feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade

- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
  public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
  line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
  (resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
  broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
This commit is contained in:
sganggs committed 2026-10-08 20:56:20 +08:00
commit dc609ea13f
71 files changed
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@@ -22,7 +22,9 @@ export const STATUS_META = Object.freeze({
// ---- snapshots / battle HUD ---------------------------------------------------------------------------------
/**
* HUD numbers from a b.snap: { killed, total, dp, boss } (boss: { hp, max } when present).
* HUD numbers from a b.snap: { killed, resolved, total, dp, boss } (boss: { hp, max } when present).
* `resolved` is the capsule's numerator — knocked out + leaked among the round's own enemies (Battle.leakedInTotal);
* an older snapshot without it falls back to the kill count.
* @param {any} snap
*/
export function snapHud(snap) {
@@ -30,7 +32,8 @@ export function snapHud(snap) {
const n = (v) => (Number.isFinite(v) ? v : null);
let boss = null;
if (isObj(snap.boss) && Number.isFinite(snap.boss.hp)) boss = { hp: snap.boss.hp, max: n(snap.boss.max) ?? n(snap.boss.maxHp) };
return { killed: n(snap.killed), total: n(snap.total), dp: n(snap.dp), boss };
const killed = n(snap.killed);
return { killed, resolved: n(snap.resolved) ?? killed, total: n(snap.total), dp: n(snap.dp), boss };
}
/** Boss HP fraction 0..1 (null when unknown). */
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@@ -1,4 +1,5 @@
// ui/gameLogic/shop.js — shop prices, merges, offers, the ready-funds prompt. Re-exported from ../gameLogic.js.
// ui/gameLogic/shop.js — shop prices, merges, offers, the ready-funds prompt, the shop bar's fold on 准备. Re-exported from
// ../gameLogic.js.
import { GEO } from '../../../../shared/constants.js';
import { isObj } from './shared.js';
@@ -183,3 +184,18 @@ export function readyFundsPrompt(priv, { ready = true, keptBands = null, autopla
text: t('还有 {funds} 资金未使用。休整期结束时,本回合的剩余资金将清零。确定准备就绪吗?', { funds }),
};
}
/**
* The shop bar follows the player's ready state (GitHub #138, the owner's decision of 2026-10-07): pressing 准备就绪 folds
* the bar — the board is set, the fight is what to look at —, cancelling it unfolds the bar again. Read from the own CONFIRMED
* state (m.private.ready — a refused 准备 folds nothing) and only a change inside one prep counts: the first state seen (a
* reconnect in the middle of a prep, the prep's start), the new round's reset to not ready and anything outside a prep are
* not a press. The player can still fold / unfold by hand in between.
* @param {{ round: any, ready: boolean }|null|undefined} prev the own prep state seen last (null: none — outside a prep)
* @param {{ round: any, ready: boolean }|null|undefined} cur the own prep state now (null outside a prep)
* @returns {'fold'|'unfold'|null}
*/
export function readyShopFold(prev, cur) {
if (!isObj(prev) || !isObj(cur) || prev.round !== cur.round || !!prev.ready === !!cur.ready) return null;
return cur.ready ? 'fold' : 'unfold';
}
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@@ -169,9 +169,10 @@ export const facingSwallows = (e, keys = DEFAULT_HOTKEYS) => e?.key === ' ' || a
* right-click or long press — or a battle / teammate unit). Shop, reward, bond-member and intel (enemy) cards stay.
* @param {{ kind?: string }|null|undefined} detail
*/
// a card opened BY a field press (a piece, a unit, a special terrain tile: issue #184) closes on the next press of
// the field; the ones opened from the shop / hand / HUD stay until their own close button (or the flow that opened them)
export const closesOnFieldPress = (detail) => detail?.kind === 'piece' || detail?.kind === 'unit' || detail?.kind === 'terrain';
// a card opened BY a field press (a piece, a unit, a special terrain tile: issue #184, a stage device: #228) closes on the
// next press of the field; the ones opened from the shop / hand / HUD stay until their own close button (or the flow that
// opened them)
export const closesOnFieldPress = (detail) => detail?.kind === 'piece' || detail?.kind === 'unit' || detail?.kind === 'terrain' || detail?.kind === 'device';
/**
* Whether an open overlay swallows a game shortcut: a modal / the guide own the keyboard (Esc included — they close
+176 -3
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@@ -1,9 +1,11 @@
// ui/gameLogic/terrain.js — special terrain tips (GitHub issue #184: 特殊地形的单击信息提示). Re-exported from
// ../gameLogic.js.
