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2 Commits

Author SHA1 Message Date
virtheart d8e74b00c3 style: 调整界面元素的尺寸和间距以优化布局 2026-04-29 01:47:09 +08:00
virtheart 5c41eb410b feat(HUD): 添加HUD界面资产与组件
- 新增HUD图标、面板和状态指示器资产
- 实现HUD图标组件和错误边界组件
- 重构顶部状态栏和底部导航栏
- 更新路线面板样式和交互
- 添加HUD资产清单和切片脚本
- 移除未使用的资产文件
- 调整API安全配置和生产环境设置
2026-04-29 01:24:37 +08:00
71 changed files with 2498 additions and 1105 deletions
+1
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@@ -15,6 +15,7 @@
"dependencies": { "dependencies": {
"@fastify/cookie": "^11.0.2", "@fastify/cookie": "^11.0.2",
"@fastify/cors": "^11.1.0", "@fastify/cors": "^11.1.0",
"@fastify/rate-limit": "^10.3.0",
"@fastify/static": "^9.1.3", "@fastify/static": "^9.1.3",
"@tinywaste/content": "workspace:*", "@tinywaste/content": "workspace:*",
"@tinywaste/game-core": "workspace:*", "@tinywaste/game-core": "workspace:*",
+2 -2
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@@ -8,13 +8,13 @@ export const registerAuthRoutes = (app: FastifyInstance, authService: AuthServic
return { user }; return { user };
}); });
app.post('/api/auth/register', async (request, reply) => { app.post('/api/auth/register', { config: { rateLimit: { max: 5, timeWindow: '1 minute' } } }, async (request, reply) => {
const input = registerSchema.parse(request.body); const input = registerSchema.parse(request.body);
const user = await authService.register(input, reply); const user = await authService.register(input, reply);
return { user }; return { user };
}); });
app.post('/api/auth/login', async (request, reply) => { app.post('/api/auth/login', { config: { rateLimit: { max: 10, timeWindow: '1 minute' } } }, async (request, reply) => {
const input = loginSchema.parse(request.body); const input = loginSchema.parse(request.body);
const user = await authService.login(input, reply); const user = await authService.login(input, reply);
return { user }; return { user };
+1 -1
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@@ -48,7 +48,7 @@ export class AuthService {
sameSite: 'lax', sameSite: 'lax',
path: '/', path: '/',
maxAge: SESSION_TTL_MS / 1000, maxAge: SESSION_TTL_MS / 1000,
secure: false, secure: env.isProduction,
}); });
} }
@@ -13,11 +13,15 @@ export class GameRepository {
}); });
} }
async upsertMainSlot(userId: string, stateJson: string, label: string) { async upsertMainSlot(userId: string, stateJson: string, label: string, expectedRevision?: number) {
const existing = await this.getMainSlot(userId); const existing = await this.getMainSlot(userId);
const now = Date.now(); const now = Date.now();
if (existing) { if (existing) {
if (expectedRevision !== undefined && existing.revision !== expectedRevision) {
return null;
}
this.db this.db
.update(saveSlotsTable) .update(saveSlotsTable)
.set({ .set({
+4 -1
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@@ -43,7 +43,10 @@ export class GameService {
const state = JSON.parse(slot.stateJson) as GameState; const state = JSON.parse(slot.stateJson) as GameState;
const result = applyGameAction(state, gameContent, action); const result = applyGameAction(state, gameContent, action);
await this.repository.upsertMainSlot(userId, JSON.stringify(result.state), slot.label); const saved = await this.repository.upsertMainSlot(userId, JSON.stringify(result.state), slot.label, slot.revision);
if (!saved) {
throw new AppError(409, 'SAVE_CONFLICT', '存档已被其他请求修改,请重试。');
}
return buildGameView(result.state, gameContent); return buildGameView(result.state, gameContent);
} }
} }
+6
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@@ -2,6 +2,7 @@ import { existsSync } from 'node:fs';
import Fastify from 'fastify'; import Fastify from 'fastify';
import cookie from '@fastify/cookie'; import cookie from '@fastify/cookie';
import cors from '@fastify/cors'; import cors from '@fastify/cors';
import rateLimit from '@fastify/rate-limit';
import fastifyStatic from '@fastify/static'; import fastifyStatic from '@fastify/static';
import { ZodError } from 'zod'; import { ZodError } from 'zod';
import { db } from './shared/database/client'; import { db } from './shared/database/client';
@@ -25,6 +26,11 @@ await app.register(cors, {
credentials: true, credentials: true,
}); });
await app.register(rateLimit, {
max: env.isProduction ? 100 : 1000,
timeWindow: '1 minute',
});
const authRepository = new AuthRepository(db); const authRepository = new AuthRepository(db);
const authService = new AuthService(authRepository); const authService = new AuthService(authRepository);
const gameRepository = new GameRepository(db); const gameRepository = new GameRepository(db);
+3
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@@ -8,6 +8,7 @@ loadDotenv({
}); });
const envSchema = z.object({ const envSchema = z.object({
NODE_ENV: z.enum(['development', 'production', 'test']).default('development'),
API_PORT: z.coerce.number().int().positive().default(3001), API_PORT: z.coerce.number().int().positive().default(3001),
WEB_ORIGIN: z.string().url().default('http://localhost:5173'), WEB_ORIGIN: z.string().url().default('http://localhost:5173'),
WEB_DIST_DIR: z.string().min(1).default('../web/dist'), WEB_DIST_DIR: z.string().min(1).default('../web/dist'),
@@ -26,6 +27,8 @@ const webDistPath = resolve(process.cwd(), parsed.data.WEB_DIST_DIR);
mkdirSync(dirname(databasePath), { recursive: true }); mkdirSync(dirname(databasePath), { recursive: true });
export const env = { export const env = {
nodeEnv: parsed.data.NODE_ENV,
isProduction: parsed.data.NODE_ENV === 'production',
port: parsed.data.API_PORT, port: parsed.data.API_PORT,
webOrigin: parsed.data.WEB_ORIGIN, webOrigin: parsed.data.WEB_ORIGIN,
webDistPath, webDistPath,
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@@ -0,0 +1,52 @@
{
"reference": {
"canonical": "/generated/hud/reference/tinywaste-hud-reference.png",
"notes": "Current no-character HUD reference. Replaces the earlier right-side portrait layout."
},
"atlases": {
"chromeSource": "/generated/hud/atlases/hud-chrome-atlas-source.png",
"chromeTransparent": "/generated/hud/atlases/hud-chrome-atlas.png",
"iconSource": "/generated/hud/atlases/hud-icon-atlas-source.png",
"iconTransparent": "/generated/hud/atlases/hud-icon-atlas.png"
},
"chrome": {
"panelWide": "/generated/hud/chrome/panel-wide.png",
"panelTall": "/generated/hud/chrome/panel-tall.png",
"panelCard": "/generated/hud/chrome/panel-card.png",
"panelCompact": "/generated/hud/chrome/panel-compact.png",
"routeCardIdle": "/generated/hud/chrome/route-card-idle.png",
"routeCardActive": "/generated/hud/chrome/route-card-active.png",
"actionCardPrimary": "/generated/hud/chrome/action-card-primary.png",
"actionCardSecondary": "/generated/hud/chrome/action-card-secondary.png",
"statusCapsule": "/generated/hud/chrome/status-capsule.png",
"statusMeter": "/generated/hud/chrome/status-meter.png",
"quickStrip": "/generated/hud/chrome/quick-strip.png",
"quickStripLocked": "/generated/hud/chrome/quick-strip-locked.png",
"dockTabIdle": "/generated/hud/chrome/dock-tab-idle.png",
"dockTabActive": "/generated/hud/chrome/dock-tab-active.png",
"warningStrip": "/generated/hud/chrome/warning-strip.png",
"dividerOrnament": "/generated/hud/chrome/divider-ornament.png"
},
"icons": {
"shelter": "/generated/hud/icons/shelter.png",
"expedition": "/generated/hud/icons/expedition.png",
"inventory": "/generated/hud/icons/inventory.png",
"crafting": "/generated/hud/icons/crafting.png",
"skills": "/generated/hud/icons/skills.png",
"factions": "/generated/hud/icons/factions.png",
"map": "/generated/hud/icons/map.png",
"weather": "/generated/hud/icons/weather.png",
"clock": "/generated/hud/icons/clock.png",
"routePin": "/generated/hud/icons/route-pin.png",
"rest": "/generated/hud/icons/rest.png",
"repair": "/generated/hud/icons/repair.png",
"scavenge": "/generated/hud/icons/scavenge.png",
"signal": "/generated/hud/icons/signal.png",
"settings": "/generated/hud/icons/settings.png",
"logout": "/generated/hud/icons/logout.png"
},
"pipeline": {
"transparentCleanup": "python3 \"$HOME/.codex/skills/.system/imagegen/scripts/remove_chroma_key.py\"",
"sliceScript": "scripts/slice_hud_atlas.py"
}
}
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+3
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@@ -2,6 +2,7 @@ import './App.css';
import { AuthScreen } from './features/auth/components/AuthScreen'; import { AuthScreen } from './features/auth/components/AuthScreen';
import { NewGameScreen } from './features/auth/components/NewGameScreen'; import { NewGameScreen } from './features/auth/components/NewGameScreen';
import { GameHud } from './features/game/components/GameHud'; import { GameHud } from './features/game/components/GameHud';
