Files
ark-stronghold-protocol/public/js/ui/shopBar.js
T
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00

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// 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 — a bond the mode never activates struck through,
// 本局禁用 — 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 — a 刷新 whose request is still on the wire dims the button and swallows
// further taps and the R key until the reply lands (GitHub #501; the single-flight lives in ui/gameActions.js
// onRefreshBusy, ui/shopBar.js only draws it). 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);
// a special refresh (凯瑟琳 定向投放's 3 items, 娜仁图亚, 寻呼模块, 信标, 松果) takes the same place under its own name, an
// item slot drawn as an item card (player report #6 after 0.1.0).
// 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). A chess the player does
// not own (0.2.0 补位, m.private.standIns) shows its stand-in — portrait, name, class and its backup skill, the one that
// fights — with the chess's bonds, tier and price and a small ice 「替补」 mark (the owner's recall of the official mode,
// 2026-10-06; the replaced operator's name is in the mark's title and on the detail card the first tap opens). A 自选
// piece (0.2.0, m.private.diy — a DIY slot the player filled, only ever in its own shop) shows the operator — name,
// portrait, class, the bonds of its factions, the pick's skill and module — with a mint 「自选」 badge.
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, offerHeader, briefingBondTip, ownStandIn, standInLoadout, standInLabel, standInTip, standInForText, ownDiyRecord, diyGetter } from './gameLogic.js';
import { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js';
import { data } from '../data.js';
import { hotkeyLabelOf } from './settings.js';
import { t } from '../../../shared/i18n.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`<span class="scard__free">FREE</span>`;
// 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=${poor ? t('资金不足') : tone === 'discount' ? t('折扣价(原价 {basePrice})', { basePrice: slot.basePrice }) : tone === 'premium' ? t('加价(原价 {basePrice})', { basePrice: slot.basePrice }) : t('价格')} />`;
}
/** Data lookups (merge progress / target, the loadout; shopBlockReason ignores them — a full hand refuses every purchase). */
const LOOKUPS = { getChess: (id) => data.lookup('chess', id), getItem: (id) => data.lookup('items', id) };
/**
* Where a merge-completing buy sends the elite (DESIGN §20.11), null when the card completes no merge: the 可晋升 tag's
* title, and a line of the detail card the first tap opens — a touch screen never shows a title (QA 6b).
*/
export function mergeHint(priv, chessId) {
const prog = mergeProgress(priv, chessId, LOOKUPS.getChess);
if (!(prog.copies > 0 && prog.copies + 1 >= prog.need)) return null;
return mergeTarget(priv, chessId, LOOKUPS.getChess) ? t('精锐干员将出现在作战区原位置') : t('精锐干员将进入整备区');
}
/**
* Whether a shop card shows its frost: its own slot's `frozen` (m.private shop.slots[i].frozen) — the 冻结 toggle copies onto
* every unsold slot, and 梓兰's 猎头顾问 freezes ONE copied card with every active refresh while the toggle stays off
* (GitHub #354: the bar drew only the toggle, so the frozen card showed no frost) — or the toggle itself (a frame without
* per-slot flags). The 冻结 button and the bar's frame keep following the toggle alone.
*/
export const slotFrozen = (slot, toggle = false) => !!slot?.frozen || !!toggle;
/** The armed (first-tapped) card's confirm strip: 确认购买 / 确认选择, or 无法购买 + why. */
function ArmedTag({ reason, free }) {
if (reason) return html`<span class="scard__confirm is-no" role="status"><b>${t('无法购买')}</b><small>${reason}</small></span>`;
return html`<span class="scard__confirm" role="status"><b>${free ? t('确认选择') : t('确认购买')}</b><small>${t('再次点击')}</small></span>`;
}
/**
* Operator card (shop and merge reward). `armed`: first tap done (second tap = `onBuy(idx)`).
