fixed # 修复手机端地图滑动异常的问题

fixed # 重构更新框架,支持选择是否下载梦三模式
fixed # 补充部分意图的资源图片与逻辑
This commit is contained in:
2026-09-29 17:44:21 +08:00
parent c9c09582c1
commit dd562ae627
32 changed files with 1156 additions and 135 deletions
+38
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@@ -0,0 +1,38 @@
import {
attackHitCount,
outgoingAttackDamage,
} from "./intent-damage.js";
const pendingDeathBlows = new WeakSet();
export function isDeathBlowIntent(intent) {
return intent?.intentType === "death_blow";
}
export function hasPendingDeathBlow(source) {
return pendingDeathBlows.has(source);
}
export async function beginDeathBlow(source, target, intent) {
if (!isDeathBlowIntent(intent)) {
throw new TypeError("濒死一击需要 death_blow 意图类型");
}
if (attackHitCount(intent) !== 1) {
throw new RangeError("濒死一击只能造成一次伤害");
}
const damage = outgoingAttackDamage(intent, source);
if (!source?.isAlive() || !target?.isAlive()) return false;
const hit = target.damage(damage, source);
hit.mengsanAttack_shuying = true;
await hit;
if (source.isAlive()) pendingDeathBlows.add(source);
return true;
}
export async function finishDeathBlow(source) {
if (!hasPendingDeathBlow(source)) return false;
pendingDeathBlows.delete(source);
if (source.isAlive()) await source.die();
return true;
}
+28
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export function attackHitCount(intent) {
const hits = intent.hits ?? 1;
if (!Number.isInteger(hits) || hits < 1) {
throw new RangeError("攻击段数必须是正整数");
}
return hits;
}
export function outgoingAttackDamage(intent, source) {
if (!Number.isInteger(intent.damage) || intent.damage < 0) {
throw new RangeError("预测伤害必须是非负整数");
}
const storedStrength = source?.storage?.mengsanStrength_shuying;
const strength = Number.isInteger(storedStrength) ? storedStrength : 0;
let damage = Math.max(0, intent.damage + strength);
if (source?.storage?.mengsanWeak_shuying > 0) {
damage = Math.floor(damage * 0.75);
}
return damage;
}
export function previewAttackDamage(intent, source, target) {
let damage = outgoingAttackDamage(intent, source);
if (target?.storage?.mengsanVulnerable_shuying > 0) {
damage = Math.ceil(damage * 1.5);
}
return damage;
}
+85 -24
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@@ -1,6 +1,12 @@
// 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。
import { attackHitCount, previewAttackDamage } from "./intent-damage.js";
import { isDeathBlowIntent } from "./death-blow.js";
import { isStunIntent } from "./stun-intent.js";
export function attackIconForDamage(damage) {
if (!Number.isInteger(damage) || damage < 0) throw new RangeError("预测伤害必须是非负整数");
if (!Number.isInteger(damage) || damage < 0) {
throw new RangeError("预测伤害必须是非负整数");
}
if (damage < 5) return 1;
if (damage < 10) return 2;
if (damage < 20) return 3;
@@ -8,56 +14,111 @@ export function attackIconForDamage(damage) {
return 5;
}
export function mountEnemyIntent(player, session, assetBase, document) {
export function mountEnemyIntent(player, session, assetBase, document,
getTarget = () => null) {
const badge = document.createElement("div");
badge.className = "mengsan-intent-shuying";
badge.hidden = true;
badge.setAttribute("aria-live", "polite");
const name = document.createElement("span");
name.className = "mengsan-intent-name-shuying";
badge.setAttribute("aria-atomic", "true");
const damageLine = document.createElement("span");
damageLine.className = "mengsan-intent-damage-shuying";
const amount = document.createElement("span");
amount.className = "mengsan-intent-amount-shuying";
const icon = document.createElement("img");
icon.className = "mengsan-intent-icon-shuying";
icon.alt = "预计伤害";
icon.alt = "Attack";
icon.decoding = "async";
damageLine.append(amount, icon);
damageLine.append(icon, amount);
const debuffLine = document.createElement("span");
debuffLine.className = "mengsan-intent-debuff-shuying";
const debuffIcon = document.createElement("img");
debuffIcon.className = "mengsan-intent-icon-shuying";
debuffIcon.alt = "预计施加负面状态";
debuffIcon.alt = "Debuff";
debuffIcon.decoding = "async";
debuffIcon.src = `${assetBase}/assets/intent/Intent_debuff.webp`;
const debuffAmount = document.createElement("span");
debuffLine.append(debuffIcon, debuffAmount);
badge.append(name, damageLine, debuffLine);
badge.append(damageLine, debuffLine);
player.appendChild(badge);
session.ownResource(badge, () => badge.remove());
