This commit is contained in:
2026-09-30 16:59:10 +08:00
parent 12e9ac181f
commit b005a7ff15
14 changed files with 525 additions and 135 deletions
+2 -1
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@@ -14,4 +14,5 @@ tools/*.mjs
/Slay the Spire 2
*.mjs
*.mjs
*.cjs
+4
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@@ -12,6 +12,7 @@
| `progression/` | 征程状态、存档、剧情选择和奖励逻辑 |
| `content/` | 章节、遭遇、剧本、角色与内容注册表 |
| `ui/` | 地图、对话、意图、奖励、图鉴及样式 |
| `ui/hand/` | 梦三必需手牌 UI 子扩展:真实卡牌原位排列、覆盖层及生命周期 |
| `assets/intent/` | 意图图标 |
| `assets/cards/` | 梦三专属卡面 |
| `assets/portraits/` | 角色立绘 |
@@ -19,6 +20,9 @@
新增功能优先放入所属领域;界面代码放在 `ui/`,怪物行动逻辑放在 `monsters/`。跨领域引用使用相对路径,避免新增一个涵盖所有功能的扁平 `runtime/` 目录。模块资源文件随 `tools/generate_manifest.py` 自动收录,发布入口仍为 `mengsan/register.js`。
手牌 UI 子扩展没有单独关闭开关;实现边界、日志位置和验证结果见
[手牌 UI 子扩展说明](docs/ui-hand-subextension.md)。
梦三【杀】消耗 1 费用,基础伤害为 6;其他锦囊的基础伤害仍为 4。
【重杀】(`mengsan_zhongsha`)是普通战斗奖励池中的通用基本牌:
消耗 2 费用,对攻击范围内的一名其他角色直接造成 8 点伤害,
+1 -53
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@@ -1,8 +1,6 @@
// Mode-owned piles use real Card nodes so native searches/gain/insert operations agree.
// DIY must access ui piles inside the acting player's engine event, never cache global nodes.
import { cardCost } from "../battle/combat-rules.js";
import { AFFIX_INFO } from "./affixes.js";
import { createHandUpgradeBadges } from "../ui/hand-upgrade.js";
export function installPersonalPiles(session, owner, battle, run, resources, env) {
@@ -14,8 +12,7 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
const draw = document.createElement("div"), discard = document.createElement("div");
// Detached nodes: engine get.position recognises these IDs; no duplicate document IDs.
draw.id = "cardPile"; discard.id = "discardPile";
const owned = new Set(), restores = [], costBadges = new Map();
const upgradeBadges = createHandUpgradeBadges(document);
const owned = new Set(), restores = [];
const strict = env.strict !== false;
let released = false, forcedOwner = false;
const personal = () => {
@@ -29,30 +26,6 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
return false; // Never infer ownership from whose turn it is.
};
const refresh = () => { if (!released) env.refresh(); };
function showCost(card) {
if (!env.showCosts || !card?.name) return;
const cost = String(cardCost(card));
card.dataset.mengsanCost = cost;
let badge = costBadges.get(card);
if (!badge) {
badge = Array.from(card.children || []).find(child => child.classList?.contains("mengsan-hand-cost-shuying"));
if (!badge) {
badge = document.createElement("span");
badge.className = "mengsan-hand-cost-shuying";
badge.setAttribute("aria-hidden", "true");
card.appendChild(badge);
}
costBadges.set(card, badge);
}
// 十周年 UI scans thrown-card children via innerText when adding “刘备使用”.
// Keep this child text-free so its numeric cost cannot match that scan.
badge.textContent = "";
badge.dataset.mengsanCost = cost;
}
function showHandBadges(card) {
showCost(card);
if (env.showCosts) upgradeBadges.refresh(card);
}
function adopt(card, data) {
if (owned.has(card)) return;
owned.add(card); resources.card(card);
@@ -63,7 +36,6 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
// Retired affixes from old saves must not acquire new battle behaviour.
card.storage.mengsanCard_shuying.affixes = (card.storage.mengsanCard_shuying.affixes || []).filter(key => key !== "annihilate");
}
if (data) showHandBadges(card);
// Existing foreign/generated cards retain their original destruction semantics.
if (!data) return;
card.destroyLog = false;
@@ -90,30 +62,6 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
const card = game.createCard(data.name, data.suit, data.number, data.nature);
adopt(card, data); draw.appendChild(card);
}
// Native and 十周年 UI both move real card nodes into these hand containers.
