Files
ark-stronghold-protocol/public/js/ui/choiceOverlay.js
T
sganggs 6464e4b46a Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
2026-10-01 19:08:23 +08:00

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// 机变 draft overlay (research 06 §4.4 / §11.5): family title | description, "倒计时结束后仍未选定将自动分配",
// whose turn ("当前轮到你决策" / "{name} 正在决策…") with countdown, pick order with ✓ / ⌛ / … / door,
// and a 3×2 grid (solo: 3 cards) of cards in the official layout (the official 悬赏 / 机密商店 / 战术 screenshots): a
// framed icon at the top-left with the bold name beside it (tags under the name), the effect text across the card under
// both, left-aligned; the tier chip on the icon's corner and the taker's round avatar alone at the top-right (their
// name is its tooltip and part of the card's accessible name; a taken card's name wraps before it). The effect text
// is the official rich text of the item / effect (items.json / effects.json `descRaw` — the detail card's text — while it
// says what the server card's plain `desc` says: cardText), clamped by lines, and it fits the card on phones too (user
// playtest #6 item 6: at 756×366 it used to sit below a large centred icon, clipped away). Picking takes two taps, like
// buying in the shop (user playtest #4 item 2 — extra enemies, items and tactics were picked by a slip of the finger;
// research 09 §5 EventOnFirstClick → EventOnConfirm): the first tap on an available card selects it (it lifts with a
// gold frame and a 确认选择 · 再次点击 strip; the header shows 确认选择), a second tap on the same card — or 确认选择 —
// sends g.choice; a tap on another card moves the selection, a tap elsewhere or Esc drops it. Cards are buttons (Tab /
// Enter work the same way). While the pick is in flight the card shows a "选择中" strip with a sweeping bar (never a
// spinner over its text — user playtest #3 item 9), dropped as soon as the pick shows in m.public (spBusy itself resets
// when the request settles, ≤ 8 s, or the phase moves on). Untimed drafts (solo, a single-human match: sp.untimed) show
// no countdown and say so.
import { useEffect, useState } from '../../vendor/hooks.module.js';
import { html, Icon, TierChip, Countdown, MicroLabel, Button } from './components.js';
import { Img, RichText, PlayerAvatar, GIcon } from './gameComponents.js';
import { itemIconUrl, enemyIconUrl, uiUrl } from './assetUrls.js';
import { richTextPlain } from './richText.js';
import { sortedPlayers } from './gameLogic.js';
import { data } from '../data.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
const bare = (t) => String(t || '').replace(/\s+/g, '');
/**
* A card's effect text: the card's own rich text, else the data's rich text (highlighted numbers, 下场作战, set bonuses,
* line breaks — the detail card's text) while it says what the server's plain `desc` says, else that plain text (a
* server-side wording the data does not have wins).
* @param {{ descRaw?: string, desc?: string }} card @param {string} rich items.json / effects.json descRaw
*/
export function cardText(card, rich) {
if (card.descRaw) return card.descRaw;
if (rich && (!card.desc || bare(richTextPlain(rich)) === bare(card.desc))) return rich;
return card.desc || rich || '';
}
/**
* Resolve an sp card to display fields.