* @param {{ slot:any, idx:number, priv:any, frozen?:boolean, reason?:string|null, free?:boolean, armed?:boolean,
* onTap?:(idx:number)=>void, onBuy:Function, onDetail:Function }} props
*/
export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail, offBonds = null }) {
const c0 = data.lookup('chess', slot.id);
// 0.2.0 自选编队: a DIY slot the player filled is its operator (shared/diy.js, the pick of m.private.diy)
const diyData = { chess: data.get('chess'), backups: data.get('backups') };
const dr = c0 ? ownDiyRecord(c0, priv, diyData) : null;
// 0.2.0 补位: the player's not-owned chess shows its stand-in (art, name, class, its backup skill); the composed record
// keeps the chess's identity — tier, bonds, price (a DIY slot is never droppable: one or the other)
const si = c0 && !dr ? ownStandIn(c0, priv, data.get('backups')) : null;
const c = dr || si || c0;
const m = data.get('assets');
const tier = c?.tier ?? 1;
const prog = mergeProgress(priv, slot.id, (id) => data.lookup('chess', id));
const hint = mergeHint(priv, slot.id);
const willMerge = !!hint;
const bonds = Array.isArray(c?.bonds) ? c.bonds : [];
const disabled = !!reason;
const lo = si ? standInLoadout(si, LOOKUPS.getChess, data.get('backups')) : c ? chessLoadout(c, priv?.loadout, dr ? diyGetter(LOOKUPS.getChess, priv, diyData) : LOOKUPS.getChess, { ops: priv?.ops ?? null, effects: data.get('effects') }) : null;
const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'chess', hint); };
const name = `${c?.name || t('干员')}${si ? t('({note})', { note: standInForText(c0.name) }) : ''}`;
const card = html`<button type="button" class=${cx('scard', `scard--t${tier}`, frozen && 'is-frozen', disabled && 'is-disabled', willMerge && 'is-merge', armed && 'is-armed', si && 'is-standin')}
onClick=${tap} onContextMenu=${(e) => { e.preventDefault(); onDetail(slot.id, 'chess', hint); }}
aria-label=${`${t('{name},价格 {price}', { name, price: slot.price })}${armed ? (disabled ? t(',无法购买') : t(',再次点击确认')) : ''}`} aria-pressed=${onTap ? String(!!armed) : undefined}>
<span class="scard__bg" aria-hidden="true"></span>
<span class="scard__water" aria-hidden="true">${bonds[0] ? html`<${BondGlyph} bondId=${bonds[0]} />` : null}</span>
<${Img} src=${chessPortraitUrl(m, c)} class="scard__art" />
<span class="scard__top">
<${TierChip} tier=${tier} size="md" />
<${PriceHex} slot=${slot} free=${free} poor=${reason === t('资金不足')} />
${prog.copies > 0 ? html`<span class="scard__pips" title=${t('已拥有 {copies}/{need}', { copies: prog.copies, need: prog.need })}>
${Array.from({ length: prog.need }, (_, i) => html`<i key=${i} class=${i < prog.copies ? 'on' : ''}></i>`)}
</span>` : null}
</span>
${si ? html`<span class="scard__standin" data-standin=${si.charId} data-for=${c0.chessId} title=${standInTip(si, c0.name)}>${standInLabel(si)}</span>` : null}
${dr ? html`<span class="scard__diy" data-diy=${dr.charId} title=${t('自选编队:{name}(只在你的商店出现)', { name: dr.name })}>${t('自选')}</span>` : null}
<span class="scard__body">
${lo?.skill ? html`<${SkillBadge} chess=${c} lo=${lo} standIn=${!!si} />` : null}
<span class="scard__name">${c?.name || slot.id}</span>
<span class="scard__bonds">
${bonds.slice(0, 3).map((b) => {
const name = data.lookup('bonds', b)?.name || b;
const off = !!(offBonds && offBonds.has(b)); // a bond this mode never activates (gameLogic modeOffBonds)
return html`<span key=${b} class=${cx('scard__bond', off && 'is-off')} title=${off ? briefingBondTip(name, 'off') : undefined}><${BondGlyph} bondId=${b} /><span>${name}</span></span>`;
})}
</span>
<span class="scard__class">
<${Img} src=${profIconUrl(m, c?.profession)} class="scard__prof" />
<span>${c?.subProfessionName || ''}</span>
</span>
</span>
${willMerge ? html`<span class="scard__mergetag" title=${hint}>${t('可晋升')}</span>` : null}
${frozen ? html`<span class="scard__ice" aria-hidden="true"><${Icon} name="snow" /></span>` : null}
${armed ? html`<${ArmedTag} reason=${reason} free=${free} />` : null}
</button>`;
return reason && reason !== t('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, standIn = false }) {
const m = data.get('assets');
const custom = !lo.defaultSkill && !standIn;
// 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${lo.skill.index + 1}` : null;
const mod = lo.module && !lo.module.none ? lo.module : null;
const tip = `${slot ? t('技能 {slot}:{name}', { slot, name: lo.skill.name || '' }) : t('技能:{name}', { name: lo.skill.name || '' })}${custom ? t('(已调配)') : ''}${mod ? t(' · 模组:{name}', { name: mod.name }) : lo.module?.none ? t(' · 未装备模组') : ''}`;
return html`<span class=${cx('scard__skill', custom && 'is-custom')} title=${tip} aria-label=${tip} data-skill=${lo.skill.skillId || ''}>
<${Img} src=${src} fallback=${slot ? html`<span class="scard__sglyph num">${slot}</span>` : html`<${GIcon} name="bolt" />`} />
${mod && mod.typeName ? html`<span class="scard__mod" data-type=${mod.typeName}><${Img} src=${moduleTypeIconUrl(data.get('local'), mod.typeName)} class="scard__modicon" />${mod.typeName}</span>` : null}
</span>`;
}
/**
* Item card (the bar's item slot): the same two taps as an operator card.