// Decorate newly gained cards without patching either UI's card factory or layout.
const handZones = [owner.node?.handcards1, owner.node?.handcards2].filter(Boolean);
const handObserver = new MutationObserver(mutations => {
if (released) return;
for (const mutation of mutations) for (const card of mutation.addedNodes) {
if (card.classList?.contains("card")) showHandBadges(card);
}
});
for (const zone of handZones) {
for (const card of zone.childNodes) {
if (card.classList?.contains("card")) showHandBadges(card);
}
handObserver.observe(zone, { childList: true });
}
session.ownResource(handObserver, () => {
handObserver.disconnect();
for (const [card, badge] of costBadges) {
if (badge.parentNode === card) badge.remove();
delete card.dataset.mengsanCost;
}
costBadges.clear();
upgradeBadges.dispose();
});
const publicDiscard = ui.discardPile;
for (const [key, node] of [["cardPile", draw], ["discardPile", discard]]) {
const descriptor = Object.getOwnPropertyDescriptor(ui, key);
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@@ -0,0 +1,98 @@
# 梦三手牌 UI 子扩展
## 模块边界
这是术樱包内部的必需子模块,由梦三战斗加载,不是另一个可安装扩展。
没有单独关闭开关。JS 或样式加载失败时进入既有战斗异常处理流程,
保留存档并提供返回模式选择入口;不会静默略过必需模块。
| 位置 | 职责 |
| --- | --- |
| `ui/hand/index.js` | 挂载、同步、局部输入适配、回退和幂等卸载 |
| `ui/hand/adapter.js` | 校验引擎容器并读取真实卡牌,识别第二容器离线结构 |
| `ui/hand/overlays.js` | 费用与强化覆盖层,仅维护当前手牌的显示节点 |
| `ui/hand/style.css` | 独立排列、尺寸、间距、选中标记及隔离样式 |
| `ui/hand/diagnostics.js` | 生命周期、回退和加载失败诊断日志 |
| `tools/test-hand-ui.cjs` | 浏览器隔离验证,非发布资源 |
| `verification/hand-ui/` | 本地验证报告、截图和清单,非发布资源 |
| `logs/log.txt` | 游戏内生成的最近 100 条诊断,非发布资源 |
`cards/personal-piles.js` 只负责个人牌堆业务,原先的手牌 DOM 显示逻辑
已移入本模块。旧的 `ui/hand-upgrade.js` 和通用样式文件中的对应规则
已移除,避免两套覆盖层并行维护。发布入口仍为 `register.js`。
## 交互方案与证据
本体 `noname/ui/click/index.js` 的 `card()` 使用真实 `this` 操作
`ui.selected.cards` 并调用 `game.check()`。本体 `card.updateTransform()`
检查卡牌祖先是否为 `ui.me`。十周年 `core/layout.js`、`cardDragSort.js`
也依赖真实节点的父容器和变换。因此首期选用真实节点原位复用,
不复制卡面,不移动手牌容器,不替换全局原型或布局函数。
排列使用独立命名空间的 flex 样式;默认卡牌 90×110、间距 8,
小屏卡牌 80×100,牌多时横向滚动。具体尺寸集中在本模块 CSS。
卡面继续采用当前引擎/主题生成的内容。选择、取消、出牌、响应和
选目标继续交给引擎,模块不另行计算卡牌可用性或提交出牌事件。
引擎仍维护节点上的 `selected`、`selectable` 等状态。本模块通过这些
原有类显示选择状态,保留 DOM 顺序作为引擎排序的依据。
检测到移动手势时临时退回既有排列,释放或取消后恢复独立排列;
触屏水平滚动保留独立排列。首期没有另做手动拖动排序系统。
费用调用既有 `cardCost`,强化读取既有 `cardUpgradeLevel`。
覆盖层只在自己的子节点 dataset 上保存显示值,使用伪元素显示文字,
避免十周年对出牌子节点 innerText 的扫描误识别费用数字。
覆盖层不接收指针事件;离开手牌区即回收,返回手牌区重新生成。
若业务直接修改卡牌 storage,修改者应调用返回控制器的 `refresh()`。
十周年 `uiCreateMe()` 的第二手牌容器默认离线。
适配器允许“主容器连接、第二容器离线且为空”的结构。
未知或被替换的容器退回原排列,保留覆盖层,并通过游戏日志和
诊断文件报告,不依赖 `decadeUI` 的内部坐标接口。
## 生命周期与日志
`mode.js` 在玩家初始化后、开局摸牌前等待 `mountHandUI()`。
模块资源登记到 battle-session,逆序释放早于个人牌堆和玩家资源。
正常战斗结束和流程异常另有显式卸载入口;DOM 根节点被移除时
观察器会触发卸载。加载中取消会结束等待并取消计时器。
卸载移除覆盖层、观察器、局部监听、样式链接、自己的类名,并恢复
自己改过的属性;多次调用安全。它不销毁真实卡牌或重置选择状态。
支持引擎文件接口时,日志写入安装目录下
`extension/术樱包/mengsan/logs/log.txt`,包含时间、战斗 session ID、
