// 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 (damage < 5) return 1; if (damage < 10) return 2; if (damage < 20) return 3; if (damage < 40) return 4; return 5; } 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"); 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 = "Attack"; icon.decoding = "async"; 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 = "Debuff"; debuffIcon.decoding = "async"; debuffIcon.src = `${assetBase}/assets/intent/Intent_debuff.png`; const debuffAmount = document.createElement("span"); debuffLine.append(debuffIcon, debuffAmount); badge.append(damageLine, debuffLine); player.appendChild(badge); let currentIntent = null; let timer; session.ownResource(badge, () => { clearInterval(timer); badge.remove(); }); const refresh = () => { const intent = currentIntent; if (!intent) { badge.hidden = true; return; } if (isStunIntent(intent)) { damageLine.hidden = false; debuffLine.hidden = true; amount.textContent = ""; const src = `${assetBase}/assets/intent/Intent_stun.png`; if (icon.getAttribute("src") !== src) icon.src = src; 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_${tier}.png`; if (icon.getAttribute("src") !== src) icon.src = src; icon.alt = deathBlow ? "Death Blow" : "Attack"; const label = `${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 { 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(); }; }