Files
ark-stronghold-protocol/public/js/screens/loadout.js
T
sganggs dc336f24a1 feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.

- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
  模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
  two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
  潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
  The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
  潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
  with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
  CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
  the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
  slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
  1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
  skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
  shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
  section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
  潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
  replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
  over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
  454; the detail's 未精英化 → 413; the row follows; 恢复默认).
2026-10-08 21:38:26 +08:00

850 lines
62 KiB
JavaScript

// 干员调配 (Operator loadout, DESIGN §16): choose the equipped skill of every chess and the module of its elite before a
// match (official rule: "开始游戏前无法调整干员的等级,但可调整其所携带的技能和模组"). A full-screen overlay opened
// from the lobby, the room and the briefing (INFO_CHECK) — `openLoadout(from)` / <LoadoutButton/>; <LoadoutHost/> is
// mounted once by main.js. Styles: css/screens/loadout.css (official preset sprites from the local-client art when
// present: operator_preset, image_skill_select_outline, skill_select_deco, icon_equip_non; the module type icons of
// groups.module — lettered tiles without them).
//
// Left: the 112 visible chess as one list (tier / class / bond filters, search, 仅看已调整) — a row per operator, its columns
// aligned (0.2.2; the quick choices of PR #301 by @farridge, laid out as one list instead of three columns of cards — the
// owner's decision of 2026-10-08): portrait, name and bonds (a click opens the detail), the skills and the elite's modules
// to tap (不装备 first), the 潜能 and 练度 selects (screens/cultivation.js). Right: the selected chess — its 潜能 / 练度,
// its 特质 (the in-match card's block, PR #301), skills (icon, name, 默认,
// SP recovery, 初始 / 消耗 SP, duration, description at 普通 Lv.4 or 精锐 Lv.7), 局内数值 (the stats, 攻击范围, 特性 and
// 天赋 the chosen variant — 精锐 first, 普通 on the toggle — fights with under the chosen skill and module: the detail
// card's own block and pure functions, GitHub issue #64) and the elite's modules (不装备 / X / Y … with the stat bonus,
// the trait upgrade and the talent changes), 恢复默认; 全部恢复默认 in the top bar. The detail's 普通 / 精锐 skill toggle is one
// preview for the skills, the 特质 and the rows' skill details (display only: never stored).
// The loadout lives in ui/loadoutSync.js (localStorage + room.loadout); the model is ui/loadoutModel.js.
// The second tab, 干员持有 (0.2.0 补位, screens/ownership.js): which NORMAL chess the player owns — a chess marked 未持有 is
// deployed as its official stand-in (room.ownership; ui/ownershipModel.js) — with its own 导出 / 导入 / 全部持有.
// The third tab, 自选编队 (0.2.0 DIY, screens/diy.js): the operators of the four DIY slots (room.diy; ui/diyModel.js) —
// with its own 导出 / 导入 / 全部清空.
// Keyboard: Esc closes, ←/→ move through the (filtered) roster when focus is not in the search field (干员调配 tab).
import { useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.js';
import { html, Icon, MicroLabel, Button, TierChip, TextField, Countdown, Spinner, confirmDialog, hasDeadline, Modal, Fragment } from '../ui/components.js';
import { Img, RichText, UnitThumb } from '../ui/gameComponents.js';
import { chessAvatarUrl, chessPortraitUrl, subProfIconUrl, bondIconUrl, moduleTypeIconUrl } from '../ui/assetUrls.js';
import { chessStatsBlock, traitText, chessTalents, GarrisonBlock } from '../ui/detailPanel.js';
import { chessLoadout } from '../ui/gameLogic.js';
import { data, useData, localAsset, DATA_FILES } from '../data.js';
import { useStore } from '../store.js';
import { PHASE } from '../../../shared/constants.js';
import {
MODULE_NONE, PROF_ORDER, PROF_NAME, rosterOf, filterRoster, recordsOf, chessOptions, effectiveChoice, setChoice, resetChoice,
changedCount, skillLabel, moduleBadge, attrRows, skillTags, quickSkillTags, traitLines, serializeExport, parseImport, LOADOUT_IMPORT_MAX_BYTES,
opsOf, setOps, resetOps,
} from '../ui/loadoutModel.js';
import { loadoutStore, openLoadout, closeLoadout, setEntries, setOpsMap, applyLoadoutEntries, setNotOwned, applyOwnershipImport, setDiyPicks, applyDiyImport } from '../ui/loadoutSync.js';
import { CultivationSelects, CultivationSection } from './cultivation.js';
import { cultivationCharIds } from '../../../shared/protocol.js';
import { setOwned, notOwnedCount, serializeOwnership, parseOwnershipImport, OWNERSHIP_IMPORT_MAX_BYTES } from '../ui/ownershipModel.js';
import { OwnershipPanel, useOwnershipRoster } from './ownership.js';
import { DiyPanel, diyData } from './diy.js';
import { diyCount, sanitizeDiyPicks, setPick, serializeDiy, parseDiyImport, DIY_IMPORT_MAX_BYTES } from '../ui/diyModel.js';
import { t, tParts, N_ } from '../../../shared/i18n.js';
import { copyText } from '../ui/clipboard.js';
import { toast } from '../ui/toasts.js';
export { openLoadout, closeLoadout };
const cx = (...p) => p.flat().filter(Boolean).join(' ');
const ROMAN = ['', 'I', 'II', 'III', 'IV', 'V', 'VI'];
// ---- export / import (干员调配 presets) -----------------------------------------------------------------------------
//
// The payload is the versioned envelope of ui/loadoutModel.js (exportPayload / parseImport): a downloaded file and a
// pasted string are the SAME object, so 导出 and 导入 both funnel through applyLoadoutEntries
// (sanitise → persist → room.loadout). The dialog is a shared Modal rendered next to the overlay, not inside it.
/** Save `text` as a download. Silent no-op when the browser refuses downloads — 复制 stays available. */
function downloadText(filename, text) {
try {
const url = URL.createObjectURL(new Blob([text], { type: 'application/json' }));
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
a.remove();
setTimeout(() => URL.revokeObjectURL(url), 1000);
} catch { /* ignore */ }
}
/** Read a picked file as text (`File.text()`, with a FileReader fallback for older Safari). */
function readFileText(file) {
if (typeof file?.text === 'function') return file.text();
return new Promise((resolve, reject) => {
const fr = new FileReader();
fr.onload = () => resolve(String(fr.result ?? ''));
fr.onerror = () => reject(fr.error || new Error('read failed'));
fr.readAsText(file);
});
}
/** `stronghold-loadout-20261003-1245.json` (`stronghold-ownership-…` for the 干员持有 list, `stronghold-diy-…` for 自选编队) */
function exportFilename(now = new Date(), what = 'loadout') {
const p = (n) => String(n).padStart(2, '0');
return `stronghold-${what}-${now.getFullYear()}${p(now.getMonth() + 1)}${p(now.getDate())}-${p(now.getHours())}${p(now.getMinutes())}.json`;
}
/** Square profession glyph (manifest prof.large: black glyph on white, drawn as a white glyph by loadout.css). */
function profGlyphUrl(m, prof) {
const k = String(prof || '').toLowerCase();
const v = m && m.prof && m.prof.large ? m.prof.large[k] : null;
return typeof v === 'string' ? v : null;
}
/** Skill icon URL for a SkillRecord (assets manifest `skills[iconId]` / `skillsById`), null when absent. */
function skillIconOf(m, rec) {
const skills = m && typeof m === 'object' ? m.skills : null;
if (!skills || !rec) return null;
const id = rec.iconId || rec.skillId;
if (id && typeof skills[id] === 'string') return skills[id];
const alt = m.skillsById && rec.skillId ? m.skillsById[rec.skillId] : null;
return alt && typeof skills[alt] === 'string' ? skills[alt] : null;
}
/**
* Module icon URL: the official type icon from the local-client art (`local-assets.json` groups.module, matched
* case-insensitively by typeName), else manifest `modules[icon]` / `uniequip[icon]` when the asset pipeline provides one.
