🎉 2.0.1.0版本发布

✨ 重构活动BOSS武将包并新增独立PVP武将包

✨ 完善天书动态难度、过关奖励与羁绊系统

🎨 新增自定义技能选择、羁绊谱册及移动端适配

🔊 整理BOSS配音、图片与模块资源路径

🐛 修复天书关卡、伤害保护及武将包加载问题
This commit is contained in:
2026-08-13 17:28:42 +08:00
parent 49cb75d813
commit 02e7a642ea
54 changed files with 8509 additions and 952 deletions
+338
View File
@@ -223,4 +223,342 @@ export default function initFunction(lib, game, ui, get, ai, _status, shuYing =
renderGrid();
});
};
// 创建可复用的对局单选界面;单击选中卡片,确认后返回对应键值。
shuYing.chooseSingleOptionDialog = ({ title = "请选择", intro = "", options = [], defaultKey = null } = {}) => {
return new Promise(resolve => {
const items = options.map(option => typeof option == "string" ? { key: option, name: option } : option)
.filter(option => option?.key);
if (!items.length) {
resolve(null);
return;
}
const createNode = (tag, className, text, parent) => {
const node = document.createElement(tag);
if (className) node.className = className;
if (text !== undefined && text !== null) node.textContent = text;
if (parent) parent.appendChild(node);
return node;
};
const mask = createNode("div", "shuYing-option-dialog-mask", null, document.body);
const dialog = createNode("div", "shuYing-option-dialog", null, mask);
createNode("div", "shuYing-option-dialog-title", title, dialog);
if (intro) createNode("div", "shuYing-option-dialog-intro", intro, dialog);
const optionArea = createNode("div", "shuYing-option-dialog-options", null, dialog);
const controls = createNode("div", "shuYing-option-dialog-controls", null, dialog);
let closed = false;
let selectedKey = defaultKey && items.some(item => item.key == defaultKey) ? defaultKey : items[0].key;
const finish = key => {
if (closed) return;
closed = true;
mask.remove();
resolve(key);
};
const refreshSelection = () => {
optionArea.querySelectorAll(".shuYing-option-dialog-card").forEach(card => {
const selected = card.dataset.key == selectedKey;
card.classList.toggle("selected", selected);
card.setAttribute("aria-pressed", String(selected));
});
};
items.forEach((option, index) => {
const card = createNode("button", "shuYing-option-dialog-card", null, optionArea);
card.type = "button";
card.dataset.key = option.key;
card.dataset.tone = option.tone || option.key;
createNode("span", "shuYing-option-dialog-order", String(index + 1).padStart(2, "0"), card);
createNode("span", "shuYing-option-dialog-name", option.name || option.key, card);
if (option.tag) createNode("span", "shuYing-option-dialog-tag", option.tag, card);
if (option.description) createNode("span", "shuYing-option-dialog-description", option.description, card);
card.addEventListener("click", event => {
event.stopPropagation();
selectedKey = option.key;
refreshSelection();
});
});
const confirm = createNode("button", "shuYing-option-dialog-confirm", "确定", controls);
confirm.type = "button";
confirm.addEventListener("click", event => {
event.stopPropagation();
finish(selectedKey);
});
mask.addEventListener("click", event => event.stopPropagation());
dialog.addEventListener("click", event => event.stopPropagation());
refreshSelection();
const initial = Array.from(optionArea.querySelectorAll(".shuYing-option-dialog-card")).find(node => node.dataset.key == selectedKey)
|| optionArea.querySelector(".shuYing-option-dialog-card");
initial?.focus({ preventScroll: true });
});
};
// 创建可复用的技能奖励选择界面;悬停预览,单击选中,确认后返回技能。
shuYing.chooseSkillRewardDialog = ({ title = "请选择技能", highlightText = "", choices = [], selectedSkills = [], bonds = [], player = null, canRefresh = false } = {}) => {
return new Promise(resolve => {
const skills = choices.filter(skill => typeof skill == "string" && skill);
if (!skills.length) {
resolve(null);
return;
}
const createNode = (tag, className, text, parent) => {
const node = document.createElement(tag);
if (className) node.className = className;
if (text !== undefined && text !== null) node.textContent = text;
if (parent) parent.appendChild(node);
return node;
};
const getSkillInfo = skill => {
if (typeof get.skillInfoTranslation == "function") {
const info = get.skillInfoTranslation(skill, player);
if (info) return info;
}
return lib.translate[`${skill}_info`] || "暂无技能描述";
};
const getPreviewSkills = previewSkill => Array.from(new Set(selectedSkills.concat(previewSkill || []).filter(Boolean)));