* @param {{ slot:any, idx:number, frozen?:boolean, reason?:string|null, armed?:boolean, onTap?:(idx:number)=>void,
* onBuy:Function, onDetail:Function }} props
*/
export function ItemCard({ slot, idx, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail }) {
const it = data.lookup('items', slot.id);
const m = data.get('assets');
const disabled = !!reason;
const tap = () => { if (onTap) onTap(idx); else if (!disabled) onBuy(idx); else onDetail(slot.id, 'item'); };
const card = html`<button type="button" class=${cx('scard', 'scard--item', frozen && 'is-frozen', disabled && 'is-disabled', armed && 'is-armed')}
onClick=${tap} onContextMenu=${(e) => { e.preventDefault(); onDetail(slot.id, 'item'); }}
aria-label=${`${t('{name},价格 {price}', { name: it?.name || t('装备'), price: slot.price })}${armed ? (disabled ? t(',无法购买') : t(',再次点击确认')) : ''}`}
aria-pressed=${onTap ? String(!!armed) : undefined}>
<span class="scard__bg" aria-hidden="true"></span>
<span class="scard__top">
<${TierChip} tier=${it?.tier ?? 1} size="md" />
<${PriceHex} slot=${slot} free=${free} poor=${reason === t('资金不足')} />
</span>
<span class="scard__itemart"><${Img} src=${itemIconUrl(m, it)} fallback=${html`<${GIcon} name="bolt" />`} /></span>
<span class="scard__body">
<span class="scard__name">${it?.name || slot.id}</span>
<span class="scard__idesc"><${RichText} text=${it?.descRaw || it?.desc || ''} /></span>
</span>
${frozen ? html`<span class="scard__ice" aria-hidden="true"><${Icon} name="snow" /></span>` : null}
${armed ? html`<${ArmedTag} reason=${reason} free=${free} />` : null}
</button>`;
return reason && reason !== t('已售出') && !armed ? html`<${Tooltip} text=${reason} block=${true} class="scard-wrap">${card}<//>` : card;
}
function SoldCard({ item = false }) {
return html`<div class=${cx('scard', 'scard--sold', item && 'scard--item')} aria-label=${t('已售出')}>
<span class="scard__soldtxt"><${MicroLabel}>SOLD OUT</${MicroLabel}><span>${item ? t('已购买') : t('已招募')}</span></span>
</div>`;
}
/**
* A slot with no card in it: the one a 调度中心 upgrade has just opened (a `null` slot — server/match/player/economy.js
* _openLevelSlots; GitHub #332 / PR #333: the official shop shows the new slot, empty, until the next refresh or round
* start fills it). Never 已招募 / SOLD OUT: nothing was bought there.