import { ErrorBoundary } from './features/shared/components/ErrorBoundary';
import { LoadingScreen } from './features/shared/components/LoadingScreen'; import { LoadingScreen } from './features/shared/components/LoadingScreen';
import { useGameSession } from './features/session/useGameSession'; import { useGameSession } from './features/session/useGameSession';
@@ -45,6 +46,7 @@ function App() {
} }
return ( return (
<ErrorBoundary>
<GameHud <GameHud
accountName={session.user.username} accountName={session.user.username}
gameError={session.gameError} gameError={session.gameError}
@@ -56,6 +58,7 @@ function App() {
onSendAction={session.sendAction} onSendAction={session.sendAction}
view={session.view} view={session.view}
/> />
</ErrorBoundary>
); );
} }
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-1
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@@ -1 +0,0 @@
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@@ -1,6 +1,7 @@
import type { OverlayPanel } from '../types'; import type { OverlayPanel } from '../types';
import type { GameAction, GameView } from '@tinywaste/game-core'; import type { GameAction, GameView } from '@tinywaste/game-core';
import { getActiveQuestCount, getCurrentPlace, getDominantAlert, getSupplyCounts } from '../hudModel'; import { getActiveQuestCount, getCurrentPlace, getDominantAlert, getSupplyCounts } from '../hudModel';
import { HudIcon } from './HudIcon';
export function BottomDock({ export function BottomDock({
activePanel, activePanel,
@@ -9,7 +10,7 @@ export function BottomDock({
view, view,
}: { }: {
activePanel: OverlayPanel | null; activePanel: OverlayPanel | null;
onOpenPanel: (panel: OverlayPanel) => void; onOpenPanel: (panel: OverlayPanel | null) => void;
onSendAction: (action: GameAction) => void; onSendAction: (action: GameAction) => void;
view: GameView; view: GameView;
}) { }) {
@@ -18,44 +19,47 @@ export function BottomDock({
const currentPlace = getCurrentPlace(view); const currentPlace = getCurrentPlace(view);
const homeRoute = view.map.edges.find((edge) => edge.to === 'home'); const homeRoute = view.map.edges.find((edge) => edge.to === 'home');
const dominantAlert = getDominantAlert(view); const dominantAlert = getDominantAlert(view);
const dockTabs: Array<{
id: OverlayPanel | 'local';
label: string;
icon: 'shelter' | 'expedition' | 'inventory' | 'crafting' | 'skills' | 'factions' | 'map';
onClick?: () => void;
}> = [
{ id: 'local', label: currentPlace?.name ?? 'Expedition', icon: 'expedition' },
{ id: 'inventory', label: '背包', icon: 'inventory', onClick: () => onOpenPanel('inventory') },
{ id: 'blueprints', label: '蓝图', icon: 'crafting', onClick: () => onOpenPanel('blueprints') },
{ id: 'missions', label: '任务', icon: 'skills', onClick: () => onOpenPanel('missions') },
{ id: 'logs', label: '日志', icon: 'factions', onClick: () => onOpenPanel('logs') },
{ id: 'local', label: '地图', icon: 'map', onClick: () => onOpenPanel(null) },
];
return ( return (
<footer className="command-dock tactical-dock"> <footer className="command-dock tactical-dock hud-dock-frame">
<div className="operator-card tactical-operator"> <div className="operator-card tactical-operator">
<div className="operator-emblem">{view.player.name.slice(0, 1)}</div> <div className="operator-emblem">{view.player.name.slice(0, 1)}</div>
<div className="operator-copy"> <div className="operator-copy">
<span>ACTIVE SURVIVOR</span> <span>线</span>
<strong>{view.player.name}</strong> <strong>{view.player.name}</strong>
</div> </div>
</div> </div>
<div className="dock-nav-groups"> <div className="dock-nav-groups">
<div className="dock-tabs"> <div className="dock-tabs">
<button className="dock-tab active">{currentPlace?.name ?? 'Expedition'}</button> {dockTabs.map((tab, index) => {
const isCurrentLocation = index === 0 && activePanel === null;
const isActive = tab.id !== 'local' ? activePanel === tab.id : isCurrentLocation;
return (
<button <button
className={`dock-tab ${activePanel === 'blueprints' ? 'active' : ''}`} key={`${tab.label}-${index}`}
onClick={() => onOpenPanel('blueprints')} className={`dock-tab ${isActive ? 'active' : ''}`}
onClick={tab.onClick}
type="button"
> >
Crafting <HudIcon name={tab.icon} className="dock-tab-icon" />
</button> <span>{tab.label}</span>
<button
className={`dock-tab ${activePanel === 'logs' ? 'active' : ''}`}
onClick={() => onOpenPanel('logs')}
>
Logs
</button>
<button
className={`dock-tab ${activePanel === 'inventory' ? 'active' : ''}`}
onClick={() => onOpenPanel('inventory')}
>
Inventory
</button>
<button
className={`dock-tab ${activePanel === 'missions' ? 'active' : ''}`}
onClick={() => onOpenPanel('missions')}
>
Missions
</button> </button>
);
})}
</div> </div>
<div className="dock-metrics"> <div className="dock-metrics">
@@ -73,10 +77,12 @@ export function BottomDock({
className="primary-button dock-commit-button" className="primary-button dock-commit-button"
onClick={() => onSendAction({ type: 'travel', toPlaceId: homeRoute.to })} onClick={() => onSendAction({ type: 'travel', toPlaceId: homeRoute.to })}
> >
<HudIcon name="shelter" className="dock-commit-icon" />
</button> </button>
) : ( ) : (
<button className="primary-button dock-commit-button" onClick={() => onOpenPanel('inventory')}> <button className="primary-button dock-commit-button" onClick={() => onOpenPanel('inventory')}>
<HudIcon name="inventory" className="dock-commit-icon" />
</button> </button>
)} )}
@@ -1,12 +1,25 @@
import type { GameAction, GameView, InventoryViewEntry } from '@tinywaste/game-core'; import type { GameAction, GameView, InventoryViewEntry } from '@tinywaste/game-core';
import { getLatestLog, getPrimaryObjective, getQuickUseItems } from '../hudModel'; import { getLatestLog, getPrimaryObjective, getQuickUseItems } from '../hudModel';
import { getPlaceHeroStyle } from '../uiAssets'; import { getItemArt, getPlaceHeroStyle, type HudIconAsset } from '../uiAssets';
import type { OverlayPanel } from '../types'; import type { OverlayPanel } from '../types';
import { AssetThumb } from './AssetThumb';
import { HudIcon } from './HudIcon';
const MIN_SUCCESS_CHANCE = 15;
const REST_DURATION_MINUTES = 30;
function pickRecoveryItem(items: InventoryViewEntry[], type: 'water' | 'food' | 'medicine') { function pickRecoveryItem(items: InventoryViewEntry[], type: 'water' | 'food' | 'medicine') {
return items.find((item) => item.type === type); return items.find((item) => item.type === type);
} }
function getOperationIcon(actionId: string): HudIconAsset {
if (actionId.includes('rest')) return 'rest';
if (actionId.includes('repair') || actionId.includes('fix')) return 'repair';
if (actionId.includes('craft')) return 'crafting';
if (actionId.includes('search') || actionId.includes('scavenge') || actionId.includes('collect')) return 'scavenge';
return 'expedition';
}
export function CommandCenter({ export function CommandCenter({
gameError, gameError,
isWorking, isWorking,
@@ -20,7 +33,7 @@ export function CommandCenter({
onSendAction: (action: GameAction) => void; onSendAction: (action: GameAction) => void;
view: GameView; view: GameView;
}) { }) {
const quickUseItems = getQuickUseItems(view); const quickUseItems = getQuickUseItems(view, 6);
const primaryObjective = getPrimaryObjective(view); const primaryObjective = getPrimaryObjective(view);
const latestLog = getLatestLog(view); const latestLog = getLatestLog(view);
const primaryAlert = view.survival.alerts[0] ?? null; const primaryAlert = view.survival.alerts[0] ?? null;
@@ -32,82 +45,56 @@ export function CommandCenter({
const water = pickRecoveryItem(quickUseItems, 'water'); const water = pickRecoveryItem(quickUseItems, 'water');
if (water) { if (water) {
return { return {
kicker: 'Recover now', icon: 'inventory' as const,
title: `${water.name}`, title: `使${water.name}`,
description: primaryAlert.recovery, description: primaryAlert.recovery,
hint: '先把出行窗口拉回来,再考虑继续搜刮。', label: '恢复',
chips: [`携带 x${water.count}`, '即时恢复', '口渴优先'], time: '0 分钟',
actionLabel: '立即饮水', actionLabel: '立即使用',
chance: '100%',
items: quickUseItems.slice(0, 6),
onClick: () => onSendAction({ type: 'use-item', itemId: water.itemId }), onClick: () => onSendAction({ type: 'use-item', itemId: water.itemId }),
}; };
} }
} }
if (primaryAlert?.stat === 'hunger') {
const food = pickRecoveryItem(quickUseItems, 'food');
if (food) {
return {
kicker: 'Recover now',
title: `吃掉 ${food.name}`,
description: primaryAlert.recovery,
hint: '热量恢复后,连续行动的容错会更高。',
chips: [`携带 x${food.count}`, '即时恢复', '饥饿优先'],
actionLabel: '立即进食',
onClick: () => onSendAction({ type: 'use-item', itemId: food.itemId }),
};
}
}
if (primaryAlert && (primaryAlert.stat === 'life' || primaryAlert.stat === 'radiation')) {
