const state = {
data: null,
view: "playtest",
locale: "zh_CN",
screenId: "SYS-005",
screenGroup: "ALL",
screenVariant: "primary",
flowIndex: 1,
regionIndex: 0,
catalogType: "professions",
catalogFilter: "all",
catalogQuery: "",
referenceIndex: 2,
openingSelected: [],
experienceStep: "contract",
experienceContract: null,
experienceDifficulty: null,
experienceSelected: [],
experienceInspected: null,
experienceInspectedIds: [],
experienceNotice: "",
experienceCommitted: false,
experiencePackage: "p8-3",
marketStep: "market2",
marketCoin: 52,
marketHired: [],
marketFocusedOffer: null,
marketCommittedOffers: [],
marketItemPurchased: false,
marketItemEquipped: false,
marketEquipTarget: null,
marketOrder: [],
marketOrderSource: null,
marketOrderChanged: false,
marketNotice: "",
riskStep: "board",
riskSelected: null,
riskCommitted: false,
riskBattleTick: 0,
riskBattlePaused: true,
riskBattleSpeed: 1,
riskInspectOpen: false,
riskInspectEvent: null,
riskInspectPriorPaused: true,
resultStep: "diagnosis",
casualtyCommitted: false,
rewardSelected: null,
artifactSelected: null,
rewardCommitted: false,
recoverySelected: null,
recoveryCommitted: false,
partySwapped: false,
p85Step: "intro",
p85MarketAction: "",
p85Risk1: null,
p85Risk1Committed: false,
p85Battle1Tick: 0,
p85CasualtySettled: false,
p85RewardSelected: null,
p85RewardClaimed: false,
p85RecoveryChoice: null,
p85RecoveryCommitted: false,
p85EquipDecision: null,
p85LoadoutCommitted: false,
p85Risk2: null,
p85Risk2Committed: false,
p85Battle2Tick: 0,
p85SecondResultAcknowledged: false,
p85Muted: false,
battlePaused: false,
battleSpeed: 1,
charterRegionIndex: 2,
charterPacketIndex: 0,
chronicleChoice: "chronicle",
oathLaws: ["measured-supply"],
settings: {
contrast: false,
reducedMotion: false,
captions: true,
lowPower: false,
textScale: "100",
},
};
const copy = {
en: {
brandSubtitle: "Phased experience prototype",
navPlaytest: "Play P8.3",
navFirst: "First-play map",
navScreens: "Screen atlas",
navRegions: "Regions",
navCatalogs: "Catalogs",
navReference: "Reference map",
navReview: "Review gates",
runtimeFrozen: "Godot development frozen",
conceptBadge: "P8.3 prototype",
playtest: "Play P8.3",
firstplay: "First play",
screens: "Screen atlas",
regions: "Regions",
catalogs: "Catalogs",
reference: "Reference map",
review: "Review gates",
prev: "Previous",
next: "Next decision",
back: "Back",
inspect: "Inspect",
compare: "Compare",
concept: "Production UI - native text + traceable candidate art",
saved: "Saved",
company: "Company",
capacity: "Line capacity",
protected: "Protected rear",
exposed: "Exposed front",
selected: "Selected",
select: "Select",
reviewCompany: "Review Company",
createRun: "Create Run",
openMarket: "Open First Market",
noCoin: "No Coin cost",
notRetained: "Not retained",
loading: "Loading",
retry: "Retry same state",
returnSafe: "Return safely",
},
zh_CN: {
brandSubtitle: "分阶段体验原型",
navPlaytest: "体验 P8.3",
navFirst: "首次流程图",
navScreens: "页面图谱",
navRegions: "八大区域",
navCatalogs: "完整图鉴",
navReference: "参考映射",
navReview: "审核闸门",
runtimeFrozen: "Godot 开发仍冻结",
conceptBadge: "P8.3 体验原型",
playtest: "体验 P8.3",
firstplay: "首次游玩",
screens: "页面图谱",
regions: "八大区域",
catalogs: "完整图鉴",
reference: "参考映射",
review: "审核闸门",
prev: "上一步",
next: "下一决策",
back: "返回",
inspect: "查看",
compare: "比较",
concept: "生产级 UI - 原生文字 + 可追踪候选素材",
saved: "已保存",
company: "队伍",
capacity: "出战容量",
protected: "受保护后排",
exposed: "暴露前排",
selected: "已选择",
select: "选择",
reviewCompany: "审核队伍",
createRun: "创建远征",
openMarket: "进入首个集市",
noCoin: "不消耗金币",
notRetained: "不会保留",
loading: "正在载入",
retry: "重试同一状态",
returnSafe: "安全返回",
},
};
const screenNamesZh = {
"SYS-001": "启动与校验", "SYS-002": "首次启动设置", "SYS-003": "标题", "SYS-004": "远征档案",
"SYS-005": "新远征设置", "SYS-006": "继续前审核", "SYS-007": "存档恢复", "SYS-008": "制作与数据说明",
"HUB-001": "公会桌面", "HUB-002": "威胁预报", "SHP-001": "集市", "SHP-002": "招募审核",
"SHP-003": "装备报价审核", "REC-001": "成员名册", "REC-002": "成员详情", "REC-003": "遣散审核",
"EQP-001": "装备工台", "EQP-002": "装备比较", "ART-001": "神器账册", "PTY-001": "队伍横列",
"PTY-002": "出战准备审核", "RSK-001": "风险看板", "RSK-002": "风险承诺", "BAT-001": "战斗开场",
"BAT-002": "自动战斗", "BAT-003": "角色与事件查看", "BAT-004": "暂停与速度", "BAT-005": "撤退审核",
"BAT-006": "战斗恢复审核", "OUT-001": "战果与诊断", "OUT-002": "死亡与损失", "OUT-003": "奖励选择",
"OUT-004": "恢复选择", "OUT-005": "远征结束总结", "OUT-006": "放弃远征审核", "PRO-001": "本轮成长",
"PRO-002": "公会宪章", "PRO-003": "记录与图鉴", "PST-001": "首部编年史抉择", "PST-002": "誓约季审核",
"PST-003": "誓约季结果", "SET-001": "设置", "SET-002": "显示与文字", "SET-003": "动效与闪烁",
"SET-004": "音频与字幕", "SET-005": "控制方式", "SET-006": "语言与地区", "SET-007": "玩法信息",
"SET-008": "存档与数据", "SET-009": "重置与删除",
};
const zhText = {
"OWNER REVIEW · FIRST 16 MINUTES": "玩家审核 · 首次16分钟",
"Real screen state": "真实游戏页面",
"50 CURRENT PAGE / STATE IDS": "50个游戏页面与状态",
"Page-specific composition": "当前页面完整构图",
"EIGHT CAMPAIGN REGIONS": "八大冒险区域",
"CURRENT AUTHORED CATALOGS": "完整内容图鉴",
"OWNER DECISION SURFACE": "玩家验收入口",
"Design review only": "设计稿审核",
"Human gate open": "等待玩家确认",
"Windglass Verge": "风镜原野",
"Coin": "金币",
"Credit": "补员凭证",
"PROVISIONAL COMPANY": "初始队伍候选",
"Choose two generated recruits": "从四名候选中选择两名队员",
"Offer set WIND-01-A remains stable until run creation.": "本组候选在创建远征前保持不变,可以放心比较后再选择。",
"Choose two": "请选择两人",
"Hearthguard": "护心卫士",
"Farstring": "远弦射手",
"Wayrunner": "逐风行者",
"Kindhand": "仁心医者",
"Narrow Guard": "窄阵护卫",
"Patient Start": "耐心起手",
"Open Stance": "开放步法",
"Shared Cup": "共饮药杯",
"Intercepts a neighbor / slower steps": "替相邻队员承受攻击,但行动速度较慢",
"Rear pressure / delayed first basic": "擅长攻击敌方后排,但第一次普通攻击较晚",
"Reorders safely / briefly Exposed": "可以安全调整站位,但会短暂暴露",
"Restores a neighbor / weaker self-heal": "治疗相邻队员,但治疗自己时效果较弱",
"Elian Rook": "Elian Rook(伊利安)",
"Nia Orrow": "Nia Orrow(妮娅)",
"Tomas Vale": "Tomas Vale(托马斯)",
"Sable Kest": "Sable Kest(塞布尔)",
"COMPANY REVIEW": "队伍确认",
"RUN RECEIPT": "远征创建回执",
"Creating run": "正在创建远征",
"Operation RUN-CREATE-014": "操作编号 RUN-CREATE-014",
"The two unchosen offers were not retained.": "未选择的两名候选不会保留。",
"No Coin transaction": "本次不消耗金币",
"Slot 01 · Standard": "存档01 · 标准难度",
"Two unchosen stable IDs will not be retained.": "创建远征后,未选择的两名候选将离开。",
"Revise Recruits": "重新选择队员",
"NEW CONTRACT": "新契约",
"Trade Route: First Crossing": "商路:首次穿越",
"Contract 01 - chart the suspended pane crossing.": "契约01:勘察悬浮晶板之间的安全通路。",
"Known pressure": "已知威胁",
"Push + projectile screen": "击退与远程屏障",
"Boss rule": "首领规则",
"Rotating damage-family panes": "轮换不同伤害类型的晶板",
"Reward breadth": "奖励范围",
"Base professions + opening tools": "基础职业与开局装备",
"Difficulty": "难度",
"Standard - full systems": "标准:启用完整系统",
"Load Provisional Offers": "查看初始队员候选",
"FIRST MARKET": "首个集市",
"Build capability before choosing risk": "先补齐队伍能力,再选择要承担的风险",
"Recruits · 3": "队员 · 3",
"Equipment · 4": "装备 · 4",
"Risks · 3": "风险 · 3",
"AFFORDABLE BASE OFFER": "当前可负担的基础队员",
"Front hold": "前排承伤",
"Needed": "当前需要",
"Trait cost": "特性代价",
"Visible": "已说明",
"Review Recruit": "查看招募详情",
"Open Party Line": "打开队伍站位",
"Refresh 18 Coin · next 24": "刷新花费18金币 · 下次24金币",
"Lock 0/2": "锁定报价 0/2",
"RECRUIT REVIEW": "招募审核",
"PARTY IMPACT": "对队伍的影响",
"Generated identity, exactly one Trait, no authored personal arc.": "随机生成身份;每人只有一个机械特性,不包含角色关系或个人剧情。",
"Adds a visible front intercept.": "增加一个明确的前排拦截能力。",
"Adds position movement and target change.": "增加站位移动与目标切换能力。",
"Recruit - 14 Coin": "花费14金币招募",
"Price 14 Coin · Operation HIRE-001": "价格14金币 · 招募操作 HIRE-001",
"Price 14 Coin · Operation HIRE-002": "价格14金币 · 招募操作 HIRE-002",
"VIT": "生存",
"PACE": "速度",
"REACH": "射程",
"GUARD": "护卫",
"ELIGIBLE INVENTORY": "可装备物品",
"BEHAVIOR DELTA": "装备后行为变化",
"Stepback Soles": "退步靴",
"Frontpin Greaves": "钉前护胫",
"Rescue Loop": "救援环扣",
"Open-Line Cord": "开阵系带",
"Behavior class B": "行为型装备",
"Farstring · position 3": "远弦射手 · 位置3(后排)",
"Current: Quiet Rearplate": "当前装备:静默后甲",
"Quiet Rearplate → Stepback Soles": "静默后甲 → 退步靴",
"After first hit": "首次受击后",
"Step rear": "向后移动一格",
"Target relation": "受击位置变化",
"Front → Center": "前排 → 中排",
"Next basic": "下一次普通攻击",
"Wait +1": "延后1拍",
"At full rear the trigger is dormant. Apply remains reversible until readiness commit.": "位于最后排时此效果不会触发;确认出战准备前都可以撤销。",
"Apply candidate": "应用候选装备",
"ORDERED PARTY LINE": "队伍站位顺序",
"FROZEN PARTY SNAPSHOT": "已确认的出战队伍",
"Position 0 is always the rightmost front. The line is never mirrored by locale.": "最右侧的0号位永远是前排;切换语言不会改变队伍方向。",
"Sable protects 0": "Sable保护0号位",
"Nia reaches enemy rear": "Nia可以攻击敌方后排",
"Rear": "后排",
"Center": "中排",
"Protected": "受保护",
"Exposed": "暴露",
"Plan accepted": "方案已确认",
"Changed relations": "站位关系已改变",
"Elian · first legal target": "Elian · 敌人首先可攻击的目标",
"Nia · projectile screen risk": "Nia · 需要防范敌方远程攻击",
"Reserve · 1 living recruit": "替补席 · 还有1名存活队员",
"Inspect order": "查看站位",
"Swap positions 1 / 2": "交换1号位和2号位",
"Accept preparation": "确认出战准备",
"Save Order": "保存站位",
"THREE BOUNDED OFFERS": "三项明确的风险选择",
"Choose pressure, not a hidden result": "选择要面对的威胁,而不是猜隐藏结果",
"Steady Crossing": "稳健渡口",
"Shattered Terrace": "破碎台地",
"Bellward Detour": "钟卫绕行路",
"Pane Nibbler + Gust Finch": "晶板啮兽 + 阵风雀",
"Prism Ox + rear pressure": "棱镜牛 + 后排压力",
"Unknown third identity": "第三名敌人身份未知",
"Equipment": "装备",
"Artifact": "神器",
"Profession": "职业",
"Low": "低",
"Medium": "中",
"High": "高",
"exposure": "暴露风险",
"Coverage": "当前应对能力",
"Front hold ✓": "前排承伤 ✓",
"Rear screen △": "后排防护 △",
"Recovery 214 Coin": "可用恢复资金 214金币",
"Review Steady Crossing": "审核“稳健渡口”",
"RISK COMMITMENT": "风险确认",
"Known threat": "已知威胁",
"Projectile screen": "远程屏障",
"Entry cost": "进入费用",
"0 Coin": "0金币",
"Reward class": "奖励类型",
"Retreat": "撤退代价",
"One Coin tier": "损失一个金币档位",
"The accepted order is frozen with the risk receipt. Selection alone changed nothing.": "确认后,当前站位会和风险回执一起锁定;只选中风险不会立即改变游戏状态。",
"Begin Battle": "开始战斗",
"Return to Risk Board": "返回风险看板",
"BATTLE OPENING": "战斗开场",
"AUTOMATIC BATTLE": "自动战斗",
"Break the rotating pane screen": "击破轮换的晶板屏障",
"Player line faces right. Position 0 receives the first legal bite.": "我方朝右作战,最右侧0号位会首先承受可命中的攻击。",
"NO COMBAT RESPAWN · NO RESERVE AUTO-ENTRY": "阵亡不返场 · 后备队不自动补位",
"Urgent: Guard chip reaches Sable": "紧急:护卫削减即将波及Sable",
"The second Pane Bite will remove Elian's Guard and chip the neighbor.": "第二次晶板啃咬会清空Elian的护卫,并伤害相邻队员。",
"Pane Bite · 0.8s → Elian": "晶板啃咬 · 0.8秒后 → Elian",
"Prism screen": "棱镜屏障",
"Guard chip": "削减护卫",
"Rear shot": "后排射击",
"Start observation": "开始观察战斗",
"Inspect objective": "查看战斗目标",
"Resume": "继续",
"Pause": "暂停",
"Inspect event": "查看事件",
"00:07.2 · Gust Finch targets Nia": "00:07.2 · 阵风雀锁定Nia",
"00:08.0 · Elian intercepts Pane Bite": "00:08.0 · Elian拦截晶板啃咬",
"00:08.8 · Sable gains Remedy": "00:08.8 · Sable获得治疗效果",
"PINNED CAUSE": "锁定的战斗原因",
"Elian intercepts Pane Bite": "Elian拦截晶板啃咬",
"Source": "来源",
"Target": "目标",
"Order effect": "站位影响",
"Next cause": "下一原因",
"Neighbor protection": "保护相邻队员",
"Guard reaches zero": "护卫值归零",
"Pin and continue": "记录原因并继续",
"Hearthguard · Guard 1": "护心卫士 · 护卫1",
"Sable · position 2": "Sable · 2号位",
"[Front recruit: Guard consumed] [Enemy forecast: rear projectile]": "[前排队员:护卫已消耗] [敌方预告:攻击后排]",
"VICTORY": "胜利",
"FIRST MEANINGFUL DIVERGENCE": "第一个关键分歧点",
"Guard broke before the second rear shot": "第二次后排射击前,护卫提前崩溃",
"Expected protection ended at 00:18.4; actual pressure reached Nia at 00:19.1.": "原本预计保护持续到00:18.4;实际在00:19.1时Nia已经受到攻击。",
"EXPECTED": "预计过程",
"ACTUAL": "实际过程",
"00:17 Guard 1": "00:17 护卫1",
"00:19 Rear shot blocked": "00:19 后排射击被挡",
"00:22 Stable line": "00:22 队形稳定",
"00:17 Pane chip": "00:17 晶板削减",
"00:18 Guard 0": "00:18 护卫0",
"00:19 Nia hit": "00:19 Nia受击",
"Cause": "原因",
"Second uninterrupted Pane Bite": "第二次晶板啃咬没有被打断",
"Order": "站位",
"Sable remained adjacent": "Sable仍与其相邻",
"Adapt": "下次调整",
"Move or interrupt before bite 2": "第二次啃咬前移动或打断",
"Continue to Reward": "继续领取奖励",
"Full event log": "完整战斗记录",
"FIXED REWARD DRAFT": "固定奖励三选一",
"Choose the next decision you want to change": "选择你希望下一步改变的战术决策",
"Quiet Rearplate": "静默后甲",
"Narrow Vanguard": "精简先锋",
"Farstring insight": "远弦职业领悟",
"Converts first area hit to direct": "将第一次范围伤害改为单体伤害",
"One fewer deploy; front starts Guarded": "少上一名队员;前排开局获得护卫",
"Opens a profession trial": "解锁一次职业试炼",
"Selected": "已选择",
"Compare": "比较",
"Claim Quiet Rearplate": "领取静默后甲",
"Compare build": "比较构筑",
"COMMITTED LOSS": "已确定的永久损失",
"FALLEN": "阵亡",
"Farstring · Patient Start · Level 3 · survived 4 battles": "远弦射手 · 耐心起手 · 3级 · 曾存活4场战斗",
"Returned to inventory": "退回仓库",
"Party gap": "队伍缺口",
"Rear pressure lost": "失去后排输出能力",
"Replacement Credit": "补员凭证",
"+1 tier": "+1档",
"Death is permanent for this run. No relationship or personal-arc system is implied.": "本轮远征中阵亡不可逆;游戏不包含关系或个人剧情系统。",
"Acknowledge loss": "确认损失",
"Inspect receipt": "查看回执",
"RECOVERY": "恢复方案",
"Company remains viable": "队伍仍可继续远征",
"Replacement Credit reduces only a later hire. Lost level, Trait, profession and history stay lost.": "补员凭证只能降低后续招募费用;失去的等级、特性、职业和战绩不会恢复。",
"Protected base hire": "优惠招募基础队员",
"46 → 28 Coin · consumes 1 Credit": "46 → 28金币 · 消耗1张补员凭证",
"Return with a new base profession at Market.": "回到集市并招募一名新的基础职业队员。",
"Continue short-handed": "缺员继续",
"0 Coin · Company 3 / capacity 4": "0金币 · 当前3人 / 上限4人",
"Keep resources and accept reduced coverage.": "保留资源,但接受战术覆盖不足。",
"Abandon run": "放弃本轮远征",
"Run-close transaction": "结束远征操作",
"Retain history and committed progression only.": "只保留战绩和已经确认的永久进度。",
"Commit protected hire": "确认优惠招募",
"Review consequences": "查看后果",
"Primary": "主要状态",
"Loading / empty": "加载或空状态",
"Error / confirm": "错误或确认状态",
"Return": "中断返回",
"Return to first Market": "返回首个集市",
"Loading": "加载",
"Error": "错误",
"COMPOSED": "已构图",
"Purpose": "页面目的",
"Primary action": "主要操作",
"Safe state": "中断后状态",
"System": "系统",
"Guild": "公会",
"Market": "集市",
"Roster": "成员",
"Artifacts": "神器",
"Party": "队伍",
"Risk": "风险",
"Battle": "战斗",
"Outcome": "结算",
"Progress": "成长",
"Postgame": "终局",
"Settings": "设置",
"All 50": "全部50页",
"All 42": "全部42个",
"12 base": "12个基础职业",
"24 advanced": "24个进阶职业",
"6 hidden": "6个隐藏职业",
"All 36": "全部36个",
"All 320": "全部320件",
"All 60": "全部60件",
"All 100": "全部100种",
"All 16": "全部16名",
"Ordinary": "普通敌人",
"Elite": "精英敌人",
"Search ID, name or mechanic": "搜索编号、名称或规则",
"No filler rows": "无占位内容",
"Professions": "职业",
"Traits": "特性",
"Enemies": "敌人",
"Bosses": "首领",
"Regions": "区域",
"Seven critical review groups": "七组关键体验审核",
"Open group ›": "打开该组 ›",
"Opening company": "开局队伍",
"Market hire": "集市招募",
"Formation and equip": "站位与装备",
"Horizontal battle": "横向自动战斗",
"Result and recovery": "结果与恢复",
"Catalog and settings": "图鉴与设置",
"Charter and final choice": "公会宪章与终章选择",
"Four stable offers, exactly-two gating, revision, atomic receipt and first-Market handoff.": "四名固定候选、恰好选两人、原子回执与首个集市交接。",
"Two separate affordable base hires move Company 2 → 3 → 4 while capacity remains 4.": "两次独立且可负担的基础招募让队伍从2人增至3人再增至4人,出战容量始终为4。",
"Behavior delta and one rear-left to front-right line with exposed position 0.": "展示装备行为变化,以及从左后排到右前排、0号位暴露的单横列。",
"Automatic execution, one ordered line, urgent cause, pause, speed, inspect and retreat review.": "自动执行、单横列、紧急原因、暂停、速度、查看与撤退审核。",
"Earliest divergence precedes totals; loss, reward, recovery and abandonment remain distinct.": "先解释最早分歧,再显示汇总;损失、奖励、恢复与放弃彼此独立。",
"Searchable current counts plus EN/zh_CN, 130%, contrast, captions, reduced motion and input states.": "可搜索完整数量,并检查中英文、130%文字、对比度、字幕、减少动效和输入状态。",
"Spend Renown only for breadth, then compare finite closure with a new generated Oath Season run.": "声望只购买玩法广度,并比较有限结局与生成全新队伍的誓约季。",
};
const screenPurposeZh = {
SYS: "检查启动、设置、存档与远征创建是否清楚可靠。",
HUB: "查看当前威胁、队伍准备情况、资源与下一处可去地点。",
SHP: "比较队员或装备的费用、收益、代价以及对当前队伍的影响。",
REC: "查看队员状态、职业、特性、装备、位置与存活记录。",
EQP: "比较装备前后的具体行为变化,确认后才改变配置。",
ART: "查看影响整轮远征的神器规则、冲突和持续时间。",
PTY: "从左侧后排到右侧前排排列队伍,并确认保护、射程和承伤关系。",
RSK: "比较已知威胁、奖励、费用、撤退代价和当前队伍覆盖能力。",
BAT: "观察自动战斗的目标、因果、站位、事件顺序,并可暂停或查看详情。",
OUT: "理解战斗结果、关键失败原因、损失、奖励与恢复选择。",
PRO: "查看本轮成长、永久解锁以及新开放的策略选择。",
PST: "查看终局挑战规则、结果与下一次可尝试的方案。",
SET: "调整显示、文字、动效、声音、控制、语言和存档选项。",
};
function localizedText(value) {
const raw = String(value ?? "");
if (state.locale !== "zh_CN") return raw;
const leading = raw.match(/^\s*/)?.[0] || "";
const trailing = raw.match(/\s*$/)?.[0] || "";
const core = raw.trim();
if (!core) return raw;
if (zhText[core]) return `${leading}${zhText[core]}${trailing}`;
return raw;
}
function localizeRenderedContent(root = document) {
if (state.locale !== "zh_CN") return;
const walker = document.createTreeWalker(root, NodeFilter.SHOW_TEXT);
const nodes = [];
while (walker.nextNode()) nodes.push(walker.currentNode);
nodes.forEach((node) => { node.nodeValue = localizedText(node.nodeValue); });
$$('[placeholder], [title], [aria-label]', root).forEach((element) => {
for (const attribute of ["placeholder", "title", "aria-label"]) {
if (element.hasAttribute(attribute)) element.setAttribute(attribute, localizedText(element.getAttribute(attribute)));
}
});
}
function screenPurpose(screen) {
if (state.locale !== "zh_CN") return screen.purpose;
return screenPurposeZh[screen.id.split("-")[0]] || `${screenName(screen)}页面的用途与主要决策。`;
}
function screenAction(screen) {
if (state.locale !== "zh_CN") return screen.action;
return `执行“${screenName(screen)}”页面中高亮的主要操作;确认前不会改变已保存状态。`;
}
function screenSafeState(screen) {
if (state.locale !== "zh_CN") return screen.interruptionReturn;
return "中断时保留最近一次已确认状态;返回后先复核,再继续执行。";
}
const flowSteps = [
["SYS-005", "contract", "Contract and difficulty", "契约与难度"],
["SYS-005", "offers0", "Four stable offers - 0/2", "四个固定候选 - 0/2"],
["SYS-005", "offers1", "Read one tradeoff - 1/2", "读懂一个取舍 - 1/2"],
["SYS-005", "offers2", "Choose exactly two - 2/2", "恰好选择两人 - 2/2"],
["SYS-005", "review", "Creation review", "创建前审核"],
["SYS-005", "pending", "Atomic creation", "原子化创建"],
["SYS-005", "receipt", "Run receipt", "远征回执"],
["SHP-001", "company2", "First Market - Company 2/4", "首个集市 - 队伍 2/4"],
["SHP-002", "hire1", "First hire review", "第一次招募审核"],
["SHP-001", "company3", "Company 3/4", "队伍 3/4"],
["SHP-002", "hire2", "Second hire review", "第二次招募审核"],
["SHP-001", "company4", "Capacity filled - 4/4", "容量填满 - 4/4"],
["PTY-001", "reorder", "Order the horizontal line", "调整横向队列"],
["RSK-001", "compare", "Compare three risks", "比较三种风险"],
["RSK-002", "commit", "Commit party and exposure", "确认队伍与风险"],
["BAT-001", "opening", "Battle opening", "战斗开场"],
["BAT-002", "live", "Automatic resolution", "自动执行"],
["BAT-003", "inspect", "Inspect first cause", "查看首个因果"],
["OUT-001", "diagnosis", "Read the divergence", "阅读分歧点"],
["OUT-003", "reward", "Choose a fixed reward", "选择固定奖励"],
["EQP-002", "adapt", "Compare one adaptation", "比较一次调整"],
["OUT-002", "casualty", "Understand permanent loss", "理解永久损失"],
["OUT-004", "recovery", "Purchase recovery", "购买恢复方案"],
];
const screenGroups = {
ALL: "All 50", SYS: "System", HUB: "Guild", SHP: "Market", REC: "Roster",
EQP: "Equipment", ART: "Artifacts", PTY: "Party", RSK: "Risk", BAT: "Battle",
OUT: "Outcome", PRO: "Progress", PST: "Postgame", SET: "Settings",
};
const sceneImages = [
"assets/web/ch_ch01.webp", "assets/web/ch_ch02.webp", "assets/web/ch_ch03.webp", "assets/web/ch_ch04.webp",
"assets/web/ch_ch05.webp", "assets/web/ch_ch06.webp", "assets/web/ch_ch07.webp", "assets/web/ch_ch08.webp",
];
const actorAssets = {
Hearthguard: "assets/game/actors/hearthguard.png",
Farstring: "assets/game/actors/farstring.png",
Wayrunner: "assets/game/actors/wayrunner.png",
