Files
ark-stronghold-protocol/public/js/ui/gameActions.js
T

103 lines
5.5 KiB
JavaScript

// In-match intents (`g.*`, DESIGN §8.2) with uniform error handling: every request goes through
// `act()`, which plays a UI sound on success, shows the ERR_TEXT toast on failure and never throws.
// The UI never mutates state optimistically — it waits for the next m.private / m.public push.
// `net.request` is looked up at call time so the dev mock harness can stub it.
import { net } from '../net.js';
import { toastError } from './toasts.js';
import { audio } from '../audio.js';
const SUCCESS_SFX = {
'g.buy': 'buy', 'g.sell': 'sell', 'g.refresh': 'refresh', 'g.freeze': 'freeze', 'g.levelUp': 'levelup',
'g.move': 'drop', 'g.equip': 'equip', 'g.art': 'artPlace', 'g.reward': 'pick', 'g.choice': 'pick',
'g.band': 'confirm', 'g.bandSkip': 'back', 'g.infoReady': 'ready', 'g.emote': 'emote', 'g.destroy': 'back',
};
let inflight = 0;
const busyListeners = new Set();
const emitBusy = () => { for (const fn of [...busyListeners]) { try { fn(inflight); } catch { /* ignore */ } } };
/** Subscribe to the number of in-flight intents (for subtle busy indicators). */
export function onBusy(fn) { busyListeners.add(fn); return () => busyListeners.delete(fn); }
// Single-flight shop refresh (GitHub #501, single-ptilopsis): under a high RTT the shop has not answered yet while the
// player taps 刷新 again — every extra g.refresh the client sends is a paid refresh (server/match intents.js → ps.refresh).
// A tap while the previous request is still on the wire is dropped; the button dims and the R hotkey stays inert (both
// call actions.refresh) until the reply lands. ui/shopBar.js subscribes to onRefreshBusy for the dim.
let refreshPending = false;
const refreshBusyListeners = new Set();
const emitRefreshBusy = () => { for (const fn of [...refreshBusyListeners]) { try { fn(refreshPending); } catch { /* ignore */ } } };
/**
* Subscribe to the shop refresh's in-flight state — fires once with the current state.
* @param {(busy: boolean) => void} fn
* @returns {() => void} unsubscribe
*/
export function onRefreshBusy(fn) { refreshBusyListeners.add(fn); try { fn(refreshPending); } catch { /* ignore */ } return () => refreshBusyListeners.delete(fn); }
/**
* Send an intent. Resolves true on `ok`, false on error (already toasted).
* @param {string} t
* @param {object} [fields]
* @param {{ sfx?: string|false, quiet?: boolean }} [opts]
* @returns {Promise<boolean>}
*/
export async function act(t, fields = {}, opts = {}) {
inflight += 1;
emitBusy();
try {
await net.request(t, fields);
const s = opts.sfx === undefined ? SUCCESS_SFX[t] : opts.sfx;
if (s) audio.sfx(s);
return true;
} catch (err) {
if (!opts.quiet) {
toastError(err);
audio.sfx('error', { volume: 0.6 });
}
return false;
} finally {
inflight = Math.max(0, inflight - 1);
emitBusy();
}
}
export const actions = {
infoReady: (setupRevision = 0) => act('g.infoReady', { setupRevision }),
rerollSetup: (setupRevision) => act('room.rerollSetup', { setupRevision }, { sfx: 'confirm' }),
rerollVote: (voteId, agree) => act('g.rerollVote', { voteId, agree }, { sfx: agree ? 'confirm' : 'back' }),
cancelReroll: (voteId) => act('room.cancelReroll', { voteId }, { sfx: 'back' }),
band: (bandId) => act('g.band', { bandId }),
bandSkip: () => act('g.bandSkip'),
buy: (slot) => act('g.buy', { slot }),
// a tap while the previous g.refresh is still on the wire is dropped (GitHub #501) — see onRefreshBusy above
refresh: () => {
if (refreshPending) return Promise.resolve(false);
refreshPending = true;
emitRefreshBusy();
return act('g.refresh').finally(() => { refreshPending = false; emitRefreshBusy(); });
},
freeze: () => act('g.freeze'),
levelUp: () => act('g.levelUp'),
sell: (uid) => act('g.sell', { uid }),
// `dir` (UP|RIGHT|DOWN|LEFT): the direction chosen with the deploy wheel (research 09 §6.1 — g.move / g.art carry it;
// the server defaults to RIGHT when absent)
move: (uid, to, dir) => act('g.move', dir ? { uid, to, dir } : { uid, to }),
// `replaceUid`: the equipped item the replace dialog picked (ui/equipReplace.js) — it is destroyed; absent ⇒ none needed
equip: (itemUid, targetUid, replaceUid) => act('g.equip', Number.isInteger(replaceUid) ? { itemUid, targetUid, replaceUid } : { itemUid, targetUid }),
art: (itemUid, row, col, dir) => act('g.art', dir ? { itemUid, row, col, dir } : { itemUid, row, col }),
destroy: (uid) => act('g.destroy', { uid }),
reward: (idx) => act('g.reward', { idx }),
choice: (idx, choiceId) => act('g.choice', choiceId === undefined ? { idx } : { idx, choiceId }),
ready: (ready) => act('g.ready', { ready }, { sfx: ready ? 'ready' : 'back' }),
emote: (id) => act('g.emote', { id }, { quiet: true }),
// `playerId`: the player tapped in the team panel (a shared field shows two) — what an eliminated viewer follows
watch: (fieldId, playerId = null) => act('g.watch', typeof playerId === 'string' && playerId ? { fieldId, playerId } : { fieldId }, { sfx: 'tab' }),
autoplay: (on) => act('g.autoplay', { on }),
// solo battles only (ui/matchStatus.js pauseAvailable): m.public.paused follows
pause: (on) => act('g.pause', { on: !!on }, { sfx: on ? 'click' : 'confirm' }),
// room-level intent (NOT g.*): the host frees a spectator seat while the match runs — the server takes room.removeSpectator at
// any time (server/lobby.js removeSpectator), the game screen had no entry for it (ui/hud.js SpectatorPill; GitHub #120)
removeSpectator: (playerId) => act('room.removeSpectator', { playerId }, { sfx: 'back' }),
};