// ui/gameLogic/terrain.js — the tips of a tap on the ground: special terrain tiles (GitHub issue #184: 特殊地形的单击信息
// 提示) and, in the same place, stage devices (阻隔工事 / “双眼皮” / 射击台 / 气流: GitHub #228, PR #229 by @rickylxw —
// deviceInfo / deviceTipAt below). Re-exported from ../gameLogic.js.
//
// The words go through t() (docs/I18N.md: the Chinese text is the msgid, public/i18n/en.json the English): the name /
// tag / fact tables are marked N_() and translated where terrainInfo hands them out, the mechanism lines are built
// with their numbers as params.
// with their numbers as params. A device's NAME is a data text (data/stages.json `devices[].name`, localized by the
// data overlay: "Barricade", "'Double Lids'" …), not a msgid.
import { isObj } from './shared.js';
import { t, N_ } from '../../../../shared/i18n.js';
@@ -123,3 +125,174 @@ export function terrainInfo(stage, row, col) {
else if (tile.groundPassable === true) facts.push(t('地面单位可通过'));
return { key, name: t(tip.name), tag: t(tip.tag), row, col, lines: tip.lines(stage.special).filter((s) => typeof s === 'string' && s), facts };
}
// ---- stage device tips (GitHub #228, PR #229 by @rickylxw: the stage DEVICES, not only the tiles) ---------------------
/** The device roles a tap explains; the rest is invisible (盟约寒风, the 沼泽 / 涨潮 controllers) or not fielded this season. */
const DEVICE_TIP_ROLES = Object.freeze(['crate', 'turret', 'platform', 'blower']);
/** Roles the battle spawns as device UNITS (Battle._spawnStageDevices, devices.js spawnTurret): in a battle a tap finds them by unit. */
const DEVICE_UNIT_ROLES = Object.freeze(['crate', 'turret']);
const TIP_TAG = N_('场地装置');
const DIR_NAME = Object.freeze({ UP: N_('上'), DOWN: N_('下'), LEFT: N_('左'), RIGHT: N_('右') });
const round1 = (v) => Math.round(v * 10) / 10;
/**
* What tapping a stage device says — the same contract as TERRAIN_TIPS, but `lines` read the device's own stage entry
* (data/stages.json `stage.devices[]`: stats / skill blackboard / dir / rangeTiles), the very numbers the sim runs
* (`sim/content/devices.js`, `Battle._spawnStageDevices`), so a tip can never disagree with the battle. The prose is ours
* (docs/PLAYING.md wording; PRTS 阻隔工事 / “双眼皮” / 射击台 / 源石流发生装置 and the sim's behaviour). `stats` is the
* stat grid under the lines (the turret's), `facts` what the tile allows.
*/
const DEVICE_TIPS = Object.freeze({
crate: {
lines: (st, d) => [
t('挡在地面上的工事:地面敌人会绕开它走;只有无路可走时才会撞上来,把它摧毁后继续前进'),
t('生命 {hp} 点,被摧毁后从场上消失', { hp: param(d.stats?.maxHp, 100) }),
],
facts: () => [t(BUILDABILITY.NONE)], // board.js buildDeployMap: an active crate takes its tile off the deploy map
},
turret: {
lines: (st, d) => {
const bb = isObj(d.skill?.bb) ? d.skill.bb : {};
// devices.js spawnTurret: the same blackboard keys and the same `持续N秒` read from the skill text
const dur = /持续(\d+(?:\.\d+)?)秒/.exec(String(d.skill?.desc ?? ''));
const aspdMax = param(bb.max_attack_speed, Infinity);
const fragMax = param(bb.max_damage_scale, Infinity);
return [
t('自动攻击射程内的一名敌人,造成法术伤害,命中的敌人附加脆弱'),
t('按当前层数最高的盟约计算:每 1 层,攻击速度 +{aspd}(至多 +{aspdMax}),附加的脆弱 +{frag}%(至多 +{fragMax}%)', {
aspd: param(bb.attack_speed_per_stack, 1),
aspdMax: Number.isFinite(aspdMax) ? aspdMax : '∞',
frag: round1(param(bb.damage_scale_per_stack, 0.001) * 100),
fragMax: Number.isFinite(fragMax) ? round1((fragMax - 1) * 100) : '∞',
}),
dur ? t('脆弱持续 {sec} 秒', { sec: Number(dur[1]) }) : null,
];
},