*/
function moduleIconOf(m, rec) {
if (!rec) return null;
const local = moduleTypeIconUrl(data.get('local'), rec.typeName || rec.type);
if (local) return local;
if (!m) return null;
for (const group of ['modules', 'uniequip', 'equip']) {
const g = m[group];
if (g && typeof g === 'object') {
const v = g[rec.icon] || g[rec.uniEquipId] || g[rec.typeIcon];
if (typeof v === 'string') return v;
}
}
return null;
}
/** Skill icon with the official selection outline; falls back to a lettered tile. */
function SkillIcon({ m, rec, index, on = false, size = 'md' }) {
const src = skillIconOf(m, rec);
return html`<span class=${cx('lo-sicon', `lo-sicon--${size}`, on && 'is-on')}>
<${Img} src=${src} fallback=${html`<span class="lo-sicon__glyph num">${skillLabel(index)}</span>`} />
${on && size !== 'xs' ? html`<${Img} src=${localAsset('ui/outer', 'image_skill_select_outline')} class="lo-sicon__outline" fallback=${html`<i class="lo-sicon__ring"></i>`} />` : null}
</span>`;
}
/** Module badge tile: the official type icon when the local-client art has it, else the type letter; ⊘ for 不装备. */
export function ModuleGlyph({ m, rec, id, size = 'md' }) {
const src = rec ? moduleIconOf(m, rec) : null;
if (id === MODULE_NONE || !rec) {
return html`<span class=${cx('lo-mglyph', 'lo-mglyph--none', `lo-mglyph--${size}`)}>
<${Img} src=${localAsset('ui/outer', 'icon_equip_non')} fallback=${html`<i class="lo-mglyph__slash"></i>`} />
</span>`;
}
return html`<span class=${cx('lo-mglyph', `lo-mglyph--${size}`)} data-type=${moduleBadge(rec)}>
<${Img} src=${src} fallback=${html`<b class="lo-mglyph__t num">${moduleBadge(rec)}</b>`} />
</span>`;
}
// ---- roster rows -----------------------------------------------------------------------------------------------------
//
// One list, one row per operator, its columns aligned (the head row names them): the quick choices of PR #301 (by
// @farridge) without its three columns of cards. Every row is the same few columns — tap a skill, a module, a 潜能 / 练度 —
// so the eye runs down a column; the portrait and name open the detail (on a phone it slides over; a quick choice keeps
// the list). Hook-free (the tests draw it).
/** One skill to tap: its icon, the equipped one ringed; the label / tooltip says slot, name, SP and duration (quickSkillTags). */
function QuickSkill({ m, opt, on, elite, onPick }) {
const rec = elite ? opt.elite || opt.normal : opt.normal || opt.elite;
const tags = quickSkillTags(rec);
const label = `${skillLabel(opt.index)} · ${rec?.name || t('未知技能')} · ${tags.sp} · ${t('初始')} ${tags.init ?? '—'} / ${t('消耗')} ${tags.cost ?? '—'} · ${t('持续')} ${tags.duration}`;
return html`<button type="button" class=${cx('lo-q', 'lo-q--skill', on && 'is-on')} data-skill=${opt.index} aria-pressed=${on ? 'true' : 'false'}
aria-label=${label} title=${label} onClick=${() => onPick(opt.index)}>
<${SkillIcon} m=${m} rec=${rec} index=${opt.index} on=${on} size="q" />
</button>`;
}
/** One module to tap (不装备 first): the type icon with its letter in the corner; the elite's equipped one ringed. */
function QuickModule({ m, opt, on, onPick }) {
const label = opt.id === MODULE_NONE ? t('不装备模组') : `${opt.rec?.typeName || ''} · ${opt.rec?.name || opt.id}`;
return html`<button type="button" class=${cx('lo-q', 'lo-q--mod', on && 'is-on')} data-module=${opt.id} aria-pressed=${on ? 'true' : 'false'}
aria-label=${label} title=${label} onClick=${() => onPick(opt.id)}>
<${ModuleGlyph} m=${m} rec=${opt.rec} id=${opt.id} size="q" />
${opt.id !== MODULE_NONE ? html`<b class="lo-q__type num" aria-hidden="true">${moduleBadge(opt.rec, opt.id)}</b>` : null}
</button>`;
}
/** The list's column heads (the rows share its grid). */
export function RosterHead() {
return html`<div class="lo-list__head" aria-hidden="true">
<span class="lo-list__h lo-list__h--op">${t('干员')}</span>
<span class="lo-list__h lo-list__h--skills">${t('技能')}</span>
<span class="lo-list__h lo-list__h--mods" title=${t('模组仅在精锐形态生效')}>${t('模组')}<small>${t('精锐')}</small></span>
<span class="lo-list__h lo-list__h--cult">${t('潜能')} · ${t('练度')}</span>
</div>`;
}
/**
* One operator's row (`.lo-card`, like the cards before it): portrait + name + bonds (`.lo-card__pick`: selects it, opens
* the detail), three skill slots (an empty one when the chess has two skills), the elite's modules, the 潜能 / 练度 selects.
* `level` 'elite': the skills' details at 精锐 Lv.7 (the shared preview). A chess marked not owned (干员持有) shows the
* 「替补」 tag: its stand-in fights with a fixed skill and no 潜能 / 练度, the choices here apply once it is owned again.
*/
export function RosterRow({ m, chess, golden, entries, ops = {}, selected, onPick, onChange, onOps, level = 'normal', notOwned = false }) {
const choice = effectiveChoice(entries, chess, golden);
const opt = chessOptions(chess, golden);
const cv = opsOf(ops, chess.charId);
const changed = choice.changed || cv.changed;
const modules = [...opt.moduleOptions].sort((a, b) => Number(b.id === MODULE_NONE) - Number(a.id === MODULE_NONE));
const elite = level === 'elite' && !!golden;
const slots = [0, 1, 2].map((i) => opt.skillOptions[i] || null);
const standInNote = notOwned ? t('未持有(干员持有):由替补干员上场,替补干员没有潜能与练度') : null;
return html`<div role="listitem" data-chess=${chess.chessId} data-variant=${elite ? 'elite' : 'normal'}
class=${cx('lo-card', `lo-card--t${chess.tier}`, selected && 'is-sel', changed && 'is-changed', notOwned && 'is-standin')}>
<button type="button" class="lo-card__pick" aria-pressed=${selected ? 'true' : 'false'} title=${chess.name} onClick=${() => onPick(chess.chessId)}>
<span class="lo-card__art">
<${Img} src=${chessAvatarUrl(m, chess)} fallback=${html`<span class="lo-card__glyph">${[...(chess.name || '?')][0]}</span>`} />
<${TierChip} tier=${chess.tier} size="sm" class="lo-card__tier" />
</span>
<span class="lo-card__id">
<span class="lo-card__name">${chess.name}</span>
<span class="lo-card__bonds">${(chess.bonds || []).map((b) => html`<${Img} key=${b} src=${bondIconUrl(m, b)} class="lo-card__bond"
alt=${data.lookup('bonds', b)?.name || b} fallback=${html`<i class="lo-bond__dot" title=${data.lookup('bonds', b)?.name || b}></i>`} />`)}</span>
${notOwned ? html`<span class="lo-card__sub" title=${t('未持有(干员持有):由替补干员上场')}>${t('替补')}</span>` : null}
</span>
</button>
${changed ? html`<span class="lo-card__flag" aria-label=${t('已调整')}></span>` : null}
<div class="lo-card__skills lo-quick" role="group" aria-label=${t('选择技能')}>
${slots.map((sk, i) => (sk ? html`<${QuickSkill} key=${sk.index} m=${m} opt=${sk} elite=${elite} on=${sk.index === choice.skill}
onPick=${(skill) => onChange(chess.chessId, { skill })} />` : html`<span key=${`e${i}`} class="lo-q lo-q--empty" aria-hidden="true"></span>`))}
</div>
<div class="lo-card__mods lo-quick" role="group" aria-label=${t('选择模组')} title=${t('模组仅在精锐形态生效')}>
${golden ? modules.map((mo) => html`<${QuickModule} key=${mo.id} m=${m} opt=${mo} on=${mo.id === choice.module}
