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✨ 重构活动BOSS武将包并新增独立PVP武将包 ✨ 完善天书动态难度、过关奖励与羁绊系统 🎨 新增自定义技能选择、羁绊谱册及移动端适配 🔊 整理BOSS配音、图片与模块资源路径 🐛 修复天书关卡、伤害保护及武将包加载问题
565 lines
33 KiB
JavaScript
565 lines
33 KiB
JavaScript
export default function initFunction(lib, game, ui, get, ai, _status, shuYing = {}) {
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game.shuying_getDiscardNamesNum = function () {
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return Array.from(ui.discardPile.childNodes)
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.map(card => get.name(card))
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.unique()
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.length;
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};
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game.shuying_getDiscardNum = function () {
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return game
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.getGlobalHistory("cardMove", evt => evt.name == "cardsDiscard" || evt.name == "lose" && evt.position == ui.discardPile)
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.reduce((num, evt) => num + (evt.cards?.length || 0), 0);
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};
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lib.element.player.shuYing_randomNum = function (max, min = 0) {
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const upper = Number(max);
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const lower = Number(min);
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if (!Number.isFinite(upper) || !Number.isFinite(lower) || upper <= lower) return lower || 0;
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return Math.floor(Math.random() * (upper - lower)) + lower;
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};
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lib.element.player.shuYing_numRandom = function () {
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return this.shuYing_randomNum(100, 1);
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};
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const getCharacterPack = id => {
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for (const packName in lib.characterPack) {
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if (id in lib.characterPack[packName]) return packName;
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}
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return "unknown";
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};
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const getCharacterName = id => get.translation(id) || id;
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const normalizeCharacterDialogItems = list => {
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return (list || []).map(item => {
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if (typeof item == "string") {
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return {
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key: item,
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id: item,
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name: getCharacterName(item),
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group: getCharacterPack(item),
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};
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}
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const id = item.id || item.name || item.key;
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return {
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key: item.key || id,
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id,
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name: item.name || getCharacterName(id),
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group: item.group || getCharacterPack(id),
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};
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}).filter(item => item.key && item.id);
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};
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const getGroupText = group => {
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if (group == "unknown") return "未知";
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return lib.translate[`${group}_character_config`] || get.translation(group) || group;
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};
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const makeSearchMatcher = text => {
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const value = String(text || "").trim();
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if (!value) return () => true;
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try {
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const regexp = new RegExp(value, "i");
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return item => regexp.test(item.key) || regexp.test(item.id) || regexp.test(item.name) || regexp.test(get.translation(item.id));
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} catch (e) {
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return item => [item.key, item.id, item.name, get.translation(item.id)].some(str => String(str || "").includes(value));
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}
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};
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shuYing.chooseCharacterPoolDialog = ({ title = "请选择角色", intro = "", list = [], selected = [] } = {}) => {
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return new Promise(resolve => {
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const items = normalizeCharacterDialogItems(list);
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const selectedSet = new Set(selected);
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const activeGroups = new Set(items.map(item => item.group));
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const createNode = (tag, className, text, parent) => {
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const node = document.createElement(tag);
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if (className) node.className = className;
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if (text !== undefined && text !== null) node.textContent = text;
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if (parent) parent.appendChild(node);
