- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed - #2 two-tap confirm on 机变 cards (like the shop) - #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles) - #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band - #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from - #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others) - #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats) - #8 official element gauges on units; burst cooldown (阻回) per PRTS - #9 knocked-down operators stay on their tile with a redeploy countdown ring - #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼) - #11 赫默's drone only from her skill; placeable summons limited to talent tokens - #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel - #13 the occasional giant bond icon (loading texture scaled ×46) fixed - docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
216 lines
13 KiB
JavaScript
216 lines
13 KiB
JavaScript
// 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",
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// whose turn ("当前轮到你决策" / "{name} 正在决策…") with countdown, pick order with ✓ / ⌛ / … / door,
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// and a 3×2 grid (solo: 3 cards) of cards with icon, title, rich description, tier chip and the taker's
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// avatar badge. Picking takes two taps, like buying in the shop (user playtest #4 item 2 — extra enemies, items and
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// tactics were picked by a slip of the finger; research 09 §5 EventOnFirstClick → EventOnConfirm): the first tap on an
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// 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
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// second tap on the same card — or 确认选择 — sends g.choice; a tap on another card moves the selection, a tap
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// elsewhere or Esc drops it. Cards are buttons (Tab / Enter work the same way). While the pick is in flight the card
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// shows a "选择中" strip with a sweeping bar (never a spinner over its text — user playtest #3 item 9), dropped as soon
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// as the pick shows in m.public (spBusy itself resets when the request settles, ≤ 8 s, or the phase moves on).
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// Untimed drafts (solo, a single-human match: sp.untimed) show no countdown and say so.
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import { useEffect, useState } from '../../vendor/hooks.module.js';
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import { html, Icon, TierChip, Countdown, MicroLabel, Button } from './components.js';
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import { Img, RichText, PlayerAvatar, GIcon } from './gameComponents.js';
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import { itemIconUrl, enemyIconUrl, uiUrl } from './assetUrls.js';
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import { richTextPlain } from './richText.js';
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import { sortedPlayers } from './gameLogic.js';
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import { data } from '../data.js';
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const cx = (...p) => p.flat().filter(Boolean).join(' ');
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/**
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* Resolve an sp card to display fields.
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* @param {any} card normalised card ({ idx, takenBy, effectId?, itemId?, id?, name?, desc?, descRaw?, tier?, team?, enemyKey? })
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* @param {string|null} family 'bounty'|'supply'|'shop'|'tactic'
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*/
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export function resolveSpCard(card, family) {
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const choices = data.get('choices');
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const byEffect = (list, id) => (Array.isArray(list) && id ? list.find((x) => x && x.effectId === id) : null);
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const effectId = card.effectId || (!card.itemId && typeof card.id === 'string' && data.lookup('effects', card.id) ? card.id : null);
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const eff = effectId ? data.lookup('effects', effectId) : null;
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const itemId = card.itemId || (!effectId && typeof card.id === 'string' && data.lookup('items', card.id) ? card.id : null);
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const item = itemId ? data.lookup('items', itemId) : null;
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const bounty = byEffect(choices?.cards?.bounty, effectId);
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const tactic = byEffect(choices?.cards?.tactic, effectId);
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const m = data.get('assets');
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const kind = card.kind === 'item' || item ? 'item' : card.kind === 'bounty' || bounty || family === 'bounty' ? 'bounty' : 'tactic';
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const enemyKey = card.enemyKey || bounty?.enemyKey || eff?.params?.enemy_id || null;
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const team = card.team ?? tactic?.team ?? (eff?.decoIconId === 'icon_team_buff');
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let icon = null;
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if (item) icon = itemIconUrl(m, item);
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else if (kind === 'bounty' && enemyKey) icon = enemyIconUrl(m, enemyKey);
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else if ((card.tacticKind || tactic?.kind) === 'terrain') icon = uiUrl(m, 'buffIcon/icon_stage_buff');
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else if ((card.tacticKind || tactic?.kind) === 'enemyDebuff') icon = uiUrl(m, 'buffIcon/icon_enemy_debuff');
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else icon = uiUrl(m, `buffIcon/${team ? 'icon_team_buff' : 'icon_player_buff'}`);
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return {
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kind,
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name: card.name || item?.name || eff?.name || bounty?.name || tactic?.name || '机变',
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desc: card.descRaw || card.desc || item?.descRaw || item?.desc || eff?.descRaw || eff?.desc || bounty?.desc || tactic?.desc || '',
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tier: Number.isFinite(card.tier) ? card.tier : item?.tier ?? bounty?.tier ?? null,
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icon,
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team: !!team,
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coin: card.coin ?? bounty?.coin ?? eff?.enemyPrice ?? null,
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};
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}
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/**
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* Whether a card shows the in-flight pick (g.choice sent, no answer yet): only until the pick lands in m.public — the
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* player's pick is known or the card is taken — so it can never outlive the request's effect.
