Files
ark-stronghold-protocol/public/js/ui/hud.js
T
sganggs 0aba602ecf Playtest #3 fixes: lost models, picking, live LP, temp overflow, 蕾缪安 S3, 回环射手, FX, detail card, spinners
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
  (PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
  hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
  at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
  pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
  temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)
2026-09-29 23:42:55 +08:00

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// 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).
// 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 { useRef } from '../../vendor/hooks.module.js';
import { PHASE } from '../../../shared/constants.js';
import { html, Button, Icon, PingPill, Countdown, Tooltip, MicroLabel, DifficultyTag, 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, fmtNum, shopBlockReason } from './gameLogic.js';
import { overtimeState, overtimeDrainPerSec, remainAt } from './matchStatus.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
/**
* 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 }) {
const phase = pub?.phase;
if (isBossPhase(phase)) {
const boss = pub.bossHp || hud?.boss || null;
const frac = bossFrac(boss);
return html`<div class="capsule capsule--boss" role="status">
<${Sprite} k="hudPanel/icon_boss" class="capsule__icon" fallback=${html`<${GIcon} name="skull" class="capsule__icon" />`} />
${hud?.total != null ? html`<span class="capsule__kills num"><b>${hud.killed ?? 0}</b>/${hud.total}</span>` : null}
<div class="bossbar" title=${boss ? `${fmtNum(boss.hp)} / ${fmtNum(boss.max)}` : '敌方领袖'}>
<div class="bossbar__fill" style=${`width:${frac == null ? 100 : frac * 100}%`}></div>
<span class="bossbar__txt num">${frac == null ? '敌方领袖' : `${(frac * 100).toFixed(frac < 0.1 ? 1 : 0)}%`}</span>
</div>
</div>`;
}
if (isCombatPhase(phase) || (phase === PHASE.SETTLE && hud?.total != null)) {
return html`<div class=${cx('capsule', 'capsule--combat', phase === PHASE.UNITE && 'capsule--unite')} role="status">
<${Sprite} k=${phase === PHASE.UNITE ? 'hudPanel/icon_coop' : 'hudPanel/icon_battle'} class="capsule__icon"
fallback=${html`<${Icon} name="sword" class="capsule__icon" />`} />
<span class="capsule__kills num"><b>${hud?.killed ?? 0}</b>/${hud?.total ?? '--'}</span>
${phase === PHASE.UNITE ? html`<span class="capsule__tag">联防</span>` : null}
</div>`;
}
return html`<div class="capsule capsule--prep" role="status">
<${Sprite} k="hudPanel/icon_rest" class="capsule__icon" fallback=${html`<${Icon} name="rook" class="capsule__icon" />`} />
<span class="capsule__label">${prepCapsuleLabel(phase)}</span>
</div>`;
}
// ---- 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.js settle): 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));
}
/**
* 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) — never more than
* its own battle's count, which stays on show marked `unite` (联防中: teammates may still save part of it) until 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 }} s
* @returns {{ base: { round: any, lp: number, statsLeaks: number|null } | null, pending: number, shown: number|null, unite: boolean }}
*/
export function liveLp(base, { phase, round, lp, statsLeaks = null, leaks = 0, cap = 10, alive = true }) {
if (!Number.isFinite(lp)) return { base: null, pending: 0, shown: null, unite: false };
if (!LEAK_PHASES.has(phase) || alive === false) return { base: null, pending: 0, shown: lp, unite: false };
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 pending = landed ? 0 : Math.min(lp, pendingLoss(leaks, cap));
return { base: b, pending, shown: lp - pending, unite: phase === PHASE.UNITE && pending > 0 };
}
/**
* 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 } = {}) {
if (!(pending > 0)) return null;
return unite
? `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)`
: `目标生命值 ${lp}:本回合已有 ${pending >= cap ? `${cap} 个以上` : `${pending} 个`}敌人进入蓝门,结算时扣除 ${pending} 点(每回合至多 ${cap} 点)`;
}
// ---- 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 = '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 t = tempInfo(priv);
return t.count ? `临时整备区还有 ${t.count} 个单位:${TEMP_RULE}` : null;
}
/**
* Ready toggle (PREP only). Disabled while the temp row holds pieces — 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).
