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 = `${endId}_collapse`; const renderTitle = collapsed => ``; const getCollapseNodes = node => { if (node.shuyingCollapseNodes) return node.shuyingCollapseNodes; const nodes = []; let current = node.nextSibling; while (current && !current.querySelector?.(`#${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: `
`, 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, }; const channelText = channel => `更新通道:${channel == "preview" ? "测试版" : "正式版"}(点击切换)`; menu.update_channel = { name: channelText(updater.getUpdateChannel()), clear: true, intro: "切换后立即从当前下载源的对应标签下载并校验文件,完成后需重启游戏。测试版可能回退到较早的内容。", async onclick() { if (!shuYing.m_bIsDownload) { alert("有其他文件正在下载,请稍后再试吧。"); return; } const current = updater.getUpdateChannel(); const next = current == "preview" ? "stable" : "preview"; shuYing.m_bIsDownload = false; this.innerHTML = `正在切换到${next == "preview" ? "测试版" : "正式版"}…`; try { const version = await updater.checkVersion(shuYing, { channel: next, switchChannel: true, }); if (version) { game.saveConfig("shuYing_update_channel", next); shuYing.updateOnlineVersionMenu(version); } } finally { const text = channelText(updater.getUpdateChannel()); menu.update_channel.name = text; this.innerHTML = text; } }, }; const sourceText = source => `下载源:${source == "github" ? "GitHub" : "Gitea"}(点击切换)`; menu.update_source = { name: sourceText(updater.getUpdateSource()), clear: true, intro: "选择从 GitHub 或 Gitea 获取标签与文件;切换后刷新在线版本,实际下载由版本检测触发。", onclick() { if (!shuYing.m_bIsDownload) { alert("有其他文件正在下载,请稍后再试吧。"); return; } const next = updater.getUpdateSource() == "github" ? "gitea" : "github"; game.saveConfig("shuYing_update_source", next); const text = sourceText(next); menu.update_source.name = text; this.innerHTML = text; game.saveConfig("shuYing_online_version", null); shuYing.updateOnlineVersionMenu(null, "检测中..."); shuYing.getVersion(); }, }; menu.updateLog = { name: '', clear: true, onclick() { if (this.hth_more) { this.hth_more.remove(); delete this.hth_more; this.innerHTML = ''; return; } const logs = [ "-----< 2.0.2.3 改动 >-----", "新增正式版、测试版更新通道切换。", "支持选择 Gitea 或 GitHub 下载源。", "更新系统采用并发下载:安卓最多 4 个、PC 最多 8 个,大文件受内存限制。", "新增梦三模式安装入口", "-----< 2.0.2.3 修复 >-----", "修复天书乱斗跨关后,按轮数冷却的技能未正确重置,以及旧关卡历史影响新关卡计数的问题。", "修复【清剿】旧关卡的延迟弃牌结算可能弃掉新关卡奖励的问题。", "修复天书乱斗应战时的座位重叠、动态 Boss 控制切换、代理头像显示及胜负判断问题。", "修正“神武再世”三级羁绊的体力流失统计,按目标本回合累计流失的体力判定。", "修复切换下载源后,旧版本查询结果覆盖新结果的问题。", "核心文件修复增加大小和 SHA-256 校验。", ]; const keywordColors = { BOSS: "#ff6b6b", PVE: "#ff6b6b", PVP: "#ff6b6b", 正式版: "#ff6b6b", 测试版: "#ff99cc", 天书乱斗: "#66ccff", 羁绊: "#d77cff", 动态难度: "#d77cff", 过关技能: "#7ed957", 十周年UI: "#ffb74d", 移动端: "#ffb74d", removeDirectories: "#ff9800", remove: "#ff9800", }; const highlightKeywords = text => { for (const [keyword, color] of Object.entries(keywordColors)) { text = text.replaceAll( keyword, `${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", `