return intent => {
let currentIntent = null;
let timer;
session.ownResource(badge, () => {
clearInterval(timer);
badge.remove();
});
const refresh = () => {
const intent = currentIntent;
if (!intent) {
badge.hidden = true;
badge.removeAttribute("title");
return;
}
if (typeof intent.name !== "string" || !intent.name.trim()) throw new TypeError("预测技能必须有名称");
name.textContent = intent.name;
const hasDamage = intent.damage != null;
damageLine.hidden = !hasDamage;
const hasDebuff = typeof intent.debuff === "string" && Number.isInteger(intent.stacks) && intent.stacks > 0;
debuffLine.hidden = !hasDebuff;
if (hasDebuff) debuffAmount.textContent = `${intent.debuff}×${intent.stacks}`;
if (hasDamage) {
const tier = attackIconForDamage(intent.damage);
amount.textContent = String(intent.damage);
const src = `${assetBase}/assets/intent/Intent_attack_${tier}.webp`;
if (isStunIntent(intent)) {
damageLine.hidden = false;
debuffLine.hidden = true;
amount.textContent = "";
const src = `${assetBase}/assets/intent/Intent_stun.png`;
if (icon.getAttribute("src") !== src) icon.src = src;
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}` : ""}`;
icon.alt = "Stunned";
if (badge.getAttribute("aria-label") !== "Stunned") {
badge.setAttribute("aria-label", "Stunned");
}
badge.hidden = false;
return;
}
const hasDamage = intent.damage != null;
const deathBlow = isDeathBlowIntent(intent);
if (deathBlow && !hasDamage) {
throw new TypeError("濒死一击必须有伤害数值");
}
damageLine.hidden = !hasDamage;
const hasDebuff = typeof intent.debuff === "string" &&
Number.isInteger(intent.stacks) && intent.stacks > 0;
debuffLine.hidden = !hasDebuff;
if (hasDebuff) {
const label = intent.id === "frail" ? "Frail" :
intent.id === "vulnerable" ? "Vulnerable" : "Debuff";
const debuffText = `${label} ×${intent.stacks}`;
if (debuffAmount.textContent !== debuffText) {
debuffAmount.textContent = debuffText;
}
}
if (hasDamage) {
const hits = attackHitCount(intent);
if (deathBlow && hits !== 1) {
throw new RangeError("濒死一击只能造成一次伤害");
}
const damage = previewAttackDamage(intent, player, getTarget());
const tier = deathBlow ? null :
attackIconForDamage(damage * hits);
const damageText = hits > 1 ? `${damage}×${hits}` :
String(damage);
if (amount.textContent !== damageText) {
amount.textContent = damageText;
}
const src = deathBlow ?
`${assetBase}/assets/intent/Intent_death_blow.png` :
`${assetBase}/assets/intent/Intent_attack_${tier}.webp`;
if (icon.getAttribute("src") !== src) icon.src = src;
icon.alt = deathBlow ? "Death Blow" : "Attack";
const label = `${deathBlow ? "Death Blow" : "Attack"}: ` +
`${damage} damage${hits > 1 ?
` × ${hits} hits` : ""}${hasDebuff ?
`, ${debuffAmount.textContent}` : ""}`;
if (badge.getAttribute("aria-label") !== label) {
badge.setAttribute("aria-label", label);
}
} else {
badge.title = hasDebuff ? `${intent.name}:施加${intent.stacks}层${intent.debuff}` : intent.name;
const label = debuffAmount.textContent;
if (badge.getAttribute("aria-label") !== label) {
badge.setAttribute("aria-label", label);
}
}
badge.hidden = false;
};
timer = setInterval(refresh, 100);
return intent => {
currentIntent = intent;
refresh();
};
}
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const stunned = new WeakMap();
export const STUN_INTENT = Object.freeze({ intentType: "stun" });
export function isStunIntent(intent) {
return intent?.intentType === "stun";
}
export function isStunned(player) {
return stunned.has(player);
}
export function applyStun(player, intent, options = {}) {
if (stunned.has(player)) return false;
const { resume = "advance", recover } = options;
if (resume !== "advance" && resume !== "retry") {
throw new RangeError("击晕恢复方式无效");
}
if (typeof recover !== "function") {
throw new TypeError("击晕需要恢复回调");
}
if (!player?.isAlive()) return false;
stunned.set(player, { intent, resume, recover, skipped: false });
return true;
}
export function skipStunnedAction(player, phaseUse) {
const state = stunned.get(player);
if (!state || state.skipped) return false;
phaseUse.cancel();
state.skipped = true;
return true;
}
export async function finishStunnedTurn(player) {
const state = stunned.get(player);
if (!state?.skipped) return false;
stunned.delete(player);
if (player.isAlive()) await state.recover(state.resume, state.intent);
return true;
}
export function clearStun(player) {
return stunned.delete(player);
}