feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged

The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.

- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
  模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
  two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
  潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
  The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
  潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
  with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
  CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
  the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
  slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
  1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
  skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
  shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
  section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
  潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
  replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
  over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
  454; the detail's 未精英化 → 413; the row follows; 恢复默认).
This commit is contained in:
sganggs committed 2026-10-08 21:38:26 +08:00
1 parent 519f04e2d5
commit dc336f24a1
14 files changed
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@@ -1061,5 +1061,26 @@
"自回": "Auto",
"常驻": "Always",
"瞬发": "Instant",
"部署触发": "On deployment"
"部署触发": "On deployment",
"未精英化": "Non-Elite",
"精英阶段1": "Elite 1",
"精英阶段2": "Elite 2",
"精英阶段2-60级": "Elite 2 Lv.60",
"潜能": "Potential",
"潜能 {n}": "Potential {n}",
"练度": "Development",
"潜能与练度": "Potential & development",
"满潜能 · 精英2 Lv.60": "Max potential · Elite 2 Lv.60",
"干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效": "Marked as not owned on Operator Roster: the stand-in has no potential or development; these settings apply once it is owned again",
"潜能取你自己的潜能;练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算)。未持有的特许干员按潜能1、未精英化。": "Potential is your own; development is the owned-operator bonus (your training of the same Operator: ATK / DEF / HP, a separate multiplier). A licensed Operator you do not own fights at Potential 1, Non-Elite.",
"原型干员没有潜能与练度": "A prototype Operator has no potential or development",
"模组仅在精锐形态生效": "Modules apply only to the Elite form",
"未持有(干员持有):由替补干员上场,替补干员没有潜能与练度": "Not owned (Operator Roster): its stand-in fights, with no potential or development",
"含潜能与练度;": "Potential and development included; ",
"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "Reset the skills, modules, potential and development of {nChanged} Operators to their defaults?",
"已导入 {n} 名干员的潜能与练度": "Imported the potential and development of {n} Operators",
"精英1": "E1",
"精英2": "E2",
"精英2 Lv.60": "E2 Lv.60",
"开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整": "Before the simulation starts you can change the Skills and Modules your Operators carry, and their potential and development; Operator levels in the match cannot be changed"
}
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@@ -1067,5 +1067,26 @@
"自回": "自動",
"常驻": "常時",
"瞬发": "即時",
"部署触发": "配置時"
"部署触发": "配置時",
