diff --git a/data/choices.json b/data/choices.json index b6541c60..8573663e 100644 --- a/data/choices.json +++ b/data/choices.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/docs/DATA.md b/docs/DATA.md index 77d331ae..9c1c0f57 100644 --- a/docs/DATA.md +++ b/docs/DATA.md @@ -319,9 +319,10 @@ Types: `BAND_INITIAL` 41, `BOND` 23, `EQUIP` 115, `ENEMY_GAIN` 129 (悬赏), `BU | `events[id]` | `{"id":"enemy_initial_1","choiceType":"BOUNTY_HUNT","effectType":"ENEMY_GAIN","name":"悬赏决策","desc":"…","color":"#35d8b4","family":"bounty","solo":false,"training":false}` | 109 official choice events; `_s` = solo copies; `usedBy` on events opened by items (`hunter_band_1` ← 教鞭 / “神秘顾客”) | | `families` | `{"bounty":{"name":"悬赏决策",…},"supply":{…},"shop":{…},"tactic":{…}}` | 悬赏决策 / 道具补给 / 机密商店 / 战术决策 | | `format` | `{"multi":{"cards":6,"pickOrder":"random","firstPickSec":30,"otherPickSec":16,"onTimeout":"autoPickRandom","eachPlayerPicks":1},"solo":{"cards":3,"timer":null},"opensAfterIncome":true}` | | -| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `draft` = offered by the 悬赏决策 draft — the PRTS 下半 记录 §机变阶段 "敌人轮选" table (105 cards: 1- and 2-battle kill bounties, 源石虫·特训, the 7 multi-round cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔, commented out of the table; 4) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4 | +| `cards.bounty[]` | `{"effectId":"enemyeffect_10_4","name":"悬赏·飞行I","tier":1,"coin":1,"payout":"kill","rounds":2,"multiRound":false,"enemyKey":"enemy_1005_yokai","count":1,"adds":[…],"draft":true,"draftExcluded":null,"draftPool":"initial","series":10}` | `payout` `kill` (killer gets coins, 联防 helpers too) / `perfect` (chooser's own phase perfect); `rounds` = battles affected (99 = all remaining); `tier` from the I/II/III suffix (else coin value); `enemyKey` = the effect's `enemy_id` (fixed per card; the title only names category and tier); `draft` = offered by a 悬赏决策 draft (86 cards); else `draftExcluded` `perfect` (战术特训: "仅由法术教鞭生成" — the 教鞭 Art's cards; 20) / `hidden` (鸭爵 / 高普尼克 / 流泪小子 / 圆仔; 4) / `unseen` (in none of the 27 official bounty drafts of the user's 33 screenshots: the 7 multi-round cards, enemyeffect_3_*, the boss bounties of no seen R9 group; 19, [ASSUMED] not offered) — build-data `bountyDraftExclusion`, `server/match/choices.js draftBounty`, user playtest #6 item 4, player feedback after 0.1.0 report #2; `draftPool` = the kind of draft that offers it: `initial` (R3: the 42 "接下来两场作战" cards), `boss` (R9: 19 boss bounties + 源石虫·特训), `hunter` (R11: the faction _7 / _8 and 特异 series 16 "下场战斗" cards, 24), null when not drafted; `series` = N of `enemyeffect_N_M` (null otherwise) | | `cards.tactic[]` | `{"effectId":"map_m01_1","name":"模拟战场演变·模式一","kind":"terrain","stageId":"act1autochess_m01","team":false}` | `kind` `ally` / `enemyDebuff` / `terrain` (only for the match stage); `team` = also given to teammates | -| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyTiers":[1,2],"events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `events` = official event ids usable as the phase header | +| `bountyDrafts[kind]` | `{"initial":{"events":[…],"slots":10,"sets":[{"cards":[…6],"seen":[1,3,5,9]},…],"mixed":{"series":[10,11,12,13,14,15,20],"count":6,"tiers":[1,1,1,2,2,3]},"count":6},"boss":{"events":[…],"templates":[{"featured":[…],"fill":[…],"seen":[1,5]},…],"count":6},"hunter":{"events":[…],"slots":15,"templates":[{"featured":[…],"fill":[…],"seen":[1,6]},…],"rule":{"giants":[…],"groupCards":[…],"groupSizes":[1,2,3,4],"fill":[…]},"onePerSeries":[10,…,15],"count":6}}` | the official 悬赏决策 structures, read from 33 screenshots of 11 official co-op 绝境 / 终极 matches (player feedback after 0.1.0 report #2; build-data `BOUNTY_INITIAL_SETS`, readings in `test/fixtures/official-bounty-drafts.json`, `seen` = its match numbers): `initial` = one of `slots` fixed sets, the seen `sets` or for an unseen slot `mixed` (one card from each of `count` of `series`, with `tiers`) [ASSUMED]; `boss` = a `templates` entry: its `featured` bosses + `fill` drawn to 6 (uniform among the seen groups [ASSUMED]); `hunter` = one of `slots` events: a seen `templates` group — its `featured` 特异III giant + tier-II cards, always together (matches 1 and 6 share the whole group, only the tier-I card differs) — or for an unseen slot a `rule` group (one of `giants` + `groupSizes` of `groupCards`), then tier-I `fill` to 6, at most one card per `onePerSeries` series (the group / fill split by tier, the unseen slots and the uniform pick among the events [ASSUMED]) | +| `schedule[modeId]` | `{"spRounds":[3,6,9],"rounds":{"3":{"families":[{"family":"bounty","weight":50},…],"cards":6,"supplyTiers":[1,4],"bountyDraft":"initial","events":{"bounty":[…],"supply":[…],"shop":[…],"tactic":[…]},"assumed":true}}}` | research 01 A4 defaults: pick a family by weight; `supplyTiers` = item tier window for 道具补给; 机密商店 draws any tier; `bountyDraft` = the `bountyDrafts` kind of the round's 悬赏决策 (R3 / 险境 R6 `initial`, R9 `boss`, R11 `hunter`); 绝境 / 终极 R11 = 悬赏决策 45 / 机密商店 35 / 战术决策 20 (the official co-op R11s: 5 / 4 / 2 of 11, no 道具补给; weights [ASSUMED]; solo takes the same weights [ASSUMED: no solo screenshot — extrapolated from co-op, the data has solo R11 悬赏决策 events `bounty_hunter_*_s`]); `events` = the official event ids of that kind (`enemy_initial_*`, `bossInitial_*`, `bounty_hunter_*`), usable as the phase header | | `pools[poolId]` | `{"kind":"equip","items":[…]}` / `{"kind":"chess","tier":2,"rule":"shopEligible"}` | server-side reward pools referenced by effects (`pool_equip_*`, `pool_chess_shop_N_reward`, `pool_char_later`, …), all [ASSUMED]; `rule:"shopEligible"` = visible/non-hidden entries, `maxTier:"shopLevel"` = ≤ current shop level, `weighted` = `[[id, weight]]`. `pool_equip_vict` (维多利亚, every 25 layers: "获得一件带有随机特殊效果的维式重锤") and `pool_equip_rockr` (洛洛's 定制品; user playtest #4 — the research 04 §8 guess 有限加速器 / 激光发射器 / 护盾无人机 / 双模机械臂 / 蜂鸣器 is superseded) = the 4 special 维式重锤, uniform | ## 9. `enemies.json` — `{ [enemyKey]: Enemy }` (249 keys that can appear) diff --git a/docs/META.md b/docs/META.md index 62ae4972..00f9387d 100644 --- a/docs/META.md +++ b/docs/META.md @@ -107,15 +107,30 @@ untimed. The UI picks a card with two taps (select → 确认选择, DESIGN §18 the mode's static `inactiveBondIds` — 标准 has no 拉特兰 / 阿戈尔 / 卡西米尔 / 奥术 … — and with chess in the pool), so 玛恩纳的盟誓 / 莫斯提马的盟誓 / 卡西米尔驰援 never show up in 标准. Card generation and the family defaults are documented in `choices.js` (bounty / supply / shop / tactic). 