- 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.
176 lines
12 KiB
JavaScript
176 lines
12 KiB
JavaScript
// Result screen (research 06 §10.6): victory / defeat hero with rounds passed, boss medallions, and a
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// card per player — band, final lineup avatars with elite marks, stats, title (评语) with its icon —
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// plus 返回同盟.
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//
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// Expected m.result (free-form in DESIGN §8.2; fields read tolerantly, see gameLogic.normalizeResult):
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// { victory, roundsPassed, lastRound?, hiddenCleared?, bossId?, hiddenBossId?, difficulty?, modeId?, durationMs?,
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// players: [{ playerId, seat, name, isBot, alive, lp, bandId, roundsPassed?,
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// title: 'comment_1' | { id, name? } | null,
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// lineup: [{ id /* chessId, golden id if elite */, golden?, tier?, items?: [itemId],
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// diy? /* 0.2.0 自选编队: a DIY slot's pick { charId, skillIndex, uniEquipId } — the card
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// draws the operator (gameLogic diyRecordFor) */,
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// standInFor? /* 0.2.0 补位: the replaced operator's charId — the card draws the stand-in
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// with a small 「替补」 mark (gameLogic standInOf; the owner's recall, 2026-10-06) */ }],
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// bonds?: [{ bondId, layers, active }],
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// stats: { dmgDealt, kills, leaks, gold /* funds SPENT */, refreshes, merges, bossDamage?, itemsEquipped?,
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// activatedLayers?, lpLost?, perfectRounds? } }] }
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import { useEffect } from '../../vendor/hooks.module.js';
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import { html, Button, Icon, MicroLabel, DifficultyTag } from '../ui/components.js';
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import { useGameData, Img, UnitThumb, BandIcon, PlayerAvatar, BondGlyph, LpTower, Sprite } from '../ui/gameComponents.js';
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import { normalizeResult, fmtNum, diyRecordFor, cardStandIn, standInForText } from '../ui/gameLogic.js';
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import { data } from '../data.js';
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import { enemyIconUrl, titleIconUrl, uiUrl } from '../ui/assetUrls.js';
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import { store, useStore, emptyMatch } from '../store.js';
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import { audio } from '../audio.js';
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import { sentText } from '../ui/lang.js';
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import { t, tParts, N_ } from '../../../shared/i18n.js';
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const cx = (...p) => p.flat().filter(Boolean).join(' ');
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// The first seven present are shown (+ remaining LP = a 4×2 grid); the title (评语) stats come first.
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// `gold` is the funds a player SPENT (server/match/player/economy.js spend(); the 挥金如土 title stat).
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const STAT_ROWS = [
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['dmgDealt', N_('造成伤害')], ['kills', N_('击倒敌人')], ['bossDamage', N_('领袖伤害')], ['activatedLayers', N_('盟约层数')],
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['merges', N_('晋升次数')], ['itemsEquipped', N_('配发装备')], ['gold', N_('消耗资金')], ['perfectRounds', N_('完美作战')],
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['refreshes', N_('刷新次数')], ['leaks', N_('未击倒')], ['lpLost', N_('损失生命')],
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];
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/**
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* The bonds a result card lists (at most 6): the active ones and those holding layers, most layers first. A bond whose
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* layers the game never shows (bonds.json `noStack`: 调和 协防干员 独行 绝技 — PRTS 卫戍协议:盟约 下半/PRTS盟约记录 「部分盟约不会
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* 显示叠加层数,但是叠加层数的特质/策略/装备等效果仍然对其生效」) counts none for the order and carries no number
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* (`hideLayers`), as on the bond strip since 0.1.4 (PR #66) — the card printed them until 0.2.0 (community report
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* 「独行这种盟约是不能叠层的」).
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* @param {any[]} bonds m.result players[].bonds @param {(bondId: string) => any} bondRec bonds.json record lookup
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*/
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export function resultBonds(bonds, bondRec = () => null) {
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const list = (Array.isArray(bonds) ? bonds : []).filter((b) => b && typeof b.bondId === 'string')
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.map((b) => (bondRec(b.bondId)?.noStack ? { ...b, hideLayers: true } : b));
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const shown = (b) => (b.hideLayers ? 0 : b.layers || 0);
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return list.filter((b) => b.active || shown(b) > 0).sort((a, b) => shown(b) - shown(a)).slice(0, 6);
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}
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/**
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* One unit of a final lineup: a 自选 piece draws its operator; a 补位 piece (`standInFor`) its stand-in, with the small
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* 「替补」 mark — the title names the chess it fielded for.
