// In-match top bar (research 06 §11.1): exit + ping (left); round box, phase capsule (prep label /
// kills n/m / boss HP bar), LP tower, match-info and enemy-preview buttons (centre, bracket frame);
// 7-segment countdown with gauge and the 准备就绪 toggle (right).
// The two 🔍 buttons follow the official HUD bindings (research 09 §2.1 / §6.2 item 3):
// left btn_check_player — mint [🔍] opens the 本局信息 dialog (ui/enemyDrawer.js; its 敌方情报 tab is the secondary
// enemy list); in the pen view it becomes [🔍◀◀] (btn_check_player_back) and returns the camera;
// right btn_check_enemy — amber [🔍▶▶] pans the camera to the enemy preview pen (休整期 only); in the pen view (and
// outside prep) it is the grey [🔍] (btn_check_enemy_unfold) — pressing it in the pen returns too.
// Official sprites (local ui/battle extraction) when installed, CSS look-alikes otherwise.
// Boss rounds (最终攻势 / 隐秘核心): the countdown is the level's 120 s maxPlayTime (m.public.deadline, gauge total from
// gameLogic phaseTotalSeconds) and the red DOT overtime warning under it keys off m.public.overtimeAt (ui/matchStatus.js
// overtimeState): "NN 秒后全队生命值开始流失" once the level time ran out, then a live "生命值 −1/秒" indicator while the
// merged team LP drains (the LP tower turns red). Solo battles: a pause / resume button beside the countdown (g.pause);
// while m.public.paused every clock here is frozen at the pause moment (`frozenAt`).
// Normal rounds (user playtest #3 item 2): the LP tower drops live as the own battle's enemies enter the blue gate —
// lp − min(lpCapPerRound, counted leaks) in red with a −N tick, 联防中 while a 联防 may still save part of it (liveLp;
// the leaks come from the local battle runner, else m.public players[].pendingLp). 联防 (user playtest #6 item 7; PRTS
// 卫戍协议/帮助 "防卫失败的玩家可通过上方信息栏确认自身所属敌人的剩余数量"): a leaker's phase capsule carries the official
// runner tag ×N (research 09 `tag_miss`; art ui/battle bg_miss_enemy [ASSUMED]) = its enemies still standing on the 联防
// field, uncapped and live — falling as the helpers kill them, rising when one splits or summons (the local 联防
// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower shows lp − min(lpCapPerRound, N).
// The same MissTag sits in the leakers' team rows (ui/teamPanel.js), its tooltip naming the teammate there (missTip).
// 准备就绪 is refused while the temp overflow row (临时整备区) holds pieces: the reason shows under the button
// (user playtest #3 item 3; the row's own label is ui/underframe.js TempRowNotice).
import { useEffect, useRef, useState } from '../../vendor/hooks.module.js';
import { PHASE } from '../../../shared/constants.js';
import { html, Button, Icon, PingPill, Countdown, Tooltip, MicroLabel, DifficultyTag, Modal, useTicker } from './components.js';
import { Sprite, LpTower, GIcon, LocalSprite } from './gameComponents.js';
import { localAsset } from '../data.js';
import { serverNow } from '../store.js';
import { isCombatPhase, isBossPhase, prepCapsuleLabel, bossFrac, bossPctText, fmtNum, shopBlockReason } from './gameLogic.js';
import { overtimeState, overtimeDrainPerSec, remainAt } from './matchStatus.js';
import { hotkeyLabelOf } from './settings.js';
import { t, tParts, N_ } from '../../../shared/i18n.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
/**
* 观战席 capsule of the in-match top bar (GitHub #120, PR #120 by @salt-fishes; the spectator seats of community report #26):
* the room's spectators, which the room screen lists in a strip but the game screen — the route after 开始 — used to hide
* completely, so a spectator could only be removed before the match or after it. A small eye + the count beside the latency;
* a tap opens the roster, with the host's ✕ on every row (room.removeSpectator: the server takes it at any time; the removed
* seat gets room.closed {kicked} and no more frames). Renders nothing while no spectator seat is taken.
* @param {{ spectators: any[]|null, myId: any, isHost: boolean, onRemove: ((playerId: any) => any)|null }} props
*/
export function SpectatorPill({ spectators, myId, isHost, onRemove }) {
const [open, setOpen] = useState(false);
const [busy, setBusy] = useState(null);
const list = Array.isArray(spectators) ? spectators.filter((s) => s && typeof s === 'object') : [];
// the roster closes with its last seat (the pill is gone: it must not pop up again for the next spectator)
useEffect(() => { if (!list.length) setOpen(false); }, [list.length]);
if (!list.length) return null;
const remove = async (playerId) => {
if (!onRemove) return;
setBusy(playerId);
try { await onRemove(playerId); } finally { setBusy(null); }
};
return html`<${Button} variant="ghost" size="sm" icon="eye" class=${cx('specpill', list.some((s) => s.playerId === myId) && 'is-me')}
onClick=${() => setOpen(true)} data-testid="spectators" title=${t('观战席')} aria-label=${t('观战席')}>
${list.length}
/>
${open ? html`<${Modal} open=${true} title=${t('观战席')} micro="SPECTATORS" width="6.4rem" onClose=${() => setOpen(false)}
actions=${html`<${Button} variant="secondary" onClick=${() => setOpen(false)}>${t('关闭')}/>`}>
/>` : null}`;
}
/**
* Phase capsule: prep label, kills n/m (combat/unite), kills + boss HP bar (boss rounds).