const medicine = pickRecoveryItem(quickUseItems, 'medicine');
if (medicine) {
return {
kicker: 'Stabilize',
title: `使用 ${medicine.name}`,
description: primaryAlert.recovery,
hint: '先把身体拉回稳定区,再决定是否继续推进。',
chips: [`携带 x${medicine.count}`, '医疗补给', primaryAlert.label],
actionLabel: '立即处理',
onClick: () => onSendAction({ type: 'use-item', itemId: medicine.itemId }),
};
}
}
if (primaryAlert?.stat === 'energy' && view.place.services.includes('rest')) { if (primaryAlert?.stat === 'energy' && view.place.services.includes('rest')) {
return { return {
kicker: 'Recover now', icon: 'rest' as const,
title: '短休 30 分钟', title: '休息',
description: primaryAlert.recovery, description: primaryAlert.recovery,
hint: '把精力先抬到安全线,再出门会更稳。', label: '恢复',
chips: ['30 分钟', '精力恢复', '低风险'], time: '12 分钟',
actionLabel: '立即休', actionLabel: '立即休',
onClick: () => onSendAction({ type: 'rest', minutes: 30 }), chance: '安全',
items: quickUseItems.slice(0, 6),
onClick: () => onSendAction({ type: 'rest', minutes: REST_DURATION_MINUTES }),
}; };
} }
if (firstUtilityAction) { if (firstUtilityAction) {
return { return {
kicker: 'Next move', icon: getOperationIcon(firstUtilityAction.id),
title: firstUtilityAction.name, title: firstUtilityAction.name,
description: firstUtilityAction.desc, description: firstUtilityAction.desc,
hint: firstUtilityAction.rewardHint, label: '主要行动',
chips: [ time: `${firstUtilityAction.timeCostMin} 分钟`,
`${firstUtilityAction.timeCostMin} 分钟`, actionLabel: '执行',
`精力 -${firstUtilityAction.energyCost}`, chance: `${Math.max(MIN_SUCCESS_CHANCE, 100 - Math.round(firstUtilityAction.risk * 100))}%`,
`风险 ${Math.round(firstUtilityAction.risk * 100)}%`, items: quickUseItems.slice(0, 6),
],
actionLabel: '执行行动',
onClick: () => onSendAction({ type: 'perform-action', actionId: firstUtilityAction.id }), onClick: () => onSendAction({ type: 'perform-action', actionId: firstUtilityAction.id }),
}; };
} }
return { return {
kicker: 'System focus', icon: 'inventory' as const,
title: '打开背包面板', title: '打开背包',
description: '当前没有可直接执行的扇区行为,先整理资源和配装。', description: '出发前整理补给物资。',
hint: '库存与仓储都在系统面板里管理。', label: '系统',
chips: ['系统面板', '整理补给', '继续规划'], time: '0 分钟',
actionLabel: '打开背包', actionLabel: '打开',
chance: '安全',
items: quickUseItems.slice(0, 6),
onClick: () => onOpenPanel('inventory'), onClick: () => onOpenPanel('inventory'),
}; };
})(); })();
@@ -118,112 +105,119 @@ export function CommandCenter({
.slice(0, 3) .slice(0, 3)
.map((action) => ({ .map((action) => ({
id: action.id, id: action.id,
icon: getOperationIcon(action.id),
title: action.name, title: action.name,
detail: action.rewardHint, detail: action.rewardHint,
meta: `${action.timeCostMin}m · 风险 ${Math.round(action.risk * 100)}%`, time: `${action.timeCostMin} 分钟`,
onClick: () => onSendAction({ type: 'perform-action', actionId: action.id }), onClick: () => onSendAction({ type: 'perform-action', actionId: action.id }),
})), })),
{ ];
id: 'inventory',
title: '整理补给', while (secondaryOperations.length < 3) {
detail: '打开背包与避难所仓储', const fillers = [
meta: 'inventory', { id: 'inventory', icon: 'inventory' as const, title: '背包', detail: '打开野外背包终端', time: '0 分钟', onClick: () => onOpenPanel('inventory') },
onClick: () => onOpenPanel('inventory'), { id: 'craft', icon: 'crafting' as const, title: '制作', detail: '查看蓝图与材料缺口', time: '15 分钟', onClick: () => onOpenPanel('blueprints') },
}, { id: 'logs', icon: 'signal' as const, title: '查看日志', detail: '检查最近的探索信号', time: '2 分钟', onClick: () => onOpenPanel('logs') },
{ ];
id: 'blueprints', secondaryOperations.push(fillers[secondaryOperations.length]);
title: '检查蓝图', }
detail: '查看可制作项与材料缺口',
meta: 'crafting',
onClick: () => onOpenPanel('blueprints'),
},
].slice(0, 5);
return ( return (
<section className="panel panel-command theater-panel"> <section className="panel panel-command theater-panel hud-shell-panel">
<div className="theater-scene" style={getPlaceHeroStyle(view.place.id)}> <header className="theater-titlebar">
<div className="theater-scene-copy"> <div>
<p className="eyebrow">Operation theater</p> <h2>{view.header.placeName.toUpperCase()}</h2>
<h2>{view.header.placeName}</h2>
<p>{view.header.placeDesc}</p> <p>{view.header.placeDesc}</p>
</div> </div>
<div className="theater-titlebar-metrics">
<div className="theater-scene-side"> <article>
<article className="scene-focus-card"> <span></span>
<span></span> <strong>{primaryOperation.time}</strong>
<strong>{primaryObjective?.title ?? view.survival.headline}</strong>
<p>{primaryObjective?.detail ?? '先处理生存威胁,再推进任务。'}</p>
</article> </article>
<article className={`scene-focus-card ${gameError ? 'error' : ''}`}> <article>
<span></span> <span></span>
<strong>{primaryAlert ? primaryAlert.summary : '链路稳定'}</strong> <strong className={primaryAlert ? 'warn' : 'safe'}>{view.header.riskLabel}</strong>
<p>{gameError ?? latestLog?.message ?? '最新日志会在这里同步关键结果。'}</p>
</article> </article>
</div> </div>
</div> </header>
<div className="theater-deck"> <div className="theater-scene-stage">
<section className="primary-operation-card"> <div className="theater-scene-image" style={getPlaceHeroStyle(view.place.id)} />
<div className="primary-operation-copy">
<span>{primaryOperation.kicker}</span> <div className="theater-action-zone">
<section className="theater-primary-card">
<div className="theater-primary-head">
<HudIcon name={primaryOperation.icon} className="theater-action-icon" />
<span>{primaryOperation.label}</span>
</div>
<div className="theater-primary-copy">
<h3>{primaryOperation.title}</h3> <h3>{primaryOperation.title}</h3>
<p>{primaryOperation.description}</p> <p>{primaryOperation.description}</p>
</div> </div>
<div className="operation-chip-row">
{primaryOperation.chips.map((chip) => ( <div className="theater-find-row">
<span key={chip}>{chip}</span> <div className="theater-find-meta">
<span></span>
<strong>{primaryOperation.chance}</strong>
</div>
<div className="theater-find-meta">
<span></span>
<strong>{primaryOperation.time}</strong>
</div>
</div>
<div className="theater-potential-finds">
{primaryOperation.items.slice(0, 6).map((item) => (
<AssetThumb
key={`potential-${item.itemId}`}
src={getItemArt(item.itemId, item.type)}
label={item.name}
className="potential-find-thumb"
/>
))} ))}
</div> </div>
<small>{primaryOperation.hint}</small>
<button className="primary-button operation-commit-button" disabled={isWorking} onClick={primaryOperation.onClick}> <button className="primary-button theater-primary-button" disabled={isWorking} onClick={primaryOperation.onClick} type="button">
{primaryOperation.actionLabel} {primaryOperation.actionLabel}
</button> </button>
</section> </section>
<section className="secondary-operation-stack"> <div className="theater-secondary-column">
{secondaryOperations.map((operation) => ( {secondaryOperations.slice(0, 3).map((operation) => (
<button <button key={operation.id} className="theater-secondary-card" disabled={isWorking} onClick={operation.onClick} type="button">
key={operation.id} <HudIcon name={operation.icon} className="theater-action-icon" />
className="secondary-operation-card" <div>
disabled={isWorking}
onClick={operation.onClick}
>
<strong>{operation.title}</strong> <strong>{operation.title}</strong>
<p>{operation.detail}</p> <p>{operation.detail}</p>
<small>{operation.meta}</small> </div>
<span>{operation.time}</span>
</button> </button>
))} ))}
</section> </div>
</div> </div>
<div className="theater-intel-grid"> <footer className="theater-intel-strip">
<article className="intel-focus-card"> <article className="theater-intel-block">
<span>Mission thread</span> <span></span>
<strong>{primaryObjective?.title ?? '暂无关键目标'}</strong> <p>{latestLog?.message ?? '近期有拾荒者活动,发现少量物资缓存。'}</p>
<p>{primaryObjective?.detail ?? '继续探索以触发新的委托与线索。'}</p>
</article> </article>
<article className="theater-intel-block compact">
<article className="intel-focus-card"> <HudIcon name="expedition" className="theater-intel-icon" />
<span>Recent log</span> <strong>{primaryObjective?.title ?? '任务线索'}</strong>
<strong>{latestLog ? `${latestLog.minute}m` : '日志空闲'}</strong>
<p>{latestLog?.message ?? '还没有新的结构化战报。'}</p>
</article> </article>
<article className="theater-intel-block compact">
<article className="intel-focus-card system"> <HudIcon name="inventory" className="theater-intel-icon" />
<span>Systems</span> <strong>{view.player.inventoryUsage}/{view.player.inventoryCapacity}</strong>
<strong></strong>
<div className="intel-system-links">
<button className="small-button secondary" onClick={() => onOpenPanel('logs')}>
</button>
<button className="small-button secondary" onClick={() => onOpenPanel('missions')}>
</button>
<button className="small-button secondary" onClick={() => onOpenPanel('blueprints')}>
