222 lines
13 KiB
JavaScript
222 lines
13 KiB
JavaScript
// ui/gameLogic/phases.js — phase families, banners, the round's result box and 战斗结束 sound, countdowns. Re-exported
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// from ../gameLogic.js.
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import { PHASE } from '../../../../shared/constants.js';
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import { bossLevelSeconds } from '../matchStatus.js';
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import { clamp, int, isObj, sortedPlayers } from './shared.js';
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import { normalizeSp } from './draft.js';
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import { t } from '../../../../shared/i18n.js';
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// ---- phases ----------------------------------------------------------------------------------------
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const COMBAT_PHASES = new Set([PHASE.COMBAT, PHASE.UNITE, PHASE.FINAL_ASSAULT, PHASE.HIDDEN_CORE]);
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const PREP_PHASES = new Set([PHASE.PREP, PHASE.SP_DRAFT, PHASE.ROUND_START]);
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/**
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* Which screen family a phase belongs to.
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* @param {string} phase
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* @returns {'loading'|'briefing'|'draft'|'boot'|'prep'|'combat'|'settle'|'result'}
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*/
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export function phaseMode(phase) {
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if (!phase) return 'loading';
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if (phase === PHASE.INFO_CHECK) return 'briefing';
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if (phase === PHASE.BAND_DRAFT) return 'draft';
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if (phase === PHASE.BATTLE_CHECK) return 'boot';
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if (phase === PHASE.RESULT) return 'result';
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if (phase === PHASE.SETTLE) return 'settle';
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if (COMBAT_PHASES.has(phase)) return 'combat';
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if (PREP_PHASES.has(phase)) return 'prep';
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return 'prep';
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}
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export const isCombatPhase = (phase) => COMBAT_PHASES.has(phase);
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/**
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* The HUD's "你已被淘汰 · 可继续观战队友" pill of an eliminated player: outside combat only — in combat and in the SETTLE
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* after it the combat HUD (screens/game.js CombatHud, rendered for mode 'settle' too) already says it, and two
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* elimination banners never show at once.
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* @param {boolean} alive
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* @param {string|null|undefined} phase
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*/
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export const showDeadPill = (alive, phase) => !alive && !COMBAT_PHASES.has(phase) && phase !== PHASE.SETTLE;
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export const isBossPhase = (phase) => phase === PHASE.FINAL_ASSAULT || phase === PHASE.HIDDEN_CORE;
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/** Banner shown when a phase starts: { title, sub?, tone } or null. */
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export function phaseBanner(phase, pub) {
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const r = int(pub?.round, 0);
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switch (phase) {
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case PHASE.BATTLE_CHECK: return { title: t('协议启动'), micro: 'PROTOCOL START', tone: 'mint', sub: t('模拟即将开始'), duration: 2600 };
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case PHASE.ROUND_START: return { title: t('第 {r} 回合', { r }), micro: `ROUND ${String(r).padStart(2, '0')}`, tone: 'mint', sub: t('资金已到账') };
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case PHASE.SP_DRAFT: return { title: t('机变阶段'), micro: 'CONTINGENCY', tone: 'gold', sub: t('依次选择机变') };
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case PHASE.PREP: return { title: t('休整期'), micro: `ROUND ${String(r).padStart(2, '0')} // REST`, tone: 'mint', sub: t('部署干员,准备迎敌') };
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case PHASE.COMBAT: return { title: t('作战开始'), micro: 'COMBAT', tone: 'orange', sub: t('各自行动阶段') };
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case PHASE.UNITE: {
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const names = new Map(sortedPlayers(pub).map((p) => [p.playerId, p.name || t('博士')]));
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const helpers = Array.isArray(pub?.unite?.helpers) ? pub.unite.helpers.map((id) => names.get(id)).filter(Boolean) : [];
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return { title: t('联防阶段'), micro: 'JOINT DEFENSE', tone: 'orange', sub: helpers.length ? t('联防:{names}', { names: helpers }) : t('完美作战的博士迎战突破防线的敌人') };
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}
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case PHASE.FINAL_ASSAULT: return { title: t('最终攻势'), micro: 'FINAL ASSAULT', tone: 'red', sub: t('击败敌方领袖') };
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case PHASE.HIDDEN_CORE: return { title: t('隐秘核心'), micro: 'HIDDEN CORE', tone: 'red', sub: t('被源石侵蚀的假想敌') };
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case PHASE.SETTLE: return null;
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default: return null;
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}
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}
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// ---- the round's result box and 战斗结束 sound (GitHub #235; PR #112 by @Convey123) ------------------------------------
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// The official round result dialog (research 09 §3.1 "Round result dialog"): 「作战结束」 with 「全员无伤!」, or
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// 「生命值减少」 and the LP lost — official words only (the owner's review of PR #112, 2026-10-05: the
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// remake's own 「联防成功 / 联防失败:还有 N 只突破防线」 line is not in the official dialog). screens/game.js shows it
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// (ui/components.js ResultDialog) and plays the matching BATTLEOVER sound when SETTLE starts — the moment is [ASSUMED]:
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// the sources do not time the dialog, and a 联防 leaker's number exists only after the 联防. Boss rounds have no SETTLE
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// (最终攻势 / 隐秘核心 go to the result screen or the Hidden Core round), so they get neither [ASSUMED].
