import tianshuConfig from "./tianshu/config.js"; export default function initShuYingMenu({ lib, game, ui, shuYing, updater }) { const menu = lib.extensionMenu.extension_术樱包; // 创建可指定默认状态的折叠菜单,并在菜单节点延迟生成后应用初始状态。 const createCollapseMenu = (title, endId, defaultCollapsed = false) => { const markerId = `${endId}_collapse`; const renderTitle = collapsed => `
${collapsed ? "▶" : "▼"} ${title}
`; const getCollapseNodes = node => { if (node.shuyingCollapseNodes) return node.shuyingCollapseNodes; const nodes = []; let current = node.nextSibling; while (current && !current.querySelector?.(`#${endId}`)) { nodes.push(current); current = current.nextSibling; } node.shuyingCollapseNodes = nodes; return nodes; }; const setCollapsed = (node, collapsed) => { if (!node) return false; node.shuyingCollapsed = Boolean(collapsed); getCollapseNodes(node).forEach(current => { current.style.display = node.shuyingCollapsed ? "none" : ""; }); node.innerHTML = renderTitle(node.shuyingCollapsed); return true; }; const config = { name: `
${defaultCollapsed ? "▶" : "▼"} ${title}
`, clear: true, onclick() { setCollapsed(this, !this.shuyingCollapsed); }, setCollapsed(collapsed) { const node = document.getElementById(markerId)?.closest?.(".config"); return setCollapsed(node, collapsed); }, }; if (defaultCollapsed) { const observer = new MutationObserver(() => { if (!config.setCollapsed(true)) return; observer.disconnect(); }); observer.observe(document.body, { childList: true, subtree: true }); queueMicrotask(() => { if (!config.setCollapsed(true)) return; observer.disconnect(); }); } return config; }; const getBondLevelCondition = (bond, level) => { const source = level?.condition || bond?.condition; if (source) { const condition = { ...source }; if (condition.count == null && level?.count != null) condition.count = level.count; return condition; } return bond?.keyword ? { type: "keyword", keyword: bond.keyword, count: level?.count } : null; }; // 汇总羁绊涉及的技能名称;候选技能只在卡片顶部展示一次。 const getBondSkillLabels = condition => { if (!condition || typeof condition != "object") return []; if (!condition.type) { return Array.from(new Set([ ...(condition.all || []).flatMap(getBondSkillLabels), ...(condition.any || []).flatMap(getBondSkillLabels), ...getBondSkillLabels(condition.not), ].filter(Boolean))); } if (condition.type == "keyword") return condition.keyword ? [`含【${condition.keyword}】的技能`] : []; if (condition.type == "skill") return condition.skill ? [get.translation(condition.skill)] : []; if (condition.type == "skillName") return condition.name ? [condition.name] : []; if (condition.type == "skills") { return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].map(skill => get.translation(skill)).filter(Boolean))); } if (condition.type == "skillNames") { return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean))); } if (condition.type == "characterSkillNames") { return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean))); } return []; }; const getBondRuleHint = condition => { if (!condition || typeof condition != "object") return ""; if (condition.type == "skillNames") return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能"; if (condition.type == "characterSkillNames") { const characters = Array.isArray(condition.characters) ? condition.characters : [condition.character]; return `武将译名包含【${characters.filter(Boolean).join("】或【")}】且取得上述过关技能后触发`; } if (condition.type == "keyword") return `按描述中包含【${condition.keyword}】的不同技能译名统计`; if (!condition.type && [...