onPick=${(module) => onChange(chess.chessId, { module })} />`) : null}
</div>
<${CultivationSelects} charId=${chess.charId} ops=${ops} onSet=${onOps} note=${standInNote} />
</div>`;
}
// ---- detail --------------------------------------------------------------------------------------------------------------
/** The same attribute records and rich-text renderer as the in-match card, including literal trigger markers. */
export function LoadoutGarrisons({ chess, m }) {
const records = (chess?.garrisonIds || []).map((id) => data.lookup('garrisons', id)).filter(Boolean);
return records.length ? html`<section class="lo-garrisons" data-variant=${chess.isGolden ? 'elite' : 'normal'}>
${records.map((garrison) => html`<${GarrisonBlock} key=${garrison.garrisonId} garrison=${garrison} m=${m} />`)}
</section>` : null;
}
function SkillOption({ m, opt, on, level, onPick }) {
const rec = level === 'elite' ? opt.elite || opt.normal : opt.normal || opt.elite;
const tags = skillTags(rec);
return html`<button type="button" role="radio" aria-checked=${on ? 'true' : 'false'} class=${cx('lo-skill', on && 'is-on')}
data-skill=${opt.index} onClick=${() => onPick(opt.index)}>
${on ? html`<span class="lo-skill__deco" aria-hidden="true"><${Img} src=${localAsset('ui/outer', 'skill_select_deco')} fallback=${html`<i></i>`} /></span>` : null}
<${SkillIcon} m=${m} rec=${rec} index=${opt.index} on=${on} size="md" />
<span class="lo-skill__body">
<span class="lo-skill__head">
<span class="lo-skill__slot num">${skillLabel(opt.index)}</span>
<b class="lo-skill__name">${rec?.name || t('未知技能')}</b>
${opt.isDefault ? html`<span class="lo-badge lo-badge--def">${t('默认')}</span>` : null}
${on ? html`<span class="lo-badge lo-badge--on"><${Icon} name="check" />${t('已装备')}</span>` : null}
</span>
<span class="lo-skill__tags">
<span class=${cx('lo-sp', `lo-sp--${tags.spKind}`)}>${tags.sp}</span>
${tags.init != null ? html`<span class="lo-tag">${t('初始')} <b class="num">${tags.init}</b></span>` : null}
${tags.cost != null ? html`<span class="lo-tag">${t('消耗')} <b class="num">${tags.cost}</b></span>` : null}
${tags.duration ? html`<span class="lo-tag">${t('持续')} <b class="num">${tags.duration}</b></span>` : null}
${tags.charges ? html`<span class="lo-tag">${t('充能')} <b class="num">${tags.charges}</b></span>` : null}
</span>
<${RichText} as="span" class="lo-skill__desc" text=${rec?.descRaw || rec?.desc || ''} />
</span>
</button>`;
}
export function ModuleInfo({ m, golden, opt }) {
if (!golden) return null;
const rec = opt.id === MODULE_NONE ? null : opt.rec;
if (!rec) {
const traitBase = golden.traitBase || null;
return html`<div class="lo-minfo lo-minfo--none">
<p class="lo-minfo__lead">${t('不装备模组:精锐干员以基础属性、特性与天赋作战。')}</p>
${traitBase?.desc ? html`<div class="lo-minfo__row"><span class="lo-minfo__k">${t('特性')}</span><${RichText} class="lo-minfo__v" text=${traitBase.descRaw || traitBase.desc} /></div>` : null}
</div>`;
}
const rows = attrRows(rec.attr);
// 特性: the trait the elite fights with under this module (the class trait, or the module's rewrite of it), then the
// module's extra line under PRTS's own label 特性追加 — the line adds to the class trait (item 16.2)
const lines = traitLines(rec.traitOverride);
const talents = (Array.isArray(rec.talentChanges) ? rec.talentChanges : []).filter((t) => t && (t.name || t.desc) && !t.hidden);
return html`<div class="lo-minfo">
<div class="lo-minfo__title"><${Img} src=${moduleIconOf(m, rec)} class="lo-minfo__icon" /><span class="lo-minfo__type num">${rec.typeName || ''}</span><b>${rec.name || rec.uniEquipId}</b>
${opt.isDefault ? html`<span class="lo-badge lo-badge--def">${t('默认')}</span>` : null}</div>
<div class="lo-minfo__row">
<span class="lo-minfo__k">${t('属性')}</span>
<span class="lo-minfo__v lo-attrs">${rows.length ? rows.map((r) => html`<span key=${r.key} class=${cx('lo-attr', r.positive ? 'is-up' : 'is-down')}>${r.label}<b class="num">${r.text}</b></span>`) : html`<span class="t-dim">${t('无属性加成')}</span>`}</span>
</div>
${lines.base ? html`<div class="lo-minfo__row" data-trait="base"><span class="lo-minfo__k">${t('特性')}</span><${RichText} class="lo-minfo__v" text=${lines.base} /></div>` : null}
${lines.added ? html`<div class="lo-minfo__row" data-trait="added"><span class="lo-minfo__k">${t('特性追加')}</span><${RichText} class="lo-minfo__v" text=${lines.added} /></div>` : null}
${talents.map((tal, i) => html`<div key=${i} class="lo-minfo__row"><span class="lo-minfo__k">${t('天赋')}</span>
<span class="lo-minfo__v">${tal.name ? html`<b class="lo-minfo__tname">${tal.name}</b>` : null}<${RichText} text=${tal.descRaw || tal.desc || ''} /></span></div>`)}
</div>`;
}
const getChessRec = (id) => data.lookup('chess', id);
/** The name of a chess's 补位 stand-in (data/backups.json), or null. */
const standInName = (chess) => data.get('backups')?.units?.[chess?.backup?.charId]?.name ?? null;
/**
* What 局内数值 shows (GitHub issue #64): the chess variant — the 精锐 record when asked for and the chess has one, else
* the normal one — as the stored loadout makes it. chessLoadout (ui/gameLogic.js) resolves the skill and module the way
* the in-match detail card and the sim do (shared/loadoutRecord.js): the elite's chosen module's stats / 特性 / talents
* (不装备: the base ones), the chosen skill's passive range; a normal chess has no module, the skill does not change its
* stats. Nothing is recomputed here.
* @param {any} base normal chess record @param {any} golden its elite record or null
* @param {Record<string, any>} entries the stored loadout @param {'normal'|'elite'} level
* @param {(id: string) => any} getChess
* @param {Record<string, any>|null} [ops] the stored 潜能 / 练度 (0.2.2: the numbers at the operator's settings — the
* 练度 multiplier needs effects.json; none set = 潜能 6, 精英2 Lv.60)
* @returns {{ elite: boolean, chess: any, lo: any, record: any, trait: string, talents: any[] } | null} null without a record
*/
export function statsPreview(base, golden, entries, level, getChess, ops = null) {
const elite = level === 'elite' && !!golden;
const chess = elite ? golden : base;
if (!chess) return null;
const lo = chessLoadout(chess, entries, getChess, { ops, effects: data.get('effects') });
const record = lo?.record || chess;
// (the card's own rule: the 特性 line exists when the chess has one; its text follows the chosen module)
return { elite, chess, lo, record, trait: chess.trait?.desc ? traitText(chess, !!chess.isGolden, lo) || '' : '', talents: chessTalents(record) };
}
/**
* 局内数值: the stats, 攻击范围, 特性 and 天赋 of the selected chess under its chosen skill and module — the detail
* card's stats block (ui/detailPanel.js chessStatsBlock) without live numbers, so what a player reads here is what the
* shop / board card shows before a battle (not the equipment, bond or skill-cast changes of a running match). The
* toggle picks the 普通 or the 精锐 record; 精锐 is the default because the module only exists there.