stats: (st, d) => {
const s = isObj(d.stats) ? d.stats : {};
const out = [{ k: t('生命上限'), v: param(s.maxHp, 100) }];
if (param(s.atk, 0)) out.push({ k: t('攻击'), v: param(s.atk, 0) });
if (param(s.def, 0)) out.push({ k: t('防御'), v: param(s.def, 0) });
const sec = param(s.bat, 0) > 0 ? param(s.bat, 0) * 100 / (param(s.aspd, 100) > 0 ? param(s.aspd, 100) : 100) : 0;
if (sec) out.push({ k: t('攻击间隔'), v: `${round1(sec)}s` });
return out;
},
facts: () => [t(BUILDABILITY.NONE)],
},
platform: {
lines: () => [
t('高台位装置:地面敌人不能走上这一格'),
t('远程位干员可以部署在其上;站上去的干员在高位,不阻挡敌人'),
],
facts: () => [t(BUILDABILITY.RANGED)], // board.js: an active platform makes its tile a 'ranged' deploy tile
},
blower: {
lines: (st, d) => {
// devices.js buildTerrain: the device's own skill blackboard, else stage.special.blower.bb; rangeTiles = its own tile + the lane
const bb = isObj(d.skill?.bb) ? d.skill.bb : (isObj(st?.blower?.bb) ? st.blower.bb : {});
const dir = DIR_NAME[String(d.dir || 'UP').toUpperCase()] || DIR_NAME.UP;
const lane = Array.isArray(d.rangeTiles) && d.rangeTiles.length > 1 ? d.rangeTiles.length - 1 : 3;
const out = [t('向前方 {n} 格吹出气流(这一台朝{dir})', { n: lane, dir: t(dir) })];
const eq = param(bb['blower_s_character[equal].atk'], 0);
const op = param(bb['blower_s_character[opposite].atk'], 0);
const mods = [];
if (eq) mods.push(t('朝向与风向相同的攻击力 {v}', { v: pctText(eq) }));
if (op) mods.push(t('相反的 {v}', { v: pctText(op) }));
if (mods.length) out.push(t('部署在气流里的干员:{mods}', { mods }));
const eqM = param(bb['blower_s_enemy[equal].move_speed'], 0);
const opM = param(bb['blower_s_enemy[opposite].move_speed'], 0);
const em = [];
if (eqM) em.push(t('顺风移动速度 ×{v}', { v: round2(1 + eqM) }));
if (opM) em.push(t('逆风 ×{v}', { v: round2(1 + opM) }));
if (em.length) out.push(t('在气流里移动的敌人:{mods}', { mods: em }));
return out;
},
facts: () => [t(BUILDABILITY.NONE)],
},
});
const round2 = (v) => Math.round(v * 100) / 100;
/** A stage device entry is drawn: `active` when it carries it, else not `hidden` (render/tiles.js _stageDevices, board3d/layout.js stageDevices). */
const deviceDrawn = (d) => (typeof d.active === 'boolean' ? d.active : !d.hidden);
/** The card of stage device `d` standing at (row, col) — `tip` is DEVICE_TIPS[d.role]. */
function deviceCard(stage, d, row, col) {
const tip = DEVICE_TIPS[d.role];
const lines = tip.lines(stage.special, d).filter((s) => typeof s === 'string' && s);
const stats = typeof tip.stats === 'function' ? tip.stats(stage.special, d) : null;
const name = typeof d.name === 'string' && d.name ? d.name : String(d.role);
return {
key: d.role, name, tag: t(TIP_TAG), row, col, lines, facts: tip.facts(stage.special, d).filter(Boolean),
...(stats && stats.length ? { stats } : {}),
};
}
/**
* The tip a tap on the tile (row, col) opens when a stage DEVICE stands on it (GitHub #228, PR #229), or null: an ordinary
* tile — or a device this client does not draw (`active` false: a turret that stays dormant until 机械援助 / a 机变 card
* switches it on, a crate such a card removed) — falls through to `terrainInfo`. Visibility mirrors what the renderers draw
* (`render/tiles.js _stageDevices`, `board3d/layout.js stageDevices`): `active` when set, else not `hidden`. The stage is
* the shown field's (already the player's own `effectiveStage`, so a card-removed crate is not in the way). The device's
* name is its data text (localized by the data overlay); the lines are in the current language (t()).
