feedback4: merge master — PR #73 (operator battle voices); golden regenerated: every moved roster / bonds / fields scenario differs only in events.engage (the sim's new 'engage' event for the voice slot; no gameplay change), matches unchanged

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sganggs committed 2026-10-06 01:55:26 +08:00
commit beb0296a52
25 files changed
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@@ -66,6 +66,7 @@ export const ICONS = {
info: { d: 'M12 2a10 10 0 1 1 0 20 10 10 0 0 1 0-20zm-1 8v7h2v-7zm0-3v2h2V7z', eo: true },
warn: { d: 'M12 2 1 21h22zm-1 7v6h2V9zm0 7.5v2h2v-2z', eo: true },
play: { d: 'M7 4v16l13-8z' },
mic: { d: 'M12 14a3 3 0 0 0 3-3V5a3 3 0 0 0-6 0v6a3 3 0 0 0 3 3zm5-3a5 5 0 0 1-10 0H5a7 7 0 0 0 6 6.9V21H8v2h8v-2h-3v-3.1A7 7 0 0 0 19 11z' },
edit: { d: 'M3 17.2V21h3.8l11-11-3.8-3.8zM20.7 7.1a1 1 0 0 0 0-1.4l-2.4-2.4a1 1 0 0 0-1.4 0l-1.8 1.8 3.8 3.8z' },
sword: { d: 'M20 3h1v4L10.4 17.6l1.4 1.4-1.4 1.4-2.1-2.1-3.5 3.5-1.4-1.4 3.5-3.5L4.8 14.8l1.4-1.4 1.4 1.4L18 4z' },
shield: { d: 'M12 2 4 5v6c0 5 3.4 9.3 8 11 4.6-1.7 8-6 8-11V5z' },
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@@ -31,6 +31,7 @@
// The stats block (chessStatsBlock), the 特性 text (traitText) and the talent list (chessTalents) are exported: the 干员调配
// screen's 局内数值 section draws the same ones for the chosen skill / module, without a live entry (GitHub issue #64).
import { useEffect } from '../../vendor/hooks.module.js';
import { html, Icon, TierChip, MicroLabel, Button, confirmDialog, useTicker } from './components.js';
import { Img, RichText, UnitThumb, BondGlyph, GIcon } from './gameComponents.js';
import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThreshold, bondTier, briefingBondTip, pieceBondIds, grantedBonds, morphPairings } from './gameLogic.js';
@@ -40,6 +41,7 @@ import { data } from '../data.js';
import { attackRangeGrid } from '../../../shared/loadoutRecord.js';
import { SKILL_SUMMON_START_DEPLOY } from '../../../shared/constants.js';
import { moduleBadge } from './loadoutModel.js';
import { audio } from '../audio.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
@@ -651,10 +653,19 @@ export function resolveDetail(target, pieces) {
* = the defaults
* live: the unit's live stats (unitStatsEntry + src 'battle' | 'prep') — an object, or a getter the panel re-reads 4×
* a second (the battle's own sim, battle/runner.js unitStats); null ⇒ the record's numbers
* voice: whether the panel may speak — 选中干员 (audio.voice 'select') plays only while a battle runs (user request:
* 整备期不播干员语音), so the game screen passes its combat flag
*/
export function DetailPanel({ detail, editable, snapHp, onClose, onSell, onDestroy, bonds = [], offBonds = null, loadout = null, onBond = null, side = 'left', shopOpen = false, live = null }) {
export function DetailPanel({ detail, editable, snapHp, onClose, onSell, onDestroy, bonds = [], offBonds = null, loadout = null, onBond = null, side = 'left', shopOpen = false, live = null, voice = false }) {
const getter = typeof live === 'function' ? live : null;
useTicker(detail && getter ? 250 : 0);
// 选中干员 voice (audio.voice 'select'): once per opened operator — the panel stays mounted while the target changes,
// so the key carries what identifies it (its chess record and its piece / battle unit id)
const selectKey = voice && detail?.type === 'chess' ? `${detail.chess?.chessId || ''}:${detail.unitId ?? detail.piece?.uid ?? ''}` : null;
const selectChar = voice && detail?.type === 'chess' ? detail.chess?.charId || null : null;
useEffect(() => {
if (selectKey && selectChar) audio.voice(selectChar, 'select');
}, [selectKey, selectChar]);
if (!detail) return null;
let liveNow = null;
try { liveNow = getter ? getter() : live && typeof live === 'object' ? live : null; } catch { liveNow = null; }
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@@ -1580,13 +1580,13 @@ export function shortcutBlocked(act, { modal = false, drawer = false } = {}) {
// ---- settings ------------------------------------------------------------------------------------------------------
export const DEFAULT_SETTINGS = Object.freeze({ bgm: 0.6, sfx: 0.8, muted: false, damageNumbers: true, quality: 'high' });
export const DEFAULT_SETTINGS = Object.freeze({ bgm: 0.6, sfx: 0.8, voice: 0.8, muted: false, damageNumbers: true, quality: 'high' });
const QUALITIES = ['high', 'medium', 'low'];
/**
* Sanitize persisted settings.