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return node;
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};
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const mask = createNode("div", "shuYing-character-dialog-mask", null, document.body);
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const dialog = createNode("div", "shuYing-character-dialog", null, mask);
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const header = createNode("div", "shuYing-character-dialog-header", null, dialog);
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createNode("div", "shuYing-character-dialog-title", title, header);
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const countNode = createNode("div", "shuYing-character-dialog-count", "", header);
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if (intro) createNode("div", "shuYing-character-dialog-intro", intro, dialog);
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const searchInput = createNode("input", "shuYing-character-dialog-search", null, dialog);
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searchInput.type = "text";
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searchInput.placeholder = "搜索武将名 / ID / 正则";
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searchInput.autocomplete = "off";
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searchInput.spellcheck = false;
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const toolbar = createNode("div", "shuYing-character-dialog-toolbar", null, dialog);
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const groupBox = createNode("div", "shuYing-character-dialog-groups", null, toolbar);
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const gridWrap = createNode("div", "shuYing-character-dialog-grid-wrap", null, dialog);
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const grid = createNode("div", "shuYing-character-dialog-grid", null, gridWrap);
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const controls = createNode("div", "shuYing-character-dialog-controls", null, dialog);
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let closed = false;
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let visibleItems = items.slice();
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const close = result => {
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if (closed) return;
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closed = true;
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mask.remove();
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resolve(result);
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};
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const refreshCard = card => {
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card.classList.toggle("selected", selectedSet.has(card.dataset.key));
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};
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const updateCount = () => {
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countNode.textContent = `已选择 ${selectedSet.size}/${items.length}`;
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confirmNode.classList.toggle("disabled", selectedSet.size == 0);
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confirmNode.disabled = selectedSet.size == 0;
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};
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const renderGrid = () => {
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grid.innerHTML = "";
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const matcher = makeSearchMatcher(searchInput.value);
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visibleItems = items.filter(item => activeGroups.has(item.group) && matcher(item));
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if (!visibleItems.length) {
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createNode("div", "shuYing-character-dialog-empty", "没有符合条件的武将", grid);
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updateCount();
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return;
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}
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visibleItems.forEach(item => {
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const card = createNode("div", "shuYing-character-dialog-card", null, grid);
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card.tabIndex = 0;
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card.dataset.key = item.key;
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const avatar = createNode("div", "shuYing-character-dialog-avatar", null, card);
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avatar.setBackground(item.id, "character");
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createNode("span", "shuYing-character-dialog-name", item.name || getCharacterName(item.id), card);
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card.addEventListener("click", event => {
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event.stopPropagation();
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if (selectedSet.has(item.key)) selectedSet.delete(item.key);
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else selectedSet.add(item.key);
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refreshCard(card);
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updateCount();
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});
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refreshCard(card);
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});
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updateCount();
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};
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const makeControl = (text, handler) => {
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const button = createNode("div", "shuYing-character-dialog-button", text, controls);
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button.tabIndex = 0;
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button.addEventListener("click", event => {
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event.stopPropagation();
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handler();
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});
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button.addEventListener("keydown", event => {
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event.stopPropagation();