* @param {{ base: any, golden: any, entries: Record<string, any>, level: 'normal'|'elite', onLevel: (l: 'normal'|'elite') => void, getChess?: (id: string) => any }} props
*/
export function LoadoutStats({ base, golden, entries, level, onLevel, getChess = getChessRec, ops = null }) {
const pv = statsPreview(base, golden, entries, level, getChess, ops);
if (!pv) return null;
// (the caption names 潜能 / 练度 when the numbers carry both — the 练度 multiplier needs effects.json)
return html`<section class="lo-sec lo-sec--stats" aria-label=${t('局内数值')} data-variant=${pv.elite ? 'elite' : 'normal'}>
<header class="lo-sec__head">
<h3>${t('局内数值')}<${MicroLabel}>STATS<//></h3>
<div class="lo-seg" role="tablist" aria-label=${t('数值版本')}>
<button type="button" role="tab" aria-selected=${pv.elite ? 'false' : 'true'} class=${cx(!pv.elite && 'is-on')} data-variant="normal" onClick=${() => onLevel('normal')}>${t('普通')}</button>
<button type="button" role="tab" aria-selected=${pv.elite ? 'true' : 'false'} class=${cx(pv.elite && 'is-on')} data-variant="elite" disabled=${!golden} onClick=${() => onLevel('elite')}>${t('精锐')}</button>
</div>
</header>
${chessStatsBlock({ rec: pv.record, chess: pv.chess })}
${pv.trait || pv.talents.length ? html`<div class="lo-minfo lo-minfo--kit">
${pv.trait ? html`<div class="lo-minfo__row"><span class="lo-minfo__k">${t('特性')}</span><${RichText} class="lo-minfo__v" text=${pv.trait} /></div>` : null}
${pv.talents.map((tal, i) => html`<div key=${i} class="lo-minfo__row"><span class="lo-minfo__k">${t('天赋')}</span>
<span class="lo-minfo__v"><b class="lo-minfo__tname">${tal.name}</b><${RichText} text=${tal.descRaw || tal.desc || ''} /></span></div>`)}
</div>` : null}
<p class="lo-stats__cap">${pv.elite ? t('数值含所选模组;') : golden ? t('普通干员没有模组,所选模组在「精锐」中生效;') : ''}${pv.lo?.cultivation && data.get('effects') ? t('含潜能与练度;') : ''}${t('不含技能发动、装备、盟约等局内加成')}</p>
</section>`;
}
function Detail({ m, chess, golden, entries, ops = {}, onChange, onOps, onReset, locked, level = 'normal', onLevel, notOwned = false }) {
const [statLevel, setStatLevel] = useState('elite'); // 局内数值: the 精锐 shows the chosen module's effect
const setLevel = onLevel;
const bodyRef = useRef(null);
useEffect(() => { if (bodyRef.current) bodyRef.current.scrollTop = 0; }, [chess?.chessId]);
if (!chess) return html`<aside class="lo-detail lo-detail--empty"><p class="t-dim">${t('没有符合条件的干员')}</p></aside>`;
const opt = chessOptions(chess, golden);
const choice = effectiveChoice(entries, chess, golden);
const changed = choice.changed || opsOf(ops, chess.charId).changed;
const modOpt = opt.moduleOptions.find((x) => x.id === choice.module) || null;
const lv = (c) => c?.status?.skillLevel ?? '—';
return html`<aside class="lo-detail" aria-label=${t('{name} 调配', { name: chess.name })}>
<div class="lo-dhead">
<div class=${cx('lo-dhead__art', `lo-dhead__art--t${chess.tier}`)}>
<${Img} src=${chessPortraitUrl(m, golden || chess)} fallback=${html`<${UnitThumb} kind="chess" id=${chess.chessId} size="lg" />`} />
</div>
<div class="lo-dhead__info">
<div class="lo-dhead__chips"><${TierChip} tier=${chess.tier} size="md" />
${changed ? html`<span class="lo-badge lo-badge--changed">${t('已调整')}</span>` : html`<span class="lo-badge lo-badge--plain">${t('默认配置')}</span>`}</div>
<h2 class="lo-dhead__name">${chess.name}</h2>
<span class="lo-dhead__en">${chess.appellation || ''}</span>
<span class="lo-dhead__class">
<${Img} src=${profGlyphUrl(m, chess.profession)} class="lo-dhead__prof lo-profglyph" />${t(PROF_NAME[chess.profession] || '')}
<i class="lo-sep"></i><${Img} src=${subProfIconUrl(m, chess)} class="lo-dhead__prof" />${chess.subProfessionName || ''}
</span>
<span class="lo-dhead__bonds">${(chess.bonds || []).map((b) => html`<span key=${b} class="lo-bond">
<${Img} src=${bondIconUrl(m, b)} class="lo-bond__icon" fallback=${html`<i class="lo-bond__dot"></i>`} />${data.lookup('bonds', b)?.name || b}</span>`)}</span>
</div>
<${Button} variant="ghost" size="sm" icon="refresh" class="lo-dhead__reset" disabled=${!changed} onClick=${onReset}>${t('恢复默认')}<//>
</div>
<div class="lo-detail__body" ref=${bodyRef}>
<${CultivationSection} charId=${chess.charId} ops=${ops} onSet=${onOps} standIn=${notOwned} />
<${LoadoutGarrisons} chess=${level === 'elite' && golden ? golden : chess} m=${m} />
<section class="lo-sec">
<header class="lo-sec__head">
<h3>${t('技能')}<${MicroLabel}>SKILL<//></h3>
<div class="lo-seg" role="tablist" aria-label=${t('技能等级')}>
<button type="button" role="tab" aria-selected=${level === 'normal' ? 'true' : 'false'} class=${cx(level === 'normal' && 'is-on')} onClick=${() => setLevel('normal')}>${t('普通')} <span class="num">Lv.${lv(chess)}</span></button>
<button type="button" role="tab" aria-selected=${level === 'elite' ? 'true' : 'false'} class=${cx(level === 'elite' && 'is-on')} disabled=${!golden} onClick=${() => setLevel('elite')}>${t('精锐')} <span class="num">Lv.${lv(golden)}</span></button>
</div>
</header>
<div class="lo-skills" role="radiogroup" aria-label=${t('选择技能')}>
${opt.skillOptions.map((s) => html`<${SkillOption} key=${s.index} m=${m} opt=${s} level=${level} on=${s.index === choice.skill}
onPick=${(i) => onChange({ skill: i })} />`)}
</div>
</section>
<${LoadoutStats} base=${chess} golden=${golden} entries=${entries} ops=${ops} level=${statLevel} onLevel=${setStatLevel} />
${golden ? html`<section class="lo-sec lo-sec--mod">
<header class="lo-sec__head">
<h3>${t('模组')}<${MicroLabel}>MODULE<//></h3>
<span class="lo-sec__note">${t('仅精锐干员装备 · 模组等级')} <b class="num">${golden.status?.equipLevel ?? 1}</b></span>
</header>
<div class="lo-mods" role="radiogroup" aria-label=${t('选择模组')}>
${opt.moduleOptions.map((mo) => html`<button key=${mo.id} type="button" role="radio" aria-checked=${mo.id === choice.module ? 'true' : 'false'}
data-module=${mo.id} class=${cx('lo-mod', mo.id === choice.module && 'is-on', mo.id === MODULE_NONE && 'lo-mod--none')}
onClick=${() => onChange({ module: mo.id })}>
<${ModuleGlyph} m=${m} rec=${mo.rec} id=${mo.id} />
<span class="lo-mod__text">
<span class="lo-mod__type num">${mo.id === MODULE_NONE ? 'NONE' : mo.rec?.typeName || ''}</span>
<b class="lo-mod__name">${mo.id === MODULE_NONE ? t('不装备') : mo.rec?.name || mo.id}</b>
</span>
${mo.isDefault ? html`<span class="lo-badge lo-badge--def lo-mod__def">${t('默认')}</span>` : null}
</button>`)}
</div>
${modOpt ? html`<${ModuleInfo} m=${m} golden=${golden} opt=${modOpt} />` : null}
</section>` : null}
${notOwned ? html`<p class="lo-locknote lo-locknote--standin" data-testid="loadout-standin-note"><${Icon} name="info" />${standInName(chess) ? t('干员持有中标记为未持有:此棋子由替补干员 {name} 上场,技能与模组固定(补位干员技能不可更改);这里的调配在改回「持有」后生效', { name: standInName(chess) })
: t('干员持有中标记为未持有:此棋子由替补干员上场,技能与模组固定(补位干员技能不可更改);这里的调配在改回「持有」后生效')}</p>` : null}
${locked ? html`<p class="lo-locknote"><${Icon} name="info" />${t('本局的调配已锁定,修改将在下一局生效')}</p>` : null}
</div>
</aside>`;
}
// ---- filters -------------------------------------------------------------------------------------------------------------
