- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap. - 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope). - 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki). - Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video). - 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane). - AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons. - golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
385 lines
21 KiB
JavaScript
385 lines
21 KiB
JavaScript
// Lobby screen: pick 独立模拟 / 同盟模拟 and a difficulty (标准/险境/绝境/终极), create a room,
|
||
// or join one with a 同盟密钥 (recent codes remembered) — as a player (加入同盟) or in one of its MAX_SPECTATORS
|
||
// spectator seats (观战: room.spectate, also while its match runs; community report #26, a remake feature — the
|
||
// official room has none). Shows connection status + ping.
|
||
//
|
||
// Difficulty descriptions come from data/config.json `modes[modeId]` when present, else from the
|
||
// official act2autochess `modeDataDict` texts embedded below (desc + effectDescList), so the
|
||
// screen is complete before data is generated. Rounds: solo 标准 = 9, everything else 14 (+R15
|
||
// hidden core on 险境+), per research 00-INDEX §2. Battlefield pool (`modes[].stages`): 标准 always
|
||
// plays 战场#01, 险境 draws one of 8, 绝境 / 终极 one of 7 (m01 excluded).
|
||
// Texts go through t() (docs/I18N.md); the module-level tables hold msgids (N_) translated where they are shown, the
|
||
// config.json mode texts come localized from data.js.
|
||
|
||
import { ResumeMatchButton } from '../ui/resumeMatch.js';
|
||
import { useEffect, useRef, useState } from '../../vendor/hooks.module.js';
|
||
import { DIFFICULTIES, DIFFICULTY_NAMES, DIFFICULTY_COLORS, ROOM_CODE_LEN, MAX_SEATS, MAX_SPECTATORS, modeIdFor, ERR } from '../../../shared/constants.js';
|
||
import { html, Button, Icon, MicroLabel, Panel, TextField, PingPill, AvatarFrame, Tooltip, Spinner, DifficultyIcon, doctorNo } from '../ui/components.js';
|
||
import { toast, toastError } from '../ui/toasts.js';
|
||
import { GuideButton } from '../ui/guide.js';
|
||
import { openStats } from './stats.js';
|
||
import { SettingsButton } from '../ui/settings.js';
|
||
import { PwaInstallButton } from '../ui/device.js';
|
||
import { LoadoutButton } from './loadout.js';
|
||
import { net, identity } from '../net.js';
|
||
import { store, useStore, shallowEqual, loadPref, savePref } from '../store.js';
|
||
import { getConfig, getMode, getStage, useData } from '../data.js';
|
||
import { t, tc, N_ } from '../../../shared/i18n.js';
|
||
|
||
/** Official mode texts (activity_table act2autochess.modeDataDict), fallback when config.json is absent. */
|
||
export const MODE_TEXT = {
|
||
single: {
|
||
FUNNY: { code: 'AC-1', desc: N_('时长较短的模拟训练'), effects: [N_('可以快速完成作战'), N_('常规奖励')] },
|
||
NORMAL: { code: 'AC-2', desc: N_('敌方攻击强度较高的模拟训练'), effects: [N_('可使用盟约数增加'), N_('大幅增加奖励')] },
|
||
HARD: { code: 'AC-3', desc: N_('敌方攻击强度极高的模拟训练'), effects: [N_('作战环境困难'), N_('出现更加危险的敌人')] },
|
||
ABYSS: { code: 'AC-4', desc: N_('敌方攻击强度到达极限的模拟训练'), effects: [N_('作战环境无比困难'), N_('出现极度危险的敌人')] },
|
||
},
|
||
multi: {
|
||
FUNNY: { code: 'AC-1', desc: N_('敌方攻击强度较低的模拟训练'), effects: [N_('作战环境较为温和'), N_('常规奖励')] },
|
||
NORMAL: { code: 'AC-2', desc: N_('敌方攻击强度较高的模拟训练'), effects: [N_('可使用盟约数增加'), N_('大幅增加奖励')] },
|
||
HARD: { code: 'AC-3', desc: N_('敌方攻击强度极高的模拟训练'), effects: [N_('作战环境困难'), N_('出现更加危险的敌人')] },
|
||
ABYSS: { code: 'AC-4', desc: N_('敌方攻击强度到达极限的模拟训练'), effects: [N_('作战环境无比困难'), N_('出现极度危险的敌人')] },
|
||
},
|
||
};
|
||
|
||
/** Battlefield pool per difficulty when config.json is absent (the modes' `stages` lists; same for solo and co-op). */
|
||
export const STAGE_POOL = { FUNNY: ['act1autochess_m01'], NORMAL: 8, HARD: 7, ABYSS: 7 };
|
||
|
||
/**
|
||
* Display name of a stage: stages.json when it is loaded, else derived from the id (act1 m0N → 战场#0N, act2 m0N → 战场#0(N+4)).
