Files
ark-stronghold-protocol/public/js/ui/hud.js
T
sganggs f2bec76176 feedback5 WAC: players rebind the in-match shortcuts in 设置 → 快捷键 (community request 「快捷键可不可以自己设置」, the owner's decision of 2026-10-07)
- The settings (sp.pref.settings) hold a key map, action → KeyboardEvent.code, for refresh / freeze / level-up /
  retreat / sell / ready (the ready key also pauses a solo battle); the defaults are the 0.1.4 keys R F D Q X Space,
  so nothing changes for a player who never opens the section. sanitizeSettings keeps each saved key that may be a
  shortcut and gives any other its default; not a map, or two actions on one key, gives the defaults.
- One lookup, actionForKey (the character typed first, then the physical key: the 0.1.4 code-or-key match, identical
  for the defaults), serves shortcutFor(e, keys) in game.js and the facing wheel; the modifier, text-field, repeat and
  overlay guards are unchanged. The shop bar, ready / pause and underframe key hints read the map.
- 设置 → 快捷键 (the one SettingsModal, in a match and on the title screen): each action with its key; click or Enter
  waits, the next key binds; Esc cancels (the dialog stays open), Tab leaves; Ctrl / Alt / ⌘ combinations and the
  interface keys (Esc, Tab, Enter, arrows, F1–F12) are refused; a key in use is swapped and the line under the list
  names both; 恢复默认. Esc stays fixed. Touch-only devices: a keyboard note and a folded list; one column under 768 px.
- Tests: test/ui/feedback5-hotkeys.test.js (map, sanitising, conflicts, lookup, capture, handlers and hints with a
  rebound key), test/ui/gameLogic.test.js (sanitizeSettings now returns keys), test/ui/hotkeys.e2e.test.js (SP_E2E=1:
  撤退 rebound to W with the keyboard only in the mock match; phone width).

Golden unchanged (client UI only).
2026-10-07 01:56:19 +08:00

391 lines
26 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// In-match top bar (research 06 §11.1): exit + ping (left); round box, phase capsule (prep label /
// kills n/m / boss HP bar), LP tower, match-info and enemy-preview buttons (centre, bracket frame);
// 7-segment countdown with gauge and the 准备就绪 toggle (right).
// The two 🔍 buttons follow the official HUD bindings (research 09 §2.1 / §6.2 item 3):
// left btn_check_player — mint [🔍] opens the 本局信息 dialog (ui/enemyDrawer.js; its 敌方情报 tab is the secondary
// enemy list); in the pen view it becomes [🔍◀◀] (btn_check_player_back) and returns the camera;
// right btn_check_enemy — amber [🔍▶▶] pans the camera to the enemy preview pen (休整期 only); in the pen view (and
// outside prep) it is the grey [🔍] (btn_check_enemy_unfold) — pressing it in the pen returns too.
// Official sprites (local ui/battle extraction) when installed, CSS look-alikes otherwise.
// Boss rounds (最终攻势 / 隐秘核心): the countdown is the level's 120 s maxPlayTime (m.public.deadline, gauge total from
// gameLogic phaseTotalSeconds) and the red DOT overtime warning under it keys off m.public.overtimeAt (ui/matchStatus.js
// overtimeState): "NN 秒后全队生命值开始流失" once the level time ran out, then a live "生命值 −1/秒" indicator while the
// merged team LP drains (the LP tower turns red). Solo battles: a pause / resume button beside the countdown (g.pause);
// while m.public.paused every clock here is frozen at the pause moment (`frozenAt`).
// Normal rounds (user playtest #3 item 2): the LP tower drops live as the own battle's enemies enter the blue gate —
// lp − min(lpCapPerRound, counted leaks) in red with a −N tick, 联防中 while a 联防 may still save part of it (liveLp;
// the leaks come from the local battle runner, else m.public players[].pendingLp). 联防 (user playtest #6 item 7; PRTS
// 卫戍协议/帮助 "防卫失败的玩家可通过上方信息栏确认自身所属敌人的剩余数量"): a leaker's phase capsule carries the official
// runner tag ×N (research 09 `tag_miss`; art ui/battle bg_miss_enemy [ASSUMED]) = its enemies still standing on the 联防
// field, uncapped and live — falling as the helpers kill them, rising when one splits or summons (the local 联防
// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower shows lp − min(lpCapPerRound, N).
