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ark-stronghold-protocol/server/match/player/views.js
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JavaScript

// server/match/player/views.js — PlayerState methods: the views — pieceView, effectsView (the effects column: 策略 / 机变 /
// 悬赏 …) and m.private (privateView).
// Installed on PlayerState.prototype by server/match/PlayerState.js (a method container: never instantiated; `this` is
// the player state).
import { PHASE } from '../../../shared/constants.js';
import { boardOrder, pieceDir } from '../board.js';
import { bondList, offBondCounts } from '../bondsMeta.js';
import { bountyText } from '../choices.js';
export class PlayerViews {
pieceView(p, rc = null) {
const rec = p.kind === 'item' ? this.gd.item(p.id) : p.kind === 'token' ? this.gd.token(p.id) : this.gd.chess(p.id);
const v = {
uid: p.uid,
kind: p.kind,
id: p.id,
golden: !!(rec && rec.isGolden),
tier: rec && Number.isInteger(rec.tier) ? rec.tier : null,
items: p.kind === 'chess' ? (p.items || []).map((it) => ({ uid: it.uid, id: it.id })) : [],
count: p.kind === 'token' ? (p.count || 1) : 1,
ownerUid: p.kind === 'token' ? p.ownerUid ?? null : null,
};
if (rc) { v.row = rc[0]; v.col = rc[1]; v.dir = pieceDir(p); }
return v;
}
effectsView() {
const out = [];
const band = this.bandId ? this.gd.band(this.bandId) : null;
if (band) out.push({ id: band.effectId || band.bandId, name: band.effectName || band.name, desc: band.desc || '', iconKind: 'band', iconId: band.iconId || band.bandId });
for (const e of this.effects) {
if (e.hidden) continue;
const v = { id: e.id, name: e.name || e.id, desc: e.desc || '', iconKind: e.iconKind || 'choice', iconId: e.iconId || e.id };
if (e.counter != null) v.counter = e.counter;
out.push(v);
}
for (const b of this.bounties) {
// the battles the bounty's enemies still come for (an official multi-round card: every battle, no counter) and
// the card's official rich text (blue "下场作战" / "两场作战", red "每场"; a multi-round card reads as long as it
// lasts — choices.js bountyText, MULTI_ROUND_BOUNTY_BATTLES) — user playtest #6 item 4
const left = b.roundsLeft >= 90 ? null : b.roundsLeft;
const eff = b.card.effectId ? this.gd.effect(b.card.effectId) : null;
out.push({
id: b.id, name: b.card.name || '悬赏', desc: bountyText((eff && eff.descRaw) || b.card.desc || '', b.card), iconKind: 'choice', iconId: b.card.effectId || 'bounty',
counter: left, counterText: left == null ? '之后的每场作战' : `还剩 ${left} 场作战`,
});
}
return out;
}
privateView() {
const slots = this.shop.slots.map((s) => (s ? { kind: s.kind, id: s.id, price: this.priceOf(s), basePrice: s.basePrice, sold: !!s.sold, frozen: !!s.frozen } : null));
const offer = this.offers[0] || null;
const free = this.shop.freeRefreshes > 0;
const board = [];
for (const { r, c, piece } of boardOrder(this.board)) board.push(this.pieceView(piece, [r, c]));
return {
t: 'm.private',
playerId: this.playerId,
seat: this.seat,
alive: this.alive,
lp: this.lp,
funds: this.funds,
bandId: this.bandId,
ready: this.ready,
canReady: this.alive && this.tempEmpty && this.m.phase === PHASE.PREP,
shop: {
level: this.shop.level,
maxLevel: this.gd.maxShopLevel,
upgradePrice: this.shop.level >= this.gd.maxShopLevel ? 0 : this.shop.upgradePrice,
refreshPrice: free ? 0 : this.gd.refreshPrice,
freeRefreshes: this.shop.freeRefreshes,
frozen: this.shop.frozen,
slots,
// `source` 'merge' = the promotion reward (晋升奖励); any other offer (a strategy, an item, a 特质) carries the
// `label` the bar shows instead; `queued` = offers waiting behind it (player report #6 after 0.1.0)
rewardOffer: offer ? { tier: offer.tier, source: offer.source === 'merge' ? 'merge' : 'special', label: offer.label || null, queued: this.offers.length - 1, slots: offer.slots.map((s) => ({ kind: s.kind === 'item' ? 'item' : 'chess', id: s.id, price: s.price, sold: !!s.sold })) } : null,
},
hand: this.hand.map((p) => (p ? this.pieceView(p) : null)),
temp: this.temp.map((p) => (p ? this.pieceView(p) : null)),
board,
deployCap: this.deployCap,
deployCount: this.deployCount,
// + the mode-off bonds it has members of (`off: true`, the strip's grey 本局禁用 discs — bondsMeta.offBondCounts)
bonds: bondList(this.gd, this.bondsView(), { full: true, off: offBondCounts(this.gd, this) }),
effects: this.effectsView(),
nextEnemies: this.m.nextEnemiesFor(this),
// DESIGN §16: the effective operator loadout ({ [baseChessId]: { skill, module } }; chess not listed use defaults)
loadout: this.loadout,
// 0.2.0 补位: the base chess ids this player fields as their stand-ins in this match (the not-owned list the seat had
// at the match start; [] = every operator owned) — the client's 「替补:X」 badges, the stand-in's art and card
standIns: this.standIns,
stats: {
dmgDealt: Math.round(this.stats.dmgDealt), kills: this.stats.kills, leaks: this.stats.leaks, gold: this.stats.gold,
refreshes: this.stats.refreshes, merges: this.stats.merges,
},
};
}
}