*/
function EmptyCard({ item = false }) {
// `scard--sold` too: the same inert frame (no hover lift, not a buyable card for every `:not(.scard--sold)` rule); `scard--empty` only restyles it
return html`<div class=${cx('scard', 'scard--sold', 'scard--empty', item && 'scard--item')} role="img" aria-label=${t('空栏位:刷新或下回合开始时补满')}
title=${t('空栏位:刷新或下回合开始时补满')}></div>`;
}
function LevelCard({ shop, reason, armed = false, onTap }) {
const lv = shop?.level ?? 1;
const max = lv >= (shop?.maxLevel ?? 6);
const price = shop?.upgradePrice ?? 0;
return html`<button type="button" class=${cx('lvcard', max && 'is-max', reason && 'is-disabled', armed && 'is-armed')} onClick=${() => !reason && onTap()}
title=${reason || (armed ? t('再次点击确认升级({price} 资金)', { price }) : t('升级调度中心({price} 资金) · {key}', { price, key: hotkeyLabelOf('levelUp') }))} aria-disabled=${reason ? 'true' : 'false'}
aria-pressed=${String(!!armed)}>
${!max ? html`<${HexBadge} value=${price} tone=${reason && reason !== t('调度中心已达最高等级') ? 'dark' : 'gold'} size="md" class="lvcard__price" />` : null}
<span class="lvcard__frame">
<span class="lvcard__micro">LEVEL</span>
<b class="lvcard__num num">${lv}</b>
</span>
<span class="lvcard__label">${max ? t('已满级') : armed ? t('确认升级') : t('升级')}</span>
<kbd class="lvcard__key">${hotkeyLabelOf('levelUp')}</kbd>
</button>`;
}
/** Key of an armed shop card: kind + slot index + the id it showed (a reroll / sale changes it ⇒ disarm). */
export const armKey = (kind, idx, slot) => `${kind}:${idx}:${slot?.id ?? ''}`;
/**
* The slot an armed key names (`c` / `i` shop slots, `r` reward slots), or null (a level card, nothing armed, a stale key).
* @param {string|null} key
* @param {any[]} slots the shop's slots
* @param {any[]|null} rewardSlots the shown reward offer's slots
*/
export function armedSlotOf(key, slots, rewardSlots = null) {
const m = typeof key === 'string' ? /^([cir]):(\d+):(.*)$/.exec(key) : null;
if (!m) return null;
const list = m[1] === 'r' ? rewardSlots : slots;
const s = Array.isArray(list) ? list[Number(m[2])] : null;
return s && !s.sold && s.id === m[3] ? s : null;
}
/**
* Two-tap state of the bar (first tap arms, second confirms). Disarms on a tap outside the shop / detail panel, on
* Escape, when the armed card changes or disappears, and when the bar stops being editable.
* @param {{ editable: boolean, keys: Set<string> }} o the keys that are currently valid
*/
export function useTwoTap({ editable, keys }) {
const [armed, setArmed] = useState(null);
const valid = armed == null || (editable && keys.has(armed));
useEffect(() => { if (!valid) setArmed(null); }, [valid]);
useEffect(() => {
if (armed == null) return undefined;
const onDown = (e) => {
const t = e.target;
if (t && t.closest && t.closest('.scard, .lvcard, .dpanel, .modal')) return;
setArmed(null);
};
const onKey = (e) => { if (e.key === 'Escape') setArmed(null); };
window.addEventListener('pointerdown', onDown, true);
window.addEventListener('keydown', onKey);
return () => { window.removeEventListener('pointerdown', onDown, true); window.removeEventListener('keydown', onKey); };
}, [armed]);
return [valid ? armed : null, setArmed];
}
/**
* A free pick-one offer in place of the bar's operator cards (pick 1 — g.reward idx — or put it off: 稍后选择 → the
* normal shop + a reminder pill): the promotion reward (research 00 §3: 3 free operators of tier min(level+1, 6)) and
* the special refreshes of strategies, items and 特质 — e.g. 凯瑟琳 【定向投放】 "在调度中心刷新随机3件装备,可以选择并获得
* 其中1件". Each slot is drawn by its kind: an item slot is an item card (icon, name, tier, description, FREE) — player
* report #6 after 0.1.0, the items used to be drawn as nameless operator cards — and the header names the offer
* (gameLogic.offerHeader: 晋升奖励 / the strategy's effect name …; "之后还有 N 项" while more offers wait behind it).
