped; other numbers default
* to 0; a unit's `elem` entry (see header) is appended to its tuple; malformed `elem` / `down` entries are dropped.
* state, row?, col?]] | null, ammo, wolves: Map id → [left, max] | null, neg: Map id → fill | null, raw }` or null when unusable.
* Tuples with a non-finite id/x/y are skipped; other numbers default to 0; a unit's `elem` entry (see header) is appended to
* its tuple; malformed `elem` / `down` / `ammo` / `wolves` / `neg` entries are dropped.
*/
export function normalizeSnapshot(snap) {
if (!snap || typeof snap !== 'object') return null;
@@ -90,6 +98,14 @@ export function normalizeSnapshot(snap) {
if (tu && tu.length === 9) tu.push(e[1], clamp(finite(e[2]), 0, 1), finite(e[3]), Math.max(0, finite(e[4])));
}
}
const ammo = countList(snap.ammo, units), wolves = countList(snap.wolves, units);
let neg = null;
if (Array.isArray(snap.neg)) {
for (const e of snap.neg) {
if (!Array.isArray(e) || !units.has(e[0]) || !(typeof e[1] === 'number' && e[1] > 0)) continue;
(neg || (neg = new Map())).set(e[0], Math.min(1, e[1]));
}
}
let down = null;
if (Array.isArray(snap.down)) {
for (const d of snap.down) {
@@ -99,7 +115,22 @@ export function normalizeSnapshot(snap) {
(down || (down = [])).push(e);
}
}
return { t, units, down, raw: snap };
return { t, units, down, ammo, wolves, neg, raw: snap };
}
/**
* `[[id, left, max]]` → Map id → [left, max] for the ids in `units`: whole numbers with 0 ≤ left ≤ max and max ≥ 1 (the
* `ammo` and `wolves` lists); null without a valid entry.
*/
function countList(list, units) {
if (!Array.isArray(list)) return null;
let m = null;
for (const e of list) {
if (!Array.isArray(e) || !units.has(e[0]) || !Number.isSafeInteger(e[1]) || !Number.isSafeInteger(e[2])
|| e[1] < 0 || e[2] < 1 || e[1] > e[2]) continue;
(m || (m = new Map())).set(e[0], [e[1], e[2]]);
}
return m;
}
export class SnapshotBuffer {
@@ -265,8 +296,9 @@ export class SnapshotBuffer {
/**
* Interpolated state at `time` (default renderT). Fills and returns `out` (a Map id → sample object reused
* across calls: `{ id, x, y, hp, maxHp, sp, spMax, flags, anim, vx, vy, seen, el, elFill, elUntil, elDur }` —
* `el` = the shown element gauge (null: none), see header). Samples of units no longer present are deleted from `out`.
* across calls: `{ id, x, y, hp, maxHp, sp, spMax, flags, anim, vx, vy, seen, el, elFill, elUntil, elDur, ammo, wolves,
* neg }` — `el` = the shown element gauge (null: none), `ammo` / `wolves` / `neg` the HP-bar readouts (null / null / 0:
* none), see header). Samples of units no longer present are deleted from `out`.