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* @param {number|null} busyIdx @param {{ idx: number, takenBy?: string|null }} card @param {number|null|undefined} mine
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*/
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export function pickBusy(busyIdx, card, mine) {
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return busyIdx != null && !!card && busyIdx === card.idx && mine == null && !card.takenBy;
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}
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/**
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* 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.
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* @param {any} sp normalizeSp(...) @param {{ idx: number, takenBy?: string|null } | null | undefined} card
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* @param {{ myId: string, solo: boolean, busyIdx?: number|null }} o
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*/
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export function cardPickable(sp, card, { myId, solo, busyIdx = null }) {
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if (!sp || !card) return false;
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const myTurn = solo || sp.turnPid === myId;
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return myTurn && sp.pickOf.get(myId) == null && !card.takenBy && busyIdx == null;
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}
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/**
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* Two-tap step of a card tap (like the shop's first tap → confirm): tapping an available card selects it, tapping the
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* selected card again confirms it. A card that cannot be picked changes nothing.
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* @param {number|null} armed the selected card's idx
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* @param {number} idx the tapped card
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* @param {boolean} pickable cardPickable(...) of the tapped card
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* @returns {{ armed: number|null, pick: number|null }} the new selection and the card to send (g.choice) or null
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*/
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export function spTap(armed, idx, pickable) {
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if (!pickable || !Number.isInteger(idx)) return { armed, pick: null };
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if (armed === idx) return { armed: null, pick: idx };
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return { armed: idx, pick: null };
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}
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/**
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* The selected card while it can still be picked (my turn, not taken, nothing in flight), else null — a selection
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* never outlives the state that allowed it.
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* @param {number|null} armed @param {any} sp @param {{ myId: string, solo: boolean, busyIdx?: number|null }} o
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*/
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export function armedCard(armed, sp, o) {
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if (armed == null || !sp) return null;
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const card = sp.cards.find((c) => c && c.idx === armed);
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return cardPickable(sp, card, o) ? armed : null;
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}
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/**
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* The overlay: keeps the two-tap selection and renders ChoiceView. `onPick(idx)` sends the confirmed card (g.choice).
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* @param {{ pub:any, sp:any, myId:string, solo:boolean, onPick:(idx:number)=>void, busyIdx?:number|null, total?:number|null }} props
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*/
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export function ChoiceOverlay(props) {
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const { sp, myId, solo, busyIdx = null, onPick } = props;
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const [sel, setSel] = useState(null);
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const armed = armedCard(sel, sp, { myId, solo, busyIdx });
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// a selection whose card cannot be picked any more (taken, the turn moved on, a pick in flight) is dropped
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useEffect(() => { if (sel != null && armed == null) setSel(null); }, [sel, armed]);
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useEffect(() => {
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if (armed == null) return undefined;
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const onKey = (e) => { if (e.key === 'Escape') setSel(null); };
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window.addEventListener('keydown', onKey);
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return () => window.removeEventListener('keydown', onKey);
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}, [armed]);
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if (!sp) return null;
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const tap = (idx) => {
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const card = sp.cards.find((c) => c && c.idx === idx);
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const r = spTap(armed, idx, cardPickable(sp, card, { myId, solo, busyIdx }));
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setSel(r.armed);
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if (r.pick != null) onPick(r.pick);
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};
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return html`<${ChoiceView} ...${props} armed=${armed} onTap=${tap}
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onConfirm=${() => { if (armed != null) tap(armed); }} onDisarm=${() => setSel(null)} />`;
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}
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/**
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* The overlay's view (pure: no hooks — test/ui renders it as a function).
