// Underframe — the selection diamond of a tapped own piece (research 09 §1.2 "Tap a deployed unit", §5, §6.5; // official `act2autochess_panel_character_menu`: `util_btn` icon_sell + price "+1", funcId autochessSale; the // destroy variant `_underFramePanelBtnParamDestroyPos` with icon_destory). // // board operator → 撤退 (upper-left: back to the bench) + 出售 +N (upper-right) // board summon → 撤退 // bench operator → 出售 +N // item / Art → 销毁 // The diamond frames the piece's tile; only its buttons take pointer events, so the unit under it can still be // dragged (moving it — or dropping it back on its own tile to re-orient it with the wheel). The game screen shows the // unit's range tiles (rotated to its facing) and the detail card beside it while it is selected (on the side away // from the unit, `underframeRect` / gameLogic `panelSide`), and the underframe sits above every HUD panel, so its // buttons are never covered. // // Button look (user playtest #2 item 7): the official sprites icon_sell / icon_destory are WHITE octagon plates with // the glyph cut out — tinted in the client. Drawn as is they read as a plain white block, so each button is a coloured // octagon plate: the sprite is used as a CSS mask over the plate colour (出售 amber like every money action, 销毁 / // 撤退 red) on a dark backing that shows through the glyph cut-out. Without the local sprites the same plate carries // the built-in glyph. // // TempRowNotice (user playtest #3 item 3) — the other board-anchored overlay of the prep: while the temp overflow row // (临时整备区, row 8, the 5 pads in front of the bench) holds pieces, a dashed red frame around that row and a label at // its end say that they block 准备就绪 and are destroyed when the prep ends unless moved to the bench, equipped or used. // Placed through view.tileScreen (useTileScreen, so it follows the camera — the Final Assault prep too); it never takes // the pointer, so the pieces under it stay draggable. import { html, HexBadge, Icon } from './components.js'; import { GIcon } from './gameComponents.js'; import { useTileScreen } from './facingWheel.js'; import { hotkeyLabelOf } from './settings.js'; import { localAsset } from '../data.js'; import { GEO } from '../../../shared/constants.js'; import { t, tParts } from '../../../shared/i18n.js'; const cx = (...p) => p.flat().filter(Boolean).join(' '); /** Runner glyph of 撤退 (a figure leaving through a door; original shape). */ function RetreatGlyph() { return html``; } /** * A tinted octagon plate: the official sprite (white plate, glyph cut out) as a mask over the tone colour, or the * built-in glyph on the same plate when the local sprite is not installed. * @param {{ sprite: string, glyph: string, tone: 'sell'|'destroy' }} props */ export function PlateIcon({ sprite, glyph, tone }) { const url = localAsset('ui/battle', sprite); return html``; } /** * Client-px rect the underframe of a tile covers: the diamond plus its buttons (plates, labels, the +N price) — the * geometry of the css below (.uframe__btn--retreat / --sell: .56rem plates at 25 % / 75 % across, 25 % down, shifted * −80 % / −20 % horizontally and −90 % vertically). Used for the detail panel placement. * @param {{ x: number, y: number, s: number }|null} g view.tileScreen(row, col) * @param {number} [rem] root font size (px) * @returns {{ left: number, right: number, top: number, bottom: number }|null} */ export function underframeRect(g, rem = 100) { if (!g || !Number.isFinite(g.x) || !Number.isFinite(g.y)) return null; const s = g.s > 0 ? g.s : 64; const half = s * 1.05; const P = rem * 0.56; // plate const H = P + rem * 0.26; // plate + label const q = half / 2; // 25 % / 75 % of the diamond box, from its centre const btnTop = g.y - q - 0.9 * H; const left = Math.min(g.x - half, g.x - q - 0.8 * P); const right = Math.max(g.x + half, g.x + q - 0.2 * P + P + rem * 0.14); return { left, right, top: Math.min(g.y - half, btnTop - rem * 0.08), bottom: g.y + half }; } /** * @param {{ view: any, uid?: number|null, row: number, col: number, actions: { retreat: boolean, sell: number|null, destroy: boolean }, * name?: string, busy?: boolean, onRetreat?: () => void, onSell?: () => void, onDestroy?: () => void }} props */ export function Underframe({ view, uid = null, row, col, actions, name = '', busy = false, onRetreat, onSell, onDestroy }) { const g = useTileScreen(view, row, col); if (!g || !actions) return null; const s = g.s > 0 ? g.s : 64; const half = s * 1.05; const stop = (e) => e.stopPropagation(); const keys = { retreat: hotkeyLabelOf('retreat'), sell: hotkeyLabelOf('sell') }; // the player's keys (设置 → 快捷键) return html`