// The same MissTag sits in the leakers' team rows (ui/teamPanel.js), its tooltip naming the teammate there (missTip).
// 准备就绪 is refused while the temp overflow row (临时整备区) holds pieces: the reason shows under the button
// (user playtest #3 item 3; the row's own label is ui/underframe.js TempRowNotice).
import { useRef } from '../../vendor/hooks.module.js';
import { PHASE } from '../../../shared/constants.js';
import { html, Button, Icon, PingPill, Countdown, Tooltip, MicroLabel, DifficultyTag, useTicker } from './components.js';
import { Sprite, LpTower, GIcon, LocalSprite } from './gameComponents.js';
import { localAsset } from '../data.js';
import { serverNow } from '../store.js';
import { isCombatPhase, isBossPhase, prepCapsuleLabel, bossFrac, bossPctText, fmtNum, shopBlockReason } from './gameLogic.js';
import { overtimeState, overtimeDrainPerSec, remainAt } from './matchStatus.js';
import { hotkeyLabelOf } from './settings.js';
import { t, tParts, N_ } from '../../../shared/i18n.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
/**
* Phase capsule: prep label, kills n/m (combat/unite), kills + boss HP bar (boss rounds).
* @param {{ pub:any, hud:any }} props
*/
export function PhaseCapsule({ pub, hud, miss = null }) {
const phase = pub?.phase;
if (isBossPhase(phase)) {
// the battle on screen first: its snapshot carries the live pool (the local simulation's own damage on top of the
// server's b.pool, or the server's 20 Hz stream); m.public.bossHp refreshes at ~1 Hz and lags the leader's death
const boss = hud?.boss || pub.bossHp || null;
const frac = bossFrac(boss);
return html`<div class="capsule capsule--boss" role="status">
<${Sprite} k="hudPanel/icon_boss" class="capsule__icon" fallback=${html`<${GIcon} name="skull" class="capsule__icon" />`} />
${hud?.total != null ? html`<span class="capsule__kills num"><b>${hud.killed ?? 0}</b>/${hud.total}</span>` : null}
<div class="bossbar" title=${boss ? `${fmtNum(boss.hp)} / ${fmtNum(boss.max)}` : t('敌方领袖')}>
<div class="bossbar__fill" style=${`width:${frac == null ? 100 : frac * 100}%`}></div>
<span class="bossbar__txt num">${frac == null ? t('敌方领袖') : bossPctText(frac)}</span>
</div>
</div>`;
}
if (isCombatPhase(phase) || (phase === PHASE.SETTLE && hud?.total != null)) {
return html`<div class=${cx('capsule', 'capsule--combat', phase === PHASE.UNITE && 'capsule--unite')} role="status">
<${Sprite} k=${phase === PHASE.UNITE ? 'hudPanel/icon_coop' : 'hudPanel/icon_battle'} class="capsule__icon"
fallback=${html`<${Icon} name="sword" class="capsule__icon" />`} />
<span class="capsule__kills num"><b>${hud?.killed ?? 0}</b>/${hud?.total ?? '--'}</span>
${phase === PHASE.UNITE ? html`<span class="capsule__tag">${t('联防')}</span>` : null}
${phase === PHASE.UNITE && Number.isFinite(miss) ? html`<${MissTag} n=${miss} />` : null}
</div>`;
}
return html`<div class="capsule capsule--prep" role="status">
<${Sprite} k="hudPanel/icon_rest" class="capsule__icon" fallback=${html`<${Icon} name="rook" class="capsule__icon" />`} />
<span class="capsule__label">${prepCapsuleLabel(phase)}</span>
</div>`;
}
/**
* Tooltip of a MissTag: the own tag speaks to the player ("你漏过的…"), a teammate's row names that teammate (the viewer
* may be one of the helpers fighting those enemies).