* @param {{ pub:any, hud:any }} props
*/
export function PhaseCapsule({ pub, hud, miss = null }) {
const phase = pub?.phase;
if (isBossPhase(phase)) {
// the battle on screen first: its snapshot carries the live pool (the local simulation's own damage on top of the
// server's b.pool, or the server's 20 Hz stream); m.public.bossHp refreshes at ~1 Hz and lags the leader's death
const boss = hud?.boss || pub.bossHp || null;
const frac = bossFrac(boss);
return html`
`;
}
/**
* Tooltip of a MissTag: the own tag speaks to the player ("你漏过的…"), a teammate's row names that teammate (the viewer
* may be one of the helpers fighting those enemies).
* @param {number} n enemies still standing @param {string|null} [name] the leaker's name (null = the viewer)
*/
export function missTip(n, name = null) {
if (n > 0) return name ? t('{name} 漏过的敌人还剩 {n} 个(联防中)', { name, n }) : t('你漏过的敌人还剩 {n} 个(队友正在迎战)', { n });
return name ? t('{name} 漏过的敌人已全部被击倒', { name }) : t('你漏过的敌人已全部被击倒');
}
/**
* The official escaped-enemy tag (research 09: the 联防 capsule's orange runner tag ×N, node `tag_miss`; drawn with
* ui/battle `bg_miss_enemy` — [ASSUMED] that sprite is its art: an orange pill with a runner and ×, the number after it):
* during 联防 a leaker's enemies still standing on the 联防 field (user playtest #6 item 7) — the own in the phase capsule
* and the own team row, a teammate's in that teammate's row (`name`). CSS look-alike without the art.
* @param {{ n: number, name?: string|null }} props name: the leaker's name on a teammate's row (null = the viewer)
*/
export function MissTag({ n, name = null }) {
const v = Math.max(0, Math.trunc(Number(n) || 0));
const art = localAsset('ui/battle', 'bg_miss_enemy');
return html`
${art ? null : html`<${GIcon} name="skull" />×`}${v}`;
}
// ---- live LP of the own battle (user playtest #3 item 2) --------------------------------------------------------
/** Phases whose leaks are still to be charged at settlement (normal rounds: the own battle, then 联防). */
const LEAK_PHASES = new Set([PHASE.COMBAT, PHASE.UNITE]);
/**
* LP a round's leaks cost at settlement — the server rule (server/match/match/settle.js): min(lpCapPerRound, counted
* leaks), never negative.
* @param {number} leaks counted leaks so far
* @param {number} [cap] data/config.json lpCapPerRound
*/
export function pendingLoss(leaks, cap = 10) {
const n = Math.max(0, Math.trunc(Number(leaks) || 0));
const c = Number(cap) > 0 ? Math.trunc(Number(cap)) : 10;
return Math.min(c, n);
}
/**
* Counted leaks of the own battle so far from its two sources: the local runner's count (state().leaks of the own
* field — authoritative or a display replica) and the server's m.public players[].pendingLp (the authority's b.progress,
* ~1 Hz; the recorded result in 联防). Both only grow during a round, so the further one wins: a display replica stands
* still while the player watches a teammate's field (the server's count moves on), the server's lags the local one by
* up to a second. Missing / invalid values count as 0.
* @param {any} local @param {any} server
*/
export function ownLeaks(local, server) {
const n = (v) => (Number.isFinite(v) && v > 0 ? Math.trunc(v) : 0);
return Math.max(n(local), n(server));
}
/**
* A leaker's enemies still standing on the 联防 field from its two sources (user playtest #6 item 7): the local 联防
* replica's count (runner state().uniteLeft[own id] — the same deterministic battle the player is watching, so the tag
* matches the field on screen) and the server's m.public players[].uniteLeft (the authority's b.progress, ~1 Hz; exact
* once the field is done). The count falls as the helpers strike enemies down and rises when one splits or summons, so
* neither source bounds the other: the replica wins while it runs, the server's value fills in without one (not loaded
* yet, not on screen). null when neither is known (not a leaker, or nothing yet).
* @param {any} local @param {any} server
* @returns {number|null}
*/
export function uniteRemaining(local, server) {
for (const v of [local, server]) if (Number.isFinite(v) && v >= 0) return Math.trunc(v);
return null;
}
/**
* The own LP while a normal round's battle runs: the loss its counted leaks will cost is shown at once (red, −N)
* instead of only at settlement. `base` — kept by the caller between renders — is the settled m.private state the
* pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
* dropped as soon as the settlement lands — m.private lp or stats.leaks changed (Match.flush sends m.private before the
* SETTLE m.public) — or the phase leaves COMBAT / UNITE or the round changes, so the loss is never subtracted twice.