Kindhand: "assets/game/actors/kindhand.png",
Riftblade: "assets/game/actors/riftblade.png",
TempestSeraph: "assets/game/actors/tempest-seraph.png",
};
const equipmentAssets = {
"Stepback Soles": "assets/game/equipment/eq_001_stepback_soles@1x.png",
"Frontpin Greaves": "assets/game/equipment/eq_002_frontpin_greaves@1x.png",
"Passing Sash": "assets/game/equipment/eq_003_passing_sash@1x.png",
"Gapfinder Sandals": "assets/game/equipment/eq_004_gapfinder_sandals@1x.png",
"Leadweight Belt": "assets/game/equipment/eq_005_leadweight_belt@1x.png",
"Rearhook Cloak": "assets/game/equipment/eq_006_rearhook_cloak@1x.png",
"Pivot Anklet": "assets/game/equipment/eq_007_pivot_anklet@1x.png",
"Stillroad Wrap": "assets/game/equipment/eq_008_stillroad_wrap@1x.png",
"Rescue Loop": "assets/game/equipment/eq_009_rescue_loop@1x.png",
"Forward Claim": "assets/game/equipment/eq_010_forward_claim@1x.png",
"Neighbor's Buckle": "assets/game/equipment/eq_011_neighbors_buckle@1x.png",
"Open-Line Cord": "assets/game/equipment/eq_012_open_line_cord@1x.png",
};
const vfxAssets = {
threat: "assets/game/vfx/threat_imminent@1x.png",
damage: "assets/game/vfx/damage_heavy@1x.png",
protect: "assets/game/vfx/protect_intercept@1x.png",
tempest: "assets/game/vfx/tempest_phase_imminent@1x.png",
};
const p83MotionAssets = {
recruit: {
idle: [
"assets/game/motion/recruit/idle/frame-0.png", "assets/game/motion/recruit/idle/frame-1.png", "assets/game/motion/recruit/idle/frame-2.png",
"assets/game/motion/recruit/idle/frame-3.png", "assets/game/motion/recruit/idle/frame-4.png", "assets/game/motion/recruit/idle/frame-5.png",
],
advance: [
"assets/game/motion/recruit/advance/frame-0.png", "assets/game/motion/recruit/advance/frame-1.png", "assets/game/motion/recruit/advance/frame-2.png", "assets/game/motion/recruit/advance/frame-3.png",
"assets/game/motion/recruit/advance/frame-4.png", "assets/game/motion/recruit/advance/frame-5.png", "assets/game/motion/recruit/advance/frame-6.png", "assets/game/motion/recruit/advance/frame-7.png",
],
attack: [
"assets/game/motion/recruit/attack/frame-0.png", "assets/game/motion/recruit/attack/frame-1.png", "assets/game/motion/recruit/attack/frame-2.png",
"assets/game/motion/recruit/attack/frame-3.png", "assets/game/motion/recruit/attack/frame-4.png", "assets/game/motion/recruit/attack/frame-5.png",
],
guard: [
"assets/game/motion/recruit/guard/frame-0.png", "assets/game/motion/recruit/guard/frame-1.png",
"assets/game/motion/recruit/guard/frame-2.png", "assets/game/motion/recruit/guard/frame-3.png",
],
protect: [
"assets/game/motion/recruit/protect/frame-0.png", "assets/game/motion/recruit/protect/frame-1.png", "assets/game/motion/recruit/protect/frame-2.png", "assets/game/motion/recruit/protect/frame-3.png",
"assets/game/motion/recruit/protect/frame-4.png", "assets/game/motion/recruit/protect/frame-5.png", "assets/game/motion/recruit/protect/frame-6.png", "assets/game/motion/recruit/protect/frame-7.png",
],
},
enemy: {
idle: [
"assets/game/motion/enemy/idle/frame-0.png", "assets/game/motion/enemy/idle/frame-1.png", "assets/game/motion/enemy/idle/frame-2.png",
"assets/game/motion/enemy/idle/frame-3.png", "assets/game/motion/enemy/idle/frame-4.png", "assets/game/motion/enemy/idle/frame-5.png",
],
advance: [
"assets/game/motion/enemy/advance/frame-0.png", "assets/game/motion/enemy/advance/frame-1.png", "assets/game/motion/enemy/advance/frame-2.png", "assets/game/motion/enemy/advance/frame-3.png",
"assets/game/motion/enemy/advance/frame-4.png", "assets/game/motion/enemy/advance/frame-5.png", "assets/game/motion/enemy/advance/frame-6.png", "assets/game/motion/enemy/advance/frame-7.png",
],
telegraph: [
"assets/game/motion/enemy/telegraph/frame-0.png", "assets/game/motion/enemy/telegraph/frame-1.png", "assets/game/motion/enemy/telegraph/frame-2.png",
"assets/game/motion/enemy/telegraph/frame-3.png", "assets/game/motion/enemy/telegraph/frame-4.png", "assets/game/motion/enemy/telegraph/frame-5.png",
],
attack: [
"assets/game/motion/enemy/attack/frame-0.png", "assets/game/motion/enemy/attack/frame-1.png", "assets/game/motion/enemy/attack/frame-2.png",
"assets/game/motion/enemy/attack/frame-3.png", "assets/game/motion/enemy/attack/frame-4.png", "assets/game/motion/enemy/attack/frame-5.png",
],
hit: [
"assets/game/motion/enemy/hit/frame-0.png", "assets/game/motion/enemy/hit/frame-1.png",
"assets/game/motion/enemy/hit/frame-2.png", "assets/game/motion/enemy/hit/frame-3.png",
],
},
};
const generatedOffers = [
{ id: "OFF-01", name: "Elian Rook", profession: "Hearthguard", trait: "Narrow Guard", read: "Intercepts a neighbor / slower steps", mark: "HG", art: actorAssets.Hearthguard, level: 1, xp: 0, xpNext: 30, itemId: "EQ-002", item: "Frontpin Greaves" },
{ id: "OFF-02", name: "Nia Orrow", profession: "Farstring", trait: "Patient Start", read: "Rear pressure / delayed first basic", mark: "FS", art: actorAssets.Farstring, level: 1, xp: 0, xpNext: 30, itemId: "EQ-014", item: "Quiet Rearplate" },
{ id: "OFF-03", name: "Tomas Vale", profession: "Wayrunner", trait: "Open Stance", read: "Reorders safely / briefly Exposed", mark: "WR", art: actorAssets.Wayrunner, level: 1, xp: 0, xpNext: 30, itemId: "EQ-001", item: "Stepback Soles" },
{ id: "OFF-04", name: "Sable Kest", profession: "Kindhand", trait: "Shared Cup", read: "Restores a neighbor / weaker self-heal", mark: "KH", art: actorAssets.Kindhand, level: 1, xp: 0, xpNext: 30, itemId: "EQ-009", item: "Rescue Loop" },
];
const openingContract = {
id: "CTR-R1-01",
name: ["First Crossing", "首次穿越"],
region: ["Windglass Verge", "风镜原野"],
objective: ["Chart the suspended pane crossing", "勘察悬浮晶板之间的安全通路"],
pressure: ["Push + projectile screen", "击退与远程屏障"],
boss: ["Rotating damage-family panes", "轮换不同伤害类型的晶板"],
reward: ["Base professions + opening tools", "基础职业与开局装备"],
};
const openingDifficulties = [
{ id: "wayfinder", name: ["Wayfinder", "向导"], stats: ["Enemy HP 90% · damage 90% · rewards 100%", "敌人生命90% · 伤害90% · 奖励100%"], audience: ["Learn every system with lower combat pressure", "保留全部系统,以较低战斗压力学习"] },
{ id: "standard", name: ["Standard", "标准"], stats: ["Enemy HP 100% · damage 100% · rewards 100%", "敌人生命100% · 伤害100% · 奖励100%"], audience: ["Authored first-clear baseline", "首次通关的标准平衡"] },
{ id: "oathbound", name: ["Oathbound", "誓约"], stats: ["Enemy HP 110% · damage 112% · rewards 115%", "敌人生命110% · 伤害112% · 奖励115%"], audience: ["Prepared high-risk play", "适合已有准备的高风险玩法"] },
];
const firstMarketOffers = [
{ id: "MKT-R1-01", name: "Mael Corin", profession: "Hearthguard", trait: "Steady Brace", read: "Intercepts the foremost ally / slower first step", mark: "HG", art: actorAssets.Hearthguard, level: 1, xp: 0, xpNext: 30, itemId: "EQ-002", item: "Frontpin Greaves", price: 14 },
{ id: "MKT-R1-02", name: "Ilya Venn", profession: "Farstring", trait: "Clear Measure", read: "Reaches enemy rear / delays after retarget", mark: "FS", art: actorAssets.Farstring, level: 1, xp: 0, xpNext: 30, itemId: "EQ-014", item: "Quiet Rearplate", price: 14 },
{ id: "MKT-R1-03", name: "Orin Hale", profession: "Wayrunner", trait: "Quick Exchange", read: "Changes adjacent order / briefly loses Guard", mark: "WR", art: actorAssets.Wayrunner, level: 1, xp: 0, xpNext: 30, itemId: "EQ-003", item: "Passing Sash", price: 14 },
];
const firstMarketItem = {
id: "EQ-012",
name: "Open-Line Cord",
price: 12,
effect: ["With no neighbor ahead, basic attacks gain reach +1.", "前方没有相邻队员时,普通攻击距离 +1。"],
tradeoff: ["A new front neighbor cancels a reserved long target.", "前方出现新队员时,已锁定的远距离目标会取消。"],
};
const marketExperienceSteps = [
["market", "1", "Market", "集市招募"],
["equipment", "2", "Equipment", "购买与换装"],
["order", "3", "Order", "调整横队"],
["receipt", "4", "Ready", "整备回执"],
];
const riskExperienceSteps = [
["risk", "1", "Risk", "比较风险"],
["commit", "2", "Commit", "确认风险"],
["battle", "3", "Battle", "自动战斗"],
["resolved", "4", "Resolved", "解析完成"],
];
const resultExperienceSteps = [
["result", "1", "Result", "战果诊断"],
["casualty", "2", "Loss", "永久损失"],
["reward", "3", "Reward", "选择奖励"],
["recovery", "4", "Recovery", "恢复队伍"],
["market", "5", "Next Market", "下一集市"],
];
const p85RiskOffers = [
{ id: "RSK-P85-01", name: ["Open Span", "开阔跨线"], pressure: ["Tempo burst; no direct-hit rider", "速度爆发;没有直接命中追加效果"], reward: ["Tempo equipment", "速度装备"], detail: ["EQ-014 is useful but not essential here; the route tests faster resolution.", "EQ-014 在这里不是必需品;这条路线考验更快解决战斗。"], enemy: ["Gale Hounds", "疾风猎犬"], kind: "tempo" },
{ id: "RSK-P85-02", name: ["Needle Rain", "针雨走廊"], pressure: ["Direct-hit rear pressure", "后排直接命中压力"], reward: ["Counter equipment", "克制装备"], detail: ["EQ-014 converts the first area hit to direct and removes the rider; without it, Vela is exposed.", "EQ-014 会把第一次范围伤害转为直接命中并移除追加效果;没有它,Vela 会暴露。"], enemy: ["Needle Choir", "针鸣群"], kind: "counter" },
];
const p85Battle1Events = [
["00:00", "Both lines enter", "双方横队进入;Company 4/4,EQ-012 已装备给 Tomas。"],
["00:02", "Frontlines collide", "Tomas 与 Mael 在接触线停止推进,Sable 与 Ilya 保持后排。"],
["00:04", "Kindhand restores Mael", "Sable 从后排把 Mael 从 72 HP 治疗到 88 HP。"],
["00:06", "Farstring fires", "Ilya 从后排射击敌方后排,箭矢命中并降低其生命。"],
["00:08", "Enemy spell demonstration", "敌方 PF-B06 进行蓄力、法弹、命中演示。"],
["00:10", "Battle resolves", "固定结果进入 P8.4:胜利,但 Ilya 的直接命中追加效果触发。"],
];
const p85Battle2Events = [
["00:00", "Vela enters with Quiet Rearplate", "Vela 带着退回库存的 EQ-014 进入第二轮;这次装备选择会影响结果。"],
["00:02", "Needle Rain telegraphs", "针鸣群预告后排直接压力;装备状态保持可见。"],
["00:04", "Quiet Rearplate converts the hit", "EQ-014 把第一次范围命中转为直接命中,移除直接追加效果。"],
["00:06", "Vela holds the rear", "Vela 保住后排,Sable 的治疗窗口保持开放。"],
["00:08", "Second-cycle result", "第二轮完成;结果由风险与装备选择共同解释。"],
];
const p85BattleEventCopyZh = {
"Both lines enter": "双方横队入场",
"Frontlines collide": "前排接敌",
"Kindhand restores Mael": "仁心医者治疗 Mael",
"Farstring fires": "远弦从后排射击",
"Enemy spell demonstration": "敌方法术演示",
"Battle resolves": "第一轮战斗结束",
"Vela enters with Quiet Rearplate": "Vela 携寂静后甲入场",
"Needle Rain telegraphs": "针雨压力预告",
"Quiet Rearplate converts the hit": "寂静后甲转化命中",
"Vela holds the rear": "Vela 守住后排",
"Second-cycle result": "第二轮战斗结束",
};
const p84Artifacts = [
{ id: "AR-021", name: ["First Word", "先声"], rule: ["The slowest ally acts before the first enemy basic; their second action is delayed.", "最慢的我方单位会先于敌方第一次普通攻击行动,但其第二次行动会延后。"], mark: "Ⅰ" },
{ id: "AR-031", name: ["Counter Road", "克制之路"], rule: ["Reveal one future enemy family; victory offers matching counter equipment.", "提前揭示一个未来敌人族群;胜利后提供对应克制装备。"], mark: "◇" },
{ id: "AR-043", name: ["Hard Lesson", "沉痛教训"], rule: ["A death reveals one extra cause/counter comparison and raises next reward quality.", "发生阵亡后额外揭示一组因果/克制比较,并提高下一战奖励品质。"], mark: "△" },
];
const p84Rewards = [
{ id: "artifact", code: "ARTIFACT", name: ["Choose one run-wide Artifact", "选择一件全局神器"], detail: ["Opens three fixed Artifact IDs. An Artifact changes a run rule, not one Recruit's item slot.", "展开三个固定神器;神器改变整轮规则,不占队员的唯一装备槽。"], mark: "◇" },
{ id: "equipment", code: "EQ-017", name: ["Bracehook Cuff", "支撑钩腕带"], detail: ["When a neighbor is pulled, the wearer may share the pull as a swap. Reward copy; sale value 0.", "相邻队员被拉动时,佩戴者可一同移动并交换位置。奖励装备;出售价值为0。"], mark: "⌁" },
{ id: "coin", code: "+13 COIN", name: ["Take the liquid budget", "领取流动金币"], detail: ["Half of reward budget 26, rounded down. Coin 46 -> 59.", "奖励预算26的一半并向下取整;金币46→59。"], mark: "+" },
];
const p84RecoveryOffers = [
{ id: "credit", name: ["Use Replacement Credit", "使用补员凭证"], cost: ["14 Credit · 0 Coin", "14凭证 · 0金币"], result: ["Hire Vela · keep all Coin · Credit 0", "招募 Vela · 保留全部金币 · 凭证归零"], tone: "safe" },
{ id: "coin", name: ["Pay Coin, keep Credit", "支付金币,保留凭证"], cost: ["0 Credit · 14 Coin", "0凭证 · 14金币"], result: ["Hire Vela · Credit remains 14", "招募 Vela · 仍保留14凭证"], tone: "work" },
{ id: "short", name: ["Continue short-handed", "三人短编继续"], cost: ["0 Credit · 0 Coin", "0凭证 · 0金币"], result: ["Company stays 3 · protected offer declined", "队伍维持3人 · 放弃受保护补员"], tone: "danger" },
];
const p83RiskOffers = [
{
id: "RSK-P83-01", name: ["Steady Crossing", "平稳渡口"], exposure: ["Low", "低"], reward: ["Equipment", "装备"],
pressure: ["Projectile screen", "远程屏障"], uncertainty: ["Full enemy order known", "敌方顺序完全已知"],
enemies: [["Pane Nibbler", "晶板啮兽"], ["Gust Finch", "疾风雀"]], coverage: ["Front hold ready; rear screen partial", "前排稳固;后排屏障应对一般"],
},
{
id: "RSK-P83-02", name: ["Shattered Terrace", "破碎台地"], exposure: ["Medium", "中"], reward: ["Artifact", "神器"],
pressure: ["Guarded front + rear pressure", "前排护盾 + 后排压力"], uncertainty: ["Second action order hidden", "第二次行动顺序未知"],
enemies: [["Prism Ox", "棱晶角兽"], ["Gust Finch", "疾风雀"], ["Pane Nibbler", "晶板啮兽"]], coverage: ["Reach ready; guard timing uncertain", "射程应对充分;护盾时机不确定"],
},
{
id: "RSK-P83-03", name: ["Bellward Detour", "钟鸣绕路"], exposure: ["High", "高"], reward: ["Profession", "职业线索"],
pressure: ["Tempo burst + unknown target", "速度爆发 + 未知目标"], uncertainty: ["One enemy identity remains unknown", "一名敌人的身份仍未知"],
enemies: [["Bell Warden", "钟卫"], ["Unknown", "未知身份"], ["Riftblade", "裂隙刃兽"]], coverage: ["Sustain ready; tempo counter absent", "续航充分;缺少速度克制"],
},
];
const p83BattleEvents = [
{ time: "00:00.0", title: ["Both formations enter", "双方横队进入战场"], detail: ["The accepted Company order enters from the left while the enemy line enters from the right.", "已确认的四人横队从左侧入场,敌方横队从右侧入场。"], kind: "entry" },
{ time: "00:01.8", title: ["Frontlines collide and stop", "前排接敌并停止推进"], detail: ["Wayrunner and Hearthguard form the melee screen at the marked contact boundary; Kindhand and Farstring keep rear spacing.", "迅行者与炉卫在标记的接触线上组成近战前排;愈手与远弦保持后排距离。"], kind: "contact" },
{ time: "00:03.2", title: ["Melee acts only after contact", "近战只在接敌后出手"], detail: ["Tomas retargets the nearest legal enemy and Mael follows with Shield Knock; the enemy front loses 28 HP.", "Tomas 改为攻击最近的合法敌人,Mael 随后盾击;敌方前排损失 28 点生命。"], kind: "melee" },
{ time: "00:04.8", title: ["Mael intercepts rear pressure", "Mael 拦截后排压力"], detail: ["Guard absorbs part of the hit aimed through the line. Mael is visibly injured from 100 to 72 HP; Sable remains safe.", "护盾吸收了穿过横队的部分攻击;Mael 的生命从 100 降至 72,Sable 保持安全。"], kind: "protect" },
{ time: "00:06.4", title: ["Ilya fires from behind the frontline", "Ilya 从前排后方射击"], detail: ["Farstring remains behind both melee footprints, launches one arrow and damages the legal rearmost enemy from 100 to 72 HP.", "远弦保持在两名近战之后,射出一箭,使合法的敌方后排生命从 100 降至 72。"], kind: "ranged" },
{ time: "00:08.0", title: ["Sable heals the injured ally", "Sable 治疗受伤队友"], detail: ["Kindhand selects Mael as the lowest-ratio injured ally and restores him from 72 to 88 HP; it is not a self-heal.", "愈手选择生命比例最低的受伤队友 Mael,将其生命从 72 恢复到 88;这不是自我治疗。"], kind: "heal" },
{ time: "00:09.6", title: ["Enemy rear demonstrates spell pressure", "敌方后排演示法术压力"], detail: ["A rear enemy uses the PF-B06 Riftcaller cast language: charge, forked bolt and impact. It is not a fifth Company member.", "敌方后排采用 PF-B06 裂隙召唤师的施法语言:蓄力、分叉法弹、命中;它不是我方第五名队员。"], kind: "spell" },
{ time: "00:11.2", title: ["The next frontline unit advances", "下一名存活前排自动补进"], detail: ["The demonstration front footprint stays down with no respawn; the next living enemy advances to the same contact boundary without Reserve entry.", "演示中的前排倒下后保持倒地且不会复活;下一名存活敌人前进到同一接触线,没有后备入场。"], kind: "replacement" },
{ time: "00:12.8", title: ["Behavior demonstration complete", "战斗行为演示完成"], detail: ["Positions and HP remain visible, while victory, defeat, casualties, rewards and recovery stay withheld for P8.4.", "站位和生命变化继续可见;胜负、伤亡、奖励与恢复仍留到 P8.4。"], kind: "resolved" },
];
const experienceSteps = [
["contract", "1", "Contract", "契约与难度"],
["offers", "2", "Company", "选择初始队伍"],
["review", "3", "Review", "创建前确认"],
["receipt", "4", "Receipt", "创建回执"],
];
const currentRecruitProfiles = {
"OFF-01": { level: 4, xp: 36, xpNext: 60, itemId: "EQ-002", item: "Frontpin Greaves" },
"OFF-02": { level: 3, xp: 44, xpNext: 50, itemId: "EQ-014", item: "Quiet Rearplate" },
"OFF-03": { level: 2, xp: 18, xpNext: 40, itemId: "EQ-001", item: "Stepback Soles" },
"OFF-04": { level: 2, xp: 32, xpNext: 40, itemId: "EQ-009", item: "Rescue Loop" },
};
function recruitProfile(offer, current = false) {
return currentRecruitProfiles[offer.id] && current
? { ...offer, ...currentRecruitProfiles[offer.id] }
: { level: 1, xp: 0, xpNext: 30, itemId: null, item: null, ...offer };
}
function compactRecruitBuild(profile) {
return `${bi("LV", "等级")} ${profile.level} · ${profile.itemId || bi("EMPTY ITEM", "无装备")}`;
}
const stageDetails = {
"SYS-001": ["Verifying local rules", "Content revision 69f671", "Save lineage healthy"],
"SYS-002": ["Language: English", "Text: 115%", "Captions: On"],
"SYS-003": ["Continue safely", "New Run", "Records"],
"SYS-004": ["Slot 01 - Market, Round 3", "Slot 02 - No run", "Local save verified"],
"SYS-006": ["Last receipt: equipment return", "Next: Recovery", "Snapshot: 00:42.6"],
"SYS-007": ["Local lineage - healthy", "Backup - 12 min older", "Conflict - review required"],
"SYS-008": ["Original design and media", "Offline core play", "No third-party commercial assets"],
"HUB-001": ["Next pressure: projectile screen", "Company ready 4/4", "Last receipt: reward claimed"],
"HUB-002": ["Pane Nibbler - Guard pressure", "Gust Finch - rear projectile", "Confidence: exact"],
"SHP-003": ["Stepback Soles", "After first direct hit: step rear", "Tradeoff: next basic waits"],
"REC-001": ["Deployed 4", "Reserve 1", "Cumulative hires 6"],
"REC-002": ["Nia Orrow - Farstring", "Trait: Patient Start", "Survived 4 battles"],
"REC-003": ["Equipment returns", "No Replacement Credit", "Leaves 3 living recruits"],
"ART-001": ["Open Ledger - active", "Narrow Vanguard - conflict", "2 shared rules inspected"],
"PTY-002": ["Order frozen: 3 > 2 > 1 > 0", "Rear protected", "Known pressure covered"],
"RSK-002": ["Threat: projectile screen", "Reward: equipment choice", "Retreat: one Coin tier"],
"BAT-004": ["Paused at 00:08.4", "Speed 1x / 2x / 4x", "Event log available"],
"BAT-005": ["Retreat resolves after current event", "No fallen recruits", "Return to Market"],
"BAT-006": ["Verified time 00:08.4", "Next event: Pane Bite", "Resume static at 1x"],
"OUT-005": ["Contract clear", "Renown +4", "Discoveries 7"],
"OUT-006": ["Closes this run", "Coin and Credit cleared", "History retained"],
"PRO-001": ["Capacity milestone 4 > 5", "Hearthguard branch visible", "One choice pending"],
"PRO-002": ["Renown 34", "Eight Region seals", "Breadth only - no permanent power"],
"PST-001": ["Final boss settled", "Company archives on both choices", "Ordinary New Run remains"],
"PST-002": ["Optional Oath laws", "New generated Company", "Ordinary New Run remains"],
"PST-003": ["Oath challenge cleared", "Rules that mattered: 2", "Record and Renown receipts applied"],
};
const guildCharterRegions = [
["RG-01", "Windglass Verge", "风镜原野"],
["RG-02", "Ember Archive", "余烬典库"],
["RG-03", "Rainbell Reach", "雨钟长境"],
["RG-04", "Violet Causeway", "紫辉堤道"],
["RG-05", "Hollow Meridian", "空鸣子午线"],
["RG-06", "Sunken Loom", "沉没织庭"],
["RG-07", "Starwake Crown", "星醒王冠"],
["RG-08", "Aetherbound Spire", "以太盟誓塔"],
];
const charterPackets = [
{ id: "CH-R3-CATALOG", cost: 8, family: ["Catalog packet", "图鉴扩展包"], title: ["Rainline Implements", "雨线器具"], effect: ["Adds six sidegrade equipment rows to eligible future Markets.", "向未来符合条件的集市加入六件侧向选择装备。"], prerequisite: ["Region 03 first Contract clear", "完成第三区域首个契约"] },