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*/
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export function LineupThumb({ u, gd }) {
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const chess = u.kind === 'token' ? null : gd.chess(u.id);
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const dr = u.diy && chess ? diyRecordFor(chess, u.diy, { chess: data.get('chess'), backups: data.get('backups') }) : null;
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const si = !dr && chess ? cardStandIn(chess, { unit: u, backups: gd.backups }) : null;
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return html`<${UnitThumb} kind=${u.kind === 'token' ? 'token' : 'chess'} id=${u.id} golden=${!!u.golden} tier=${u.tier} size="sm" rec=${dr || si}
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title=${si ? t('{name}({note})', { name: si.name, note: standInForText(chess.name) }) : undefined} />`;
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}
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function PlayerCard({ p, myId, titles, best, solo = false }) {
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const gd = useGameData();
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const titleRec = p.title ? titles.find((x) => x.id === p.title.id) || null : null;
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// (the server sends the title's Chinese name: the localized config.titles record when it is that record's)
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const rawTitle = p.title ? (data.getRaw('config')?.titles || []).find((x) => x && x.id === p.title.id) || null : null;
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const titleName = sentText(p.title?.name, rawTitle?.name, titleRec?.name) || titleRec?.name || null;
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const stats = STAT_ROWS.filter(([k]) => Number.isFinite(p.stats[k])).slice(0, 7);
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const band = p.bandId ? gd.band(p.bandId) : null;
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const lineup = p.lineup.slice(0, 10);
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const bonds = resultBonds(p.bonds, (id) => gd.bond(id));
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return html`<article class=${cx('rcard', p.playerId === myId && 'is-self', p.alive === false && 'is-dead')}>
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<header class="rcard__head">
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<${PlayerAvatar} player=${p} self=${p.playerId === myId} />
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<div class="rcard__who">
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<b class="rcard__name">${p.name}${p.isBot ? html`<span class="rcard__ai">AI</span>` : null}${p.playerId === myId ? html`<span class="rcard__you">${t('你')}</span>` : null}</b>
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<span class="rcard__band">${band ? html`<${BandIcon} bandId=${band.bandId} size="xs" />${band.name}` : '—'}</span>
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</div>
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<div class="rcard__mid">
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<div class="rcard__lineup">
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${lineup.length ? lineup.map((u, i) => html`<${LineupThumb} key=${i} u=${u} gd=${gd} />`)
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: html`<span class="rcard__noinfo">${p.alive === false ? t('阵容已撤离') : 'NO INFO'}</span>`}
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</div>
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${bonds.length ? html`<div class="rcard__bonds">${bonds.map((b) => html`<span key=${b.bondId} class=${cx('rbond', b.active && 'is-on')} title=${gd.bond(b.bondId)?.name || b.bondId}>
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<${BondGlyph} bondId=${b.bondId} />${b.hideLayers ? null : html`<b class="num">${b.layers ?? 0}</b>`}</span>`)}</div>` : null}
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</div>
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<div class="rcard__round"><${MicroLabel}>ROUNDS</${MicroLabel}><b class="num">${p.roundsPassed}</b>
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${p.trophies > 0 || p.reward > 0 ? html`<span class="rcard__gain">${p.trophies > 0 ? html`<span title=${t('获得奖杯')}><${Icon} name="crown" /><b class="num">+${p.trophies}</b></span>` : null}${p.reward > 0 ? html`<span title=${t('卫戍认证')}><${Icon} name="shield" /><b class="num">+${p.reward}</b></span>` : null}</span>` : null}
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</div>
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${titleName ? html`<div class="rcard__title" title=${titleRec?.text || p.title?.text || ''}>
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<${Img} src=${titleIconUrl(gd.m, titleRec?.picId || p.title?.picId || String(p.title.id || '').replace('comment_', 'comment_icon_'))} class="rcard__ticon" fallback=${html`<${Icon} name="crown" />`} />
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<span><${MicroLabel} tone="gold">${t('评语')}</${MicroLabel}><b>${titleName}</b></span>
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</div>` : html`<span class="rcard__title rcard__title--none" aria-hidden="true"></span>`}
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</header>
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<div class="rcard__stats">
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${stats.map(([k, label]) => html`<div key=${k} class=${cx('rstat', best[k] === p.playerId && 'is-best')}><span>${t(label)}</span><b class="num">${fmtNum(p.stats[k])}</b></div>`)}
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${Number.isFinite(p.lp) ? html`<div class="rstat" title=${p.lpShared && !solo ? t('最终攻势起全队共享目标生命值') : ''}><span>${p.lpShared && !solo ? t('同盟剩余生命') : t('剩余生命')}</span><${LpTower} value=${p.lp} size="sm" /></div>` : null}
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</div>
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</article>`;
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}
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/** RESULT screen of the match on screen: reads the store; 返回同盟 / 返回大厅 drops the match. */
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export function ResultScreen() {
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const res = useStore((s) => s.match.result);
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const pub = useStore((s) => s.match.public);
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const myId = useStore((s) => s.me.playerId);
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const hasRoom = useStore((s) => !!s.room);
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const back = () => store.set({ match: emptyMatch() });
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return html`<${ResultView} res=${res} pub=${pub} myId=${myId} backLabel=${hasRoom ? t('返回同盟') : t('返回大厅')} onBack=${back} />`;
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}
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/**
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* The settlement view of one m.result payload — the live screen above, and the stats page's re-view of a stored match
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* (screens/stats.js, which hands it the payload recordToResult rebuilt; `quiet`: no settlement jingle).