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if (event.key == "Enter" || event.key == " ") {
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event.preventDefault();
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handler();
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}
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});
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return button;
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};
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mask.addEventListener("click", event => {
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event.stopPropagation();
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close(false);
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});
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dialog.addEventListener("click", event => event.stopPropagation());
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searchInput.addEventListener("click", event => event.stopPropagation());
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searchInput.addEventListener("input", renderGrid);
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searchInput.addEventListener("keydown", event => {
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event.stopPropagation();
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if (event.key == "Escape") close(false);
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if (event.key == "Enter") {
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event.preventDefault();
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renderGrid();
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}
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});
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items.map(item => item.group).unique().forEach(group => {
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const label = createNode("div", "shuYing-character-dialog-group selected", null, groupBox);
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label.tabIndex = 0;
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label.dataset.group = group;
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createNode("span", "shuYing-character-dialog-check", "", label);
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createNode("span", "shuYing-character-dialog-group-text", getGroupText(group), label);
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label.addEventListener("click", event => {
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event.stopPropagation();
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const checked = !label.classList.contains("selected");
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label.classList.toggle("selected", checked);
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if (checked) activeGroups.add(group);
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else activeGroups.delete(group);
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renderGrid();
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});
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label.addEventListener("keydown", event => {
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event.stopPropagation();
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if (event.key == "Enter" || event.key == " ") {
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event.preventDefault();
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label.click();
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}
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});
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});
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makeControl("全选", () => {
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visibleItems.forEach(item => selectedSet.add(item.key));
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grid.querySelectorAll(".shuYing-character-dialog-card").forEach(refreshCard);
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updateCount();
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});
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makeControl("清空", () => {
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visibleItems.forEach(item => selectedSet.delete(item.key));
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grid.querySelectorAll(".shuYing-character-dialog-card").forEach(refreshCard);
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updateCount();
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});
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makeControl("反选", () => {
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visibleItems.forEach(item => selectedSet.has(item.key) ? selectedSet.delete(item.key) : selectedSet.add(item.key));
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grid.querySelectorAll(".shuYing-character-dialog-card").forEach(refreshCard);
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updateCount();
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});
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const confirmNode = makeControl("确定", () => {
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if (!selectedSet.size) return;
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close(items.map(item => item.key).filter(key => selectedSet.has(key)));
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});
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makeControl("取消", () => close(false));
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renderGrid();
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});
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};
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// 创建可复用的对局单选界面;单击选中卡片,确认后返回对应键值。
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shuYing.chooseSingleOptionDialog = ({ title = "请选择", intro = "", options = [], defaultKey = null } = {}) => {
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return new Promise(resolve => {
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const items = options.map(option => typeof option == "string" ? { key: option, name: option } : option)
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.filter(option => option?.key);
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if (!items.length) {
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resolve(null);
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return;