{ id: "CH-R3-THREAT", cost: 10, family: ["Threat archive", "威胁档案"], title: ["Pressure Forecast II", "压力预报 II"], effect: ["Shows displacement order for encountered Rainbell enemy families.", "显示已遭遇雨钟敌人家族的位移顺序。"], prerequisite: ["Inspect three Rainbell enemy families", "查看三类雨钟敌人"] },
{ id: "CH-R3-OATH", cost: 16, family: ["Oath law", "誓约法则"], title: ["Measured Supply", "定量补给"], effect: ["Adds one optional postgame Market law with its completion Record.", "加入一条可选终局集市法则及其完成记录。"], prerequisite: ["Complete both Region 03 Contracts", "完成第三区域的两个契约"] },
];
const oathLawCatalog = [
{ id: "measured-supply", title: ["Measured Supply", "定量补给"], effect: ["Markets show fewer offers; each lock costs less.", "集市报价更少,但每次锁定费用降低。"], status: ["Eligible", "可用"] },
{ id: "broken-front", title: ["Broken Front", "破阵前线"], effect: ["Front position begins Exposed; rear control rewards increase.", "前排开局处于暴露状态,后排控制奖励提高。"], status: ["Eligible", "可用"] },
{ id: "named-pressure", title: ["Named Pressure", "具名压力"], effect: ["One elite family is revealed before each risk choice.", "每次风险选择前揭示一个精英敌人家族。"], status: ["Charter clue 1/1", "宪章线索 1/1"] },
];
const referenceMappings = [
{ id: "REF-01", title: ["Title and run entry", "标题与远征入口"], evidence: "PROVEN", target: "SYS-003", variant: "primary", template: "entry", zones: [["top", "Save / version", "存档与版本"], ["main", "New / Continue", "新远征 / 继续"], ["side", "Persistent systems", "永久系统入口"], ["actions", "One clear start", "一个明确开始操作"]], options: ["Continue · New Run · Records · Settings", "继续 · 新远征 · 记录 · 设置"], adopt: ["One first-viewport run decision with save health.", "首屏只突出一次远征决策,并显示存档健康状态。"], change: ["Original guild-threshold composition and hierarchy.", "使用原创公会门厅构图与层级。"], reject: ["Reference title ornament, logo and wording.", "参考游戏的标题装饰、标志和文案。"] },
{ id: "REF-02", title: ["Difficulty and run setup", "难度与远征设置"], evidence: "PROVEN", target: "SYS-005", variant: "contract", template: "choice", zones: [["top", "Run consequences", "远征后果"], ["main", "Few large choices", "少量大选项"], ["lower", "Opening setup", "开局设置"], ["actions", "Review then commit", "审核后确认"]], options: ["Difficulty · slot · opening offers", "难度 · 存档位 · 初始候选"], adopt: ["Failure rules and opening state are visible before commit.", "确认前显示失败规则和开局状态。"], change: ["Four stable generated Recruit offers follow Contract review.", "契约审核后提供四名固定生成队员候选。"], reject: ["Copied clan identities or difficulty prose.", "照搬氏族身份或难度文案。"] },
{ id: "REF-03", title: ["Integrated Market", "队伍与库存同屏集市"], evidence: "PROVEN", target: "SHP-001", variant: "company4", template: "market", zones: [["top", "Company bench", "队伍席位"], ["main", "Three offer cards", "三张报价卡"], ["lower", "Run inventory", "本轮库存"], ["side", "Shop modes", "商店模式"], ["actions", "Refresh / lock / next", "刷新 / 锁定 / 下一步"]], options: ["Recruit · inspect · buy · refresh · lock · sell", "招募 · 查看 · 购买 · 刷新 · 锁定 · 出售"], adopt: ["Company, offers, inventory and resources stay visible together.", "队伍、报价、库存与资源保持同屏。"], change: ["Generated-Recruit role/Tradeoff and Coin/Credit economy.", "采用生成队员的职业/代价信息与金币/补员凭证经济。"], reject: ["Copied frames, symbols, exact geometry and price values.", "照搬边框、符号、精确几何与价格数值。"] },
{ id: "REF-04", title: ["Recruit inspect and buy", "队员查看与招募"], evidence: "PROVEN", target: "SHP-002", variant: "hire1", template: "inspect", zones: [["top", "Offer identity", "候选身份"], ["main", "Role and stats", "职责与属性"], ["lower", "Company impact", "对队伍的影响"], ["actions", "Inspect / buy", "查看 / 招募"]], options: ["Profession · Trait · price · fit", "职业 · 特性 · 价格 · 适配度"], adopt: ["Inspect precedes purchase and shows Company delta.", "购买前先查看,并显示队伍变化。"], change: ["Exactly one visible Trait with benefit and cost.", "每名队员只有一个明确收益与代价的特性。"], reject: ["Fixed commercial identity or relationship content.", "固定商业角色身份或关系内容。"] },
{ id: "REF-05", title: ["Inventory, equipment and sell", "库存、装备与出售"], evidence: "PROVEN", target: "EQP-002", variant: "primary", template: "inventory", zones: [["top", "Current wearer", "当前装备者"], ["main", "Slot grid", "物品槽位网格"], ["lower", "Behavior delta", "行为变化"], ["side", "Selling mode", "出售模式"], ["actions", "Apply / cancel", "应用 / 取消"]], options: ["Inspect · equip · compare · sell review", "查看 · 装备 · 比较 · 出售审核"], adopt: ["Persistent capacity and focused tooltip reduce navigation.", "持续显示容量与聚焦详情,减少页面跳转。"], change: ["Equipment comparisons lead with behavior, target and tradeoff.", "装备比较优先显示行为、目标与代价变化。"], reject: ["Copied rarity palette, items or sell formula.", "照搬稀有度配色、物品或出售公式。"] },
{ id: "REF-06", title: ["Ordered Company line", "横向队伍顺序"], evidence: "PROVEN", target: "PTY-001", variant: "primary", template: "line", zones: [["top", "Stable positions", "固定位置"], ["main", "One horizontal line", "一条横向队列"], ["lower", "Reserve / equipment", "替补 / 装备"], ["actions", "Tap then destination", "点击后再点目标位"]], options: ["Select · inspect · swap · undo", "选择 · 查看 · 换位 · 撤销"], adopt: ["Formation is a direct, repeated build decision.", "站位是直接且反复发生的构筑决策。"], change: ["Protected rear is always left and exposed front right.", "受保护后排始终在左,暴露前排始终在右。"], reject: ["Locale mirroring or mandatory precision drag.", "语言镜像或必须精准拖动。"] },
{ id: "REF-07", title: ["Three-card encounter choice", "三卡遭遇选择"], evidence: "PROVEN", target: "RSK-001", variant: "primary", template: "choice", zones: [["top", "Current Company", "当前队伍"], ["main", "Three encounters", "三个遭遇"], ["lower", "Threat / reward compare", "威胁 / 奖励比较"], ["actions", "Review chosen risk", "审核所选风险"]], options: ["Enemies · reward · exposure · retreat", "敌人 · 奖励 · 暴露风险 · 撤退"], adopt: ["All three options remain adjacent and comparable.", "三个选项始终相邻并可比较。"], change: ["Current coverage and retreat consequence are explicit.", "明确显示当前应对能力和撤退后果。"], reject: ["Copied card backs, enemy names or bounty formula.", "照搬卡背、敌人名称或赏金公式。"] },
{ id: "REF-08", title: ["Automatic horizontal battle", "横向自动战斗"], evidence: "PROVEN", target: "BAT-002", variant: "primary", template: "battle", zones: [["top", "Objective / counts", "目标 / 数量"], ["main", "Company vs enemies", "队伍对抗敌人"], ["lower", "Unit state panels", "单位状态条"], ["side", "Observation tools", "观察工具"], ["actions", "Pause / speed / inspect", "暂停 / 速度 / 查看"]], options: ["Automatic actions · forecast · event log", "自动行动 · 预告 · 事件记录"], adopt: ["Battle is the central visual payoff of preparation.", "战斗是前期准备的核心视觉回报。"], change: ["Causal forecast and permanent-casualty rule stay readable.", "保持因果预告和永久阵亡规则可读。"], reject: ["Manual attack or ultimate buttons and copied HUD art.", "手动攻击/终极技能按钮及照搬HUD美术。"] },
{ id: "REF-09", title: ["Battle observation controls", "战斗观察控制"], evidence: "PROVEN", target: "BAT-003", variant: "primary", template: "battle", zones: [["top", "Urgent state", "紧急状态"], ["main", "Battle remains visible", "战斗保持可见"], ["side", "Inspect panel", "查看面板"], ["actions", "Pause / 1x / 2x / 4x / retreat", "暂停 / 1x / 2x / 4x / 撤退"]], options: ["Inspect cause · pin event · resume", "查看原因 · 固定事件 · 继续"], adopt: ["Observation controls never replace the arena.", "观察控制不会遮蔽战斗主体。"], change: ["Pinned causal event explains target and order effect.", "固定因果事件解释目标与站位影响。"], reject: ["Hidden targeting or pointer-only shortcuts.", "隐藏目标选择或仅鼠标可用的快捷操作。"] },
{ id: "REF-10", title: ["Victory report and reward", "胜利报告与奖励"], evidence: "PROVEN", target: "OUT-001", variant: "primary", template: "report", zones: [["top", "Outcome", "结果"], ["main", "Unit result rows", "单位结果行"], ["lower", "Reward / next decision", "奖励 / 下一决策"], ["actions", "Continue to build", "继续构筑"]], options: ["Diagnosis · losses · reward · next Market", "诊断 · 损失 · 奖励 · 下一集市"], adopt: ["Result immediately points to the next build decision.", "结果立即指向下一次构筑决策。"], change: ["First meaningful divergence appears before totals.", "汇总前先显示第一个关键分歧。"], reject: ["Copied report ornament, reward identities or formulas.", "照搬报告装饰、奖励身份或公式。"] },
{ id: "REF-11", title: ["Game Over and persistent handoff", "失败结算与永久成长交接"], evidence: "PROVEN", target: "OUT-005", variant: "primary", template: "terminal", zones: [["top", "Terminal reason", "终止原因"], ["main", "Company result", "队伍结果"], ["lower", "Persistent award", "永久奖励"], ["actions", "Progression / title / new run", "成长 / 标题 / 新远征"]], options: ["Finish · inspect Records · spend Renown", "结束 · 查看记录 · 使用声望"], adopt: ["Failure still advances knowledge and breadth.", "失败仍推进知识与玩法广度。"], change: ["Closure receipt separates retained and cleared state.", "结束回执分开说明保留与清除内容。"], reject: ["Mandatory victory farming or inferred reward formula.", "强制刷胜场或推测奖励公式。"] },
{ id: "REF-12", title: ["Persistent path spending", "永久路径消费"], evidence: "PROVEN", target: "PRO-002", variant: "primary", template: "graph", zones: [["top", "Persistent balance", "永久余额"], ["main", "Prerequisite paths", "前置路径"], ["lower", "Node preview", "节点预览"], ["actions", "Inspect cost / claim", "查看费用 / 领取"]], options: ["Path · prerequisite · cost · future effect", "路径 · 前置条件 · 费用 · 未来效果"], adopt: ["Spending visibly changes a persistent planning surface.", "消费会在永久规划界面产生可见变化。"], change: ["Eight horizontal Region seals and breadth-only packets.", "改为八个横向区域印章与仅扩展广度的内容包。"], reject: ["Radial graph, copied nodes, raw power and unknown refunds.", "放射图、照搬节点、永久数值和未知退款机制。"] },
{ id: "REF-13", title: ["Forge, storage and veteran operation", "锻造、仓储与资深操作"], evidence: "LOWER_BOUND", target: "EQP-001", variant: "primary", template: "operation", zones: [["top", "Owned inventory", "已拥有库存"], ["main", "Recipe / target review", "配方 / 目标审核"], ["lower", "Ingredients and result", "材料与结果"], ["actions", "Confirm operation", "确认操作"]], options: ["Source items · target · conflict · receipt", "来源物品 · 目标 · 冲突 · 回执"], adopt: ["Transactions keep source, target and result visible.", "事务始终显示来源、目标和结果。"], change: ["Equipment Workbench uses deterministic behavior deltas.", "装备工台使用确定性的行为变化。"], reject: ["New crafting economy, copied recipes or probabilities.", "新增锻造经济、照搬配方或概率。"] },
{ id: "REF-14", title: ["Tavern retirement surface", "酒馆退休界面"], evidence: "PROVEN_UI_ONLY", target: "PRO-003", variant: "primary", template: "operation", zones: [["top", "Between-run resource", "局外资源"], ["main", "Veteran slots", "资深成员槽位"], ["lower", "Retirement explanation", "退休说明"], ["actions", "Review irreversible action", "审核不可逆操作"]], options: ["Inspect veteran · preview value · review", "查看资深成员 · 预览价值 · 审核"], adopt: ["A completed Company needs a readable historical home.", "完成远征的队伍需要可读的历史归宿。"], change: ["Archive generated Company into Records only.", "仅把生成队伍存入历史记录。"], reject: ["Unproven XP conversion, equipment disposal or save behavior.", "未证明的经验转换、装备处置或存档行为。"] },
{ id: "REF-15", title: ["Raid, final boss and final choice", "大型首领、最终战与终章选择"], evidence: "PROVEN", target: "PST-001", variant: "primary", template: "terminal", zones: [["top", "Boss preview", "首领预览"], ["main", "Large automatic fight", "大型自动战斗"], ["lower", "Victory report", "胜利报告"], ["actions", "Finish / continue", "完成 / 继续"]], options: ["Boss rules · reward · completion · postgame", "首领规则 · 奖励 · 完成 · 终局后玩法"], adopt: ["Final victory leads to two explicit motivations.", "最终胜利后提供两个明确动机。"], change: ["Both paths archive Company; Oath Season generates a new run.", "两个路径都会存档队伍;誓约季生成全新远征。"], reject: ["Copied Raid page, boss, reward or endless current Company.", "照搬大型首领页、首领、奖励或无限延续当前队伍。"] },
];
const settingRows = {
"SET-001": [["Display and text", "115%"], ["Motion and power", "Reduced"], ["Audio and captions", "Captions on"], ["Controls", "Touch + keyboard"]],
"SET-002": [["UI and text scale", "100 / 115 / 130"], ["Safe area", "Reference"], ["High contrast", "Off"], ["Color-independent cues", "On"]],
"SET-003": [["Reduced motion", "On"], ["Reduced flashes", "On"], ["Camera shake", "25%"], ["Low-power mode", "Off"]],
"SET-004": [["Master", "80%"], ["Music", "65%"], ["Effects", "80%"], ["Captions", "Critical + full log"]],
"SET-005": [["Inspect", "I / South"], ["Pause", "Space / Menu"], ["Reorder", "Select then destination"], ["Hold timing", "600 ms"]],
"SET-006": [["Language", "English / 简体中文"], ["Numbers", "Locale format"], ["Text preview", "130%"], ["Reload", "No run change"]],
"SET-007": [["Forecast detail", "Full"], ["Tutorial reminders", "On"], ["Battle log density", "Detailed"], ["Default speed", "1x"]],
"SET-008": [["Local save", "Healthy"], ["Backup", "12 min ago"], ["Offline", "Core play available"], ["Diagnostics", "Export ready"]],
"SET-009": [["Delete current run", "Review"], ["Reset settings", "Review"], ["Reset profile", "Locked"], ["Diagnostics", "Clear"]],
};
const $ = (selector, root = document) => root.querySelector(selector);
const $$ = (selector, root = document) => [...root.querySelectorAll(selector)];
const t = (key) => copy[state.locale][key] || copy.en[key] || key;
const bi = (en, zh) => state.locale === "zh_CN" ? zh : en;
function escapeHtml(value = "") {
return String(value)
.replaceAll("&", "&")
.replaceAll("<", "<")
.replaceAll(">", ">")
.replaceAll('"', """)
.replaceAll("'", "'");
}
function truncate(value, length = 150) {
const text = String(value || "");
return text.length > length ? `${text.slice(0, length - 1)}...` : text;
}
function screenName(screen) {
return state.locale === "zh_CN" ? screenNamesZh[screen.id] || screen.name : screen.name;
}
function getScreen(id) {
return state.data.screens.find((screen) => screen.id === id);
}
function flowLabel(step) {
return step[state.locale === "zh_CN" ? 3 : 2];
}
function iconButton(symbol, label, attrs = "") {
return `${symbol} `;
}
function stageArt(index = 0) {
return ` `;
}
function actorImage(offer, className = "actor-art") {
const art = offer.art || actorAssets[offer.profession] || actorAssets.Hearthguard;
return ` `;
}
function equipmentImage(name, className = "equipment-art") {
const art = equipmentAssets[name] || equipmentAssets["Stepback Soles"];
return ` `;
}
function effectImage(kind, className = "battle-vfx") {
return ` `;
}
function conceptLabel() {
return `${escapeHtml(t("concept"))} `;
}
function stageHeader(screen, context = "Windglass Verge", resources = true) {
return `
${iconButton("‹", t("back"))}${escapeHtml(screen.id)} ${escapeHtml(localizedText(context))}
${resources ? `214 Coin0 Credit ` : ""}◆ ${escapeHtml(t("saved"))}
`;
}
function actionDock(primary, secondary = t("inspect"), attrs = "") {
return `${escapeHtml(localizedText(secondary))} ${escapeHtml(localizedText(primary))}
`;
}
function frame(screen, body, options = {}) {
const classes = ["game-stage", `family-${screen.id.split("-")[0].toLowerCase()}`, options.className || ""].filter(Boolean).join(" ");
const art = options.art === false ? "" : options.artSrc ? ` ` : stageArt(options.region || 0);
const header = options.header === false ? "" : stageHeader(screen, options.context, options.resources !== false);
return `
${art}
${header}${body}
${conceptLabel()}
`;
}
function renderOpening(screen, variant = "offers2") {
const oneSelected = state.openingSelected.length === 1 ? state.openingSelected : ["OFF-02"];
const twoSelected = state.openingSelected.length === 2 ? state.openingSelected : ["OFF-02", "OFF-04"];
const selectionByVariant = { offers0: state.openingSelected, offers1: oneSelected, offers2: twoSelected, review: twoSelected, pending: twoSelected, receipt: twoSelected };
const selected = selectionByVariant[variant] || state.openingSelected;
if (variant === "contract") {
const body = `
RG-01 Windglass Verge Contract 01 - chart the suspended pane crossing.
NEW CONTRACT Trade Route: First Crossing
Known pressure Push + projectile screen
Boss rule Rotating damage-family panes
Reward breadth Base professions + opening tools
Difficulty Standard - full systems
Load Provisional Offers
`;
return frame(screen, body, { variant, resources: false });
}
if (variant === "review" || variant === "pending" || variant === "receipt") {
const chosen = generatedOffers.filter((offer) => selected.includes(offer.id));
const unchosen = generatedOffers.filter((offer) => !selected.includes(offer.id));
const stateBlock = variant === "pending"
? `Creating run Operation RUN-CREATE-014
`
: variant === "receipt"
? `✓ RUN-CREATE-014 ${t("company")} 2 / ${t("capacity")} 4 The two unchosen offers were not retained.
`
: `No Coin transaction Slot 01 · Standard Two unchosen stable IDs will not be retained.
`;
const body = `${variant === "receipt" ? "RUN RECEIPT" : "COMPANY REVIEW"}
${chosen.map((offer) => recruitMarker(offer, true)).join("")}
${unchosen.map((offer) => `${offer.id} ${offer.name}${t("notRetained")} `).join("")}
${stateBlock}
${variant === "review" ? "Revise Recruits" : t("back")} ${variant !== "pending" ? `${variant === "receipt" ? t("openMarket") : t("createRun")} ` : ""}
`;
return frame(screen, body, { variant, resources: false });
}
const body = `
PROVISIONAL COMPANY Choose two generated recruits Offer set WIND-01-A remains stable until run creation.
${generatedOffers.map((offer) => recruitOffer(offer, selected.includes(offer.id))).join("")}
`;
return frame(screen, body, { variant, resources: false });
}
function recruitMarker(offer, selected = false, current = false) {
const profile = recruitProfile(offer, current);
return `${actorImage(offer, "recruit-marker-art")} ${offer.id} ${localizedText(offer.name)} ${localizedText(offer.profession)} · ${compactRecruitBuild(profile)}
`;
}
function recruitOffer(offer, selected) {
const profile = recruitProfile(offer);
return `
${actorImage(offer, "offer-character")}${offer.mark} ${offer.id}
${localizedText(offer.name)} ${localizedText(offer.profession)} ${bi("LV", "等级")} ${profile.level} ${profile.itemId} · ${localizedText(profile.item)}
${localizedText(offer.trait)} - ${localizedText(offer.read)}
${t("noCoin")} ${selected ? `✓ ${t("selected")}` : t("select")} ${iconButton("i", `${t("inspect")} ${offer.name}`)}
`;
}
function companyCountForVariant(variant) {
if (variant === "company2") return 2;
if (variant === "company3") return 3;
return 4;
}
function renderMarket(screen, variant) {
const count = companyCountForVariant(variant);
const isRecruit = screen.id === "SHP-002";
const isItem = screen.id === "SHP-003";
if (isRecruit) {
const offer = variant === "hire2" ? generatedOffers[2] : generatedOffers[0];
const profile = recruitProfile(offer);
const body = `
${recruitMarker(offer, true)}⬡
RECRUIT REVIEW ${localizedText(offer.name)} ${localizedText(offer.profession)} · ${localizedText(offer.trait)}
${bi("INDIVIDUAL LEVEL", "角色独立等级")} · LV ${profile.level} XP ${profile.xp} / ${profile.xpNext} ${bi("ONE EQUIPMENT SLOT", "唯一装备槽")} · ${profile.itemId} ${localizedText(profile.item)}
VIT A PACE C REACH ${offer.profession === "Hearthguard" ? "1" : "2"} GUARD B
${localizedText(offer.read)}。${state.locale === "zh_CN" ? "随机生成身份;每人只有一个机械特性,不包含角色关系或个人剧情。" : "Generated identity, exactly one Trait, no authored personal arc."}
PARTY IMPACT ${t("company")} ${count} → ${Math.min(4, count + 1)} ${offer.profession === "Hearthguard" ? "Adds a visible front intercept." : "Adds position movement and target change."}
Price 14 Coin · Operation HIRE-${variant === "hire2" ? "002" : "001"}
${actionDock("Recruit - 14 Coin", t("compare"), "data-flow-next")}
`;
return frame(screen, body, { variant });
}
if (isItem) {
const body = `${equipmentImage("Stepback Soles", "item-offer-art")}EQ-001
ITEM OFFER Stepback Soles After the first direct hit, step one position rearward if legal.