|
||
* From the data name only its 战场#NN part (with a (上半) / (下半) mark) — 'Battlefield #NN (First Half)' in English.
|
||
* @param {string} id e.g. 'act1autochess_m01'
|
||
*/
|
||
export function stageLabel(id) {
|
||
const rec = getStage(id);
|
||
if (rec && typeof rec.name === 'string' && rec.name) {
|
||
const m = rec.name.match(/^(.*?#\d+(?:\s*[((][^))]*[))])?)/);
|
||
return m ? m[1] : rec.name.split(/\s+/)[0];
|
||
}
|
||
const m = String(id || '').match(/^act(\d)autochess_m(\d+)$/);
|
||
return m ? t('战场#{no}', { no: String(Number(m[2]) + (m[1] === '2' ? 4 : 0)).padStart(2, '0') }) : '';
|
||
}
|
||
|
||
/**
|
||
* The battlefield note of a difficulty (official wording): a single-stage pool is fixed ("战场固定为 战场#01"), a larger
|
||
* one is drawn at random ("战场随机(共8张)").
|
||
* @param {string[] | number | null | undefined} stages the mode's `stages` list (or a count)
|
||
* @returns {string} '' when unknown
|
||
*/
|
||
export function stageNote(stages) {
|
||
if (Array.isArray(stages)) {
|
||
const ids = stages.filter((s) => typeof s === 'string' && s);
|
||
if (ids.length === 1) { const name = stageLabel(ids[0]); return name ? t('战场固定为 {name}', { name }) : t('战场固定'); }
|
||
return ids.length > 1 ? t('战场随机(共{n}张)', { n: ids.length }) : '';
|
||
}
|
||
return Number.isInteger(stages) && stages > 1 ? t('战场随机(共{stages}张)', { stages }) : '';
|
||
}
|
||
|
||
const MODE_CARDS = [
|
||
{
|
||
id: 'solo', name: N_('独立模拟'), en: 'SOLO SIMULATION', icon: 'user',
|
||
desc: N_('独自调配资金与干员,以自己的节奏完成整场模拟。'),
|
||
points: [N_('1 名博士'), N_('休整期与机变阶段不限时')],
|
||
},
|
||
{
|
||
id: 'coop', name: N_('同盟模拟'), en: 'ALLIANCE SIMULATION', icon: 'users',
|
||
desc: N_('与至多 {n} 名博士组成同盟,共享干员池,联防协作抵御敌潮。'), params: { n: MAX_SEATS - 1 },
|
||
points: [N_('1–{n} 名博士 · 可由 AI 队友补位'), N_('联防阶段 · 最终攻势合并生命值')], pointParams: { n: MAX_SEATS },
|
||
},
|
||
];
|
||
|
||
/**
|
||
* Text for a difficulty card, preferring data/config.json.
|
||
* @param {'solo'|'coop'} roomMode
|
||
* @param {string} difficulty
|
||
* @returns {{ code: string, desc: string, effects: string[], rounds: number, hidden: boolean, stageNote: string }}
|
||
*/
|
||
export function difficultyInfo(roomMode, difficulty) {
|
||
const fallback = MODE_TEXT[roomMode === 'solo' ? 'single' : 'multi'][difficulty] || { code: '', desc: '', effects: [] };
|
||
// modeIdFor() lower-cases the difficulty: never call it with a value the server did not validate.