*/
sample(time = this.renderT, out = new Map()) {
const s = this.snaps;
@@ -282,7 +314,7 @@ export class SnapshotBuffer {
const stamp = A.t;
for (const [id, a] of A.units) {
let o = out.get(id);
if (!o) { o = { id, x: 0, y: 0, hp: 0, maxHp: 0, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, seen: 0, el: null, elFill: 0, elUntil: 0, elDur: 0 }; out.set(id, o); }
if (!o) { o = { id, x: 0, y: 0, hp: 0, maxHp: 0, sp: 0, spMax: 0, flags: 0, anim: 0, vx: 0, vy: 0, seen: 0, el: null, elFill: 0, elUntil: 0, elDur: 0, ammo: null, wolves: null, neg: 0 }; out.set(id, o); }
const b = B ? B.units.get(id) : null;
if (b) {
const dx = b[1] - a[1], dy = b[2] - a[2];
@@ -317,6 +349,10 @@ export class SnapshotBuffer {
o.flags = a[7];
o.anim = a[8];
if (a.length > 9) { o.el = a[9]; o.elFill = a[10]; o.elUntil = a[11]; o.elDur = a[12]; } else if (o.el !== null) { o.el = null; o.elFill = 0; o.elUntil = 0; o.elDur = 0; }
// the HP-bar readouts come with the older snapshot, like flags (whole rounds step with the skill flag)
o.ammo = A.ammo ? A.ammo.get(id) || null : null;
o.wolves = A.wolves ? A.wolves.get(id) || null : null;
o.neg = A.neg ? A.neg.get(id) || 0 : 0;
o.seen = stamp;
}
for (const id of out.keys()) if (!A.units.has(id)) out.delete(id);
+5
View File
@@ -60,9 +60,14 @@ export const COLORS = Object.freeze({
hpBoss: 0xff2d55,
hpGhost: 0xfff0c8,
hpBack: 0x0c0f0e,
// the red bar of a negative-HP pool (斩业星熊's 我执, b.snap `neg`) — the same red as an enemy's HP
hpNeg: 0xff4b3e,
sp: 0x6fd3ff,
spReady: 0xffe066,
spActive: 0xffb347,
// the ammo bar's yellow cells (b.snap `ammo`) and 伺夜's 狼影 pips (b.snap `wolves`)
ammo: 0xffd04a,
wolf: 0xe8f0ff,
shield: 0xdfe8ff,
});
+103 -11
View File
@@ -184,6 +184,17 @@ export const ALIAS_TINT = Object.freeze({ enemy_1305_mhslim: 0xffc48a, enemy_130
* between `pulse` and 1 at `pulseHz` (real time).
*/
export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, gap: 1, pulse: 0.45, pulseHz: 1.5 });
/**
* The HP-bar readouts under the bars (b.snap `ammo`, `wolves`, `neg`; render/interp.js header):
* - AMMO_BAR — the ammo skill's segmented bar replaces the SP bar: a cell per round, `height` of the HP bar's thickness
* (the SP bar's is 0.6), cells drawn only while they are at least `minCell` px wide;
* - WOLF_PIPS — 伺夜's 狼影 count as `size` (tiles) wide diamonds, clamped to `min`…`max` px, `gap` px apart, `pad` px
* below the rows above; a lit diamond is a 狼影 left, a dim one a spent slot (`dim` alpha).
* [ASSUMED] the look: the count is data (skill_table `attack@trigger_time` 14 for 隐现's S2; the talent text 「至多3只」), the
* official HUD art of neither is in the game data.
*/
export const AMMO_BAR = Object.freeze({ height: 0.85, minCell: 2 });
export const WOLF_PIPS = Object.freeze({ size: 0.1, min: 5, max: 9, gap: 2, pad: 1.5, dim: 0.25 });
/**
* Enemy modes drawn with another clip set of the same skeleton (the `form` of a sim fx — shared/protocol.js fxForm —
@@ -407,6 +418,9 @@ export class UnitView {
this.visFacing = this.isEnemy ? -1 : this.facing;
this.hp = Number(info.maxHp) || 1; this.maxHp = Number(info.maxHp) || 1; this.ghostHp = this.hp;
this.sp = 0; this.spMax = 0;
this.ammo = null; // [rounds left, rounds in the magazine] while an ammo skill runs (sync; b.snap `ammo`)
this.wolves = null; // [狼影 left, the talent's maximum] of a 狼群 (sync; b.snap `wolves`)