</button>
</div>
</article> </article>
<article className="theater-intel-block compact">
<HudIcon name="signal" className="theater-intel-icon" />
<strong>{gameError ?? latestLog?.minute ? `${latestLog?.minute ?? 0}` : '在线'}</strong>
</article>
<article className="theater-intel-block compact">
<HudIcon name="weather" className="theater-intel-icon" />
<strong>{primaryAlert ? primaryAlert.label : '安全'}</strong>
</article>
</footer>
</div> </div>
</section> </section>
); );
@@ -0,0 +1,16 @@
import { getHudIconArt, type HudIconAsset } from '../uiAssets';
export function HudIcon({
name,
label,
className = '',
decorative = true,
}: {
name: HudIconAsset;
label?: string;
className?: string;
decorative?: boolean;
}) {
const src = getHudIconArt(name);
return <img alt={decorative ? '' : label ?? name} aria-hidden={decorative} className={`hud-icon ${className}`.trim()} src={src} />;
}
@@ -1,15 +1,10 @@
import type { GameAction, GameView } from '@tinywaste/game-core'; import type { GameAction, GameView } from '@tinywaste/game-core';
import { useMemo } from 'react'; import { useMemo } from 'react';
import { getItemArt } from '../uiAssets'; import { getItemArt } from '../uiAssets';
import { import { getLoadoutEntries, getQuickUseItems, getStatusEffects, getSurvivorMetrics } from '../hudModel';
getLoadoutEntries,
getQuickUseItems,
getStatusEffects,
getSurvivorMetrics,
} from '../hudModel';
import type { OverlayPanel } from '../types'; import type { OverlayPanel } from '../types';
import { AssetThumb } from './AssetThumb'; import { AssetThumb } from './AssetThumb';
import { PanelHeader } from '../../shared/components/PanelHeader'; import { HudIcon } from './HudIcon';
export function LoadoutPanel({ export function LoadoutPanel({
isWorking, isWorking,
@@ -24,143 +19,141 @@ export function LoadoutPanel({
}) { }) {
const loadoutEntries = useMemo(() => getLoadoutEntries(view), [view]); const loadoutEntries = useMemo(() => getLoadoutEntries(view), [view]);
const statusEffects = useMemo(() => getStatusEffects(view), [view]); const statusEffects = useMemo(() => getStatusEffects(view), [view]);
const quickUseItems = useMemo(() => getQuickUseItems(view, 5), [view]); const quickUseItems = useMemo(() => getQuickUseItems(view, 3), [view]);
const survivorMetrics = useMemo(() => getSurvivorMetrics(view), [view]); const survivorMetrics = useMemo(() => getSurvivorMetrics(view), [view]);
const equipmentEntries = useMemo( const equipmentEntries = useMemo(
() => [...loadoutEntries.left, ...loadoutEntries.right], () => [...loadoutEntries.right.slice(0, 2), loadoutEntries.left[1], loadoutEntries.right[2], loadoutEntries.left[2]],
[loadoutEntries.left, loadoutEntries.right], [loadoutEntries.left, loadoutEntries.right],
); );
const storagePreview = useMemo(() => view.player.storage.slice(0, 5), [view.player.storage]); const storagePreview = useMemo(() => view.player.storage.slice(0, 5), [view.player.storage]);
return ( return (
<section className="panel panel-loadout survivor-panel"> <section className="panel panel-loadout equipment-terminal">
<div className="panel-tabs survivor-tabs"> <header className="equipment-terminal-head">
<button className="active">Character</button> <div className="equipment-terminal-title">
<button onClick={() => onOpenPanel('inventory')}>Inventory</button> <HudIcon name="inventory" className="section-glyph" />
<button onClick={() => onOpenPanel('missions')}>Missions</button>
</div>
<div className="survivor-head">
<div> <div>
<p className="eyebrow">Survivor rig</p> <p className="eyebrow"></p>
<strong>{view.player.name}</strong> <strong>{view.player.name}</strong>
</div> </div>
<div className="survivor-head-chips"> </div>
<div className="equipment-terminal-badges">
<span className={`hud-chip ${view.player.storageAccessible ? 'safe' : 'muted'}`}> <span className={`hud-chip ${view.player.storageAccessible ? 'safe' : 'muted'}`}>
{view.player.storageAccessible ? '仓储在线' : '野外行动'} {view.player.storageAccessible ? '仓储在线' : '野外行动'}
</span> </span>
<span className="hud-chip muted"> <span className="hud-chip muted"> {view.player.inventoryUsage}/{view.player.inventoryCapacity}</span>
{view.player.inventoryUsage}/{view.player.inventoryCapacity}
</span>
</div> </div>
</header>
<section className="equipment-grid-frame">
<div className="equipment-grid-head">
<span></span>
<p></p>
</div> </div>
<section className="subpanel equipment-grid-panel"> <div className="equipment-grid">
<PanelHeader title="Equipment" subtitle="去掉人物展示后,右侧改为纯功能 HUD 终端" compact />
<div className="survivor-equipment-grid">
{equipmentEntries.map((entry) => ( {equipmentEntries.map((entry) => (
<article key={entry.id} className={`loadout-slot equipment-module ${entry.isEquipped ? 'equipped' : ''}`}> <article key={entry.id} className={`equipment-slot-card ${entry.isEquipped ? 'equipped' : ''}`}>
<AssetThumb src={entry.art} label={entry.title} className="slot-thumb" /> <div className="equipment-slot-top">
<div className="slot-copy">
<span>{entry.label}</span> <span>{entry.label}</span>
</div>
<AssetThumb src={entry.art} label={entry.title} className="equipment-slot-thumb" />
<div className="equipment-slot-copy">
<strong>{entry.title}</strong> <strong>{entry.title}</strong>
<small>{entry.subtitle}</small> <small>{entry.subtitle}</small>
</div> </div>
</article> </article>
))} ))}
<article className="equipment-slot-card placeholder">
<div className="equipment-slot-top">
<span></span>
</div>
<div className="equipment-slot-placeholder">+</div>
</article>
</div> </div>
</section> </section>
<section className="survivor-metrics-row"> <section className="equipment-metrics-row">
{survivorMetrics.map((metric) => ( {survivorMetrics.map((metric) => (
<article key={metric.id} className="survivor-metric-card"> <article key={metric.id} className="equipment-metric-box">
<span>{metric.label}</span> <span>{metric.label}</span>
<strong>{metric.value}</strong> <strong>{metric.value}</strong>
</article> </article>
))} ))}
</section> </section>
<section className="survivor-warning-strip"> <section className="warning-terminal">
{statusEffects.map((effect) => ( <div className="warning-terminal-head">
<article key={effect.id} className={`survivor-warning-card tone-${effect.tone}`}> <span></span>
{effect.art ? <img className="status-effect-icon" src={effect.art} alt={effect.label} /> : null} <button className="warning-terminal-button" type="button">
<div>
<strong>{effect.label}</strong> </button>
<p>{effect.detail}</p> </div>
<div className="warning-terminal-list">
{statusEffects.slice(0, 4).map((effect) => (
<article key={effect.id} className={`warning-meter tone-${effect.tone}`}>
<div className="warning-meter-head">
<HudIcon name="signal" className="warning-meter-icon" />
<span>{effect.label.split('·')[0].trim()}</span>
</div>
<div className="warning-meter-track">
<div className="warning-meter-fill" />
</div> </div>
</article> </article>
))} ))}
</div>
</section> </section>
<section className="subpanel quick-slot-panel survivor-supply-panel"> <section className="ready-pack-frame">
<PanelHeader title="Quick supplies" subtitle="高频补给直接可点,不再只是展示" compact /> <div className="ready-pack-head">
<div className="survivor-supply-grid"> <span></span>
<p></p>
</div>
<div className="ready-pack-columns">
<div>
<strong></strong>
<div className="quick-access-row">
{quickUseItems.map((item) => ( {quickUseItems.map((item) => (
<button <button
key={`quick-use-${item.itemId}`} key={`quick-${item.itemId}`}
className="survivor-supply-card" className="quick-access-slot"
disabled={isWorking} disabled={isWorking}
onClick={() => onSendAction({ type: 'use-item', itemId: item.itemId })} onClick={() => onSendAction({ type: 'use-item', itemId: item.itemId })}
type="button"
> >
<AssetThumb src={getItemArt(item.itemId, item.type)} label={item.name} /> <AssetThumb src={getItemArt(item.itemId, item.type)} label={item.name} className="quick-access-thumb" />
<div className="survivor-supply-copy"> <span>{item.count}</span>
<strong>{item.name}</strong>
<span>x{item.count}</span>
<small>{item.type}</small>
</div>
</button> </button>
))} ))}
{Array.from({ length: Math.max(0, 5 - quickUseItems.length) }).map((_, index) => ( {Array.from({ length: Math.max(0, 4 - quickUseItems.length) }).map((_, index) => (
<article key={`locked-${index}`} className="survivor-supply-card locked"> <article key={`quick-empty-${index}`} className="quick-access-slot locked">
<div className="quick-slot-lock">EMPTY</div> <span></span>
</article> </article>
))} ))}
</div> </div>
</section> </div>
<section className="subpanel survivor-stash-panel"> <div>
<PanelHeader <strong></strong>
title="Stash snapshot" <div className="stash-row">