*/
export function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed, onTap, offBonds = null }) {
const head = offerHeader(offer);
return html`<div class=${cx('shopbar__reward', head.items && 'is-items')} role="group" aria-label=${head.title}>
<div class="rwtag">
<${Icon} name=${head.icon} class="rwtag__icon" />
<b class="rwtag__title">${head.title}</b>
<span class="rwtag__micro">${head.micro}</span>
<span class="rwtag__sub">${head.sub}</span>
${head.more ? html`<span class="rwtag__sub rwtag__more">${head.more}</span>` : null}
<button type="button" class="rwtag__later" onClick=${onLater} title=${t('稍后选择(回合结束后消失)')}><${Icon} name="minus" />${t('稍后')}</button>
</div>
<div class="shopbar__rwcards">
${offer.slots.map((s, i) => {
if (!s || s.sold) return html`<div key=${`rw${i}`} class=${cx('scard', 'scard--sold', s && s.kind === 'item' && 'scard--item')}><span class="scard__soldtxt"><span>${t('已选择')}</span></span></div>`;
const kind = s.kind === 'item' ? 'item' : 'chess';
const reason = shopBlockReason('reward', { priv, editable, slot: s, ...LOOKUPS });
const props = { slot: { ...s, price: 0 }, idx: i, free: true, reason, armed: armed === armKey('r', i, s), onBuy: onPick, onDetail,
onTap: (idx) => onTap('r', idx, s, kind, reason, onPick) };
return kind === 'item' ? html`<${ItemCard} key=${`rw${i}:${s.id}`} ...${props} />` : html`<${ChessCard} key=${`rw${i}:${s.id}`} priv=${priv} offBonds=${offBonds} ...${props} />`;
})}
</div>
</div>`;
}
/**
* The bar.
* @param {{ priv:any, editable:boolean, collapsed:boolean, refreshBusy?:boolean, onCollapse:(c:boolean)=>void,
* onBuy:(i:number)=>void, onLevel:Function, onRefresh:Function, onFreeze:Function, onDetail:(id:string, kind?:string, hint?:string|null)=>void,
* onDetailClose?: () => void, onRefuse?: (reason: string) => void, barRef:any,
* reward?: any, onReward?: (idx:number)=>void, onRewardLater?: Function, offBonds?: Set<string>|null }} props — offBonds:
* the bonds this mode never activates (gameLogic modeOffBonds), struck through on the operator cards
*/
export function ShopBar({ priv, editable, collapsed, refreshBusy = false, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
reward = null, onReward, onRewardLater, onArm = null, offBonds = null }) {
const shop = priv?.shop || {};
const slots = Array.isArray(shop.slots) ? shop.slots : [];
const chessSlots = slots.map((s, i) => ({ s, i })).filter(({ s }) => !s || s.kind !== 'item');
const itemSlots = slots.map((s, i) => ({ s, i })).filter(({ s }) => s && s.kind === 'item');
const frozen = !!shop.frozen;
const funds = Number(priv?.funds) || 0;
const remaining = Math.max(0, (priv?.deployCap ?? 8) - (priv?.deployCount ?? 0));
const lvReason = shopBlockReason('levelUp', { priv, editable });
const refReason = shopBlockReason('refresh', { priv, editable });
const frzReason = editable ? null : shopBlockReason('freeze', { priv, editable });
const free = Number(shop.freeRefreshes) || 0;
const showReward = !!(reward && Array.isArray(reward.slots) && reward.slots.length);
// A completed upgrade changes the level, so its confirmation cannot carry into the next upgrade.
const levelKey = `lv:${shop.level ?? 1}`;
// two-tap: the keys that may stay armed right now
const keys = new Set();
if (!collapsed) {
if (!lvReason) keys.add(levelKey);
slots.forEach((s, i) => { if (s && !s.sold) keys.add(armKey(s.kind === 'item' ? 'i' : 'c', i, s)); });
if (showReward) reward.slots.forEach((s, i) => { if (s && !s.sold) keys.add(armKey('r', i, s)); });
}
const [armed, setArmed] = useTwoTap({ editable, keys });
// the armed card's slot (game.js lights the tile a merge's elite will take — gameLogic.mergeTarget); kept before the
// collapsed tab's early return (hook order)
const armedSlot = armedSlotOf(armed, slots, showReward ? reward.slots : null);
const armedSig = armedSlot ? `${armedSlot.kind}:${armedSlot.id}` : '';
useEffect(() => { onArm?.(armedSlot ? { kind: armedSlot.kind === 'item' ? 'item' : 'chess', id: armedSlot.id } : null); }, [armedSig]);