this.neg = 0; // the share of its cap a negative-HP pool holds, 0 = none (sync; b.snap `neg`, 斩业星熊's 我执)
this.flags = 0; this.anim = ANIM.IDLE;
this.statuses = new Set();
this.alive = true;
@@ -417,6 +431,8 @@ export class UnitView {
this.gameT = 0; // battle game time of the frame (render clock), for the redeploy ring's countdown and the element bar's refill
this.el = null; this.elFill = 0; this.elUntil = 0; this.elDur = 0; // shown element gauge (sync)
this._elBar = null; // { root, disc, bg, fill } sprites of the element gauge row, built on first use
this._wolfPips = null; // { root, back[], lit[] } diamonds of the 狼影 row, built on first use
this.ammoCuts = []; // the thin separators between the ammo bar's cells (_updateAmmoCuts)
this._downRing = null; // { disc, track, arc, text } sprites, built on first use
this.alpha = 1; this.fadeIn = this.prep ? 1 : 0;
this.lunge = 0; this.lungeDir = { x: 1, y: 0 };
@@ -649,6 +665,8 @@ export class UnitView {
this.hpBg = bar(P, h, COLORS.hpBack, 0.85);
this.hpGhost = bar(P, h, COLORS.hpGhost, 0.9);
this.hpFill = bar(P, h, this.isEnemy ? (this.isBoss ? COLORS.hpBoss : COLORS.hpEnemy) : COLORS.hpAlly);
// a negative-HP pool (斩业星熊's 我执), drawn over the drained HP bar as the red bar
this.negFill = bar(P, h, COLORS.hpNeg);
this.shieldBar = bar(P, h, COLORS.shield, 0.95);
this.spBg = bar(P, h, COLORS.hpBack, 0.85);
this.spFill = bar(P, h, COLORS.sp);
@@ -658,7 +676,7 @@ export class UnitView {
this.spGlow.blendMode = P.BLEND_MODES.ADD;
h.addChild(this.spGlow);
// nothing shows until the first HUD update decides (a culled or prep view never draws bars)
for (const b of [this.hpBg, this.hpGhost, this.hpFill, this.shieldBar, this.spBg, this.spFill, this.spGlow]) b.visible = false;
for (const b of [this.hpBg, this.hpGhost, this.hpFill, this.negFill, this.shieldBar, this.spBg, this.spFill, this.spGlow]) b.visible = false;
this.chip = null;
// operators only: summon tokens have no tier (hand and field alike)
if (!this.isEnemy && !this.isToken && this.info.kind !== 'device') {
@@ -744,6 +762,7 @@ export class UnitView {
if (hp < this.hp - 0.5 && this.isBoss) this.shake = 0.25;
this.hp = hp;
this.sp = s.sp; this.spMax = s.spMax;
this.ammo = s.ammo || null; this.wolves = s.wolves || null; this.neg = s.neg > 0 ? Math.min(1, s.neg) : 0;
const prevFlags = this.flags;
this.flags = s.flags | 0;
this.anim = s.anim | 0;
@@ -1174,24 +1193,32 @@ export class UnitView {
this.hpFill.position.set(x0, cy); this.hpFill.width = bw * k; this.hpFill.height = bh;
if (!this.isEnemy) this.hpFill.tint = k < 0.3 ? COLORS.hpAllyLow : COLORS.hpAlly;
}
// 业火 我执: her HP sits on the 1-HP floor and the damage past it fills a pool — the red bar over the drained green one
const neg = showHp ? this.neg : 0;
this.negFill.visible = neg > 0;
if (neg > 0) { this.negFill.position.set(x0, cy); this.negFill.width = bw * neg; this.negFill.height = bh; }
const shielded = showHp && (this.flags & UF.SHIELD);
this.shieldBar.visible = !!shielded;
if (shielded) { this.shieldBar.position.set(x0, cy - bh / 2 - 1); this.shieldBar.width = bw; this.shieldBar.height = Math.max(1.5, bh * 0.35); }
// SP
const showSp = showBars && !this.isEnemy && this.spMax > 0;
// SP — or, while an ammo skill runs, its magazine: yellow cells, one per round, emptying from the right (b.snap `ammo`;
// the SP bar's own fraction, ammoLeft / ammoMax, is the same width). Without an `ammo` row the bar is the plain SP bar.