* @param {number} n enemies still standing @param {string|null} [name] the leaker's name (null = the viewer)
*/
export function missTip(n, name = null) {
if (n > 0) return name ? t('{name} 漏过的敌人还剩 {n} 个(联防中)', { name, n }) : t('你漏过的敌人还剩 {n} 个(队友正在迎战)', { n });
return name ? t('{name} 漏过的敌人已全部被击倒', { name }) : t('你漏过的敌人已全部被击倒');
}
/**
* The official escaped-enemy tag (research 09: the 联防 capsule's orange runner tag ×N, node `tag_miss`; drawn with
* ui/battle `bg_miss_enemy` — [ASSUMED] that sprite is its art: an orange pill with a runner and ×, the number after it):
* during 联防 a leaker's enemies still standing on the 联防 field (user playtest #6 item 7) — the own in the phase capsule
* and the own team row, a teammate's in that teammate's row (`name`). CSS look-alike without the art.
* @param {{ n: number, name?: string|null }} props name: the leaker's name on a teammate's row (null = the viewer)
*/
export function MissTag({ n, name = null }) {
const v = Math.max(0, Math.trunc(Number(n) || 0));
const art = localAsset('ui/battle', 'bg_miss_enemy');
return html`<span class=${cx('misstag', art && 'has-art', v === 0 && 'is-clear')} data-testid="miss-tag"
title=${missTip(v, name)} aria-label=${t('剩余敌人 {v}', { v })}
style=${art ? `background-image:url("${art}")` : null}>
${art ? null : html`<span class="misstag__icon" aria-hidden="true"><${GIcon} name="skull" />×</span>`}<b class="misstag__n num">${v}</b>
</span>`;
}
// ---- live LP of the own battle (user playtest #3 item 2) --------------------------------------------------------
/** Phases whose leaks are still to be charged at settlement (normal rounds: the own battle, then 联防). */
const LEAK_PHASES = new Set([PHASE.COMBAT, PHASE.UNITE]);
/**
* LP a round's leaks cost at settlement — the server rule (server/match/match/settle.js): min(lpCapPerRound, counted
* leaks), never negative.
* @param {number} leaks counted leaks so far
* @param {number} [cap] data/config.json lpCapPerRound
*/
export function pendingLoss(leaks, cap = 10) {
const n = Math.max(0, Math.trunc(Number(leaks) || 0));
const c = Number(cap) > 0 ? Math.trunc(Number(cap)) : 10;
return Math.min(c, n);
}
/**
* Counted leaks of the own battle so far from its two sources: the local runner's count (state().leaks of the own
* field — authoritative or a display replica) and the server's m.public players[].pendingLp (the authority's b.progress,
* ~1 Hz; the recorded result in 联防). Both only grow during a round, so the further one wins: a display replica stands
* still while the player watches a teammate's field (the server's count moves on), the server's lags the local one by
* up to a second. Missing / invalid values count as 0.
* @param {any} local @param {any} server
*/
export function ownLeaks(local, server) {
const n = (v) => (Number.isFinite(v) && v > 0 ? Math.trunc(v) : 0);
return Math.max(n(local), n(server));
}
/**
* A leaker's enemies still standing on the 联防 field from its two sources (user playtest #6 item 7): the local 联防
* replica's count (runner state().uniteLeft[own id] — the same deterministic battle the player is watching, so the tag
* matches the field on screen) and the server's m.public players[].uniteLeft (the authority's b.progress, ~1 Hz; exact
* once the field is done). The count falls as the helpers strike enemies down and rises when one splits or summons, so
* neither source bounds the other: the replica wins while it runs, the server's value fills in without one (not loaded
* yet, not on screen). null when neither is known (not a leaker, or nothing yet).
* @param {any} local @param {any} server
* @returns {number|null}
*/
export function uniteRemaining(local, server) {
for (const v of [local, server]) if (Number.isFinite(v) && v >= 0) return Math.trunc(v);
return null;
}
/**
* The own LP while a normal round's battle runs: the loss its counted leaks will cost is shown at once (red, −N)
* instead of only at settlement. `base` — kept by the caller between renders — is the settled m.private state the
* pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
* dropped as soon as the settlement lands — m.private lp or stats.leaks changed (Match.flush sends m.private before the
* SETTLE m.public) — or the phase leaves COMBAT / UNITE or the round changes, so the loss is never subtracted twice.