挂载、回退、卸载与加载错误。最近 100 条覆盖写入,串行提交。
没有文件接口时保留控制台日志;布局回退也写入游戏日志。
## 验证结果及边界
本次参考安装源码:本体 `game/update.js` 为 1.11.5.2;
十周年 `info.json` 为 1.3.1。
十周年 `STYLE_TO_SKIN` 将 off/on/othersOff 映射到
shousha/shizhounian/xinsha,配置菜单显示名与规划文档略有不同。
浏览器验证加载安装目录中的本体 CSS、十周年实际基础样式组合及
手杀/十周年/新杀的按钮和技能样式,以匹配 `uiCreateMe()` 的 DOM 结构
构造测试场景;点击测试使用安装源码中的真实 `ui.click.card` 函数体,
其 `game.check` 等引擎服务为测试替身,不代表完整游戏事件链验证。
| 场景 | 桌面 1280×720 | 小屏 540×360 | 完整游戏实测 |
| --- | --- | --- | --- |
| 原生 UI | 隔离验证通过 | 隔离验证通过 | 待验证 |
| 手杀 off/shousha | 隔离验证通过 | 隔离验证通过 | 待验证 |
| 十周年 on/shizhounian | 隔离验证通过 | 隔离验证通过 | 待验证 |
| 新杀 othersOff/xinsha | 隔离验证通过 | 隔离验证通过 | 待验证 |
已验证真实节点父级及点击身份、选择/取消、费用与强化移除、
手牌离开/返回、横向滚动处理、手势布局退让、会话结束、重复卸载、
根节点移除、加载中取消、CSS 加载失败、回退覆盖层及属性恢复。
已有梦三逻辑回归 44 项通过。发布清单包含本模块全部 JS/CSS,
不包含 tools、verification、.planning 和 log.txt。
尚需真实游戏验证出牌/响应、技能虚拟牌、选目标/取消、引擎自动排序、
十周年拖拽排序插件及真实手机触屏。本次没有改动已安装的游戏文件,
也没有把隔离场景结果标记为游戏内实测通过。
运行浏览器测试:`node mengsan/tools/test-hand-ui.cjs`。
可用 NONAME_APP 指向本体目录、CODEX_NODE_MODULES 指向提供 Playwright
的依赖目录;脚本使用本机 Chrome 的无界面独立实例。
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@@ -1,5 +1,10 @@
# 梦三手牌 UI 子系统规划大纲
首期实现已归入 `ui/hand/`,是梦三必须依赖的包内子模块,
没有单独关闭开关。实现及验证状态见
[手牌 UI 子扩展说明](ui-hand-subextension.md)。
下文保留规划与完整游戏验收项;隔离测试不等同于游戏内实测。
## 1. 背景与目标
- 当前手牌 UI 与无名杀真实卡牌节点的关系
+13 -2
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@@ -22,6 +22,7 @@ import {
} from "./monsters/actions.js";
import { mountEnemyIntent } from "./ui/intent-display.js";
import { mountEnergy } from "./ui/energy-display.js";
import { mountHandUI } from "./ui/hand/index.js";
import {
finishDeathBlow,
hasPendingDeathBlow,
@@ -36,7 +37,10 @@ import {
} from "./battle/stun-intent.js";
import { recordFlyconidAction } from "./monsters/flyconid-intent.js";
import { recordRaiderAction } from "./monsters/raider-intent.js";
import { PLAYER_ENERGY, PLAYER_HAND_LIMIT, canPayCard, payCard, isActiveCardUse } from "./battle/combat-rules.js";
import {
PLAYER_ENERGY, PLAYER_HAND_LIMIT, cardCost,
canPayCard, payCard, isActiveCardUse,
} from "./battle/combat-rules.js";
import { mountBattlePiles } from "./ui/card-library.js";
import { mountGMManager } from "./ui/gm-manager.js";
import { createPlayerTeardown } from "./battle/skill-teardown.js";
@@ -431,7 +435,6 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
activeBattle.personalPiles = installPersonalPiles(session, me, _status.mengsanBattle_shuying, run, resources, {
game, ui, get, _status, document, MutationObserver, shuffle: shuffleBattlePile,
showCosts: true,
refresh: () => activeBattle?.session === session && activeBattle.pilesUI?.refresh(),
});
activeBattle.personalPiles.withOwner(() => me.init(run.player.character));
@@ -458,6 +461,12 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
me.storage.mengsanMaxEnergy_shuying = PLAYER_ENERGY;