const ammo = !this.isEnemy ? this.ammo : null;
const showSp = showBars && !this.isEnemy && (this.spMax > 0 || !!ammo);
this.spBg.visible = this.spFill.visible = showSp;
const spH = Math.max(2, bh * 0.6);
const spH = Math.max(2, bh * (ammo ? AMMO_BAR.height : 0.6));
let ready = false;
let sy = 0;
if (showSp) {
const active = !!(this.flags & UF.SKILL);
const k = clamp(this.sp / this.spMax, 0, 1);
const k = ammo ? ammo[0] / ammo[1] : clamp(this.sp / this.spMax, 0, 1);
ready = !active && k >= 0.999;
const sy = cy + bh / 2 + spH / 2 + 1.5;
sy = cy + bh / 2 + spH / 2 + 1.5;
this.spBg.position.set(x0 - 1, sy); this.spBg.width = bw + 2; this.spBg.height = spH + 2;
this.spFill.position.set(x0, sy); this.spFill.width = bw * k; this.spFill.height = spH;
this.spFill.tint = active ? COLORS.spActive : ready ? COLORS.spReady : COLORS.sp;
this.spFill.tint = ammo ? COLORS.ammo : active ? COLORS.spActive : ready ? COLORS.spReady : COLORS.sp;
this._spY = sy;
}
this._updateAmmoCuts(showSp && !!ammo, ammo, x0, sy, bw, spH);
this.spGlow.visible = ready;
if (ready) {
const pulse = 0.55 + 0.35 * Math.sin(t * 6);
@@ -1222,8 +1249,11 @@ export class UnitView {
ic.width = ic.height = isz;
ic.position.set(x - ((icons.length - 1) * (isz + 2)) / 2 + i * (isz + 2), iy);
}
// element gauge row under the bars (b.snap `elem`); redeploy ring above a knocked-down operator (b.snap `down`)
this._updateElementBar(showBars && !!this.el, x0, bw, cy + bh / 2 + (showSp ? spH + 1.5 : 0) + 1, spH, s, t);
// 狼影 pips under the bars (b.snap `wolves`), then the element gauge row under them (b.snap `elem`); redeploy ring above a
// knocked-down operator (b.snap `down`)
const rowsTop = cy + bh / 2 + (showSp ? spH + 1.5 : 0);
const wolfH = this._updateWolfPips(showBars && !this.isEnemy && !!this.wolves, x0, rowsTop, s);
this._updateElementBar(showBars && !!this.el, x0, bw, rowsTop + wolfH + 1, spH, s, t);
this._updateDownRing(!prep && !!this.down && !this.alive, x, this.screen.y - DOWN_LOOK.height * s, s, t);
// blocked marker at the feet (enemies held by a blocker)
const blocked = !prep && this.alive && this.isEnemy && (this.flags & UF.BLOCKED);
@@ -1248,6 +1278,62 @@ export class UnitView {
}
}
/**
* The thin dark separators between the ammo bar's cells (see _updateHud): one at every round boundary of the `n`-round
* magazine across the bar `x0` … `x0 + bw` at height `y`, `h` tall; none while a cell would be under AMMO_BAR.minCell px
* (the fill keeps its exact width). Sprites are built as the magazines need them and hidden when not in use.
*/
_updateAmmoCuts(show, ammo, x0, y, bw, h) {
const cuts = this.ammoCuts;
const n = show ? ammo[1] : 0;
const step = n > 1 ? bw / n : 0;
const want = step >= AMMO_BAR.minCell ? n - 1 : 0;
while (cuts.length < want) cuts.push(bar(this.P, this.hud, COLORS.hpBack, 0.9));
for (let i = 0; i < cuts.length; i++) {
const c = cuts[i];
c.visible = i < want;
if (c.visible) { c.position.set(x0 + (i + 1) * step - 0.5, y); c.width = 1; c.height = h; }
}
}
/**
* 伺夜's 狼群 count (b.snap `wolves`, [left, maximum]): a row of diamonds from `x0`, its top at `top`, one per 狼影 the
* talent allows, the first `left` of them lit. Built on the first count, hidden without one. Returns the height the row
* takes (0 while hidden) so the element gauge row can sit below it.