* 联防 (UNITE): a leaker finally loses min(cap, the survivors of the 联防 battle that came from them); `uniteLeft` (its
* enemies still standing, uniteRemaining — user playtest #6 item 7) replaces the own battle's count, so the loss falls
* live as the helpers kill them, marked `unite` (联防中) with `left` = that uncapped number for the ×N tag. Without
* `uniteLeft` (not a leaker, or no count yet) the own battle's count stays on show. The pending part goes when the
* settlement lands. Boss rounds are not handled here (the merged team LP moves live through b.pool / m.public.teamLp).
* @param {{ round: any, lp: number, statsLeaks: number|null } | null} base
* @param {{ phase: string, round: any, lp: any, statsLeaks?: any, leaks?: any, cap?: number, alive?: boolean, uniteLeft?: number|null }} s
* @returns {{ base: { round: any, lp: number, statsLeaks: number|null } | null, pending: number, shown: number|null, unite: boolean, left: number|null }}
*/
export function liveLp(base, { phase, round, lp, statsLeaks = null, leaks = 0, cap = 10, alive = true, uniteLeft = null }) {
if (!Number.isFinite(lp)) return { base: null, pending: 0, shown: null, unite: false, left: null };
if (!LEAK_PHASES.has(phase) || alive === false) return { base: null, pending: 0, shown: lp, unite: false, left: null };
const sl = Number.isFinite(statsLeaks) ? statsLeaks : null;
const b = base && base.round === round ? base : { round, lp, statsLeaks: sl };
const landed = lp !== b.lp || (sl != null && b.statsLeaks != null && sl !== b.statsLeaks);
const left = phase === PHASE.UNITE && Number.isFinite(uniteLeft) && uniteLeft >= 0 && !landed ? Math.trunc(uniteLeft) : null;
const pending = landed ? 0 : Math.min(lp, pendingLoss(left != null ? left : leaks, cap));
return { base: b, pending, shown: lp - pending, unite: phase === PHASE.UNITE && (pending > 0 || left != null), left };
}
/**
* Tooltip of an LP tower with a pending loss (null without one).
* @param {number} lp settled LP @param {number} pending @param {{ unite?: boolean, cap?: number }} [opts]
*/
export function pendingTip(lp, pending, { unite = false, cap = 10, left = null } = {}) {
if (!(pending > 0)) return null;
if (unite && Number.isFinite(left)) {
const each = left > cap ? t('剩余不足 {cap} 个后,队友每击倒一个少扣 1 点', { cap }) : t('队友每击倒一个就少扣 1 点');
return t('目标生命值 {lp}:联防中,你漏过的敌人还剩 {left} 个,{each};按现在结算扣除 {pending} 点(每回合至多 {cap} 点)', { lp, left, each, pending, cap });
}
return unite
? t('目标生命值 {lp}:联防中,队友正在迎战你漏过的敌人,结算时按联防后剩余的敌人扣除(至多 {pending} 点)', { lp, pending })
: pending >= cap ? t('目标生命值 {lp}:本回合已有 {cap} 个以上敌人进入蓝门,结算时扣除 {pending} 点(每回合至多 {cap} 点)', { lp, pending, cap })
: t('目标生命值 {lp}:本回合已有 {pending} 个敌人进入蓝门,结算时扣除 {pending} 点(每回合至多 {cap} 点)', { lp, pending, cap });
}
// ---- temp overflow row (临时整备区, user playtest #3 item 3) ---------------------------------------------------
/**
* Pieces waiting in the temp overflow row (m.private temp): how many, and how many are items.
* @param {any} priv m.private
* @returns {{ count: number, items: number }}
*/
export function tempInfo(priv) {
const list = (Array.isArray(priv?.temp) ? priv.temp : []).filter((p) => p && typeof p === 'object');
return { count: list.length, items: list.filter((p) => p.kind === 'item').length };
}
/** What the temp row asks of the player (the ready button's reason, the row's label). */
export const TEMP_RULE = N_('放入整备区或战场、配发或使用后才能准备就绪;休整期结束时仍留在临时整备区的单位将被销毁');
/** Why 准备就绪 is refused while the temp row holds pieces (null when it is empty). */
export function tempReadyReason(priv) {
const info = tempInfo(priv);
return info.count ? t('临时整备区还有 {count} 个单位:{rule}', { count: info.count, rule: t(TEMP_RULE) }) : null;
}
/**
* Ready toggle (PREP only). Disabled while the temp row holds pieces — the reason shows under it (not only on hover):
* "临时整备区 N 个单位待处理" (user playtest #3 item 3).