const getUniqueSkillNames = currentSkills => Array.from(new Set(
currentSkills.map(skill => lib.translate[skill]).filter(name => typeof name == "string" && name)
));
const getCharacterNames = () => Array.from(new Set(
[player?.name, player?.name1, player?.name2]
.filter(name => typeof name == "string" && name)
.map(name => lib.translate[name] || get.translation(name))
.filter(name => typeof name == "string" && name)
));
const getKeywordCount = (keyword, currentSkills) => {
const marker = `【${keyword}】`;
const matchedNames = new Set();
currentSkills.forEach(skill => {
if (getSkillInfo(skill).includes(marker)) matchedNames.add(lib.translate[skill] || skill);
});
return matchedNames.size;
};
const getLevelCondition = (bond, level) => {
const source = level?.condition || bond?.condition;
if (source) {
const condition = { ...source };
if (condition.count == null && level?.count != null) condition.count = level.count;
return condition;
}
return bond?.keyword ? { type: "keyword", keyword: bond.keyword, count: level?.count } : null;
};
const matchesCondition = (condition, currentSkills) => {
if (!condition || typeof condition != "object") return false;
if (!condition.type && Array.isArray(condition.all)) return condition.all.every(item => matchesCondition(item, currentSkills));
if (!condition.type && Array.isArray(condition.any)) return condition.any.some(item => matchesCondition(item, currentSkills));
if (!condition.type && condition.not) return !matchesCondition(condition.not, currentSkills);
if (condition.type == "keyword") return getKeywordCount(condition.keyword, currentSkills) >= Math.max(1, Number(condition.count) || 1);
if (condition.type == "skill") return currentSkills.includes(condition.skill);
if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
if (condition.type == "skills") {
const all = Array.isArray(condition.all) ? condition.all : [];
const any = Array.isArray(condition.any) ? condition.any : [];
if (all.length && !all.every(skill => currentSkills.includes(skill))) return false;
if (any.length && !any.some(skill => currentSkills.includes(skill))) return false;
return Boolean(all.length || any.length);
}
if (condition.type == "skillNames") {
const names = new Set(getUniqueSkillNames(currentSkills));
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
if (all.length && !all.every(name => names.has(name))) return false;
const matchedAny = any.filter(name => names.has(name));
const need = Number(condition.count);
if (Number.isFinite(need) && need > 0) {
const matched = new Set(all.filter(name => names.has(name)).concat(matchedAny));
return matched.size >= Math.max(1, Math.floor(need));
}
if (any.length && !matchedAny.length) return false;
return Boolean(all.length || any.length);
}
if (condition.type == "characterSkillNames") {
const characters = Array.from(new Set((Array.isArray(condition.characters) ? condition.characters : [condition.character]).filter(Boolean)));
if (!characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)))) return false;
const names = new Set(getUniqueSkillNames(currentSkills));
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
if (all.length && !all.every(name => names.has(name))) return false;
if (any.length && !any.some(name => names.has(name))) return false;
return Boolean(all.length || any.length);
}
return false;
};
const isConditionRelevant = (condition, currentSkills) => {
if (!condition || typeof condition != "object") return false;
if (!condition.type && Array.isArray(condition.all)) return condition.all.some(item => isConditionRelevant(item, currentSkills));
if (!condition.type && Array.isArray(condition.any)) return condition.any.some(item => isConditionRelevant(item, currentSkills));
if (!condition.type && condition.not) return false;
if (condition.type == "keyword") return getKeywordCount(condition.keyword, currentSkills) > 0;
if (condition.type == "skill") return currentSkills.includes(condition.skill);
if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
if (condition.type == "skills") return [...(condition.all || []), ...(condition.any || [])].some(skill => currentSkills.includes(skill));
if (condition.type == "skillNames") {
const names = new Set(getUniqueSkillNames(currentSkills));