me.storage.mengsanEnergy_shuying = PLAYER_ENERGY;
currentBattle.energyUI.set(me, mountEnergy(me, session, document));
currentBattle.handUI = await mountHandUI(me, session, {
game, ui, document, window, cardCost,
styleURL: `${STYLE_PATH}/ui/hand/style.css`,
log: message => game.log(message),
});
if (!session.active) return;
game.zhu = me;
if (run.player.maxHp == null) {
run.player.maxHp = me.maxHp;
@@ -607,6 +616,7 @@ const requestBattleFinish = outcome => {
current.pilesUI?.dispose();
current.gmUI?.dispose();
current.relicUI?.dispose();
current.handUI?.dispose();
stopBattleTurn(current.session, _status.eventManager);
if (_status.mengsanBattle_shuying) _status.mengsanBattle_shuying.resolving = true;
current.finished();
@@ -653,6 +663,7 @@ const setupBattle = async (run, node, encounter = getNodeEncounter(run, node)) =
await signal; // External controller, never an engine event content await.
if (current.engineError) {
session.requestStop();
current.handUI?.dispose();
document.body.classList.remove("mengsan-battle-ui-shuying");
await chooseButtons("战斗流程异常", [{id:"exit",name:"保留存档并返回模式选择"}], "无法确认旧事件已退出,已停止继续开战。上次成功存档仍保留。");
await openModeSelection(); return;
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@@ -1,38 +0,0 @@
import { cardUpgradeLevel } from "../cards/upgrades.js";
export function createHandUpgradeBadges(document) {
const badges = new Map();
return {
refresh(card) {
if (!card?.name) return;
const level = cardUpgradeLevel(card);
let badge = badges.get(card) || Array.from(card.children || [])
.find(child => child.classList?.contains(
"mengsan-hand-upgrade-shuying"));
if (!level) {
badge?.remove();
badges.delete(card);
delete card.dataset.mengsanUpgrade;
return;
}
if (!badge) {
badge = document.createElement("span");
badge.className = "mengsan-hand-upgrade-shuying";
badge.setAttribute("role", "img");
}
if (badge.parentNode !== card) card.appendChild(badge);
badge.textContent = "";
badge.dataset.mengsanUpgrade = String(level);
badge.setAttribute("aria-label", `已强化${level}次`);
card.dataset.mengsanUpgrade = String(level);
badges.set(card, badge);
},
dispose() {
for (const [card, badge] of badges) {
badge.remove();
delete card.dataset.mengsanUpgrade;
}
badges.clear();
},
};
}
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@@ -0,0 +1,20 @@
export function createHandAdapter(player, ui) {
const zones = [player.node?.handcards1, player.node?.handcards2]
.filter(Boolean);
const containers = [ui.handcards1Container, ui.handcards2Container];
const root = ui.me;
const cards = () => zones.flatMap(zone => Array.from(zone.children)
.filter(card => card.classList.contains("card") &&
!card.classList.contains("removing")));
const supported = () => Boolean(root?.isConnected && ui.me === root &&
zones.length === 2 &&
zones.every((zone, index) =>
containers[index] === ui[index === 0 ?