*/
_updateWolfPips(show, x0, top, s) {
let r = this._wolfPips;
if (!show) { if (r) r.root.visible = false; return 0; }
const P = this.P;
const [left, max] = this.wolves;
if (!r) {
r = this._wolfPips = { root: new P.Container(), back: [], lit: [] };
this.hud.addChild(r.root);
}
const mk = (list, color, alpha) => {
const d = new P.Sprite(white());
d.anchor.set(0.5); d.rotation = Math.PI / 4; d.tint = color; d.alpha = alpha;
r.root.addChild(d);
list.push(d);
};
while (r.lit.length < max) { mk(r.back, COLORS.hpBack, 0.85); mk(r.lit, COLORS.wolf, 1); }
const d = clamp(s * WOLF_PIPS.size, WOLF_PIPS.min, WOLF_PIPS.max); // a diamond's diagonal
const side = d / Math.SQRT2;
const cy = top + WOLF_PIPS.pad + d / 2 + 1;
for (let i = 0; i < r.lit.length; i++) {
const on = i < max;
const b = r.back[i], l = r.lit[i];
b.visible = l.visible = on;
if (!on) continue;
const cx = x0 + d / 2 + 1 + i * (d + 2 + WOLF_PIPS.gap);
b.position.set(cx, cy); b.width = b.height = side + 2;
l.position.set(cx, cy); l.width = l.height = side;
l.alpha = i < left ? 1 : WOLF_PIPS.dim;
}
r.root.visible = true;
return d + 2 + WOLF_PIPS.pad;
}
/** True while the shown gauge is in its 爆发冷却 (b.snap `elem` carries the cooldown's end and length). */
elementCooling() {
return !!this.el && this.elDur > 0 && this.elUntil > 0;
@@ -1371,16 +1457,22 @@ export class UnitView {
if (this.actor.spine.parent) this.actor.spine.parent.removeChild(this.actor.spine);
if (atlas) atlas.park(this.actor.spine);
this.body.addChild(sprite);
this.imp = { sprite, slot: null, rt: null, sc: 0, acc: 0, phase: (Math.random() * 64) | 0, dirty: true };
this.imp = { sprite, slot: null, rt: null, sc: 0, acc: 0, phase: (Math.random() * 64) | 0, dirty: true, last: 0 };
}
const imp = this.imp;
imp.acc += animDt;
const frame = this.ctx.frameNo ? this.ctx.frameNo() : 0;
const due = imp.dirty || interval <= 1 || (frame + imp.phase) % interval === 0 || Math.abs(sc - imp.sc) > imp.sc * 0.12;
// the view's slot in this frame's update order (app.js impostorSlot) spreads the refreshes evenly over the interval;
// a context without slots keeps the random phase. A unit whose slot keeps moving with the frame (the units before it
// culled on and off in step) is still refreshed after 2 intervals at the latest.
const turn = this.ctx.impostorSlot ? this.ctx.impostorSlot() : imp.phase;
const due = imp.dirty || interval <= 1 || (frame + turn) % interval === 0 || frame - imp.last >= 2 * interval
|| Math.abs(sc - imp.sc) > imp.sc * 0.12;
if (due) {
this.actor.update(imp.acc);
imp.acc = 0;
imp.dirty = false;
imp.last = frame;
this._renderImpostor(sc, atlas);
}
const k = imp.sc > 0 ? sc / imp.sc : 1;
+2 -2
View File
@@ -115,7 +115,7 @@ import { audio, resultSpeaker, resultVoiceSlot } from '../audio.js';
import { useDocClass, FullscreenButton } from '../ui/device.js';
// MatchEnded, PausedOverlay, the highlight styles and keepEarly live in ./game/*.js.
import { HUD_HZ_MS, MERGE_HL, SEL_RANGE, cx } from './game/marks.js';
import { keepEarly } from './game/early.js';
import { keepEarly, audioEarly } from './game/early.js';
import { MatchEnded, PausedOverlay } from './game/overlays.js';
import { t, tParts } from '../../../shared/i18n.js';
@@ -434,7 +434,7 @@ function MatchScreen() {
if (early && early.length) {
// replay state-bearing events only (a burst of stale hit sparks / damage numbers would look wrong)
view.pushEvents(early);
audio.handleBattleEvents(early.filter((e) => e[0] === 'spawn'));
audio.handleBattleEvents(audioEarly(early)); // (the 'spawn' tuples only: the sound would replay every old death, deploy and cast)
}
if (!earlySnap && (field.prep || !combat) && Array.isArray(field.units)) {
// prep scouting: no battle snapshots follow. A later m.field for this board (the teammate moved) re-enters
+9
View File
@@ -7,3 +7,12 @@ export const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill']);
/** Event tuples replayed when a field is entered late: the state-bearing kinds and the fx that change an enemy's model
* form (shared/protocol.js fxForm — the field meta's UnitInfo `form` predates them). */
export const keepEarly = (e) => Array.isArray(e) && (STATE_EV.has(e[0]) || fxForm(e) !== undefined);
/**
* What the SOUND gets of that replay: the 'spawn' tuples alone, which teach the audio who is on the field. The buffered
* list is every spawn, die, deploy, status and skill since the field's m.field — up to 1500 of them, while the view was not
* showing it — so handing it to the audio would play the old deaths, deploy lines and skill cues all at once on entering
* (GitHub PR #292 by @LimitlessHPPK handed over the whole list; its hold of a cast that arrives before its unit,
* audio.js `pendingSkill`, is what the live path needs, and `onEv` already forwards the full list).