return [...(condition.all || []), ...(condition.any || [])].some(name => names.has(name));
}
if (condition.type == "characterSkillNames") {
const characters = Array.isArray(condition.characters) ? condition.characters : [condition.character];
return characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)))
&& [...(condition.all || []), ...(condition.any || [])].some(name => getUniqueSkillNames(currentSkills).includes(name));
}
return false;
};
const getConditionText = (condition, currentSkills) => {
if (!condition || typeof condition != "object") return "未配置激活条件";
if (!condition.type && Array.isArray(condition.all)) return condition.all.map(item => getConditionText(item, currentSkills)).join(";");
if (!condition.type && Array.isArray(condition.any)) return `满足任意一项:${condition.any.map(item => getConditionText(item, currentSkills)).join(";")}`;
if (!condition.type && condition.not) return `排除:${getConditionText(condition.not, currentSkills)}`;
if (condition.type == "keyword") {
const count = getKeywordCount(condition.keyword, currentSkills);
const need = Math.max(1, Number(condition.count) || 1);
return `包含【${condition.keyword}】的技能 ${Math.min(count, need)}/${need}`;
}
if (condition.type == "skill") return `${currentSkills.includes(condition.skill) ? "已" : "未"}选择【${get.translation(condition.skill)}】`;
if (condition.type == "skillName") return `${currentSkills.some(skill => lib.translate[skill] == condition.name) ? "已" : "未"}选择任意版本的【${condition.name}】`;
if (condition.type == "skills") {
const all = Array.isArray(condition.all) ? condition.all : [];
const any = Array.isArray(condition.any) ? condition.any : [];
if (all.length) return `指定技能 ${all.filter(skill => currentSkills.includes(skill)).length}/${all.length}`;
if (any.length) return `任选其一:${any.map(skill => `【${get.translation(skill)}】`).join("、")}`;
}
if (condition.type == "skillNames") {
const names = new Set(getUniqueSkillNames(currentSkills));
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
const candidates = Array.from(new Set(all.concat(any)));
const matched = candidates.filter(name => names.has(name)).length;
const need = Number(condition.count);
if (Number.isFinite(need) && need > 0) return `不同技能名称 ${Math.min(matched, Math.floor(need))}/${Math.floor(need)}`;
if (all.length) return `同名技能 ${all.filter(name => names.has(name)).length}/${all.length}`;
if (any.length) return `任选任意版本:${any.map(name => `【${name}】`).join("、")}`;
}
if (condition.type == "characterSkillNames") {
const characters = Array.from(new Set((Array.isArray(condition.characters) ? condition.characters : [condition.character]).filter(Boolean)));
const names = new Set(getUniqueSkillNames(currentSkills));
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
const characterReady = characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)));
const skillText = all.length
? `指定技能 ${all.filter(name => names.has(name)).length}/${all.length}`
: `任选技能:${any.map(name => `【${name}】`).join("、")}`;
return `${characterReady ? "武将名称已匹配" : `武将名称需包含【${characters.join("】或【")}】`};${skillText}`;
}
return "未配置激活条件";
};
const getLevelSkills = level => {
if (Array.isArray(level?.skills)) return level.skills.filter(Boolean);
return level?.skill ? [level.skill] : [];
};
const getLevelText = level => {
if (level?.text) return level.text;
const rewardSkills = getLevelSkills(level);
if (rewardSkills.length) return `获得技能【${rewardSkills.map(skill => get.translation(skill)).join("、")}】`;
return "羁绊效果待配置";
};
const mask = createNode("div", "shuYing-skill-reward-mask", null, document.body);
const dialog = createNode("div", "shuYing-skill-reward-dialog", null, mask);
const titleNode = createNode("div", "shuYing-skill-reward-title", null, dialog);
const highlightIndex = highlightText ? title.indexOf(highlightText) : -1;
if (highlightIndex < 0) titleNode.textContent = title;
else {
titleNode.append(document.createTextNode(title.slice(0, highlightIndex)));
createNode("span", "shuYing-skill-reward-title-character", highlightText, titleNode);
titleNode.append(document.createTextNode(title.slice(highlightIndex + highlightText.length)));
}
const content = createNode("div", "shuYing-skill-reward-content", null, dialog);
const preview = createNode("section", "shuYing-skill-reward-preview", null, content);