* @param {{ priv:any, onToggle:(ready:boolean)=>void, busy?:boolean, readyCount?:number, total?:number }} props
*/
export function ReadyToggle({ priv, onToggle, busy, readyCount, total }) {
const ready = !!priv?.ready;
const temp = tempInfo(priv);
const reason = !ready ? tempReadyReason(priv) || shopBlockReason('ready', { priv, editable: true }) : null;
const btn = html`<button type="button" class=${cx('readybtn', 'tapx', ready && 'is-on', busy && 'is-busy')} disabled=${!!reason || busy}
aria-pressed=${ready ? 'true' : 'false'} aria-describedby=${!ready && temp.count ? 'readywrap-why' : undefined} onClick=${() => onToggle(!ready)}>
<span class="readybtn__box">${ready ? html`<${Icon} name="check" />` : null}</span>
<span class="readybtn__label">${ready ? t('取消准备') : t('准备就绪')}</span>
<kbd class="readybtn__key">${hotkeyLabelOf('ready')}</kbd>
</button>`;
return html`<div class="readywrap">
${reason ? html`<${Tooltip} text=${reason} placement="bottom">${btn}<//>` : btn}
${!ready && temp.count ? html`<span class="readywrap__why" id="readywrap-why" role="status" data-testid="ready-why">
<${Icon} name="warn" /><span>${tParts('临时整备区 {n} 个单位待处理', { n: html`<b class="num">${temp.count}</b>`, count: temp.count })}</span></span>` : null}
${Number.isFinite(total) && total > 1 ? html`<span class="readywrap__count">${t('已就绪')} <b class="num">${readyCount}</b>/<span class="num">${total}</span></span>` : null}
</div>`;
}
/**
* Sprite + look of the two 🔍 HUD buttons for a state (pure; tested in test/ui/uiFixes.test.js).
* @param {{ pen: boolean, penAvail: boolean, infoOpen: boolean }} st
* @returns {{ left: { sprite: string, back: boolean, label: string, tip: string }, right: { sprite: string, grey: boolean, label: string, tip: string } }}
*/
export function checkButtons({ pen, penAvail, infoOpen }) {
const left = pen
? { sprite: 'btn_check_player_back', back: true, label: t('返回'), tip: t('返回战场') }
: { sprite: infoOpen ? 'btn_check_player_unfold' : 'btn_check_player_normal', back: false, label: t('本局信息'), tip: t('本局信息(策略 / 禁用盟约 / 干员)') };
const right = pen
? { sprite: 'btn_check_enemy_unfold', grey: true, label: t('返回'), tip: t('返回') }
: penAvail
? { sprite: 'btn_check_enemy', grey: false, label: t('敌方情报'), tip: t('查看即将迎击的敌方单位') }
: { sprite: 'btn_check_enemy_unfold', grey: true, label: t('敌方情报'), tip: t('休整期可以查看即将迎击的敌方单位') };
return { left, right };
}
/** One official 🔍 button: the sprite when installed, a CSS look-alike (icon + chevrons) otherwise. */
function CheckBtn({ sprite, cls, label, chev, on, disabled, onClick, testid }) {
const url = localAsset('ui/battle', sprite);
return html`<button type="button" class=${cx(cls, 'tapx', url && 'has-sprite', chev && 'is-wide', on && 'is-on')}
style=${url ? `--chk-sprite:url("${url}")` : ''} aria-label=${label} aria-disabled=${disabled ? 'true' : 'false'}
data-sprite=${sprite} data-testid=${testid} onClick=${onClick}>
${url ? null : html`<${Icon} name="search" />${chev ? html`<span class="enemybtn__chev">${chev}</span>` : null}`}
</button>`;
}
/**
* The red overtime (DOT) warning of a boss round (pure view of ui/matchStatus.js overtimeState).