* @param {any} card normalised card ({ idx, takenBy, effectId?, itemId?, id?, name?, desc?, descRaw?, tier?, team?, enemyKey? })
* @param {string|null} family 'bounty'|'supply'|'shop'|'tactic'
*/
export function resolveSpCard(card, family) {
const choices = data.get('choices');
const byEffect = (list, id) => (Array.isArray(list) && id ? list.find((x) => x && x.effectId === id) : null);
const effectId = card.effectId || (!card.itemId && typeof card.id === 'string' && data.lookup('effects', card.id) ? card.id : null);
const eff = effectId ? data.lookup('effects', effectId) : null;
const itemId = card.itemId || (!effectId && typeof card.id === 'string' && data.lookup('items', card.id) ? card.id : null);
const item = itemId ? data.lookup('items', itemId) : null;
const bounty = byEffect(choices?.cards?.bounty, effectId);
const tactic = byEffect(choices?.cards?.tactic, effectId);
const m = data.get('assets');
const kind = card.kind === 'item' || item ? 'item' : card.kind === 'bounty' || bounty || family === 'bounty' ? 'bounty' : 'tactic';
const enemyKey = card.enemyKey || bounty?.enemyKey || eff?.params?.enemy_id || null;
const team = card.team ?? tactic?.team ?? (eff?.decoIconId === 'icon_team_buff');
let icon = null;
if (item) icon = itemIconUrl(m, item);
else if (kind === 'bounty' && enemyKey) icon = enemyIconUrl(m, enemyKey);
else if ((card.tacticKind || tactic?.kind) === 'terrain') icon = uiUrl(m, 'buffIcon/icon_stage_buff');
else if ((card.tacticKind || tactic?.kind) === 'enemyDebuff') icon = uiUrl(m, 'buffIcon/icon_enemy_debuff');
else icon = uiUrl(m, `buffIcon/${team ? 'icon_team_buff' : 'icon_player_buff'}`);
return {
kind,
name: card.name || item?.name || eff?.name || bounty?.name || tactic?.name || '机变',
desc: cardText(card, item?.descRaw || eff?.descRaw || '') || item?.desc || eff?.desc || bounty?.desc || tactic?.desc || '',
tier: Number.isFinite(card.tier) ? card.tier : item?.tier ?? bounty?.tier ?? null,
icon,
team: !!team,
coin: card.coin ?? bounty?.coin ?? eff?.enemyPrice ?? null,
};
}
/**
* Whether a card shows the in-flight pick (g.choice sent, no answer yet): only until the pick lands in m.public — the
* player's pick is known or the card is taken — so it can never outlive the request's effect.
* @param {number|null} busyIdx @param {{ idx: number, takenBy?: string|null }} card @param {number|null|undefined} mine
*/
export function pickBusy(busyIdx, card, mine) {
return busyIdx != null && !!card && busyIdx === card.idx && mine == null && !card.takenBy;
}
/**
* Whether I may pick a card right now: my turn (solo: always), no pick of mine yet, the card free and no pick in flight.
* @param {any} sp normalizeSp(...) @param {{ idx: number, takenBy?: string|null } | null | undefined} card
* @param {{ myId: string, solo: boolean, busyIdx?: number|null }} o
*/
export function cardPickable(sp, card, { myId, solo, busyIdx = null }) {
if (!sp || !card) return false;
const myTurn = solo || sp.turnPid === myId;
return myTurn && sp.pickOf.get(myId) == null && !card.takenBy && busyIdx == null;
}
/**
* Two-tap step of a card tap (like the shop's first tap → confirm): tapping an available card selects it, tapping the
* selected card again confirms it. A card that cannot be picked changes nothing.
* @param {number|null} armed the selected card's idx
* @param {number} idx the tapped card
* @param {boolean} pickable cardPickable(...) of the tapped card
* @returns {{ armed: number|null, pick: number|null }} the new selection and the card to send (g.choice) or null
*/
export function spTap(armed, idx, pickable) {
if (!pickable || !Number.isInteger(idx)) return { armed, pick: null };
if (armed === idx) return { armed: null, pick: idx };
return { armed: idx, pick: null };
}
/**
* The selected card while it can still be picked (my turn, not taken, nothing in flight), else null — a selection
* never outlives the state that allowed it.
* @param {number|null} armed @param {any} sp @param {{ myId: string, solo: boolean, busyIdx?: number|null }} o
*/
export function armedCard(armed, sp, o) {
if (armed == null || !sp) return null;
const card = sp.cards.find((c) => c && c.idx === armed);
return cardPickable(sp, card, o) ? armed : null;
}
/**
* The overlay: keeps the two-tap selection and renders ChoiceView. `onPick(idx)` sends the confirmed card (g.choice).
