Files
ark-stronghold-protocol/tools/assets/audio.mjs
T
sganggs cb8865d9d8 feedback7 R22-VOICES: a tap on an operator says its 选中干员 line in every phase — the prep, the shop and the hand too, not only while a battle runs (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, lifting 2026-10-03's 「整备阶段不需要干员语音」 for this line only; [ASSUMED] the official prep tap = the battle's FOCUS_CHAR); golden: unchanged
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
2026-10-08 18:54:02 +08:00

379 lines
21 KiB
JavaScript

// Audio bank resolution from the official excel/audio_data.json.
//
// - Unit combat SFX banks are named `battle.<EVENT>.<unitId>[.<ability>[.<n>…]]`
// (e.g. battle.ON_ABILITY_START.char_102_texas.attack); skill banks are
// `battle.ON_SKILL_START.<skillId>`. pickUnitSfx() turns them into the roles the
// client plays: attack (swing/cast), hit (impact), skill (activation), die, born.
// - BGM banks (`battle.ON_GAME_READY.<event>`, `sys.ON_ACTIVITY_LOADED.<act>`)
// carry an optional intro and a loop.
// - UI SFX: autochess banks (ui./battle.ON_ACT1AUTOCHESS_*) mapped to event
// names used by public/js/audio.js, plus a few generic UI sounds where the
// autochess mode has no dedicated bank (buy/refresh/error/pick/drop).
// Every sound is addressed by its path under sound_beta_2 (lower-case, .mp3).
// - A bank's mix (bankMix, community report #30): the official banks weigh their sounds, and an empty asset is a chance
// of silence (猎狗 / 深池侦察犬 bark on 20 of 100 attacks), and give each sound a volume; `indexAudio().mixOf(paths)`
// returns { p?, vol? } of the bank a picked path list came from (plan.mjs writes it as sfx.units[id].mix).
const PREFIX_RE = /^audio\/sound_beta_2\//i;
/**
* Convert an audio_data asset id to its lower-case path under sound_beta_2.
* @param {string} asset e.g. 'Audio/Sound_Beta_2/Player/p_atk/p_atk_sword_n'
* @returns {string|null} e.g. 'player/p_atk/p_atk_sword_n.mp3'
*/
export function assetToPath(asset) {
if (typeof asset !== 'string' || !asset) return null;
const p = asset.replace(PREFIX_RE, '').replace(/\\/g, '/').toLowerCase();
if (!p || p.includes('..')) return null;
return p.endsWith('.mp3') ? p : p + '.mp3';
}
const round3 = (v) => Math.round(v * 1000) / 1000;
/**
* The official play chance and volume of a bank, for the file the client plays (`path`, the first of its list):
* `p` = the weight of the sounds that have a file over all the weights (an empty asset is a chance of silence),
* `vol` = that file's volume (the mean of minVolume / maxVolume). Only what differs from 1 is returned; null when
* neither does (the default: every attack plays its sound at the base gain).
* @param {Array<{ asset?: string, weight?: number, minVolume?: number, maxVolume?: number }>} sounds
* @param {string} path the played file (assetToPath form)
* @returns {{ p?: number, vol?: number } | null}
*/
export function bankMix(sounds, path) {
let total = 0, real = 0, vol = 1, found = false;
for (const s of Array.isArray(sounds) ? sounds : []) {
const w = Number(s && s.weight);
const wt = Number.isFinite(w) && w > 0 ? w : 0;
total += wt;
const p = assetToPath(s && s.asset);
if (!p) continue;
real += wt;
if (!found && p === path) {
found = true;
const lo = Number(s.minVolume), hi = Number(s.maxVolume);
if (Number.isFinite(lo) && Number.isFinite(hi) && lo >= 0 && hi >= 0) vol = round3((lo + hi) / 2);
}
}
const out = {};
if (total > 0 && real < total) out.p = round3(real / total);
if (vol !== 1) out.vol = vol;
return Object.keys(out).length ? out : null;
}
/**
* Index an audio_data.json object.