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* @param {{ res: any, pub?: any, myId?: string|null, backLabel: string, onBack: () => void, quiet?: boolean }} props
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*/
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export function ResultView({ res, pub = null, myId = null, backLabel, onBack, quiet = false }) {
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const gd = useGameData();
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const r = normalizeResult(res, pub);
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const titles = Array.isArray(gd.config?.titles) ? gd.config.titles : [];
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const best = {};
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for (const [k] of STAT_ROWS) {
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let top = null;
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for (const p of r.players) if (Number.isFinite(p.stats[k]) && p.stats[k] > 0 && (top == null || p.stats[k] > top.v)) top = { v: p.stats[k], id: p.playerId };
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if (top && r.players.length > 1) best[k] = top.id;
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}
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useEffect(() => { if (!quiet) audio.sfx(r.victory ? 'settlementSucceed' : 'settlementFail'); }, []);
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const boss = r.bossId ? gd.boss(r.bossId) : null;
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// the Hidden Core medal (and its corrupted leader) only once R15 was actually fought
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const hidden = r.hiddenBossId && r.hiddenReached ? gd.boss(r.hiddenBossId) : null;
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const bg = uiUrl(gd.m, r.victory ? 'settle/settlemen_teamshow_success' : 'settle/settlemen_teamshow_fail');
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const mins = r.durationMs ? Math.round(r.durationMs / 60000) : null;
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return html`<div class=${cx('screen', 'result', r.victory ? 'is-win' : 'is-lose')}>
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<div class="result__bg" aria-hidden="true" style=${bg ? `--result-bg:url("${bg}")` : undefined}></div>
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<div class="result__grid" aria-hidden="true"></div>
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<main class="result__main">
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<section class="result__hero">
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<div class="result__summary">
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<div class="result__logo"><${Sprite} k="entry/season_logo_settle" class="result__logoimg" fallback=${html`<${MicroLabel} tone="mint">STRONGHOLD PROTOCOL</${MicroLabel}>`} /></div>
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${r.difficulty ? html`<${DifficultyTag} difficulty=${r.difficulty} size="lg" />` : null}
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<h1 class="result__headline">${r.victory ? t('模拟完成') : t('模拟失败')}</h1>
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<p class="result__sub">${r.victory ? t('成功卫戍 · 敌方领袖已被击败') : t('防线已被突破')}</p>
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<div class="result__rounds">
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<span class="result__rlabel">${t('通过回合')}</span>
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<b class="result__rnum num">${r.roundsPassed}</b>
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${r.roundsPassed <= r.lastRound ? html`<span class="result__rof num">/${r.lastRound}</span>` : null}
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</div>
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<div class="result__medals">
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${boss ? html`<div class=${cx('medal', r.victory && 'is-done')} title=${boss.name}>
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<${Img} src=${enemyIconUrl(gd.m, boss.enemyKey)} /><span class="medal__check">${r.victory ? html`<${Icon} name="check" />` : html`<${Icon} name="close" />`}</span>
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<span class="medal__label">${t('敌方领袖')}</span></div>` : null}
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${hidden ? html`<div class=${cx('medal', 'medal--hidden', r.hiddenCleared && 'is-done')} title=${hidden.name}>
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<${Img} src=${enemyIconUrl(gd.m, hidden.enemyKey)} /><span class="medal__check">${r.hiddenCleared ? html`<${Icon} name="check" />` : html`<${Icon} name="close" />`}</span>
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<span class="medal__label">${t('隐秘核心')}</span></div>` : null}
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</div>
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${mins ? html`<p class="result__time t-lo">${tParts('本局耗时 {n} 分钟', { n: html`<b class="num">${mins}</b>`, mins })}</p>` : null}
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</div>
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<footer class="result__foot">
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<${Button} variant="primary" size="xl" icon="chevronLeft" onClick=${onBack}>${backLabel}<//>
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</footer>
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</section>
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<section class="result__players">
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<h2 class="brief-h"><span>${t('同盟成员')}</span><${MicroLabel}>ALLIANCE REPORT</${MicroLabel}></h2>
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${r.players.length ? r.players.map((p) => html`<${PlayerCard} key=${p.playerId} p=${p} myId=${myId} titles=${titles} best=${best} solo=${r.players.length < 2} />`)
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: html`<p class="t-dim">${t('暂无结算数据')}</p>`}
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</section>
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</main>
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</div>`;
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}
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