feedback5: merge R19C — GitHub #235: the official 「作战结束」 result box (全员无伤! / 生命值减少 −N) and the three battle-over sounds at settlement, PR #112 by @Convey123 ported onto the 0.2.0 layout (test/ui/gameLogic.test.js: both streams' tests kept); golden unchanged

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sganggs committed 2026-10-07 11:31:55 +08:00
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@@ -2,7 +2,7 @@
//
// Exports: html (bound htm), Icon, Button, Panel, MicroLabel, Chevrons, HexBadge, TierChip,
// BondDisc, SevenSeg, Countdown, Modal, confirmDialog/alertDialog + DialogHost, Tooltip +
// TooltipLayer, ProgressBar, Tabs, Spinner, AvatarFrame, PhaseBanner, PingPill, DifficultyTag,
// TooltipLayer, ProgressBar, Tabs, Spinner, AvatarFrame, PhaseBanner, ResultDialog, PingPill, DifficultyTag,
// DifficultyIcon, TextField, UiHosts (mount once: dialogs + tooltips), useTicker, secondsLeft/hasDeadline,
// roman(), doctorNo().
//
@@ -732,6 +732,39 @@ export function PhaseBanner({ title, sub, micro, tone = 'mint', mode = 'inline',
</div>`;
}
/**
* The round's result box (the official round result dialog, shown at settlement; GitHub #235, PR #112 by @Convey123):
* a centred framed plate — tone-coloured frame and corner ticks, chevrons either side of the title — that opens, holds
* `duration` ms and closes by itself. Purely presentational: ui/gameLogic/phases.js (roundResultBox / uniteResultBox /
* battleResultBox) picks the words, screens/game.js the moment (SETTLE). `pointer-events: none`: it never takes a click.
* @param {{ title: any, sub?: any, micro?: string, tone?: 'mint'|'orange'|'red', duration?: number, onDone?: Function }} props
* duration (ms) > 0 auto-hides then calls onDone. Re-key to replay.
*/
export function ResultDialog({ title, sub, micro, tone = 'mint', duration = 2800, onDone }) {
const [leaving, setLeaving] = useState(false);
const [gone, setGone] = useState(false);
useEffect(() => {
if (!(duration > 0)) return undefined;
const t1 = setTimeout(() => setLeaving(true), duration);
const t2 = setTimeout(() => { setGone(true); onDone?.(); }, duration + 300);
return () => { clearTimeout(t1); clearTimeout(t2); };
}, [duration]);
if (gone) return null;
return html`<div class=${cx('rdialog', `rdialog--${tone}`, leaving && 'is-leaving')} role="status" aria-live="polite">
<div class="rdialog__box">
<span class="rdialog__tick rdialog__tick--tl"></span><span class="rdialog__tick rdialog__tick--tr"></span>
<span class="rdialog__tick rdialog__tick--bl"></span><span class="rdialog__tick rdialog__tick--br"></span>
${micro ? html`<span class="rdialog__micro">${micro}</span>` : null}
<div class="rdialog__row">
<${Chevrons} count=${3} tone=${tone} class="rdialog__chev" />
<span class="rdialog__title">${title}</span>
<${Chevrons} count=${3} tone=${tone} dir="left" class="rdialog__chev" />
</div>
${sub ? html`<span class="rdialog__sub">${sub}</span>` : null}
</div>
</div>`;
}
// ---- domain helpers ----------------------------------------------------------------------------
/**
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@@ -28,6 +28,7 @@ export { clamp, tileKey } from './gameLogic/shared.js';
export { phaseMode, isCombatPhase, showDeadPill, isBossPhase } from './gameLogic/phases.js';
export { prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, boardTileOf, ownerBandId, teamFrameIds } from './gameLogic/camera.js';
export { phaseBanner, prepCapsuleLabel, countdownState, phaseTotalSeconds } from './gameLogic/phases.js';
export { RESULT_BOX_MS, ownRoundLoss, battleOverSfx, roundResultBox, uniteResultBox, battleResultBox } from './gameLogic/phases.js';
export { STATUS_META } from './gameLogic/format.js';
export { sortedPlayers } from './gameLogic/shared.js';
export { ownFieldId, homeFieldId, cycleField, watchTarget, switcherLabel, fieldLabel, activeBubbles } from './gameLogic/watch.js';
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// ui/gameLogic/phases.js — phase families, banners and countdowns. Re-exported from ../gameLogic.js.
// ui/gameLogic/phases.js — phase families, banners, the round's result box and 战斗结束 sound, countdowns. Re-exported
// from ../gameLogic.js.
import { PHASE } from '../../../../shared/constants.js';
import { bossLevelSeconds } from '../matchStatus.js';
@@ -70,6 +71,103 @@ export function phaseBanner(phase, pub, { alive = true, spectator = false } = {}
}
}
// ---- the round's result box and 战斗结束 sound (GitHub #235; PR #112 by @Convey123) ------------------------------------
// The official round result dialog (research 09 §3.1 "Round result dialog"): 「作战结束」 with 「全员无伤!」, or
// 「生命值减少」 and the LP lost — official words only (the owner's review of PR #112, 2026-10-05: the
// remake's own 「联防成功 / 联防失败:还有 N 只突破防线」 line is not in the official dialog). screens/game.js shows it
// (ui/components.js ResultDialog) and plays the matching BATTLEOVER sound when SETTLE starts — the moment is [ASSUMED]:
// the sources do not time the dialog, and a 联防 leaker's number exists only after the 联防. Boss rounds have no SETTLE
// (最终攻势 / 隐秘核心 go to the result screen or the Hidden Core round), so they get neither [ASSUMED].