* @param {any} audioData parsed excel/audio_data.json
* @returns {{ bank: (name:string)=>string[], bgm: (name:string)=>({intro:string|null, loop:string}|null),
* unitBanks: Map<string, Map<string, string[]>>, skillBanks: Map<string, Map<string,string[]>>,
* mixOf: (paths: string[]|null|undefined) => ({ p?: number, vol?: number }|null) }}
*/
export function indexAudio(audioData) {
const banks = new Map();
const mixes = new WeakMap(); // a bank's path list (the very array every lookup hands out) → bankMix
for (const b of Array.isArray(audioData?.soundFXBanks) ? audioData.soundFXBanks : []) {
if (!b || typeof b.name !== 'string') continue;
const paths = (Array.isArray(b.sounds) ? b.sounds : []).map((s) => assetToPath(s?.asset)).filter(Boolean);
if (!banks.has(b.name)) banks.set(b.name, []);
const list = banks.get(b.name);
for (const p of paths) if (!list.includes(p)) list.push(p);
if (list.length && !mixes.has(list)) { const m = bankMix(b.sounds, list[0]); if (m) mixes.set(list, m); }
}
const alias = audioData?.bankAlias && typeof audioData.bankAlias === 'object' ? audioData.bankAlias : {};
const bank = (name, depth = 0) => {
if (banks.has(name) && banks.get(name).length) return banks.get(name);
if (depth < 4 && typeof alias[name] === 'string') return bank(alias[name], depth + 1);
return [];
};
const bgmBanks = new Map();
for (const b of Array.isArray(audioData?.bgmBanks) ? audioData.bgmBanks : []) {
if (b && typeof b.name === 'string' && typeof b.loop === 'string') {
bgmBanks.set(b.name, { intro: assetToPath(b.intro), loop: assetToPath(b.loop) });
}
}
const bgm = (name, depth = 0) => {
if (bgmBanks.has(name)) return bgmBanks.get(name);
if (depth < 4 && typeof alias[name] === 'string') return bgm(alias[name], depth + 1);
return null;
};
// Per-unit and per-skill bank tables.
const unitBanks = new Map();
const skillBanks = new Map();
const addUnit = (name, paths) => {
const parts = name.split('.');
if (parts.length < 3 || parts[0] !== 'battle') return;
if (/^ON_SKILL_(START|FINISH|SPECIAL_POINT)$/.test(parts[1])) {
const skillId = parts.slice(2).join('.');
if (!skillBanks.has(skillId)) skillBanks.set(skillId, new Map());
skillBanks.get(skillId).set(parts[1], paths);
return;
}
const unit = parts[2];
if (!/^(char|enemy|token|trap)_/.test(unit)) return;
const key = parts[1] + (parts.length > 3 ? '.' + parts.slice(3).join('.') : '');
if (!unitBanks.has(unit)) unitBanks.set(unit, new Map());
unitBanks.get(unit).set(key, paths);
};
for (const [name, paths] of banks) if (paths.length) addUnit(name, paths);
for (const name of Object.keys(alias)) if (!banks.has(name)) { const p = bank(name); if (p.length) addUnit(name, p); }
const mixOf = (paths) => (paths && typeof paths === 'object' && mixes.get(paths)) || null;
return { bank, bgm, unitBanks, skillBanks, mixOf };
}
/** Sort key for ability sub-keys: plain first, then numeric suffixes ascending. */
function abilityOrder(a, b) {
const na = a.split('.').length; const nb = b.split('.').length;
if (na !== nb) return na - nb;
return a.localeCompare(b, 'en', { numeric: true });
}
function firstMatching(banks, event, abilities, ok = () => true) {
const keys = [...banks.keys()].filter((k) => k.startsWith(event + '.'));
for (const ab of abilities) {
const exact = `${event}.${ab}`;
if (banks.get(exact)?.length && ok(banks.get(exact))) return banks.get(exact);
const numbered = keys.filter((k) => k.startsWith(exact + '.')).sort(abilityOrder);
for (const k of numbered) if (banks.get(k)?.length && ok(banks.get(k))) return banks.get(k);
}
return null;
}
/** Official operator sound files of a skill mode end in `_d` / `_h` / `_s` (+ digits); the normal attack's in `_n`. */
const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
/** A bank of an operator's normal attack: none of its files belongs to a skill mode. */
export const normalModeBank = (paths) => Array.isArray(paths) && paths.length > 0 && !paths.some((p) => SKILL_MODE_FILE.test(p));
/**
* Pick role → candidate sound paths for one unit.