subtitle={
view.player.storageAccessible
? `避难所仓储 ${view.player.storageUsage}/${view.player.storageCapacity}`
: '离开避难所后只保留摘要'
}
compact
/>
<div className="survivor-stash-grid">
{storagePreview.map((item) => ( {storagePreview.map((item) => (
<article key={`stash-${item.itemId}`} className="survivor-stash-card"> <article key={`stash-${item.itemId}`} className="stash-slot">
<AssetThumb src={getItemArt(item.itemId, item.type)} label={item.name} /> <AssetThumb src={getItemArt(item.itemId, item.type)} label={item.name} className="quick-access-thumb" />
<div className="survivor-stash-copy"> <span>{item.count}</span>
<strong>{item.name}</strong>
<span>x{item.count}</span>
</div>
</article> </article>
))} ))}
<button className="secondary-button survivor-stash-open" onClick={() => onOpenPanel('inventory')}> <button className="stash-slot stash-open" onClick={() => onOpenPanel('inventory')} type="button">
+
</button> </button>
</div> </div>
</div>
</div>
</section> </section>
<section className="subpanel survivor-actions-panel"> <button className="secondary-button equipment-terminal-button" onClick={() => onOpenPanel('inventory')} type="button">
<PanelHeader title="Field terminals" subtitle="中频系统从这里切换,主屏只保留决策所需" compact /> /
<div className="panel-link-grid">
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('inventory')}>
/
</button> </button>
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('blueprints')}>
</button>
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('missions')}>
线
</button>
<button className="secondary-button panel-link-button" onClick={() => onOpenPanel('logs')}>
</button>
</div>
</section>
</section> </section>
); );
} }
@@ -1,7 +1,16 @@
import type { GameAction, GameView } from '@tinywaste/game-core'; import type { GameAction, GameView } from '@tinywaste/game-core';
import { edgeDestination, getActiveQuestCount, getCurrentPlace, getExpeditionStatus, getRiskDots, getRouteRiskTier } from '../hudModel'; import { useState } from 'react';
import {
edgeDestination,
getCurrentPlace,
getExpeditionStatus,
getPlaceAtmosphere,
getRiskDots,
getRouteRiskTier,
getVisibleRoutes,
} from '../hudModel';
import { getPlaceThumbStyle } from '../uiAssets'; import { getPlaceThumbStyle } from '../uiAssets';
import { PanelHeader } from '../../shared/components/PanelHeader'; import { HudIcon } from './HudIcon';
export function RoutePanel({ export function RoutePanel({
isWorking, isWorking,
@@ -12,52 +21,56 @@ export function RoutePanel({
onSendAction: (action: GameAction) => void; onSendAction: (action: GameAction) => void;
view: GameView; view: GameView;
}) { }) {
const [safeOnly, setSafeOnly] = useState(false);
const currentPlace = getCurrentPlace(view); const currentPlace = getCurrentPlace(view);
const activeQuestCount = getActiveQuestCount(view); const placeId = currentPlace?.id ?? view.place.id;
const expedition = getExpeditionStatus(view); const expedition = getExpeditionStatus(view);
const atmosphere = getPlaceAtmosphere(placeId);
const allRoutes = getVisibleRoutes(view, 10);
const routes = safeOnly
? allRoutes.filter((edge) => !edge.blockedReason && getRouteRiskTier(edge.risk).tone === 'safe')
: allRoutes.slice(0, 3);
const launchRoute = routes[0] ?? null;
return ( return (
<section className="panel panel-route expedition-panel"> <section className="panel panel-route expedition-panel hud-shell-panel">
<header className="expedition-head"> <header className="expedition-panel-head">
<div> <div>
<p className="eyebrow">Expedition rail</p> <p className="eyebrow"></p>
<h2>{currentPlace?.name ?? view.header.placeName}</h2> <h2>{currentPlace?.name ?? view.header.placeName}</h2>
</div> </div>
<span className={`hud-chip ${expedition.tone === 'good' ? 'safe' : expedition.tone}`}> <span className={`hud-chip ${expedition.tone === 'good' ? 'safe' : expedition.tone}`}>{view.header.riskLabel}</span>
{view.header.riskLabel}
</span>
</header> </header>
<article className="expedition-core"> <section className="expedition-location-card">
<span className="intel-kicker">CURRENT SECTOR</span> <p className="eyebrow"></p>
<p>{view.header.placeDesc}</p> <strong>{view.header.placeName}</strong>
<div className="expedition-status-grid"> <div className="expedition-weather-block">
<article className="expedition-status-card"> <div className="expedition-weather-main">
<small></small> <HudIcon name="weather" className="expedition-weather-icon" />
<strong>{expedition.readiness}%</strong> <span>{atmosphere.weather}</span>
</article>
<article className="expedition-status-card">
<small></small>
<strong>{view.player.inventoryUsage}/{view.player.inventoryCapacity}</strong>
</article>
<article className="expedition-status-card">
<small></small>
<strong>{expedition.threatCount || activeQuestCount}</strong>
</article>
</div> </div>
<div className="intel-meta"> <div className="expedition-weather-meta">
{(currentPlace?.tags ?? []).map((tag) => ( <span>{atmosphere.temperature}</span>
<span key={tag} className="hud-chip muted"> <span>{atmosphere.wind}</span>
{tag}
</span>
))}
</div> </div>
</article> </div>
<div className="expedition-risk-line">
<span></span>
<strong>{view.header.riskLabel}</strong>
</div>
</section>
<section className="route-stack"> <section className="expedition-routes-card">
<PanelHeader title="Routes" subtitle="选择下一段远行目标" compact /> <div className="expedition-section-head">
<div className="route-list expedition-route-list"> <span>线</span>
{view.map.edges.map((edge) => { <button className={`expedition-toggle ${safeOnly ? 'active' : ''}`} type="button" onClick={() => setSafeOnly((prev) => !prev)}>
{safeOnly ? '显示全部' : '仅安全路线'}
</button>
</div>
<div className="expedition-route-stack">
{routes.map((edge, index) => {
const destination = edgeDestination(view, edge); const destination = edgeDestination(view, edge);
if (!destination) return null; if (!destination) return null;
@@ -67,45 +80,62 @@ export function RoutePanel({
return ( return (
<button <button
key={`${edge.from}-${edge.to}`} key={`${edge.from}-${edge.to}`}
className={`route-card expedition-route-card tone-${riskTier.tone}`} className={`expedition-route-card ${index === 0 ? 'active' : ''} tone-${riskTier.tone}`}
disabled={Boolean(edge.blockedReason) || isWorking} disabled={Boolean(edge.blockedReason) || isWorking}
onClick={() => onSendAction({ type: 'travel', toPlaceId: edge.to })} onClick={() => onSendAction({ type: 'travel', toPlaceId: edge.to })}
type="button"
> >
<div className="route-card-thumb" style={getPlaceThumbStyle(destination.id)} /> <div className="route-card-thumb" style={getPlaceThumbStyle(destination.id)} />
<div className="route-card-copy"> <div className="route-card-copy">
<div className="route-card-topline">
<strong>{destination.name}</strong> <strong>{destination.name}</strong>
<span>{destination.visited ? '已探明' : '未知'}</span>
</div>
<p>{destination.desc}</p> <p>{destination.desc}</p>
<div className="route-card-detail"> <div className="route-card-detail">
<span>{edge.travelTimeMin} </span> <span>{edge.travelTimeMin} </span>
<span>{riskTier.label}</span> <span>{riskTier.label}</span>
</div> </div>
<div className="risk-dots" aria-hidden="true"> <div className="risk-dots" aria-hidden="true">
{riskDots.map((active, index) => ( {riskDots.map((active, dotIndex) => (
<span key={`${destination.id}-${index}`} className={active ? 'active' : ''} /> <span key={`${destination.id}-${dotIndex}`} className={active ? 'active' : ''} />
))} ))}
</div> </div>
</div> </div>
<div className="route-card-state">
<span>{destination.visited ? '已探明' : '未知'}</span>
{edge.blockedReason ? <em>{edge.blockedReason}</em> : null}
</div>
</button> </button>
); );
})} })}
</div> </div>
</section> </section>
<section className="world-map-panel expedition-map-panel"> <section className="expedition-status-card">
<PanelHeader title="Known sectors" subtitle="压缩后的节点情报" compact /> <div className="expedition-section-head">
<div className="map-node-grid expedition-map-grid"> <span></span>
{view.map.places.map((place) => (
<article key={place.id} className={`map-node-card ${place.current ? 'current' : ''}`}>
<strong>{place.name}</strong>
<span>{place.visited ? '已探明' : '待深入'}</span>
<small>{place.tags.join(' · ') || 'unknown'}</small>
</article>
))}
</div> </div>
<div className="expedition-status-grid">
<article className="expedition-status-cell">
<small></small>
<strong>{expedition.readiness}%</strong>
</article>
<article className="expedition-status-cell">
<small></small>
<strong>{Math.round((view.player.stats.life / view.player.maxStats.life) * 100)}%</strong>
</article>
<article className="expedition-status-cell">
<small></small>
<strong>
{view.player.inventoryUsage}/{view.player.inventoryCapacity}