${actions.retreat ? html`` : null} ${actions.sell != null ? html`` : null} ${actions.destroy ? html`` : null}
`; } // ---- the temp overflow row (临时整备区) --------------------------------------------------------------------------- /** * Screen frame of the temp row from its two end tiles (view.tileScreen of cols TEMP_C0 and TEMP_C0 + TEMP_SIZE − 1): the * quad [back-left, back-right, front-right, front-left] (back = the far edge, higher on screen — also when the Final * Assault prep mirrors the board), its bounds, and the side of the label: left of the row, or right of it when the * left has no room for `labelW` px. Pure (test/ui/playtest3.test.js). * @param {{ poly: Array<[number, number]> } | null} a @param {{ poly: Array<[number, number]> } | null} b * @param {{ labelW?: number, gap?: number, vw?: number }} [opts] * @returns {{ quad: Array<[number, number]>, left: number, right: number, top: number, bottom: number, y: number, side: 'left'|'right' } | null} */ export function tempRowFrame(a, b, { labelW = 0, gap = 8, vw = Infinity } = {}) { const ok = (t) => t && Array.isArray(t.poly) && t.poly.length >= 4 && t.poly.every((p) => Array.isArray(p) && Number.isFinite(p[0]) && Number.isFinite(p[1])); if (!ok(a) || !ok(b)) return null; const backs = [a.poly[0], a.poly[1], b.poly[0], b.poly[1]]; const fronts = [a.poly[2], a.poly[3], b.poly[2], b.poly[3]]; const minX = (pts) => pts.reduce((m, p) => (p[0] < m[0] ? p : m)); const maxX = (pts) => pts.reduce((m, p) => (p[0] > m[0] ? p : m)); const quad = [minX(backs), maxX(backs), maxX(fronts), minX(fronts)]; const xs = quad.map((p) => p[0]); const ys = quad.map((p) => p[1]); const left = Math.min(...xs), right = Math.max(...xs), top = Math.min(...ys), bottom = Math.max(...ys); const side = left - gap - labelW >= 0 || right + gap + labelW > vw ? 'left' : 'right'; return { quad, left, right, top, bottom, y: (top + bottom) / 2, side }; } /** * What the temp row's label says will happen to its pieces (server/match/player/basics.js tempDue): a piece is resolved * at the end of the first prep in which the player can act on it. Not ready (or outside PREP): at the end of this / the * coming prep, and 准备就绪 waits for the row to be cleared. Ready in PREP: Ready is refused while the row holds pieces, * so whatever lies there arrived after it — kept through the NEXT prep (cancelling Ready makes it due at this one). * @param {boolean} ready m.private ready (during PREP) */ export function tempRowRule(ready) { return ready ? t('已准备就绪后进入的单位保留到下个休整期,届时仍在此处的将被销毁(取消准备则在本休整期结束时销毁)') : t('放入整备区或战场、配发或使用后才能准备;休整期结束时仍在此处的将被销毁'); } /** * The temp row's notice: dashed red frame + label (count, what to do, what happens at the end of the prep — tempRowRule). * `label` false (a piece is being dragged / placed): the frame only, nothing over the pieces the player is moving. * @param {{ view: any, count: number, items?: number, label?: boolean, ready?: boolean }} props */ export function TempRowNotice({ view, count, items = 0, label = true, ready = false }) { const a = useTileScreen(view, GEO.TEMP_ROW, GEO.TEMP_C0); const b = useTileScreen(view, GEO.TEMP_ROW, GEO.TEMP_C0 + GEO.TEMP_SIZE - 1); let rem = 100; try { rem = parseFloat(getComputedStyle(document.documentElement).fontSize) || 100; } catch { /* default */ } const vw = globalThis.innerWidth || 1920; const f = count > 0 ? tempRowFrame(a, b, { labelW: rem * 2.9, gap: rem * 0.1, vw }) : null; if (!f) return null; const pts = f.quad.map((p) => `${p[0].toFixed(1)},${p[1].toFixed(1)}`).join(' '); const pad = rem * 0.1; const style = f.side === 'left' ? `left:${(f.left - pad).toFixed(1)}px;top:${f.y.toFixed(1)}px` : `left:${(f.right + pad).toFixed(1)}px;top:${f.y.toFixed(1)}px`; return html`
${label ? html`
<${Icon} name="warn" />${items > 0 && items === count ? tParts('临时整备区 {n} 件道具待处理', { n: html`${count}`, count }) : tParts('临时整备区 {n} 个单位待处理', { n: html`${count}`, count })} ${tempRowRule(ready)}
` : null}
`; }