* @param {Map<string,string[]>|undefined} banks unit bank table (from indexAudio().unitBanks)
* @returns {{ attack?: string[], hit?: string[], die?: string[], born?: string[] }}
*/
export function pickUnitSfx(banks, opts = {}) {
const out = {};
const proj = opts.projectile || {};
if ((!banks || !banks.size) && !proj.born?.length && !proj.hit?.length) return out;
banks = banks || new Map();
// operators (user playtest #4 item 6): numbered ability variants (attack.1, attack.2 …) are usually the attacks of a
// skill mode, whose files end in _d / _h / _s — never the normal attack's (纯烬艾雅法拉's S3 impact rang on every hit);
// a ranged operator's normal attack / impact is its own projectile's bank (projectile_chr_<name>)
const ok = opts.operator ? normalModeBank : () => true;
// Looser pass: abilities whose name mentions attack/combat (PowerAttack, StunCombat, CrossAttack…).
// Other abilities (skills, talents 'T.*', mode switches) are not normal attacks.
const attackLike = (event) => {
const keys = [...banks.keys()]
.filter((k) => k.startsWith(event + '.') && /attack|combat/i.test(k.slice(event.length + 1).split('.')[0]))
.sort(abilityOrder);
for (const k of keys) if (banks.get(k)?.length && ok(banks.get(k))) return banks.get(k);
return null;
};
const exact = (event) => ['attack', 'combat'].map((ab) => banks.get(`${event}.${ab}`)).find((p) => p?.length && ok(p)) ?? null;
const own = (p) => (p?.length && ok(p) ? p : null);
// operators whose default mode is the unsuffixed ability (a plain attack / combat bank of any event): every numbered
// variant (attack.1, attack.2 …) is then a skill mode's ability, whatever its file name — 银灰's attack.2 swing
// p_atk_silver_n is his S3 mode's (charpack modes Default / S2 / S3), his normal attack is the Default mode's Combat (impact
// ON_ABILITY_HIT.combat p_imp_spear_n, no swing bank): community report of 2026-10-06 (item 54) 「银灰的普通攻击的音效错误
// 的使用了3技能期间的攻击音效」. Only the plain banks then, or the operator's own projectile banks; newer operators number
// their default mode too (attack.0 …) and keep the rule below
if (opts.operator && ['ON_ABILITY_START', 'ON_ABILITY_ON', 'ON_ABILITY_HIT'].some((e) => exact(e))) {
const swing = exact('ON_ABILITY_START') ?? exact('ON_ABILITY_ON') ?? own(proj.born);
const impact = exact('ON_ABILITY_HIT') ?? own(proj.hit);
if (swing) out.attack = swing;
if (impact) out.hit = impact;
if (banks.get('ON_UNIT_DEAD')?.length) out.die = banks.get('ON_UNIT_DEAD');
if (banks.get('ON_UNIT_BORN')?.length) out.born = banks.get('ON_UNIT_BORN');
return out;
}
// operators: the plain ability of either event before any numbered variant
const plain = opts.operator ? exact('ON_ABILITY_START') ?? exact('ON_ABILITY_ON') : null;
const attack = plain
?? firstMatching(banks, 'ON_ABILITY_START', ['attack', 'combat'], ok)
?? firstMatching(banks, 'ON_ABILITY_ON', ['attack', 'combat'], ok)
?? own(proj.born) ?? attackLike('ON_ABILITY_START') ?? attackLike('ON_ABILITY_ON');
const hit = firstMatching(banks, 'ON_ABILITY_HIT', ['attack', 'combat'], ok) ?? own(proj.hit) ?? attackLike('ON_ABILITY_HIT');
if (attack) out.attack = attack;
if (hit) out.hit = hit;
if (banks.get('ON_UNIT_DEAD')?.length) out.die = banks.get('ON_UNIT_DEAD');
if (banks.get('ON_UNIT_BORN')?.length) out.born = banks.get('ON_UNIT_BORN');
return out;
}
/**
* UI / battle-flow SFX map: name → { bank } or { path } (path under sound_beta_2).
* Bank names are the official act1autochess banks (shared by act2autochess).