|
||
const m = DIFFICULTIES.includes(difficulty) ? getMode(modeIdFor(roomMode, difficulty)) : null;
|
||
const effects = Array.isArray(m?.effectDescList)
|
||
? m.effectDescList.map((e) => String(e).replace(/^[·•・・\s]+/, '')).filter(Boolean)
|
||
: fallback.effects.map((e) => t(e));
|
||
const rounds = Number.isFinite(m?.lastRound) ? m.lastRound : roomMode === 'solo' && difficulty === 'FUNNY' ? 9 : 14;
|
||
return {
|
||
code: typeof m?.code === 'string' ? m.code : fallback.code,
|
||
desc: typeof m?.desc === 'string' ? m.desc : t(fallback.desc),
|
||
effects,
|
||
rounds,
|
||
hidden: difficulty !== 'FUNNY',
|
||
stageNote: stageNote(Array.isArray(m?.stages) && m.stages.length ? m.stages : STAGE_POOL[difficulty]),
|
||
};
|
||
}
|
||
|
||
const CODE_RE = new RegExp(`^[A-Z0-9]{${ROOM_CODE_LEN}}$`);
|
||
/**
|
||
* Normalise user input into a room code: accepts a pasted invite link (`…?room=ABCD`), keeps
|
||
* upper-cased alphanumerics and clamps to the code length.
|
||
* @param {string} v
|
||
* @returns {string}
|
||
*/
|
||
export function normalizeCode(v) {
|
||
let s = String(v ?? '');
|
||
const m = s.match(/[?&]room=([A-Za-z0-9]+)/);
|
||
if (m) s = m[1];
|
||
return s.toUpperCase().replace(/[^A-Z0-9]/g, '').slice(0, ROOM_CODE_LEN);
|
||
}
|
||
|
||
/**
|
||
* A handler that Preact binds as `onClick=${fn}` receives the click EVENT as its first argument, and a default
|
||
* parameter only applies to `undefined` — so `fn(c = code)` would normalise the event target into a nonsense code
|
||
* (`String(el)` → `"[object HTMLElement]"` → "OBJE"). Only a string is ever a code; anything else falls back to the
|
||
* input field. Returns null when neither yields a well-formed code.
|
||
* @param {unknown} arg the argument a handler was called with
|
||
* @param {string} field the current input-field value
|
||
* @returns {string|null}
|
||
*/
|
||
export function codeArg(arg, field) {
|
||
const k = normalizeCode(typeof arg === 'string' ? arg : field);
|
||
return CODE_RE.test(k) ? k : null;
|
||
}
|
||
|
||
/**
|
||
* Room code from a deep link query string (`?room=CODE`), or null when absent/malformed.
|
||
* Accepts ROOM_CODE_LEN..ROOM_CODE_LEN+2 alphanumerics (the protocol's join limit).
|
||
* @param {string} search e.g. location.search
|
||
* @returns {string|null}
|
||
*/
|
||
export function parseRoomParam(search) {
|
||
try {
|
||
const raw = new URLSearchParams(search || '').get('room');
|
||
if (!raw) return null;
|
||
const code = raw.trim().toUpperCase();
|
||
if (!/^[A-Z0-9]+$/.test(code)) return null;
|
||
return code.length >= ROOM_CODE_LEN && code.length <= ROOM_CODE_LEN + 2 ? code : null;
|
||
} catch {
|
||
return null;
|
||
}
|
||
}
|
||
|
||
/** Recently joined/created co-op room codes (most recent first). */
|
||
export function recentRooms() {
|
||
const list = loadPref('recentRooms', []);
|
||
return Array.isArray(list) ? list.filter((c) => typeof c === 'string' && CODE_RE.test(c)).slice(0, 4) : [];
|
||
}
|
||
|
||
/** @param {string} code */
|
||
export function rememberRoom(code) {
|
||
if (!CODE_RE.test(code)) return;
|
||
savePref('recentRooms', [code, ...recentRooms().filter((c) => c !== code)].slice(0, 4));
|
||
}
|
||
|
||
const FALLBACK_TIPS = [
|
||
N_('联合模拟在选择策略时可以进行一次跳过'),
|
||
N_('调度中心即使冻结,依然可以主动刷新'),
|
||
N_('两件同名装备可以合成一件更强力的装备'),
|
||
N_('只有达成完美作战的队友可以进行联防'),
|
||
];
|
||
const TIP_ROTATE_MS = 5000; // matchingTipRotateInterval
|
||
|
||
/** Rotating tactical tips (config.json `tips`, weighted list of { tip, weight }). */
|
||
function TipsPanel() {