</strong>
</article>
</div>
<button
className="primary-button expedition-launch-button"
disabled={!launchRoute || isWorking}
onClick={() => launchRoute && onSendAction({ type: 'travel', toPlaceId: launchRoute.to })}
type="button"
>
</button>
</section> </section>
</section> </section>
); );
@@ -1,9 +1,11 @@
export function StatMeter({ export function StatMeter({
iconSrc,
label, label,
value, value,
maxValue, maxValue,
tone, tone,
}: { }: {
iconSrc?: string;
label: string; label: string;
value: number; value: number;
maxValue: number; maxValue: number;
@@ -13,6 +15,8 @@ export function StatMeter({
return ( return (
<article className={`stat-meter tone-${tone}`}> <article className={`stat-meter tone-${tone}`}>
<div className="stat-meter-copy">
{iconSrc ? <img className="stat-meter-icon" src={iconSrc} alt="" aria-hidden="true" /> : null}
<div> <div>
<span>{label}</span> <span>{label}</span>
<strong> <strong>
@@ -20,6 +24,7 @@ export function StatMeter({
<small>/{Math.round(maxValue)}</small> <small>/{Math.round(maxValue)}</small>
</strong> </strong>
</div> </div>
</div>
<div className="meter-track"> <div className="meter-track">
<div className="meter-fill" style={{ width: `${percentage}%` }} /> <div className="meter-fill" style={{ width: `${percentage}%` }} />
</div> </div>
@@ -1,7 +1,8 @@
import type { GameView } from '@tinywaste/game-core'; import type { GameView } from '@tinywaste/game-core';
import { getAlertCount, getDominantAlert, getTimeLabels } from '../hudModel'; import { getAlertCount, getDominantAlert, getTimeLabels } from '../hudModel';
import { STAT_LABELS, STAT_ORDER } from '../uiAssets'; import { getStatusArt, STAT_LABELS, STAT_ORDER } from '../uiAssets';
import { StatMeter } from './StatMeter'; import { StatMeter } from './StatMeter';
import { HudIcon } from './HudIcon';
export function TopHud({ export function TopHud({
accountName, accountName,
@@ -25,24 +26,28 @@ export function TopHud({
: 'safe'; : 'safe';
return ( return (
<header className="top-hud"> <header className="top-hud hud-surface hud-surface-wide hud-top-frame">
<div className="brand-block"> <div className="brand-block">
<div className="brand-mark">TW</div> <div className="brand-mark">TW</div>
<div className="brand-copy"> <div className="brand-copy">
<p className="eyebrow">Persistent Wasteland Interface</p> <p className="eyebrow"></p>
<strong>TinyWaste Online</strong> <strong>TinyWaste Online</strong>
</div> </div>
</div> </div>
<div className="clock-block"> <div className="clock-block">
<HudIcon name="clock" className="clock-icon" />
<div>
<span>{dayLabel}</span> <span>{dayLabel}</span>
<strong>{clockLabel}</strong> <strong>{clockLabel}</strong>
</div> </div>
</div>
<section className="status-strip"> <section className="status-strip">
{STAT_ORDER.map((statKey) => ( {STAT_ORDER.map((statKey) => (
<StatMeter <StatMeter
key={statKey} key={statKey}
iconSrc={getStatusArt(statKey)}
label={STAT_LABELS[statKey] ?? statKey} label={STAT_LABELS[statKey] ?? statKey}
maxValue={view.player.maxStats[statKey]} maxValue={view.player.maxStats[statKey]}
tone={statKey === 'radiation' ? 'danger' : statKey === 'life' ? 'health' : 'neutral'} tone={statKey === 'radiation' ? 'danger' : statKey === 'life' ? 'health' : 'neutral'}
@@ -60,7 +65,8 @@ export function TopHud({
<span className={`hud-chip ${alertCount ? 'accent' : ''}`}> <span className={`hud-chip ${alertCount ? 'accent' : ''}`}>
{alertCount ? `警报 ${alertCount}` : '链路稳定'} {alertCount ? `警报 ${alertCount}` : '链路稳定'}
</span> </span>
<button className="secondary-button" onClick={onLogout} disabled={logoutPending}> <button className="secondary-button top-action-button" onClick={onLogout} disabled={logoutPending}>
<HudIcon name="logout" className="top-action-icon" />
退 退
</button> </button>
</div> </div>
+71 -18
View File
@@ -10,6 +10,55 @@ export interface EquipmentPreviewEntry {
isEquipped: boolean; isEquipped: boolean;
} }
/** Readiness weights for each survival stat (must sum to 100) */
const READINESS_WEIGHTS = {
life: 34,
energy: 28,
thirst: 20,
hunger: 18,
} as const;
/** Readiness thresholds for tone classification */
const READINESS_TONE_THRESHOLD_GOOD = 74;
const READINESS_TONE_THRESHOLD_WARN = 48;
/** Risk tier boundaries */
const RISK_LOW_MAX = 0.35;
const RISK_MID_MAX = 0.65;
/** Survivor metric formula constants */
const PROTECTION_BASE_ARMOR = 34;
const PROTECTION_BASE_UNARMORED = 12;
const PROTECTION_STR_FACTOR = 5;
const PROTECTION_LIFE_FACTOR = 30;
const STEALTH_AGI_FACTOR = 8;
const STEALTH_PER_FACTOR = 5;
const STEALTH_SANITY_FACTOR = 20;
const MOBILITY_AGI_FACTOR = 7;
const MOBILITY_ENERGY_FACTOR = 42;
const MOBILITY_LOAD_PENALTY = 18;
const PLACE_ATMOSPHERE: Record<
string,
{
weather: string;
temperature: string;
wind: string;
}
> = {
home: { weather: 'Light rain', temperature: '18°C', wind: 'Wind 12 km/h' },
roadside: { weather: 'Cloud break', temperature: '16°C', wind: 'Wind 18 km/h' },
old_store: { weather: 'Dust drift', temperature: '20°C', wind: 'Wind 9 km/h' },
village_market: { weather: 'Dry overcast', temperature: '22°C', wind: 'Wind 7 km/h' },
rain_farm: { weather: 'Wet fog', temperature: '14°C', wind: 'Wind 10 km/h' },
city_edge: { weather: 'Soot haze', temperature: '19°C', wind: 'Wind 15 km/h' },
subway_entrance: { weather: 'Cold draft', temperature: '11°C', wind: 'Wind 6 km/h' },
sewer: { weather: 'Toxic mist', temperature: '13°C', wind: 'Air still' },
vault_gate: { weather: 'Ash fall', temperature: '9°C', wind: 'Wind 4 km/h' },
};
export function edgeDestination(view: GameView, edge: EdgeView) { export function edgeDestination(view: GameView, edge: EdgeView) {
return view.map.places.find((place) => place.id === edge.to); return view.map.places.find((place) => place.id === edge.to);
} }
@@ -38,12 +87,16 @@ export function getCurrentPlace(view: GameView) {
return view.map.places.find((place) => place.current) ?? null; return view.map.places.find((place) => place.current) ?? null;
} }
export function getPlaceAtmosphere(placeId: string) {
return PLACE_ATMOSPHERE[placeId] ?? { weather: 'Dry static', temperature: '17°C', wind: 'Wind 10 km/h' };
}
export function getLatestLog(view: GameView) { export function getLatestLog(view: GameView) {
return view.logs[0] ?? null; return view.logs[0] ?? null;
} }
export function getVisibleInventory(view: GameView, limit = 6) { export function getVisibleRoutes(view: GameView, limit = 3) {
return view.player.inventory.slice(0, limit); return view.map.edges.slice(0, limit);
} }
export function getQuickUseItems(view: GameView, limit = 6) { export function getQuickUseItems(view: GameView, limit = 6) {
@@ -132,10 +185,10 @@ export function getStatusEffects(view: GameView) {
export function getExpeditionStatus(view: GameView) { export function getExpeditionStatus(view: GameView) {
const { stats, maxStats } = view.player; const { stats, maxStats } = view.player;
const readiness = Math.round( const readiness = Math.round(
(stats.life / maxStats.life) * 34 + (stats.life / maxStats.life) * READINESS_WEIGHTS.life +
(stats.energy / maxStats.energy) * 28 + (stats.energy / maxStats.energy) * READINESS_WEIGHTS.energy +
(stats.thirst / maxStats.thirst) * 20 + (stats.thirst / maxStats.thirst) * READINESS_WEIGHTS.thirst +
(stats.hunger / maxStats.hunger) * 18, (stats.hunger / maxStats.hunger) * READINESS_WEIGHTS.hunger,
); );
const loadPercent = Math.round((view.player.inventoryUsage / view.player.inventoryCapacity) * 100); const loadPercent = Math.round((view.player.inventoryUsage / view.player.inventoryCapacity) * 100);
const threatCount = view.survival.alerts.length; const threatCount = view.survival.alerts.length;
@@ -144,7 +197,7 @@ export function getExpeditionStatus(view: GameView) {
readiness, readiness,
loadPercent, loadPercent,
threatCount, threatCount,
tone: readiness >= 74 && threatCount === 0 ? 'good' : readiness >= 48 ? 'warn' : 'danger', tone: readiness >= READINESS_TONE_THRESHOLD_GOOD && threatCount === 0 ? 'good' : readiness >= READINESS_TONE_THRESHOLD_WARN ? 'warn' : 'danger',
}; };
} }
@@ -152,17 +205,17 @@ export function getSurvivorMetrics(view: GameView) {
const protection = Math.min( const protection = Math.min(
100, 100,
Math.round( Math.round(
(view.player.equipment.body ? 34 : 12) + (view.player.equipment.body ? PROTECTION_BASE_ARMOR : PROTECTION_BASE_UNARMORED) +
view.player.attributes.str * 5 + view.player.attributes.str * PROTECTION_STR_FACTOR +
(view.player.stats.life / view.player.maxStats.life) * 30, (view.player.stats.life / view.player.maxStats.life) * PROTECTION_LIFE_FACTOR,
), ),
); );
const stealth = Math.min( const stealth = Math.min(
100, 100,
Math.round( Math.round(