机密商店 cards are **free** (official -text "无需消耗资金"). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`, user playtest #6 -item 4): the PRTS table 卫戍协议:盟约 下半/PRTS盟约记录 §机变阶段 "敌人轮选" — kill bounties for the next battle ("下场作战") -or the next two ("接下来两场作战"), 源石虫·特训, and the 7 multi-round cards ("之后 / 后续的每场作战"), but never 战术特训 -(listed under "※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (commented out of the table) — -105 cards, drawn uniformly. Every bounty card carries the effect's official rich text `descRaw` (the battles in blue +text "无需消耗资金"). 悬赏决策 offers only choices.json cards with `draft: true` (`choices.js draftBounty`): never 战术特训 (PRTS +"※以下悬赏任务仅由法术教鞭生成") nor the 鸭爵 / 高普尼克 / 流泪小子 / 圆仔 cards (user playtest #6 item 4). **Each draft is +built like the official one of its round** (`choices.js bountyDraftCards`, choices.json `bountyDrafts` / schedule +`bountyDraft`; player feedback after 0.1.0, report #2 — late bounty enemies in the early drafts — settled by 33 +screenshots of 11 official co-op 绝境 / 终极 matches, readings in `test/fixtures/official-bounty-drafts.json`): **R3** +one of the 10 official sets of six "接下来两场作战" cards, 3 × I + 2 × II + 1 × III — 7 seen (a whole series 17 / 18 / 19, +or one card from each of 6 of the series 10–15 / 20), the 3 unseen slots built by that rule [ASSUMED]; **R9** boss +bounties + 源石虫·特训: a seen group of 0–3 named bosses that always come together, filled to 6 with the cheap ones (W / +碎骨 / 弑君者, 大鲍勃, 庞贝 or 鼠王, 源石虫·特训) — 7 groups for 6 events: two game versions or a group set per match +(leader, map), open; **R11** (绝境 / 终极 co-op: 悬赏决策, 机密商店 or 战术决策, never 道具补给; solo the same weights +[ASSUMED]) six "下场战斗" cards like R9: a group — one 特异III giant + 1–4 tier-II cards, always together (matches 1 and 6 +share the whole group, only the tier-I card differs) — filled to 6 with tier-I cards, at most one per faction series; +4 groups seen for the 15 events, the unseen slots draw a group of that shape [ASSUMED]. 险境 R6 drafts like R3 +[ASSUMED]. A card's enemy is fixed by its effect (`enemy_id`): the title only names category and tier (悬赏·损伤I = +底海滑动者 or 临时收音师). +No official draft showed a multi-round card, a pre-series card (enemyeffect_3_*) or the boss bounties 凋零骑士 / “遗弃者” +/ 锏 / 扎罗 / 迷路的巨像: `draftExcluded: 'unseen'` [ASSUMED], flipped by adding them to build-data +`BOUNTY_INITIAL_SETS` / `BOUNTY_BOSS_TEMPLATES` / `BOUNTY_HUNTER_TEMPLATES` once a screenshot shows one. The card positions are shuffled; solo +shows 3 of the 6 [ASSUMED]. The mode's inactive enemy list does not thin the draft (PRTS +11/18 note "不影响悬赏决策出场"). Every bounty card carries the effect's official rich text `descRaw` (the battles in blue "下场作战" / "两场作战"; the overlay and the effects column render it; the effects column also says "还剩 N 场作战"). **Multi-round cards last two battles** (`choices.js MULTI_ROUND_BOUNTY_BATTLES = 2`, `bountyBattles` / `bountyText`): the user does not remember any multi-round bounty (playtest #6 answer, "我不记得有过多轮悬赏"), so until that is confirmed -otherwise every "之后 / 后续的每场作战" card — drafted, from 教鞭 or “神秘顾客” — lasts two battles exactly like the +otherwise every "之后 / 后续的每场作战" card — e.g. 