* @param {{ devices?: any[], special?: any, rows?: string[], tiles?: Record<string, any> } | null | undefined} stage
* @param {number} row board row (row 0 = the bottom row, DESIGN §1)
* @param {number} col
* @param {{ roles?: readonly string[] }} [opts] `roles`: only these roles answer (default: the four of DEVICE_TIP_ROLES)
* @returns {{ key:string, name:string, tag:string, row:number, col:number, lines:string[], facts:string[], stats?:{k:string,v:string|number}[] } | null}
*/
export function deviceInfo(stage, row, col, { roles = DEVICE_TIP_ROLES } = {}) {
const list = Array.isArray(stage?.devices) ? stage.devices : null;
if (!list || !Number.isInteger(row) || !Number.isInteger(col)) return null;
for (const d of list) {
if (!isObj(d) || !Array.isArray(d.pos) || d.pos[0] !== row || d.pos[1] !== col) continue;
if (!roles.includes(d.role) || !DEVICE_TIPS[d.role] || !deviceDrawn(d)) continue;
return deviceCard(stage, d, row, col);
}
return null;
}
/**
* The tip of a tap on (row, col) while a BATTLE shows the field — the live counterpart of `deviceInfo`: crates and “双眼皮”
* turrets are device UNITS there (kind 'device', one per drawn stage device, `defId` = the device key), so they are
* found by the unit standing on the tile — a turret outside the battle's rect stands on another tile than its stage `pos`
* (devices.js deviceTile) — and what the card says comes from the stage entry of that key. The platforms and blowers are no
* units: they answer by their stage `pos`, as in the prep.
* A destroyed device (HP gone, or no longer in the snapshots once its DIE animation is over) is not there any more: the
* tap belongs to the tile under the wreck (null here, so it falls through to `terrainInfo`). Before the first snapshot of the
* battle has arrived (`snap` empty) a unit counts as standing.
* The result is the same card as `deviceInfo`'s, with `unitId` (the unit, for its live HP: the screen reads `b.snap`
* through it, like a unit card's `snapHp`).
* @param {object|null|undefined} stage the shown field's stage
* @param {number} row @param {number} col
* @param {{ units?: any[]|null, snap?: Map<number, any[]>|null }} battle the field's unit infos (m.field.units) and the
* latest snapshot tuples by unit id ([id, x, y, hp, maxHp, …])
*/
export function deviceTipAt(stage, row, col, { units = null, snap = null } = {}) {
if (!Number.isInteger(row) || !Number.isInteger(col)) return null;
const u = (Array.isArray(units) ? units : []).find((x) => isObj(x) && x.kind === 'device' && Math.round(Number(x.x)) === col && Math.round(Number(x.y)) === row);
if (!u) return deviceInfo(stage, row, col, { roles: DEVICE_TIP_ROLES.filter((r) => !DEVICE_UNIT_ROLES.includes(r)) });
if (snap && snap.size > 0) {
const tuple = snap.get(u.id);
if (!Array.isArray(tuple) || !(tuple[3] > 0)) return null;
}
const list = Array.isArray(stage?.devices) ? stage.devices : [];
const same = list.filter((d) => isObj(d) && d.key === u.defId && DEVICE_UNIT_ROLES.includes(d.role));
const d = same.find((x) => Array.isArray(x.pos) && x.pos[0] === row && x.pos[1] === col) || same[0];
return d ? { ...deviceCard(stage, d, row, col), unitId: u.id } : null;
}
/**
* Fold the device units a battle shows into `map` (UnitInfo by unit id): the field meta's `units` (what stands when the field
* is entered) and the 'spawn' event tuples `['spawn', UnitInfo]` after it — the stage crates and the “双眼皮” turrets come
* into being with the battle's first step (`battleStart`), after the meta of a battle shown from its beginning was taken.
* Only kind 'device' is kept; `deviceTipAt` reads the map's values.
* @param {Map<number, any>} map
* @param {{ units?: any[]|null, events?: any[]|null }} [from]
*/
export function noteDeviceUnits(map, { units = null, events = null } = {}) {
for (const u of Array.isArray(units) ? units : []) if (isObj(u) && u.kind === 'device' && u.id != null) map.set(u.id, u);
for (const e of Array.isArray(events) ? events : []) if (Array.isArray(e) && e[0] === 'spawn' && isObj(e[1]) && e[1].kind === 'device' && e[1].id != null) map.set(e[1].id, e[1]);
return map;
}