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}
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const createNode = (tag, className, text, parent) => {
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const node = document.createElement(tag);
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if (className) node.className = className;
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if (text !== undefined && text !== null) node.textContent = text;
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if (parent) parent.appendChild(node);
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return node;
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};
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const mask = createNode("div", "shuYing-option-dialog-mask", null, document.body);
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const dialog = createNode("div", "shuYing-option-dialog", null, mask);
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createNode("div", "shuYing-option-dialog-title", title, dialog);
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if (intro) createNode("div", "shuYing-option-dialog-intro", intro, dialog);
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const optionArea = createNode("div", "shuYing-option-dialog-options", null, dialog);
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const controls = createNode("div", "shuYing-option-dialog-controls", null, dialog);
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let closed = false;
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let selectedKey = defaultKey && items.some(item => item.key == defaultKey) ? defaultKey : items[0].key;
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const finish = key => {
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if (closed) return;
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closed = true;
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mask.remove();
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resolve(key);
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};
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const refreshSelection = () => {
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optionArea.querySelectorAll(".shuYing-option-dialog-card").forEach(card => {
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const selected = card.dataset.key == selectedKey;
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card.classList.toggle("selected", selected);
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card.setAttribute("aria-pressed", String(selected));
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});
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};
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items.forEach((option, index) => {
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const card = createNode("button", "shuYing-option-dialog-card", null, optionArea);
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card.type = "button";
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card.dataset.key = option.key;
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card.dataset.tone = option.tone || option.key;
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createNode("span", "shuYing-option-dialog-order", String(index + 1).padStart(2, "0"), card);
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createNode("span", "shuYing-option-dialog-name", option.name || option.key, card);
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if (option.tag) createNode("span", "shuYing-option-dialog-tag", option.tag, card);
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if (option.description) createNode("span", "shuYing-option-dialog-description", option.description, card);
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card.addEventListener("click", event => {
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event.stopPropagation();
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selectedKey = option.key;
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refreshSelection();
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});
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});
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const confirm = createNode("button", "shuYing-option-dialog-confirm", "确定", controls);
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confirm.type = "button";
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confirm.addEventListener("click", event => {
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event.stopPropagation();
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finish(selectedKey);
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});
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mask.addEventListener("click", event => event.stopPropagation());
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dialog.addEventListener("click", event => event.stopPropagation());
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refreshSelection();
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const initial = Array.from(optionArea.querySelectorAll(".shuYing-option-dialog-card")).find(node => node.dataset.key == selectedKey)
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|| optionArea.querySelector(".shuYing-option-dialog-card");
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initial?.focus({ preventScroll: true });
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});
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};
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// 创建可复用的技能奖励选择界面;悬停预览,单击选中,确认后返回技能。
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shuYing.chooseSkillRewardDialog = ({ title = "请选择技能", highlightText = "", choices = [], selectedSkills = [], bonds = [], player = null, canRefresh = false } = {}) => {
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return new Promise(resolve => {
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const skills = choices.filter(skill => typeof skill == "string" && skill);
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if (!skills.length) {
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resolve(null);
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return;
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}
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const createNode = (tag, className, text, parent) => {