"handcards1Container" : "handcards2Container"] &&
zone.parentNode === containers[index] &&
(zone.isConnected ? root.contains(zone) :
index === 1 && zone.childElementCount === 0) &&
Array.from(zone.children).every(node =>
node.classList.contains("card"))));
return { root, zones, containers, cards, supported };
}
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@@ -0,0 +1,17 @@
const lines = [];
let pendingWrite = Promise.resolve();
export function createHandDiagnostics(game, sessionId) {
return (message, error) => {
const line = `${new Date().toISOString()} [${sessionId}] ${message}` +
(error ? ` ${error.message || error}` : "");
console[error ? "warn" : "info"](`梦三手牌 UI:${line}`);
lines.push(line);
if (lines.length > 100) lines.shift();
if (typeof game?.writeFile !== "function") return;
const contents = lines.join("\n") + "\n";
pendingWrite = pendingWrite.then(() => game.promises.writeFile(
contents, "extension/术樱包/mengsan/logs", "log.txt"
)).catch(cause => console.warn("梦三手牌 UI 日志写入失败", cause));
};
}
+200
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@@ -0,0 +1,200 @@
import { createHandAdapter } from "./adapter.js";
import { createHandOverlays } from "./overlays.js";
import { createHandDiagnostics } from "./diagnostics.js";
export async function mountHandUI(player, session, env) {
const { ui, document, window, cardCost, styleURL } = env;
const adapter = createHandAdapter(player, ui);
const overlays = createHandOverlays(document, cardCost);
const restores = [];
const diagnose = createHandDiagnostics(env.game, session.id);
const style = document.createElement("link");
style.rel = "stylesheet";
style.href = styleURL;
let disposed = false;
let observer, resizeObserver, pointer = null, nativeInput = false;
let finishStyleLoad = null, refreshTimer = null;
const touchScrollClasses = new Map();
let layoutEnabled = false, warned = false;
const log = (message, error) => {
diagnose(message, error);
env.log?.(`梦三手牌 UI:${message}`);
};
function ownClass(node, name) {
if (!node || node.classList.contains(name)) return;
node.classList.add(name);
restores.push(() => node.classList.remove(name));
}
function ownAttribute(node, name, value) {
const previous = node.getAttribute(name);
node.setAttribute(name, value);
restores.push(() => {
if (node.getAttribute(name) !== value) return;
if (previous === null) node.removeAttribute(name);
else node.setAttribute(name, previous);
});
}
function nativeLayout() {
if (ui.me !== adapter.root) return;
try { ui.updateh?.(true); ui.updatehl?.(); }
catch (error) { log("原手牌布局刷新失败", error); }
}
function setLayout(enabled) {
if (layoutEnabled === enabled) return;
layoutEnabled = enabled;
for (const zone of adapter.zones) {
zone.classList.toggle("mengsan-hand-layout-shuying", enabled);
}
for (const container of adapter.containers.filter(Boolean)) {
container.classList.toggle("mengsan-hand-scroll-shuying", enabled);
}
if (!enabled) nativeLayout();
}
function refresh() {
if (disposed) return;
if (!session.active || !adapter.zones.some(zone => zone.isConnected)) {
dispose();
return;
}
const supported = adapter.supported();
setLayout(supported && !nativeInput);
if (!supported && !warned) {
warned = true;
log("当前容器不支持独立排列,已保留原排列与费用/强化标记");
}
overlays.sync(adapter.cards());
}
function listen(target, type, listener, options) {
target.addEventListener(type, listener, options);
restores.push(() => target.removeEventListener(type, listener, options));
}
function beginInput(event) {