* @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 reason = !ready ? tempReadyReason(priv) || shopBlockReason('ready', { priv, editable: true }) : null;
const btn = html`<button type="button" class=${cx('readybtn', 'tapx', ready && 'is-on', busy && 'is-busy')} disabled=${!!reason || busy}
aria-pressed=${ready ? 'true' : 'false'} aria-describedby=${!ready && temp.count ? 'readywrap-why' : undefined} onClick=${() => onToggle(!ready)}>
<span class="readybtn__box">${ready ? html`<${Icon} name="check" />` : null}</span>
<span class="readybtn__label">${ready ? '取消准备' : '准备就绪'}</span>
<kbd class="readybtn__key">Space</kbd>
</button>`;
return html`<div class="readywrap">
${reason ? html`<${Tooltip} text=${reason} placement="bottom">${btn}<//>` : btn}
${!ready && temp.count ? html`<span class="readywrap__why" id="readywrap-why" role="status" data-testid="ready-why">
<${Icon} name="warn" /><span>临时整备区 <b class="num">${temp.count}</b> 个单位待处理</span></span>` : null}
${Number.isFinite(total) && total > 1 ? html`<span class="readywrap__count">已就绪 <b class="num">${readyCount}</b>/<span class="num">${total}</span></span>` : null}
</div>`;
}
/**
* Sprite + look of the two 🔍 HUD buttons for a state (pure; tested in test/ui/uiFixes.test.js).
* @param {{ pen: boolean, penAvail: boolean, infoOpen: boolean }} st
* @returns {{ left: { sprite: string, back: boolean, label: string, tip: string }, right: { sprite: string, grey: boolean, label: string, tip: string } }}
*/
export function checkButtons({ pen, penAvail, infoOpen }) {
const left = pen
? { sprite: 'btn_check_player_back', back: true, label: '返回', tip: '返回战场' }
: { sprite: infoOpen ? 'btn_check_player_unfold' : 'btn_check_player_normal', back: false, label: '本局信息', tip: '本局信息(策略 / 禁用盟约 / 干员)' };
const right = pen
? { sprite: 'btn_check_enemy_unfold', grey: true, label: '返回', tip: '返回' }
: penAvail
? { sprite: 'btn_check_enemy', grey: false, label: '敌方情报', tip: '查看即将迎击的敌方单位' }
: { sprite: 'btn_check_enemy_unfold', grey: true, label: '敌方情报', tip: '休整期可以查看即将迎击的敌方单位' };
return { left, right };
}
/** One official 🔍 button: the sprite when installed, a CSS look-alike (icon + chevrons) otherwise. */
function CheckBtn({ sprite, cls, label, chev, on, disabled, onClick, testid }) {
const url = localAsset('ui/battle', sprite);
return html`<button type="button" class=${cx(cls, 'tapx', url && 'has-sprite', chev && 'is-wide', on && 'is-on')}
style=${url ? `--chk-sprite:url("${url}")` : ''} aria-label=${label} aria-disabled=${disabled ? 'true' : 'false'}
data-sprite=${sprite} data-testid=${testid} onClick=${onClick}>
${url ? null : html`<${Icon} name="search" />${chev ? html`<span class="enemybtn__chev">${chev}</span>` : null}`}
</button>`;
}
/**
* The red overtime (DOT) warning of a boss round (pure view of ui/matchStatus.js overtimeState).