view.player.attributes.agi * 8 + view.player.attributes.agi * STEALTH_AGI_FACTOR +
view.player.attributes.per * 5 + view.player.attributes.per * STEALTH_PER_FACTOR +
(view.player.stats.sanity / view.player.maxStats.sanity) * 20, (view.player.stats.sanity / view.player.maxStats.sanity) * STEALTH_SANITY_FACTOR,
), ),
); );
const mobility = Math.max( const mobility = Math.max(
@@ -170,9 +223,9 @@ export function getSurvivorMetrics(view: GameView) {
Math.min( Math.min(
100, 100,
Math.round( Math.round(
view.player.attributes.agi * 7 + view.player.attributes.agi * MOBILITY_AGI_FACTOR +
(view.player.stats.energy / view.player.maxStats.energy) * 42 - (view.player.stats.energy / view.player.maxStats.energy) * MOBILITY_ENERGY_FACTOR -
(view.player.inventoryUsage / view.player.inventoryCapacity) * 18, (view.player.inventoryUsage / view.player.inventoryCapacity) * MOBILITY_LOAD_PENALTY,
), ),
), ),
); );
@@ -271,8 +324,8 @@ export function getLoadoutEntries(view: GameView) {
} }
export function getRouteRiskTier(risk: number) { export function getRouteRiskTier(risk: number) {
if (risk <= 0.35) return { label: '低风险', tone: 'safe' as const }; if (risk <= RISK_LOW_MAX) return { label: '低风险', tone: 'safe' as const };
if (risk <= 0.65) return { label: '中风险', tone: 'warn' as const }; if (risk <= RISK_MID_MAX) return { label: '中风险', tone: 'warn' as const };
return { label: '高风险', tone: 'danger' as const }; return { label: '高风险', tone: 'danger' as const };
} }
+51 -1
View File
@@ -3,6 +3,7 @@ import type { EquipSlot } from '@tinywaste/game-core';
const GENERATED_ROOT = '/generated'; const GENERATED_ROOT = '/generated';
const GENERATED_UI_ROOT = `${GENERATED_ROOT}/ui`; const GENERATED_UI_ROOT = `${GENERATED_ROOT}/ui`;
const GENERATED_HUD_ROOT = `${GENERATED_ROOT}/hud`;
export const PLACE_ART: Record<string, string> = { export const PLACE_ART: Record<string, string> = {
home: `${GENERATED_ROOT}/home-camp.png`, home: `${GENERATED_ROOT}/home-camp.png`,
@@ -81,6 +82,49 @@ const ITEM_TO_EQUIPMENT_ART: Record<string, string> = {
leather_coat: `${GENERATED_UI_ROOT}/equipment/body-coat.png`, leather_coat: `${GENERATED_UI_ROOT}/equipment/body-coat.png`,
}; };
export const HUD_REFERENCE_ART = `${GENERATED_HUD_ROOT}/reference/tinywaste-hud-reference.png`;
export const HUD_CHROME_ART = {
panelWide: `${GENERATED_HUD_ROOT}/chrome/panel-wide.png`,
panelTall: `${GENERATED_HUD_ROOT}/chrome/panel-tall.png`,
panelCard: `${GENERATED_HUD_ROOT}/chrome/panel-card.png`,
panelCompact: `${GENERATED_HUD_ROOT}/chrome/panel-compact.png`,
routeCardIdle: `${GENERATED_HUD_ROOT}/chrome/route-card-idle.png`,
routeCardActive: `${GENERATED_HUD_ROOT}/chrome/route-card-active.png`,
actionCardPrimary: `${GENERATED_HUD_ROOT}/chrome/action-card-primary.png`,
actionCardSecondary: `${GENERATED_HUD_ROOT}/chrome/action-card-secondary.png`,
statusCapsule: `${GENERATED_HUD_ROOT}/chrome/status-capsule.png`,
statusMeter: `${GENERATED_HUD_ROOT}/chrome/status-meter.png`,
quickStrip: `${GENERATED_HUD_ROOT}/chrome/quick-strip.png`,
quickStripLocked: `${GENERATED_HUD_ROOT}/chrome/quick-strip-locked.png`,
dockTabIdle: `${GENERATED_HUD_ROOT}/chrome/dock-tab-idle.png`,
dockTabActive: `${GENERATED_HUD_ROOT}/chrome/dock-tab-active.png`,
warningStrip: `${GENERATED_HUD_ROOT}/chrome/warning-strip.png`,
dividerOrnament: `${GENERATED_HUD_ROOT}/chrome/divider-ornament.png`,
} as const;
export const HUD_ICON_ART = {
shelter: `${GENERATED_HUD_ROOT}/icons/shelter.png`,
expedition: `${GENERATED_HUD_ROOT}/icons/expedition.png`,
inventory: `${GENERATED_HUD_ROOT}/icons/inventory.png`,
crafting: `${GENERATED_HUD_ROOT}/icons/crafting.png`,
skills: `${GENERATED_HUD_ROOT}/icons/skills.png`,
factions: `${GENERATED_HUD_ROOT}/icons/factions.png`,
map: `${GENERATED_HUD_ROOT}/icons/map.png`,
weather: `${GENERATED_HUD_ROOT}/icons/weather.png`,
clock: `${GENERATED_HUD_ROOT}/icons/clock.png`,
routePin: `${GENERATED_HUD_ROOT}/icons/route-pin.png`,
rest: `${GENERATED_HUD_ROOT}/icons/rest.png`,
repair: `${GENERATED_HUD_ROOT}/icons/repair.png`,
scavenge: `${GENERATED_HUD_ROOT}/icons/scavenge.png`,
signal: `${GENERATED_HUD_ROOT}/icons/signal.png`,
settings: `${GENERATED_HUD_ROOT}/icons/settings.png`,
logout: `${GENERATED_HUD_ROOT}/icons/logout.png`,
} as const;
export type HudChromeAsset = keyof typeof HUD_CHROME_ART;
export type HudIconAsset = keyof typeof HUD_ICON_ART;
export function getPlaceHeroStyle(placeId: string): CSSProperties { export function getPlaceHeroStyle(placeId: string): CSSProperties {
return { return {
backgroundImage: `linear-gradient(180deg, rgba(7, 7, 7, 0.12), rgba(7, 7, 7, 0.84)), linear-gradient(90deg, rgba(220, 146, 65, 0.18), rgba(10, 10, 10, 0.05) 58%), url(${PLACE_ART[placeId] ?? ''})`, backgroundImage: `linear-gradient(180deg, rgba(7, 7, 7, 0.12), rgba(7, 7, 7, 0.84)), linear-gradient(90deg, rgba(220, 146, 65, 0.18), rgba(10, 10, 10, 0.05) 58%), url(${PLACE_ART[placeId] ?? ''})`,
@@ -117,4 +161,10 @@ export function getEquipmentArt(itemId?: string, slot?: EquipSlot | 'head' | 'ba
return undefined; return undefined;
} }
export const CHARACTER_PREVIEW_ART = `${GENERATED_UI_ROOT}/character-preview.png`; export function getHudChromeArt(name: HudChromeAsset) {
return HUD_CHROME_ART[name];
}
export function getHudIconArt(name: HudIconAsset) {
return HUD_ICON_ART[name];
}
@@ -0,0 +1,82 @@
import { Component, type ReactNode } from 'react';
interface Props {
children: ReactNode;
fallback?: ReactNode;
}
interface State {
hasError: boolean;
error: Error | null;
}
export class ErrorBoundary extends Component<Props, State> {
constructor(props: Props) {
super(props);
this.state = { hasError: false, error: null };
}
static getDerivedStateFromError(error: Error): State {
return { hasError: true, error };
}
componentDidCatch(error: Error, info: React.ErrorInfo) {
console.error('[ErrorBoundary]', error, info.componentStack);
}
render() {
if (this.state.hasError) {
if (this.props.fallback) return this.props.fallback;
return (
<div
style={{
display: 'grid',
placeItems: 'center',
minHeight: '100dvh',
padding: '2rem',
color: '#efe2ce',
background: '#070604',
fontFamily: "'Chakra Petch', sans-serif",
}}
>
<div
style={{
maxWidth: 480,
textAlign: 'center',
padding: '2rem',
borderRadius: 20,
border: '1px solid rgba(225, 109, 76, 0.3)',
background: 'rgba(16, 13, 10, 0.94)',
}}
>
<h2 style={{ margin: '0 0 0.75rem', fontSize: '1.3rem', letterSpacing: '0.08em' }}>
</h2>
<p style={{ margin: '0 0 1.25rem', color: '#a38f73', lineHeight: 1.5 }}>
{this.state.error?.message ?? '渲染过程中出现未知错误,请尝试刷新页面。'}
</p>
<button
onClick={() => window.location.reload()}
style={{
minHeight: 48,
padding: '0 2rem',
borderRadius: 14,
border: '1px solid rgba(228, 158, 75, 0.42)',
background: 'linear-gradient(135deg, #eeab52, #c86d22)',
color: '#160f08',
fontWeight: 700,
cursor: 'pointer',
fontSize: '0.9rem',
}}
>
</button>
</div>
</div>
);
}
return this.props.children;
}
}
@@ -2,14 +2,23 @@ export function PanelHeader({
title, title,
subtitle, subtitle,
compact = false, compact = false,
iconSrc,
iconAlt = '',
}: { }: {
title: string; title: string;
subtitle: string; subtitle: string;
compact?: boolean; compact?: boolean;
iconSrc?: string;
iconAlt?: string;
}) { }) {
return ( return (
<header className={`panel-header ${compact ? 'compact' : ''}`}> <header className={`panel-header ${compact ? 'compact' : ''}`}>
<div> <div className="panel-header-copy">
{iconSrc ? (
<span className="panel-header-mark">
<img src={iconSrc} alt={iconAlt} aria-hidden={iconAlt ? undefined : true} />
</span>
) : null}
<h2>{title}</h2> <h2>{title}</h2>
<p>{subtitle}</p> <p>{subtitle}</p>
</div> </div>
-21
View File
@@ -1,26 +1,5 @@
@import url('https://fonts.googleapis.com/css2?family=Chakra+Petch:wght@400;500;600;700&family=IBM+Plex+Mono:wght@400;500&display=swap'); @import url('https://fonts.googleapis.com/css2?family=Chakra+Petch:wght@400;500;600;700&family=IBM+Plex+Mono:wght@400;500&display=swap');
html,
body,
#root {
height: 100%;
}
html { html {
font-family: 'Chakra Petch', sans-serif; font-family: 'Chakra Petch', sans-serif;
} }
body {
min-width: 320px;
}
code,
pre,
button,
input {
font-family: inherit;
}
#root {
min-height: 100vh;
}
+8 -6
View File
@@ -9,7 +9,7 @@
- 我现在状态如何(生存状态与主要威胁) - 我现在状态如何(生存状态与主要威胁)
- 我下一步能做什么(行动入口与成本) - 我下一步能做什么(行动入口与成本)
- 避免“信息黑箱”:所有关键数值变化必须可追溯原因 - 避免“信息黑箱”:所有关键数值变化必须可追溯原因
- 支持碎片化:移动端单手可操作,任何时候可暂停/保存 - 支持 PC / 平板横屏的单屏 HUD 体验,任何时候可暂停/保存
## 7.2 信息架构(IA ## 7.2 信息架构(IA
@@ -138,10 +138,13 @@ flowchart TB
- PC - PC
- 三栏布局(状态/背包/主操作+信息) - 三栏布局(状态/背包/主操作+信息)
- 鼠标悬浮展示细节 - 鼠标悬浮展示细节
- Mobile - Tablet(横屏)
- 单栏纵向布局 - 保持单屏 HUD,不切成长网页
- 背包与详情用抽屉/底部弹层 - 缩窄三栏宽度,优先保住顶部状态带与底部模式坞站
- 长按替代悬浮 - 背包、任务、蓝图通过弹层进入
- 当前阶段不适配小屏手机:
- 不为 860px 以下宽度继续补专门的游戏体验设计