const card = event.target.closest?.(".card");
if (event.button !== 0 || pointer ||
!adapter.zones.includes(card?.parentNode)) {
return;
}
pointer = { id: event.pointerId, x: event.clientX, y: event.clientY,
touch: event.pointerType === "touch" };
}
function moveInput(event) {
if (!pointer || pointer.id !== event.pointerId || nativeInput) return;
if (Math.hypot(event.clientX - pointer.x, event.clientY - pointer.y) < 8) {
return;
}
if (pointer.touch && Math.abs(event.clientX - pointer.x) >
Math.abs(event.clientY - pointer.y)) return;
nativeInput = true;
setLayout(false);
}
function endInput(event) {
if (event?.pointerId != null && event.pointerId !== pointer?.id) return;
restoreTouchScroll();
pointer = null;
if (disposed || !nativeInput) return;
nativeInput = false;
window.clearTimeout(refreshTimer);
refreshTimer = window.setTimeout(refresh, 0);
}
function restoreTouchScroll() {
for (const [container, hadScroll] of touchScrollClasses) {
if (!hadScroll) container.classList.remove("scrollh");
}
touchScrollClasses.clear();
}
function scrollWheel(event) {
if (!layoutEnabled || event.ctrlKey || event.metaKey) return;
const container = event.currentTarget;
if (container.scrollWidth <= container.clientWidth) return;
const scale = event.deltaMode === 1 ? 16 :
event.deltaMode === 2 ? container.clientWidth : 1;
container.scrollLeft += (event.deltaX || event.deltaY) * scale;
event.preventDefault();
event.stopImmediatePropagation();
}
function allowTouchScroll(event) {
const container = event.currentTarget;
if (!layoutEnabled || container.scrollWidth <= container.clientWidth) {
return;
}
if (!touchScrollClasses.has(container)) {
touchScrollClasses.set(container,
container.classList.contains("scrollh"));
}
container.classList.add("scrollh");
}
function dispose() {
if (disposed) return;
disposed = true;
finishStyleLoad?.();
window.clearTimeout(refreshTimer);
restoreTouchScroll();
observer?.disconnect();
resizeObserver?.disconnect();
overlays.dispose();
setLayout(false);
for (const restore of restores.reverse()) restore();
style.remove();
pointer = null;
diagnose("已卸载手牌 UI");
}
session.ownResource({}, dispose);
try {
await new Promise((resolve, reject) => {
const timer = window.setTimeout(() => finish(
new Error("梦三手牌样式加载超时")
), 10000);
const finish = error => {
window.clearTimeout(timer);
finishStyleLoad = null;
style.onload = style.onerror = null;
if (error) reject(error);
else resolve();
};
finishStyleLoad = finish;
style.onload = () => finish();
style.onerror = () => finish(new Error("梦三手牌样式加载失败"));
document.head.appendChild(style);
});
if (!session.active || disposed) { dispose(); return { refresh, dispose }; }
for (const zone of adapter.zones) {
ownClass(zone, "mengsan-hand-zone-shuying");
}
for (const container of adapter.containers.filter(Boolean)) {
if (!container.hasAttribute("tabindex")) {
ownAttribute(container, "tabindex", "0");
}
ownAttribute(container, "aria-label", "梦三手牌,可横向滚动");
listen(container, "wheel", scrollWheel,
{ capture: true, passive: false });
listen(container, "touchmove", allowTouchScroll, true);
listen(container, "touchend", () => restoreTouchScroll(), true);
listen(container, "touchcancel", () => restoreTouchScroll(), true);
}
observer = new window.MutationObserver(refresh);
for (const zone of adapter.zones) {
observer.observe(zone, { childList: true });
}
if (adapter.root?.parentNode) {
observer.observe(adapter.root.parentNode, { childList: true });
}
if (window.ResizeObserver && adapter.root) {
