Files
ark-stronghold-protocol/public/js/screens/briefing.js
T
sganggs d31de31e31 feedback5 WE2: the briefing and the 本局信息 views name a 自选 piece the match leaves out of the shop (#11)
m.private.diyBanned (every bond of the operator off this match) is shown under 本局禁用干员
in the INFO_CHECK briefing, the strategy draft's 本局信息 dialog and the in-game 本局信息
tab: ui/gameLogic/diy.js diyBannedPieces, ui/matchInfo.js matchInfoModel diyBanned +
DiyBannedLine (t() with English in public/i18n/en.json). Client only; golden unchanged.
2026-10-06 15:48:32 +08:00

105 lines
6.1 KiB
JavaScript

// Briefing — INFO_CHECK "1/2 确认本局信息" (research 06 §4.1, D1): enemy leader (silhouette, name,
// abilities), stage (+ its pool: 战场固定 / 战场随机(共N张)), 特训敌人 factions (icon, name, description), the difficulty
// tag, the ready count x/N with person pips, the 准备就绪 button (g.infoReady) and the countdown. The right column — 核心盟约
// / 附加盟约 rows of bond discs (disabled bonds greyed with the banned-member badge), the legend and the 本局禁用干员
// avatars, with the player's own 自选 pieces out of the shop (m.private.diyBanned) — is ui/matchInfo.js MatchInfo, the same
// blocks the strategy draft's 本局信息 dialog shows (screens/bandDraft.js).
import { useState } from '../../vendor/hooks.module.js';
import { html, Button, Icon, MicroLabel } from '../ui/components.js';
import { useGameData, Img, RichText } from '../ui/gameComponents.js';
import { StepHeader, ExitModal } from '../ui/matchChrome.js';
import { MatchInfo, matchInfoModel } from '../ui/matchInfo.js';
import { LoadoutButton } from './loadout.js';
import { actions } from '../ui/gameActions.js';
import { factionTypes, sortedPlayers, phaseTotalSeconds } from '../ui/gameLogic.js';
import { enemyIconUrl, factionIconUrl } from '../ui/assetUrls.js';
import { useStore } from '../store.js';
import { data } from '../data.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
/** INFO_CHECK screen. */
export function BriefingScreen() {
const pub = useStore((s) => s.match.public);
const priv = useStore((s) => s.match.private);
const myId = useStore((s) => s.me.playerId);
const solo = useStore((s) => s.room?.mode === 'solo') || String(pub?.modeId || '').includes('single');
const gd = useGameData();
const [exit, setExit] = useState(false);
const [busy, setBusy] = useState(false);
if (!pub) return null;
const players = sortedPlayers(pub);
const me = players.find((p) => p.playerId === myId);
const readyN = players.filter((p) => p.ready).length;
const mode = gd.config?.modes?.[pub.modeId];
// (+ the own 自选 pieces this match leaves out of the shop: m.private.diyBanned)
const info = matchInfoModel(pub, { bonds: gd.list('bonds'), chess: gd.chess, mode, priv, diyData: { chess: data.get('chess'), backups: data.get('backups') } });
const boss = pub.bossId ? gd.boss(pub.bossId) : null;
const bossEnemy = boss ? gd.enemy(boss.enemyKey) : null;
const stage = pub.stageId ? gd.stage(pub.stageId) : null;
// the mode's battlefield pool (config.json modes[].stages): 标准 is always 战场#01, 险境+ draw one at random
const poolN = Array.isArray(mode?.stages) ? mode.stages.length : 0;
const pool = poolN > 1 ? `战场随机(共${poolN}张)` : poolN === 1 ? '战场固定' : '';
const types = factionTypes(pub.factions);
const factions = gd.factions?.types || {};
const m = gd.m;
const ready = async () => {
if (busy || me?.ready) return;
setBusy(true);
await actions.infoReady();
setBusy(false);
};
return html`<div class="screen brief">
<div class="brief__bg" aria-hidden="true"></div>
<${StepHeader} step=${1} of=${2} title="确认本局信息" micro="BRIEFING // INFO CHECK" pub=${pub}
total=${phaseTotalSeconds(pub, gd.config)} onExit=${() => setExit(true)} />
<main class="brief__main">
<section class="brief__left">
<div class="brief-boss brackets">
<${MicroLabel} tone="gold">ENEMY LEADER // 敌方领袖</${MicroLabel}>
<div class="brief-boss__art">
<div class="brief-boss__ring" aria-hidden="true"></div>
${bossEnemy ? html`<${Img} src=${enemyIconUrl(m, boss.enemyKey)} class="brief-boss__sil" fallback=${html`<span class="brief-boss__q">?</span>`} />`
: html`<span class="brief-boss__q">?</span>`}
</div>
<div class="brief-boss__text">
<h2 class="brief-boss__name">${boss?.name || bossEnemy?.name || '未知领袖'}</h2>
<span class="brief-boss__when">第 <b class="num">${mode?.bossRound ?? pub.lastRound ?? 14}</b> 回合 · 最终攻势</span>
${Array.isArray(boss?.abilities) && boss.abilities.length ? html`<ul class="brief-boss__abil">
${boss.abilities.slice(0, 3).map((a, i) => html`<li key=${i}><${RichText} text=${a} /></li>`)}
</ul>` : null}
</div>
</div>
<div class="brief-stage">
<span class="brief-stage__k"><${MicroLabel}>BATTLEFIELD</${MicroLabel}>${pool ? html`<span class="brief-stage__pool">${pool}</span>` : null}</span>
<span class="brief-stage__name"><${Icon} name="rook" />${stage?.name || pub.stageId || '—'}</span>
</div>
<div class="brief-factions">
<h3 class="brief-h"><span>特训敌人</span><${MicroLabel}>SPECIAL ENEMIES</${MicroLabel}></h3>
${types.length ? types.map((t) => html`<div key=${t} class="brief-faction">
<span class="brief-faction__icon"><${Img} src=${factionIconUrl(m, factions[t]?.icon)} /></span>
<span class="brief-faction__text"><b>${factions[t]?.name || t}</b><span>${factions[t]?.desc || ''}</span></span>
</div>`) : html`<p class="t-dim">本局没有特训敌人</p>`}
</div>
</section>
<section class="brief__right">
<${MatchInfo} model=${info} />
</section>
</main>
<footer class="brief__foot">
<${LoadoutButton} from="briefing" size="lg" class="brief-loadout" />
<div class="brief-ready">
<span class="brief-ready__txt">已就绪 <b class="num">${readyN}</b><span class="num">/${players.length}</span></span>
<span class="brief-ready__pips">${players.map((p) => html`<i key=${p.playerId} class=${cx(p.ready && 'on', p.playerId === myId && 'me')} title=${p.name}><${Icon} name="user" /></i>`)}</span>
</div>
<${Button} variant="primary" size="xl" icon=${me?.ready ? 'check' : me ? 'play' : 'eye'} active=${!!me?.ready} loading=${busy}
disabled=${!!me?.ready || !me} onClick=${ready}>${me?.ready ? '已就绪' : me ? '准备就绪' : '观战中'}<//>
</footer>
<${ExitModal} open=${exit} onClose=${() => setExit(false)} solo=${solo} />
</div>`;
}