* @param {{ ot: ReturnType<typeof overtimeState> }} props
*/
export function OvertimeWarning({ ot }) {
if (!ot) return null;
if (ot.state === 'pending') {
return html`<div class="otwarn otwarn--pending" role="alert" data-state="pending">
<${LocalSprite} name="icon_warn" class="otwarn__icon" fallback=${html`<${Icon} name="warn" class="otwarn__icon" />`} />
<span class="otwarn__tag">DOT</span>
<span class="otwarn__txt">${tParts('{n} 秒后全队生命值开始流失', { n: html`<b class="num">${ot.secs}</b>`, count: ot.secs })}</span>
</div>`;
}
return html`<div class="otwarn otwarn--drain" role="alert" data-state="drain">
<span class="otwarn__blood">
<${LocalSprite} name="blood_icon" class="otwarn__icon" fallback=${html`<${Icon} name="rook" class="otwarn__icon" />`} />
</span>
<span class="otwarn__tag">DOT</span>
<span class="otwarn__txt">${tParts('超时 · 生命值 {n}/秒', { n: html`<b class="num">−${ot.perSec}</b>` })}</span>
${ot.lost > 0 ? html`<span class="otwarn__lost">${t('已流失')} <b class="num">${ot.lost}</b></span>` : null}
<span key=${ot.secs} class="otwarn__tick num" aria-hidden="true">−${ot.perSec}</span>
</div>`;
}
/** Two-bar pause glyph (the official battle pause button). */
function PauseGlyph() {
return html`<svg class="pausebtn__glyph" viewBox="0 0 24 24" aria-hidden="true"><path d="M6 4h4.5v16H6zm7.5 0H18v16h-4.5z" /></svg>`;
}
/**
* Solo pause / resume control (g.pause): pressed while paused.
* @param {{ paused: boolean, busy?: boolean, onToggle: () => void }} props
*/
export function PauseButton({ paused, busy = false, onToggle }) {
const label = paused ? t('继续作战') : t('暂停');
const key = hotkeyLabelOf('ready'); // the ready key pauses a solo battle (Space unless rebound: 设置 → 快捷键)
return html`<${Tooltip} text=${paused ? t('继续作战({key})', { key }) : t('暂停作战({key})', { key })} placement="bottom">
<button type="button" class=${cx('pausebtn', 'tapx', paused && 'is-on', busy && 'is-busy')} aria-pressed=${paused ? 'true' : 'false'}
aria-label=${label} disabled=${busy} data-testid="pause" onClick=${() => onToggle?.()}>
${paused ? html`<${Icon} name="play" class="pausebtn__glyph" />` : html`<${PauseGlyph} />`}
</button>
<//>`;
}
/**
* Top bar.
* @param {{ pub:any, priv:any, conn:any, hud:any, total:number|null, drawer:string|null, onExit:Function, onDrawer:(tab:string)=>void,
* onReady:(r:boolean)=>void, readyBusy?:boolean, readyCount?:number, playerCount?:number,
* pen?:boolean, penAvail?:boolean, onPen?:(on:boolean)=>void, config?: any, frozenAt?: number|null,
* pause?: { show: boolean, paused: boolean, busy?: boolean, onToggle: () => void } | null,
* live?: { pending: number, unite: boolean, left?: number|null } | null }} props
* frozenAt: the server time every clock shows while the solo match is paused (null = live)
* live: the own battle's pending LP loss (liveLp): the tower shows lp − pending in red with a −N tick, 联防中 during 联防;
* `left` (a leaker in 联防): its enemies still standing — the capsule's ×N tag
*/
export function TopBar({ pub, priv, conn, hud, total, drawer, onExit, onDrawer, onReady, readyBusy, readyCount, playerCount, pen = false, penAvail = false, onPen = () => {},
config = null, frozenAt = null, pause = null, live = null, spectator = false }) {
const phase = pub?.phase;
const boss = isBossPhase(phase);
const lp = boss && Number.isFinite(pub?.teamLp) ? pub.teamLp : Number.isFinite(priv?.lp) ? priv.lp : null;
// normal rounds: the leaks of the own battle so far (boss rounds: the team LP above already moves live)
const pending = !boss && Number.isFinite(lp) && live && live.pending > 0 ? Math.min(lp, live.pending) : 0;
const hidden = phase === PHASE.HIDDEN_CORE || (Number.isFinite(pub?.lastRound) && pub.round > pub.lastRound);