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* @param {{ pub:any, sp:any, myId:string, solo:boolean, busyIdx?:number|null, total?:number|null, armed?:number|null,
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* onTap?:(idx:number)=>void, onConfirm?:()=>void, onDisarm?:()=>void }} props
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*/
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export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null, armed = null, onTap = () => {}, onConfirm = () => {}, onDisarm = () => {} }) {
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if (!sp) return null;
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const fam = data.get('choices')?.families?.[sp.family] || null;
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const players = new Map(sortedPlayers(pub).map((p) => [p.playerId, p]));
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const myTurn = solo || sp.turnPid === myId;
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const mine = sp.pickOf.get(myId);
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const turnName = players.get(sp.turnPid)?.name || '队友';
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const special = /_s$/.test(String(sp.family || ''));
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const order = solo ? [] : sp.order;
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const timed = !solo && !sp.untimed;
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const armedCardRec = armed != null ? sp.cards.find((c) => c && c.idx === armed) : null;
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const armedName = armedCardRec ? resolveSpCard(armedCardRec, sp.family).name : null;
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// a press anywhere but a card or the confirm button drops the selection
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const onDown = (e) => {
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if (armed == null) return;
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const t = e.target;
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if (t && typeof t.closest === 'function' && t.closest('.spcard, .spov__confirm')) return;
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onDisarm();
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};
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return html`<div class=${cx('spov', armed != null && 'has-armed')} role="dialog" aria-label="机变阶段" onPointerDown=${onDown}>
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<div class="spov__veil" aria-hidden="true"></div>
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<div class="spov__inner">
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<header class="spov__head">
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<div class="spov__titles">
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<${MicroLabel} tone="mint">CONTINGENCY // 机变阶段</${MicroLabel}>
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<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>
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<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>
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</div>
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<div class="spov__turn">
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${mine != null ? html`<span class="spov__turntxt is-done"><${Icon} name="check" />已完成选择</span>`
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: myTurn ? html`<span class="spov__turntxt is-mine">当前轮到你决策</span>`
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: html`<span class="spov__turntxt">${turnName} 正在决策…<${Icon} name="hourglass" /></span>`}
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${armed != null ? html`<${Button} variant="primary" size="lg" icon="check" class="spov__confirm" data-testid="sp-confirm"
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title=${armedName ? `确认选择「${armedName}」(再次点击卡牌亦可)` : '确认选择'} onClick=${onConfirm}>确认选择<//>` : null}
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${timed ? html`<${Countdown} deadline=${pub?.deadline} total=${total ?? undefined} size="sm" />` : null}
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</div>
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</header>
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${order.length ? html`<div class="spov__order" aria-label="决策顺序">
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${order.map((pid, i) => {
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const p = players.get(pid);
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const picked = sp.pickOf.has(pid);
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const cur = sp.turnPid === pid && !picked;
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const left = p?.status === 'left';
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return html`<div key=${pid} class=${cx('spov__who', cur && 'is-cur', picked && 'is-done', pid === myId && 'is-self')}>
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<span class="spov__idx num">${i + 1}</span>
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<${PlayerAvatar} player=${p || { name: '?' }} size="sm" self=${pid === myId} />
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<span class="spov__wname">${p?.name || '博士'}</span>
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<span class="spov__wstate">${left ? html`<${Icon} name="exit" />` : picked ? html`<${Icon} name="check" />` : cur ? html`<${Icon} name="hourglass" />` : html`<${Icon} name="dots" />`}</span>
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</div>`;
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})}
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</div>` : null}
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<div class=${cx('spov__grid', sp.cards.length <= 3 && 'spov__grid--3')}>
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${sp.cards.map((card) => {
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const r = resolveSpCard(card, sp.family);
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const taker = card.takenBy ? players.get(card.takenBy) : null;
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const can = cardPickable(sp, card, { myId, solo, busyIdx });
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const busy = pickBusy(busyIdx, card, mine);
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const isArmed = can && armed === card.idx;
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return html`<button key=${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')}
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aria-busy=${busy ? 'true' : undefined} aria-pressed=${can ? String(isArmed) : undefined}
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disabled=${!can} onClick=${() => can && onTap(card.idx)} aria-label=${isArmed ? `${r.name},已选中,再次点击确认` : r.name} title=${`${r.name}\n${richTextPlain(r.desc)}`}>
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<span class="spcard__glow" aria-hidden="true"></span>
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${r.tier ? html`<${TierChip} tier=${r.tier} size="md" class="spcard__tier" />` : null}
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<span class="spcard__icon"><${Img} src=${r.icon} fallback=${html`<${GIcon} name=${r.kind === 'bounty' ? 'target' : 'bolt'} />`} /></span>
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<span class="spcard__body">
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<b class="spcard__name">${r.name}</b>
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<${RichText} text=${r.desc} class="spcard__desc" />
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<span class="spcard__tags">
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${r.team ? html`<span class="spcard__tag spcard__tag--team">全队获得</span>` : null}
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${r.kind === 'bounty' && r.coin ? html`<span class="spcard__tag spcard__tag--coin">赏金 ${r.coin}</span>` : null}
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</span>
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</span>
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${taker ? html`<span class="spcard__taker" title=${`${taker.name} 已选择`}><${PlayerAvatar} player=${taker} size="sm" /><span>${card.takenBy === myId ? '你' : taker.name}</span></span>` : null}
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${isArmed ? html`<span class="spcard__confirm" role="status"><b>确认选择</b><small>再次点击</small></span>` : null}
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${busy ? html`<span class="spcard__busy" role="status">选择中</span>` : null}
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</button>`;
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})}
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</div>
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</div>
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</div>`;
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}
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