// Detail panel (click / right-click a piece, shop card, bond member, battle unit or previewed enemy):
// operators — portrait, name, tier, elite, class/subclass and, right under them in the header's right column (no
// scrolling, user playtest #2 item 9), the unit's bonds (阵营 / 盟约: icon, name, member count / next threshold,
// reached tier, active state — tap one for its popup); right under the header the operator's own effect (特质 —
// garrison: type chip (its official type icon + eventTypeDesc such as 整备能力, garrisonTypeIconKey) + description,
// compact, visible without scrolling: user playtest #3 items 8 / 9), the class trait (特性), stats + range mini-map, skill (the one chosen in the loadout, DESIGN §16: icon, SP
// info, rich description, 已调配 when not the default), elite module (模组: official type icon from the local-client
// art, else its letter), equipped items, talents (CHESS_SECTIONS); items — icon, tier,
// effect; tokens; enemies — stats, rank, faction tags, abilities. Selling / destroying is the underframe's job in the
// match (research 09 §5, ui/underframe.js): the panel's own 出售 / 销毁 buttons only render for callers that pass
// `editable` + handlers. `side` 'right' docks the panel at the right edge (the game screen picks the side away from a
// selected unit's underframe, gameLogic panelSide).
import { html, Icon, TierChip, MicroLabel, Button, confirmDialog } from './components.js';
import { Img, RichText, UnitThumb, BondGlyph, GIcon } from './gameComponents.js';
import { attackInterval, rangeGridBox, fmtNum, tileKey, chessLoadout, nextThreshold, bondTier } from './gameLogic.js';
import { chessPortraitUrl, skillIconUrl, skillRecordIconUrl, profIconUrl, subProfIconUrl, itemIconUrl, enemyIconUrl, tokenAvatarUrl, factionIconUrl, uiUrl, moduleTypeIconUrl } from './assetUrls.js';
import { data } from '../data.js';
import { attackRangeGrid } from '../../../shared/loadoutRecord.js';
import { moduleBadge } from './loadoutModel.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
const PROF_NAME = { PIONEER: '先锋', WARRIOR: '近卫', TANK: '重装', SNIPER: '狙击', CASTER: '术师', MEDIC: '医疗', SUPPORT: '辅助', SPECIAL: '特种', TOKEN: '召唤物' };
const SP_TYPE = { INCREASE_WITH_TIME: '自动回复', INCREASE_WHEN_ATTACK: '攻击回复', INCREASE_WHEN_TAKEN_DAMAGE: '受击回复', ON_DEPLOY: '被动' };
const SKILL_TYPE = { MANUAL: '自动触发', AUTO: '自动触发', PASSIVE: '被动' };
/** Fallback type icon by trigger, for a garrison record without its official `eventTypeIcon` (garrisonTypeIconKey). */
const EVENT_ICON = { IN_BATTLE: 's_icon_battle', SERVER_GAIN: 's_icon_bond', SERVER_PREP_START: 's_icon_bond', SERVER_PREP_FIN: 's_icon_bond', SERVER_CHESS_SOLD: 's_icon_gold', SERVER_PRICE: 's_icon_gold', SERVER_REFRESH_SHOP: 's_icon_gold' };
const RANK = { NORMAL: '普通', ELITE: '精英', BOSS: '领袖' };
const DMG = { phys: '物理', arts: '法术', heal: '治疗', true: '真实', none: '无' };
/** Mini range map. */
export function RangeGrid({ grid, class: cls }) {
const box = rangeGridBox(grid);
if (!box.cells.size) return html`—`;
const cells = [];
for (let r = box.r0; r > box.r0 - box.rows; r--) {
for (let c = box.c0; c < box.c0 + box.cols; c++) {
const self = r === 0 && c === 0;
cells.push(html``);
}
}
return html`
`;
}
/**
* 特性 text of the record the unit fights with (DESIGN §16: `lo.record` = the chosen module's traitOverride, or the
* no-module traitBase for 不装备 — data `trait` is the default module's).
*/
function traitText(c, golden, lo) {
const t = (lo?.record || c).trait || {};
const base = t.descRaw || t.desc || '';
if (!golden || lo?.record !== c) return base;
return t.moduleDescRaw || base;
}
/**
* Order of an operator card's blocks (user playtest #3 item 8): the operator's own effect (特质 — garrison: its trigger
* such as 休整期结束时 and what it does) right under the header, visible without scrolling; the class trait (特性) and
* the stats next; then the skill, the elite's module, the equipped items (the player's own build) and the talents.
*/
export const CHESS_SECTIONS = Object.freeze(['head', 'garrison', 'trait', 'stats', 'skill', 'module', 'equip', 'talents', 'actions']);
/**
* Sprite key (ui `garrisonTypeIcon/…`, small variant) of a 特质's type chip: the garrison's own official
* `eventTypeIcon` — icon_battle 作战能力 / icon_gold 整备能力 / icon_bond 持续叠加·单次叠加 / icon_support 特异化, the
* icon that goes with its `eventTypeDesc` — never a guess from the trigger (that put the spoked 特异化 glyph, which reads
* like a loading spinner, before the text of every <休整期开始时 / 结束时> 特质: user playtest #3 item 9).
* @param {{ eventTypeIcon?: string|null, eventType?: string }|null} garrison
*/
export function garrisonTypeIconKey(garrison) {
const k = garrison && typeof garrison.eventTypeIcon === 'string' ? garrison.eventTypeIcon : '';
if (/^icon_[a-z]+$/.test(k)) return `s_${k}`;
return EVENT_ICON[garrison?.eventType] || 's_icon_bond';
}
/** The operator's own effect (特质, garrisons.json): trigger chip + description, compact. */
function GarrisonBlock({ garrison, m }) {
return html`