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noname-shuying/mengsan/runtime/intent-display.js
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// 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 = `${assetBase}/assets/intent/Intent_debuff.png`;
const debuffAmount = document.createElement("span");
debuffLine.append(debuffIcon, debuffAmount);
const blockLine = document.createElement("span");
blockLine.className = "mengsan-intent-block-shuying";
const blockIcon = document.createElement("img");
blockIcon.className = "mengsan-intent-icon-shuying";
blockIcon.alt = "Block";
blockIcon.decoding = "async";
blockIcon.src = `${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 = "Buff";
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;
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.debuff === "脆弱" ? "Frail" :
intent.debuff === "易伤" ? "Vulnerable" : "Debuff";
const debuffText = `${label} ×${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;
blockLine.hidden = !hasBlock;
buffLine.hidden = !hasStrength;
if (hasBlock) blockAmount.textContent = String(intent.block);
if (hasStrength) buffAmount.textContent = `力量 ×${intent.strength}`;
const effects = [];
if (hasDamage) {
const hits = attackHitCount(intent);
if (deathBlow && hits !== 1) {
throw new RangeError("濒死一击只能造成一次伤害");
}
const damage = previewAttackDamage(intent, player, getTarget());
const tier = deathBlow ? null :
attackIconForDamage(damage * hits);
const damageText = hits > 1 ? `${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";
effects.push(`${deathBlow ? "Death Blow" : "Attack"}: ${damage} damage${hits > 1 ? ` × ${hits} hits` : ""}`);
}
if (hasDebuff) effects.push(debuffAmount.textContent);
if (hasBlock) effects.push(`Block ${intent.block}`);
if (hasStrength) effects.push(`Strength +${intent.strength}`);
const label = effects.join(", ") || intent.name || "Intent";
if (badge.getAttribute("aria-label") !== label) badge.setAttribute("aria-label", label);
badge.hidden = false;
};
timer = setInterval(refresh, 100);
return intent => {
currentIntent = intent;
refresh();
};
}