*/
export const UI_SFX = Object.freeze({
click: { path: 'general/g_ui/g_ui_btn_h.mp3' },
back: { path: 'general/g_ui/g_ui_btn_u.mp3' },
confirm: { path: 'general/g_ui/g_ui_confirm_h.mp3' },
tab: { path: 'general/g_ui/g_ui_tabswitch.mp3' },
pick: { path: 'general/g_ui/g_ui_pick.mp3' },
drop: { path: 'general/g_ui/g_ui_unpick.mp3' },
error: { path: 'general/g_ui/g_ui_scwarning.mp3' },
buy: { bank: 'battle.ON_ACT1AUTOCHESS_MAGIC_PLACE_HAND' },
sell: { bank: 'ui.ON_ACT1AUTOCHESS_GETMONEY' },
income: { bank: 'ui.ON_ACT1AUTOCHESS_GETMONEY' },
refresh: { path: 'general/g_ui/g_ui_rtargetrefresh.mp3' },
freeze: { bank: 'ui.ON_ACT1AUTOCHESS_SHOP_LOCK' },
levelup: { bank: 'ui.ON_ACT1AUTOCHESS_SHOP_UPGRADE' },
merge: { bank: 'battle.ON_ACT1AUTOCHESS_CHAR_BONUS' },
equip: { bank: 'battle.ON_ACT1AUTOCHESS_EQUIP_DONE' },
itemMerge: { bank: 'battle.ON_ACT1AUTOCHESS_EQUIP_BONUS' },
bondUp: { bank: 'battle.ON_ACT1AUTOCHESS_ADD_BOND' },
artPlace: { bank: 'battle.ON_ACT1AUTOCHESS_MAGIC_PLACE_BATTLE' },
ready: { bank: 'ui.ON_ACT1AUTOCHESS_PLAYER_READY' },
timer: { bank: 'ui.ON_ACT1AUTOCHESS_COUNTDOWN' },
draft: { bank: 'ui.ON_ACT1AUTOCHESS_STRATEGY' },
yourTurn: { bank: 'ui.ON_ACT1AUTOCHESS_YOURTURN' },
yourTurnCircle: { bank: 'ui.ON_ACT1AUTOCHESS_YOURTURN_CIRCLE' },
target: { bank: 'ui.ON_ACT1AUTOCHESS_TARGET' },
broadcast: { bank: 'ui.ON_ACT1AUTOCHESS_BROADCASTHINT' },
danger: { bank: 'battle.ON_ACT1AUTOCHESS_ENTER_DANGER' },
emote: { bank: 'ui.ON_ACT1AUTOCHESS_EMOJIDIALOGUE' },
roundStart: { bank: 'ui.ON_ACT1AUTOCHESS_ROUNDSTART' },
rest: { bank: 'ui.ON_ACT1AUTOCHESS_REST' },
battleStart: { bank: 'ui.ON_ACT1AUTOCHESS_BATTLESTART' },
battleStartBoss: { bank: 'ui.ON_ACT1AUTOCHESS_BATTLESTART_BOSS' },
bossRoundTeam: { bank: 'ui.ON_ACT1AUTOCHESS_BOSSROUND_TEAM' },
bossRoundSingle: { bank: 'ui.ON_ACT1AUTOCHESS_BOSSROUND_SINGLE' },
bossRoundSecret: { bank: 'ui.ON_ACT1AUTOCHESS_BOSSROUND_SECRET' },
killBoss: { bank: 'ui.ON_ACT1AUTOCHESS_KILLBOSS' },
killBossAll: { bank: 'ui.ON_ACT1AUTOCHESS_KILLBOSS_ALL' },
killBossNormal: { bank: 'ui.ON_ACT1AUTOCHESS_KILLBOSS_NORMAL' },
defenceStart: { bank: 'ui.ON_ACT1AUTOCHESS_DEFENCE_START' },
defenceUnite: { bank: 'ui.ON_ACT1AUTOCHESS_DEFENCE_UNITE' },
battleOverReduce: { bank: 'ui.ON_ACT1AUTOCHESS_BATTLEOVER_REDUCE' },
battleOverNoReduce: { bank: 'ui.ON_ACT1AUTOCHESS_BATTLEOVER_NOREDUCE' },
battleOverNormal: { bank: 'ui.ON_ACT1AUTOCHESS_BATTLEOVER_NORMAL' },
goFirst: { bank: 'ui.ON_ACT1AUTOCHESS_GOFIRST' },
disconnect: { bank: 'ui.ON_ACT1AUTOCHESS_DISCONNECT' },
settlementSucceed: { bank: 'ui.ON_ACT1AUTOCHESS_SETTLEMENT_SUCCEED' },