useEffect(() => () => onArm?.(null), []);
/** First tap arms + opens the detail; the second buys (or says why it can't). */
const tapCard = (kind, idx, slot, detailKind, reason, buy) => {
const key = armKey(kind, idx, slot);
if (armed !== key) { setArmed(key); onDetail(slot.id, detailKind, detailKind === 'chess' ? mergeHint(priv, slot.id) : null); return; }
if (reason) { onRefuse?.(reason); return; }
setArmed(null);
onDetailClose?.();
buy(idx);
};
const tapLevel = () => {
if (armed !== levelKey) { setArmed(levelKey); return; }
setArmed(null);
onLevel();
};
if (collapsed) {
return html`<div class="shopbar-tab" ref=${barRef}>
<div class="shopbar-tab__funds"><${CoinGlyph} /><b class="num">${funds}</b></div>
<button type="button" class="shopbar-tab__btn" onClick=${() => onCollapse(false)}><${Icon} name="chevronLeft" />${t('展开商店')}</button>
</div>`;
}
const hk = { refresh: hotkeyLabelOf('refresh'), freeze: hotkeyLabelOf('freeze') }; // the player's keys (设置 → 快捷键)
return html`<section class=${cx('shopbar', frozen && 'is-frozen', !editable && 'is-locked', showReward && 'has-reward', armed && 'has-armed')} ref=${barRef} aria-label=${t('调度中心')}>
<div class="shopbar__tools">
<span class="shopbar__remain">${t('剩余可放置角色:')}<b class=${cx('num', remaining === 0 && 't-orange')}>${remaining}</b></span>
<button type="button" class=${cx('toolbtn', 'toolbtn--ice', frozen && 'is-on')} disabled=${!!frzReason} onClick=${onFreeze}
title=${frzReason || (frozen ? t('解冻商店 · {key}', { key: hk.freeze }) : t('冻结商店(下回合保留) · {key}', { key: hk.freeze }))}>
<${Img} src=${uiUrl(data.get('assets'), frozen ? 'shopPanel/frozen_icon2' : 'shopPanel/frozen_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="snow" />`} />
<span>${frozen ? t('解冻') : t('冻结')}</span><kbd>${hk.freeze}</kbd>
</button>
<button type="button" class="toolbtn toolbtn--amber" disabled=${!!refReason || refreshBusy} onClick=${onRefresh} title=${refReason || (refreshBusy ? t('正在刷新…') : t('刷新商店 · {key}', { key: hk.refresh }))}>
<${Img} src=${uiUrl(data.get('assets'), 'shopPanel/refresh_icon')} class="toolbtn__img" fallback=${html`<${Icon} name="refresh" />`} />
<span>${t('刷新')}</span>
${free > 0 ? html`<span class="toolbtn__free">${t('免费 ×{free}', { free })}</span>` : html`<${HexBadge} value=${shop.refreshPrice ?? 1} tone=${refReason || refreshBusy ? 'dark' : 'gold'} size="sm" />`}
<kbd>${hk.refresh}</kbd>
</button>
</div>
<div class="shopbar__row">
<${LevelCard} shop=${shop} reason=${lvReason} armed=${armed === levelKey} onTap=${tapLevel} />
${showReward ? html`<${RewardCards} offer=${reward} priv=${priv} editable=${editable} onPick=${onReward} onDetail=${onDetail} onLater=${onRewardLater}
armed=${armed} onTap=${tapCard} offBonds=${offBonds} />`
: html`<div class="shopbar__cards">
${chessSlots.map(({ s, i }) => {
if (!s) return html`<${EmptyCard} key=${`e${i}`} />`;
if (s.sold) return html`<${SoldCard} key=${`s${i}`} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
reason=${reason} armed=${armed === armKey('c', i, s)} onTap=${editable ? (idx) => tapCard('c', idx, s, 'chess', reason, onBuy) : null} />`;
})}
</div>`}
<div class="shopbar__item">
${itemSlots.length
? itemSlots.map(({ s, i }) => {
if (s.sold) return html`<${SoldCard} key=${`is${i}`} item=${true} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ItemCard} key=${`i${i}:${s.id}`} slot=${s} idx=${i} frozen=${slotFrozen(s, frozen)} onBuy=${onBuy} onDetail=${onDetail} reason=${reason}
armed=${armed === armKey('i', i, s)} onTap=${editable ? (idx) => tapCard('i', idx, s, 'item', reason, onBuy) : null} />`;
})
: html`<${SoldCard} item=${true} />`}
</div>
<div class="funds">
<div class="funds__hex">
<${CoinGlyph} class="funds__coin" />
<b class="funds__num num">${funds}</b>
</div>
<span class="funds__label">${t('目前资金')}</span>
<button type="button" class="funds__collapse" onClick=${() => onCollapse(true)}><${Icon} name="close" />${t('收起')}</button>
</div>
</div>
</section>`;
}