// 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 "../battle/intent-damage.js"; import { isDeathBlowIntent } from "../battle/death-blow.js"; import { isStunIntent } from "../battle/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 = ""; 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 = ""; debuffIcon.decoding = "async"; debuffIcon.src = `${assetBase}/assets/intent/Intent_debuff.png`; const debuffAmount = document.createElement("span"); debuffLine.append(debuffIcon, debuffAmount); const blockLine = document.createElement("span"); blockLine.className = "mengsan-intent-block-shuying"; const blockIcon = document.createElement("img"); blockIcon.className = "mengsan-intent-icon-shuying"; blockIcon.alt = ""; blockIcon.decoding = "async"; blockIcon.src = `${assetBase}/assets/intent/Intent_defend.png`; const blockAmount = document.createElement("span"); blockLine.append(blockIcon, blockAmount); const buffLine = document.createElement("span"); buffLine.className = "mengsan-intent-buff-shuying"; const buffIcon = document.createElement("img"); buffIcon.className = "mengsan-intent-icon-shuying"; buffIcon.alt = ""; buffIcon.decoding = "async"; buffIcon.src = `${assetBase}/assets/intent/Intent_buff.png`; const buffAmount = document.createElement("span"); buffLine.append(buffIcon, buffAmount); badge.append(damageLine, debuffLine, blockLine, buffLine); player.appendChild(badge); let currentIntent = null; let timer; session.ownResource(badge, () => { clearInterval(timer); badge.remove(); }); const refresh = () => { const intent = currentIntent; if (!intent) { badge.hidden = true; return; } if (isStunIntent(intent)) { damageLine.hidden = false; debuffLine.hidden = true; blockLine.hidden = true; buffLine.hidden = true; amount.textContent = ""; const src = `${assetBase}/assets/intent/Intent_stun.png`; if (icon.getAttribute("src") !== src) icon.src = src; 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 hasSummon = typeof intent.summon === "string"; const hasSlimed = Number.isInteger(intent.slimed) && intent.slimed > 0; const hasInfection = Number.isInteger(intent.infection) && intent.infection > 0; const hasWound = Number.isInteger(intent.wound) && intent.wound > 0; const hasRinging = intent.ringing === true; const hasPlow = Number.isInteger(intent.plow) && intent.plow > 0; const hasDazed = Number.isInteger(intent.dazed) && intent.dazed > 0; const hasDebuff = typeof intent.debuff === "string" && Number.isInteger(intent.stacks) && intent.stacks > 0; debuffLine.hidden = !(hasDebuff || hasDazed || hasSlimed || hasInfection || hasWound || hasRinging); const debuffSrc = `${assetBase}/assets/intent/${hasDazed || hasSlimed || hasInfection || hasWound ? "Intent_status_card.png" : "Intent_debuff.png"}`; if (debuffIcon.getAttribute("src") !== debuffSrc) debuffIcon.src = debuffSrc; if (hasRinging) debuffAmount.textContent = "×1"; if (hasWound) debuffAmount.textContent = `×${intent.wound}`; if (hasInfection) debuffAmount.textContent = `×${intent.infection}`; if (hasSlimed) debuffAmount.textContent = `×${intent.slimed}`; if (hasDazed) debuffAmount.textContent = `×${intent.dazed}`; if (hasDebuff) { const debuffText = `×${intent.stacks}`; if (debuffAmount.textContent !== debuffText) { debuffAmount.textContent = debuffText; } } const hasBlock = Number.isInteger(intent.block) && intent.block > 0; const hasStrength = Number.isInteger(intent.strength) && intent.strength > 0; const buffSrc = `${assetBase}/assets/intent/${hasSummon ? "Intent_summon.png" : "Intent_buff.png"}`; if (buffIcon.getAttribute("src") !