settlementFail: { bank: 'ui.ON_ACT1AUTOCHESS_SETTLEMENT_FAIL' },
settlementTeam: { bank: 'ui.ON_ACT1AUTOCHESS_SETTLEMENT_TEAM' },
settlementBossSign: { bank: 'ui.ON_ACT1AUTOCHESS_SETTLEMENT_BOSSSIGN' },
goodEvaluation: { bank: 'ui.ON_ACT1AUTOCHESS_GOODEVALUATION' },
load: { bank: 'ui.ON_ACT1AUTOCHESS_LOAD' },
start: { bank: 'ui.ON_ACT1AUTOCHESS_START' },
matchSucceed: { bank: 'ui.ON_ACT1AUTOCHESS_MATCH_SUCCEED' },
matchFail: { bank: 'ui.ON_ACT1AUTOCHESS_MATCH_FAIL' },
matchCancel: { bank: 'ui.ON_ACT1AUTOCHESS_MATCH_CANCEL' },
joinRoom: { bank: 'ui.ON_ACT1AUTOCHESS_PLAYER_JOINROOM' },
});
/** In-battle generic SFX: name → { bank } or { path }. */
export const BATTLE_SFX = Object.freeze({
deploy: { path: 'battle/b_char/b_char_set.mp3' },
tokenDeploy: { path: 'battle/b_char/b_char_tokenset.mp3' },
charDie: { path: 'battle/b_char/b_char_dead.mp3' },
enemyDie: { path: 'battle/b_enemy/b_enemy_dead_n.mp3' },
enemyDieHeavy: { path: 'battle/b_enemy/b_enemy_dead_h.mp3' },
enemyHit: { path: 'enemy/e_imp/e_imp_general_w.mp3' },
heal: { bank: 'battle.ON_MODIFIER_HEAL' },
// 漏怪: an enemy reached the exit. This is the ORIGINAL Arknights stage cue (`battle.ON_ENEMY_REACHED_EXIT` ->
// `Battle/b_ui/b_ui_alarmenter`), not an autochess one — the mode itself has no bank named for an escape (all 13,948
// SFX banks of audio_data.json searched). The official treats it as a one-shot alarm: `maxSoundAllowed: 1` with
// `popOldest: true` on the `Battle_UI_Important` mixer, so a new escape replaces the one still playing.
leak: { bank: 'battle.ON_ENEMY_REACHED_EXIT' },
win: { path: 'battle/b_ui/b_ui_win.mp3' },
lose: { path: 'battle/b_ui/b_ui_lose.mp3' },
killCoin: { bank: 'battle.ON_CUSTOM_TRIGGER.autochess_kill_gain_coin' },
});
/**
* Resolve a { bank } / { path } spec to candidate sound paths.
* @param {{bank?:string, path?:string}} spec
* @param {(name:string)=>string[]} bank bank lookup from indexAudio()
* @returns {string[]}
*/
export function resolveSpec(spec, bank) {
if (spec?.path) return [spec.path];
if (spec?.bank) return bank(spec.bank);
return [];
}
// ---- operator battle voice (excel/charword_table.json) -------------------------------------------------
//
// Every playable operator has official battle lines (行动出发 / 行动开始 / 选中干员 / 部署 / 作战中 / 编入队伍 /
// 任命队长 / 结算 / 干员报到) in `voice_cn/<charId>/cn_<n>.mp3` — JP: `voice/`, EN: `voice_en/`, KR: `voice_kr/`,
// the same file names in every dump, only the folder differs. charword_table.json's `placeType` says when the game
// plays each line; its `voiceAsset` is the path under the dump.