*/
export const audioEarly = (early) => (Array.isArray(early) ? early.filter((e) => Array.isArray(e) && e[0] === 'spawn') : []);
+61 -14
View File
@@ -132,8 +132,32 @@ function renderPref() {
return globalThis.__SP_RENDER__ === 'fallback' ? 'fallback' : 'auto';
}
function withTimeout(p, ms, what) {
return Promise.race([p, new Promise((_, rej) => setTimeout(() => rej(new Error(`${what} timed out`)), ms))]);
function abortError(signal) {
return signal?.reason ?? new DOMException('Field view initialization cancelled', 'AbortError');
}
function checkActive(signal) {
if (signal?.aborted) throw abortError(signal);
}
function withTimeout(p, ms, what, signal) {
return new Promise((resolve, reject) => {
let settled = false;
let timer;
const finish = (done, value) => {
if (settled) return;
settled = true;
clearTimeout(timer);
signal?.removeEventListener('abort', onAbort);
done(value);
};
const onAbort = () => finish(reject, abortError(signal));
signal?.addEventListener('abort', onAbort, { once: true });
timer = setTimeout(() => finish(reject, new Error(`${what} timed out`)), ms);
// Keep a rejection handler attached even when cancellation wins before this promise settles.
Promise.resolve(p).then((value) => finish(resolve, value), (err) => finish(reject, err));
if (signal?.aborted) onAbort();
});
}
/**
@@ -186,34 +210,55 @@ export function seedAssets(store) {
/**
* Create a field view in `host`: the render engine when available, else the DOM fallback.
* @param {HTMLElement} host
* @param {{ signal?: AbortSignal }} [options] Cancels a pending mount without creating a fallback.
* @returns {Promise<ReturnType<typeof guardView>>}
*/
export async function mountFieldView(host) {
export async function mountFieldView(host, { signal } = {}) {
checkActive(signal);
const pref = renderPref();
const opts = { data, assets: data.get('assets'), audio, settings: settingsStore.get(), padding: hudPadding, hud: hudBands };
if (pref !== 'fallback') {
const controller = new AbortController();
const onAbort = () => controller.abort(abortError(signal));
signal?.addEventListener('abort', onAbort, { once: true });
if (signal?.aborted) onAbort();
let engineView = null;
const dispose = (view) => { try { view?.destroy?.(); } catch { /* ignore */ } };
try {
checkActive(controller.signal);
// the shared asset store (public/js/assets.js) keeps its Spine cache across remounts (next match, reconnect)
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import').catch(() => null);
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import', controller.signal).catch(() => {
checkActive(controller.signal);
return null;
});
checkActive(controller.signal);
if (am?.assets && typeof am.assets.ready === 'function') {
opts.assets = am.assets;
seedAssets(am.assets);
}
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import');
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import', controller.signal);
checkActive(controller.signal);
if (typeof mod?.createFieldView !== 'function') throw new Error('createFieldView missing');
const view = await withTimeout(Promise.resolve(mod.createFieldView(host, opts)), LOAD_TIMEOUT_MS, 'createFieldView');
// A factory that ignores cancellation still belongs to this attempt when it eventually returns.