Target exposure Front → Center
Next basic Wait +1 tick
Eligible Nia · Tomas · Sable Conflict Full rear makes trigger dormant ${actionDock("Buy - 12 Coin", t("inspect"))}
`;
return frame(screen, body, { variant });
}
const offers = [generatedOffers[0], generatedOffers[2], generatedOffers[3]];
const company = generatedOffers.slice(0, count);
const inventory = [["EQ-001", "⇣"], ["EQ-014", "▰"], ["AR-011", "◇"], ["EQ-028", "⌁"]];
const body = ``;
return frame(screen, body, { variant });
}
function partyActors() {
const original = [
["3", "Nia", generatedOffers[1], "Rear"], ["2", "Sable", generatedOffers[3], "Protected"], ["1", "Tomas", generatedOffers[2], "Center"], ["0", "Elian", generatedOffers[0], "Exposed"],
];
const swapped = [original[0], original[2], original[1], original[3]];
return (state.partySwapped ? swapped : original).map(([position, name, offer, status], index) => { const profile = recruitProfile(offer, true); return `${actorImage(offer, "party-actor-art")} ${position} ${name}${localizedText(status)} LV ${profile.level} · ${profile.itemId} `; }).join("");
}
function renderPreparation(screen, variant) {
if (screen.id.startsWith("EQP")) {
const comparison = screen.id === "EQP-002";
const equipmentRows = [["Stepback Soles", "EQ-001"], ["Frontpin Greaves", "EQ-002"], ["Rescue Loop", "EQ-009"], ["Open-Line Cord", "EQ-012"]];
const body = `
ELIGIBLE INVENTORY ${equipmentRows.map(([name, id], index) => `
${equipmentImage(name, "equipment-row-art")} ${id} ${name} Behavior class B
`).join("")}
${bi("ONE EQUIPMENT SLOT", "唯一装备槽")} ${actorImage(generatedOffers[1], "equipment-wearer-art")} Nia Orrow Farstring · LV 3 · XP 44/50 · position 3 ${bi("CURRENT SLOT", "当前装备槽")} ${localizedText("Quiet Rearplate")} · EQ-014
BEHAVIOR DELTA ${comparison ? "Quiet Rearplate → Stepback Soles" : "Stepback Soles"} ${bi("Slot after commit", "确认后的装备槽")} EQ-001 · ${localizedText("Stepback Soles")}
${bi("Prior item", "原装备")} ${bi("EQ-014 returns to inventory", "EQ-014 退回本轮库存")}
After first hit Step rear
Next basic Wait +1
At full rear the trigger is dormant. Apply remains reversible until readiness commit.
Apply candidate
`;
return frame(screen, body, { variant });
}
const ready = screen.id === "PTY-002";
const body = `
${ready ? "FROZEN PARTY SNAPSHOT" : "ORDERED PARTY LINE"} ${t("protected")} → ${t("exposed")} Position 0 is always the rightmost front. The line is never mirrored by locale.
Sable protects 0 Nia reaches enemy rear
${t("protected")} ${partyActors()}${t("exposed")}
${ready ? "Plan accepted" : "Changed relations"} Elian · first legal target Nia · projectile screen risk Reserve · 1 living recruit
${iconButton("↶", "Undo")}${iconButton("↺", "Reset")}${ready ? "Inspect order" : "Swap positions 1 / 2"} ${ready ? "Accept preparation" : "Save Order"}
`;
return frame(screen, body, { variant });
}
function renderRisk(screen, variant) {
const review = screen.id === "RSK-002";
const risks = [
["Steady Crossing", "Pane Nibbler + Gust Finch", "Equipment", "Low"],
["Shattered Terrace", "Prism Ox + rear pressure", "Artifact", "Medium"],
["Bellward Detour", "Unknown third identity", "Profession", "High"],
];
const body = review ? `RISK COMMITMENT Steady Crossing Known threatProjectile screen Entry cost0 Coin Reward classEquipment RetreatOne Coin tier
${partyActors()}
The accepted order is frozen with the risk receipt. Selection alone changed nothing.
${actionDock("Begin Battle", "Return to Risk Board", "data-flow-next")}
` : `THREE BOUNDED OFFERS
Choose pressure, not a hidden result ${risks.map((risk, index) => `
0${index + 1} ${localizedText(risk[0])} ${localizedText(risk[1])} ${localizedText(risk[2])} ${localizedText(risk[3])} ${localizedText("exposure")}
`).join("")}
Coverage Front hold ✓ Rear screen △ Recovery 214 Coin Review Steady Crossing
`;
return frame(screen, body, { variant });
}
function battleLine() {
const enemies = Array.from({ length: 4 }, (_, index) => `${index === 3 ? "Prism screen" : index % 2 ? "Guard chip" : "Rear step"} `).join("");
return `${t("protected")} ${partyActors()}${t("exposed")}
Pane Bite · 0.8s → Elian ${effectImage("threat")}
${enemies}
${effectImage("tempest", "boss-vfx")}Phase 1 `;
}
function renderBattle(screen, variant) {
const id = screen.id;
if (["BAT-004", "BAT-005", "BAT-006"].includes(id)) {
const title = id === "BAT-004" ? "Observation paused" : id === "BAT-005" ? "Retreat consequence" : "Resume verified snapshot";
const primary = id === "BAT-004" ? "Resume battle" : id === "BAT-005" ? "Begin retreat" : "Resume at 1x";
const rows = stageDetails[id];
const body = `${battleLine()}
${id} ${title} ${rows.map((row) => `
${row}
`).join("")}
1x 2x 4x
${actionDock(primary, id === "BAT-005" ? "Cancel" : "Event log")}
`;
return frame(screen, body, { variant });
}
const inspect = id === "BAT-003";
const opening = id === "BAT-001";
const body = `
${opening ? "BATTLE OPENING" : "AUTOMATIC BATTLE"} ${opening ? "Break the rotating pane screen" : "Urgent: Guard chip reaches Sable"} ${opening ? "Player line faces right. Position 0 receives the first legal bite." : "The second Pane Bite will remove Elian's Guard and chip the neighbor."}
NO COMBAT RESPAWN · NO RESERVE AUTO-ENTRY
${battleLine()}
00:07.2 · Gust Finch targets Nia 00:08.0 · Elian intercepts Pane Bite 00:08.8 · Sable gains Remedy
${inspect ? `
PINNED CAUSE Elian intercepts Pane Bite
Source Hearthguard · Guard 1
Target Sable · position 2
Order effect Neighbor protection
Next cause Guard reaches zero Pin and continue ` : ""}
[Front recruit: Guard consumed] [Enemy forecast: rear projectile]
${opening ? actionDock("Start observation", "Inspect objective", "data-flow-next") : ""}
`;
return frame(screen, body, { variant });
}
function renderOutcome(screen, variant) {
if (screen.id === "OUT-001") {
const body = `VICTORY FIRST MEANINGFUL DIVERGENCE Guard broke before the second rear shot Expected protection ended at 00:18.4; actual pressure reached Nia at 00:19.1.
EXPECTED 00:17 Guard 1 00:19 Rear shot blocked 00:22 Stable line
ACTUAL 00:17 Pane chip 00:18 Guard 0 00:19 Nia hit
Cause Second uninterrupted Pane BiteOrder Sable remained adjacentAdapt Move or interrupt before bite 2
${actionDock("Continue to Reward", "Full event log", "data-flow-next")}
`;
return frame(screen, body, { variant });
}
if (screen.id === "OUT-002") {
const body = `${actorImage(generatedOffers[1], "fallen-actor-art")}FALLEN
COMMITTED LOSS Nia Orrow Farstring · Patient Start · LV 3 · XP 44/50 · survived 4 battles
${bi("Individual progress lost", "失去的个人成长")} LV 3 · XP 44/50
${bi("One equipped item", "唯一装备")} EQ-014 ${bi("returned to inventory", "退回本轮库存")}
Party gap Rear pressure lost
Replacement Credit +1 tier
Death is permanent for this run. No relationship or personal-arc system is implied. ${actionDock("Acknowledge loss", "Inspect receipt", "data-flow-next")}
`;
return frame(screen, body, { variant });
}
if (screen.id === "OUT-003") {
const rewards = [["EQ-014", "Quiet Rearplate", "Converts first area hit to direct"], ["AR-011", "Narrow Vanguard", "One fewer deploy; front starts Guarded"], ["PF-B05", "Farstring insight", "Opens a profession trial"]];
const rewardArt = [equipmentImage("Stillroad Wrap", "reward-item-art"), effectImage("protect", "reward-item-art"), actorImage(generatedOffers[1], "reward-actor-art")];
const body = `FIXED REWARD DRAFT
Choose the next decision you want to change ${rewards.map((reward, index) => `
${rewardArt[index]} ${reward[0]} ${reward[1]} ${reward[2]}
${index === 0 ? "Selected" : "Compare"} `).join("")}
${actionDock("Claim Quiet Rearplate", "Compare build", "data-flow-next")}
`;
return frame(screen, body, { variant });
}
if (screen.id === "OUT-004") {
const body = `RECOVERY Company remains viable Replacement Credit reduces only a later hire. Lost level, Trait, profession and history stay lost.
01 Protected base hire 46 → 28 Coin · consumes 1 Credit Return with a new base profession at Market.
02 Continue short-handed 0 Coin · Company 3 / capacity 4 Keep resources and accept reduced coverage.
03 Abandon run Run-close transaction Retain history and committed progression only.
${actionDock("Commit protected hire", "Review consequences", "data-flow-next")}
`;
return frame(screen, body, { variant });
}
if (screen.id === "OUT-005") {
const body = `${bi("RUN CLOSED", "远征已结束")} ${bi("COMPANY COLLAPSE · CONTRACT 05", "队伍覆灭 · 契约05")}
${bi("The route ends; the Guild keeps what was learned", "本次路线结束,公会保留已获得的知识")} ${generatedOffers.map((offer) => `${actorImage(offer, "run-end-actor")}${localizedText(offer.profession)} `).join("")} ${bi("RETAINED", "永久保留")} ${bi("Renown", "声望")} +4 ${bi("Discoveries", "发现")} +7 ${bi("Records", "历史记录")} +1 ${bi("CLEARED", "本轮清除")} ${bi("Coin", "金币")} 86 → 0 ${bi("Credit", "补员凭证")} 1 → 0 ${bi("Living Company", "存活队伍")} 0 ${bi("Next meaningful action", "下一步有意义的操作")} ${bi("Spend Renown on future-run breadth or create an ordinary new run.", "使用声望扩展未来远征的选择,或创建普通新远征。")}
${actionDock(bi("Open Guild Charter", "打开公会宪章"), bi("Return to Title", "返回标题"))}
`;
return frame(screen, body, { variant, resources: false });
}
const body = `${bi("RUN ABANDONMENT REVIEW", "放弃远征审核")} ${bi("End this expedition?", "确定结束本轮远征?")} ${bi("This is a run-close transaction, not a retreat. It cannot be undone after the receipt is committed.", "这是结束本轮远征的事务,不是撤退;回执提交后无法撤销。")}
${bi("Cleared", "清除")} ${bi("Coin 214 · Credit 1 · current Company", "金币214 · 补员凭证1 · 当前队伍")}${bi("Retained", "保留")} ${bi("Records · discoveries · committed Guild breadth", "历史记录 · 发现 · 已提交的公会广度")}${bi("Not granted", "不会获得")} ${bi("Battle reward · casualty Credit · completion bonus", "战斗奖励 · 伤亡补员凭证 · 完成奖励")}
OUT-006 ${bi("HOLD TO CONFIRM", "按住确认")}
${bi("Keep playing", "继续远征")} ${bi("Hold to abandon run", "按住放弃远征")} `;
return frame(screen, body, { variant, resources: false });
}
function renderRoster(screen, variant) {
if (screen.id === "REC-003") {
const body = `${recruitMarker(generatedOffers[2], true, true)}
DESTRUCTIVE REVIEW Dismiss Tomas Vale? LV 2 · XP 18/40 is lost
One equipped item · EQ-001 returns
No Replacement Credit
Living Company 4 → 3
Eligibility is revalidated at commit. The last living recruit can never be dismissed.
${actionDock("Dismiss Recruit", "Cancel")}
`;
return frame(screen, body, { variant });
}
const roster = generatedOffers.concat([{ id: "RC-017", name: "Miro Sen", profession: "Coilsmith", trait: "Deep Pocket", mark: "CS", level: 2, xp: 6, xpNext: 40, itemId: null, item: null }]);
const focusedOffer = screen.id === "REC-002" ? generatedOffers[1] : generatedOffers[3];
const focusedProfile = recruitProfile(focusedOffer, true);
const body = `LIVING COMPANY · 5 ${roster.map((offer, index) => `${recruitMarker(offer, index < 4, index < 4)}${index < 4 ? `Position ${3 - index}` : "Reserve"} `).join("")}
${actorImage(focusedOffer, "recruit-detail-art")} ${screen.id === "REC-002" ? "Nia Orrow" : "Sable Kest"} ${screen.id === "REC-002" ? "Farstring · Patient Start" : "Kindhand · Shared Cup"}
${bi("INDIVIDUAL LEVEL", "角色独立等级")} LV ${focusedProfile.level} XP ${focusedProfile.xp} / ${focusedProfile.xpNext}
ReadinessReady Position3 · Rear ${bi("One equipment slot", "唯一装备槽")}${focusedProfile.itemId} · ${localizedText(focusedProfile.item)} History4 survived
Open Equipment Open Party Line `;
return frame(screen, body, { variant });
}
function renderGuild(screen, variant) {
const body = screen.id === "HUB-001" ? `CURRENT PRESSURE Rear projectile at the next crossing Gust Finch enters behind a visible Pane screen.
Market 3 / 4 / 3 Roster 5 living Equipment 1 new Party Line Ready Risk Board 3 offers
${partyActors()}
Latest receipt Quiet Rearplate claimed · no unresolved transaction
` : `NOW ROUND 4 BOSS MUSTER
KNOWN Gust Finch Targets rearmost ally, then steps forward.
Counter: screen or pull KNOWN Pane Nibbler Second uninterrupted bite chips neighbor Guard.
Counter: reorder or interrupt PARTIAL Third identity Family known: forced movement.
Confidence 68% `;
return frame(screen, body, { variant });
}
function charterPrerequisite(index, region) {
const name = bi(region[1], region[2]);
if (index === 0) return bi(`Clear ${region[0]} Contract 1`, `完成${name}的首个契约`);
if (index === 1) return bi(`Inspect three ${name} enemy families`, `查看三类${name}敌人`);
return bi(`Complete both ${region[0]} Contracts`, `完成${name}的两个契约`);
}
function renderGuildCharter(screen, variant) {
const region = guildCharterRegions[state.charterRegionIndex];
const packet = charterPackets[state.charterPacketIndex];
const remaining = 34 - packet.cost;
const regionName = bi(region[1], region[2]);
const body = `
${bi("GUILD CHARTER · BREADTH ONLY", "公会宪章 · 仅扩展玩法广度")} ${bi("Shape future Companies", "规划未来队伍的选择空间")} ${bi("Tap a Region, then Tap a packet. Every claim changes future-run options, never permanent combat power.", "点击区域,再点击扩展包。所有领取只改变未来远征的选择,不增加永久战斗数值。")}
${bi("RENOWN", "声望")} 34 ${bi("Persistent breadth resource", "永久广度资源")}
${guildCharterRegions.map((entry, index) => `${entry[0]} ${bi(entry[1], entry[2])} ${index < 2 ? bi("CLAIMED", "已完成") : index === state.charterRegionIndex ? bi("SELECTED", "已选中") : bi("INSPECT", "查看")} `).join(" ")}
${region[0]} ${regionName} ${bi("Tap one packet to preview", "点击一个扩展包查看详情")}
${charterPackets.map((entry, index) => `${region[0]}-0${index + 1} · ${bi(entry.family[0], entry.family[1])} ${state.charterRegionIndex === 2 ? bi(entry.title[0], entry.title[1]) : `${regionName} · ${bi(entry.family[0], entry.family[1])}`} ${charterPrerequisite(index, region)} ${entry.cost} ${bi("Renown", "声望")} `).join("")}
${bi("CLAIM PREVIEW", "领取预览")} ${state.charterRegionIndex === 2 ? bi(packet.title[0], packet.title[1]) : `${regionName} · ${bi(packet.family[0], packet.family[1])}`} ${bi(packet.effect[0], packet.effect[1])}
${bi("Prerequisite", "前置条件")} ✓ ${charterPrerequisite(state.charterPacketIndex, region)}
${bi("Renown", "声望")} 34 → ${remaining}
${bi("Applies", "生效范围")} ${bi("Future generated runs", "未来新生成的远征")} ${bi("NO PERMANENT COMBAT POWER", "不增加永久战斗数值")} ${bi("Inspect prerequisite", "查看前置条件")} ${bi(`Claim for ${packet.cost} Renown`, `花费${packet.cost}声望领取`)}
`;
return frame(screen, body, { variant, art: false, context: bi("Guild Charter", "公会宪章"), resources: false });
}
function renderChronicleDecision(screen, variant) {
const choice = state.chronicleChoice;
const details = choice === "chronicle"
? [bi("Finite ending and Final Ledger", "观看有限结局与最终账册"), bi("Return to Title", "随后返回标题页")]
: [bi("Enter Oath Season hub", "进入誓约季大厅"), bi("Review laws, then generate a new Company", "审核法则后生成一支全新队伍")];
const body = `
✓ ${bi("SHARED RESULT", "共同结果")} ${bi("Company archived as Records · Coin and Credit close · Renown and discoveries retained · no Recruit remains playable", "队伍存入记录 · 金币与补员凭证清零 · 保留声望与发现 · 不会保留任何可继续使用的队员")}
01 ${bi("FINITE COMPLETION", "有限结局")} ${bi("Complete the First Chronicle", "完成首部编年史")} ${bi("Honor this Company in the Final Ledger, then return to Title.", "在最终账册中纪念这支队伍,然后返回标题页。")}
02 ${bi("POSTGAME CONTINUATION", "终局后继续")} ${bi("Open the Oath Season", "开启誓约季")} ${bi("Archive this Company, review optional laws, and start a new generated run.", "存档这支队伍,审核可选法则,并开始一轮全新生成的远征。")}
${bi("SELECTED DESTINATION", "已选去向")} ${details.map((entry) => `✓ ${entry} `).join("")}
${bi("Ordinary New Run", "普通新远征")} ${choice === "chronicle" ? bi("Confirm Chronicle", "确认完成编年史") : bi("Confirm Oath Season", "确认开启誓约季")}
`;
return frame(screen, body, { variant, art: false, context: bi("Final Ledger", "最终账册"), resources: false });
}
function renderOathSeason(screen, variant) {
const selected = new Set(state.oathLaws);
const body = `
${oathLawCatalog.map((law, index) => `OATH-0${index + 1} ${bi(law.title[0], law.title[1])} ${bi(law.effect[0], law.effect[1])}
${bi(law.status[0], law.status[1])} `).join("")} ${bi("RUN REVIEW", "远征审核")} ${selected.size} ${bi("active law(s)", "条启用法则")} ${bi("Difficulty", "难度")} ${bi("Standard", "标准")}
${bi("Save slot", "存档位")} 02
${bi("Opening Company", "初始队伍")} ${bi("Four new offers, choose two", "四名新候选中选择两人")}
${bi("Carryover", "继承内容")} ${bi("Charter breadth only", "仅继承宪章广度")}
${bi("NO CLEARED RECRUIT CARRYOVER", "不继承已通关队员")} ${bi("Review and create new run", "审核并创建新远征")}
`;
return frame(screen, body, { variant, art: false, context: bi("Oath Season", "誓约季"), resources: false });
}
function renderOathResult(screen, variant) {
const body = `01 ${bi("Measured Supply", "定量补给")} ${bi("Fewer offers changed refresh and lock timing in five Markets.", "更少的报价改变了五个集市中的刷新与锁定时机。")}
02 ${bi("Broken Front", "破阵前线")} ${bi("Front exposure made rear control the decisive counter twice.", "前排暴露让后排控制两次成为关键应对。")}
${bi("RECEIPTS", "结算回执")} ${bi("Oath Record", "誓约记录")} +1
${bi("Renown", "声望")} +6
${bi("Archived Company", "存档队伍")} · 8 ${bi("survivors", "名幸存者")}
${bi("The closed Company cannot be resumed.", "已结束的队伍无法继续使用。")} ${bi("Final Ledger", "最终账册")} ${bi("Ordinary New Run", "普通新远征")} ${bi("Return to Oath Season", "返回誓约季")} `;
return frame(screen, body, { variant, art: false, context: bi("Oath Result", "誓约结果"), resources: false });
}
function renderSystem(screen, variant) {
if (screen.id === "SYS-005") return renderOpening(screen, variant === "primary" ? "offers2" : variant);
if (screen.id === "SYS-003") {
const body = `AETHERBOUND GUILD Build the company. Order the line. Read the result.