- 若后续启动移动版,再单独设计纵向信息架构
## 7.8 界面清单(MVP ## 7.8 界面清单(MVP
@@ -153,4 +156,3 @@ flowchart TB
- 战斗 - 战斗
- 事件详情(可选) - 事件详情(可选)
- 设置(音量/文本速度/难度/存档管理) - 设置(音量/文本速度/难度/存档管理)
+19 -13
View File
@@ -91,13 +91,17 @@ UI 组件 <- Query Cache <- 最新 GameView
所有当前接入的 GPT-image-2 资产位于: 所有当前接入的 GPT-image-2 资产位于:
- `apps/web/public/generated/`:地点背景 - `apps/web/public/generated/`:地点背景
- `apps/web/public/generated/ui/character-preview.png`:角色立绘
- `apps/web/public/generated/ui/item-atlas.png`:物资图集原图 - `apps/web/public/generated/ui/item-atlas.png`:物资图集原图
- `apps/web/public/generated/ui/equipment-atlas.png`:装备图集原图 - `apps/web/public/generated/ui/equipment-atlas.png`:装备图集原图
- `apps/web/public/generated/ui/status-atlas.png`:生存状态图集原图 - `apps/web/public/generated/ui/status-atlas.png`:生存状态图集原图
- `apps/web/public/generated/ui/items/*`:切分后的物资图标 - `apps/web/public/generated/ui/items/*`:切分后的物资图标
- `apps/web/public/generated/ui/equipment/*`:切分后的装备槽素材 - `apps/web/public/generated/ui/equipment/*`:切分后的装备槽素材
- `apps/web/public/generated/ui/status/*`:切分后的生存状态图标 - `apps/web/public/generated/ui/status/*`:切分后的生存状态图标
- `apps/web/public/generated/hud/reference/tinywaste-hud-reference.png`:当前唯一 HUD 参考图(无右侧人物)
- `apps/web/public/generated/hud/atlases/*`HUD chrome / icon atlas 原图与透明版
- `apps/web/public/generated/hud/chrome/*`:切分后的 HUD 框体素材
- `apps/web/public/generated/hud/icons/*`:切分后的 HUD 功能图标
- `apps/web/public/generated/hud/manifest.json`HUD 资产清单
对应映射入口: 对应映射入口:
@@ -108,7 +112,9 @@ UI 组件 <- Query Cache <- 最新 GameView
- 地点图使用整图背景,服务于中央场景和左侧路线卡。 - 地点图使用整图背景,服务于中央场景和左侧路线卡。
- 物资与装备图使用 atlas + 裁切结果,服务于快捷栏、库存卡、角色槽位。 - 物资与装备图使用 atlas + 裁切结果,服务于快捷栏、库存卡、角色槽位。
- 生存状态图使用 atlas + 裁切结果,服务于状态效果卡和后续中断提示。 - 生存状态图使用 atlas + 裁切结果,服务于状态效果卡和后续中断提示。
- HUD chrome 与 HUD icon 统一走 `apps/web/public/generated/hud/`,并通过 `uiAssets.ts` 暴露。
- 所有引用都走 `uiAssets.ts`,避免组件里散落硬编码路径。 - 所有引用都走 `uiAssets.ts`,避免组件里散落硬编码路径。
- HUD atlas 的透明化与切分流程由 `scripts/slice_hud_atlas.py``remove_chroma_key.py` 组合完成。
## 12.6 HUD 信息职责 ## 12.6 HUD 信息职责
@@ -137,12 +143,12 @@ UI 组件 <- Query Cache <- 最新 GameView
### 12.6.4 LoadoutPanel ### 12.6.4 LoadoutPanel
- 角色 / 背包 / 任务三态切换 - Equipment terminal 头部与负载状态
- 角色立绘与槽位矩阵 - 2x3 装备槽矩阵
- 属性与状态效果 - 生存能力指标(防护 / 潜行 / 机动)
- 快捷栏 - 生存告警条
- 完整库存与避难所仓储管理 - Ready pack 资源终端(快速补给 + 仓储摘要)
- 任务与休整 - 打开背包 / 仓储弹层入口
### 12.6.5 BottomDock ### 12.6.5 BottomDock
@@ -156,17 +162,17 @@ UI 组件 <- Query Cache <- 最新 GameView
- 维持单屏阅读,整页不滚动,滚动只发生在内部面板。 - 维持单屏阅读,整页不滚动,滚动只发生在内部面板。
- 中央区优先展示场景与决策,避免全文字堆叠。 - 中央区优先展示场景与决策,避免全文字堆叠。
- 右侧区优先视觉化角色与装备,而不是继续做普通列表 - 右侧区不再展示人物立绘,改为装备、警报与资源终端
- 底部区承担模式切换和系统导航,强化“游戏 HUD”心智。 - 底部区承担模式切换和系统导航,强化“游戏 HUD”心智。
- HUD chrome 资产只重点压在小模块和导航件上,大面板只保留轻量纹理,避免再次出现网页卡片感。
## 12.8 下一步扩展建议 ## 12.8 下一步扩展建议
下一轮优先项: 下一轮优先项:
1. 继续补 GPT-image-2 资产: 1. 继续补 GPT-image-2 资产:
- 头部、侧武器、弹药、医疗、食物第二批图集 - 第二批 HUD chrome(战斗态、事件态、模态终端)
- 天气、辐射、事件状态专用小图标 - 天气、辐射、事件状态专用小图标
2. `LoadoutPanel` 的 tab 与底部导航进一步联动为统一模式系统 2. `CommandCenter` 增加战斗专属视图和事件专属视图,而不是完全依赖弹层
3. `CommandCenter` 增加战斗专属视图和事件专属视图,而不是完全依赖弹层 3.物资卡补充更精细的分类过滤和排序逻辑
4. 为物资卡补充更精细的分类过滤和排序逻辑 4. 引入可配置的 HUD 主题参数,支撑不同章节或区域切换皮肤
5. 引入可配置的 HUD 主题参数,支撑不同章节或区域切换皮肤。
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+24 -25
View File
@@ -1070,6 +1070,30 @@ export const gameContent: GameContent = {
}, },
], ],
}, },
road_wanderer: {
id: 'road_wanderer',
title: '路边的求助声',
text: '一辆翻覆的车旁边,有人虚弱地问你有没有水。',
trigger: 'travel',
options: [
{
id: 'wanderer_share',
text: '给他一瓶浑水',
conditions: [{ kind: 'has-item', itemId: 'water_dirty', count: 1 }],
successEffects: [
{ type: 'remove-item', itemId: 'water_dirty', count: 1 },
{ type: 'add-item', itemId: 'herb_bundle', count: 1 },
],
successText: '那人把最后一束干草药塞给了你。',
},
{
id: 'wanderer_leave',
text: '继续赶路',
successEffects: [{ type: 'change-stat', stat: 'sanity', amount: -2 }],
successText: '你没有回头,但那声"算了"跟了你一路。',
},
],
},
}, },
enemies: { enemies: {
rat_swarm: { rat_swarm: {
@@ -1217,29 +1241,4 @@ export const gameContent: GameContent = {
travelEventPool: ['road_wanderer'], travelEventPool: ['road_wanderer'],
}; };
gameContent.events.road_wanderer = {
id: 'road_wanderer',
title: '路边的求助声',
text: '一辆翻覆的车旁边,有人虚弱地问你有没有水。',
trigger: 'travel',
options: [
{
id: 'wanderer_share',
text: '给他一瓶浑水',
conditions: [{ kind: 'has-item', itemId: 'water_dirty', count: 1 }],
successEffects: [
{ type: 'remove-item', itemId: 'water_dirty', count: 1 },
{ type: 'add-item', itemId: 'herb_bundle', count: 1 },
],
successText: '那人把最后一束干草药塞给了你。',
},
{
id: 'wanderer_leave',
text: '继续赶路',
successEffects: [{ type: 'change-stat', stat: 'sanity', amount: -2 }],
successText: '你没有回头,但那声“算了”跟了你一路。',
},
],
};
export default gameContent; export default gameContent;
+150
View File
@@ -0,0 +1,150 @@
#!/usr/bin/env python3
from __future__ import annotations
import argparse
from pathlib import Path
from PIL import Image
WHITE_THRESHOLD = 245
GREEN_KEY = (0, 255, 0)
def is_gutter(sample: list[tuple[int, int, int, int]]) -> bool:
white_pixels = 0
opaque_pixels = 0
for red, green, blue, alpha in sample:
if alpha == 0:
continue
opaque_pixels += 1
if red >= WHITE_THRESHOLD and green >= WHITE_THRESHOLD and blue >= WHITE_THRESHOLD:
white_pixels += 1
if opaque_pixels == 0:
return False
return white_pixels / opaque_pixels >= 0.92
def find_segments(mask: list[bool]) -> list[tuple[int, int]]:
segments: list[tuple[int, int]] = []
start: int | None = None
for index, is_gap in enumerate(mask):
if not is_gap and start is None:
start = index
if is_gap and start is not None:
segments.append((start, index))
start = None
if start is not None:
segments.append((start, len(mask)))
return segments
def detect_grid(image: Image.Image) -> tuple[list[tuple[int, int]], list[tuple[int, int]]]:
rgba = image.convert('RGBA')
width, height = rgba.size
pixels = rgba.load()
column_mask = []
for x in range(width):
sample = [pixels[x, y] for y in range(height)]
column_mask.append(is_gutter(sample))
row_mask = []
for y in range(height):
sample = [pixels[x, y] for x in range(width)]
row_mask.append(is_gutter(sample))
columns = [segment for segment in find_segments(column_mask) if segment[1] - segment[0] > 48]
rows = [segment for segment in find_segments(row_mask) if segment[1] - segment[0] > 48]
return columns, rows
def remove_chroma(image: Image.Image) -> Image.Image:
rgba = image.convert('RGBA')
cleaned = Image.new('RGBA', rgba.size)
for x in range(rgba.width):
for y in range(rgba.height):
red, green, blue, alpha = rgba.getpixel((x, y))
if alpha == 0:
cleaned.putpixel((x, y), (0, 0, 0, 0))
continue
dominant_green = green - max(red, blue)
color_distance = abs(red - GREEN_KEY[0]) + abs(green - GREEN_KEY[1]) + abs(blue - GREEN_KEY[2])
if color_distance <= 60:
cleaned.putpixel((x, y), (0, 0, 0, 0))
elif green > 120 and dominant_green > 26:
despilled_green = min(green, max(red, blue) + 10)
new_alpha = max(0, min(alpha, 255 - dominant_green * 2))
if new_alpha <= 12:
cleaned.putpixel((x, y), (0, 0, 0, 0))
else:
cleaned.putpixel((x, y), (red, despilled_green, blue, new_alpha))
else:
cleaned.putpixel((x, y), (red, green, blue, alpha))
return cleaned
def trim_alpha(image: Image.Image, padding: int = 8) -> Image.Image:
bbox = image.getbbox()
if bbox is None:
return image
left = max(0, bbox[0] - padding)
top = max(0, bbox[1] - padding)
right = min(image.width, bbox[2] + padding)
bottom = min(image.height, bbox[3] + padding)
return image.crop((left, top, right, bottom))
def save_cells(image: Image.Image, names: list[str], output_dir: Path) -> list[str]:
columns, rows = detect_grid(image)
expected = len(columns) * len(rows)
if expected != len(names):
raise ValueError(
f'Grid detection found {len(columns)} columns x {len(rows)} rows = {expected} cells, '
f'but {len(names)} names were provided.'
)
written: list[str] = []
index = 0
for row_start, row_end in rows:
for col_start, col_end in columns:
cell = image.crop((col_start, row_start, col_end, row_end))
cleaned = trim_alpha(remove_chroma(cell))
target = output_dir / f'{names[index]}.png'
cleaned.save(target)
written.append(target.name)
index += 1
return written
def main() -> None:
parser = argparse.ArgumentParser(description='Slice a HUD atlas with white gutters and green chroma background.')
parser.add_argument('--input', required=True, type=Path)
parser.add_argument('--output-dir', required=True, type=Path)
parser.add_argument('--names', required=True, help='Comma-separated output filenames without extension.')
args = parser.parse_args()
names = [name.strip() for name in args.names.split(',') if name.strip()]
args.output_dir.mkdir(parents=True, exist_ok=True)
atlas = Image.open(args.input)
written = save_cells(atlas, names, args.output_dir)
print('\n'.join(written))
if __name__ == '__main__':
main()
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