Files
ark-stronghold-protocol/public/js/screens/briefing.js
T
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00

137 lines
8.2 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), 核心盟约 / 附加盟约 rows of bond discs
// (disabled bonds greyed with the banned-member badge), 本局禁用干员 avatars, difficulty tag, the ready
// count x/N with person pips, the 准备就绪 button (g.infoReady) and the countdown.
import { useState } from '../../vendor/hooks.module.js';
import { html, Button, Icon, MicroLabel, BondDisc, Tooltip } from '../ui/components.js';
import { useGameData, Img, UnitThumb, RichText } from '../ui/gameComponents.js';
import { StepHeader, ExitModal } from '../ui/matchChrome.js';
import { LoadoutButton } from './loadout.js';
import { actions } from '../ui/gameActions.js';
import { factionTypes, bannedPerBond, sortedPlayers, phaseTotalSeconds, disabledBondSets, briefingBondTip } from '../ui/gameLogic.js';
import { bondIconUrl, enemyIconUrl, factionIconUrl } from '../ui/assetUrls.js';
import { useStore } from '../store.js';
import { data } from '../data.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
function BondRow({ title, micro, bonds, sets, perBond }) {
const m = data.get('assets');
return html`<div class="brief-bonds">
<h3 class="brief-h"><span>${title}</span><${MicroLabel}>${micro}</${MicroLabel}></h3>
<div class="brief-bonds__row">
${bonds.map((b) => {
// greyed: the drawn set D (still activatable, roster incomplete) and the mode's static inactive bonds
const state = sets.off.has(b.bondId) ? 'off' : sets.drawn.has(b.bondId) ? 'drawn' : null;
const off = !!state;
const bannedN = perBond.get(b.bondId) || 0;
const tip = briefingBondTip(b.name, state, bannedN);
return html`<${Tooltip} key=${b.bondId} text=${tip}>
<div class=${cx('brief-bond', off && 'is-off', state === 'drawn' && 'is-incomplete', !off && bannedN > 0 && 'is-partial')}>
<${BondDisc} name=${b.name} icon=${bondIconUrl(m, b.bondId)} active=${!off} disabled=${off} tier=${off ? 0 : (b.thresholds?.length || 1)}
maxTier=${Math.max(1, b.thresholds?.length || 1)} size="md" />
${bannedN > 0 ? html`<span class="brief-bond__ban num"><${Icon} name="user" />${bannedN}</span>` : null}
</div>
<//>`;
})}
</div>
</div>`;
}
/** INFO_CHECK screen. */
export function BriefingScreen() {
const pub = useStore((s) => s.match.public);
const myId = useStore((s) => s.me.playerId);
const solo = useStore((s) => s.room?.mode === 'solo') || String(pub?.modeId || '').includes('single');
const gd = useGameData();
const [exit, setExit] = useState(false);
const [busy, setBusy] = useState(false);
if (!pub) return null;
const players = sortedPlayers(pub);
const me = players.find((p) => p.playerId === myId);
const readyN = players.filter((p) => p.ready).length;
const mode = gd.config?.modes?.[pub.modeId];
const sets = disabledBondSets(pub, mode?.inactiveBondIds);
const bonds = gd.list('bonds').sort((a, b) => (a.bondOrder ?? 0) - (b.bondOrder ?? 0) || (a.identifier ?? 0) - (b.identifier ?? 0));
const core = bonds.filter((b) => b.isCore);
const addon = bonds.filter((b) => !b.isCore);
const banned = (Array.isArray(pub.bannedChess) ? pub.bannedChess : []).filter((id) => gd.chess(id));
banned.sort((a, b) => (gd.chess(a)?.tier ?? 0) - (gd.chess(b)?.tier ?? 0));
const perBond = bannedPerBond(bonds, banned);
const boss = pub.bossId ? gd.boss(pub.bossId) : null;
const bossEnemy = boss ? gd.enemy(boss.enemyKey) : null;
const stage = pub.stageId ? gd.stage(pub.stageId) : null;
// the mode's battlefield pool (config.json modes[].stages): 标准 is always 战场#01, 险境+ draw one at random
const poolN = Array.isArray(mode?.stages) ? mode.stages.length : 0;
const pool = poolN > 1 ? `战场随机(共${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">
<${BondRow} title="核心盟约" micro="CORE BONDS" bonds=${core} sets=${sets} perBond=${perBond} />
<${BondRow} title="附加盟约" micro="ADD-ON BONDS" bonds=${addon} sets=${sets} perBond=${perBond} />
<p class="brief-legend"><span class="brief-legend__off"></span>灰色:部分盟约所含干员阵容不完整(仍可通过其他盟约的干员或装备激活)${sets.off.size ? ',或本模式禁用' : ''} · <span class="brief-legend__ban"><${Icon} name="user" /></span>该盟约中无法出现的干员数</p>
<div class="brief-banned">
<h3 class="brief-h"><span>本局禁用干员</span><${MicroLabel}>BANNED OPERATORS</${MicroLabel}><b class="num brief-banned__n">${banned.length}</b></h3>
${banned.length ? html`<div class="brief-banned__grid">
${banned.map((id) => html`<${UnitThumb} key=${id} kind="chess" id=${id} size="sm" dim=${true} />`)}
</div>` : html`<p class="t-dim">本局没有禁用干员</p>`}
</div>
</section>
</main>
<footer class="brief__foot">
<${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=${me?.ready ? 'check' : 'play'} active=${!!me?.ready} loading=${busy}
disabled=${!!me?.ready || !me} onClick=${ready}>${me?.ready ? '已就绪' : '准备就绪'}<//>
</footer>
<${ExitModal} open=${exit} onClose=${() => setExit(false)} solo=${solo} />
</div>`;
}