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https://github.com/Shu-Ying/noname-shuying.git
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改动整体底层系统
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@@ -0,0 +1,63 @@
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// 只呈现已经选定的预测技能;不从手牌或原生技能猜测意图。
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export function attackIconForDamage(damage) {
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if (!Number.isInteger(damage) || damage < 0) throw new RangeError("预测伤害必须是非负整数");
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if (damage < 5) return 1;
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if (damage < 10) return 2;
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if (damage < 20) return 3;
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if (damage < 40) return 4;
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return 5;
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}
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export function mountEnemyIntent(player, session, assetBase, document) {
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const badge = document.createElement("div");
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badge.className = "mengsan-intent-shuying";
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badge.hidden = true;
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badge.setAttribute("aria-live", "polite");
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const name = document.createElement("span");
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name.className = "mengsan-intent-name-shuying";
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const damageLine = document.createElement("span");
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damageLine.className = "mengsan-intent-damage-shuying";
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const amount = document.createElement("span");
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amount.className = "mengsan-intent-amount-shuying";
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const icon = document.createElement("img");
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icon.className = "mengsan-intent-icon-shuying";
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icon.alt = "预计伤害";
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icon.decoding = "async";
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damageLine.append(amount, icon);
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const debuffLine = document.createElement("span");
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debuffLine.className = "mengsan-intent-debuff-shuying";
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const debuffIcon = document.createElement("img");
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debuffIcon.className = "mengsan-intent-icon-shuying";
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debuffIcon.alt = "预计施加负面状态";
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debuffIcon.decoding = "async";
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debuffIcon.src = `${assetBase}/assets/intent/Intent_debuff.webp`;
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const debuffAmount = document.createElement("span");
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debuffLine.append(debuffIcon, debuffAmount);
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badge.append(name, damageLine, debuffLine);
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player.appendChild(badge);
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session.ownResource(badge, () => badge.remove());
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return intent => {
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if (!intent) {
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badge.hidden = true;
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badge.removeAttribute("title");
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return;
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}
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if (typeof intent.name !== "string" || !intent.name.trim()) throw new TypeError("预测技能必须有名称");
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name.textContent = intent.name;
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const hasDamage = intent.damage != null;
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damageLine.hidden = !hasDamage;
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const hasDebuff = typeof intent.debuff === "string" && Number.isInteger(intent.stacks) && intent.stacks > 0;
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debuffLine.hidden = !hasDebuff;
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if (hasDebuff) debuffAmount.textContent = `${intent.debuff}×${intent.stacks}`;
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if (hasDamage) {
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const tier = attackIconForDamage(intent.damage);
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amount.textContent = String(intent.damage);
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const src = `${assetBase}/assets/intent/Intent_attack_${tier}.webp`;
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if (icon.getAttribute("src") !== src) icon.src = src;
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badge.title = `${intent.name}:预计造成 ${intent.damage} 点伤害(非最终伤害)${hasDebuff ? `,施加${intent.stacks}层${intent.debuff}` : ""}`;
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} else {
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badge.title = hasDebuff ? `${intent.name}:施加${intent.stacks}层${intent.debuff}` : intent.name;
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}
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badge.hidden = false;
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};
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}
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