/** Voice dump folder per language (under sound_beta_2). */
export const VOICE_DIRS = Object.freeze({ cn: 'voice_cn', jp: 'voice', en: 'voice_en', kr: 'voice_kr' });
/** Official `placeType` → the manifest's voice slot (public/js/audio.js VOICE_PRIORITY / VOICE_COOLDOWN_MS). */
export const VOICE_SLOTS = Object.freeze({
BATTLE_START: 'start', // 行动出发: 开战
BATTLE_FACE_ENEMY: 'faceEnemy', // 行动开始: 首次接敌
BATTLE_SELECT: 'select', // 选中干员1/2
BATTLE_PLACE: 'place', // 部署1/2
BATTLE_SKILL_1: 'skill1', // 作战中1-4: the equipped skill's own slot
BATTLE_SKILL_2: 'skill2',
BATTLE_SKILL_3: 'skill3',
BATTLE_SKILL_4: 'skill4',
SQUAD: 'squad', // 编入队伍
SQUAD_FIRST: 'squadFirst', // 任命队长
FOUR_STAR: 'resultFour', // 完成高难行动
THREE_STAR: 'resultThree', // 3星结束行动 (完美作战)
TWO_STAR: 'resultTwo', // 非3星结束行动
LOSE: 'resultLose', // 行动失败
GACHA: 'gacha', // 干员报到
});
/**
* The slots the client can actually request — the only ones `public/js/audio.js` ever asks for: 行动出发 start, 首次接敌
* faceEnemy, 作战中1-4 skillN, 部署 place (a running battle's deploy events), the settlement lines resultFour /
* resultThree / resultTwo / resultLose (public/js/screens/game.js onResult) and 选中干员 select (the detail panel opening
* on an operator the player tapped, in every phase since 0.2.2).
* `buildPlan` plans these by default; `--voice-all` widens it to every slot of VOICE_SLOTS.
*/
export const VOICE_BATTLE_SLOTS = Object.freeze(['start', 'faceEnemy', 'select', 'place',
'skill1', 'skill2', 'skill3', 'skill4', 'resultFour', 'resultThree', 'resultTwo', 'resultLose']);
/**
* Slots no battle plays: the lines the official client uses in its own 养成 / 编队 UI (干员报到 gacha, 编入队伍 squad,
* 任命队长 squadFirst). `test/docs-consistency.test.js` proves the client never asks for one, so planning them only
* makes every `npm run assets` download 360 files (19.3 MB, CN dub) that no player will ever hear — they are left out
* unless `--voice-all` is passed. 部署 `place` and 选中干员 `select` deliberately stay in: the official client groups
* them with the prep lines, but the client does play them (the deploy events; a tap on an operator).
*/
export const VOICE_PREP_SLOTS = Object.freeze(['gacha', 'squad', 'squadFirst']);
/**
* Index charword_table.json into per-character voice slots, in voiceIndex order (one slot may have several lines).
* Only the base word key (`wordKey === charId`) is used: the dump has no folder for a skin variant's word key
* (`char_x_ita`, `char_x_epoque#28`, …) — those files simply do not exist upstream.
* @param {any} charword parsed excel/charword_table.json
* @param {string} [lang] voiceId prefix — the zh_CN table carries the `CN_*` lines; the other dubs share the numbering
* @param {Iterable<string>|null} [only] slot names to keep; null/omitted keeps every slot (VOICE_BATTLE_SLOTS is what
* the plan uses by default, so a battle's own lines are planned and the prep-only ones are not)
* @returns {Map<string, Record<string, string[]>>} charId → slot → voiceAsset ('char_263_skadi/CN_023')
*/
export function indexVoice(charword, lang = 'CN', only = null) {
const keep = only ? new Set(only) : null;
const out = new Map();
const words = charword?.charWords;
if (!words || typeof words !== 'object') return out;
/** @type {Map<string, Map<string, Map<string, {index:number, asset:string}>>>} */
const seen = new Map();
for (const e of Object.values(words)) {
if (!e || typeof e !== 'object') continue;
const charId = e.charId, slot = VOICE_SLOTS[e.placeType], vid = e.voiceId;
if (!charId || !slot || (keep && !keep.has(slot)) || typeof vid !== 'string' || !vid.startsWith(`${lang}_`)) continue;
if (e.wordKey !== charId) continue;
if (typeof e.voiceAsset !== 'string' || !e.voiceAsset) continue;
if (!seen.has(charId)) seen.set(charId, new Map());
const slots = seen.get(charId);
if (!slots.has(slot)) slots.set(slot, new Map());
// the same line can be listed twice (an operator's 升变 / alt records): keep its lowest voiceIndex, once
const m = slots.get(slot);
const index = Number.isFinite(e.voiceIndex) ? e.voiceIndex : 0;
const prev = m.get(vid);
if (!prev || index < prev.index) m.set(vid, { index, asset: e.voiceAsset });
}
for (const [charId, slots] of seen) {
const rec = {};
for (const [slot, m] of slots) rec[slot] = [...m.values()].sort((a, b) => a.index - b.index).map((x) => x.asset);
out.set(charId, rec);
}
return out;
}