Safe resume Windglass Verge · Market Company 5 · Round 3 · save healthy Continue to Resume Review New Run
${iconButton("⚙", "Settings")}${iconButton("Aa", "Accessibility")}
`;
return frame(screen, body, { variant, resources: false, context: "Aetherbound Guild" });
}
if (screen.id === "SYS-001") {
const body = `AG
Aetherbound Guild
Verifying local content · 76% Rules · Content · Settings · Save lineage `;
return frame(screen, body, { variant, art: false, header: false });
}
if (screen.id === "SYS-002") return renderSettings(screen, variant, "FIRST-LAUNCH SETUP");
if (screen.id === "SYS-004") {
const body = `RUN LEDGER ${bi("Choose a verified expedition", "选择一个已校验的远征")} ${bi("New Run", "新建远征")} 01 ${bi("SAFE RESUME", "可安全继续")} ${bi("Windglass Verge · Market", "风镜原野 · 集市")} ${bi("Company 5 · Round 3 · 01:42:18", "队伍5人 · 第3轮 · 01:42:18")}
✓ ${bi("Healthy", "健康")} 02 ${bi("OATH SEASON", "誓约季")} ${bi("Rainbell Reach · Recovery", "雨钟长境 · 恢复")} ${bi("Company 3 · Round 7 · 03:18:02", "队伍3人 · 第7轮 · 03:18:02")}
! ${bi("Review", "需审核")} 03 ${bi("EMPTY SLOT", "空存档位")} ${bi("No expedition", "暂无远征")} ${bi("Create a new generated Company", "创建一支新的生成队伍")}
+ ${bi("Selected destination", "所选去向")} ${bi("Resume Review", "继续前审核")} ${bi("The game will show the last committed receipt before simulation resumes.", "恢复模拟前会先显示上一笔已提交回执。")}
${bi("Review Slot 01", "审核存档01")} `;
return frame(screen, body, { variant, resources: false });
}
if (screen.id === "SYS-006") {
const body = `${bi("RESUME REVIEW", "继续前审核")} ${bi("You stopped after equipment returned", "你在装备退回后离开")} ${bi("No battle event or purchase is pending.", "没有待处理的战斗事件或购买操作。")}
✓ ${bi("Battle finalized", "战斗已结算")} ✓ ${bi("Equipment returned", "装备已退回")} 03 ${bi("Choose recovery", "选择恢复方案")}
${partyActors()}
${bi("LAST RECEIPT", "上一笔回执")} LOSS-014
${bi("Saved", "保存时间")} 00:42.6
${bi("Destination", "继续位置")} ${bi("Recovery", "恢复选择")}
${bi("Unresolved", "未完成事务")} 0 ${bi("Resume Recovery", "继续恢复选择")} ${bi("Return to Ledger", "返回远征档案")} `;
return frame(screen, body, { variant, resources: false });
}
if (screen.id === "SYS-007") {
const body = `LOCAL ${bi("Current local state", "当前本地状态")} ${bi("Healthy · Market · 12:41", "健康 · 集市 · 12:41")}
${bi("0 min lost", "无进度损失")} BACKUP ${bi("Automatic backup", "自动备份")} ${bi("Healthy · Result · 12:29", "健康 · 结算 · 12:29")}
${bi("12 min lost", "损失12分钟")} CLOUD ${bi("Conflict candidate", "冲突候选")} ${bi("Ruleset mismatch · diagnostics only", "规则版本不匹配 · 仅可诊断")}
${bi("Blocked", "已阻止")} ${bi("Recovery consequence", "恢复后果")} ${bi("Load LOCAL. Active lineage changes only after RECOVER-003 is written and read back.", "载入本地状态。只有写入并回读 RECOVER-003 后,活动谱系才会改变。")}
${bi("Load LOCAL", "载入本地状态")} `;
return frame(screen, body, { variant, resources: false });
}
const body = `${bi("CREDITS · LICENSES · DATA", "制作名单 · 许可 · 数据")} ${bi("What belongs to the game and what leaves the device", "游戏包含什么,以及哪些数据会离开设备")} ${bi("Authorship", "制作与著作")} ${bi("Media licenses", "媒体许可")} ${bi("Local data", "本地数据")} ${bi("External links", "外部链接")} 01 ${bi("Original game design", "原创游戏设计")} ${bi("Systems, names, rules and presentation are authored for Aetherbound Guild.", "系统、名称、规则与呈现均为 Aetherbound Guild 独立创作。")}
02 ${bi("Offline core play", "核心玩法离线可用")} ${bi("Runs, settings and Records remain local unless a future platform feature states otherwise.", "远征、设置和记录保留在本地,除非未来平台功能另有说明。")}
03 ${bi("Traceable production media", "可追踪的制作素材")} ${bi("Generated candidates retain provider task, prompt, cost and processing provenance.", "生成候选保留供应商任务、提示词、费用和处理记录。")}
${bi("Current network boundary", "当前网络边界")} ${bi("No account required", "无需账号")} ${bi("No gameplay telemetry", "不收集玩法遥测")} ${bi("External links require review", "打开外链前需要确认")} `;
return frame(screen, body, { variant, resources: false, art: false });
}
function renderArtifact(screen, variant) {
const entries = state.data.artifacts.slice(0, 3);
const body = `RUN-WIDE RULES · NOT EQUIPMENT
Active Artifact Ledger ${entries.map((entry, index) => `
${["◇", "⌑", "⬡"][index]} ${entry.id} ${entry.name} ${truncate(entry.rule, 90)}
${index < 2 ? "Active" : "Conflict"} `).join("")}
${entries[0].name} ${entries[0].rule}
Conflict ${entries[0].tradeoff} Lifecycle: current run only `;
return frame(screen, body, { variant });
}
function renderProgress(screen, variant) {
if (screen.id === "PRO-002") return renderGuildCharter(screen, variant);
if (screen.id === "PST-001") return renderChronicleDecision(screen, variant);
if (screen.id === "PST-002") return renderOathSeason(screen, variant);
if (screen.id === "PST-003") return renderOathResult(screen, variant);
if (screen.id === "PRO-001") {
const body = `${actorImage(generatedOffers[0], "growth-actor-art")}PF-B01 ${bi("Hearthguard", "护心卫士")} ${bi("Intercept adjacent direct pressure", "拦截相邻队员承受的直接压力")}
PF-A01 ${bi("Bell Bastion", "鸣钟壁垒")} ${bi("Guard break delays the next enemy forecast.", "护卫崩溃会延后下一个敌方预告。")}
${bi("Changes timing", "改变行动时序")} PF-A02 ${bi("Road Warden", "巡路守望")} ${bi("First forced move becomes a protected swap.", "第一次强制移动改为受保护换位。")}
${bi("Changes position", "改变站位")} ${bi("BUILD CONSEQUENCE", "构筑后果")} ${bi("One equipment slot", "唯一装备槽")} EQ-002 ${bi("remains equipped", "继续装备")}
${bi("Party Line", "队伍站位")} ${bi("Position 0 stays first target", "0号位仍是首个目标")}
${bi("Next risk", "下一风险")} ${bi("Pane Bite timing changes", "晶板啃咬时序改变")}
${bi("Review Bell Bastion", "审核鸣钟壁垒")} `;
return frame(screen, body, { variant, art: false });
}
if (screen.id === "PRO-003") {
const professionPreviews = [generatedOffers[0], generatedOffers[1], generatedOffers[2], generatedOffers[3], generatedOffers[0], generatedOffers[1]];
const body = `COMPENDIUM Professions 18/42 Traits 24/36 Equipment 73/320 Artifacts 11/60 Enemies 31/100 Bosses 2/16 Regions 2/8
${state.data.professions.slice(0, 6).map((entry, index) => `${index < 4 ? actorImage(professionPreviews[index], "record-tile-art") : "?"} ${entry.id} ${entry.name} ${index < 3 ? "Known" : "Undiscovered"} `).join("")}
`;
return frame(screen, body, { variant, art: false });
}
const rows = stageDetails[screen.id] || ["Decision grammar unlocked", "Prerequisite verified", "Receipt available"];
const isPostgame = screen.id.startsWith("PST");
const body = `${isPostgame ? "POSTGAME" : "PROGRESSION"} ${escapeHtml(screenName(screen))} ${escapeHtml(truncate(screenPurpose(screen), 170))}
Base Choice Mastery
${rows.map((row) => `
${escapeHtml(localizedText(row))}
`).join("")}
${actionDock(isPostgame ? "Review active rules" : "Inspect choice", "Ordinary New Run")}
`;
return frame(screen, body, { variant, art: false });
}
function renderSettings(screen, variant, kicker = "SETTINGS") {
const rows = settingRows[screen.id] || settingRows["SET-002"];
const categoryNames = ["Display", "Motion", "Audio", "Controls", "Language", "Information", "Save / Data", "Reset"];
const settingKeys = {
"SET-002-2": "contrast",
"SET-003-0": "reducedMotion",
"SET-003-3": "lowPower",
"SET-004-3": "captions",
};
const controls = rows.map(([label, value], index) => {
if (screen.id === "SET-002" && index === 0) {
return `${["100", "115", "130"].map((scale) => `${scale} `).join("")}
`;
}
if (screen.id === "SET-006" && index === 0) {
return `EN 简中
`;
}
const key = settingKeys[`${screen.id}-${index}`];
if (key) {
const enabled = Boolean(state.settings[key]);
return ` `;
}
if (index % 3 === 1) return ` `;
if (index % 3 === 2) return ``;
return `Low ${escapeHtml(value)} High
`;
});
const body = `${kicker} ${categoryNames.map((name, index) => `${name} `).join("")}CALLER · ${variant === "pause" ? "PAUSED BATTLE" : "TITLE"} ${escapeHtml(screenName(screen))} ${rows.map(([label], index) => `
${escapeHtml(label)} ${index === 0 ? "Live preview" : "Current value"}
${controls[index]}
`).join("")}
Discard Apply settings
`;
return frame(screen, body, { variant, art: false, header: false });
}
function renderGeneric(screen, variant) {
const details = stageDetails[screen.id] || [screenPurpose(screen), screenAction(screen), screenSafeState(screen)];
const primary = state.locale === "zh_CN" ? `打开${screenName(screen)}` : truncate(screen.action.split(";")[0], 46);
const body = `${screen.id.split("-")[0]} ${escapeHtml(screenName(screen))}
CURRENT DECISION ${escapeHtml(screenName(screen))} ${escapeHtml(truncate(screenPurpose(screen), 180))}
${details.map((detail) => `
${escapeHtml(localizedText(detail))}
`).join("")}
${actionDock(primary, t("inspect"))}
`;
return frame(screen, body, { variant });
}
function renderPrimaryStage(screen, variant = "primary") {
const prefix = screen.id.split("-")[0];
if (prefix === "SYS") return renderSystem(screen, variant);
if (prefix === "HUB") return renderGuild(screen, variant);
if (prefix === "SHP") return renderMarket(screen, variant);
if (prefix === "REC") return renderRoster(screen, variant);
if (prefix === "EQP" || prefix === "PTY") return renderPreparation(screen, variant);
if (prefix === "ART") return renderArtifact(screen, variant);
if (prefix === "RSK") return renderRisk(screen, variant);
if (prefix === "BAT") return renderBattle(screen, variant);
if (prefix === "OUT") return renderOutcome(screen, variant);
if (prefix === "PRO" || prefix === "PST") return renderProgress(screen, variant);
if (prefix === "SET") return renderSettings(screen, variant);
return renderGeneric(screen, variant);
}
function renderStateVariant(screen, variant) {
if (variant === "primary" || (screen.id === "SYS-005" && !["loading", "error", "return"].includes(variant))) return renderPrimaryStage(screen, variant);
const source = state.locale === "zh_CN"
? (variant === "loading" ? "正在加载当前页面;没有可用内容时会显示明确的空状态和返回路径。" : variant === "error" ? "操作未完成;请先核对发生变化的内容,再决定重试或返回。" : screenSafeState(screen))
: (variant === "loading" ? screen.emptyLoading : variant === "error" ? screen.errorConfirmation : screen.interruptionReturn);
const label = variant === "loading" ? "LOADING / EMPTY" : variant === "error" ? "ERROR / CONFIRMATION" : "INTERRUPTION / RETURN";
const base = renderPrimaryStage(screen, "primary");
const action = variant === "loading" ? t("retry") : variant === "error" ? "Review changed state" : t("returnSafe");
return base.replace(
"",
`${label} ${escapeHtml(screenName(screen))} ${escapeHtml(truncate(source, 260))}
${t("back")} ${escapeHtml(action)}
`,
);
}
function viewHeading(kicker, title, detail, badges = []) {
return ``;
}
function experienceStepLabel(step) {
return step[state.locale === "zh_CN" ? 3 : 2];
}
function experienceDifficulty() {
return openingDifficulties.find((difficulty) => difficulty.id === state.experienceDifficulty) || null;
}
function experienceProgress() {
const currentIndex = experienceSteps.findIndex((step) => step[0] === state.experienceStep);
return `${experienceSteps.map((step, index) => `${index < currentIndex ? "✓" : step[1]} ${escapeHtml(experienceStepLabel(step))} `).join("")} `;
}
function recruitTradeoff(offer) {
const reads = {
"OFF-01": [["Intercept one adjacent hit", "替相邻队员承受一次攻击"], ["Moves and acts more slowly", "移动与行动较慢"]],
"OFF-02": [["Pressures the enemy rear", "优先压制敌方后排"], ["First basic attack is delayed", "第一次普通攻击较晚"]],
"OFF-03": [["Can change order safely", "可以安全调整队伍顺序"], ["Becomes briefly Exposed", "会短暂进入暴露状态"]],
"OFF-04": [["Restores an adjacent ally", "治疗相邻队员"], ["Self-healing is weaker", "治疗自己时效果较弱"]],
};
return reads[offer.id];
}
function renderExperienceContract(screen) {
const contractSelected = state.experienceContract === openingContract.id;
const difficulty = experienceDifficulty();
const body = `
RG-01 · ${openingContract.id} ${bi(openingContract.name[0], openingContract.name[1])} ${bi(openingContract.region[0], openingContract.region[1])} ${bi(openingContract.objective[0], openingContract.objective[1])}
${contractSelected ? bi("SELECTED", "已选择") : bi("SELECT CONTRACT", "选择契约")}
${bi("WHAT YOU KNOW", "已知情报")}
${bi("Pressure", "主要威胁")} ${bi(openingContract.pressure[0], openingContract.pressure[1])}
${bi("Boss rule", "首领规则")} ${bi(openingContract.boss[0], openingContract.boss[1])}
${bi("Reward breadth", "奖励范围")} ${bi(openingContract.reward[0], openingContract.reward[1])}
${bi("CHOOSE DIFFICULTY", "选择难度")} ${openingDifficulties.map((entry) => { const selected = entry.id === state.experienceDifficulty; return `${bi(entry.name[0], entry.name[1])} ${bi(entry.stats[0], entry.stats[1])} ${bi(entry.audience[0], entry.audience[1])} `; }).join("")}
${difficulty ? `${bi("Chosen", "已选择")} · ${bi(difficulty.name[0], difficulty.name[1])}` : bi("Choose the Contract and one difficulty", "请选择契约和一种难度")} ${bi("Load four stable offers", "载入四名固定候选")} ›
`;
return frame(screen, body, { variant: "p8-contract", resources: false });
}
function renderExperienceOffers(screen) {
const inspected = generatedOffers.find((offer) => offer.id === state.experienceInspected) || null;
const notice = state.experienceNotice ? `${escapeHtml(state.experienceNotice)}
` : "";
const body = `
${generatedOffers.map((offer) => { const selected = state.experienceSelected.includes(offer.id); const seen = state.experienceInspectedIds.includes(offer.id); const tradeoff = recruitTradeoff(offer); return `
${actorImage(offer, "offer-character")}${offer.id}
${localizedText(offer.name)} ${localizedText(offer.profession)} · ${bi("LV", "等级")} 1 ${offer.itemId} · ${localizedText(offer.item)}
+ ${bi(tradeoff[0][0], tradeoff[0][1])}
− ${bi(tradeoff[1][0], tradeoff[1][1])}
${seen ? bi("Inspected", "已查看") : bi("Inspect", "查看")} ${selected ? `✓ ${bi("Selected", "已选择")}` : bi("Select", "选择")} `; }).join("")}
${inspected ? (() => { const tradeoff = recruitTradeoff(inspected); return `${bi("INSPECTED TRADEOFF", "当前查看的取舍")} ${localizedText(inspected.name)} · ${localizedText(inspected.profession)} ${bi(tradeoff[0][0], tradeoff[0][1])};${bi(tradeoff[1][0], tradeoff[1][1])}。
${bi("One active equipment slot", "一个有效装备槽")} · ${inspected.itemId} ${localizedText(inspected.item)} `; })() : `${bi("INSPECT BEFORE CHOOSING", "选择前先查看")} ${bi("No Recruit inspected yet", "尚未查看任何队员")} ${bi("Inspect shows each benefit, cost and starting item without selecting for you.", "查看会说明优势、代价与初始装备,但不会替你做选择。")}
`}
${notice}
${bi("Back to Contract", "返回契约")} ${bi("Selected", "已选择")} ${state.experienceSelected.length}/2 · ${bi("Inspected", "已查看")} ${state.experienceInspectedIds.length}/4 ${bi("Review Company", "确认初始队伍")} ›
`;
return frame(screen, body, { variant: "p8-offers", resources: false });
}
function renderExperienceReview(screen) {
const chosen = generatedOffers.filter((offer) => state.experienceSelected.includes(offer.id));
const unchosen = generatedOffers.filter((offer) => !state.experienceSelected.includes(offer.id));
const difficulty = experienceDifficulty();
const body = `
${bi("SELECTED COMPANY", "选择的初始队伍")} ${chosen.map((offer) => recruitMarker(offer, true)).join("")}
${bi("NOT RETAINED AFTER COMMIT", "确认后不会保留")} ${unchosen.map((offer) => recruitMarker(offer, false)).join("")}
${bi("RUN TERMS", "远征条款")}
${bi("Contract", "契约")} ${bi(openingContract.name[0], openingContract.name[1])}
${bi("Difficulty", "难度")} ${difficulty ? bi(difficulty.name[0], difficulty.name[1]) : "-"}
${bi("Save slot", "存档位")} 01
${bi("Coin cost", "金币消耗")} 0
${bi("First Market", "首个集市")} ${bi("52 Coin · Company 2/4", "52金币 · 队伍2/4")}
${bi("Revise Recruits", "重新选择队员")} ${bi("Creating discards the two unchosen stable offers.", "创建后,两名未选择的固定候选将离开。")} ${bi("Create this expedition", "创建这次远征")}
`;
return frame(screen, body, { variant: "p8-review", resources: false });
}
function renderExperienceReceipt(screen) {
const chosen = generatedOffers.filter((offer) => state.experienceSelected.includes(offer.id));
const unchosen = generatedOffers.filter((offer) => !state.experienceSelected.includes(offer.id));
const difficulty = experienceDifficulty();
const body = `
${bi("COMPANY 2 / CAPACITY 4", "队伍 2 / 容量 4")} ${chosen.map((offer) => recruitMarker(offer, true)).join("")}${bi("UNCHOSEN OFFERS DISCARDED", "未选候选已离开")} ${unchosen.map((offer) => `${offer.id} ${localizedText(offer.name)}
`).join("")}${bi("RECEIPT", "创建回执")}
${bi("Contract", "契约")} ${openingContract.id}
${bi("Difficulty", "难度")} ${difficulty ? bi(difficulty.name[0], difficulty.name[1]) : "-"}
${bi("Coin", "金币")} +0 / −0
${bi("Next", "下一步")} ${bi("First Market", "首个集市")}
${bi("P8.2 LOCKED", "P8.2 尚未开启")} ${bi("Market preparation begins only after your P8.1 review.", "你确认 P8.1 后,才会开发集市整备体验。")}
${bi("Play P8.1 again", "重新体验 P8.1")} ${bi("End of this review package", "本次体验包到此结束")} ${bi("Open design atlas", "查看完整设计图册")}
`;
return frame(screen, body, { variant: "p8-receipt", resources: false });
}
function marketCompany() {
const opening = [generatedOffers[2], generatedOffers[3]];
const hired = state.marketHired.map((id) => firstMarketOffers.find((offer) => offer.id === id)).filter(Boolean);
return [...opening, ...hired];
}
function marketStepGroup() {
if (["market2", "hire_review", "hire_receipt", "market3", "hire2_review", "hire2_receipt"].includes(state.marketStep)) return "market";
if (["equipment_offer", "item_review", "item_receipt", "equip_select", "equip_receipt"].includes(state.marketStep)) return "equipment";
if (state.marketStep === "order") return "order";
return "receipt";
}
function marketProgress() {
const group = marketStepGroup();
const currentIndex = marketExperienceSteps.findIndex((step) => step[0] === group);
return `${marketExperienceSteps.map((step, index) => `${index < currentIndex ? "✓" : step[1]} ${escapeHtml(experienceStepLabel(step))} `).join("")} `;
}
function marketCompanyBench() {
const company = marketCompany();
return `${company.map((offer, index) => `
${actorImage(offer, "bench-actor-art")} ${localizedText(offer.name)} ${localizedText(offer.profession)} · LV ${offer.level} · XP ${offer.xp}/${offer.xpNext} ${offer.itemId} · ${localizedText(offer.item)}
${company.length - 1 - index} `).join("")}${Array.from({ length: 4 - company.length }, () => `
+ ${bi("Open Company slot", "空队伍席位")} ${bi("Hire one Recruit below", "从下方招募一名队员")}
`).join("")}
`;
}
function renderMarketExperienceBoard(screen) {
const company = marketCompany();
const available = firstMarketOffers.filter((offer) => !state.marketHired.includes(offer.id));
const focused = available.find((offer) => offer.id === state.marketFocusedOffer) || null;
const body = `
P8.2 · ${bi("FIRST MARKET", "首个集市")} ${bi("Hire two Recruits in separate transactions", "分两次招募队员")} ${bi("Coin", "金币")} ${state.marketCoin} ${bi("Company", "队伍")} ${company.length} / ${bi("capacity", "容量")} 4
${bi("Inspecting changes nothing. Every level-1 base Recruit costs 14 Coin.", "查看不会改变状态;每名一级基础职业队员价格都是14金币。")}
${marketCompanyBench()}
${available.map((offer) => `
${actorImage(offer, "market-offer-art")} ${offer.id} ${localizedText(offer.name)} ${localizedText(offer.profession)} · LV 1 · XP 0/30 ${localizedText(offer.read)}
${offer.itemId} · ${localizedText(offer.item)} 14${bi("Coin", "金币")} `).join("")}
${focused ? `${bi("FOCUSED OFFER", "当前查看")} ${localizedText(focused.name)} ${localizedText(focused.read)}
${bi("Individual level", "角色独立等级")} LV 1 · XP 0/30 ${bi("One equipment slot", "唯一装备槽")} · ${focused.itemId} ${bi("After hire", "招募后")} · ${bi("Company", "队伍")} ${company.length + 1}/4 · ${bi("Coin", "金币")} ${state.marketCoin - 14} ` : `${bi("NO OFFER SELECTED", "尚未选择报价")} ${bi("Inspect any stable offer", "点击任一固定报价进行查看")} ${bi("No Recruit is recommended or preselected.", "界面不会推荐或预选任何队员。")}
`}
${state.marketHired.length}/2 ${bi("hire receipts complete", "次招募回执已完成")} ${bi("Review this Recruit", "审核这名队员")} ›
`;
return frame(screen, body, { variant: "p8-2-market", resources: false });
}
function renderMarketHireReview(screen) {
const offer = firstMarketOffers.find((entry) => entry.id === state.marketFocusedOffer);
const company = marketCompany();
const operation = state.marketHired.length === 0 ? "HIRE-P82-001" : "HIRE-P82-002";
const body = `
P8.2 · ${bi("RECRUIT REVIEW", "招募审核")} ${bi("Confirm one Recruit transaction", "确认一次独立招募")}
${bi("GENERATED RECRUIT", "生成队员")} ${localizedText(offer.name)} ${localizedText(offer.profession)} · ${localizedText(offer.trait)} ${bi("Individual level", "角色独立等级")} LV 1 · XP 0/30
${bi("One equipment slot", "唯一装备槽")} ${offer.itemId} · ${localizedText(offer.item)}
${localizedText(offer.read)}
${bi("TRANSACTION", "交易内容")}
${bi("Operation", "操作编号")} ${operation}
${bi("Price", "价格")} 14 ${bi("Coin", "金币")}
${bi("Balance", "余额")} ${state.marketCoin} → ${state.marketCoin - 14}
${bi("Company", "队伍")} ${company.length} → ${company.length + 1}
${bi("Capacity", "容量")} 4 → 4
${bi("Cancel", "取消")} ${bi("No combined Hire Two action", "没有合并招募两人的操作")} ${bi("Hire for 14 Coin", "花费14金币招募")}
`;
return frame(screen, body, { variant: "p8-2-hire-review", resources: false });
}
function renderMarketHireReceipt(screen) {
const offer = firstMarketOffers.find((entry) => entry.id === state.marketHired.at(-1));
const number = state.marketHired.length;
const body = `✓ ${bi("HIRE RECEIPT", "招募回执")} ${number}/2
${localizedText(offer.name)} ${bi("joined the Company", "已加入队伍")} HIRE-P82-00${number} ${bi("Coin", "金币")} ${state.marketCoin + 14} → ${state.marketCoin}
${bi("Company", "队伍")} ${marketCompany().length - 1} → ${marketCompany().length}
${bi("Capacity", "容量")} 4 → 4
${number < 2 ? bi("One more separate hire remains", "还需再完成一次独立招募") : bi("Company capacity is filled", "队伍容量已经填满")} ${number < 2 ? bi("Return to stable offers", "返回固定报价") : bi("Continue to equipment", "继续处理装备")} › `;