教鞭's 法术大师A2·多轮战术特训 — lasts two battles exactly like the "接下来两场作战" cards, and its card and effects text read "接下来两场作战" in the same blue (还剩 N 场作战). `MULTI_ROUND_BOUNTY_BATTLES = null` restores the official red "每场" (every later battle; effects column "之后的每场作战"). The 战术特训 cards are what the 教鞭 Art offers (§2.5). @@ -308,8 +323,8 @@ Writes (all validated, never throw on bad input, never make funds / pools negati | `modifyPrice(delta)` / `setPrice(v)` | onPrice only: edit `ev.price` | | `promote(uid)` / `transform(uid, chessId)` / `upgradeItem(uid)` | elite in place / replace a chess (keeps tile) / item → golden | | `destroyPiece(uid)` / `equipDirect(itemUid, chessUid)` | remove a piece (chess copies return, items go back) / attach without equip effects | -| `offerChess(ids, { tier })` | queue a pick-one offer (shown as `shop.rewardOffer`, free) — 寻呼模块 / 信标 style | -| `offerItems(ids, { tier })` | the same for items (slots of kind `'item'`) — 凯瑟琳 定向投放 style | +| `offerChess(ids, { tier, label })` | queue a pick-one offer (shown as `shop.rewardOffer`, free) — 寻呼模块 / 信标 style; `label` (default `effectsMeta.offerLabel(source)`: the strategy's effect name, the item's name or the 特质's operator) is the shop bar's header instead of 晋升奖励 (`rewardOffer.source` `'special'`; the promotion reward is `'merge'`) | +| `offerItems(ids, { tier, label })` | the same for items (slots of kind `'item'`, drawn as item cards) — 凯瑟琳 定向投放 style (player report #6 after 0.1.0) | | `triggerGarrisons(uid, eventType, { asUid })` | run another owned chess's 特质 of that eventType now (铃兰 "触发…的获得时效果"); 投资人 still multiplies SERVER_GAIN; SERVER_PRICE cannot be triggered; depth-capped | | `setShopSlot(i, { kind, id, price?, frozen? } \| null)` | rewrite a shop slot (special refreshes) | | `addDeployCap(n)` / `setDeployCapAtLeast(n)` | deploy cap (+effects; 人事部文档 = 9) | @@ -411,7 +426,7 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o consumed copies are removed; a reward offer of 3 **different** free chess of tier min(level+1, 6) (copy-weighted from the shared pool, already-drawn ones excluded; a short tier tops up from the tier below — user playtest #6 item 19; pick 1, expires at prep end; queued when several - merges happen). The same rule holds for every way a merge completes — buy, reward pick, effect / band / choice grants + merges or special refreshes happen — `shop.rewardOffer.queued` counts the ones behind the shown offer). The same rule holds for every way a merge completes — buy, reward pick, effect / band / choice grants (`acquireChess`), transformations — and in every phase: a merge completed after the prep (SETTLE / Final Assault effects such as 突变细胞) keeps its offer for the next prep; its elite takes the deployed copy's tile at once, or goes to the hand / temp (kept through the next prep, see Hand). In a boss round's prep the tile is read on the player's half of diff --git a/docs/PLAYING.md b/docs/PLAYING.md index 8774fff9..a48366f2 100644 --- a/docs/PLAYING.md +++ b/docs/PLAYING.md @@ -16,7 +16,7 @@ |---|---| | 确认本局信息 | 本局地图(标准模拟固定为「战场#01」;险境从 8 张地图中随机,绝境 / 终极从不含战场#01 的 7 张中随机)、敌方派系、**被禁用的盟约及其干员**、领袖预告。