function Filters({ m, filters, onFilters, bonds }) {
const set = (patch) => onFilters({ ...filters, ...patch });
return html`<div class="lo-filters">
<div class="lo-frow">
<div class="lo-chips" role="group" aria-label=${t('阶级')}>
<button type="button" class=${cx('lo-chip', !filters.tier && 'is-on')} onClick=${() => set({ tier: null })}>${t('全部')}</button>
${[1, 2, 3, 4, 5, 6].map((tier) => html`<button key=${tier} type="button" class=${cx('lo-chip', 'lo-chip--tier', `lo-chip--t${tier}`, filters.tier === tier && 'is-on')}
aria-pressed=${filters.tier === tier ? 'true' : 'false'} title=${t('{tier}阶', { tier })} onClick=${() => set({ tier: filters.tier === tier ? null : tier })}><span class="num">${ROMAN[tier]}</span></button>`)}
</div>
<${TextField} size="sm" icon="search" value=${filters.query} placeholder=${t('搜索干员 / 职业 / 盟约')} class="lo-search"
onInput=${(v) => set({ query: String(v).slice(0, 24) })} />
</div>
<div class="lo-frow">
<div class="lo-chips lo-chips--prof" role="group" aria-label=${t('职业')}>
${PROF_ORDER.map((p) => html`<button key=${p} type="button" class=${cx('lo-chip', 'lo-chip--prof', filters.prof === p && 'is-on')}
aria-pressed=${filters.prof === p ? 'true' : 'false'} title=${t(PROF_NAME[p])} onClick=${() => set({ prof: filters.prof === p ? null : p })}>
<${Img} src=${profGlyphUrl(m, p)} class="lo-chip__icon lo-profglyph" fallback=${html`<span>${t(PROF_NAME[p])[0]}</span>`} /><span class="lo-chip__lbl">${t(PROF_NAME[p])}</span></button>`)}
</div>
<label class="lo-select">
<span class="lo-select__k">${t('盟约')}</span>
<select value=${filters.bond || ''} onChange=${(e) => set({ bond: e.currentTarget.value || null })} aria-label=${t('按盟约筛选')}>
<option value="">${t('全部盟约')}</option>
${bonds.map((b) => html`<option key=${b.bondId} value=${b.bondId}>${b.name}</option>`)}
</select>
</label>
<button type="button" class=${cx('lo-toggle', filters.changedOnly && 'is-on')} aria-pressed=${filters.changedOnly ? 'true' : 'false'}
onClick=${() => set({ changedOnly: !filters.changedOnly })}><i class="lo-toggle__box"><${Icon} name="check" /></i>${t('仅看已调整')}</button>
</div>
</div>`;
}
// ---- screen -------------------------------------------------------------------------------------------------------------
const SYNC_TEXT = {
idle: ['', ''], pending: [N_('保存中…'), 'is-busy'], sending: [N_('同步中…'), 'is-busy'], synced: [N_('已同步'), 'is-ok'],
locked: [N_('本局已锁定 · 下一局生效'), 'is-warn'], error: [N_('同步失败'), 'is-bad'],
};
/** The 干员持有 tab's status line: the setting never applies to a running match. */
const OWN_SYNC_TEXT = { ...SYNC_TEXT, locked: [N_('下一局生效'), 'is-warn'] };
/** The 自选编队 tab's status line (msgids, translated where shown): out of match, like 干员持有. */
const DIY_SYNC_TEXT = { ...OWN_SYNC_TEXT };
/**
* The game-data files a tab cannot work without — its roster and its import's sanitiser: chess.json, plus backups.json
* for 自选编队 (its slots and the picks' forms) — that did not load. useData counts a file that never arrived (a 404, a
* blocked request, bad JSON: status 'missing') as settled like a loaded one, so the tab drew an empty roster and an
* import sanitised every entry away (GitHub #173). Empty while the files load and once they have.
* @param {string} tab 'loadout' | 'ownership' | 'diy'
* @param {(name: string) => string} [status] the data store's status (data.status)
* @returns {string[]} data file names
*/
export function missingGameData(tab, status = data.status) {
return (tab === 'diy' ? ['chess', 'backups'] : ['chess']).filter((name) => status(name) === 'missing');
}
/**
* Why an import of `kind` cannot run now, as its toast — the files still loading, or the game data missing — or null.
* Either way nothing is applied: sanitised against absent data, the 干员持有 / 自选编队 imports stored an empty list over
* the saved one (GitHub #173).
* @param {string} kind the dialog's tab @param {boolean} ready the screen's files are settled
* @param {(name: string) => string} [status]
* @returns {{ text: string, tone: 'warn'|'error' } | null}
*/
export function importRefusal(kind, ready, status = data.status) {
if (!ready) return { text: t('干员数据仍在载入,请稍候再导入'), tone: 'warn' };
if (missingGameData(kind, status).length) return { text: t('导入失败:游戏数据没有载入,未做任何改动。请刷新页面;仍不行时,请检查广告拦截插件和网络'), tone: 'error' };
return null;
}
/** In place of a tab whose game data did not load (missingGameData): which files, and what to try (GitHub #173). */
export function DataMissing({ files }) {
const urls = files.map((name) => `/data/${DATA_FILES[name] || `${name}.json`}`);
return html`<div class="lo-loading lo-missing" role="alert" data-testid="loadout-data-missing">
<${Icon} name="warn" />
<b>${t('游戏数据没有载入')}</b>
<p>${t('{files} 没有下载成功,这一页无法显示;已保存的设置不受影响。请刷新页面;仍不行时,请检查广告拦截插件和网络。', { files: urls })}</p>
</div>`;
}
/** The overlay screen. */
function LoadoutScreen({ st }) {
const ready = useData('chess', 'bonds', 'assets', 'local', 'backups', 'garrisons', 'effects');
const phase = useStore((s) => s.match?.public?.phase || null);
const inMatch = useStore((s) => !!s.room?.inMatch);
// co-op briefing (INFO_CHECK, 25 s): the overlay covers the briefing's own countdown, so it shows the time left — the
// match locks the loadout when it runs out (review fix: edits were silently only for the next match)
const infoDeadline = useStore((s) => (s.match?.public?.phase === PHASE.INFO_CHECK ? s.match.public.deadline : 0));
const m = data.get('assets');
const getChess = (id) => data.lookup('chess', id);
const getBond = (id) => data.lookup('bonds', id);
const roster = useMemo(() => rosterOf(data.list('chess')), [ready, data.locale()]); // (names follow a language switch)
const bonds = useMemo(() => {
const used = new Set(roster.flatMap((c) => c.bonds || []));
return (data.list('bonds') || []).filter((b) => b && used.has(b.bondId))
.sort((a, b) => (b.isCore ? 1 : 0) - (a.isCore ? 1 : 0) || (a.bondOrder ?? 0) - (b.bondOrder ?? 0) || String(a.name).localeCompare(String(b.name), 'zh'));
}, [ready, roster]);
const list = filterRoster(roster, st.filters, st.entries, getChess, getBond, st.ops);
const selId = st.sel && roster.some((c) => c.chessId === st.sel) ? st.sel : list[0]?.chessId || roster[0]?.chessId || null;
const { base, golden } = selId ? recordsOf(selId, getChess) : { base: null, golden: null };
const nChanged = changedCount(st.entries, getChess, st.ops, roster);
const locked = (inMatch && phase && phase !== PHASE.INFO_CHECK && phase !== PHASE.LOBBY) || st.sync === 'locked';
const gridRef = useRef(null);
const fileRef = useRef(null); // hidden <input type=file> of the 导入 dialog
const [narrowDetail, setNarrowDetail] = useState(false); // phones: the detail slides over the roster
// the detail's 普通 / 精锐 skill toggle: one preview for its skills, its 特质 and the rows' skill details (display only)
const [previewLevel, setPreviewLevel] = useState('normal');
const [io, setIo] = useState(null); // 导出 / 导入 dialog: { mode, text } | null
const tab = st.tab === 'ownership' || st.tab === 'diy' ? st.tab : 'loadout';