return frame(screen, body, { variant: "p8-2-hire-receipt", resources: false });
}
function renderMarketEquipmentOffer(screen) {
const body = `P8.2 · ${bi("EQUIPMENT OFFER", "装备报价")} ${bi("Buy first, equip separately", "先购买,再单独装备")} ${bi("Coin", "金币")} ${state.marketCoin} ${bi("Inventory", "库存")} 0 / 12
${bi("Buying changes inventory ownership only. It will not choose a wearer.", "购买只改变库存归属,不会自动选择装备者。")}
${equipmentImage(firstMarketItem.name, "item-offer-art")}${firstMarketItem.id}
${bi("TIER 0 · REGION 1", "零阶 · 第一区域")} ${localizedText(firstMarketItem.name)} + ${bi(firstMarketItem.effect[0], firstMarketItem.effect[1])}
− ${bi(firstMarketItem.tradeoff[0], firstMarketItem.tradeoff[1])}
${bi("PRICE", "价格")} 12 ${bi("Coin", "金币")} ${state.marketCoin} → ${state.marketCoin - 12} ${bi("No Recruit will equip it automatically", "不会自动给任何队员装备")} ${bi("Review purchase", "审核购买")} › `;
return frame(screen, body, { variant: "p8-2-equipment-offer", resources: false });
}
function renderMarketItemReview(screen) {
const body = `${equipmentImage(firstMarketItem.name, "item-offer-art")}${firstMarketItem.id} ${bi("PURCHASE REVIEW", "购买审核")} ${localizedText(firstMarketItem.name)} ${bi(firstMarketItem.effect[0], firstMarketItem.effect[1])}
${bi(firstMarketItem.tradeoff[0], firstMarketItem.tradeoff[1])}
${bi("Inventory", "库存")} 0 → 1
${bi("Equipped Recruit", "装备者")} ${bi("None · choose later", "无 · 稍后选择")}
${bi("Cancel", "取消")} ${bi("Purchase does not equip", "购买不会自动装备")} ${bi("Buy for 12 Coin", "花费12金币购买")} `;
return frame(screen, body, { variant: "p8-2-item-review", resources: false });
}
function renderMarketItemReceipt(screen) {
const body = `✓ ${bi("PURCHASE RECEIPT", "购买回执")}
${localizedText(firstMarketItem.name)} ${bi("added to run inventory", "已加入本轮库存")} BUY-P82-EQ-001 ${equipmentImage(firstMarketItem.name, "inventory-item-art")}${firstMarketItem.id} ${localizedText(firstMarketItem.name)}
${Array.from({length: 11}, () => `+ ${bi("Empty", "空")}
`).join("")}${bi("Coin", "金币")} 24 → 12
${bi("Inventory", "库存")} 0 → 1
${bi("Equipped", "已装备")} ${bi("Nobody", "无人")}
${bi("Now choose a wearer explicitly", "现在请明确选择一名装备者")} ${bi("Choose wearer", "选择装备者")} › `;
return frame(screen, body, { variant: "p8-2-item-receipt", resources: false });
}
function renderMarketEquipSelect(screen) {
const company = marketCompany();
const target = company.find((offer) => offer.id === state.marketEquipTarget) || null;
const body = `${company.map((offer) => `${actorImage(offer, "bench-actor-art")} ${localizedText(offer.name)} LV 1 · XP 0/30 ${bi("Current", "当前")} ${offer.itemId} · ${localizedText(offer.item)}
`).join("")} ${bi("BEHAVIOR DELTA", "行为变化")} ${target ? `${target.itemId} → ${firstMarketItem.id} ${bi("Equipped after Apply", "应用后装备")} ${firstMarketItem.id} · ${localizedText(firstMarketItem.name)}
${bi("Returned to inventory", "退回库存")} ${target.itemId} · ${localizedText(target.item)}
${bi(firstMarketItem.effect[0], firstMarketItem.effect[1])} ` : `${bi("No wearer selected", "尚未选择装备者")} ${bi("Select a Recruit to preview the atomic replacement.", "请选择队员,查看一次性替换结果。")}
`}${bi("One active item before and after", "替换前后都只有一个有效装备")} ${bi("Apply replacement", "应用替换")} `;
return frame(screen, body, { variant: "p8-2-equip-select", resources: false });
}
function renderMarketEquipReceipt(screen) {
const target = marketCompany().find((offer) => offer.id === state.marketEquipTarget);
const body = `✓ ${bi("EQUIPMENT RECEIPT", "装备回执")}
${localizedText(target.name)} ${bi("now carries", "现在装备")} ${localizedText(firstMarketItem.name)} EQUIP-P82-001 ${actorImage(target, "offer-character")}${localizedText(target.name)} ${bi("ONE SLOT", "唯一装备槽")} · ${firstMarketItem.id} ${bi("EQUIPPED", "已装备")} ${equipmentImage(firstMarketItem.name, "inventory-item-art")}${firstMarketItem.id} · ${localizedText(firstMarketItem.name)}
${bi("RETURNED TO INVENTORY", "退回库存")} ${equipmentImage(target.item, "inventory-item-art")}${target.itemId} · ${localizedText(target.item)}
${bi("Active items on Recruit", "该队员有效装备数")} 1 → 1
${bi("Inventory items", "库存装备数")} 1 → 1
${bi("Replacement committed atomically", "替换已作为一次操作完成")} ${bi("Continue to Party order", "继续调整横队")} › `;
return frame(screen, body, { variant: "p8-2-equip-receipt", resources: false });
}
function marketOrderedCompany() {
const company = marketCompany();
if (!state.marketOrder.length) state.marketOrder = company.map((offer) => offer.id);
return state.marketOrder.map((id) => company.find((offer) => offer.id === id)).filter(Boolean);
}
function renderMarketOrder(screen) {
const ordered = marketOrderedCompany();
const body = `← ${bi("PROTECTED REAR", "受保护后排")} ${bi("EXPOSED FRONT", "暴露前排")} →
${ordered.map((offer, index) => `${actorImage(offer, "party-actor-art")} ${ordered.length - 1 - index} ${localizedText(offer.name)} ${offer.id === state.marketEquipTarget ? firstMarketItem.id : offer.itemId} `).join("")} ${bi("CURRENT EFFECT", "当前影响")} ${state.marketOrderChanged ? bi("Order changed", "站位已经改变") : bi("Original order", "初始站位")} ${state.marketOrderSource ? bi("Now tap a destination Recruit to swap positions.", "现在点击目标队员以交换位置。") : bi("Position changes alter protection, reach and first legal targets.", "站位会改变保护、攻击距离和首个合法目标。")}
${bi("Drag is optional; tap-select/tap-destination is complete.", "无需拖动;点击选择再点击目标即可完成。")} ${bi("Undo order", "撤销站位")} ${state.marketOrderSource ? bi("Choose destination", "请选择目标位置") : state.marketOrderChanged ? bi("Order ready to save", "站位可以保存") : bi("Make one meaningful swap", "请完成一次有意义的换位")} ${bi("Save Order", "保存站位")} `;
return frame(screen, body, { variant: "p8-2-order", resources: false });
}
function renderMarketReadyReceipt(screen) {
const ordered = marketOrderedCompany();
const target = marketCompany().find((offer) => offer.id === state.marketEquipTarget);
const body = `${bi("PROTECTED REAR", "受保护后排")} ${ordered.map((offer, index) => `${actorImage(offer, "party-actor-art")}
${ordered.length - 1 - index} ${localizedText(offer.name)} ${offer.id === target.id ? firstMarketItem.id : offer.itemId} `).join("")}${bi("EXPOSED FRONT", "暴露前排")} ${bi("Coin", "金币")} 12 52 − 14 − 14 − 12 ${bi("Company / capacity", "队伍 / 容量")} 4 / 4 ${bi("Two separate hire receipts", "两次独立招募回执")} ${bi("Equipment", "装备")} ${firstMarketItem.id} → ${localizedText(target.name)} ${target.itemId} ${bi("returned", "已退回库存")} ${bi("Order", "站位")} ${ordered.map((offer) => offer.id).join(" → ")} ${bi("Rear-left to front-right", "从左后排到右前排")} ${bi("P8.3 LOCKED", "P8.3 尚未开启")} ${bi("Risk and battle begin only after your P8.2 review.", "你确认 P8.2 后,才会开发风险与战斗体验。")}
${bi("Play P8.2 again", "重新体验 P8.2")} ${bi("End of Market preparation package", "集市整备体验包到此结束")} ${bi("Open design atlas", "查看完整设计图册")} `;
return frame(screen, body, { variant: "p8-2-ready", resources: false });
}
function renderMarketExperience() {
const marketScreen = getScreen("SHP-001");
const recruitScreen = getScreen("SHP-002");
const equipmentScreen = getScreen("EQP-002");
const orderScreen = getScreen("PTY-001");
let stage;
if (["market2", "market3"].includes(state.marketStep)) stage = renderMarketExperienceBoard(marketScreen);
else if (["hire_review", "hire2_review"].includes(state.marketStep)) stage = renderMarketHireReview(recruitScreen);
else if (["hire_receipt", "hire2_receipt"].includes(state.marketStep)) stage = renderMarketHireReceipt(recruitScreen);
else if (state.marketStep === "equipment_offer") stage = renderMarketEquipmentOffer(marketScreen);
else if (state.marketStep === "item_review") stage = renderMarketItemReview(getScreen("SHP-003"));
else if (state.marketStep === "item_receipt") stage = renderMarketItemReceipt(getScreen("SHP-003"));
else if (state.marketStep === "equip_select") stage = renderMarketEquipSelect(equipmentScreen);
else if (state.marketStep === "equip_receipt") stage = renderMarketEquipReceipt(equipmentScreen);
else if (state.marketStep === "order") stage = renderMarketOrder(orderScreen);
else stage = renderMarketReadyReceipt(orderScreen);
return `PHASE 8 · PACKAGE 2 ${bi("Play Market preparation", "体验集市整备")} ${bi("Complete two hires, one equipment replacement and one Party-order decision. Risk remains locked.", "完成两次招募、一次装备替换和一次横队决策;风险选择仍未开启。")}
P8.1 ✓ P8.2 ${bi("Owner play gate", "等待你的体验结论")}
${marketProgress()}
${stage}
P8.1 ${bi("Accepted", "已通过")} P8.2 ${bi("Market preparation", "集市整备")} P8.3 ${bi("Risk and battle · locked", "风险与战斗 · 未开启")} P8.4 ${bi("Result and recovery · locked", "结果与恢复 · 未开启")} P8.5 ${bi("Integrated loop · locked", "完整循环 · 未开启")}
`;
}
function p83PreparedCompany() {
return [generatedOffers[2], firstMarketOffers[0], generatedOffers[3], firstMarketOffers[1]].map((offer) => ({
...offer,
itemId: offer.id === "OFF-03" ? firstMarketItem.id : offer.itemId,
item: offer.id === "OFF-03" ? firstMarketItem.name : offer.item,
}));
}
function p83RiskOffer() {
return p83RiskOffers.find((offer) => offer.id === state.riskSelected) || null;
}
function p83StepGroup() {
if (state.riskStep === "board") return "risk";
if (["review", "receipt"].includes(state.riskStep)) return "commit";
if (["opening", "battle"].includes(state.riskStep)) return "battle";
return "resolved";
}
function p83Progress() {
const group = p83StepGroup();
const currentIndex = riskExperienceSteps.findIndex((step) => step[0] === group);
return `${riskExperienceSteps.map((step, index) => `${index < currentIndex ? "✓" : step[1]} ${escapeHtml(experienceStepLabel(step))} `).join("")} `;
}
function p83PreparedLine(className = "p83-party-line") {
const company = p83PreparedCompany();
return `${bi("PROTECTED REAR", "受保护后排")} ${company.map((offer, index) => `
${actorImage(offer, "p83-party-actor")}
${company.length - 1 - index} ${localizedText(offer.name)} ${offer.itemId} `).join("")}
${bi("EXPOSED FRONT", "暴露前排")} `;
}
function renderP83RiskBoard(screen) {
const selected = p83RiskOffer();
const body = `P8.3 · ${bi("RISK BOARD", "风险看板")} ${bi("Choose pressure, not a hidden result", "选择压力类型,而不是猜隐藏结果")} ${bi("Coin", "金币")} 12 ${bi("Standard retreat fee", "标准难度撤退费")} 6
${bi("Selection changes nothing. Compare known pressure, uncertainty and reward class.", "选择本身不会提交任何内容;请比较已知压力、不确定性和奖励类型。")}
${p83RiskOffers.map((offer) => `${offer.id} ${bi(offer.name[0], offer.name[1])} ${bi(offer.exposure[0], offer.exposure[1])} ${bi("exposure", "暴露")} ${bi("Pressure", "压力")} ${bi(offer.pressure[0], offer.pressure[1])}
${bi("Unknown", "未知")} ${bi(offer.uncertainty[0], offer.uncertainty[1])}
${offer.enemies.map((enemy) => `
${enemy[0] === "Unknown" ? "?" : ` `}${bi(enemy[0], enemy[1])} `).join("")}
${bi("Reward", "奖励")} · ${bi(offer.reward[0], offer.reward[1])} `).join("")} ${selected ? `${bi("CURRENT COMPARISON", "当前比较")} ${bi(selected.name[0], selected.name[1])} ${bi(selected.coverage[0], selected.coverage[1])} ${selected.enemies.map((enemy, index) => `
0${index + 1} ${bi(enemy[0], enemy[1])}
`).join("")}
${bi("Choosing has not spent Coin, changed order or started battle.", "当前选择没有花费金币、改变站位或开始战斗。")} ` : `${bi("NO RISK SELECTED", "尚未选择风险")} ${bi("Compare all three stable offers", "比较三个固定风险")} ${bi("No option is recommended or preselected.", "界面不会推荐或预选任何选项。")}
${bi("Company", "队伍")} 4/4 12 ${bi("Coin", "金币")} EQ-012 → Tomas 3 → 2 → 1 → 0
`} ${bi("Prepared Company", "已整备队伍")} 4/4 · EQ-012 → Tomas Vale ${bi("Review selected risk", "审核所选风险")} › `;
return frame(screen, body, { variant: "p8-3-risk", resources: false });
}
function renderP83RiskReview(screen) {
const offer = p83RiskOffer();
const body = `${bi("KNOWN THREAT", "已知威胁")} ${bi(offer.pressure[0], offer.pressure[1])} ${offer.enemies.map((enemy, index) => `0${index + 1} ${bi(enemy[0], enemy[1])}
`).join("")}${bi(offer.uncertainty[0], offer.uncertainty[1])} ${bi("FROZEN PREPARATION", "冻结的整备状态")} ${p83PreparedLine("p83-review-line")}12 ${bi("Coin", "金币")} · ${bi("Company", "队伍")} 4/4 · EQ-012 → Tomas Vale
${bi("COMMIT TERMS", "确认条款")}
${bi("Risk ID", "风险编号")} ${offer.id}
${bi("Reward", "奖励")} ${bi(offer.reward[0], offer.reward[1])}
${bi("Exposure", "暴露")} ${bi(offer.exposure[0], offer.exposure[1])}
${bi("Entry cost", "进入费用")} 0 ${bi("Coin", "金币")}
${bi("Retreat", "撤退")} 6 ${bi("Coin", "金币")} · ${bi("not executed", "尚未执行")} ${bi("Cancel", "取消")} ${bi("Commit freezes risk and preparation once", "确认后只会冻结一次风险与整备状态")} ${bi("Commit risk", "确认风险")} `;
return frame(screen, body, { variant: "p8-3-risk-review", resources: false });
}
function renderP83RiskReceipt(screen) {
const offer = p83RiskOffer();
const body = `✓ ${bi("RISK RECEIPT", "风险回执")}
${bi(offer.name[0], offer.name[1])} ${bi("committed", "已确认")} RISK-P83-001 ${p83PreparedLine("p83-receipt-line")} ${bi("Risk", "风险")} ${offer.id}
${bi("Coin", "金币")} 12 → 12
${bi("Order", "站位")} 3 → 2 → 1 → 0
${bi("Commit", "提交")} 1 / 1
${bi("Battle timeline has not started", "战斗时间线尚未开始")} ${bi("Open Battle", "进入战斗开场")} › `;
return frame(screen, body, { variant: "p8-3-risk-receipt", resources: false });
}
function p83EnemyLine(offer) {
return `${bi("ENEMY FRONT", "敌方前排")} ${offer.enemies.map((enemy, index) => `
${enemy[0] === "Unknown" ? "?" : `
`}
${index} ${bi(enemy[0], enemy[1])} `).join("")}
${bi("ENEMY REAR", "敌方后排")} `;
}
function p83MotionSprite(side, motion, speed, className = "") {
const frames = p83MotionAssets[side][motion] || p83MotionAssets[side].idle;
const fps = motion === "idle" ? 6 : motion === "advance" ? 10 : 12;
const duration = frames.length / fps;
const frameDuration = duration / frames.length;
return `${frames.map((src, index) => ` `).join("")} `;
}
const p83ContactX = 52.5;
function p83FormationState(eventIndex, frozen = false) {
const entryAllies = [7, 17, 27, 37];
const engagedAllies = [46.5, 36, 16, 26];
const entryEnemies = [72, 82, 92];
const engagedEnemies = [58.2, 69.5, 80.8];
return {
phase: frozen ? "entry" : eventIndex === 0 ? "closing" : eventIndex >= 7 ? "replacement" : "contact",
translating: !frozen && eventIndex === 0,
allyFrom: entryAllies,
allyX: frozen ? entryAllies : engagedAllies,
enemyFrom: entryEnemies,
enemyX: frozen ? entryEnemies : eventIndex >= 7 ? [58.2, 58.2, 69.5] : engagedEnemies,
};
}
function p83AllyMotion(offer, eventIndex) {
if (offer.profession === "Hearthguard") {
if (eventIndex <= 1) return "advance";
if (eventIndex === 2) return "attack";
if (eventIndex === 3) return "protect";
return "idle";
}
if (eventIndex <= 1 && offer.profession === "Wayrunner") return "advance";
if (eventIndex === 2 && offer.profession === "Wayrunner") return "attack";
if (eventIndex === 4 && offer.profession === "Farstring") return "ranged";
if (eventIndex === 5 && offer.profession === "Kindhand") return "sustain";
return "idle";
}
function p83EnemyMotion(index, eventIndex) {
if (eventIndex <= 1) return "advance";
if (eventIndex === 2 && index === 0) return "hit";
if (eventIndex === 3 && index === 0) return "attack";
if (eventIndex === 4 && index > 0) return "hit";
if (eventIndex === 6 && index > 0) return "telegraph";
if (eventIndex >= 7 && index === 0) return "fallen";
if (eventIndex === 7 && index === 1) return "advance";
return "idle";
}
function p83AllyHealth(index, eventIndex) {
const base = [88, 100, 82, 92][index];
if (index === 1 && eventIndex >= 3 && eventIndex < 5) return 72;
if (index === 1 && eventIndex >= 5) return 88;
if (index === 0 && eventIndex >= 6) return 76;
return base;
}
function p83EnemyHealth(index, count, eventIndex) {
if (index === 0 && eventIndex >= 7) return 0;
if (index === 0 && eventIndex >= 2) return 72;
if (index === count - 1 && eventIndex >= 4) return 72;
return 100;
}
function p83AllyFighter(offer, index, eventIndex, formation) {
const motion = p83AllyMotion(offer, eventIndex);
const isFrameAnimated = offer.profession === "Hearthguard";
const body = isFrameAnimated
? p83MotionSprite("recruit", motion === "ranged" || motion === "sustain" ? "idle" : motion, state.riskBattleSpeed, "p83-fighter-frame")
: `${actorImage(offer, "p83-fighter-art")} `;
const x = formation.allyX[index];
const hp = p83AllyHealth(index, eventIndex);
const lineRole = ["Wayrunner", "Hearthguard"].includes(offer.profession) ? "front" : "rear";
return `
${localizedText(offer.profession)} ${localizedText(offer.name)}
${body}
`;
}
function p83EnemyFighter(enemy, index, count, eventIndex, formation) {
const motion = p83EnemyMotion(index, eventIndex);
const x = formation.enemyX[index] ?? formation.enemyX.at(-1);
const hp = p83EnemyHealth(index, count, eventIndex);
const fallen = index === 0 && eventIndex >= 7;
const casterDemo = index === count - 1 && eventIndex === 6;
return `
${bi("ENEMY", "敌人")} 0${index + 1} ${bi(enemy[0], enemy[1])}
${enemy[0] === "Unknown" ? `? ` : p83MotionSprite("enemy", motion, state.riskBattleSpeed, "p83-fighter-frame")}
`;
}
function p83ArenaEffects(eventIndex, enemyCount) {
if (eventIndex === 1) return `${bi("CONTACT · STOP", "接敌 · 停止推进")}
`;
if (eventIndex === 2) return `${bi("MELEE CONTACT", "近战接触")}
${effectImage("damage", "")}
-28 ${equipmentImage(firstMarketItem.name, "")}EQ-012 · ${bi("LEGAL RETARGET", "合法改换目标")}
`;
if (eventIndex === 3) return `${effectImage("protect", "")}
${bi("GUARD · 100→72", "格挡 · 100→72")} `;
if (eventIndex === 4) return `${effectImage("damage", "")}
100→72 `;
if (eventIndex === 5) return `
72→88 `;
if (eventIndex === 6) return `PF-B06 · ${bi("RIFTCALLER LANGUAGE", "裂隙召唤师动作语言")} ${bi("Enemy-side behavior demo · not a fifth ally", "敌方行为演示 · 不是我方第五人")}
✦
88→76 `;
if (eventIndex === 7) return `${bi("NEXT LIVING FRONT ADVANCES", "下一名存活前排补进")}
${bi("DOWN · STAYS DOWN", "倒下 · 不会复活")} ${bi("No Reserve entry", "无后备入场")}
`;
return "";
}
function p83BattleArena(offer, eventIndex, frozen = false) {
const company = p83PreparedCompany();
const formation = p83FormationState(eventIndex, frozen);
return `
${bi("COMPANY", "我方队伍")} 4
${bi("ENEMIES", "敌方单位")} ${offer.enemies.length}
${company.map((unit, index) => p83AllyFighter(unit, index, eventIndex, formation)).join("")}
${offer.enemies.map((enemy, index) => p83EnemyFighter(enemy, index, offer.enemies.length, eventIndex, formation)).join("")}
${p83ArenaEffects(eventIndex, offer.enemies.length)}
${bi("REAR", "后排")} ←
→ ${bi("PRESSURE FRONT", "接敌前线")}
`;
}
function renderP83BattleOpening(screen) {
const offer = p83RiskOffer();
const body = `P8.3R2 · ${bi("FRONTLINE BEHAVIOR", "前线行为演示")} ${bi("Both lines will move until contact", "双方会推进到接触线,再自动战斗")} ${bi("NO COMBAT RESPAWN", "战斗中不会复活")} ${bi("NO RESERVE AUTO-ENTRY", "后备队员不会自动补位")}
${bi("Watch melee stop at contact, rear healing and ranged attacks, a distinct spell demonstration, then frontline replacement.", "你将看到近战接敌停步、后排治疗与远射、独立法术演示,以及前排倒下后的补进。")}
${p83BattleArena(offer, 0, true)}
${bi("FIRST KNOWN THREAT", "首个已知威胁")} ${bi(offer.pressure[0], offer.pressure[1])} ${bi("The saved order enters unchanged. Role movement is shown visibly after entry; observation controls never issue actions.", "已保存站位原样入场;随后职业移动会直接显示,观察控制不会下达行动。")}
${offer.id} · ${bi("four-person Company frozen", "四人队伍已冻结")} ${bi("Watch frontline behavior", "观看前线战斗")} › `;
return frame(screen, body, { variant: "p8-3-opening", resources: false, artSrc: "assets/web/ch01_battle.webp" });
}
function renderP83Battle(screen) {
const offer = p83RiskOffer();
const eventIndex = Math.min(state.riskBattleTick, p83BattleEvents.length - 1);
const current = p83BattleEvents[eventIndex];
const inspected = p83BattleEvents[state.riskInspectEvent === null ? eventIndex : state.riskInspectEvent];
const visible = p83BattleEvents.slice(0, eventIndex + 1);
const progress = eventIndex / (p83BattleEvents.length - 1) * 100;
const body = `P8.3R2 · ${bi("FRONTLINE BEHAVIOR", "前线行为演示")}
${bi(current.title[0], current.title[1])} ${state.riskBattlePaused ? "▶" : "Ⅱ"} ${[1,2,4].map((speed) => `${speed}x `).join("")}${bi("Cause", "因果")}
${bi("No combat respawn", "战斗中不会复活")} ${bi("No Reserve auto-entry", "后备不会自动补位")} ${state.riskBattlePaused ? bi("PAUSED", "已暂停") : `${state.riskBattleSpeed}x · ${bi("AUTO", "自动")}`}
${p83BattleArena(offer, eventIndex)}
${current.time} · ${bi("CURRENT ACTION", "当前动作")} ${bi(current.title[0], current.title[1])} ${bi(current.detail[0], current.detail[1])}
${p83BattleEvents.map((event, index) => ` eventIndex ? "disabled" : ""} class="${index <= eventIndex ? "is-reached" : ""} ${index === eventIndex ? "is-current" : ""}">${event.time} `).join("")}
${eventIndex === p83BattleEvents.length - 1 ? `
${bi("Behavior demonstration complete; result is still withheld", "战斗行为演示完成;胜负结果仍未揭示")} ${bi("Complete observation", "完成观察")} › ` : ""}${state.riskInspectOpen ? `
${bi("PINNED CAUSE", "固定因果事件")} · ${inspected.time} ${bi(inspected.title[0], inspected.title[1])} ${bi(inspected.detail[0], inspected.detail[1])}
${bi("Risk", "风险")} ${offer.id}
${bi("Prepared order", "整备站位")} OFF-03 → MKT-R1-01 → OFF-04 → MKT-R1-02
${bi("Observation", "观察")} ${bi("Motion paused; no progress or result mutation", "动作已暂停;不会改变进度或结果")} ${bi("Close cause", "关闭因果说明")} ` : ""}
`;
return frame(screen, body, { variant: "p8-3-battle", resources: false, artSrc: "assets/web/ch01_battle.webp" });
}
function renderP83Resolved(screen) {
const offer = p83RiskOffer();
const body = `${bi("Chosen risk", "所选风险")} ${bi(offer.name[0], offer.name[1])} ${offer.id} ${bi("Last event", "最后事件")} ${p83BattleEvents.at(-1).time} ${bi(p83BattleEvents.at(-1).title[0], p83BattleEvents.at(-1).title[1])} ${bi("Observation controls", "观察控制")} ${bi("Pause · 1x/2x/4x · Cause", "暂停 · 1x/2x/4x · 因果")} ${bi("Result unchanged", "结果未被改变")} ${p83PreparedLine("p83-receipt-line")}
