// ui/gameLogic/loadout.js — skill / module loadout shown on cards. Re-exported from ../gameLogic.js. import { MODULE_NONE, loadoutOptions, resolveLoadout } from '../../../../shared/protocol.js'; import { loadoutRecord, resolveRecordLoadout } from '../../../../shared/loadoutRecord.js'; import { cultivationOf, cultivateMul, cultivatedStats, isPotential, isCultivate } from '../../../../shared/potential.js'; import { isObj } from './shared.js'; import { t } from '../../../../shared/i18n.js'; /** The summon owner's variant: exact chess id, normal sibling, then the first available variant. */ export function tokenVariantFor(token, ownerId = null) { const vs = token?.variants || {}; if (typeof ownerId === 'string') { const v = vs[ownerId] || vs[ownerId.replace(/_b$/, '_a')]; if (v) return v; } return Object.values(vs)[0] || null; } // ---- operator loadout (DESIGN §16) ---------------------------------------------------------------------------------- /** * The skill / module a chess fights with under the player's loadout (m.private.loadout, DESIGN §16) — what the shop * card and the detail panel show. Works with data that already lists every selectable skill (`skills[]`, elite * `modules[]`) and with older data (only the default `skill` / `module`). * 0.2.2: the record (stats, talents) is at the operator's 潜能 and its stats carry the 练度 multiplier — the player's * settings (`opts.ops`: m.private.ops / the 干员调配 store; missing = 潜能 6, 精英2 Lv.60), or a unit's own * (`opts.cultivation`: a teammate's UnitInfo — null = none); a 补位 stand-in / prototype 自选 record has neither * (shared/potential.js cultivationOf). The 练度 needs `opts.effects` (data/effects.json). A composed 自选 record is * already at its potential (gameLogic/diy.js: the pick's `potential`). * @param {any} chess the chess record (normal or elite) * @param {any} loadout m.private.loadout `{ [baseChessId]: { skill, module } }` (entries equal to the defaults may be * missing); null → defaults * @param {(id: string) => any} [getChess] * @param {{ ops?: any, cultivation?: { potential?: number|null, cultivate?: number|null } | null, effects?: any }} [opts] * @returns {{ skill: any, skillIndex: number|null, defaultSkill: boolean, module: { id: string, name: string, typeName: string, none: boolean }|null, * defaultModule: boolean, changed: boolean, choices: number, record: any, * cultivation: { potential: number, cultivate: number|null } | null } | null} */ export function chessLoadout(chess, loadout, getChess = () => null, opts = {}) { if (!isObj(chess)) return null; const lo = isObj(loadout) && !Array.isArray(loadout) ? loadout : null; let r = { skillIndex: null, moduleId: null }; try { r = resolveLoadout(lo, chess, getChess); } catch { /* defaults */ } const skills = Array.isArray(chess.skills) && chess.skills.length ? chess.skills.filter(isObj) : (isObj(chess.skill) ? [chess.skill] : []); const skill = skills.find((s) => s.index === r.skillIndex) || (isObj(chess.skill) ? chess.skill : null) || skills[0] || null; const base = chess.isGolden ? (getChess(chess.baseId) || chess) : chess; let opt = { defaultSkill: null, defaultModule: null, skills: [] }; try { opt = loadoutOptions(base, chess.isGolden ? chess : null); } catch { /* defaults */ } const defIdx = opt.defaultSkill ?? chess.skill?.index ?? null; const defaultSkill = !skill || skill.index == null || defIdx == null || skill.index === defIdx; let module = null; let defaultModule = true; if (chess.isGolden) { const id = r.moduleId ?? (chess.module?.active ? chess.module.id : MODULE_NONE); if (id === MODULE_NONE) module = { id: MODULE_NONE, name: t('未装备模组'), typeName: '', none: true }; else { const rec = (Array.isArray(chess.modules) ? chess.modules : []).find((m) => isObj(m) && m.uniEquipId === id) || (isObj(chess.module) && chess.module.id === id ? { uniEquipId: id, name: chess.module.name, typeName: chess.module.type } : null); module = { id, name: rec?.name || id, typeName: rec?.typeName || rec?.type || '', none: false }; } defaultModule = opt.defaultModule == null || id === opt.defaultModule; } // 0.2.2: the operator's 潜能 / 练度 (the player's settings, or the unit's own) const cv = cultivationFor(chess, opts); // the record the unit fights with (stats / 特性 / talents of the chosen module or none, at its potential — the // battle's own composition, shared/loadoutRecord.js): the detail card must show what the sim runs let record = chess; try { record = loadoutRecord(chess, resolveRecordLoadout(chess, { skillIndex: r.skillIndex, moduleId: r.moduleId, potential: cv ? cv.potential : null })) || chess; } catch { /* the record as is */ } const mul = cv && isCultivate(cv.cultivate) ? cultivateMul(opts?.effects, cv.cultivate) : null; if (mul && record && record.stats) record = { ...record, stats: cultivatedStats(record.stats, mul) }; return { skill, skillIndex: skill?.index ?? null, defaultSkill, module, defaultModule, changed: !defaultSkill || !defaultModule, choices: Math.max(skills.length, opt.skills?.length || 0), record, cultivation: cv }; } /** * The 潜能 / 练度 of a card's record (chessLoadout `opts`): the unit's own (`cultivation`, null = none) or the player's * settings (`ops`, shared/potential.js cultivationOf — null for a stand-in / prototype 自选 record). * @returns {{ potential: number, cultivate: number|null } | null} */ function cultivationFor(chess, opts) { if (opts && opts.cultivation !== undefined) { const c = opts.cultivation; if (!isObj(c) || !isObj(chess) || chess.standInFor || chess.diyProto) return null; return { potential: isPotential(c.potential) ? c.potential : 6, cultivate: isCultivate(c.cultivate) ? c.cultivate : null }; } return cultivationOf(chess, opts ? opts.ops : null); } /** * The 潜能 / 练度 a battle / scouting unit fights at (UnitInfo `potential` — below 6 only — and `cultivate`, 0.2.2): for * chessLoadout `opts.cultivation`; null when the unit has neither (a stand-in, a prototype 自选 piece, a raw unit). * @param {any} unit UnitInfo */ export function unitCultivation(unit) { if (!isObj(unit)) return null; const pot = isPotential(unit.potential) ? unit.potential : 6; const cult = isCultivate(unit.cultivate) ? unit.cultivate : null; return cult == null && pot === 6 ? null : { potential: pot, cultivate: cult }; } /** * The loadout (m.private.loadout shape) a battle / scouting unit fights with, from the unit itself — a teammate's * operator shows ITS owner's skill / module (DESIGN §16), not the viewer's nor the defaults: UnitInfo `skillIndex` * (sim units, prep scouting m.field units) and `moduleId` (elite only), keyed by the chess's base id for chessLoadout. * Null when the unit carries neither (the defaults). * @param {any} chess the unit's chess record (normal or elite) * @param {any} unit UnitInfo * @returns {Record | null} */ export function unitLoadout(chess, unit) { if (!isObj(chess) || !isObj(unit)) return null; const baseId = chess.baseId || chess.chessId; if (typeof baseId !== 'string' || !baseId) return null; const e = {}; if (Number.isInteger(unit.skillIndex) && unit.skillIndex >= 0) e.skill = unit.skillIndex; if (chess.isGolden && typeof unit.moduleId === 'string' && unit.moduleId) e.module = unit.moduleId; return Object.keys(e).length ? { [baseId]: e } : null; }