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/** How long a result box (ui/components.js ResultDialog) stays up, ms — inside SETTLE's 3 s (server DELAYS.SETTLE). */
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export const RESULT_BOX_MS = 2800;
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/**
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* What this round's own battle cost the viewer: `min(cap, leaks)`, exactly what settlement charges outside a 联防.
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* `cost` is what screens/game.js `roundLossRef` kept while the battle ran — `leaks` = counted enemies that got through
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* (the highest the round showed: the settled state reads 0 again and must not wipe it), `cap` = the per-round LP cap.
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* @param {{ leaks?: number, cap?: number } | null | undefined} cost
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* @returns {number|null} null when this round's battle was never seen (not in the round, a reconnect landing on SETTLE)
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*/
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export function ownRoundLoss(cost) {
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if (!cost) return null;
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const leaks = Number.isFinite(cost.leaks) ? Math.max(0, Math.trunc(cost.leaks)) : null;
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if (leaks == null) return null;
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const cap = Number.isFinite(cost.cap) && cost.cap > 0 ? Math.trunc(cost.cap) : 10; // no cap known → the official 10
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return Math.min(cap, leaks);
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}
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/**
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* 战斗结束: one of the official `BATTLEOVER_*` sounds (all three in data/assets.json audio.sfx.ui) — `battleOverReduce`
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* when the round cost the viewer LP, `battleOverNoReduce` when a 联防 ran and the viewer was charged nothing,
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* `battleOverNormal` otherwise; null when this round's battle was never seen. The client data names the three but not
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* their triggers: the mapping is [ASSUMED] (PR #112; the owner's review called the three sounds right).
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* The loss is the authority's per-player charge when a 联防 resolved (`uniteLoss`, m.public.uniteResult.losses — a
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* leaker whose enemies the helpers stopped paid 0), else the own battle's (`ownRoundLoss`).
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* @param {{ leaks?: number, cap?: number, unite?: boolean } | null | undefined} cost
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* @param {number|null} [uniteLoss]
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* @returns {'battleOverReduce'|'battleOverNoReduce'|'battleOverNormal'|null}
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*/
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export function battleOverSfx(cost, uniteLoss = null) {
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if (!cost) return null;
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// `uniteLoss == null` means "no 联防 figure" (Number(null) would read as 0)
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const authority = uniteLoss == null ? NaN : Number(uniteLoss);
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const loss = Number.isFinite(authority) ? Math.max(0, Math.trunc(authority)) : ownRoundLoss(cost);
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if (loss == null) return null;
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if (loss > 0) return 'battleOverReduce';
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return cost.unite ? 'battleOverNoReduce' : 'battleOverNormal';
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}
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/**
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* The official round result dialog for the viewer's own LP charge `loss`: 「作战结束」 + 「全员无伤!」 (mint) at 0, else
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* 「生命值减少 −N」 (red).
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* @param {number} loss
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* @returns {{ title: string, micro: string, tone: string, sub: string, duration: number }}
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*/
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export function roundResultBox(loss) {
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const n = Math.max(0, Math.trunc(Number(loss) || 0));
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return n === 0
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? { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'mint', sub: t('全员无伤!'), duration: RESULT_BOX_MS }
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: { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'red', sub: t('生命值减少 −{n}', { n }), duration: RESULT_BOX_MS };
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}
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/**
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* The result box of a round whose 联防 resolved: the same official dialog, its number the authority's charge for the
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* viewer (m.public.uniteResult.losses — in a 联防 a leaker pays for the survivors, not for its own battle's leaks, so the
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* client cannot work it out). The official words only, and only when they are true:
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* 生命值减少 −N the round charged the viewer N (red);
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* 全员无伤! nothing got through (`through` 0): nobody paid, true for every participant (mint);
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* title alone the 联防 leaked but the viewer was not charged (a helper, a spared leaker — 全员无伤! would claim the
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* teammate who paid was unharmed too, and the official dialog has no other line; orange). Also the
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* reading of a view without `losses`, which never falls back to the own battle's leaks.
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* A viewer `losses` does not list — a spectator seat, a player eliminated before the round — gets no box, as in a
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* round without 联防, where a viewer without a battle gets none (and no sound) [ASSUMED].