== buffSrc) buffIcon.src = buffSrc; blockLine.hidden = !hasBlock; buffLine.hidden = !(hasStrength || hasSummon || hasPlow); if (hasPlow) buffAmount.textContent = `撞${Math.max(1, Math.round(intent.plow * player.maxHp / 252))}`; if (hasSummon) buffAmount.textContent = "×1"; if (hasBlock) blockAmount.textContent = String(intent.block); if (hasStrength) { buffAmount.textContent = `+${intent.strength}`; } const effects = []; if (hasDamage) { const hits = attackHitCount(intent); if (deathBlow && hits !== 1) { throw new RangeError("濒死一击只能造成一次伤害"); } const target = getTarget(); const targets = Array.isArray(target) ? target : [target]; const damages = (targets.length ? targets : [null]).map( current => previewAttackDamage(intent, player, current)); const damage = Math.max(...damages); const minimum = Math.min(...damages); const range = minimum === damage ? String(damage) : `${minimum}~${damage}`; const tier = deathBlow ? null : attackIconForDamage(damage * hits); const damageText = hits > 1 ? `${range}×${hits}` : range; if (amount.textContent !== damageText) { amount.textContent = damageText; } const src = deathBlow ? `${assetBase}/assets/intent/Intent_death_blow.png` : `${assetBase}/assets/intent/Intent_attack_${tier}.png`; if (icon.getAttribute("src") !== src) icon.src = src; effects.push(`${deathBlow ? "Death Blow" : "Attack"}: ${range} damage${hits > 1 ? ` × ${hits} hits` : ""}`); } if (hasDebuff) { const label = intent.debuff === "脆弱" ? "Frail" : intent.debuff === "虚弱" ? "Weak" : intent.debuff === "易伤" ? "Vulnerable" : intent.debuff === "缩小" ? "Shrink" : intent.debuff === "缠结" ? "Tangled" : "Debuff"; effects.push(`${label} ×${intent.stacks}`); } if (hasRinging) effects.push("Ringing ×1"); if (hasPlow) effects.push(`Plow ${Math.max(1, Math.round(intent.plow * player.maxHp / 252))}`); if (hasSummon) effects.push("Summon: 利齿之眼 ×1"); if (hasDazed) effects.push(`Dazed ×${intent.dazed}`); if (hasWound) effects.push(`Wound ×${intent.wound}`); if (hasInfection) effects.push(`Infection ×${intent.infection}`); if (hasSlimed) effects.push(`Slimed ×${intent.slimed}`); if (hasBlock) effects.push(`Block ${intent.block}`); if (hasStrength) effects.push(`Strength +${intent.strength}`); if (!effects.length) { damageLine.hidden = false; amount.textContent = ""; const src = `${assetBase}/assets/intent/${intent.sleep ? "Intent_sleep.png" : "Intent_unknown.png"}`; if (icon.getAttribute("src") !== src) icon.src = src; effects.push(intent.sleep ? "Sleep" : "Unknown"); } const label = effects.join(", "); badge.title = hasRinging ? "野兽咆哮:敌对角色下一次自身回合只能主动使用1张牌,不限制响应,回合结束解除。" : hasPlow ? "跺地:获得横冲直撞,受伤且生命不高于其层数时击晕、清零力量并进入第二阶段。" : hasWound ? `肢解:攻击后向存活敌对角色的个人弃牌堆加入${intent.wound}张伤口;不能被打出,无虚无和额外伤害。` : hasInfection ? `向敌对角色的个人弃牌堆加入${intent.infection}张感染;不能被打出,回合结束在手牌中每张造成3点非攻击伤害。` : intent.sleep ? "沉睡:本回合不行动,不消耗费用。" : intent.debuff === "缠结" ? "紧绕藤蔓:攻击后施加1回合缠结,攻击牌费用增加1;自身回合结束减少1回合。" : intent.shrink ? "缩小:攻击伤害减少30%,不重复叠加;来源死亡解除。" : hasSlimed ? `黏液:向敌对角色的个人弃牌堆加入${intent.slimed}张黏液;耗1费用、抽1张牌、消耗。` : hasSummon ? "虚幻孢子:召唤1只6生命的利齿之眼。" : hasDazed ? "牵制:向敌对角色的个人弃牌堆加入3张晕眩;晕眩不能被打出,具有虚无。" : "攻击与负面效果作用于所有存活敌对角色;伤害按各目标状态计算,护甲另行抵扣。"; if (badge.getAttribute("aria-label") !== label) badge.setAttribute("aria-label", label); badge.hidden = false; }; timer = setInterval(refresh, 100); return intent => { currentIntent = intent; refresh(); }; }