"未精英化": "未昇進",
"精英阶段1": "昇進段階1",
"精英阶段2": "昇進段階2",
"精英阶段2-60级": "昇進段階2-Lv60",
"潜能": "潜在",
"潜能 {n}": "潜在{n}",
"练度": "育成度",
"潜能与练度": "潜在と育成度",
"满潜能 · 精英2 Lv.60": "潜在最大・昇進2 Lv60",
"干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效": "オペレーター所持で未所持に設定中:代役オペレーターには潜在も育成度もありません。ここでの設定は「所持」に戻すと有効になります",
"潜能取你自己的潜能;练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算)。未持有的特许干员按潜能1、未精英化。": "潜在はあなた自身の潜在です。育成度は所持オペレーターボーナス(同名オペレーターの育成度による攻撃・防御・HPの独立した乗算)です。未所持のプリセットオペレーターは潜在1・未昇進です。",
"原型干员没有潜能与练度": "モデルオペレーターには潜在も育成度もありません",
"模组仅在精锐形态生效": "モジュールは精鋭のみ有効です",
"未持有(干员持有):由替补干员上场,替补干员没有潜能与练度": "未所持(オペレーター所持):代役オペレーターが出撃し、潜在も育成度もありません",
"含潜能与练度;": "潜在と育成度を含む。",
"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "{nChanged}名のオペレーターのスキル・モジュール・潜在・育成度を初期設定に戻しますか?",
"已导入 {n} 名干员的潜能与练度": "{n}名のオペレーターの潜在と育成度をインポートしました",
"精英1": "昇進1",
"精英2": "昇進2",
"精英2 Lv.60": "昇進2 Lv60",
"开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整": "シミュレーション開始前に、オペレーターのスキルとモジュール、潜在と育成度を調整できます(局内のオペレーターのレベルは変更不可)"
}
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"自回": "자동",
"常驻": "상시",
"瞬发": "즉시",
"部署触发": "배치 시"
"部署触发": "배치 시",
"未精英化": "비정예화",
"精英阶段1": "1차 정예화",
"精英阶段2": "2차 정예화",
"精英阶段2-60级": "2차 정예화 Lv.60",
"潜能": "잠재",
"潜能 {n}": "잠재 {n}",
"练度": "육성도",
"潜能与练度": "잠재와 육성도",
"满潜能 · 精英2 Lv.60": "최대 잠재 · 2차 정예화 Lv.60",
"干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效": "오퍼레이터 보유에서 미보유로 표시됨: 대체 오퍼레이터는 잠재와 육성도가 없습니다. 이 설정은 다시 '보유'로 바꾸면 적용됩니다",
"潜能取你自己的潜能;练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算)。未持有的特许干员按潜能1、未精英化。": "잠재는 자신의 잠재를 따릅니다. 육성도는 보유 오퍼레이터 보너스(같은 오퍼레이터의 육성도에 따른 공격 / 방어 / HP 별도 배율)입니다. 보유하지 않은 프리셋 오퍼레이터는 잠재 1, 비정예화입니다.",
"原型干员没有潜能与练度": "프로토타입 오퍼레이터는 잠재와 육성도가 없습니다",
"模组仅在精锐形态生效": "모듈은 정예화 형태에서만 적용됩니다",
"未持有(干员持有):由替补干员上场,替补干员没有潜能与练度": "미보유(오퍼레이터 보유): 대체 오퍼레이터가 출전하며 잠재와 육성도가 없습니다",
"含潜能与练度;": "잠재와 육성도 포함. ",
"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "오퍼레이터 {nChanged}명의 스킬, 모듈, 잠재, 육성도를 기본 설정으로 되돌릴까요?",
"已导入 {n} 名干员的潜能与练度": "오퍼레이터 {n}명의 잠재와 육성도를 가져왔습니다",
"精英1": "정예 1",
"精英2": "정예 2",
"精英2 Lv.60": "정예 2 Lv.60",
"开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整": "시뮬레이션 시작 전에 오퍼레이터의 스킬과 모듈, 잠재와 육성도를 조정할 수 있습니다. 게임 내 오퍼레이터 레벨은 조정할 수 없습니다."
}
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"自回": "自回",
"常驻": "常駐",
"瞬发": "瞬發",
"部署触发": "部署觸發"
"部署触发": "部署觸發",
"未精英化": "未精英化",
"精英阶段1": "精英階段1",
"精英阶段2": "精英階段2",
"精英阶段2-60级": "精英階段2-60級",
"潜能": "潛能",
"潜能 {n}": "潛能 {n}",
"练度": "練度",
"潜能与练度": "潛能與練度",
"满潜能 · 精英2 Lv.60": "滿潛能 · 精英2 Lv.60",
"干员持有中标记为未持有:替补干员没有潜能与练度;这里的设置在改回「持有」后生效": "幹員持有中標記為未持有:替補幹員沒有潛能與練度;這裡的設定在改回「持有」後生效",
"潜能取你自己的潜能;练度是自持有加成(已持有的同名干员的养成,攻击 / 防御 / 生命单独乘算)。未持有的特许干员按潜能1、未精英化。": "潛能取你自己的潛能;練度是自持有加成(已持有的同名幹員的養成,攻擊 / 防禦 / 生命單獨乘算)。未持有的特許幹員按潛能1、未精英化。",
"原型干员没有潜能与练度": "原型幹員沒有潛能與練度",
"模组仅在精锐形态生效": "模組僅在精銳形態生效",
"未持有(干员持有):由替补干员上场,替补干员没有潜能与练度": "未持有(幹員持有):由替補幹員上場,替補幹員沒有潛能與練度",
"含潜能与练度;": "含潛能與練度;",
"将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?": "將 {nChanged} 名幹員的技能、模組、潛能與練度恢復為預設配置?",
"已导入 {n} 名干员的潜能与练度": "已匯入 {n} 名幹員的潛能與練度",
"精英1": "精英1",
"精英2": "精英2",
"精英2 Lv.60": "精英2 Lv.60",
"开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整": "開始模擬前可調整幹員攜帶的技能與模組,以及潛能與練度;幹員的局內等級不可調整"
}