const lost = ready ? missingGameData(tab) : [];
const ownRoster = useOwnershipRoster(ready);
const nNotOwned = notOwnedCount(st.notOwned, ownRoster);
// 自选编队 (0.2.0 DIY): the stored picks, those the server would keep (the kit list of the last welcome)
const nDiy = diyCount(st.diy);
const diyLegal = ready ? sanitizeDiyPicks(st.diy, diyData(), st.diyKitted || []) : {};
const setDiySlot = (slotId, pick) => setDiyPicks(setPick(loadoutStore.get().diy, slotId, pick));
const clearDiy = async () => {
if (!nDiy) return;
const ok = await confirmDialog({ title: t('全部清空'), text: t('清空全部 {n} 个自选名额?', { n: nDiy }), okText: t('全部清空') });
if (ok) setDiyPicks({});
};
const setTab = (t) => loadoutStore.set({ tab: t });
const toggleOwned = (id, owned) => setNotOwned(setOwned(loadoutStore.get().notOwned, id, owned));
const ownAll = async () => {
if (!nNotOwned) return;
const ok = await confirmDialog({ title: t('全部持有'), text: t('将 {nNotOwned} 名未持有的干员恢复为持有(由本人上场)?', { nNotOwned }), okText: t('全部持有') });
if (ok) setNotOwned([]);
};
const pick = (id) => { loadoutStore.set({ sel: id }); setNarrowDetail(true); };
// a row's quick choice (PR #301): the same setChoice / setEntries path; the row becomes the selection, a phone stays on the list
const quickChange = (id, patch) => {
const recs = recordsOf(id, getChess);
setEntries(setChoice(loadoutStore.get().entries, recs.base, recs.golden, patch));
loadoutStore.set({ sel: id });
};
const change = (patch) => { if (base) setEntries(setChoice(loadoutStore.get().entries, base, golden, patch)); };
// 0.2.2: an operator's 潜能 / 练度 (by charId: its normal, elite and 自选 forms share them)
const setOpsOf = (charId, patch) => setOpsMap(setOps(loadoutStore.get().ops, charId, patch));
const resetOne = () => {
if (!base) return;
setOpsMap(resetOps(loadoutStore.get().ops, base.charId));
setEntries(resetChoice(loadoutStore.get().entries, base.chessId));
};
const resetAll = async () => {
if (!nChanged) return;
const ok = await confirmDialog({ title: t('全部恢复默认'), text: t('将 {nChanged} 名干员的技能、模组、潜能与练度恢复为默认配置?', { nChanged }), okText: t('恢复默认'), danger: true });
if (!ok) return;
// the roster's operators only: a 自选 pick's settings belong to the 自选编队 tab
const rosterChars = new Set(roster.map((c) => c.charId));
const keep = {};
for (const [id, e] of Object.entries(loadoutStore.get().ops || {})) if (!rosterChars.has(id)) keep[id] = e;
setOpsMap(keep);
setEntries({});
};
// 导出 / 导入 the loadout (or, on the 干员持有 tab, the not-owned list) as the versioned payload (a downloaded file,
// the clipboard, or the textarea); `io.kind` says which
const ioText = io?.text ?? '';
const ioOwn = io?.kind === 'ownership';
const ioDiy = io?.kind === 'diy';
const openExport = () => setIo(tab === 'ownership'
? { mode: 'export', kind: 'ownership', text: serializeOwnership(loadoutStore.get().notOwned) }
: tab === 'diy' ? { mode: 'export', kind: 'diy', text: serializeDiy(loadoutStore.get().diy) }
: { mode: 'export', kind: 'loadout', text: serializeExport(loadoutStore.get().entries, { ops: loadoutStore.get().ops }) });
const openImport = () => setIo({ mode: 'import', kind: tab, text: '' });
const ioCopy = async () => {
const ok = await copyText(ioText);
toast(ok ? t('已复制到剪贴板') : t('复制失败,请在文本框中手动全选复制'), ok ? 'success' : 'warn');
};
const ioDownload = () => downloadText(exportFilename(new Date(), ioOwn ? 'ownership' : ioDiy ? 'diy' : 'loadout'), ioText);
const ioPick = () => fileRef.current?.click();
const ioFile = async (e) => {
const f = e.currentTarget.files && e.currentTarget.files[0];
e.currentTarget.value = ''; // picking the same file twice must fire again
if (!f) return;
// refuse a huge pick before reading it into memory (a real payload is a few KB)
if (ioDiy && f.size > DIY_IMPORT_MAX_BYTES) { toast(t('文件过大,请选择「导出」下载的自选编队文件'), 'error'); return; }
if (f.size > (ioOwn ? OWNERSHIP_IMPORT_MAX_BYTES : LOADOUT_IMPORT_MAX_BYTES)) { toast(ioOwn ? t('文件过大,请选择「导出」下载的干员持有文件') : t('文件过大,请选择「导出」下载的调配文件'), 'error'); return; }
try { setIo({ ...io, mode: 'import', text: await readFileText(f) }); } catch { toast(t('读取文件失败'), 'error'); }
};
const ioApply = () => {
// an import before chess.json is loaded, or when it never arrived, would sanitise every entry away — refuse instead
// of wiping the loadout
const refused = importRefusal(io.kind, ready);
if (refused) { toast(refused.text, refused.tone); return; }
if (ioDiy) {
const r = parseDiyImport(ioText);
if (!r.ok) { toast(t('导入失败:{error}', { error: t(r.error, r.params) }), 'error'); return; }
const { applied, dropped } = applyDiyImport(r.picks, diyData(), loadoutStore.get().diyKitted || []);
setIo(null);
toast(applied ? t('已导入 {n} 个自选名额', { n: applied }) + (dropped ? t('(另有 {n} 项不可用,未导入)', { n: dropped }) : '') : t('已导入:全部名额为空'), dropped ? 'warn' : 'success');
return;
}
if (ioOwn) {
const r = parseOwnershipImport(ioText);
if (!r.ok) { toast(t('导入失败:{error}', { error: r.error }), 'error'); return; }
const { applied, dropped } = applyOwnershipImport(r.notOwned, getChess);
setIo(null);
toast(applied ? (dropped ? t('已导入:{applied} 名干员未持有(另有 {dropped} 项无效,未导入)', { applied, dropped }) : t('已导入:{applied} 名干员未持有', { applied }))
: t('已导入:全部持有'), dropped ? 'warn' : 'success');
return;
}
const res = parseImport(ioText);
if (!res.ok) { toast(t('导入失败:{error}', { error: res.error }), 'error'); return; }
// 0.2.2: a payload with `ops` replaces the 潜能 / 练度 too (an older export leaves them alone)
const opIds = res.ops ? cultivationCharIds(data.get('chess'), data.get('backups')) : null;
const r = applyLoadoutEntries(res.entries, getChess, res.ops ? { ops: res.ops, isOperator: (id) => opIds.has(id) } : {});
const { applied, dropped } = r;
const nOps = r.ops ?? 0;
// nothing survived sanitising (unknown chess, or every choice already the default): keep the current loadout
if (!applied && !nOps) { toast(t('导入失败:这份数据在当前版本没有可用的调配,未做任何改动'), 'error'); return; }
setIo(null);
toast(!applied ? t('已导入 {n} 名干员的潜能与练度', { n: nOps })
: dropped ? t('已导入 {applied} 名干员(另有 {dropped} 项未导入)', { applied, dropped })
: t('已导入 {applied} 名干员的调配', { applied }), dropped ? 'warn' : 'success');
};
// Esc closes; ←/→ browse the filtered roster (not while typing in the search field)
useEffect(() => {
const onKey = (e) => {
if (e.ctrlKey || e.metaKey || e.altKey) return;
if (document.querySelector('.modal')) return; // a confirm dialog handles its own keys
if (e.key === 'Escape' && document.querySelector('.diy-pick')) return; // the 自选 picker's Esc closes only the picker (diy.js)
const typing = e.target && /^(INPUT|SELECT|TEXTAREA)$/.test(e.target.tagName);
if (e.key === 'Escape') { e.preventDefault(); e.stopImmediatePropagation(); closeLoadout(); return; }
if (typing) return;
// (a row's quick choices: ←/→ stay with the focused group, PR #301)
if (e.target?.closest?.('.lo-quick') && (e.key === 'ArrowRight' || e.key === 'ArrowLeft')) return;
if ((e.key === 'ArrowRight' || e.key === 'ArrowLeft') && loadoutStore.get().tab !== 'ownership' && loadoutStore.get().tab !== 'diy') {