* 联防 (UNITE): a leaker finally loses min(cap, the survivors of the 联防 battle that came from them); `uniteLeft` (its
* enemies still standing, uniteRemaining — user playtest #6 item 7) replaces the own battle's count, so the loss falls
* live as the helpers kill them, marked `unite` (联防中) with `left` = that uncapped number for the ×N tag. Without
* `uniteLeft` (not a leaker, or no count yet) the own battle's count stays on show. The pending part goes when the
* settlement lands. Boss rounds are not handled here (the merged team LP moves live through b.pool / m.public.teamLp).
* @param {{ round: any, lp: number, statsLeaks: number|null } | null} base
* @param {{ phase: string, round: any, lp: any, statsLeaks?: any, leaks?: any, cap?: number, alive?: boolean, uniteLeft?: number|null }} s
* @returns {{ base: { round: any, lp: number, statsLeaks: number|null } | null, pending: number, shown: number|null, unite: boolean, left: number|null }}
*/
export function liveLp(base, { phase, round, lp, statsLeaks = null, leaks = 0, cap = 10, alive = true, uniteLeft = null }) {
if (!Number.isFinite(lp)) return { base: null, pending: 0, shown: null, unite: false, left: null };
if (!LEAK_PHASES.has(phase) || alive === false) return { base: null, pending: 0, shown: lp, unite: false, left: null };
const sl = Number.isFinite(statsLeaks) ? statsLeaks : null;
const b = base && base.round === round ? base : { round, lp, statsLeaks: sl };
const landed = lp !== b.lp || (sl != null && b.statsLeaks != null && sl !== b.statsLeaks);
const left = phase === PHASE.UNITE && Number.isFinite(uniteLeft) && uniteLeft >= 0 && !landed ? Math.trunc(uniteLeft) : null;
const pending = landed ? 0 : Math.min(lp, pendingLoss(left != null ? left : leaks, cap));
return { base: b, pending, shown: lp - pending, unite: phase === PHASE.UNITE && (pending > 0 || left != null), left };
}
/**
* Tooltip of an LP tower with a pending loss (null without one).
* @param {number} lp settled LP @param {number} pending @param {{ unite?: boolean, cap?: number }} [opts]
*/
export function pendingTip(lp, pending, { unite = false, cap = 10, left = null } = {}) {
if (!(pending > 0)) return null;
if (unite && Number.isFinite(left)) {
const each = left > cap ? t('剩余不足 {cap} 个后,队友每击倒一个少扣 1 点', { cap }) : t('队友每击倒一个就少扣 1 点');
return t('目标生命值 {lp}:联防中,你漏过的敌人还剩 {left} 个,{each};按现在结算扣除 {pending} 点(每回合至多 {cap} 点)', { lp, left, each, pending, cap });
}
return unite
? t('目标生命值 {lp}:联防中,队友正在迎战你漏过的敌人,结算时按联防后剩余的敌人扣除(至多 {pending} 点)', { lp, pending })
: pending >= cap ? t('目标生命值 {lp}:本回合已有 {cap} 个以上敌人进入蓝门,结算时扣除 {pending} 点(每回合至多 {cap} 点)', { lp, pending, cap })
: t('目标生命值 {lp}:本回合已有 {pending} 个敌人进入蓝门,结算时扣除 {pending} 点(每回合至多 {cap} 点)', { lp, pending, cap });
}
// ---- temp overflow row (临时整备区, user playtest #3 item 3) ---------------------------------------------------
/**
* Pieces waiting in the temp overflow row (m.private temp): how many, and how many are items.
* @param {any} priv m.private
* @returns {{ count: number, items: number }}
*/
export function tempInfo(priv) {
const list = (Array.isArray(priv?.temp) ? priv.temp : []).filter((p) => p && typeof p === 'object');
return { count: list.length, items: list.filter((p) => p.kind === 'item').length };
}
/** What the temp row asks of the player (the ready button's reason, the row's label). */
export const TEMP_RULE = N_('放入整备区或战场、配发或使用后才能准备就绪;休整期结束时仍留在临时整备区的单位将被销毁');
/** Why 准备就绪 is refused while the temp row holds pieces (null when it is empty). */
export function tempReadyReason(priv) {
const info = tempInfo(priv);
return info.count ? t('临时整备区还有 {count} 个单位:{rule}', { count: info.count, rule: t(TEMP_RULE) }) : null;
}
/**
* Ready toggle (PREP only). Disabled while the temp row holds pieces or a personal choice (教鞭) is open — the reason shows
* under it (not only on hover): "临时整备区 N 个单位待处理" (user playtest #3 item 3), "请先完成教鞭选择".
* @param {{ priv:any, onToggle:(ready:boolean)=>void, busy?:boolean, readyCount?:number, total?:number }} props
*/
export function ReadyToggle({ priv, onToggle, busy, readyCount, total }) {
const ready = !!priv?.ready;
const temp = tempInfo(priv);
const choice = !!priv?.personalChoice;
const reason = !ready ? (choice ? shopBlockReason('ready', { priv, editable: true }) : tempReadyReason(priv) || shopBlockReason('ready', { priv, editable: true })) : null;
const why = !ready && (choice || temp.count > 0);
const btn = html``;
return html`