Files
ark-stronghold-protocol/public/js/ui/gameLogic.js
T
sganggs 0def7babfd feedback5 WK: 自选编队 in the browser — the 干员调配 overlay's third tab 自选编队 (5阶 ×2, 6阶 ×2 slots; the slot picker lists the kitted picks of the tier with avatar, name, class, derived bonds and a 原型 / 已持有 tag; an owned pick chooses its skill and module — 集成战略 modules left out —, a prototype shows its locked skill; sp.pref.diy, export / import, 全部清空, synced as room.diy through the shared engine, welcome.diyKitted kept), the operator on shop / reward cards, own pieces (「自选」 tag, its model on bench and board), the detail card (pick's skill and module), placement and range previews, bond popups (own and a teammate's 自选 member), the result screen; new UI strings through t() with English; the e2e fast server's SP_START_LEVEL hook
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).
2026-10-06 00:13:31 +08:00

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// Pure in-match UI logic (no DOM, no Preact) — unit-tested in Node (test/ui/*.test.js).
//
// Placement legality (`canPlace`) mirrors the server rules of DESIGN §3/§6.2 so the render view can
// light legal tiles while dragging; the server stays authoritative and may still refuse a move.
//
// Board = own normal field (GEO.FIELD rows 9–12, cols 2–10). Melee chess stand on `melee` deploy tiles
// (LOW, buildable ALL/MELEE) — elite 歌蕾蒂娅 carrying HOK-Y (shared/highGround.js, the player's loadout) on any
// deploy tile, the 高台 included (piecePosition 'ALL'); ranged chess on `melee ∪ rangedOnly` (stages.json → deployTiles.normal,
// derived from the tile legend when missing — the legend's `buildable` is the effective type: 深水区 tile_deepsea
// refuses deployment, PRTS 深水区 地形信息 "拒绝部署(待补充)", player report #3 after 0.1.0). Tokens follow their
// own `position`; a summon whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: 伺夜's 狼群,
// 缪尔赛思's 流形) also needs a tile of its owner's attack range (`summonRange`, player report #9). In the prep of a
// boss round (最终攻势 / 隐秘核心) the tiles are the player's half of the boss field (`deployFieldOf`: 'bossL' /
// mirrored 'bossR', board (r, c) = stage tile (r − 7, c) / (r − 7, 20 − c)) like the server's deploy map
// (server/match/board.js field; user playtest #5 item 7) — board coordinates stay the same.
// Hand = 10 slots (index = col). Temp slots are server-filled only (no move target).
// Dropping onto an occupied tile/slot swaps (both pieces must be legal at their new spots);
// an EQUIP item dropped onto a chess piece equips it (tokens can't carry items); an Arts (MAGIC) item
// dropped on a field tile is used there (g.art). Deploy cap counts chess pieces on the board only
// (summons don't use a slot, research 00 §8 #11). Only PREP, alive and not-ready players may edit.
// A board piece dropped on its own tile is legal ('orient'): the direction wheel re-orients it in place
// (research 09 §1.2); board drops of units go through the wheel before g.move {uid, to, dir} (ui/facing.js).
//
// The bodies live in public/js/ui/gameLogic/*.js. Every name this file exported before the split is
// re-exported below, so existing imports keep working.
export { clamp, tileKey } from './gameLogic/shared.js';
export { phaseMode, isCombatPhase, showDeadPill, isBossPhase } from './gameLogic/phases.js';
export { prepCamera, prepCameraFor, foldCamera, deployFieldOf, fieldTile, boardTileOf, ownerBandId } from './gameLogic/camera.js';
export { phaseBanner, prepCapsuleLabel, countdownState, phaseTotalSeconds } from './gameLogic/phases.js';
export { STATUS_META } from './gameLogic/format.js';
export { sortedPlayers } from './gameLogic/shared.js';
export { ownFieldId, homeFieldId, cycleField, watchTarget, switcherLabel, fieldLabel, activeBubbles } from './gameLogic/watch.js';
export { sortBonds, bondTier, nextThreshold, grantedBonds, pieceBondIds, morphPairings, HARMONY_BOND, harmonyMembers, bondMembers, memberHeadCount, bannedPerBond, disabledBondSets, briefingBondTip, modeOffBonds, bandOffBonds, bandOffLine } from './gameLogic/bonds.js';
export { priceTone, mergeProgress, mergeTarget, handFull, completesMerge, offerHeader, shopBlockReason, readyFundsPrompt } from './gameLogic/shop.js';
export { deploySets, stageOverrides, deployMap, effectiveStage, indexPieces, placementContext, piecePosition, tileAllows, summonRange, canPlace, itemAttaches, equipMerges, boardTargets, dropIntent, dropFailureReason } from './gameLogic/placement.js';
export { normalizeDraft, normalizeSp } from './gameLogic/draft.js';
export { groupEnemies, PEN, penZoneTiles, penPlacement, previewEnemyKey, factionTypes } from './gameLogic/enemies.js';
export { snapHud, bossFrac, bossPctText, hasFlag, UF, attackInterval, fmtNum, rangeGridBox } from './gameLogic/format.js';
export { shortcutFor, closesOnFieldPress, shortcutBlocked } from './gameLogic/shortcuts.js';
export { DEFAULT_SETTINGS, sanitizeSettings } from './gameLogic/settings.js';
export { normalizeResult } from './gameLogic/result.js';
export { chessLoadout, unitLoadout } from './gameLogic/loadout.js';
export { standInIds, fieldsStandIn, standInOf, cardStandIn, standInGetter, standInLoadout, deployedRecord, deployedModuleId, standInLabel } from './gameLogic/standIn.js';
export { diyPicks, ownDiyPick, diyRecordFor, ownDiyRecord, cardDiy, diyGetter, pickGetter, isDiyRecord } from './gameLogic/diy.js';
export { panelSide, panelSlots, PANEL_RIGHT_GAP, PANEL_RIGHT_BOTTOM, PANEL_RIGHT_BOTTOM_SHOP, BPOP, bondPopupPlace } from './gameLogic/panel.js';