* @param {{ ot: ReturnType<typeof overtimeState> }} props
*/
export function OvertimeWarning({ ot }) {
if (!ot) return null;
if (ot.state === 'pending') {
return html`<div class="otwarn otwarn--pending" role="alert" data-state="pending">
<${LocalSprite} name="icon_warn" class="otwarn__icon" fallback=${html`<${Icon} name="warn" class="otwarn__icon" />`} />
<span class="otwarn__tag">DOT</span>
<span class="otwarn__txt"><b class="num">${ot.secs}</b> 秒后全队生命值开始流失</span>
</div>`;
}
return html`<div class="otwarn otwarn--drain" role="alert" data-state="drain">
<span class="otwarn__blood">
<${LocalSprite} name="blood_icon" class="otwarn__icon" fallback=${html`<${Icon} name="rook" class="otwarn__icon" />`} />
</span>
<span class="otwarn__tag">DOT</span>
<span class="otwarn__txt">超时 · 生命值 <b class="num">−${ot.perSec}</b>/秒</span>
${ot.lost > 0 ? html`<span class="otwarn__lost">已流失 <b class="num">${ot.lost}</b></span>` : null}
<span key=${ot.secs} class="otwarn__tick num" aria-hidden="true">−${ot.perSec}</span>
</div>`;
}
/** Two-bar pause glyph (the official battle pause button). */
function PauseGlyph() {
return html`<svg class="pausebtn__glyph" viewBox="0 0 24 24" aria-hidden="true"><path d="M6 4h4.5v16H6zm7.5 0H18v16h-4.5z" /></svg>`;
}
/**
* Solo pause / resume control (g.pause): pressed while paused.
* @param {{ paused: boolean, busy?: boolean, onToggle: () => void }} props
*/
export function PauseButton({ paused, busy = false, onToggle }) {
const label = paused ? '继续作战' : '暂停';
return html`<${Tooltip} text=${paused ? '继续作战(Space)' : '暂停作战(Space)'} placement="bottom">
<button type="button" class=${cx('pausebtn', 'tapx', paused && 'is-on', busy && 'is-busy')} aria-pressed=${paused ? 'true' : 'false'}
aria-label=${label} disabled=${busy} data-testid="pause" onClick=${() => onToggle?.()}>
${paused ? html`<${Icon} name="play" class="pausebtn__glyph" />` : html`<${PauseGlyph} />`}
</button>
<//>`;
}
/**
* Top bar.
* @param {{ pub:any, priv:any, conn:any, hud:any, total:number|null, drawer:string|null, onExit:Function, onDrawer:(tab:string)=>void,
* onReady:(r:boolean)=>void, readyBusy?:boolean, readyCount?:number, playerCount?:number,
* pen?:boolean, penAvail?:boolean, onPen?:(on:boolean)=>void, config?: any, frozenAt?: number|null,
* pause?: { show: boolean, paused: boolean, busy?: boolean, onToggle: () => void } | null,
* live?: { pending: number, unite: boolean } | null }} props
* frozenAt: the server time every clock shows while the solo match is paused (null = live)
* live: the own battle's pending LP loss (liveLp): the tower shows lp − pending in red with a −N tick, 联防中 during 联防
*/
export function TopBar({ pub, priv, conn, hud, total, drawer, onExit, onDrawer, onReady, readyBusy, readyCount, playerCount, pen = false, penAvail = false, onPen = () => {},
config = null, frozenAt = null, pause = null, live = null }) {
const phase = pub?.phase;
const boss = isBossPhase(phase);
const lp = boss && Number.isFinite(pub?.teamLp) ? pub.teamLp : Number.isFinite(priv?.lp) ? priv.lp : null;
// normal rounds: the leaks of the own battle so far (boss rounds: the team LP above already moves live)
const pending = !boss && Number.isFinite(lp) && live && live.pending > 0 ? Math.min(lp, live.pending) : 0;
const hidden = phase === PHASE.HIDDEN_CORE || (Number.isFinite(pub?.lastRound) && pub.round > pub.lastRound);
const roundText = hidden ? '??' : pub?.round > 0 ? String(pub.round) : '--';