(condition.all || []), ...(condition.any || [])].some(item => item?.type == "skillNames")) { return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能"; } return ""; }; const getBondLevelRequirement = (bond, level) => { const condition = getBondLevelCondition(bond, level); const count = Math.max(0, Math.floor(Number(condition?.count ?? level?.count) || 0)); if (count) return condition?.type == "skillNames" ? `需 ${count} 种` : `需 ${count} 个`; if (condition?.type == "skills" && condition.all?.length) return `需 ${new Set(condition.all).size} 个`; if (condition?.type == "skillNames" && condition.all?.length) return `需 ${new Set(condition.all).size} 种`; return ""; }; const getBondRewardText = level => { if (level?.text) return level.text; const skills = Array.isArray(level?.skills) ? level.skills : (level?.skill ? [level.skill] : []); return skills.length ? `获得技能${skills.map(skill => `【${get.translation(skill)}】`).join("、")}` : "未配置奖励效果"; }; let closeTianshuBondDialog = null; // 创建独立羁绊谱册;每次打开都直接读取当前 tianshuConfig.bonds。 const openTianshuBondDialog = () => { closeTianshuBondDialog?.(); const previousFocus = document.activeElement; const createNode = (tag, className, text, parent) => { const node = document.createElement(tag); if (className) node.className = className; if (text !== undefined && text !== null) node.textContent = text; if (parent) parent.appendChild(node); return node; }; const bonds = Array.isArray(tianshuConfig.bonds) ? tianshuConfig.bonds : []; const mask = createNode("div", "shuYing-bond-book-mask", null, document.body); const dialog = createNode("section", "shuYing-bond-book", null, mask); dialog.setAttribute("role", "dialog"); dialog.setAttribute("aria-modal", "true"); dialog.setAttribute("aria-label", "天书羁绊谱册"); const header = createNode("header", "shuYing-bond-book-header", null, dialog); const heading = createNode("div", "shuYing-bond-book-heading", null, header); createNode("div", "shuYing-bond-book-eyebrow", "天书乱斗 · 羁绊谱册", heading); createNode("h2", "shuYing-bond-book-title", "羁绊系统", heading); createNode("div", "shuYing-bond-book-count", `${bonds.length} 条羁绊`, header); createNode("p", "shuYing-bond-book-intro", "羁绊只统计玩家过关时选择且当前仍持有的技能;达到更高等级时,高等级效果会覆盖低等级。", dialog); const content = createNode("div", "shuYing-bond-book-content", null, dialog); if (!bonds.length) { createNode("div", "shuYing-bond-book-empty", "config.js 中暂未配置可展示的羁绊。", content); } bonds.forEach((bond, bondIndex) => { const card = createNode("article", "shuYing-bond-book-card", null, content); const cardHead = createNode("div", "shuYing-bond-book-card-head", null, card); createNode("span", "shuYing-bond-book-seal", String(bondIndex + 1).padStart(2, "0"), cardHead); const nameWrap = createNode("div", "shuYing-bond-book-name-wrap", null, cardHead); createNode("h3", "shuYing-bond-book-name", bond.name || "未命名羁绊", nameWrap); 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); const summaryCondition = bond.condition || getBondLevelCondition(bond, levels[0]); const skillLabels = getBondSkillLabels(summaryCondition); if (skillLabels.length) { const summary = createNode("div", "shuYing-bond-book-summary", null, card); const tags = createNode("div", "shuYing-bond-book-tags", null, summary); skillLabels.forEach(name => createNode("span", "shuYing-bond-book-tag", name, tags)); const hint = getBondRuleHint(summaryCondition); if (hint) createNode("div", "shuYing-bond-book-rule", hint, summary); } const levelList = createNode("div", "shuYing-bond-book-levels", null, card); if (!levels.length) createNode("div", "shuYing-bond-book-level-empty", "尚未配置等级", levelList); levels.forEach(level => { const row = createNode("div", "shuYing-bond-book-level", null, levelList); createNode("span", "shuYing-bond-book-level-dot", "", row); const detail = createNode("div", "shuYing-bond-book-level-detail", null, row); const requirement = getBondLevelRequirement(bond, level); createNode("div", "shuYing-bond-book-level-name", `第 ${level.rank} 级${requirement ? ` · ${requirement}` : ""}`, detail); createNode("div", "shuYing-bond-book-reward", getBondRewardText(level), detail); }); }); const controls = createNode("footer", "shuYing-bond-book-controls", null, dialog); const closeButton = createNode("button", "shuYing-bond-book-close", "关闭谱册", controls); closeButton.type = "button"; const close = () => { document.removeEventListener("keydown", onKeydown); mask.remove(); closeTianshuBondDialog = null; previousFocus?.focus?.({ preventScroll: true }); }; const onKeydown = event => { if (event.key == "Escape") close(); }; closeTianshuBondDialog = close; closeButton.addEventListener("click", close); mask.addEventListener("click", event => { if (event.target == mask) close(); }); document.addEventListener("keydown", onKeydown); closeButton.focus({ preventScroll: true }); }; menu.local_version = { name: `扩展版本:${lib.config.shuYing_local_version}`, clear: true, nopointer: true, }; menu.online_version = { name: shuYing.getOnlineVersionText(), clear: true, nopointer: true, }; menu.updateLog = { name: '
▶更新日志
', clear: true, onclick() { if (this.hth_more) { this.hth_more.remove(); delete this.hth_more; this.innerHTML = '
▶更新日志
'; return; } const logs = [ "-----< 2.0.1.0 改动 >-----", "重构PVE武将包目录,按照不同活动BOSS进行独立分包和统一加载", "新增独立PVP武将包结构,并加入术樱左慈及其技能、图片和配音资源", "天书乱斗新增动态难度BOSS,不同难度将使用准确的体力上限和追加技能", "天书乱斗新增羁绊系统,根据玩家过关选择的技能激活并替换不同等级效果", "羁绊条件支持技能ID、技能译名、描述关键词以及武将名称关键词组合", "新增羁绊谱册和局内已激活羁绊查看功能", "重铸过关技能选择界面,新增六个技能选项、确认按钮和单次刷新功能", "新增可配置的额外技能奖励池,过关时与武将技能池同步检索", "新增天书过关技能选择记录,羁绊仅统计玩家通过过关奖励取得且当前仍持有的技能", "统一活动BOSS武将包入口,并补充十二生肖、青青子衿和捉鬼驱邪相关内容及配音资源", "自定义界面现已兼容十周年UI、原生UI以及移动端显示", "-----< 2.0.1.0 修复 >-----", "修复天书动态BOSS体力、技能、武将复制和玩家变身识别异常的问题", "修复天书武将包被普通武将列表识别或无法被挑战模式加载的问题", "修复PVE分包后技能台词无法正确识别的问题", "修复羁绊中多个同译名技能会被重复计算的问题", "修复羁绊谱册和局内羁绊列表在部分分辨率下重叠或标题越界的问题", "修复过关后行动顺序异常,当前角色回合结束后将行动权交给其下家", "调整天书开局保护的伤害结算顺序,优先结算其他免伤和减伤效果", "修复生成更新清单时会覆盖原有remove和removeDirectories内容的问题", ]; const keywordColors = { BOSS: "#ff6b6b", PVE: "#ff6b6b", PVP: "#ff6b6b", 天书乱斗: "#66ccff", 羁绊: "#d77cff", 动态难度: "#d77cff", 过关技能: "#7ed957", 十周年UI: "#ffb74d", 移动端: "#ffb74d", removeDirectories: "#ff9800", remove: "#ff9800", }; const highlightKeywords = text => { for (const [keyword, color] of Object.entries(keywordColors)) { text = text.replaceAll( keyword, `${keyword}` ); } return text; }; const formatLog = text => { if (text.includes("改动 >")) { return `${text}`; } if (text.includes("修复 >")) { return `${text}`; } return `${highlightKeywords(text)}`; }; const more = ui.create.div( ".hth_more", `
${logs.map(formatLog).join("
")}
` ); this.parentNode.insertBefore(more, this.nextSibling); this.hth_more = more; this.innerHTML = '
▼更新日志