|
||
const cfg = getConfig();
|
||
const fallback = FALLBACK_TIPS.map((x) => t(x));
|
||
const tips = Array.isArray(cfg?.tips)
|
||
? cfg.tips.map((x) => (typeof x === 'string' ? x : x?.tip)).filter((x) => typeof x === 'string' && x)
|
||
: fallback;
|
||
const list = tips.length ? tips : fallback;
|
||
const [idx, setIdx] = useState(() => Math.floor(Math.random() * list.length));
|
||
useEffect(() => {
|
||
const id = setInterval(() => setIdx((i) => i + 1), TIP_ROTATE_MS);
|
||
return () => clearInterval(id);
|
||
}, []);
|
||
const i = ((idx % list.length) + list.length) % list.length;
|
||
return html`<div class="tips brackets">
|
||
<div class="tips__head">
|
||
<${Icon} name="info" />
|
||
<span>${t('作战提示')}</span>
|
||
<${MicroLabel}>TACTICAL TIPS<//>
|
||
<span class="tips__idx num">${String(i + 1).padStart(2, '0')}<span class="t-dim">/${String(list.length).padStart(2, '0')}</span></span>
|
||
<button type="button" class="tips__nav" onClick=${() => setIdx(i - 1 + list.length)} aria-label=${t('上一条')}><${Icon} name="chevronLeft" /></button>
|
||
<button type="button" class="tips__nav" onClick=${() => setIdx(i + 1)} aria-label=${t('下一条')}><${Icon} name="chevronRight" /></button>
|
||
</div>
|
||
<p key=${i} class="tips__text">${list[i]}</p>
|
||
</div>`;
|
||
}
|
||
|
||
function ModeCard({ card, selected, onSelect }) {
|
||
return html`<button type="button" class=${`mode-card brackets${selected ? ' is-selected' : ''}`} onClick=${() => onSelect(card.id)}
|
||
aria-pressed=${selected ? 'true' : 'false'}>
|
||
<span class="mode-card__bg" aria-hidden="true"></span>
|
||
<span class="mode-card__icon"><${Icon} name=${card.icon} /></span>
|
||
<span class="mode-card__text">
|
||
<${MicroLabel} tone=${selected ? 'mint' : undefined}>${card.en}<//>
|
||
<span class="mode-card__name">${t(card.name)}</span>
|
||
<span class="mode-card__desc">${t(card.desc, card.params)}</span>
|
||
<span class="mode-card__points">${card.points.map((p) => html`<span key=${p}>${t(p, card.pointParams)}</span>`)}</span>
|
||
</span>
|
||
<span class="mode-card__check" aria-hidden="true"><${Icon} name="check" />${t('已选定')}</span>
|
||
</button>`;
|
||
}
|
||
|
||
function DifficultyCard({ roomMode, difficulty, selected, onSelect }) {
|
||
const info = difficultyInfo(roomMode, difficulty);
|
||
return html`<button type="button" class=${`diff-card${selected ? ' is-selected' : ''}`}
|
||
style=${`--d-color:${DIFFICULTY_COLORS[difficulty]}`} onClick=${() => onSelect(difficulty)} aria-pressed=${selected ? 'true' : 'false'}>
|
||
<span class="diff-card__bar" aria-hidden="true"></span>
|
||
<span class="diff-card__head">
|
||
<${DifficultyIcon} difficulty=${difficulty} class="diff-card__glyph" />
|
||
<span class="diff-card__name">${t(DIFFICULTY_NAMES[difficulty])}</span>
|
||
<span class="diff-card__code num">${info.code}</span>
|
||
<span class="diff-card__meta">
|
||
<span class="num">${info.rounds}</span> ${tc('rounds', '回合')}${info.hidden ? html`<span class="diff-card__hidden">${t('+ 隐秘核心')}</span>` : null}
|
||
</span>
|
||
</span>
|
||
<span class="diff-card__desc">${info.desc}</span>
|
||
<span class="diff-card__effects">${info.effects.map((e) => html`<span key=${e}>${e}</span>`)}${info.stageNote ? html`<span key="stage" class="diff-card__stage"><${Icon} name="rook" />${info.stageNote}</span>` : null}</span>
|
||
<span class="diff-card__check" aria-hidden="true"><${Icon} name="check" /><span>${t('已选定')}</span></span>
|
||
</button>`;
|
||
}
|
||
|
||
/** Lobby screen component. */
|
||