* @param {any} raw
* @returns {{ bgm: number, sfx: number, muted: boolean, damageNumbers: boolean, quality: 'high'|'medium'|'low' }}
* @returns {{ bgm: number, sfx: number, voice: number, muted: boolean, damageNumbers: boolean, quality: 'high'|'medium'|'low' }}
*/
export function sanitizeSettings(raw) {
const r = isObj(raw) ? raw : {};
@@ -1594,6 +1594,7 @@ export function sanitizeSettings(raw) {
return {
bgm: vol(r.bgm, DEFAULT_SETTINGS.bgm),
sfx: vol(r.sfx, DEFAULT_SETTINGS.sfx),
voice: vol(r.voice, DEFAULT_SETTINGS.voice),
muted: typeof r.muted === 'boolean' ? r.muted : DEFAULT_SETTINGS.muted,
damageNumbers: typeof r.damageNumbers === 'boolean' ? r.damageNumbers : DEFAULT_SETTINGS.damageNumbers,
quality: QUALITIES.includes(r.quality) ? r.quality : DEFAULT_SETTINGS.quality,
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@@ -1,4 +1,4 @@
// Player settings (BGM/SFX volume, mute, damage numbers, render quality): a tiny observable store
// Player settings (BGM/SFX/voice volume, mute, damage numbers, render quality): a tiny observable store
// persisted in localStorage (`sp.pref.settings`), applied to the audio manager on every change, plus
// the settings modal.
@@ -10,7 +10,7 @@ import { audio } from '../audio.js';
import { openGuide } from './guide.js';
import { detectFeatures } from './device.js';
/** Settings store: { bgm, sfx, muted, damageNumbers, quality }. */
/** Settings store: { bgm, sfx, voice, muted, damageNumbers, quality }. */
export const settingsStore = createStore(sanitizeSettings(loadPref('settings', null)));
settingsStore.subscribe((s) => {
@@ -60,6 +60,7 @@ export function SettingsModal({ open, onClose }) {
<${Button} variant="primary" icon="check" onClick=${onClose}>完成<//>`}>
<div class="set-list">
<${Slider} label="背景音乐" micro="BGM" icon="play" value=${s.bgm} onInput=${(v) => updateSettings({ bgm: v })} />
<${Slider} label="干员语音" micro="VOICE" icon="mic" value=${s.voice} onInput=${(v) => updateSettings({ voice: v })} />
<${Slider} label="音效" micro="SFX" icon="signal" value=${s.sfx}
onInput=${(v) => { updateSettings({ sfx: v }); if (!tested) { setTested(true); setTimeout(() => setTested(false), 400); audio.sfx('click'); } }} />
<${Toggle} label="静音" micro="MUTE" value=${s.muted} onChange=${(v) => updateSettings({ muted: v })} />