'; }, }; menu.updata = { name: "版本检测", clear: true, onclick() { if (confirm("点击确定会检测版本") && shuYing.m_bIsDownload) { shuYing.m_bIsDownload = false; updater.checkVersion(shuYing); } else if (!shuYing.m_bIsDownload) { alert("有其他文件正在下载,请稍后再试吧。"); } }, }; menu.repairBug = { name: "本地资源修复", clear: true, onclick() { if (confirm("点击确定会检测本地资源,并尝试修复。") && shuYing.m_bIsDownload) { shuYing.m_bIsDownload = false; shuYing.RepairBug(); } else if (!shuYing.m_bIsDownload) { alert("有其他文件正在下载,请稍后再试吧。"); } }, }; menu.filling = { name: "查漏补缺 <--补齐丢失资源 建议更新后必点", clear: true, onclick() { if ( confirm("点击确定会检测本地丢失资源,并开始修补;若是武将立绘则是静态,若需动态请手动下载(请注意流量使用情况!务必在WIFI状态下修补)") && shuYing.m_bIsDownload ) { shuYing.m_bIsDownload = false; updater.repairMissingFiles(shuYing); } else if (!shuYing.m_bIsDownload) { alert("有其他文件正在下载,请稍后再试吧。"); } }, }; menu.br4 = { clear: true, nopointer: true, name: "--------------------", }; menu.tianShuGroup = createCollapseMenu( "天书乱斗选项", "shuying_tianshu_menu_end", lib.config.extension_术樱包_tianShu_Off === false ); menu.tianShu_Off = { name: "天书乱斗开关", init: true, intro: "关闭后,关闭天书乱斗模式(在非挑战模式下自动关闭)", onclick(enabled) { game.saveConfig("extension_术樱包_tianShu_Off", enabled); if (!enabled) menu.tianShuGroup.setCollapsed(true); }, }; menu.tianShu_bonds = { name: "查看羁绊谱册", clear: true, intro: "同步读取天书配置,展示当前可激活的羁绊、等级条件和奖励效果。", onclick() { openTianshuBondDialog(); }, }; menu.giveAiSkill = { name: "单人控制AI技能", init: false, intro: "开启后,天书乱斗模式每次过关且处于单人控制规则下则玩家给AI选择技能。", }; menu.tianShu_Xvni = { name: "虚拟偶像", init: "random", item: { Xiaojiu: "小酒", Xiaosha: "小杀", Xiaoshan: "小闪", Xiaole: "小乐", Xiaotao: "小桃", random: "随机", off: "关闭", }, onclick(layout) { game.saveConfig("extension_术樱包_tianShu_Xvni", layout); }, }; const virtualIdols = [ { key: "Xiaojiu", id: "vtb_xiaojiu", name: "小酒" }, { key: "Xiaosha", id: "vtb_xiaosha", name: "小杀" }, { key: "Xiaoshan", id: "vtb_xiaoshan", name: "小闪" }, { key: "Xiaole", id: "vtb_xiaole", name: "小乐" }, { key: "Xiaotao", id: "vtb_xiaotao", name: "小桃" }, ]; const virtualIdolNames = Object.fromEntries(virtualIdols.map(item => [item.key, item.name])); const getVirtualIdolPoolName = () => { const list = lib.config.extension_术樱包_tianShu_XvniRandomPool; if (!Array.isArray(list) || !list.length) return "虚拟偶像随机池:全部"; return `虚拟偶像随机池:${list.map(key => virtualIdolNames[key]).filter(Boolean).join("、") || "全部"}`; }; menu.tianShu_XvniRandomPool = { name: getVirtualIdolPoolName(), clear: true, intro: "点击后选择允许被随机到的虚拟偶像。全选时视为全部随机。", async onclick() { const current = Array.isArray(lib.config.extension_术樱包_tianShu_XvniRandomPool) && lib.config.extension_术樱包_tianShu_XvniRandomPool.length ? lib.config.extension_术樱包_tianShu_XvniRandomPool : virtualIdols.map(item => item.key); const node = this; const result = await shuYing.chooseCharacterPoolDialog({ title: "选择虚拟偶像随机池", intro: "只会影响“虚拟偶像:随机”。全选时保存为全部随机。", list: virtualIdols, selected: current, }); if (result === false) return; const list = result.length === virtualIdols.length ? [] : result; game.saveConfig("extension_术樱包_tianShu_XvniRandomPool", list); node.firstChild.innerHTML = getVirtualIdolPoolName(); }, }; menu.tianShu_dead = { name: "虚拟偶像复活", init: false, intro: "开启后,进入下一关后若虚拟偶像阵亡则复活", }; menu.tianShu_revivePlayers = { name: "过关复活玩家", init: false, intro: "开启后,进入下一关前复活玩家方已阵亡的角色。虚拟偶像不会因此复活。", }; menu.tianShu_addBoss = { name: "增加Boss", init: false, intro: "开启后,可以新增一位Boss", }; menu.br5 = { clear: true, nopointer: true, name: '--------------------', }; menu.Log = { name: "反馈BUG", clear: true, onclick() { game.open("https://tieba.baidu.com/p/7934495658"); }, }; menu.qq = { name: "QQ交流群:957537184", clear: true, nopointer: true, }; menu.thank = { name: "感谢极光佬,诗笺佬和其他大佬网络上的文献。以及反馈BUG的玩家。谢谢!特别感谢少年A对本扩展进行的优化描述。", clear: true, nopointer: true, }; }