所有人确认后继续;同盟模拟最多 25 秒;只有你一名玩家时(独立模拟,或同盟模拟只带 AI 队友)不限时。 | | 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。 | -| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 | +| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场(如教鞭的法术大师A2·多轮战术特训)。各回合的悬赏决策按官方对局截图来出:第 3 回合是 6 张「接下来两场作战」的悬赏(3 张 1 资金、2 张 2 资金、1 张 3 资金);第 9 回合是各首领的「下场作战」悬赏和「源石虫·特训」;绝境 / 终极的第 11 回合是悬赏决策、机密商店或战术决策之一,其中的悬赏是 1 只特异巨兽加 5 张「下场战斗」悬赏。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 | | 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 | | 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在原地**(倒地姿势、略微变灰),头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够,红色「!」表示原位被占。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 | | 联防 | 见第 5 节。 | @@ -52,7 +52,7 @@ ## 3. 招募、整备区与晋升 -- **购买点两次**:第一次点商店卡片只选中(卡片抬起并打开详情,底部出现「确认购买 · 再次点击」),再点这张卡片的**任意位置**(包括金色的确认条)才购买;点别处或按 Esc 取消。升级调度中心、晋升奖励同样两次。不能购买时(例如已准备就绪)点卡片只打开详情。 +- **购买点两次**:第一次点商店卡片只选中(卡片抬起并打开详情,底部出现「确认购买 · 再次点击」),再点这张卡片的**任意位置**(包括金色的确认条)才购买;点别处或按 Esc 取消。升级调度中心、晋升奖励同样两次;策略或装备带来的免费挑选(如凯瑟琳【定向投放】升级后刷新的 3 件装备、娜仁图亚【见者有份】的 2 件装备、寻呼模块的 3 名干员)也一样出现在商店卡片的位置,左侧标题写着它的来源,装备显示为装备卡(图标、名称、说明、FREE),选 1 个免费获得;同时有多个免费挑选时依次出现,标题下和「稍后」后的提示按钮会写还有几项(如「+1」)。不能购买时(例如已准备就绪)点卡片只打开详情。 - **公共卡池**(同盟):每名干员的副本数有限,I–VI 阶分别 12 / 14 / 18 / 16 / 8 / 5 份,所有玩家共用;持有的干员(棋盘 + 整备区)占用副本,商店里展示的不占用。一名干员被大家拿光后就刷不出来了;淘汰玩家的干员会还回卡池。 - **位置上限**:棋盘最多部署 **8** 名;整备区 **10** 格;整备区满时新获得的单位(合成的精锐、奖励、退回的装备等)进入**临时整备区**(整备区前面的 5 格)。临时整备区有单位时**不能准备就绪**,棋盘上会用红色虚线框标出这一排并说明规则:把它们放进整备区或战场、配发或使用,或者出售 / 销毁。休整期中进入临时整备区的单位,若到**本休整期结束**时仍留在那里就会被自动处理(干员返还卡池、装备销毁);作战、结算期间或准备就绪之后才进入的(例如战斗奖励、结算时合成的精锐),会保留到**下一个休整期**结束,你一定有机会处理它们。 - **晋升精锐**:3 名同名干员(无论是否部署)自动合成**精锐**(等级、技能、模组大幅提升;风丸只需 2 名),精锐不会再合成。如果被合成的干员里有**已经部署在战场上**的,精锐会直接出现在**那名干员的位置**(保持原来的朝向,不多占部署位;有两三名都在场上时,取最先部署的那名——从上到下、从左到右);否则精锐进入整备区(满了进入临时整备区)。原先配发的装备都退回整备区,需要重新配发;被合成干员的召唤物随之移除,场上的精锐会把自己的召唤物送进整备区。点选一张能合成的商店卡片时,精锐将出现的那一格会亮起金色边框,同时打开的详情卡里也会写明去向(「可晋升:精锐干员将出现在作战区原位置 / 将进入整备区」;详情卡会自动停靠在不遮挡这一格的一侧)。在回合开始或结算时因策略、奖励等完成的合成,精锐出现时同样会播放金色的晋升特效。 diff --git a/public/css/screens/game-shop.css b/public/css/screens/game-shop.css index 0f7c9454..05600dbb 100644 --- a/public/css/screens/game-shop.css +++ b/public/css/screens/game-shop.css @@ -187,6 +187,7 @@ .rwtag__title { writing-mode: vertical-rl; font-size: .22rem; font-weight: 900; letter-spacing: .2em; line-height: 1; } .rwtag__micro { font-family: var(--font-display); font-size: .09rem; letter-spacing: .14em; opacity: .75; } .rwtag__sub { font-size: .12rem; color: var(--text-md); line-height: 1.3; } +.rwtag__more { color: var(--gold); } .rwtag__later { display: flex; align-items: center; gap: .02rem; margin-top: .04rem; padding: .02rem .08rem; font-size: .13rem; color: var(--text-lo); background: rgba(0, 0, 0, .35); border: 1px solid var(--line-2); } .rwtag__later .icon { width: .12rem; height: .12rem; } @@ -200,6 +201,7 @@ animation: pulse-gold 1.6s ease-in-out infinite; } .rewardpill .icon { width: .2rem; height: .2rem; } +.rewardpill__more { padding: 0 .06rem; border: 1px solid var(--gold); font-size: .13rem; line-height: 1.4; } @keyframes pulse-gold { 50% { box-shadow: 0 0 .24rem rgba(255, 198, 0, .5); } } /* ---- two-tap buy / upgrade (research 09 §5): the first tap lifts + enlarges the card and shows 确认购买 ---- */ diff --git a/public/js/screens/game.js b/public/js/screens/game.js index 55c855a2..f0159f51 100644 --- a/public/js/screens/game.js +++ b/public/js/screens/game.js @@ -559,9 +559,10 @@ function MatchScreen() { const spMine = !!sp && !solo && sp.turnPid === myId && !sp.pickOf.has(myId); useEffect(() => { if (spMine) audio.sfx('yourTurn'); }, [spMine]); - // promotion (merge reward offered) and bond activation cues - const hasOffer = !!priv?.shop?.rewardOffer; - useEffect(() => { if (hasOffer) audio.sfx('merge'); }, [hasOffer]); + // promotion (merge reward offered) and bond activation cues; a special refresh's offer (凯瑟琳 定向投放 …) plays the + // shop's refresh sound instead of the promotion cue + const offerCue = priv?.shop?.rewardOffer ? (priv.shop.rewardOffer.source === 'special' ? 'refresh' : 'merge') : null; + useEffect(() => { if (offerCue) audio.sfx(offerCue); }, [offerCue]); // a shop / reward card armed for a purchase that completes a merge lights the tile its elite will take (the deployed // copy that deploys first — PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置", gameLogic.mergeTarget) const mergeAt = armedCard?.kind === 'chess' && editable && showPrep ? mergeTarget(priv, armedCard.id, gd.chess) : null; diff --git a/public/js/ui/gameLogic.js b/public/js/ui/gameLogic.js index e520febc..f19f7ddc 100644 --- a/public/js/ui/gameLogic.js +++ b/public/js/ui/gameLogic.js @@ -538,6 +538,29 @@ export function completesMerge(priv, slot, { getChess = () => null, getItem = () return need > 1 && copies + 1 >= need; } +/** + * How the shop bar names a free pick-one offer (m.private shop.rewardOffer): the promotion reward (`source` 'merge') + * reads 晋升奖励 / PROMOTION; any other offer — a strategy's special refresh (凯瑟琳 定向投放, 娜仁图亚 见者有份), an item + * (寻呼模块, 信标) or a 特质 (松果) — reads its `label` with the refresh icon (player report #6 after 0.1.0: 凯瑟琳's three + * items showed up as nameless operator cards under 晋升奖励). `items` = the offer holds items (cards drawn as item cards). + * `queued` = offers waiting behind this one (shop.rewardOffer.queued, e.g. a 定向投放 behind a promotion reward put + * off): `more` (header) and the pill's "+N" say so, null / no suffix when none. + * @param {any} offer + * @returns {{ title: string, micro: string, sub: string, icon: string, items: boolean, pill: string, queued: number, more: string|null }} + */ +export function offerHeader(offer) { + const slots = isObj(offer) && Array.isArray(offer.slots) ? offer.slots : []; + const items = slots.some((s) => isObj(s) && s.kind === 'item'); + const label = isObj(offer) && typeof offer.label === 'string' && offer.label ? offer.label : null; + const queued = isObj(offer) && Number.isInteger(offer.queued) && offer.queued > 0 ? offer.queued : 0; + const tail = { queued, more: queued ? `之后还有 ${queued} 项` : null }; + if (!items && (!isObj(offer) || offer.source === 'merge' || offer.source == null) && !label) { + return { title: '晋升奖励', micro: 'PROMOTION', sub: '免费选择 1 名', icon: 'crown', items: false, pill: '晋升奖励待选择', ...tail }; + } + const title = label || (items ? '装备补给' : '特殊招募'); + return { title, micro: 'SPECIAL', sub: items ? '免费选择 1 件' : '免费选择 1 名', icon: 'refresh', items, pill: `${title}待选择`, ...tail }; +} + /** * Why a shop action is unavailable (null when available). * @param {'buy'|'reward'|'refresh'|'freeze'|'levelUp'|'ready'} kind diff --git a/public/js/ui/rewardOverlay.js b/public/js/ui/rewardOverlay.js index f0311bfe..9713216a 100644 --- a/public/js/ui/rewardOverlay.js +++ b/public/js/ui/rewardOverlay.js @@ -1,9 +1,12 @@ -// Merge reward reminder (research 00 §3): the reward cards themselves live in the shop bar (shopBar.js RewardCards — -// after a promotion they replace the bar's operator cards, like the original). When the player puts the pick off -// (稍后选择) this pill above the bar brings the cards back; it disappears once the server clears `shop.rewardOffer` -// (picked, or the round ended). +// Pick-one offer reminder (research 00 §3): the offer's cards themselves live in the shop bar (shopBar.js RewardCards — +// after a promotion, or a special refresh such as 凯瑟琳's 定向投放, they replace the bar's operator cards, like the +// original). When the player puts the pick off (稍后选择) this pill above the bar brings the cards back; it names the +// offer like the bar's header (gameLogic.offerHeader: 晋升奖励待选择 / 定向投放待选择 …, player report #6 after 0.1.0), with +// "+N" while N more offers wait behind it, and disappears once the server clears `shop.rewardOffer` (picked, or the +// round ended). import { html, Icon, TierChip } from './components.js'; +import { offerHeader } from './gameLogic.js'; /** * @param {{ priv:any, minimized:boolean, onMinimize:(m:boolean)=>void }} props @@ -11,7 +14,8 @@ import { html, Icon, TierChip } from './components.js'; export function RewardOverlay({ priv, minimized, onMinimize }) { const offer = priv?.shop?.rewardOffer; if (!offer || !Array.isArray(offer.slots) || !offer.slots.length || !minimized) return null; + const head = offerHeader(offer); return html``; } diff --git a/public/js/ui/shopBar.js b/public/js/ui/shopBar.js index 4f416ae5..335a2050 100644 --- a/public/js/ui/shopBar.js +++ b/public/js/ui/shopBar.js @@ -11,7 +11,9 @@ // detail); a card that cannot be bought right now (the bar is not editable: ready, round start) opens its detail. The // D / R / F keys stay one-press shortcuts. There is no drag-to-sell zone: selling is the 出售 +N button of a tapped // unit's underframe (ui/underframe.js). After a promotion the operator cards are replaced by -// the 晋升奖励 cards (3 free operators, pick 1 — also two taps) until picked or put off (稍后 → rewardOverlay.js pill). +// the 晋升奖励 cards (3 free operators, pick 1 — also two taps) until picked or put off (稍后 → rewardOverlay.js pill); +// a special refresh (凯瑟琳 定向投放's 3 items, 娜仁图亚, 寻呼模块, 信标, 松果) takes the same place under its own name, an +// item slot drawn as an item card (player report #6 after 0.1.0). // Every operator card shows the skill it will fight with — the player's 干员调配 loadout (m.private.loadout, DESIGN // §16): the skill icon above the name, mint-framed with 已调配 in its title when it is not the default skill (and the // module type of an elite card, with its official type icon when the local-client art has it). @@ -19,7 +21,7 @@ import { useEffect, useState } from '../../vendor/hooks.module.js'; import { html, Icon, HexBadge, TierChip, Tooltip, MicroLabel } from './components.js'; import { Img, BondGlyph, CoinGlyph, GIcon, RichText } from './gameComponents.js'; -import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout } from './gameLogic.js'; +import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, offerHeader } from './gameLogic.js'; import { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js'; import { data } from '../data.js'; @@ -120,7 +122,7 @@ function SkillBadge({ chess, lo }) { * @param {{ slot:any, idx:number, frozen?:boolean, reason?:string|null, armed?:boolean, onTap?:(idx:number)=>void, * onBuy:Function, onDetail:Function }} props */ -export function ItemCard({ slot, idx, frozen = false, reason = null, armed = false, onTap = null, onBuy, onDetail }) { +export function ItemCard({ slot, idx, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail }) { const it = data.lookup('items', slot.id); const m = data.get('assets'); const disabled = !!reason; @@ -132,7 +134,7 @@ export function ItemCard({ slot, idx, frozen = false, reason = null, armed = fal <${TierChip} tier=${it?.tier ?? 1} size="md" /> - <${PriceHex} slot=${slot} poor=${reason === '资金不足'} /> + <${PriceHex} slot=${slot} free=${free} poor=${reason === '资金不足'} /> <${Img} src=${itemIconUrl(m, it)} fallback=${html`<${GIcon} name="bolt" />`} /> @@ -140,7 +142,7 @@ export function ItemCard({ slot, idx, frozen = false, reason = null, armed = fal <${RichText} text=${it?.descRaw || it?.desc || ''} /> ${frozen ? html`` : null} - ${armed ? html`<${ArmedTag} reason=${reason} />` : null} + ${armed ? html`<${ArmedTag} reason=${reason} free=${free} />` : null} `; return reason && reason !== '已售出' && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}/>` : card; } @@ -210,24 +212,33 @@ export function useTwoTap({ editable, keys }) { } /** - * Promotion reward (research 00 §3): after a merge the operator cards of the bar are replaced by 3 free operators of - * tier min(level+1, 6); pick 1 (g.reward idx) or put it off (稍后选择 → the normal shop + a reminder pill). + * A free pick-one offer in place of the bar's operator cards (pick 1 — g.reward idx — or put it off: 稍后选择 → the + * normal shop + a reminder pill): the promotion reward (research 00 §3: 3 free operators of tier min(level+1, 6)) and + * the special refreshes of strategies, items and 特质 — e.g. 凯瑟琳 【定向投放】 "在调度中心刷新随机3件装备,可以选择并获得 + * 其中1件". Each slot is drawn by its kind: an item slot is an item card (icon, name, tier, description, FREE) — player + * report #6 after 0.1.0, the items used to be drawn as nameless operator cards — and the header names the offer + * (gameLogic.offerHeader: 晋升奖励 / the strategy's effect name …; "之后还有 N 项" while more offers wait behind it). */ -function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed, onTap }) { - return html`