// Bottom shop bar (research 06 §11.2 / D3): LEVEL card (upgrade price hex, 升级), 3–5 operator cards
// (tier chip, price hex with discount/markup colours, portrait, bonds, class, frozen overlay, sold state,
// merge progress), the item card, the funds card with ✕ 收起; above it 剩余可放置角色, 冻结/解冻 and 刷新.
// Buying and upgrading take two taps (research 09 §5 / §6.5, official `EventOnFirstClick` → `EventOnConfirm` /
// `EventOnUpgrade`): the first tap selects a card — it lifts and enlarges, its detail opens and it shows 确认购买
// (无法购买 + the reason when it cannot be bought) — and a second tap on the same card buys it; the LEVEL card's first
// tap arms 确认升级 and the second upgrades (已满级 at level 6). A tap anywhere else, a shop change or the end of the
// editable phase disarms. A tap anywhere on a card is the card's tap — its 确认购买 strip included (it takes no
// pointer): there is no ⓘ corner (the official cards have none; user playtest #6 item 10 — on phones its invisible
// 44 px touch area covered the card's bottom-right quarter, half the strip, and a second tap there only re-opened the
// 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).
// 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).
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 { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js';
import { data } from '../data.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
function PriceHex({ slot, free, poor = false }) {
const tone = priceTone(slot);
const price = Number(slot?.price) || 0;
if (free || price === 0) return html`FREE`;
// like the original (img_bg_price_not_enough) the price turns grey while the funds don't cover it
return html`<${HexBadge} value=${price} tone=${poor ? 'dark' : tone} size="md" class=${cx('scard__price', poor && 'is-poor')}
title=${poor ? '资金不足' : tone === 'discount' ? `折扣价(原价 ${slot.basePrice})` : tone === 'premium' ? `加价(原价 ${slot.basePrice})` : '价格'} />`;
}
/** Data lookups for shopBlockReason (full-hand purchases that complete a merge stay allowed). */
const LOOKUPS = { getChess: (id) => data.lookup('chess', id), getItem: (id) => data.lookup('items', id) };
/**
* Where a merge-completing buy sends the elite (DESIGN §20.11), null when the card completes no merge: the 可晋升 tag's
* title, and a line of the detail card the first tap opens — a touch screen never shows a title (QA 6b).
*/
export function mergeHint(priv, chessId) {
const prog = mergeProgress(priv, chessId, LOOKUPS.getChess);
if (!(prog.copies > 0 && prog.copies + 1 >= prog.need)) return null;
return mergeTarget(priv, chessId, LOOKUPS.getChess) ? '精锐干员将出现在作战区原位置' : '精锐干员将进入整备区';
}
/** The armed (first-tapped) card's confirm strip: 确认购买 / 确认选择, or 无法购买 + why. */
function ArmedTag({ reason, free }) {
if (reason) return html`无法购买${reason}`;
return html`${free ? '确认选择' : '确认购买'}再次点击`;
}
/**
* Operator card (shop and merge reward). `armed`: first tap done (second tap = `onBuy(idx)`).
* @param {{ slot:any, idx:number, priv:any, frozen?:boolean, reason?:string|null, free?:boolean, armed?:boolean,
* onTap?:(idx:number)=>void, onBuy:Function, onDetail:Function }} props
*/
export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail }) {
const c = data.lookup('chess', slot.id);
const m = data.get('assets');
const tier = c?.tier ?? 1;
const prog = mergeProgress(priv, slot.id, (id) => data.lookup('chess', id));
const hint = mergeHint(priv, slot.id);
const willMerge = !!hint;
const bonds = Array.isArray(c?.bonds) ? c.bonds : [];
const disabled = !!reason;
const lo = c ? chessLoadout(c, priv?.loadout, LOOKUPS.getChess) : null;
const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'chess', hint); };
const card = html``;
return reason && reason !== '已售出' && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}/>` : card;
}
/** The loadout's skill (icon; name + 已调配 in the tooltip) and an elite's module type, on an operator card. */
function SkillBadge({ chess, lo }) {
const m = data.get('assets');
const custom = !lo.defaultSkill;
// a chosen skill without an icon in the manifest: its slot letter (S1–S3) instead of the blank skill sprite
const src = custom ? skillRecordIconUrl(m, lo.skill, { empty: false }) : skillIconUrl(m, chess);
const slot = Number.isInteger(lo.skill.index) ? `S${lo.skill.index + 1}` : null;
const mod = lo.module && !lo.module.none ? lo.module : null;
const tip = `技能${slot ? ` ${slot}` : ''}:${lo.skill.name || ''}${custom ? '(已调配)' : ''}${mod ? ` · 模组:${mod.name}` : lo.module?.none ? ' · 未装备模组' : ''}`;
return html`
<${Img} src=${src} fallback=${slot ? html`${slot}` : html`<${GIcon} name="bolt" />`} />
${mod && mod.typeName ? html`<${Img} src=${moduleTypeIconUrl(data.get('local'), mod.typeName)} class="scard__modicon" />${mod.typeName}` : null}
`;
}
/**
* Item card (the bar's item slot): the same two taps as an operator card.
* @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 }) {
const it = data.lookup('items', slot.id);
const m = data.get('assets');
const disabled = !!reason;
const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'item'); };
const card = html``;
return reason && reason !== '已售出' && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}/>` : card;
}
function SoldCard({ item = false }) {
return html`