* @param {{ pub:any, sp:any, myId:string, solo:boolean, onPick:(idx:number)=>void, busyIdx?:number|null, total?:number|null }} props
*/
export function ChoiceOverlay(props) {
const { sp, myId, solo, busyIdx = null, onPick } = props;
const [sel, setSel] = useState(null);
const armed = armedCard(sel, sp, { myId, solo, busyIdx });
// a selection whose card cannot be picked any more (taken, the turn moved on, a pick in flight) is dropped
useEffect(() => { if (sel != null && armed == null) setSel(null); }, [sel, armed]);
useEffect(() => {
if (armed == null) return undefined;
const onKey = (e) => { if (e.key === 'Escape') setSel(null); };
window.addEventListener('keydown', onKey);
return () => window.removeEventListener('keydown', onKey);
}, [armed]);
if (!sp) return null;
const tap = (idx) => {
const card = sp.cards.find((c) => c && c.idx === idx);
const r = spTap(armed, idx, cardPickable(sp, card, { myId, solo, busyIdx }));
setSel(r.armed);
if (r.pick != null) onPick(r.pick);
};
return html`<${ChoiceView} ...${props} armed=${armed} onTap=${tap}
onConfirm=${() => { if (armed != null) tap(armed); }} onDisarm=${() => setSel(null)} />`;
}
/**
* The overlay's view (pure: no hooks — test/ui renders it as a function).
* @param {{ pub:any, sp:any, myId:string, solo:boolean, busyIdx?:number|null, total?:number|null, armed?:number|null,
* onTap?:(idx:number)=>void, onConfirm?:()=>void, onDisarm?:()=>void }} props
*/
export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null, armed = null, onTap = () => {}, onConfirm = () => {}, onDisarm = () => {} }) {
if (!sp) return null;
const fam = data.get('choices')?.families?.[sp.family] || null;
const players = new Map(sortedPlayers(pub).map((p) => [p.playerId, p]));
const myTurn = solo || sp.turnPid === myId;
const mine = sp.pickOf.get(myId);
const turnName = players.get(sp.turnPid)?.name || '队友';
const special = /_s$/.test(String(sp.family || ''));
const order = solo ? [] : sp.order;
const timed = !solo && !sp.untimed;
const armedCardRec = armed != null ? sp.cards.find((c) => c && c.idx === armed) : null;
const armedName = armedCardRec ? resolveSpCard(armedCardRec, sp.family).name : null;
// a press anywhere but a card or the confirm button drops the selection
const onDown = (e) => {
if (armed == null) return;
const t = e.target;
if (t && typeof t.closest === 'function' && t.closest('.spcard, .spov__confirm')) return;
onDisarm();
};
return html`<div class=${cx('spov', armed != null && 'has-armed')} role="dialog" aria-label="机变阶段" onPointerDown=${onDown}>
<div class="spov__veil" aria-hidden="true"></div>
<div class="spov__inner">
<header class="spov__head">
<div class="spov__titles">
<${MicroLabel} tone="mint">CONTINGENCY // 机变阶段</${MicroLabel}>
<h2 class=${cx('spov__title', special && 'is-special')}>${sp.name || fam?.name || '机变'}<span class="spov__bar">|</span><span class="spov__desc"><${RichText} text=${sp.desc || fam?.desc || '选择一项'} /></span></h2>
<p class="spov__sub">${timed ? '倒计时结束后仍未选定将自动分配' : '选择一项(无时间限制)'}${mine == null && myTurn ? ' · 点击卡牌选中,再次点击确认' : ''}</p>
</div>
<div class="spov__turn">
${mine != null ? html`<span class="spov__turntxt is-done"><${Icon} name="check" />已完成选择</span>`
: myTurn ? html`<span class="spov__turntxt is-mine">当前轮到你决策</span>`