const ids = filterRoster(rosterOf(data.list('chess')), loadoutStore.get().filters, loadoutStore.get().entries, getChess, getBond, loadoutStore.get().ops).map((c) => c.chessId);
if (!ids.length) return;
const cur = Math.max(0, ids.indexOf(loadoutStore.get().sel));
const next = ids[(cur + (e.key === 'ArrowRight' ? 1 : -1) + ids.length) % ids.length];
loadoutStore.set({ sel: next });
e.preventDefault();
}
// swallow single-key game shortcuts (R / F / D / Space …) while the overlay is open
if (e.key.length === 1 || e.key === ' ') { e.stopImmediatePropagation(); }
};
window.addEventListener('keydown', onKey, true);
return () => window.removeEventListener('keydown', onKey, true);
}, []);
// keep the selected card in view
useEffect(() => {
const el = gridRef.current?.querySelector(`[data-chess="${selId}"]`);
if (el && typeof el.scrollIntoView === 'function') el.scrollIntoView({ block: 'nearest' });
}, [selId]);
const [syncText, syncCls] = tab === 'ownership' ? OWN_SYNC_TEXT[st.ownSync] || OWN_SYNC_TEXT.idle
: tab === 'diy' ? DIY_SYNC_TEXT[st.diySync] || DIY_SYNC_TEXT.idle : SYNC_TEXT[st.sync] || SYNC_TEXT.idle;
const fromText = st.from === 'briefing' ? t('确认本局信息阶段结束前可调整本局配置') : t('开始模拟前可调整干员携带的技能与模组,以及潜能与练度;干员的局内等级不可调整');
// 干员持有 is out of match: a running match keeps the list its seat had at its start
const ownLocked = inMatch && !!phase && phase !== PHASE.LOBBY;
const ownText = ownLocked ? t('干员持有是局外设置:本局按开局时的设置进行,修改将在下一局生效')
: t('局外设置,下一局生效 · 联机时只影响你自己的棋子 · 默认全部持有');
const diyText = ownLocked ? t('自选编队是局外设置:本局按开局时的设置进行,修改将在下一局生效')
: t('局外设置,下一局生效 · 联机时只进入你自己的商店');
return html`<${Fragment}>
<div class="lo" role="dialog" aria-modal="true" aria-label=${t('干员调配')}>
<div class="lo__bg" aria-hidden="true"></div>
<header class="lo-top">
<div class="lo-top__left">
<${Button} variant="ghost" size="md" icon="chevronLeft" class="lo-back" onClick=${closeLoadout} aria-label=${t('返回')} title=${t('返回 (Esc)')}>${t('返回')}<//>
</div>
<div class="lo-top__center">
<${MicroLabel} tone="mint">${tab === 'ownership' ? 'OPERATOR ROSTER' : tab === 'diy' ? 'SELF-SELECT SQUAD' : 'OPERATOR LOADOUT'}<//>
<div class="lo-tabs" role="tablist" aria-label=${t('干员调配 / 干员持有 / 自选编队')}>
<button type="button" role="tab" aria-selected=${tab === 'loadout' ? 'true' : 'false'} data-tab="loadout" class=${cx('lo-tab', tab === 'loadout' && 'is-on')} onClick=${() => setTab('loadout')}>
<${Img} src=${localAsset('ui/outer', 'operator_preset')} class="lo-top__icon" fallback=${html`<${Icon} name="edit" class="lo-top__icon" />`} />${t('干员调配')}</button>
<button type="button" role="tab" aria-selected=${tab === 'ownership' ? 'true' : 'false'} data-tab="ownership" class=${cx('lo-tab', tab === 'ownership' && 'is-on')} onClick=${() => setTab('ownership')}
title=${t('标记未持有的干员:由官方指定的替补干员上场')}>${t('干员持有')}${nNotOwned ? html`<span class="lo-tab__n num" aria-label=${t('{nNotOwned} 名未持有', { nNotOwned })}>${nNotOwned}</span>` : null}</button>
<button type="button" role="tab" aria-selected=${tab === 'diy' ? 'true' : 'false'} data-tab="diy" class=${cx('lo-tab', tab === 'diy' && 'is-on')} onClick=${() => setTab('diy')}
title=${t('5阶、6阶的自选名额:持有的 6★ 干员或原型干员')}>${t('自选编队')}${nDiy ? html`<span class="lo-tab__n num" aria-label=${t('{n} 个自选名额已选择', { n: nDiy })}>${nDiy}</span>` : null}</button>
</div>
</div>
${tab === 'diy' ? html`<div class="lo-top__right">
${syncText ? html`<span class=${cx('lo-sync', syncCls)} role="status" data-testid="diy-sync">${t(syncText)}</span>` : null}
<span class="lo-count">${t('已选')} <b class="num">${nDiy}</b><span class="num t-dim">/4</span></span>
<${Button} variant="ghost" size="sm" data-testid="diy-export" disabled=${!nDiy} onClick=${openExport} title=${t('导出自选编队(可复制或下载)')}>${t('导出')}<//>
<${Button} variant="ghost" size="sm" data-testid="diy-import" disabled=${!ready} onClick=${openImport} title=${t('导入自选编队(粘贴或选择文件)')}>${t('导入')}<//>
<${Button} variant="secondary" size="sm" icon="refresh" data-testid="diy-reset" disabled=${!nDiy} onClick=${clearDiy}>${t('全部清空')}<//>
</div>` : tab === 'ownership' ? html`<div class="lo-top__right">
${syncText ? html`<span class=${cx('lo-sync', syncCls)} role="status" data-testid="ownership-sync">${t(syncText)}</span>` : null}
<span class="lo-count">${t('未持有')} <b class="num">${nNotOwned}</b><span class="num t-dim">/${ownRoster.length}</span></span>
<${Button} variant="ghost" size="sm" data-testid="ownership-export" disabled=${!nNotOwned} onClick=${openExport} title=${t('导出干员持有(可复制或下载)')}>${t('导出')}<//>
<${Button} variant="ghost" size="sm" data-testid="ownership-import" disabled=${!ready} onClick=${openImport} title=${t('导入干员持有(粘贴或选择文件)')}>${t('导入')}<//>
<${Button} variant="secondary" size="sm" icon="refresh" data-testid="ownership-reset" disabled=${!nNotOwned} onClick=${ownAll}>${t('全部持有')}<//>
</div>` : html`<div class="lo-top__right">
${inMatch && hasDeadline(infoDeadline) ? html`<${Countdown} deadline=${infoDeadline} size="sm" gauge=${false} label=${t('调配截止')} class="lo-deadline" />` : null}
${syncText ? html`<span class=${cx('lo-sync', syncCls)} role="status">${t(syncText)}</span>` : null}
<span class="lo-count">${t('已调整')} <b class="num">${nChanged}</b><span class="num t-dim">/${roster.length}</span></span>
<${Button} variant="ghost" size="sm" data-testid="loadout-export" disabled=${!nChanged} onClick=${openExport} title=${t('导出当前调配(可复制或下载)')}>${t('导出')}<//>
<${Button} variant="ghost" size="sm" data-testid="loadout-import" disabled=${!ready} onClick=${openImport} title=${t('导入调配(粘贴或选择文件)')}>${t('导入')}<//>
<${Button} variant="secondary" size="sm" icon="refresh" disabled=${!nChanged} onClick=${resetAll}>${t('全部恢复默认')}<//>
</div>`}
</header>
${tab === 'diy'
? html`<p class=${cx('lo-note', ownLocked && 'is-locked')}><${Icon} name="info" />${diyText}</p>`
: tab === 'ownership'
? html`<p class=${cx('lo-note', ownLocked && 'is-locked')}><${Icon} name="info" />${ownText}</p>`
: html`<p class=${cx('lo-note', locked && 'is-locked')}><${Icon} name="info" />${locked ? t('本局的调配已锁定(确认本局信息后无法修改),修改将在下一局生效') : fromText}</p>`}
${!ready ? html`<div class="lo-loading"><${Spinner} size="sm" />${t('正在载入干员数据(打开页面后仅载入一次)…')}</div>`
: lost.length ? html`<${DataMissing} files=${lost} />` : tab === 'diy'
? html`<${DiyPanel} m=${m} picks=${st.diy || {}} legal=${diyLegal} kitted=${st.diyKitted} onSet=${setDiySlot} ops=${st.ops} onOps=${setOpsOf} />`
: tab === 'ownership'
? html`<${OwnershipPanel} m=${m} roster=${ownRoster} notOwned=${st.notOwned} onToggle=${toggleOwned} />`
: html`<main class=${cx('lo-body', narrowDetail && 'is-detail')}>
<section class="lo-roster">
<${Filters} m=${m} filters=${st.filters} bonds=${bonds} onFilters=${(filters) => loadoutStore.set({ filters })} />
<div class="lo-list" ref=${gridRef}>
<${RosterHead} />
<div class="lo-list__rows" role="list" aria-label=${t('干员列表')}>
${list.length ? list.map((c) => html`<${RosterRow} key=${c.chessId} m=${m} chess=${c} golden=${c.goldenId ? getChess(c.goldenId) : null}
entries=${st.entries} ops=${st.ops} selected=${c.chessId === selId} onPick=${pick} onChange=${quickChange} onOps=${setOpsOf}