export function LobbyScreen() {
|
||
const me = useStore((s) => s.me, shallowEqual);
|
||
const conn = useStore((s) => s.connection, shallowEqual);
|
||
useData('config');
|
||
const [roomMode, setRoomMode] = useState(() => (loadPref('lobby.mode', 'coop') === 'solo' ? 'solo' : 'coop'));
|
||
const [difficulty, setDifficulty] = useState(() => {
|
||
const d = loadPref('lobby.difficulty', 'FUNNY');
|
||
return DIFFICULTIES.includes(d) ? d : 'FUNNY';
|
||
});
|
||
const [code, setCode] = useState('');
|
||
const [busy, setBusy] = useState(null);
|
||
const [recent] = useState(recentRooms);
|
||
const alive = useRef(true);
|
||
const inFlight = useRef(false); // synchronous guard against double clicks (state updates are async)
|
||
useEffect(() => () => { alive.current = false; }, []);
|
||
|
||
const online = conn.status === 'online';
|
||
const codeOk = CODE_RE.test(code);
|
||
|
||
const pickMode = (m) => { setRoomMode(m); savePref('lobby.mode', m); };
|
||
const pickDifficulty = (d) => { setDifficulty(d); savePref('lobby.difficulty', d); };
|
||
|
||
const run = async (kind, fn) => {
|
||
if (inFlight.current) return;
|
||
if (!online) { toast(t('尚未连接到服务器,请稍候'), 'warn'); return; }
|
||
inFlight.current = true;
|
||
setBusy(kind);
|
||
try { await fn(); } catch (err) { toastError(err); } finally {
|
||
inFlight.current = false;
|
||
if (alive.current) setBusy(null);
|
||
}
|
||
};
|
||
const create = () => run('create', () => net.request('room.create', { mode: roomMode, difficulty }));
|
||
const join = (c = code) => {
|
||
// `onClick=${join}` hands the click EVENT as the first argument, and a default parameter only applies to
|
||
// `undefined` — codeArg keeps an event target out of the key and falls back to the input field
|
||
const k = codeArg(c, code);
|
||
if (!k) { toast(t('同盟密钥为 {ROOM_CODE_LEN} 位字母或数字', { ROOM_CODE_LEN }), 'warn'); return; }
|
||
run('join', () => net.request('room.join', { code: k }));
|
||
};
|
||
// a spectator seat: no player seat taken, nothing to do but watch (also a match already running)
|
||
const spectate = (c = code) => {
|
||
// same guard as join: `onClick=${spectate}` passes the click event, not a code
|
||
const k = codeArg(c, code);
|
||
if (!k) { toast(t('同盟密钥为 {ROOM_CODE_LEN} 位字母或数字', { ROOM_CODE_LEN }), 'warn'); return; }
|
||
run('spectate', () => net.request('room.spectate', { code: k }).catch((err) => {
|
||
// Clearer than the bare ERR_TEXT: the usual cause is a code that is not the host's (a remembered one from an
|
||
// earlier room, or another machine's) — the server can only answer "no such room".
|
||
if (err?.code === ERR.ROOM_NOT_FOUND) {
|
||
toast(t('没有找到密钥 {k} 对应的同盟:请和房主核对密钥(同盟结束后密钥即失效)', { k }), 'warn');
|
||
return;
|
||
}
|
||
if (err?.code === ERR.ALREADY) {
|
||
toast(t('你已经是该同盟的博士:先离开同盟,才能以观战身份进入'), 'warn');
|
||
return;
|
||
}
|
||
throw err;
|
||
}));
|
||
};
|
||
const backToTitle = () => {
|
||
identity.setEntered(false);
|
||
store.set((s) => ({ session: { ...s.session, entered: false } }));
|
||
};
|
||
|
||
return html`<div class="screen lobby-screen">
|
||
<header class="topbar">
|
||
<div class="topbar__left">
|
||
<${Button} variant="ghost" size="sm" icon="chevronLeft" onClick=${backToTitle} title=${t('返回标题')}>${t('返回')}<//>
|
||
<${PingPill} ms=${conn.ping} online=${online} />
|
||
<span class="topbar__sep" aria-hidden="true"></span>
|
||
<div class="topbar__tools">
|
||
<${SettingsButton} class="lobby-settings" variant="secondary" square=${true} />
|
||
<${GuideButton} class="lobby-guide" variant="secondary" square=${true} />