: html`<span class="spov__turntxt">${turnName} 正在决策…<${Icon} name="hourglass" /></span>`}
${armed != null ? html`<${Button} variant="primary" size="lg" icon="check" class="spov__confirm" data-testid="sp-confirm"
title=${armedName ? `确认选择「${armedName}」(再次点击卡牌亦可)` : '确认选择'} onClick=${onConfirm}>确认选择<//>` : null}
${timed ? html`<${Countdown} deadline=${pub?.deadline} total=${total ?? undefined} size="sm" />` : null}
</div>
</header>
${order.length ? html`<div class="spov__order" aria-label="决策顺序">
${order.map((pid, i) => {
const p = players.get(pid);
const picked = sp.pickOf.has(pid);
const cur = sp.turnPid === pid && !picked;
const left = p?.status === 'left';
return html`<div key=${pid} class=${cx('spov__who', cur && 'is-cur', picked && 'is-done', pid === myId && 'is-self')}>
<span class="spov__idx num">${i + 1}</span>
<${PlayerAvatar} player=${p || { name: '?' }} size="sm" self=${pid === myId} />
<span class="spov__wname">${p?.name || '博士'}</span>
<span class="spov__wstate">${left ? html`<${Icon} name="exit" />` : picked ? html`<${Icon} name="check" />` : cur ? html`<${Icon} name="hourglass" />` : html`<${Icon} name="dots" />`}</span>
</div>`;
})}
</div>` : null}
<div class=${cx('spov__grid', sp.cards.length <= 3 && 'spov__grid--3')}>
${sp.cards.map((card) => {
const r = resolveSpCard(card, sp.family);
const taker = card.takenBy ? players.get(card.takenBy) : null;
const can = cardPickable(sp, card, { myId, solo, busyIdx });
const busy = pickBusy(busyIdx, card, mine);
const isArmed = can && armed === card.idx;
const takerName = taker ? (card.takenBy === myId ? '你' : taker.name) : null;
return html`<button key=${card.idx} type="button" class=${cx('spcard', `spcard--${r.kind}`, card.takenBy && 'is-taken', card.takenBy === myId && 'is-mine', can && 'is-pickable', isArmed && 'is-armed', busy && 'is-busy')}
aria-busy=${busy ? 'true' : undefined} aria-pressed=${can ? String(isArmed) : undefined} disabled=${!can} onClick=${() => can && onTap(card.idx)}
aria-label=${isArmed ? `${r.name},已选中,再次点击确认` : takerName ? `${r.name},${takerName}已选择` : r.name} title=${`${r.name}\n${richTextPlain(r.desc)}`}>
<span class="spcard__glow" aria-hidden="true"></span>
<span class="spcard__head">
<span class="spcard__icon"><${Img} src=${r.icon} fallback=${html`<${GIcon} name=${r.kind === 'bounty' ? 'target' : 'bolt'} />`} /></span>
<span class="spcard__title">
<b class="spcard__name">${r.name}</b>
${r.team || (r.kind === 'bounty' && r.coin) ? html`<span class="spcard__tags">
${r.team ? html`<span class="spcard__tag spcard__tag--team">全队获得</span>` : null}
${r.kind === 'bounty' && r.coin ? html`<span class="spcard__tag spcard__tag--coin">赏金 ${r.coin}</span>` : null}
</span>` : null}
</span>
</span>
<${RichText} text=${r.desc} class="spcard__desc" />
${r.tier ? html`<${TierChip} tier=${r.tier} size="md" class="spcard__tier" />` : null}
${taker ? html`<span class="spcard__taker" title=${`${taker.name} 已选择`}><${PlayerAvatar} player=${taker} size="sm" /></span>` : null}
${isArmed ? html`<span class="spcard__confirm" role="status"><b>确认选择</b><small>再次点击</small></span>` : null}
${busy ? html`<span class="spcard__busy" role="status">选择中</span>` : null}
</button>`;
})}
</div>
</div>
</div>`;
}