const showReady = phase === PHASE.PREP && priv?.alive !== false;
// boss rounds: the overtime warning follows the clock (4 Hz while live; frozen while paused)
const otLive = boss && Number(pub?.overtimeAt) > 0;
useTicker(otLive && frozenAt == null ? 250 : 0);
const now = Number.isFinite(frozenAt) ? frozenAt : serverNow();
const ot = otLive ? overtimeState(pub, now, { perSec: overtimeDrainPerSec(config) }) : null;
const draining = ot?.state === 'drain';
const lowLp = (Number.isFinite(lp) && lp - pending <= 5) || draining;
const cap = Number(config?.lpCapPerRound) > 0 ? Number(config.lpCapPerRound) : 10;
const frozenSecs = Number.isFinite(frozenAt) ? remainAt(pub?.deadline, frozenAt) : null;
const btn = checkButtons({ pen, penAvail, infoOpen: !!drawer });
const onLeft = () => (pen ? onPen(false) : onDrawer('info'));
const onRight = () => (pen ? onPen(false) : penAvail ? onPen(true) : null);
return html`<header class=${cx('gtop', pen && 'is-pen')}>
<div class="gtop__left">
<${Button} variant="danger" size="lg" square=${true} icon="exit" onClick=${onExit} aria-label="离开" title="离开 / 暂离" class="gtop__exit tapx" />
<div class="gtop__meta">
<${PingPill} ms=${conn?.ping} online=${conn?.status === 'online'} />
${pub?.difficulty ? html`<${DifficultyTag} difficulty=${pub.difficulty} size="sm" />` : null}
</div>
</div>
<div class="gtop__center brackets">
<${Tooltip} text=${btn.left.tip} placement="bottom">
<${CheckBtn} sprite=${btn.left.sprite} cls=${cx('gtop__iconbtn', btn.left.back && 'is-back')} label=${btn.left.label}
chev=${btn.left.back ? '◀◀' : null} on=${!!drawer && !pen} onClick=${onLeft} testid="check-player" />
<//>
<div class="roundbox">
<span class="roundbox__label">回合</span>
<b class="roundbox__num num">${roundText}</b>
</div>
<${PhaseCapsule} pub=${pub} hud=${hud} />
<${LpTower} value=${lp} size="lg" tone=${lowLp ? 'danger' : boss ? 'team' : null} pending=${pending}
note=${pending > 0 && live?.unite ? '联防中' : null} tip=${pendingTip(lp, pending, { unite: !!live?.unite, cap })} />
<${Tooltip} text=${btn.right.tip} placement="bottom">
<${CheckBtn} sprite=${btn.right.sprite} cls=${cx('enemybtn', btn.right.grey && 'is-grey')} label=${btn.right.label}
chev=${btn.right.grey ? null : '▶▶'} disabled=${btn.right.grey && !pen} onClick=${onRight} testid="check-enemy" />
<//>
</div>
<div class="gtop__right">
<div class="gtop__clock">
${frozenSecs != null
? html`<${Countdown} seconds=${frozenSecs} total=${total ?? undefined} size="md" label="PAUSED" />`
: html`<${Countdown} deadline=${pub?.deadline} total=${total ?? undefined} size="md" />`}
${pause && (pause.show || pause.paused) ? html`<${PauseButton} paused=${!!pause.paused} busy=${pause.busy} onToggle=${pause.onToggle} />` : null}
</div>
<${OvertimeWarning} ot=${ot} />
${showReady ? html`<${ReadyToggle} priv=${priv} onToggle=${onReady} busy=${readyBusy} readyCount=${readyCount} total=${playerCount} />` : null}
</div>
</header>`;
}
/** DP counter shown at the right edge during combat. */
export function DpCounter({ dp }) {
if (!Number.isFinite(dp)) return null;
return html`<div class="dpbox" title="部署费用(再部署消耗)">
<${GIcon} name="dp" class="dpbox__icon" /><b class="num">${Math.floor(dp)}</b><${MicroLabel}>COST</${MicroLabel}>
</div>`;
}
/** Hook: stable callback ref helper. */
export function useLatest(v) {
const r = useRef(v);
r.current = v;
return r;
}