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const node = document.createElement(tag);
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if (className) node.className = className;
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if (text !== undefined && text !== null) node.textContent = text;
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if (parent) parent.appendChild(node);
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return node;
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};
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const getSkillInfo = skill => {
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if (typeof get.skillInfoTranslation == "function") {
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const info = get.skillInfoTranslation(skill, player);
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if (info) return info;
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}
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return lib.translate[`${skill}_info`] || "暂无技能描述";
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};
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const getPreviewSkills = previewSkill => Array.from(new Set(selectedSkills.concat(previewSkill || []).filter(Boolean)));
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const getUniqueSkillNames = currentSkills => Array.from(new Set(
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currentSkills.map(skill => lib.translate[skill]).filter(name => typeof name == "string" && name)
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));
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const getCharacterNames = () => Array.from(new Set(
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[player?.name, player?.name1, player?.name2]
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.filter(name => typeof name == "string" && name)
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.map(name => lib.translate[name] || get.translation(name))
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.filter(name => typeof name == "string" && name)
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));
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const getKeywordCount = (keyword, currentSkills) => {
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const marker = `【${keyword}】`;
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const matchedNames = new Set();
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currentSkills.forEach(skill => {
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if (getSkillInfo(skill).includes(marker)) matchedNames.add(lib.translate[skill] || skill);
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});
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return matchedNames.size;
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};
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const getLevelCondition = (bond, level) => {
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const source = level?.condition || bond?.condition;
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if (source) {
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const condition = { ...source };
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if (condition.count == null && level?.count != null) condition.count = level.count;
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return condition;
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}
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return bond?.keyword ? { type: "keyword", keyword: bond.keyword, count: level?.count } : null;
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};
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const matchesCondition = (condition, currentSkills) => {
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if (!condition || typeof condition != "object") return false;
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if (!condition.type && Array.isArray(condition.all)) return condition.all.every(item => matchesCondition(item, currentSkills));
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if (!condition.type && Array.isArray(condition.any)) return condition.any.some(item => matchesCondition(item, currentSkills));
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if (!condition.type && condition.not) return !matchesCondition(condition.not, currentSkills);
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if (condition.type == "keyword") return getKeywordCount(condition.keyword, currentSkills) >= Math.max(1, Number(condition.count) || 1);
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if (condition.type == "skill") return currentSkills.includes(condition.skill);
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if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
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if (condition.type == "skills") {
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const all = Array.isArray(condition.all) ? condition.all : [];
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const any = Array.isArray(condition.any) ? condition.any : [];
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if (all.length && !all.every(skill => currentSkills.includes(skill))) return false;
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if (any.length && !any.some(skill => currentSkills.includes(skill))) return false;
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return Boolean(all.length || any.length);
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}
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if (condition.type == "skillNames") {
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const names = new Set(getUniqueSkillNames(currentSkills));
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const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
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const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
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if (all.length && !all.every(name => names.has(name))) return false;
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const matchedAny = any.filter(name => names.has(name));
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const need = Number(condition.count);
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if (Number.isFinite(need) && need > 0) {
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const matched = new Set(all.filter(name => names.has(name)).concat(matchedAny));