${bi("PREPARATION CAUSES SEEN", "已看到的整备因果")} EQ-012 ${bi("retargeted", "改变目标")} ${bi("adjacent Guard intercepted", "相邻护盾完成拦截")} ${bi("rear reach interrupted pressure", "后排射程打断压力")} ${bi("P8.4 LOCKED", "P8.4 尚未开启")} ${bi("Victory/defeat, casualties, rewards and recovery begin only after your P8.3 review.", "胜负、伤亡、奖励与恢复要在你确认 P8.3 后才会开发。")}
${bi("Play P8.3 again", "重新体验 P8.3")} ${bi("No result judgment in this package", "本体验包不包含结果判断")} ${bi("Open design atlas", "查看完整设计图册")} `;
return frame(screen, body, { variant: "p8-3-resolved", resources: false });
}
function renderRiskBattleExperience() {
let stage;
if (state.riskStep === "board") stage = renderP83RiskBoard(getScreen("RSK-001"));
else if (state.riskStep === "review") stage = renderP83RiskReview(getScreen("RSK-002"));
else if (state.riskStep === "receipt") stage = renderP83RiskReceipt(getScreen("RSK-002"));
else if (state.riskStep === "opening") stage = renderP83BattleOpening(getScreen("BAT-001"));
else if (state.riskStep === "battle") stage = renderP83Battle(getScreen("BAT-002"));
else stage = renderP83Resolved(getScreen("BAT-002"));
return `PHASE 8 · PACKAGE 3 ${bi("Play Risk and automatic battle", "体验风险与自动战斗")} ${bi("Choose one pressure profile, freeze preparation and observe one causal automatic-battle sequence. Results remain locked.", "选择一种压力、冻结整备状态,并观察一条可解释的自动战斗因果链;结果仍未开启。")}
P8.1 ✓ P8.2 ✓ P8.3 ${bi("Owner play gate", "等待你的体验结论")}
${p83Progress()}
${stage}
P8.1 ${bi("Accepted", "已通过")} P8.2 ${bi("Accepted", "已通过")} P8.3 ${bi("Risk and battle", "风险与战斗")} P8.4 ${bi("Result and recovery · locked", "结果与恢复 · 未开启")} P8.5 ${bi("Integrated loop · locked", "完整循环 · 未开启")}
`;
}
function p84StepGroup() {
if (["diagnosis"].includes(state.resultStep)) return "result";
if (["casualty_review", "casualty_receipt"].includes(state.resultStep)) return "casualty";
if (["reward", "artifact", "reward_review", "reward_receipt"].includes(state.resultStep)) return "reward";
if (["recovery", "recovery_review", "recovery_receipt"].includes(state.resultStep)) return "recovery";
return "market";
}
function p84Progress() {
const group = p84StepGroup();
const currentIndex = resultExperienceSteps.findIndex((step) => step[0] === group);
return `${resultExperienceSteps.map((step, index) => `${index < currentIndex ? "✓" : step[1]} ${escapeHtml(experienceStepLabel(step))} `).join("")} `;
}
function p84RewardResult() {
if (!state.rewardCommitted || state.rewardSelected === "decline") return { coin: 46, item: null, artifact: null, label: bi("Declined", "已放弃") };
if (state.rewardSelected === "coin") return { coin: 59, item: null, artifact: null, label: bi("13 Coin", "13金币") };
if (state.rewardSelected === "equipment") return { coin: 46, item: "EQ-017", artifact: null, label: bi("EQ-017 Bracehook Cuff", "EQ-017 支撑钩腕带") };
const artifact = p84Artifacts.find((entry) => entry.id === state.artifactSelected);
return { coin: 46, item: null, artifact: artifact?.id || null, label: artifact ? `${artifact.id} ${bi(artifact.name[0], artifact.name[1])}` : "" };
}
function p84RecoveryResult() {
const reward = p84RewardResult();
if (!state.recoveryCommitted) return { ...reward, credit: 14, company: 3, hired: false, protected: true };
if (state.recoverySelected === "credit") return { ...reward, credit: 0, company: 4, hired: true, protected: false };
if (state.recoverySelected === "coin") return { ...reward, coin: reward.coin - 14, credit: 14, company: 4, hired: true, protected: false };
return { ...reward, credit: 14, company: 3, hired: false, protected: false };
}
function p84SurvivorLine(includeRecovery = false) {
const survivors = p83PreparedCompany().filter((entry) => entry.id !== "MKT-R1-02");
const units = includeRecovery && p84RecoveryResult().hired
? [...survivors, { id: "RCV-P84-01", name: "Vela Dorn", profession: "Farstring", art: actorAssets.Farstring, itemId: null }]
: survivors;
return `${units.map((unit) => `
${actorImage(unit, "p84-company-actor")}
${localizedText(unit.name)} ${localizedText(unit.profession)} · ${unit.itemId || bi("no item", "无装备")} `).join("")}${units.length === 3 ? `
+
${bi("Open footprint", "空缺位置")} ${bi("No automatic replacement", "不会自动补员")} ` : ""}
`;
}
function renderP84Diagnosis(screen) {
const body = `${bi("VICTORY", "胜利")} P8.4 · ${bi("EARLIEST DIVERGENCE", "最早因果分歧")}
${bi("The line won, but Ilya did not return", "队伍赢了,但 Ilya 没有回来")} OUTCOME-P84-001 ${p83PreparedCompany().map((unit) => `
${actorImage(unit, "p84-cause-actor")}${localizedText(unit.name)} `).join("")}
EQ-014 00:13.6 · EV-P84-09 ${bi("Rear pressure reaches Ilya as an area hit.", "后排压力以范围攻击命中 Ilya。")} ${bi("FIRST DECISIVE DIVERGENCE", "首个决定性分歧")} ${bi("Quiet Rearplate converts that area hit to direct. The disclosed direct-hit rider resolves and Ilya becomes Fallen.", "寂静后甲把范围攻击转成直接命中;已公开的直接命中追加效果结算,Ilya 进入阵亡状态。")} 00:14.4 ${bi("The remaining three resolve the final legal attack and win.", "其余三人完成最后一次合法攻击并取得胜利。")} ${bi("Outcome", "战果")} ${bi("Victory", "胜利")} RSK-P83-02 · B0/R1/Q2 ${bi("Battle Coin", "战斗金币")} +34 12 → 46 ${bi("Living Company", "存活队伍")} 3 / 4 ${bi("before settlement", "等待伤亡结算")} ${bi("Diagnosis appears before totals; no loss or reward has been committed.", "先解释因果,再显示汇总;伤亡与奖励都尚未提交。")} ${bi("Review permanent loss", "审核永久损失")} › `;
return frame(screen, body, { variant: "p8-4-diagnosis", resources: false });
}
function renderP84CasualtyReview(screen) {
const ilya = firstMarketOffers.find((entry) => entry.id === "MKT-R1-02");
const body = `P8.4 · ${bi("CASUALTY SETTLEMENT", "伤亡结算")} ${bi("One atomic loss, three exact consequences", "一次原子结算,三项明确后果")} ${bi("Review changes nothing. Commit permanently removes Ilya, returns her item and grants Credit together.", "审核不会改变状态;提交后会同时永久移除 Ilya、退回装备并发放补员凭证。")}
${actorImage(ilya, "p84-casualty-actor")}
MKT-R1-02 · ${bi("FALLEN", "已阵亡")} Ilya Venn ${bi("Farstring · Level 1 · Clear Measure", "远弦 · 1级 · 清晰尺度")}
${bi("No resurrection · no Reserve auto-entry", "不会复活 · 后备不会自动入场")} 1 ${bi("Permanent Recruit removal", "永久移除队员")} MKT-R1-02 · Company 4 → 3
2 ${bi("Equipment return", "装备退回")} EQ-014 Quiet Rearplate → ${bi("inventory", "库存")}
3 ${bi("Replacement Credit", "补员凭证")} min(14, 10 + floor(14 / 2)) = 14
${bi("OPERATION PREVIEW", "操作预览")} CASUALTY-P84-001
${bi("Coin", "金币")} 46 → 46
${bi("Credit", "凭证")} 0 → 14
${bi("Inventory", "库存")} + EQ-014 ${bi("Back to diagnosis", "返回因果诊断")} ${bi("All three deltas apply or none apply", "三项后果必须全部提交,否则全部不提交")} ${bi("Settle casualty", "确认伤亡结算")} `;
return frame(screen, body, { variant: "p8-4-casualty-review", resources: false });
}
function renderP84CasualtyReceipt(screen) {
const body = `${bi("Company", "队伍")} 4 → 3 ${bi("Credit", "凭证")} 0 → 14 ${bi("Returned", "已退回")} EQ-014 ${bi("Commit", "提交")} 1 / 1 ${bi("Protected recovery offer created", "已创建受保护补员")} RCV-P84-01 · Vela Dorn · Farstring · ${bi("Level 1", "1级")}
${bi("No reward has been selected or claimed", "奖励尚未选择或领取")} ${bi("Open elite reward", "查看精英奖励")} › `;
return frame(screen, body, { variant: "p8-4-casualty-receipt", resources: false });
}
function renderP84Reward(screen) {
const selected = p84Rewards.find((entry) => entry.id === state.rewardSelected);
const body = `P8.4 · ${bi("ELITE REWARD · CHOOSE 1", "精英奖励 · 三选一")}
${bi("Choose what changes the next decision", "选择下一步要改变的决策")} ${bi("Budget", "预算")} 26 · ${bi("Coin already paid", "战斗金币已发放")} 46 ${bi("No card is recommended or preselected. Leaving this page never rerolls it.", "没有推荐或预选;离开页面再返回也不会重抽。")}
${p84Rewards.map((reward) => `${reward.mark} ${reward.code} ${bi(reward.name[0], reward.name[1])} ${bi(reward.detail[0], reward.detail[1])}
${state.rewardSelected === reward.id ? bi("Selected", "已选择") : bi("Compare", "比较")} `).join("")} ${selected ? `${bi("CURRENT CHOICE", "当前选择")} ${bi(selected.name[0], selected.name[1])} ${bi(selected.detail[0], selected.detail[1])}
${selected.id === "artifact" ? bi("Choose one exact Artifact next", "下一步还要选择一件具体神器") : bi("Selection has not been claimed", "当前选择尚未领取")} ` : `${bi("NO REWARD SELECTED", "尚未选择奖励")} ${bi("All three remain stable", "三个奖励保持不变")} ${bi("You may also decline the entire draft.", "也可以放弃整组奖励。")}
`} ${bi("Decline all", "放弃全部奖励")} ${bi("Reward is separate from loss and recovery", "奖励与伤亡、恢复彼此独立")} ${selected?.id === "artifact" ? bi("Choose Artifact", "选择具体神器") : bi("Review reward", "审核奖励")} › `;
return frame(screen, body, { variant: "p8-4-reward", resources: false });
}
function renderP84ArtifactChoice(screen) {
const body = `${p84Artifacts.map((artifact) => `${artifact.mark} ${artifact.id} ${bi(artifact.name[0], artifact.name[1])} ${bi(artifact.rule[0], artifact.rule[1])}
`).join("")} ${bi("RUN-WIDE", "全局生效")} ${bi("One stable ID · no duplicate · no stack", "固定一件 · 不重复 · 不叠加")} ${bi("Back to reward draft", "返回奖励选择")} ${state.artifactSelected || bi("No Artifact selected", "尚未选择神器")} ${bi("Review Artifact reward", "审核神器奖励")} › `;
return frame(screen, body, { variant: "p8-4-artifact", resources: false });
}
function renderP84RewardReview(screen) {
const reward = state.rewardSelected === "decline" ? null : p84Rewards.find((entry) => entry.id === state.rewardSelected);
const artifact = p84Artifacts.find((entry) => entry.id === state.artifactSelected);
const label = reward?.id === "artifact" ? `${artifact.id} ${bi(artifact.name[0], artifact.name[1])}` : reward ? `${reward.code} ${bi(reward.name[0], reward.name[1])}` : bi("Decline all rewards", "放弃全部奖励");
const body = `${reward ? reward.mark : "×"} ${reward?.id === "artifact" ? artifact.id : reward?.code || "DECLINED"} ${label} ${reward?.id === "artifact" ? bi(artifact.rule[0], artifact.rule[1]) : reward ? bi(reward.detail[0], reward.detail[1]) : bi("No reward object or Coin will be granted.", "不会获得任何奖励物或金币。")}
${bi("Coin", "金币")} ${reward?.id === "coin" ? "46 → 59" : "46 → 46"}
${bi("Credit", "凭证")} 14 → 14
${bi("Company", "队伍")} 3 → 3
${bi("Reward commit", "奖励提交")} 0 → 1 ${bi("Revise reward", "修改奖励")} ${bi("One reward operation only", "只会产生一次奖励事务")} ${bi("Claim reward", "领取奖励")} `;
return frame(screen, body, { variant: "p8-4-reward-review", resources: false });
}
function renderP84RewardReceipt(screen) {
const reward = p84RewardResult();
const artifact = p84Artifacts.find((entry) => entry.id === reward.artifact);
const detail = artifact ? bi(artifact.rule[0], artifact.rule[1])
: reward.item ? bi("When a neighbor is pulled, the wearer may share the pull as a swap.", "相邻队员被拉动时,佩戴者可一同移动并交换位置。")
: state.rewardSelected === "coin" ? bi("Thirteen Coin is immediately available for the recovery decision.", "13金币现在可直接用于恢复决策。")
: bi("The fixed draft was declined without mutating the run.", "固定奖励组已放弃,整轮状态没有新增奖励。") ;
const surface = artifact ? bi("Next trigger surface: result diagnosis and reward quality", "下次触发界面:战果诊断与奖励品质")
: reward.item ? bi("Next surface: inventory; active equipment slots unchanged", "下一界面:库存;所有主动装备槽保持不变")
: state.rewardSelected === "coin" ? bi("Next surface: recovery cost comparison", "下一界面:恢复费用比较")
: bi("Next surface: recovery only", "下一界面:仅恢复选择");
const body = `${reward.artifact ? "◇" : reward.item ? "⌁" : state.rewardSelected === "coin" ? "+" : "×"} ${reward.artifact ? "RUN-WIDE ARTIFACT" : reward.item ? "INVENTORY EQUIPMENT" : state.rewardSelected === "coin" ? "LIQUID REWARD" : "DECLINED"} ${reward.label} ${detail}
${surface} ${bi("Coin", "金币")} ${reward.coin} ${bi("Credit", "凭证")} 14 ${bi("Company", "队伍")} 3 / 4 ${bi("Commit", "提交")} 1 / 1 ${bi("Recovery remains unselected and uncommitted", "恢复方案仍未选择、未提交")} ${bi("Choose recovery", "选择恢复方案")} › `;
return frame(screen, body, { variant: "p8-4-reward-receipt", resources: false });
}
function renderP84Recovery(screen) {
const reward = p84RewardResult();
const selected = p84RecoveryOffers.find((entry) => entry.id === state.recoverySelected);
const body = `P8.4 · ${bi("PROTECTED RECOVERY OFFER", "受保护补员")}
RCV-P84-01 · Vela Dorn ${bi("Farstring · Level 1 · list price 14", "远弦 · 1级 · 标价14")} ${bi("Hiring does not auto-equip returned EQ-014. Choose how to fund the hire, or continue with three.", "招募后不会自动装备退回的EQ-014;请选择支付方式,或以三人短编继续。")}
${actorImage({ art: actorAssets.Farstring, name: "Vela Dorn" }, "p84-recovery-actor")}
${bi("MISSING ROLE", "缺失职责")} ${bi("Rear reach restored", "恢复后排射程")} ${bi("Protected from refresh until bought or declined", "在购买或明确放弃前不会被刷新")} ${p84RecoveryOffers.map((offer) => `${bi(offer.cost[0], offer.cost[1])} ${bi(offer.name[0], offer.name[1])} ${bi(offer.result[0], offer.result[1])}
`).join("")} ${bi("CURRENT FUNDS", "当前资源")} ${reward.coin} ${bi("Coin", "金币")} · 14 ${bi("Credit", "凭证")} ${selected ? bi("Selection is reversible until review commit.", "提交前可以随时修改选择。") : bi("No recovery option is preselected.", "没有预选任何恢复方案。")} EQ-014 → ${bi("inventory", "库存")} · ${bi("Company", "队伍")} 3/4 ${bi("Review recovery", "审核恢复方案")} › `;
return frame(screen, body, { variant: "p8-4-recovery", resources: false });
}
function renderP84RecoveryReview(screen) {
const choice = p84RecoveryOffers.find((entry) => entry.id === state.recoverySelected);
const before = p84RewardResult();
const after = state.recoverySelected === "credit" ? { coin: before.coin, credit: 0, company: 4 }
: state.recoverySelected === "coin" ? { coin: before.coin - 14, credit: 14, company: 4 }
: { coin: before.coin, credit: 14, company: 3 };
const body = `${state.recoverySelected === "short" ? "3" : "4"} ${state.recoverySelected === "short" ? "SHORT COMPANY" : "RCV-P84-01"} ${bi(choice.result[0], choice.result[1])} ${state.recoverySelected === "short" ? bi("Vacancy remains visible at the next Market.", "下一集市会继续显示空缺位置。") : bi("Vela joins with no active item; EQ-014 stays in inventory.", "Vela 加入但没有装备;EQ-014仍在库存。")}
${bi("Coin", "金币")} ${before.coin} → ${after.coin}
${bi("Credit", "凭证")} 14 → ${after.credit}
${bi("Company", "队伍")} 3 → ${after.company}
${bi("Protected", "受保护状态")} ${bi("open → cleared", "有效→清除")} ${bi("Revise recovery", "修改恢复方案")} ${bi("No automatic equipment or order change", "不会自动装备或改变站位")} ${bi("Commit recovery", "提交恢复方案")} `;
return frame(screen, body, { variant: "p8-4-recovery-review", resources: false });
}
function renderP84RecoveryReceipt(screen) {
const result = p84RecoveryResult();
const body = `✓ ${bi("RECOVERY RECEIPT", "恢复回执")}
${result.hired ? bi("Vela joined the Company", "Vela 已加入队伍") : bi("Three-Recruit continuation confirmed", "已确认三人短编继续")} RECOVERY-P84-001 ${bi("Coin", "金币")} ${result.coin} ${bi("Credit", "凭证")} ${result.credit} ${bi("Company", "队伍")} ${result.company} / 4 ${bi("Commit", "提交")} 1 / 1 EQ-014 ${bi("remains in inventory", "仍在库存")} ${result.hired ? bi("Vela has no active equipment", "Vela 当前无装备") : bi("Vacancy remains explicit", "空缺位置继续显示")}
${bi("All P8.4 transactions are now closed", "P8.4的所有事务均已关闭")} ${bi("Open next-Market handoff", "查看下一集市状态")} › `;
return frame(screen, body, { variant: "p8-4-recovery-receipt", resources: false });
}
function renderP84NextMarket(screen) {
const result = p84RecoveryResult();
const inventory = ["EQ-014", result.item].filter(Boolean);
const body = `P8.4 · ${bi("NEXT MARKET HANDOFF", "下一集市交接")}
${bi("Round 2 Market is ready", "第2轮集市已准备")} NEXT-MARKET-P84-001 ${bi("This is the exact post-result state, not a promise that P8.5 is implemented.", "这是精确的结算后状态,不代表P8.5已经实现。")}
${bi("Coin", "金币")} ${result.coin} ${state.recoverySelected === "coin" ? bi("14 spent on Vela", "14用于招募Vela") : bi("No recovery Coin spent", "恢复阶段未花金币")} ${bi("Credit", "凭证")} ${result.credit} ${result.credit ? bi("Available for a later Recruit", "可用于后续招募") : bi("Spent on Vela", "已用于招募Vela")} ${bi("Inventory", "库存")} ${inventory.length ? inventory.join(" · ") : bi("No new item", "无新增装备")} EQ-014 ${bi("not auto-equipped", "未自动装备")} ${bi("Artifact", "神器")} ${result.artifact || bi("None claimed", "未领取")} ${result.artifact ? bi("Active run law", "当前整轮规则") : bi("No Artifact mutation", "神器状态未改变")} ${bi("P8.5 LOCKED", "P8.5 尚未开启")} ${bi("The integrated multi-cycle loop begins only after your P8.4 review.", "完整多循环体验要在你确认P8.4后才会开发。")} ${bi("Play P8.4 again", "重新体验P8.4")} ${bi("No Godot/runtime/save claim in this HTML package", "本HTML体验包不声称已实现Godot运行或存档")} ${bi("Open design atlas", "查看完整设计图册")} `;
return frame(screen, body, { variant: "p8-4-market", resources: false });
}
function renderResultRecoveryExperience() {
let stage;
if (state.resultStep === "diagnosis") stage = renderP84Diagnosis(getScreen("OUT-001"));
else if (state.resultStep === "casualty_review") stage = renderP84CasualtyReview(getScreen("OUT-002"));
else if (state.resultStep === "casualty_receipt") stage = renderP84CasualtyReceipt(getScreen("OUT-002"));
else if (state.resultStep === "reward") stage = renderP84Reward(getScreen("OUT-003"));
else if (state.resultStep === "artifact") stage = renderP84ArtifactChoice(getScreen("OUT-003"));
else if (state.resultStep === "reward_review") stage = renderP84RewardReview(getScreen("OUT-003"));
else if (state.resultStep === "reward_receipt") stage = renderP84RewardReceipt(getScreen("OUT-003"));
else if (state.resultStep === "recovery") stage = renderP84Recovery(getScreen("OUT-004"));
else if (state.resultStep === "recovery_review") stage = renderP84RecoveryReview(getScreen("OUT-004"));
else if (state.resultStep === "recovery_receipt") stage = renderP84RecoveryReceipt(getScreen("OUT-004"));
else stage = renderP84NextMarket(getScreen("HUB-001"));
return `PHASE 8 · PACKAGE 4 ${bi("Play Result and Recovery", "体验战果与恢复")} ${bi("Read why the battle ended, settle permanent loss, choose one reward, then decide how the Company continues.", "先看懂战斗为何这样结束,再结算永久损失、选择奖励,并决定队伍如何继续。")}
P8.1–P8.3 ✓ P8.4 ${bi("Owner play gate", "等待你的体验结论")}
${p84Progress()}
${stage}
P8.1–P8.3 ${bi("Accepted", "已通过")} P8.4 ${bi("Result and recovery", "战果与恢复")} P8.5 ${bi("Integrated loop · locked", "完整循环 · 未开启")}
`;
}
const p85Steps = [
["intro", "1", "Start", "开始"], ["opening", "2", "Company", "开局队伍"],
["market1", "3", "Market I", "第一集市"], ["risk1", "4", "Risk I", "第一轮风险"],
["battle1", "5", "Battle I", "第一轮战斗"], ["result1", "6", "Result", "战果"],
["recovery1", "7", "Recovery", "伤亡与恢复"], ["market2", "8", "Loadout II", "第二轮换装"],
["risk2", "9", "Risk II", "第二轮风险"], ["battle2", "10", "Battle II", "第二轮战斗"],
["result2", "11", "Result II", "第二轮战果"], ["receipt", "12", "Continue", "继续"]
];
function p85StepIndex() { return Math.max(0, p85Steps.findIndex((step) => step[0] === state.p85Step)); }
function p85Progress() {
const current = p85StepIndex();
return `${p85Steps.map((step, index) => `${index < current ? "✓" : step[1]} ${escapeHtml(experienceStepLabel(step))} `).join("")} `;
}
function p85CompanyLine(includeInventory = false, phase = "prepared") {
const vela = { id: "RCV-P84-01", name: "Vela Dorn", profession: "Farstring", itemId: null, item: null, art: actorAssets.Farstring };
const units = phase === "opening" ? [generatedOffers[2], generatedOffers[3]]
: phase === "recovered" ? [generatedOffers[2], generatedOffers[3], firstMarketOffers[0], vela]
: [generatedOffers[2], generatedOffers[3], firstMarketOffers[0], firstMarketOffers[1]];
const vacancies = phase === "opening" ? 2 : 0;
return `${units.map((unit) => `
${actorImage(unit, "p85-actor")}
${localizedText(unit.name)} ${localizedText(unit.profession)} · ${phase === "fallen" && unit.id === "MKT-R1-02" ? "FALLEN / EQ-014" : unit.id === "RCV-P84-01" && state.p85EquipDecision === "equip" ? "EQ-014" : unit.itemId || bi("No equipment", "无装备")} `).join("")}${Array.from({ length: vacancies }, () => `
+
${bi("Open slot", "空席位")} ${bi("First Market", "第一集市")} `).join("")}
${includeInventory ? `${bi("INHERITED", "继承状态")} 46 Coin · 0 Credit · Company 4/4 EQ-014 Quiet Rearplate ${state.p85EquipDecision === "equip" ? bi("Equipped to Vela", "已装备给 Vela") : bi("Not equipped", "尚未装备")}
` : ""}`;
}
function p85Action(label, attr, disabled = false, secondary = false) {
return `${label} `;
}
function p85EventTitle(title) { return state.locale === "zh_CN" ? p85BattleEventCopyZh[title] || title : title; }
function p85StageIntro() {
const body = `${stageArt(0)}10–15 MIN
PHASE 8 · P8.5 ${bi("Play one complete Guild cycle", "体验一次完整的公会循环")} ${bi("This fresh-load package carries your decisions from Company creation through two battles. Watch what survives, what returns, and why the second risk is different.", "这个全新加载体验会把你的决定从建队带到两场战斗:看清什么会保留、什么会退回,以及第二轮风险为什么不同。")}
${bi("Choose", "选择")} · ${bi("Prepare", "整备")} · ${bi("Observe", "观察")} · ${bi("Adapt", "调整")} ${bi("Design prototype only · no Godot save or release claim", "仅为设计原型 · 不代表 Godot 存档或发布状态")}
${p85Action(bi("Start fresh integrated loop", "开始完整循环"), "data-p85-start")}
`;
return frame(getScreen("SYS-003"), body, { variant: "p8-5-intro", resources: false });
}
function p85StageOpening() {
const body = `P8.1 · ${bi("INHERITED OPENING", "继承的开局")} ${bi("Build the Company that will shape both cycles", "建立会影响两轮循环的队伍")} ${bi("The accepted opening receipt is fixed here so the integrated experience can focus on consequences, not rerolls.", "这里固定使用已接受的开局回执,让完整体验聚焦于后果,而不是重新抽取。")}
CTR-R1-01 ${bi("First Crossing", "首次穿越")} ${bi("Standard · Slot 01 · 52 Coin", "标准 · 存档01 · 52金币")} ${p85CompanyLine(false, "opening")}
${bi("Opening consequence", "开局后果")} ${bi("Tomas and Sable are the two retained provisional Recruits. Two other offers leave at commit.", "保留 Tomas 与 Sable 两名初始队员;另外两名候选在确认后离开。")} ${bi("No hidden reroll · no Coin cost", "不会隐藏重抽 · 不消耗金币")} ${p85Action(bi("Commit opening Company", "确认开局队伍"), "data-p85-opening-commit")} `;
return frame(getScreen("SYS-005"), body, { variant: "p8-5-opening", resources: false });