const pending = Promise.resolve(mod.createFieldView(host, { ...opts, signal: controller.signal })).then((view) => {
if (controller.signal.aborted) dispose(view); else engineView = view;
return view;
});
const view = await withTimeout(pending, LOAD_TIMEOUT_MS, 'createFieldView', controller.signal);
checkActive(controller.signal);
const missing = METHODS.filter((k) => typeof view?.[k] !== 'function');
if (missing.length) {
try { view?.destroy?.(); } catch { /* ignore */ }
throw new Error(`view lacks ${missing.join(', ')}`);
}
if (missing.length) throw new Error(`view lacks ${missing.join(', ')}`);
return guardView(view, 'engine');
} catch (err) {
controller.abort();
dispose(engineView);
checkActive(signal);
console.warn('[field] render engine unavailable, using the simplified view:', err?.message || err);
// anything the engine left behind in the host goes
try { while (host.firstChild) host.removeChild(host.firstChild); } catch { /* ignore */ }
} finally {
signal?.removeEventListener('abort', onAbort);
}
}
checkActive(signal);
return guardView(createFallbackView(host, { ...opts, assets: data.get('assets') }), 'fallback');
}
@@ -228,17 +273,19 @@ export function useFieldView(hostRef) {
let dead = false;
const host = hostRef.current;
if (!host) return undefined;
mountFieldView(host).then((view) => {
const controller = new AbortController();
mountFieldView(host, { signal: controller.signal }).then((view) => {
if (dead) { view.destroy(); return; }
viewRef.current = view;
globalThis.__SP_VIEW__ = view; // dev / E2E introspection (view.raw.stats?.())
setState({ view, kind: view.kind });
}, (err) => console.error('[field] mount failed', err));
}, (err) => { if (!dead && !controller.signal.aborted) console.error('[field] mount failed', err); });
const unsub = settingsStore.subscribe((s) => viewRef.current?.setSettings?.(s));
const onResize = () => viewRef.current?.resize();
window.addEventListener('resize', onResize);
return () => {
dead = true;
controller.abort();
unsub();
window.removeEventListener('resize', onResize);
// the dev hook must not keep the destroyed view — and through its host the whole detached match screen — alive
+10 -2
View File
@@ -57,6 +57,14 @@ export function mergeHint(priv, chessId) {
return mergeTarget(priv, chessId, LOOKUPS.getChess) ? t('精锐干员将出现在作战区原位置') : t('精锐干员将进入整备区');
}
/**
* Whether a shop card shows its frost: its own slot's `frozen` (m.private shop.slots[i].frozen) — the 冻结 toggle copies onto
* every unsold slot, and 梓兰's 猎头顾问 freezes ONE copied card with every active refresh while the toggle stays off
* (GitHub #354: the bar drew only the toggle, so the frozen card showed no frost) — or the toggle itself (a frame without
* per-slot flags). The 冻结 button and the bar's frame keep following the toggle alone.
*/
export const slotFrozen = (slot, toggle = false) => !!slot?.frozen || !!toggle;
/** The armed (first-tapped) card's confirm strip: 确认购买 / 确认选择, or 无法购买 + why. */
function ArmedTag({ reason, free }) {
if (reason) return html`<span class="scard__confirm is-no" role="status"><b>${t('无法购买')}</b><small>${reason}</small></span>`;
@@ -350,7 +358,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
${chessSlots.map(({ s, i }) => {
if (!s || s.sold) return html`<${SoldCard} key=${`s${i}`} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
reason=${reason} armed=${armed === armKey('c', i, s)} onTap=${editable ? (idx) => tapCard('c', idx, s, 'chess', reason, onBuy) : null} />`;
})}
</div>`}
@@ -359,7 +367,7 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
? itemSlots.map(({ s, i }) => {
if (s.sold) return html`<${SoldCard} key=${`is${i}`} item=${true} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ItemCard} key=${`i${i}:${s.id}`} slot=${s} idx=${i} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail} reason=${reason}
return html`<${ItemCard} key=${`i${i}:${s.id}`} slot=${s} idx=${i} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} reason=${reason}
armed=${armed === armKey('i', i, s)} onTap=${editable ? (idx) => tapCard('i', idx, s, 'item', reason, onBuy) : null} />`;
})
: html`<${SoldCard} item=${true} />`}