/** How long a result box (ui/components.js ResultDialog) stays up, ms — inside SETTLE's 3 s (server DELAYS.SETTLE). */
export const RESULT_BOX_MS = 2800;
/**
* What this round's own battle cost the viewer: `min(cap, leaks)`, exactly what settlement charges outside a 联防.
* `cost` is what screens/game.js `roundLossRef` kept while the battle ran — `leaks` = counted enemies that got through
* (the highest the round showed: the settled state reads 0 again and must not wipe it), `cap` = the per-round LP cap.
* @param {{ leaks?: number, cap?: number } | null | undefined} cost
* @returns {number|null} null when this round's battle was never seen (not in the round, a reconnect landing on SETTLE)
*/
export function ownRoundLoss(cost) {
if (!cost) return null;
const leaks = Number.isFinite(cost.leaks) ? Math.max(0, Math.trunc(cost.leaks)) : null;
if (leaks == null) return null;
const cap = Number.isFinite(cost.cap) && cost.cap > 0 ? Math.trunc(cost.cap) : 10; // no cap known → the official 10
return Math.min(cap, leaks);
}
/**
* 战斗结束: one of the official `BATTLEOVER_*` sounds (all three in data/assets.json audio.sfx.ui) — `battleOverReduce`
* when the round cost the viewer LP, `battleOverNoReduce` when a 联防 ran and the viewer was charged nothing,
* `battleOverNormal` otherwise; null when this round's battle was never seen. The client data names the three but not
* their triggers: the mapping is [ASSUMED] (PR #112; the owner's review called the three sounds right).
* The loss is the authority's per-player charge when a 联防 resolved (`uniteLoss`, m.public.uniteResult.losses — a
* leaker whose enemies the helpers stopped paid 0), else the own battle's (`ownRoundLoss`).
* @param {{ leaks?: number, cap?: number, unite?: boolean } | null | undefined} cost
* @param {number|null} [uniteLoss]
* @returns {'battleOverReduce'|'battleOverNoReduce'|'battleOverNormal'|null}
*/
export function battleOverSfx(cost, uniteLoss = null) {
if (!cost) return null;
// `uniteLoss == null` means "no 联防 figure" (Number(null) would read as 0)
const authority = uniteLoss == null ? NaN : Number(uniteLoss);
const loss = Number.isFinite(authority) ? Math.max(0, Math.trunc(authority)) : ownRoundLoss(cost);
if (loss == null) return null;
if (loss > 0) return 'battleOverReduce';
return cost.unite ? 'battleOverNoReduce' : 'battleOverNormal';
}
/**
* The official round result dialog for the viewer's own LP charge `loss`: 「作战结束」 + 「全员无伤!」 (mint) at 0, else
* 「生命值减少 −N」 (red).
* @param {number} loss
* @returns {{ title: string, micro: string, tone: string, sub: string, duration: number }}
*/
export function roundResultBox(loss) {
const n = Math.max(0, Math.trunc(Number(loss) || 0));
return n === 0
? { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'mint', sub: t('全员无伤!'), duration: RESULT_BOX_MS }
: { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'red', sub: t('生命值减少 −{n}', { n }), duration: RESULT_BOX_MS };
}
/**
* The result box of a round whose 联防 resolved: the same official dialog, its number the authority's charge for the
* viewer (m.public.uniteResult.losses — in a 联防 a leaker pays for the survivors, not for its own battle's leaks, so the
* client cannot work it out). The official words only, and only when they are true:
* 生命值减少 −N the round charged the viewer N (red);
* 全员无伤! nothing got through (`through` 0): nobody paid, true for every participant (mint);
* title alone the 联防 leaked but the viewer was not charged (a helper, a spared leaker — 全员无伤! would claim the
* teammate who paid was unharmed too, and the official dialog has no other line; orange). Also the
* reading of a view without `losses`, which never falls back to the own battle's leaks.
* A viewer `losses` does not list — a spectator seat, a player eliminated before the round — gets no box, as in a
* round without 联防, where a viewer without a battle gets none (and no sound) [ASSUMED].
* @param {{ through?: number, losses?: Record<string, number> } | null | undefined} res m.public.uniteResult
* @param {string|null|undefined} selfId the viewer's playerId
* @returns {{ title: string, micro: string, tone: string, sub: string, duration: number } | null} null: no 联防 resolved, or not in the round
*/
export function uniteResultBox(res, selfId) {
const through = Number(res?.through);
if (!isObj(res) || !Number.isFinite(through) || through < 0) return null;
const losses = isObj(res.losses) ? res.losses : null;
if (losses && (selfId == null || !Object.hasOwn(losses, selfId))) return null;
const raw = losses ? Number(losses[selfId]) : NaN;
const loss = Number.isFinite(raw) ? Math.max(0, Math.trunc(raw)) : null;
if (loss != null && loss > 0) return roundResultBox(loss);
if (loss != null && through === 0) return roundResultBox(0);
return { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'orange', sub: '', duration: RESULT_BOX_MS };
}
/**
* The result box of a round without 联防: the own battle's cost as kept while it ran (`ownRoundLoss`; the live pending
* value is 0 again by the time SETTLE renders). null without a battle seen this round.
* @param {{ leaks?: number, cap?: number } | null | undefined} cost
*/
export function battleResultBox(cost) {
const loss = ownRoundLoss(cost);
return loss == null ? null : roundResultBox(loss);
}
/** Label of the prep capsule ("休息一下" in the original). */
export function prepCapsuleLabel(phase) {
if (phase === PHASE.SP_DRAFT) return t('机变阶段');