level=${previewLevel} notOwned=${(st.notOwned || []).includes(c.chessId)} />`) : html`<p class="lo-empty t-dim">${t('没有符合条件的干员')}</p>`}
</div>
</div>
</section>
<div class="lo-detail-wrap">
<button type="button" class="lo-detail-back tapx" onClick=${() => setNarrowDetail(false)}><${Icon} name="chevronLeft" />${t('干员列表')}</button>
<${Detail} m=${m} chess=${base} golden=${golden} entries=${st.entries} ops=${st.ops} onChange=${change} onOps=${setOpsOf} onReset=${resetOne} locked=${locked}
level=${golden ? previewLevel : 'normal'} onLevel=${setPreviewLevel}
notOwned=${!!base && (st.notOwned || []).includes(base.chessId)} />
</div>
</main>`}
</div>
${io ? html`<${Modal} open=${true} onClose=${() => setIo(null)}
title=${ioDiy ? t(io.mode === 'export' ? '导出自选编队' : '导入自选编队')
: io.mode === 'export' ? (ioOwn ? t('导出干员持有') : t('导出干员调配')) : (ioOwn ? t('导入干员持有') : t('导入干员调配'))}
micro=${ioOwn ? 'OPERATOR ROSTER' : ioDiy ? 'SELF-SELECT SQUAD' : 'OPERATOR LOADOUT'}
actions=${io.mode === 'export'
? html`<${Button} variant="ghost" onClick=${() => setIo(null)}>${t('关闭')}<//>
<${Button} variant="secondary" icon="copy" data-testid="loadout-io-copy" onClick=${ioCopy}>${t('复制')}<//>
<${Button} variant="primary" data-testid="loadout-io-download" onClick=${ioDownload}>${t('下载文件')}<//>`
: html`<${Button} variant="ghost" onClick=${() => setIo(null)}>${t('取消')}<//>
<${Button} variant="secondary" data-testid="loadout-io-pick" onClick=${ioPick}>${t('选择文件')}<//>
<${Button} variant="primary" icon="check" data-testid="loadout-io-apply" disabled=${!ioText.trim() || !ready} onClick=${ioApply}>${t('导入')}<//>`}>
<p class="lo-io__hint">${ioDiy
? (io.mode === 'export'
? t('共 {n} 个自选名额已选择。复制或下载这份数据,即可在别的设备或浏览器上导入。', { n: nDiy })
: t('把导出的自选编队数据粘贴到下方,或点「选择文件」。导入会覆盖当前的自选编队。'))
: ioOwn
? (io.mode === 'export'
? html`${tParts('共 {n} 名干员未持有。复制或下载这份数据,即可在别的设备或浏览器上导入。', { n: html`<b class="num">${nNotOwned}</b>`, count: nNotOwned })}`
: html`${tParts('把导出的干员持有数据粘贴到下方,或点「选择文件」。导入会{overwrite}当前的干员持有设置。', { overwrite: html`<strong>${t('覆盖')}</strong>` })}`)
: io.mode === 'export'
? html`${tParts('共 {n} 名干员已调整。复制或下载这份数据,即可在别的设备或浏览器上导入。', { n: html`<b class="num">${nChanged}</b>`, count: nChanged })}`
: html`${t('把导出的内容粘贴到下方,或点「选择文件」。')}${nChanged ? html`${tParts('导入会{overwrite}当前的 {nChanged} 名干员调配。', { overwrite: html`<strong>${t('覆盖')}</strong>`, nChanged })}` : null}`}</p>
<textarea class="lo-io__text" data-testid="loadout-io-text" spellcheck=${false} readOnly=${io.mode === 'export'} value=${ioText}
placeholder=${io.mode === 'export' ? '' : ioDiy ? t('在此粘贴导出的自选编队内容…') : ioOwn ? t('在此粘贴导出的干员持有内容…') : t('在此粘贴导出的调配内容…')}
onInput=${(e) => setIo({ ...io, text: e.currentTarget.value })}></textarea>
<input type="file" accept=".json,application/json,text/plain" class="lo-io__file" ref=${fileRef} onChange=${ioFile} />
<//>` : null}
<//>`;
}
/**
* Whether the overlay must close because its context moved on: opened from the briefing and the match left INFO_CHECK
* (the strategy draft needs the player), or opened from the lobby / room and a match started (its briefing takes over).
* @param {{ open: boolean, from: string|null }} st @param {string|null} phase @param {boolean} inMatch @param {boolean} wasInMatch
*/
export function shouldAutoClose(st, phase, inMatch, wasInMatch) {
if (!st || !st.open) return false;
if (st.from === 'briefing') return !!phase && phase !== PHASE.INFO_CHECK;
return inMatch && !wasInMatch;
}
/** Mounted once (main.js): renders the overlay while open. */
export function LoadoutHost() {
const st = useStore((s) => s, Object.is, loadoutStore);
const phase = useStore((s) => s.match?.public?.phase || null);
const inMatch = useStore((s) => !!s.room?.inMatch);
const wasInMatch = useRef(inMatch);
useEffect(() => {
if (shouldAutoClose(st, phase, inMatch, wasInMatch.current)) closeLoadout();
wasInMatch.current = inMatch;
}, [phase, inMatch, st.open]);
useEffect(() => {
if (st.open) document.documentElement.classList.add('sp-loadout-open');
else document.documentElement.classList.remove('sp-loadout-open');
}, [st.open]);
if (!st.open) return null;
return html`<${LoadoutScreen} st=${st} />`;
}
/**
* The entry button's badge: the same number as the screen's 已调整 N (a stored entry of a chess the data no longer offers
* never applies) once chess.json is loaded; before that the stored entries (the badge alone must not trigger the 1.6 MB
* download). Review fix: it counted stale entries the screen does not. With `ops` (0.2.2) the operators whose 潜能 / 练度
* differ count too (before chess.json: the stored entries plus the stored settings, an operator possibly twice).
* @param {Record<string, any>} entries @param {((id: string) => any) | null} getChess null while chess.json is not loaded
* @param {Record<string, any>|null} [ops] @param {any[]|null} [roster] rosterOf(…) of the loaded data
*/
export function badgeCount(entries, getChess, ops = null, roster = null) {
return getChess ? changedCount(entries, getChess, ops, roster) : Object.keys(entries || {}).length + Object.keys(ops || {}).length;
}
/**
* Entry button (lobby / room / briefing).
* @param {{ from: 'lobby'|'room'|'briefing', size?: string, variant?: string, class?: string, label?: string }} props
*/
export function LoadoutButton({ from, size = 'md', variant = 'secondary', class: cls, label = t('干员调配') }) {
useData('local'); // the official preset icon (re-render once the local-art manifest arrives)
const entries = useStore((s) => s.entries, Object.is, loadoutStore);
const ops = useStore((s) => s.ops, Object.is, loadoutStore);
const notOwned = useStore((s) => s.notOwned, Object.is, loadoutStore);
const diy = useStore((s) => s.diy, Object.is, loadoutStore);
const chessReady = data.status('chess') === 'ready';
const n = badgeCount(entries, chessReady ? (id) => data.lookup('chess', id) : null, ops, chessReady ? rosterOf(data.list('chess')) : null);
// 0.2.0 补位: how many operators the player marked as not owned (the 干员持有 tab) — easy to forget between sessions
const off = Array.isArray(notOwned) ? notOwned.length : 0;
// 0.2.0 自选编队: how many DIY slots the player filled
const nDiy = diyCount(diy);
return html`<button type="button" class=${cx('btn', `btn--${variant}`, `btn--${size}`, 'lo-entry', cls)} data-testid="loadout-open"
onClick=${() => openLoadout(from)} title=${t('调整干员携带的技能与模组 · 干员持有')}>
<${Img} src=${localAsset('ui/outer', 'operator_preset')} class="lo-entry__icon" fallback=${html`<${Icon} name="edit" class="btn__icon" />`} />
<span class="btn__label">${label}</span>
${n ? html`<span class="lo-entry__n num" aria-label=${t('{n} 名干员已调整', { n })}>${n}</span>` : null}
${off ? html`<span class="lo-entry__own" aria-label=${t('{off} 名干员未持有,由替补干员上场', { off })} title=${t('{off} 名干员未持有(由替补干员上场)', { off })}>${t('替补')} <b class="num">${off}</b></span>` : null}
${nDiy ? html`<span class="lo-entry__own lo-entry__diy" aria-label=${t('{n} 个自选名额已选择', { n: nDiy })} title=${t('{n} 个自选名额已选择', { n: nDiy })}>${t('自选')} <b class="num">${nDiy}</b></span>` : null}
</button>`;
}