feedback3: merge W3E — two spectator seats per co-op room (GitHub-relayed community request #26; a remake feature): watch like an eliminated player, never act, no private data

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sganggs committed 2026-10-04 17:57:09 +08:00
commit 8707c161b9
28 files changed
+976 -82

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@@ -58,6 +58,10 @@
// the battle on screen (battle/runner.js state().bondLayers). Picking a teammate on such a field (a 联防 leaker, an
// eliminated spectator) frames their half and keeps the ‹ › pill (with 返回战场); an open bond popup closes when the
// strip changes hands.
// Spectator seats (community report #26, a remake feature): a spectator has no m.private and plays like an ELIMINATED
// player — no shop, no ready, no emotes (▸ [ASSUMED] off), the server auto-observes the first field of every battle, a
// team row → 前往查看 any player; in 休整期 / 机变 / round start it is shown the first player's board by itself (once per
// phase). Its pill reads 观战中, never "你已被淘汰"; its exit only leaves the seat (ui/matchChrome.js ExitModal).
import { useCallback, useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.js';
import { PHASE, GEO } from '../../../shared/constants.js';
@@ -99,7 +103,7 @@ import { BriefingScreen } from './briefing.js';
import { BandDraftScreen } from './bandDraft.js';
import { ResultScreen } from './result.js';
import { net } from '../net.js';
import { store, useStore, shallowEqual, serverNow, emptyMatch } from '../store.js';
import { store, useStore, shallowEqual, serverNow, emptyMatch, isSpectating } from '../store.js';
import { battleRunner } from '../battle/runner.js';
import { isClientCombat, observeTarget, teammateProgress, cameraLayers, layerCamera, sidesOf, resumedWatch } from '../battle/observe.js';
import { screenStrip, playerBonds, playerLayer, detailBondOwner, toggleBond, popupView } from '../ui/watchBonds.js';
@@ -184,6 +188,7 @@ function MatchScreen() {
const conn = useStore((s) => s.connection, shallowEqual);
const emotes = useStore((s) => s.emotes);
const roomSolo = useStore((s) => s.room?.mode === 'solo');
const spectator = useStore((s) => isSpectating(s.room, s.me.playerId));
const gd = useGameData();
const hostRef = useRef(null);
@@ -225,7 +230,8 @@ function MatchScreen() {
const solo = roomSolo || String(pub?.modeId || '').includes('single');
const players = sortedPlayers(pub);
const meP = players.find((p) => p.playerId === myId) || null;
const alive = priv ? priv.alive !== false : meP?.alive !== false;
// a spectator seat watches like an eliminated player (it has no m.private and no row in m.public)
const alive = spectator ? false : priv ? priv.alive !== false : meP?.alive !== false;
const home = homeFieldId(pub, myId);
const watchingOther = !!watching && watching !== home && watching !== ownFieldId(myId);
const editable = phase === PHASE.PREP && !!priv && alive && !priv.ready && !watchingOther;
@@ -722,6 +728,18 @@ function MatchScreen() {
const watchField = useCallback((fid) => { requestWatch(fid); }, []);
// a spectator seat has no board of its own: in 休整期 / 机变 / round start it is shown the first player still in (as a
// tap on that row would — g.watch 'n:<pid>', the read-only board), once per phase; a row switches to another player
const scoutedRef = useRef(null);
useEffect(() => {
if (!spectator || watching || !pub || scoutedRef.current === phaseKey) return;
if (phase !== PHASE.PREP && phase !== PHASE.SP_DRAFT && phase !== PHASE.ROUND_START) return;
const first = players.find((p) => p.alive !== false && p.status !== 'left');
if (!first) return;
scoutedRef.current = phaseKey;
requestWatch(ownFieldId(first.playerId), first.playerId);
}, [spectator, phaseKey, watching]);
// ---- view events (drag & drop, clicks) ----------------------------------------------------------------------
useEffect(() => {
if (!view) return undefined;
@@ -1206,7 +1224,7 @@ function MatchScreen() {
readyBusy=${readyBusy} readyCount=${readyCount} playerCount=${solo ? 1 : aliveCount}
pen=${pen} penAvail=${penAvail} onPen=${togglePen} config=${gd.config} frozenAt=${frozenAt}
pause=${canPause || paused ? { show: canPause, paused, busy: pauseBusy, onToggle: () => togglePause(!paused) } : null}
live=${liveLpNow} />
live=${liveLpNow} spectator=${spectator} />
<div class="gm__bonds">
<${BondStrip} bonds=${stripBonds} layersDisabled=${layersDisabled} openId=${bondPop && bondPop.ownerId === strip.ownerId ? bondPop.bondId : null}
@@ -1221,7 +1239,7 @@ function MatchScreen() {
${watchingOther && !combat ? html`<div class="gm__watching" role="status">
<${GIcon} name="eye" /><span>正在查看 <b>${watchedName}</b> 的阵地(只读)</span>
<${Button} size="sm" variant="primary" icon="back" onClick=${() => watchPlayer({ playerId: myId })}>返回自己<//>
${spectator ? null : html`<${Button} size="sm" variant="primary" icon="back" onClick=${() => watchPlayer({ playerId: myId })}>返回自己<//>`}
</div>` : null}
${showShop ? html`<${ShopBar} priv=${priv} editable=${editable} collapsed=${collapsed} onCollapse=${setCollapsed}
@@ -1237,15 +1255,17 @@ function MatchScreen() {
onMinimize=${(m) => { setRewardMin(m); if (!m) setCollapsed(false); }} />` : null}
${combat || mode === 'settle' ? html`<${CombatHud} pub=${pub} myId=${myId} watching=${watchingNow} hud=${hud} myDone=${!!myDone && alive}
spectating=${!alive} onWatch=${watchField}
spectating=${!alive} spectator=${spectator} onWatch=${watchField}
client=${cc ? { progress, observing: observingName ? { name: observingName } : null, onBack: alive ? backHome : null, layers, layer, onLayer: setLayer } : null} />` : null}
${showDeadPill(alive, phase) ? html`<div class="gm__dead" role="status"><${Icon} name="close" />你已被淘汰 · 可继续观战队友</div>` : null}
${showDeadPill(alive, phase) ? (spectator
? html`<div class="gm__dead gm__dead--spectator" role="status"><${GIcon} name="eye" />观战中 · 点击左侧成员头像切换查看</div>`
: html`<div class="gm__dead" role="status"><${Icon} name="close" />你已被淘汰 · 可继续观战队友</div>`) : null}
<${Ticker} />
<div class="gm__corner">
<${EmoteWheel} open=${emoteOpen} onToggle=${setEmoteOpen} onSend=${(id) => actions.emote(id)} disabled=${conn.status !== 'online'} />
${spectator ? null : html`<${EmoteWheel} open=${emoteOpen} onToggle=${setEmoteOpen} onSend=${(id) => actions.emote(id)} disabled=${conn.status !== 'online'} />`}
<button type="button" class="gm__gear" aria-label="设置" title="设置" onClick=${() => setSettingsOpen(true)}><${GIcon} name="gear" /></button>
<button type="button" class="gm__gear gm__guide" aria-label="玩法说明" title="玩法说明" onClick=${() => openGuide(0)}><${Icon} name="book" /></button>
<${FullscreenButton} class="gm__gear gm__fs" />