resizeObserver = new window.ResizeObserver(refresh);
resizeObserver.observe(adapter.root);
}
if (window.PointerEvent && adapter.root) {
listen(adapter.root, "pointerdown", beginInput, true);
listen(window, "pointermove", moveInput, true);
listen(window, "pointerup", endInput, true);
listen(window, "pointercancel", endInput, true);
listen(window, "blur", () => endInput());
}
refresh();
diagnose(`已挂载手牌 UI,独立排列=${layoutEnabled}`);
return { refresh, dispose };
} catch (error) {
log("必需模块挂载失败,停止进入战斗", error);
dispose();
throw error;
}
}
+53
View File
@@ -0,0 +1,53 @@
import { cardUpgradeLevel } from "../../cards/upgrades.js";
export function createHandOverlays(document, cardCost) {
const entries = new Map();
const setData = (node, key, value) => {
if (node.dataset[key] !== value) node.dataset[key] = value;
};
function refresh(card) {
if (!card.name) return;
let entry = entries.get(card);
if (!entry) {
const cost = document.createElement("span");
cost.className = "mengsan-hand-cost-shuying";
cost.setAttribute("role", "img");
const upgrade = document.createElement("span");
upgrade.className = "mengsan-hand-upgrade-shuying";
upgrade.setAttribute("role", "img");
entry = { cost, upgrade };
entries.set(card, entry);
}
const cost = String(cardCost(card));
setData(entry.cost, "mengsanCost", cost);
entry.cost.setAttribute("aria-label", `费用 ${cost}`);
if (entry.cost.parentNode !== card) card.appendChild(entry.cost);
const level = cardUpgradeLevel(card);
if (level) {
setData(entry.upgrade, "mengsanUpgrade", String(level));
entry.upgrade.setAttribute("aria-label", `已强化${level}次`);
if (entry.upgrade.parentNode !== card) card.appendChild(entry.upgrade);
} else {
entry.upgrade.remove();
}
}
function release(card) {
const entry = entries.get(card);
if (!entry) return;
entry.cost.remove();
entry.upgrade.remove();
entries.delete(card);
}
return {
sync(cards) {
const current = new Set(cards);
for (const card of entries.keys()) {
if (!current.has(card)) release(card);
}
for (const card of cards) refresh(card);
},
dispose() {
for (const card of entries.keys()) release(card);
},
};
}
+111
View File
@@ -0,0 +1,111 @@
.mengsan-hand-zone-shuying {
--mengsan-hand-gold: #d8ba83;
--mengsan-hand-jade: #234844;
--mengsan-hand-ink: #fff1cb;
}
.mengsan-hand-scroll-shuying {
overflow-x: auto !important;
overflow-y: hidden !important;
scrollbar-width: thin;
scrollbar-color: #d8ba83 #234844;
overscroll-behavior-x: contain;
touch-action: pan-x;
}
.mengsan-hand-scroll-shuying:focus-visible {
outline: 2px solid #d8ba83;
outline-offset: -2px;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying {
position: relative !important;
display: flex !important;
align-items: flex-end;
gap: 8px;
width: max-content !important;
min-width: 100% !important;
height: 100% !important;
left: 0 !important;
top: auto !important;
bottom: 0 !important;
margin: 0 !important;
padding: 24px 8px 6px !important;
box-sizing: border-box;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card {
position: relative !important;
flex: 0 0 auto;
width: 90px !important;
height: 110px !important;
left: auto !important;
right: auto !important;
top: auto !important;
bottom: auto !important;
margin: 0 !important;
transform: none !important;
transition: transform 120ms ease-out !important;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card.selected {
transform: translateY(-18px) !important;
outline: 2px solid var(--mengsan-hand-gold);
outline-offset: -2px;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card.removing,
