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).
127 lines
6.0 KiB
JavaScript
127 lines
6.0 KiB
JavaScript
// Chrome shared by every in-match screen: the step header of the pre-game screens (exit + ping +
|
|
// difficulty | "1/2 确认本局信息" | countdown) and the exit flow (confirm with 暂离 / 放弃, AI 托管 overlay).
|
|
//
|
|
// 暂离 (co-op): turns on AI 托管 (g.autoplay on) so the seat keeps playing; the overlay's 返回模拟 turns it
|
|
// off. 放弃模拟: g.leave then room.leave (the platform treats it as a quit), back to the lobby.
|
|
|
|
import { useState } from '../../vendor/hooks.module.js';
|
|
import { html, Button, Modal, PingPill, DifficultyTag, Countdown, MicroLabel } from './components.js';
|
|
import { actions } from './gameActions.js';
|
|
import { toastError } from './toasts.js';
|
|
import { net } from '../net.js';
|
|
import { store, useStore, shallowEqual, emptyMatch, createStore } from '../store.js';
|
|
import { GIcon } from './gameComponents.js';
|
|
import { GuideButton } from './guide.js';
|
|
|
|
/**
|
|
* Exit dialog lines. 放弃模拟 (g.leave → room.leave) ends the run on the server as 'abandoned' and returns to the
|
|
* lobby straight away — no settlement screen follows, so the solo text must not promise one.
|
|
*/
|
|
export const EXIT_TEXT = Object.freeze({
|
|
soloRest: '独立模拟的休整期没有时间限制,你可以随时继续。',
|
|
soloQuit: '放弃模拟将立即结束本局并返回大厅,本局进度不会保留,也不会进行结算。',
|
|
});
|
|
|
|
/** Local "暂离 / AI 托管" flag (the server keeps no per-client autoplay view). */
|
|
export const awayStore = createStore({ away: false });
|
|
|
|
/**
|
|
* Whether a store change ends the match the 暂离 flag belongs to: its state was cleared (result → 返回同盟, 放弃模拟, a
|
|
* new match starting, the room closing, a new server session) or its settlement arrived. The next match must never
|
|
* open under the previous one's "AI 托管中" overlay (the server starts every match with autoplay off).
|
|
* @param {any} s store state
|
|
* @param {any} prev previous store state
|
|
*/
|
|
export const awayEnds = (s, prev) => (!!prev?.match?.public && !s?.match?.public) || (!!s?.match?.result && !prev?.match?.result);
|
|
store.subscribe((s, prev) => { if (awayStore.get().away && awayEnds(s, prev)) awayStore.set({ away: false }); });
|
|
|
|
/**
|
|
* Leave the match for good (g.leave → room.leave), then drop local room/match state.
|
|
* @returns {Promise<void>}
|
|
*/
|
|
export async function quitMatch() {
|
|
try {
|
|
try { await net.request('g.leave', {}); } catch (err) {
|
|
if (err?.code !== 'NOT_IN_ROOM' && err?.code !== 'WRONG_PHASE' && err?.code !== 'OFFLINE') throw err;
|
|
}
|
|
try { await net.request('room.leave', {}); } catch (err) { if (err?.code !== 'NOT_IN_ROOM' && err?.code !== 'OFFLINE') throw err; }
|
|
} catch (err) {
|
|
toastError(err);
|
|
} finally {
|
|
store.set({ room: null, match: emptyMatch() });
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Exit confirmation modal.
|
|
* @param {{ open: boolean, onClose: Function, solo: boolean, onAway?: Function }} props
|
|
*/
|
|
export function ExitModal({ open, onClose, solo, onAway }) {
|
|
const [busy, setBusy] = useState(null);
|
|
const quit = async () => {
|
|
setBusy('quit');
|
|
await quitMatch();
|
|
setBusy(null);
|
|
onClose();
|
|
};
|
|
const away = async () => {
|
|
setBusy('away');
|
|
const ok = await actions.autoplay(true);
|
|
setBusy(null);
|
|
onClose();
|
|
if (ok) { awayStore.set({ away: true }); onAway?.(); }
|
|
};
|
|
return html`<${Modal} open=${open} onClose=${onClose} tone="red" title="离开模拟" micro="LEAVE SIMULATION" width="6.8rem"
|
|
actions=${html`
|
|
<${Button} variant="secondary" onClick=${onClose}>取消<//>
|
|
${!solo ? html`<${Button} variant="ice" icon="robot" loading=${busy === 'away'} onClick=${away}>暂离(AI 托管)<//>` : null}
|
|
<${Button} variant="danger" icon="exit" loading=${busy === 'quit'} onClick=${quit}>放弃模拟<//>`}>
|
|
<div class="exitm">
|
|
${solo
|
|
? html`<p>${EXIT_TEXT.soloRest}</p><p class="t-lo">${EXIT_TEXT.soloQuit}</p>`
|
|
: html`<p><b class="t-ice">暂离</b>:由 AI 托管你的席位(自动部署、准备与选择),随时可以返回。</p>
|
|
<p><b class="t-red">放弃模拟</b>:离开后无法返回本局,你的干员将回到共享卡池。</p>`}
|
|
</div>
|
|
<//>`;
|
|
}
|
|
|
|
/** Full-screen "AI 托管中" overlay with 返回模拟. */
|
|
export function AwayOverlay({ onBack = () => {} }) {
|
|
const [busy, setBusy] = useState(false);
|
|
return html`<div class="awayov" role="dialog" aria-label="AI 托管中">
|
|
<div class="awayov__box brackets">
|
|
<${GIcon} name="robot" class="awayov__icon" />
|
|
<${MicroLabel} tone="mint">AUTOPILOT // AI 托管</${MicroLabel}>
|
|
<h2>AI 托管中</h2>
|
|
<p class="t-lo">AI 正在代为操作你的席位</p>
|
|
<${Button} variant="primary" size="lg" icon="play" loading=${busy} onClick=${async () => { setBusy(true); const ok = await actions.autoplay(false); setBusy(false); if (ok) { awayStore.set({ away: false }); onBack(); } }}>返回模拟<//>
|
|
</div>
|
|
</div>`;
|
|
}
|
|
|
|
/**
|
|
* Pre-game step header.
|
|
* @param {{ step: number, of: number, title: string, micro: string, pub: any, total?: number|null, onExit: Function }} props
|
|
*/
|
|
export function StepHeader({ step, of, title, micro, pub, total, onExit }) {
|
|
const conn = useStore((s) => s.connection, shallowEqual);
|
|
return html`<header class="stephead">
|
|
<div class="stephead__left">
|
|
<${Button} variant="danger" size="lg" square=${true} icon="exit" onClick=${onExit} aria-label="离开" title="离开" />
|
|
<div class="stephead__meta">
|
|
<${PingPill} ms=${conn.ping} online=${conn.status === 'online'} />
|
|
${pub?.difficulty ? html`<${DifficultyTag} difficulty=${pub.difficulty} />` : null}
|
|
</div>
|
|
</div>
|
|
<div class="stephead__center">
|
|
<${MicroLabel} tone="mint">${micro}</${MicroLabel}>
|
|
<h1 class="stephead__title"><b class="num">${step}</b><span class="num stephead__of">/${of}</span>${title}</h1>
|
|
</div>
|
|
<div class="stephead__right">
|
|
<${GuideButton} class="stephead__guide" variant="secondary" />
|
|
<${Countdown} deadline=${pub?.deadline} total=${total ?? undefined} size="md" />
|
|
</div>
|
|
</header>`;
|
|
}
|
|
|