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return matched.size >= Math.max(1, Math.floor(need));
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}
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if (any.length && !matchedAny.length) return false;
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return Boolean(all.length || any.length);
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}
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if (condition.type == "characterSkillNames") {
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const characters = Array.from(new Set((Array.isArray(condition.characters) ? condition.characters : [condition.character]).filter(Boolean)));
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if (!characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)))) return false;
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const names = new Set(getUniqueSkillNames(currentSkills));
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const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
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const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
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if (all.length && !all.every(name => names.has(name))) return false;
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if (any.length && !any.some(name => names.has(name))) return false;
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return Boolean(all.length || any.length);
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}
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return false;
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};
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const isConditionRelevant = (condition, currentSkills) => {
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if (!condition || typeof condition != "object") return false;
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if (!condition.type && Array.isArray(condition.all)) return condition.all.some(item => isConditionRelevant(item, currentSkills));
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if (!condition.type && Array.isArray(condition.any)) return condition.any.some(item => isConditionRelevant(item, currentSkills));
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if (!condition.type && condition.not) return false;
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if (condition.type == "keyword") return getKeywordCount(condition.keyword, currentSkills) > 0;
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if (condition.type == "skill") return currentSkills.includes(condition.skill);
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if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
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if (condition.type == "skills") return [...(condition.all || []), ...(condition.any || [])].some(skill => currentSkills.includes(skill));
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if (condition.type == "skillNames") {
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const names = new Set(getUniqueSkillNames(currentSkills));
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return [...(condition.all || []), ...(condition.any || [])].some(name => names.has(name));
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}
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if (condition.type == "characterSkillNames") {
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const characters = Array.isArray(condition.characters) ? condition.characters : [condition.character];
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return characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)))
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&& [...(condition.all || []), ...(condition.any || [])].some(name => getUniqueSkillNames(currentSkills).includes(name));
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}
|
||
return false;
|
||
};
|
||
const getConditionText = (condition, currentSkills) => {
|
||
if (!condition || typeof condition != "object") return "未配置激活条件";
|
||
if (!condition.type && Array.isArray(condition.all)) return condition.all.map(item => getConditionText(item, currentSkills)).join(";");
|
||
if (!condition.type && Array.isArray(condition.any)) return `满足任意一项:${condition.any.map(item => getConditionText(item, currentSkills)).join(";")}`;
|
||
if (!condition.type && condition.not) return `排除:${getConditionText(condition.not, currentSkills)}`;
|
||
if (condition.type == "keyword") {
|
||
const count = getKeywordCount(condition.keyword, currentSkills);
|
||
const need = Math.max(1, Number(condition.count) || 1);
|
||
return `包含【${condition.keyword}】的技能 ${Math.min(count, need)}/${need}`;
|
||
}
|
||
if (condition.type == "skill") return `${currentSkills.includes(condition.skill) ? "已" : "未"}选择【${get.translation(condition.skill)}】`;
|
||
if (condition.type == "skillName") return `${currentSkills.some(skill => lib.translate[skill] == condition.name) ? "已" : "未"}选择任意版本的【${condition.name}】`;
|
||
if (condition.type == "skills") {
|
||
const all = Array.isArray(condition.all) ? condition.all : [];
|
||
const any = Array.isArray(condition.any) ? condition.any : [];
|
||
if (all.length) return `指定技能 ${all.filter(skill => currentSkills.includes(skill)).length}/${all.length}`;
|
||
if (any.length) return `任选其一:${any.map(skill => `【${get.translation(skill)}】`).join("、")}`;
|
||
}
|
||
if (condition.type == "skillNames") {
|
||
const names = new Set(getUniqueSkillNames(currentSkills));
|
||
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
|
||
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
|
||
const candidates = Array.from(new Set(all.concat(any)));
|
||
const matched = candidates.filter(name => names.has(name)).length;
|
||
const need = Number(condition.count);
|
||
if (Number.isFinite(need) && need > 0) return `不同技能名称 ${Math.min(matched, Math.floor(need))}/${Math.floor(need)}`;
|
||
if (all.length) return `同名技能 ${all.filter(name => names.has(name)).length}/${all.length}`;
|
||
if (any.length) return `任选任意版本:${any.map(name => `【${name}】`).join("、")}`;
|
||
}
|
||
if (condition.type == "characterSkillNames") {
|
||
const characters = Array.from(new Set((Array.isArray(condition.characters) ? condition.characters : [condition.character]).filter(Boolean)));
|
||
const names = new Set(getUniqueSkillNames(currentSkills));
|
||