|
||
<${PwaInstallButton} class="lobby-pwa" square=${true} />
|
||
</div>
|
||
</div>
|
||
<div class="topbar__center">
|
||
<${MicroLabel} tone="mint">SIMULATION PROTOCOL SELECT<//>
|
||
<h1 class="topbar__title">${t('选择模拟协议')}</h1>
|
||
</div>
|
||
<div class="topbar__right">
|
||
<${ResumeMatchButton} />
|
||
<${LoadoutButton} from="lobby" size="sm" class="lobby-loadout" label=${t('干员调配')} />
|
||
<button type="button" class="me-chip me-chip--btn stats-entry" onClick=${openStats} title=${t('统计数据')} aria-label=${t('统计数据')}>
|
||
<${AvatarFrame} size="sm" name=${me.name} seat=${0} self=${true} />
|
||
<span class="me-chip__text">
|
||
<span class="me-chip__name">${me.name || t('博士')}</span>
|
||
<${MicroLabel}>${me.playerId != null ? `DOCTOR #${doctorNo(me.playerId)}` : 'DOCTOR'}<//>
|
||
</span>
|
||
<${Icon} name="chart" class="me-chip__stats" />
|
||
</button>
|
||
</div>
|
||
</header>
|
||
|
||
<div class="lobby-body screen__scroll">
|
||
<section class="lobby-left">
|
||
<div class="section-label"><span class="section-label__idx num">01</span>${t('模拟方式')}<${MicroLabel}>MODE<//></div>
|
||
<div class="mode-cards">
|
||
${MODE_CARDS.map((c) => html`<${ModeCard} key=${c.id} card=${c} selected=${roomMode === c.id} onSelect=${pickMode} />`)}
|
||
</div>
|
||
|
||
<div class="section-label"><span class="section-label__idx num">03</span>${t('加入同盟')}<${MicroLabel}>JOIN WITH ALLIANCE KEY<//></div>
|
||
<${Panel} class="join-panel" tone="amber">
|
||
<div class="join-row">
|
||
<${TextField} size="code" icon="key" value=${code} placeholder=${t('输入同盟密钥 / 粘贴邀请链接')}
|
||
transform=${normalizeCode} onInput=${(v) => setCode(normalizeCode(v))} onEnter=${() => join()} />
|
||
<${Button} variant="amber" size="lg" icon="users" loading=${busy === 'join'} disabled=${!codeOk || !online} onClick=${() => join()}>${t('加入同盟')}<//>
|
||
<${Tooltip} text=${t('以观战者身份进入:不占博士席位,只能观看(每个同盟最多 {MAX_SPECTATORS} 名,模拟进行中也可进入)', { MAX_SPECTATORS })}>
|
||
<${Button} variant="secondary" size="lg" icon="eye" class="join-spectate" loading=${busy === 'spectate'} disabled=${!codeOk || !online} onClick=${spectate}>${t('观战')}<//>
|
||
<//>
|
||
</div>
|
||
<div class="join-foot">
|
||
${recent.length ? html`<span class="t-lo">${t('最近的同盟')}</span>
|
||
${recent.map((c) => html`<button key=${c} type="button" class="code-chip num" title=${t('填入密钥(不会直接加入)')}
|
||
onClick=${() => setCode(c)}>${c}</button>`)}`
|
||
: html`<span class="t-dim">${t('向同伴索取 {ROOM_CODE_LEN} 位同盟密钥,或直接打开邀请链接', { ROOM_CODE_LEN })}</span>`}
|
||
</div>
|
||
<//>
|
||
<${TipsPanel} />
|
||
</section>
|
||
|
||
<section class="lobby-right">
|
||
<div class="section-label"><span class="section-label__idx num">02</span>${t('模拟难度')}<${MicroLabel}>DIFFICULTY<//></div>
|
||
<div class="diff-list">
|
||
${DIFFICULTIES.map((d) => html`<${DifficultyCard} key=${d} roomMode=${roomMode} difficulty=${d} selected=${difficulty === d} onSelect=${pickDifficulty} />`)}
|
||
</div>
|
||
<div class="create-box">
|
||
<${Tooltip} block=${true} text=${online ? null : t('正在连接服务器…')}>
|
||
<${Button} variant="primary" size="xl" block=${true} iconRight="chevrons" loading=${busy === 'create'} disabled=${!online} onClick=${create}>
|
||
${roomMode === 'solo' ? t('开始独立模拟') : t('创建同盟')}
|
||
<//>
|
||
<//>
|
||
<div class="create-box__hint">
|
||
${online
|
||
? html`<span>${roomMode === 'solo' ? t('创建后即可开始模拟') : t('创建后可邀请好友或添加 AI 队友')}</span>`
|
||
: html`<${Spinner} size="sm" label="CONNECTING" />`}
|
||
</div>
|
||
</div>
|
||
</section>
|
||
</div>
|
||
</div>`;
|
||
}
|