const roundText = hidden ? '??' : pub?.round > 0 ? String(pub.round) : '--';
// a spectator seat (no m.private, community report #26) never readies
const showReady = phase === PHASE.PREP && !spectator && priv?.alive !== false;
// boss rounds: the overtime warning follows the clock (4 Hz while live; frozen while paused)
const otLive = boss && Number(pub?.overtimeAt) > 0;
useTicker(otLive && frozenAt == null ? 250 : 0);
const now = Number.isFinite(frozenAt) ? frozenAt : serverNow();
const ot = otLive ? overtimeState(pub, now, { perSec: overtimeDrainPerSec(config) }) : null;
const draining = ot?.state === 'drain';
const lowLp = (Number.isFinite(lp) && lp - pending <= 5) || draining;
const cap = Number(config?.lpCapPerRound) > 0 ? Number(config.lpCapPerRound) : 10;
const frozenSecs = Number.isFinite(frozenAt) ? remainAt(pub?.deadline, frozenAt) : null;
const btn = checkButtons({ pen, penAvail, infoOpen: !!drawer });
const onLeft = () => (pen ? onPen(false) : onDrawer('info'));
const onRight = () => (pen ? onPen(false) : penAvail ? onPen(true) : null);
return html`<header class=${cx('gtop', pen && 'is-pen')}>
<div class="gtop__left">
<${Button} variant="danger" size="lg" square=${true} icon="exit" onClick=${onExit} aria-label=${t('离开')} title=${t('离开 / 暂离')} class="gtop__exit tapx" />
<div class="gtop__meta">
<${PingPill} ms=${conn?.ping} online=${conn?.status === 'online'} />
${pub?.difficulty ? html`<${DifficultyTag} difficulty=${pub.difficulty} size="sm" />` : null}
</div>
</div>
<div class="gtop__center brackets">
<${Tooltip} text=${btn.left.tip} placement="bottom">
<${CheckBtn} sprite=${btn.left.sprite} cls=${cx('gtop__iconbtn', btn.left.back && 'is-back')} label=${btn.left.label}
chev=${btn.left.back ? '◀◀' : null} on=${!!drawer && !pen} onClick=${onLeft} testid="check-player" />
<//>
<div class="roundbox">
<span class="roundbox__label">${t('回合')}</span>
<b class="roundbox__num num">${roundText}</b>
</div>
<${PhaseCapsule} pub=${pub} hud=${hud} miss=${!boss && Number.isFinite(live?.left) ? live.left : null} />
<${LpTower} value=${lp} size="lg" tone=${lowLp ? 'danger' : boss ? 'team' : null} pending=${pending}
note=${pending > 0 && live?.unite ? t('联防中') : null} tip=${pendingTip(lp, pending, { unite: !!live?.unite, cap, left: live?.left ?? null })} />
<${Tooltip} text=${btn.right.tip} placement="bottom">
<${CheckBtn} sprite=${btn.right.sprite} cls=${cx('enemybtn', btn.right.grey && 'is-grey')} label=${btn.right.label}
chev=${btn.right.grey ? null : '▶▶'} disabled=${btn.right.grey && !pen} onClick=${onRight} testid="check-enemy" />
<//>
</div>
<div class="gtop__right">
<div class="gtop__clock">
${frozenSecs != null
? html`<${Countdown} seconds=${frozenSecs} total=${total ?? undefined} size="md" label="PAUSED" />`
: html`<${Countdown} deadline=${pub?.deadline} total=${total ?? undefined} size="md" />`}
${pause && (pause.show || pause.paused) ? html`<${PauseButton} paused=${!!pause.paused} busy=${pause.busy} onToggle=${pause.onToggle} />` : null}
</div>
<${OvertimeWarning} ot=${ot} />
${showReady ? html`<${ReadyToggle} priv=${priv} onToggle=${onReady} busy=${readyBusy} readyCount=${readyCount} total=${playerCount} />` : null}
</div>
</header>`;
}
/** DP counter shown at the right edge during combat. */
export function DpCounter({ dp }) {
if (!Number.isFinite(dp)) return null;
return html`<div class="dpbox" title=${t('部署费用(再部署消耗)')}>
<${GIcon} name="dp" class="dpbox__icon" /><b class="num">${Math.floor(dp)}</b><${MicroLabel}>COST</${MicroLabel}>
</div>`;
}
/** Hook: stable callback ref helper. */
export function useLatest(v) {
const r = useRef(v);
r.current = v;
return r;
}