const all = Array.from(new Set(Array.isArray(condition.all) ? condition.all.filter(Boolean) : []));
|
||
const any = Array.from(new Set(Array.isArray(condition.any) ? condition.any.filter(Boolean) : []));
|
||
const characterReady = characters.some(keyword => getCharacterNames().some(name => name.includes(keyword)));
|
||
const skillText = all.length
|
||
? `指定技能 ${all.filter(name => names.has(name)).length}/${all.length}`
|
||
: `任选技能:${any.map(name => `【${name}】`).join("、")}`;
|
||
return `${characterReady ? "武将名称已匹配" : `武将名称需包含【${characters.join("】或【")}】`};${skillText}`;
|
||
}
|
||
return "未配置激活条件";
|
||
};
|
||
const getLevelSkills = level => {
|
||
if (Array.isArray(level?.skills)) return level.skills.filter(Boolean);
|
||
return level?.skill ? [level.skill] : [];
|
||
};
|
||
const getLevelText = level => {
|
||
if (level?.text) return level.text;
|
||
const rewardSkills = getLevelSkills(level);
|
||
if (rewardSkills.length) return `获得技能【${rewardSkills.map(skill => get.translation(skill)).join("、")}】`;
|
||
return "羁绊效果待配置";
|
||
};
|
||
|
||
const mask = createNode("div", "shuYing-skill-reward-mask", null, document.body);
|
||
const dialog = createNode("div", "shuYing-skill-reward-dialog", null, mask);
|
||
const titleNode = createNode("div", "shuYing-skill-reward-title", null, dialog);
|
||
const highlightIndex = highlightText ? title.indexOf(highlightText) : -1;
|
||
if (highlightIndex < 0) titleNode.textContent = title;
|
||
else {
|
||
titleNode.append(document.createTextNode(title.slice(0, highlightIndex)));
|
||
createNode("span", "shuYing-skill-reward-title-character", highlightText, titleNode);
|
||
titleNode.append(document.createTextNode(title.slice(highlightIndex + highlightText.length)));
|
||
}
|
||
const content = createNode("div", "shuYing-skill-reward-content", null, dialog);
|
||
const preview = createNode("section", "shuYing-skill-reward-preview", null, content);
|
||
const previewName = createNode("div", "shuYing-skill-reward-name", "", preview);
|
||
const previewInfo = createNode("div", "shuYing-skill-reward-info", "", preview);
|
||
const bondPanel = createNode("aside", "shuYing-skill-reward-bonds", null, content);
|
||
createNode("div", "shuYing-skill-reward-bond-title", "羁绊", bondPanel);
|
||
const bondList = createNode("div", "shuYing-skill-reward-bond-list", null, bondPanel);
|
||
const choiceArea = createNode("div", "shuYing-skill-reward-choices", null, dialog);
|
||
const controls = createNode("div", "shuYing-skill-reward-controls", null, dialog);
|
||
let closed = false;
|
||
let previewSkill = skills[0];
|
||
let selectedSkill = skills[0];
|
||
|
||
const renderBonds = () => {
|
||
bondList.innerHTML = "";
|
||
if (!bonds.length) {
|
||
createNode("div", "shuYing-skill-reward-bond-empty", "暂无可激活羁绊", bondList);
|
||
return;
|
||
}
|
||
bonds.forEach(bond => {
|
||
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);
|
||
if (!levels.length) return;
|
||
const currentSkills = getPreviewSkills(previewSkill);
|
||
if (!levels.some(level => isConditionRelevant(getLevelCondition(bond, level), currentSkills))) return;
|
||
const reached = levels.filter(level => matchesCondition(getLevelCondition(bond, level), currentSkills));
|
||
const active = reached[reached.length - 1] || null;
|
||
const next = levels.find(level => level.rank > (active?.rank || 0)) || null;
|
||
const item = createNode("div", `shuYing-skill-reward-bond${active ? " active" : ""}`, null, bondList);
|
||
const head = createNode("div", "shuYing-skill-reward-bond-head", null, item);
|
||
createNode("span", "shuYing-skill-reward-bond-name", bond.name || (bond.keyword ? `【${bond.keyword}】羁绊` : bond.id || "未命名羁绊"), head);
|
||
createNode("span", "shuYing-skill-reward-bond-count", active ? `第${active.rank}级` : "待激活", head);
|
||
const status = active ? `已激活:${getLevelText(active)}` : getConditionText(getLevelCondition(bond, next), currentSkills);
|
||
createNode("div", "shuYing-skill-reward-bond-status", status, item);
|
||
if (next) {
|
||
createNode("div", "shuYing-skill-reward-bond-effect", `下一阶段:${getLevelText(next)}`, item);
|
||
if (active) createNode("div", "shuYing-skill-reward-bond-effect", getConditionText(getLevelCondition(bond, next), currentSkills), item);
|
||
}
|
||
});
|
||
if (!bondList.childNodes.length) createNode("div", "shuYing-skill-reward-bond-empty", "该技能暂无相关羁绊", bondList);
|
||
};
|
||
|
||
const renderPreview = skill => {
|
||
previewSkill = skill;
|
||
previewName.textContent = `【${get.translation(skill)}】`;
|
||
previewInfo.innerHTML = getSkillInfo(skill);
|
||
choiceArea.querySelectorAll(".shuYing-skill-reward-choice").forEach(node => {
|
||
node.classList.toggle("previewing", node.dataset.skill == skill);
|
||
node.classList.toggle("selected", node.dataset.skill == selectedSkill);
|
||
node.setAttribute("aria-pressed", String(node.dataset.skill == selectedSkill));
|
||
});
|
||
renderBonds();
|
||
};
|
||
const finish = skill => {
|
||
if (closed) return;
|
||
closed = true;
|
||
mask.remove();
|
||
resolve(skill);
|
||
};
|
||
|
||
skills.forEach(skill => {
|
||
const button = createNode("button", "shuYing-skill-reward-choice", get.translation(skill), choiceArea);
|
||
button.type = "button";
|
||
button.dataset.skill = skill;
|
||
button.addEventListener("mouseenter", () => renderPreview(skill));
|
||
button.addEventListener("focus", () => renderPreview(skill));
|
||
button.addEventListener("click", event => {
|
||
event.stopPropagation();
|
||
selectedSkill = skill;
|
||
renderPreview(skill);
|
||
});
|
||
});
|
||
const confirm = createNode("button", "shuYing-skill-reward-confirm", "确定", controls);
|
||
confirm.type = "button";
|
||
confirm.addEventListener("click", event => {
|
||
event.stopPropagation();
|
||
finish(selectedSkill);
|
||
});
|
||
if (canRefresh) {
|
||
const handCount = player?.countCards?.("h") || 0;
|
||
const discardCount = Math.ceil(handCount / 2);
|
||
const refresh = createNode("button", "shuYing-skill-reward-refresh", `刷新(弃${discardCount}张)`, controls);
|
||
refresh.type = "button";
|
||
refresh.title = "随机弃置一半手牌(向上取整),重新生成技能选项;本次只能使用一次";
|
||
refresh.addEventListener("click", event => {
|
||
event.stopPropagation();
|
||
finish({ refresh: true });
|
||
});
|
||
}
|
||
mask.addEventListener("click", event => event.stopPropagation());
|
||
dialog.addEventListener("click", event => event.stopPropagation());
|
||
renderPreview(previewSkill);
|
||
choiceArea.querySelector(".shuYing-skill-reward-choice")?.focus({ preventScroll: true });
|
||
});
|
||
};
|
||
}
|