const previewName = createNode("div", "shuYing-skill-reward-name", "", preview);
const previewInfo = createNode("div", "shuYing-skill-reward-info", "", preview);
const bondPanel = createNode("aside", "shuYing-skill-reward-bonds", null, content);
createNode("div", "shuYing-skill-reward-bond-title", "羁绊", bondPanel);
const bondList = createNode("div", "shuYing-skill-reward-bond-list", null, bondPanel);
const choiceArea = createNode("div", "shuYing-skill-reward-choices", null, dialog);
const controls = createNode("div", "shuYing-skill-reward-controls", null, dialog);
let closed = false;
let previewSkill = skills[0];
let selectedSkill = skills[0];
const renderBonds = () => {
bondList.innerHTML = "";
if (!bonds.length) {
createNode("div", "shuYing-skill-reward-bond-empty", "暂无可激活羁绊", bondList);
return;
}
bonds.forEach(bond => {
const levels = (bond.levels || []).map((level, index) => ({
...level,
rank: Number(level.level ?? level.count ?? index + 1) || index + 1,
})).sort((a, b) => a.rank - b.rank);
if (!levels.length) return;
const currentSkills = getPreviewSkills(previewSkill);
if (!levels.some(level => isConditionRelevant(getLevelCondition(bond, level), currentSkills))) return;
const reached = levels.filter(level => matchesCondition(getLevelCondition(bond, level), currentSkills));
const active = reached[reached.length - 1] || null;
const next = levels.find(level => level.rank > (active?.rank || 0)) || null;
const item = createNode("div", `shuYing-skill-reward-bond${active ? " active" : ""}`, null, bondList);
const head = createNode("div", "shuYing-skill-reward-bond-head", null, item);
createNode("span", "shuYing-skill-reward-bond-name", bond.name || (bond.keyword ? `【${bond.keyword}】羁绊` : bond.id || "未命名羁绊"), head);
createNode("span", "shuYing-skill-reward-bond-count", active ? `第${active.rank}级` : "待激活", head);
const status = active ? `已激活:${getLevelText(active)}` : getConditionText(getLevelCondition(bond, next), currentSkills);
createNode("div", "shuYing-skill-reward-bond-status", status, item);
if (next) {
createNode("div", "shuYing-skill-reward-bond-effect", `下一阶段:${getLevelText(next)}`, item);
if (active) createNode("div", "shuYing-skill-reward-bond-effect", getConditionText(getLevelCondition(bond, next), currentSkills), item);
}
});
if (!bondList.childNodes.length) createNode("div", "shuYing-skill-reward-bond-empty", "该技能暂无相关羁绊", bondList);
};
const renderPreview = skill => {
previewSkill = skill;
previewName.textContent = `【${get.translation(skill)}】`;
previewInfo.innerHTML = getSkillInfo(skill);
choiceArea.querySelectorAll(".shuYing-skill-reward-choice").forEach(node => {
node.classList.toggle("previewing", node.dataset.skill == skill);
node.classList.toggle("selected", node.dataset.skill == selectedSkill);
node.setAttribute("aria-pressed", String(node.dataset.skill == selectedSkill));
});
renderBonds();
};
const finish = skill => {
if (closed) return;
closed = true;
mask.remove();
resolve(skill);
};
skills.forEach(skill => {
const button = createNode("button", "shuYing-skill-reward-choice", get.translation(skill), choiceArea);
button.type = "button";
button.dataset.skill = skill;
button.addEventListener("mouseenter", () => renderPreview(skill));
button.addEventListener("focus", () => renderPreview(skill));
button.addEventListener("click", event => {
event.stopPropagation();
selectedSkill = skill;
renderPreview(skill);
});
});
const confirm = createNode("button", "shuYing-skill-reward-confirm", "确定", controls);
confirm.type = "button";
confirm.addEventListener("click", event => {
event.stopPropagation();
finish(selectedSkill);
});
if (canRefresh) {
const handCount = player?.countCards?.("h") || 0;
const discardCount = Math.ceil(handCount / 2);
const refresh = createNode("button", "shuYing-skill-reward-refresh", `刷新(弃${discardCount}张)`, controls);
refresh.type = "button";
refresh.title = "随机弃置一半手牌(向上取整),重新生成技能选项;本次只能使用一次";
refresh.addEventListener("click", event => {
event.stopPropagation();
finish({ refresh: true });
});
}
mask.addEventListener("click", event => event.stopPropagation());
dialog.addEventListener("click", event => event.stopPropagation());
renderPreview(previewSkill);
choiceArea.querySelector(".shuYing-skill-reward-choice")?.focus({ preventScroll: true });
});
};
}