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* @param {{ through?: number, losses?: Record<string, number> } | null | undefined} res m.public.uniteResult
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* @param {string|null|undefined} selfId the viewer's playerId
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* @returns {{ title: string, micro: string, tone: string, sub: string, duration: number } | null} null: no 联防 resolved, or not in the round
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*/
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export function uniteResultBox(res, selfId) {
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const through = Number(res?.through);
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if (!isObj(res) || !Number.isFinite(through) || through < 0) return null;
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const losses = isObj(res.losses) ? res.losses : null;
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if (losses && (selfId == null || !Object.hasOwn(losses, selfId))) return null;
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const raw = losses ? Number(losses[selfId]) : NaN;
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const loss = Number.isFinite(raw) ? Math.max(0, Math.trunc(raw)) : null;
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if (loss != null && loss > 0) return roundResultBox(loss);
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if (loss != null && through === 0) return roundResultBox(0);
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return { title: t('作战结束'), micro: 'BATTLE OVER', tone: 'orange', sub: '', duration: RESULT_BOX_MS };
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}
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/**
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* The result box of a round without 联防: the own battle's cost as kept while it ran (`ownRoundLoss`; the live pending
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* value is 0 again by the time SETTLE renders). null without a battle seen this round.
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* @param {{ leaks?: number, cap?: number } | null | undefined} cost
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*/
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export function battleResultBox(cost) {
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const loss = ownRoundLoss(cost);
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return loss == null ? null : roundResultBox(loss);
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}
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/** Label of the prep capsule ("休息一下" in the original). */
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export function prepCapsuleLabel(phase) {
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if (phase === PHASE.SP_DRAFT) return t('机变阶段');
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if (phase === PHASE.ROUND_START) return t('回合开始');
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if (phase === PHASE.BATTLE_CHECK) return t('协议启动');
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if (phase === PHASE.SETTLE) return t('回合结算');
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return t('休息一下');
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}
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// ---- countdown -------------------------------------------------------------------------------------
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/**
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* Countdown display state.
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* @param {number|null|undefined} deadline server epoch ms (0/null = untimed)
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* @param {number} now server-corrected epoch ms
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* @param {number} [total] total seconds of the phase (for the 5-bar gauge)
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* @param {number} [warnAt] seconds at/below which the digits turn orange
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* @returns {{ remain: number|null, warn: boolean, bars: number, text: string, frac: number }}
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*/
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export function countdownState(deadline, now, total, warnAt = 10) {
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if (!(Number.isFinite(deadline) && deadline > 0) || !Number.isFinite(now)) {
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return { remain: null, warn: false, bars: 0, text: '--', frac: 0 };
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}
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const remain = Math.max(0, Math.ceil((deadline - now) / 1000));
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const t = Number.isFinite(total) && total > 0 ? total : null;
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const frac = t ? clamp(remain / t, 0, 1) : 1;
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const bars = remain === 0 ? 0 : t ? clamp(Math.ceil(frac * 5), 0, 5) : 5;
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return { remain, warn: remain <= warnAt, bars, text: String(Math.min(999, remain)).padStart(2, '0'), frac };
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}
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/**
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* Nominal length (s) of the current timed phase from data/config.json, or null when unknown/untimed.
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* @param {any} pub m.public
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* @param {any} config data/config.json
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* @param {string|null} [myId]
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*/
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export function phaseTotalSeconds(pub, config, myId = null) {
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if (!isObj(pub)) return null;
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const timers = isObj(config?.timers) ? config.timers : {};
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const mode = isObj(config?.modes) ? config.modes[pub.modeId] : null;
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const num = (v) => (Number.isFinite(v) && v > 0 ? v : null);
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switch (pub.phase) {
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case PHASE.INFO_CHECK: return num(timers.infoCheck) ?? 25;
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// one countdown: the current turn's (m.public.draft.turnSeconds = Match.BAND_TURN_SECONDS; user playtest #4 item 4)
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case PHASE.BAND_DRAFT: return num(pub.draft?.turnSeconds) ?? num(timers.bandTurn) ?? 30;
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case PHASE.BATTLE_CHECK: return num(timers.battleCheck) ?? 3;
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case PHASE.SP_DRAFT: {
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const sp = normalizeSp(pub.sp, pub.players);
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const first = !sp || sp.pickedCount === 0;
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return first ? (num(timers.spFirst) ?? 30) : (num(timers.spTurn) ?? 16);
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}
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case PHASE.PREP: return num(mode?.rounds?.[String(pub.round)]?.prepTime);
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case PHASE.COMBAT:
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case PHASE.UNITE: return num(mode?.rounds?.[String(pub.round)]?.combatTimeLimit);
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// 最终攻势 / 隐秘核心: m.public.deadline is the level's 120 s countdown (maxPlayTime; the battle goes on past it)
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case PHASE.FINAL_ASSAULT:
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case PHASE.HIDDEN_CORE: return bossLevelSeconds(pub, config);
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default: return null;
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}
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}
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