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card.display-none {
display: none !important;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card > .info,
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card > .name {
transform: none !important;
}
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card > .info > span {
display: inline !important;
}
.mengsan-hand-zone-shuying > .card > .mengsan-hand-cost-shuying,
.mengsan-hand-zone-shuying > .card > .mengsan-hand-upgrade-shuying {
position: absolute !important;
display: grid !important;
place-items: center;
z-index: 8 !important;
margin: 0 !important;
box-sizing: border-box;
pointer-events: none;
writing-mode: horizontal-tb !important;
font: 700 13px/1 "Microsoft YaHei", sans-serif;
box-shadow: 0 2px 4px #0008;
}
.mengsan-hand-zone-shuying > .card > .mengsan-hand-cost-shuying {
top: 48% !important;
left: 3px !important;
width: 24px;
height: 24px;
border: 1px solid var(--mengsan-hand-gold);
border-radius: 50%;
background: var(--mengsan-hand-jade);
color: var(--mengsan-hand-ink);
}
.mengsan-hand-zone-shuying > .card > .mengsan-hand-cost-shuying::before {
content: attr(data-mengsan-cost);
}
.mengsan-hand-zone-shuying > .card > .mengsan-hand-upgrade-shuying {
top: 4px !important;
right: 4px !important;
width: 26px;
height: 20px;
border: 1px solid #86bd85;
border-radius: 4px;
background: #214f36;
color: #f5ffea;
}
.mengsan-hand-zone-shuying > .card > .mengsan-hand-upgrade-shuying::before {
content: "+" attr(data-mengsan-upgrade);
}
@media (max-width: 640px), (max-height: 500px) {
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card {
width: 80px !important;
height: 100px !important;
}
}
@media (prefers-reduced-motion: reduce) {
.mengsan-hand-zone-shuying.mengsan-hand-layout-shuying > .card {
transition: none !important;
}
}
-41
View File
@@ -1371,47 +1371,6 @@ body.mengsan-battle-ui-shuying :is(
height: 22px;
object-fit: contain;
}
/* Own a child badge, not card::after (which 十周年 UI reserves and hides). */
.handcards > .card[data-mengsan-cost] > .mengsan-hand-cost-shuying {
position: absolute !important;
top: 55px !important;
left: 3px !important;
z-index: 7 !important;
display: grid !important;
place-items: center;
width: 24px;
height: 24px;
border: 1px solid #d8ba83;
border-radius: 50%;
background: #234844f2;
box-shadow: 0 2px 4px #0008;
color: #fff1cb;
font: 700 14px/1 "Microsoft YaHei", sans-serif;
pointer-events: none;
}
.handcards > .card[data-mengsan-cost] > .mengsan-hand-cost-shuying::before {
content: attr(data-mengsan-cost);
}
.handcards > .card[data-mengsan-upgrade] > .mengsan-hand-upgrade-shuying {
position: absolute !important;
top: 4px !important;
right: 4px !important;
z-index: 8 !important;
display: grid !important;
place-items: center;
width: 26px;
height: 20px;
border: 1px solid #86bd85;
border-radius: 4px;
background: #214f36;
box-shadow: 0 1px 3px #0008;
color: #f5ffea;
font: 700 13px/1 "Microsoft YaHei", sans-serif;
pointer-events: none;
}
.handcards > .card[data-mengsan-upgrade] > .mengsan-hand-upgrade-shuying::before {
content: "+" attr(data-mengsan-upgrade);
}
.mengsan-battle-relics-button-shuying { top: 162px; }
.mengsan-relic-dialog-shuying { max-width: 620px; }
.mengsan-relic-list-shuying { overflow-y: auto; padding: 12px 0; }
+1
View File
@@ -16,6 +16,7 @@ EXCLUDE_DIRS = {
"dist",
"tools",
"__pycache__",
"verification",
}
EXCLUDE_FILES = {".gitignore", "log.txt"}
EXCLUDE_EXTENSIONS = {".md", ".mjs"}