}
function p85StageMarket1() {
const actions = [
["mael", "Hire Mael · 14 Coin", "招募 Mael · 14金币"],
["ilya", "Hire Ilya · 14 Coin", "招募 Ilya · 14金币"],
["equip", "Buy EQ-012 · 12 Coin · equip Tomas", "购买 EQ-012 · 12金币 · 装备给 Tomas"],
];
const complete = ["mael", "ilya", "equip"].every((id) => state.p85MarketAction.includes(id));
return frame(getScreen("SHP-001"), `P8.2 · ${bi("FIRST MARKET", "第一集市")} ${bi("Make three preparation transactions", "完成三项整备交易")} ${bi("The integrated path repeats the accepted receipts: every action must be visible before risk is unlocked.", "完整路径重复已接受的交易回执:三项操作都可见后,才会解锁风险。")}
${bi("Coin", "金币")} ${52 - (state.p85MarketAction.includes("mael") ? 14 : 0) - (state.p85MarketAction.includes("ilya") ? 14 : 0) - (state.p85MarketAction.includes("equip") ? 12 : 0)} ${bi("Company", "队伍")} ${2 + (state.p85MarketAction.includes("mael") ? 1 : 0) + (state.p85MarketAction.includes("ilya") ? 1 : 0)} / 4 EQ-012 → Tomas
${actions.map(([id, en, zh]) => `${state.p85MarketAction.includes(id) ? "✓" : id === "equip" ? "3" : id === "mael" ? "1" : "2"} ${bi(en, zh)} ${state.p85MarketAction.includes(id) ? bi("Committed once", "已提交一次") : bi("Inspect → confirm", "查看 → 确认")} `).join("")} ${bi("Accepted transaction order", "已接受的交易顺序")} 52 → 38 → 24 → 12 Coin ${bi("Company 2 → 3 → 4", "队伍 2 → 3 → 4")}
${complete ? bi("Preparation complete · 12 Coin remains", "整备完成 · 剩余12金币") : bi("Complete all three visible transactions", "完成三项可见交易")} ${p85Action(bi("Continue to Risk", "进入风险选择"), "data-p85-market-next", !complete)} `, { variant: "p8-5-market-1", resources: false });
}
function p85StageRisk1() {
const selected = p85RiskOffers[1];
return frame(getScreen("RSK-001"), `${selected.id} ${bi(selected.name[0], selected.name[1])} ${bi(selected.pressure[0], selected.pressure[1])}
${bi("Reward", "奖励")} · ${bi(selected.reward[0], selected.reward[1])} · ${bi("Medium exposure", "中等暴露")} Company 4/4 12 Coin EQ-012 → Tomas ${bi("No retreat executed", "尚未撤退")}
${bi("Selection freezes nothing until the commit", "选中不会改变状态,确认后才冻结")} ${p85Action(bi("Commit Shattered Terrace", "确认破碎台地"), "data-p85-risk1-commit")} `, { variant: "p8-5-risk-1", resources: false });
}
function p85RecoveredCompany() {
return [
generatedOffers[2], generatedOffers[3], firstMarketOffers[0],
{ id: "RCV-P84-01", name: "Vela Dorn", profession: "Farstring", itemId: state.p85EquipDecision === "equip" ? "EQ-014" : null, item: state.p85EquipDecision === "equip" ? "Quiet Rearplate" : null, art: actorAssets.Farstring },
];
}
function p85DynamicArena(which, tick) {
if (which === 1) {
const eventMap = [0, 1, 3, 5, 6, 8];
return p83BattleArena(p83RiskOffers[1], eventMap[Math.min(tick, eventMap.length - 1)]);
}
const eventMap = [0, 1, 4, 5, 8];
const eventIndex = eventMap[Math.min(tick, eventMap.length - 1)];
const formation = p83FormationState(eventIndex);
const enemies = state.p85Risk2 === "RSK-P85-02"
? [["Needle Cantor", "针鸣唱者"], ["Glasswing", "晶翼兽"], ["Rain Spindle", "雨线纺锤"]]
: [["Gale Hound", "疾风猎犬"], ["Gale Hound", "疾风猎犬"], ["Span Warden", "跨线守卫"]];
const countered = state.p85EquipDecision === "equip" && state.p85Risk2 === "RSK-P85-02";
const effect = tick === 1 ? `${bi("CONTACT · SECOND CYCLE", "接敌 · 第二轮")}
`
: tick === 2 ? `${countered ? "EQ-014 · RIDER REMOVED" : "DIRECT RIDER ACTIVE"} ${countered ? bi("Vela holds the rear", "Vela 守住后排") : bi("Rear pressure remains", "后排压力仍存在")}
`
: tick === 3 ? `
+16 `
: tick === 4 ? `${bi("SECOND PLAN PROVEN", "第二套方案已验证")}
` : "";
return `
${bi("COMPANY", "我方队伍")} 4
${bi("ENEMIES", "敌方单位")} 3
${p85RecoveredCompany().map((unit, index) => p83AllyFighter(unit, index, eventIndex, formation)).join("")}
${enemies.map((enemy, index) => p83EnemyFighter(enemy, index, enemies.length, eventIndex, formation)).join("")}${effect}
${bi("REAR", "后排")} ←
→ ${bi("PRESSURE FRONT", "接敌前线")}
`;
}
function p85BattleStage(which) {
const second = which === 2;
const events = second ? p85Battle2Events : p85Battle1Events;
const tick = second ? state.p85Battle2Tick : state.p85Battle1Tick;
const current = events[Math.min(tick, events.length - 1)];
const nextAttr = second ? "data-p85-battle2-next" : "data-p85-battle1-next";
const done = tick >= events.length - 1;
const soundLabel = state.p85Muted ? bi("Sound cues off", "声音提示已关闭") : bi("Prototype sound cues on", "原型声音提示已开启");
return frame(getScreen("BAT-002"), `${p85DynamicArena(which, tick)}
${events.map((event, index) => `${event[0]} ${escapeHtml(p85EventTitle(event[1]))} `).join("")}
CC · ${escapeHtml(current[2])}
${done ? bi("Observation complete · result is now readable", "观察完成 · 现在可以读取结果") : bi("Tap Next event to inspect the automatic chain", "点击下一事件查看自动战斗链")} ${done ? p85Action(second ? bi("Read second result", "查看第二轮结果") : bi("Read first result", "查看第一轮结果"), second ? "data-p85-battle2-done" : "data-p85-battle1-done") : p85Action(bi("Next event", "下一事件"), nextAttr, false)} `, { variant: second ? "p8-5-battle-2" : "p8-5-battle-1", resources: false, artSrc: "assets/web/ch01_battle.webp" });
}
function p85StageResult1() {
return frame(getScreen("OUT-001"), `${bi("VICTORY", "胜利")} P8.4 · ${bi("FIRST CYCLE DIAGNOSIS", "第一轮因果诊断")}
${bi("The line won, but Ilya did not return", "队伍赢了,但 Ilya 没有回来")} ${bi("FIRST DECISIVE DIVERGENCE", "首个决定性分歧")} ${bi("EQ-014 Quiet Rearplate converted the area hit to direct; the disclosed rider made Ilya Fallen before the final legal attack.", "EQ-014 寂静后甲把范围命中转成直接命中;已公开的追加效果让 Ilya 在最后一次合法攻击前阵亡。")}
12 → 46 Coin ${bi("Battle payout +34", "战斗奖励 +34")}
${p85CompanyLine(false, "fallen")}${bi("Ilya is permanently removed; EQ-014 returns once.", "Ilya 永久移除;EQ-014 只退回一次。")} ${bi("Diagnosis appears before recovery choices", "先看懂原因,再进入恢复选择")} ${p85Action(bi("Settle casualty and reward", "结算伤亡与奖励"), "data-p85-result1-next")} `, { variant: "p8-5-result-1", resources: false });
}
function p85StageRecovery() {
const rewardDone = state.p85RewardClaimed;
const reward = state.p85RewardSelected;
if (!rewardDone) return frame(getScreen("OUT-003"), `P8.4 · ${bi("REWARD AFTER LOSS", "伤亡后的奖励")} ${bi("Choose one stable reward, then recover the Company", "选择一项固定奖励,再恢复队伍")} ${bi("This integrated path recommends nothing. The main receipt uses AR-043, but you must choose it explicitly.", "完整路径不推荐任何选项;主路径使用 AR-043,但必须由你明确选择。")}
${p84Artifacts.map((artifact) => `
${artifact.mark} ${bi(artifact.name[0], artifact.name[1])} ${artifact.id} ${bi(artifact.rule[0], artifact.rule[1])}
`).join("")}
${reward ? bi("One Artifact selected", "已选择一件神器") : bi("No preselection · choose one Artifact", "没有预选 · 请选择一件神器")} ${p85Action(bi("Claim reward", "领取奖励"), "data-p85-reward-claim", !reward)} `, { variant: "p8-5-recovery-reward", resources: false });
const recovery = state.p85RecoveryChoice;
return frame(getScreen("OUT-004"), `AR-043 · ${bi("Hard Lesson claimed", "已领取沉痛教训")} ${bi("Coin 46 · Credit 14 · Company 3/4 · EQ-014 inventory", "金币46 · 凭证14 · 队伍3/4 · EQ-014在库存")}
${p84RecoveryOffers.map((entry) => `
${bi(entry.name[0], entry.name[1])} ${bi(entry.cost[0], entry.cost[1])} ${bi(entry.result[0], entry.result[1])}
`).join("")}
${recovery ? bi("Recovery choice is ready to commit", "恢复选择已准备确认") : bi("No recovery choice selected", "尚未选择恢复方式")} ${p85Action(bi("Commit recovery", "确认恢复"), "data-p85-recovery-commit", !recovery)} `, { variant: "p8-5-recovery", resources: false });
}
function p85StageMarket2() {
const selected = state.p85EquipDecision;
return frame(getScreen("EQP-002"), `P8.5 · ${bi("SECOND MARKET LOADOUT", "第二轮集市换装")} ${bi("Learn from the returned equipment", "根据退回的装备做决定")} ${bi("Vela is a replacement, not a restored Ilya. Quiet Rearplate is now a deliberate counterplay decision.", "Vela 是替补,不是 Ilya 的复原;寂静后甲现在是一项明确的克制选择。")}
${p85CompanyLine(true, "recovered")}
${equipmentImage("Quiet Rearplate", "p85-equipment-art")}
EQ-014 · ${bi("Quiet Rearplate", "寂静后甲")} ${bi("First area hit becomes direct and removes the disclosed direct-hit rider.", "第一次范围命中变为直接命中,并移除已公开的直接命中追加效果。")}
${bi("Equip to Vela or leave in inventory. Both routes remain legal.", "装备给 Vela,或留在库存。两条路线都合法。")} ${bi("Equip Vela", "装备给 Vela")} ${bi("Counters direct-hit pressure", "克制直接命中压力")} ${bi("Leave in inventory", "留在库存")} ${bi("Preserve flexibility for later", "保留后续灵活性")}
${selected ? bi("Loadout choice is reversible until commit", "确认前可以修改换装选择") : bi("Choose how Vela enters cycle two", "选择 Vela 如何进入第二轮")} ${p85Action(bi("Commit loadout", "确认换装"), "data-p85-equip-commit", !selected)} `, { variant: "p8-5-loadout", resources: false });
}
function p85StageRisk2() {
const selected = p85RiskOffers.find((offer) => offer.id === state.p85Risk2);
return frame(getScreen("RSK-001"), `${p85RiskOffers.map((offer) => `
${offer.id} ${bi(offer.name[0], offer.name[1])} ${bi(offer.reward[0], offer.reward[1])} ${bi(offer.pressure[0], offer.pressure[1])}
${bi(offer.detail[0], offer.detail[1])} ${state.p85EquipDecision === "equip" && offer.kind === "counter" ? bi("EQ-014 answers the learned threat", "EQ-014 正好应对已学到的威胁") : offer.kind === "tempo" ? bi("Tests speed over protection", "用速度换取防护") : bi("Without EQ-014, direct pressure remains", "没有 EQ-014 时仍有直接压力")} `).join("")}
${selected ? `${bi("Selected", "已选择")} · ${bi(selected.name[0], selected.name[1])}` : bi("Select one second-cycle risk", "选择一项第二轮风险")} ${p85Action(bi("Commit second risk", "确认第二轮风险"), "data-p85-risk2-commit", !selected)} `, { variant: "p8-5-risk-2", resources: false });
}
function p85StageResult2() {
const countered = state.p85EquipDecision === "equip" && state.p85Risk2 === "RSK-P85-02";
return frame(getScreen("OUT-001"), `${bi("CLEAR", "完成")} P8.5 · ${bi("SECOND CYCLE RESULT", "第二轮结果")}
${countered ? bi("The learned counter worked", "学到的克制奏效了") : bi("The route remains readable, but the threat was not countered", "路线仍可读,但威胁没有被克制")} ${bi("SECOND DECISIVE DIVERGENCE", "第二个决定性分歧")} ${countered ? bi("Vela wore EQ-014 before Needle Rain. The first area hit became direct and its rider was removed.", "Vela 在针雨前装备 EQ-014;第一次范围命中转为直接命中,追加效果被移除。") : bi("The chosen risk and loadout left a visible gap. The next plan must decide whether to trade flexibility for protection.", "所选风险与换装留下了可见缺口;下一步要决定是否用灵活性换取防护。")}
${state.p85Risk2 === "RSK-P85-02" ? "Needle Rain" : "Open Span"} ${state.p85EquipDecision === "equip" ? bi("Vela equipped", "Vela 已装备") : bi("EQ-014 in inventory", "EQ-014 在库存")}
${bi("CONTINUATION RECEIPT", "继续回执")} ${bi("A new decision is ready", "新的决策已经准备好")} ${bi("The next Market will offer a different recruit family and one equipment conflict. P8.6 is not invented here.", "下一集市会提供不同队员家族与一次装备冲突;这里不会虚构 P8.6。")}
${bi("This result is a design handoff, not an authoritative save", "这是设计交接,不是权威存档结果")} ${p85Action(bi("Open continuation receipt", "打开继续回执"), "data-p85-result2-next")} `, { variant: "p8-5-result-2", resources: false });
}
function p85StageReceipt() {
const countered = state.p85EquipDecision === "equip" && state.p85Risk2 === "RSK-P85-02";
return frame(getScreen("HUB-001"), `✓ P8.5 · ${bi("INTEGRATED LOOP COMPLETE", "完整循环完成")}
${bi("Your decisions changed the next cycle", "你的决定改变了下一轮")} P8-LOOP-001 ${bi("INHERITED", "继承")} Coin 46 · ${bi("Company", "队伍")} 4/4 AR-043 · ${bi("Hard Lesson", "沉痛教训")} ${bi("APPLIED", "应用")} ${state.p85EquipDecision === "equip" ? "EQ-014 → Vela" : bi("EQ-014 stayed in inventory", "EQ-014 留在库存")} ${state.p85Risk2 || "RSK-P85-02"} · ${countered ? bi("countered", "已克制") : bi("unanswered pressure", "未应对压力")} ${bi("NEXT MEANINGFUL ACTION", "下一项有意义操作")} ${bi("Open the next Market", "打开下一集市")} ${bi("Different recruit family · no P8.6 claim", "不同队员家族 · 不声明 P8.6")} ${p85CompanyLine(true, "recovered")}
${bi("One integrated prototype receipt · repeated input is inert", "一份完整原型回执 · 重复输入不会重复提交")} ${p85Action(bi("Play P8.5 again", "重新体验 P8.5"), "data-p85-restart", false, true)}${bi("Open design atlas", "打开设计图册")} `, { variant: "p8-5-receipt", resources: false });
}
function renderIntegratedLoopExperience() {
let stage;
if (state.p85Step === "intro") stage = p85StageIntro();
else if (state.p85Step === "opening") stage = p85StageOpening();
else if (state.p85Step === "market1") stage = p85StageMarket1();
else if (state.p85Step === "risk1") stage = p85StageRisk1();
else if (state.p85Step === "battle1") stage = p85BattleStage(1);
else if (state.p85Step === "result1") stage = p85StageResult1();
else if (state.p85Step === "recovery1") stage = p85StageRecovery();
else if (state.p85Step === "market2") stage = p85StageMarket2();
else if (state.p85Step === "risk2") stage = p85StageRisk2();
else if (state.p85Step === "battle2") stage = p85BattleStage(2);
else if (state.p85Step === "result2") stage = p85StageResult2();
else stage = p85StageReceipt();
return `PHASE 8 · PACKAGE 5 ${bi("Play the integrated Guild loop", "体验完整公会循环")} ${bi("Carry one decision through Company, Market, battle, loss, recovery and a meaningfully different second cycle.", "让一个决定贯穿建队、集市、战斗、伤亡、恢复与有明显不同的第二轮。")}
P8.1–P8.4 ✓ P8.5 ${bi("Owner play gate", "等待你的体验结论")}
${p85Progress()}
${stage}
P8.1–P8.4 ${bi("Accepted", "已通过")} P8.5 ${bi("Integrated loop", "完整循环")} ${bi("P8.6 not invented", "不会虚构 P8.6")}
`;
}
function renderExperiencePrototype() {
if (state.experiencePackage === "p8-5") return renderIntegratedLoopExperience();
if (state.experiencePackage === "p8-4") return renderResultRecoveryExperience();
if (state.experiencePackage === "p8-3") return renderRiskBattleExperience();
if (state.experiencePackage === "p8-2") return renderMarketExperience();
const screen = getScreen("SYS-005");
const stage = state.experienceStep === "contract" ? renderExperienceContract(screen)
: state.experienceStep === "offers" ? renderExperienceOffers(screen)
: state.experienceStep === "review" ? renderExperienceReview(screen)
: renderExperienceReceipt(screen);
return `
${viewHeading("PHASE 8 · PACKAGE 1", bi("Play the opening Company experience", "体验开局建队"), bi("Make the real decisions in order. No step can be skipped, and P8.2 remains locked until your review.", "请按顺序完成真实选择;步骤不可跳过,你确认前不会开始 P8.2。"), ["P8.1", bi("Owner play gate", "等待你的体验结论")])}
${experienceProgress()}
${stage}
P8.1 ${bi("Opening Company", "开局建队")} P8.2 ${bi("Market preparation · locked", "集市整备 · 未开启")} P8.3 ${bi("Risk and battle · locked", "风险与战斗 · 未开启")} P8.4 ${bi("Result and recovery · locked", "结果与恢复 · 未开启")} P8.5 ${bi("Integrated loop · locked", "完整循环 · 未开启")}
`;
}
function renderFirstPlay() {
const step = flowSteps[state.flowIndex];
const screen = getScreen(step[0]);
return `
${viewHeading("OWNER REVIEW · FIRST 16 MINUTES", flowLabel(step), `${screen.id} · ${screenName(screen)}`, [`${state.flowIndex + 1} / ${flowSteps.length}`, "Real screen state"])}
${renderPrimaryStage(screen, step[1])}
‹ ${t("prev")} ${flowSteps.map((entry, index) => `${index + 1} `).join("")}
${state.flowIndex === flowSteps.length - 1 ? "Return to first Market" : t("next")} ›
`;
}
function renderScreens() {
const filtered = state.data.screens.filter((screen) => state.screenGroup === "ALL" || screen.id.startsWith(`${state.screenGroup}-`));
if (!filtered.some((screen) => screen.id === state.screenId)) state.screenId = filtered[0].id;
const screen = getScreen(state.screenId);
const index = filtered.findIndex((entry) => entry.id === screen.id);
const previous = filtered[(index - 1 + filtered.length) % filtered.length];
const next = filtered[(index + 1) % filtered.length];
const variants = screen.id === "SYS-005" ? [["contract", "A"], ["offers2", "B"], ["review", "C"], ["pending", "D"], ["receipt", "E"], ["loading", "Loading"], ["error", "Error"], ["return", "Return"]] : [["primary", "Primary"], ["loading", "Loading / empty"], ["error", "Error / confirm"], ["return", "Return"]];
return `
${viewHeading("50 CURRENT PAGE / STATE IDS", screenName(screen), `${screen.id} · ${state.locale === "zh_CN" ? "页面操作" : screen.input}`, [`${index + 1} / ${filtered.length}`, "Page-specific composition"])}
${filtered.map((entry) => `${entry.id} ${escapeHtml(screenName(entry))} COMPOSED `).join("")} ${renderStateVariant(screen, state.screenVariant)}
Purpose ${escapeHtml(screenPurpose(screen))}
Primary action ${escapeHtml(screenAction(screen))}
Safe state ${escapeHtml(screenSafeState(screen))}
`;
}
function renderRegions() {
const region = state.data.regions[state.regionIndex];
const enemies = state.data.enemies.filter((entry) => entry.id.startsWith(`EN-R${state.regionIndex + 1}-`));
const bosses = state.data.bosses.filter((entry) => entry.id.startsWith(`BO-R${state.regionIndex + 1}-`));
return `
${viewHeading("EIGHT CAMPAIGN REGIONS", region.name, region.framing, [`${region.id}`, `${enemies.length} enemies · ${bosses.length} bosses`])}
${state.data.regions.map((entry, index) => `${entry.id} ${entry.name} `).join("")}
${t("concept")} ${region.id} ${region.name} ${region.framing}
Contract A Boss 01 Contract B Boss 02
Build pressure ${region.pressure}
Encounter grammar ${region.progression}
Current identities ${enemies.slice(0, 5).map((enemy) => `${enemy.id}${enemy.name} `).join("")}${bosses.map((boss) => `${boss.id}${boss.name} `).join("")}
`;
}
function catalogConfig() {
const configs = {
professions: { label: "Professions", image: "assets/web/el_profession_kits.webp", filters: [["all", "All 42"], ["base", "12 base"], ["advanced", "24 advanced"], ["hidden", "6 hidden"]], meta: (entry) => `${entry.family} · ${entry.role}`, body: (entry) => `${entry.rules} ${entry.strategy}` },
traits: { label: "Traits", image: "assets/web/el_heroes.webp", filters: [["all", "All 36"]], meta: () => "one per recruit", body: (entry) => `Benefit: ${entry.benefit} Cost: ${entry.cost}` },
equipment: { label: "Equipment", image: "assets/web/el_items.webp", filters: [["all", "All 320"], ["B", "Behavior B"], ["T", "Tradeoff T"]], meta: (entry) => `${entry.class} · ${entry.fit}`, body: (entry) => `${entry.effect} Tradeoff: ${entry.tradeoff}` },
artifacts: { label: "Artifacts", image: "assets/web/el_items.webp", filters: [["all", "All 60"]], meta: () => "run-wide rule", body: (entry) => `${entry.rule} ${entry.tradeoff}` },
enemies: { label: "Enemies", image: "assets/web/el_enemies.webp", filters: [["all", "All 100"], ["ordinary", "Ordinary"], ["elite", "Elite"]], meta: (entry) => entry.class, body: (entry) => `${entry.rule} Responses: ${entry.responses}` },
bosses: { label: "Bosses", image: "assets/web/el_enemies.webp", filters: [["all", "All 16"]], meta: (entry) => entry.class, body: (entry) => `${entry.rule} Responses: ${entry.responses}` },
};
return configs[state.catalogType];
}
function renderCatalogs() {
const config = catalogConfig();
const entries = state.data[state.catalogType];
const normalized = state.catalogQuery.trim().toLocaleLowerCase();
const filtered = entries.filter((entry) => {
const filterMatch = state.catalogFilter === "all" || entry.family === state.catalogFilter || entry.class === state.catalogFilter;
const queryMatch = !normalized || Object.values(entry).join(" ").toLocaleLowerCase().includes(normalized);
return filterMatch && queryMatch;
});
return `
${viewHeading("CURRENT AUTHORED CATALOGS", config.label, "Search stable IDs, names, mechanics, tradeoffs and counterplay.", [`${filtered.length} / ${entries.length}`, "No filler rows"])}
${["professions", "traits", "equipment", "artifacts", "enemies", "bosses"].map((key) => `${key}${state.data.counts[key]} `).join("")}
${filtered.length ? filtered.slice(0, 100).map((entry) => `
${entry.id} ${entry.name} ${escapeHtml(config.meta(entry))}
${escapeHtml(truncate(config.body(entry), 240))}
i `).join("") : `
No matching identities Clear search
`}${filtered.length > 100 ? `
100 shown · ${filtered.length - 100} more remain searchable
` : ""}
`;
}
function renderReferenceWireframe(mapping) {
return `
${mapping.id} ${bi("OBSERVED FUNCTIONAL STRUCTURE", "观察到的功能结构")} ${mapping.evidence}
${mapping.zones.map(([position, en, zh], index) => `
0${index + 1} ${bi(en, zh)}
`).join("")}
${bi("Neutral reconstruction only - no commercial media", "仅为中性结构重绘 · 不含商业素材")}
`;
}
function renderReferenceMap() {
const mapping = referenceMappings[state.referenceIndex];
const screen = getScreen(mapping.target);
return `
${viewHeading("REFERENCE EXPERIENCE MAP", bi(mapping.title[0], mapping.title[1]), `${mapping.id} · ${mapping.evidence} · ${mapping.target}`, [`${state.referenceIndex + 1} / ${referenceMappings.length}`, bi("Functional learning, original expression", "学习功能结构,保持原创表达")])}
${referenceMappings.map((entry, index) => `${entry.id} ${bi(entry.title[0], entry.title[1])} ${entry.target} `).join("")}
${renderReferenceWireframe(mapping)} ${renderPrimaryStage(screen, mapping.variant)}
${bi("ADOPTED", "采用")} ${bi(mapping.adopt[0], mapping.adopt[1])}
${bi("CHANGED", "改造")} ${bi(mapping.change[0], mapping.change[1])}
${bi("REJECTED", "拒绝")} ${bi(mapping.reject[0], mapping.reject[1])}
`;
}
function renderReview() {
const groups = [
["01", "Opening company", "SYS-005 A-E", "Four stable offers, exactly-two gating, revision, atomic receipt and first-Market handoff.", "firstplay", "0"],
["02", "Market hire", "SHP-001 / 002", "Two separate affordable base hires move Company 2 → 3 → 4 while capacity remains 4.", "firstplay", "7"],
["03", "Formation and equip", "EQP-001 / 002 · PTY-001 / 002", "Behavior delta and one rear-left to front-right line with exposed position 0.", "screens", "EQP-002"],
["04", "Horizontal battle", "BAT-001..006", "Automatic execution, one ordered line, urgent cause, pause, speed, inspect and retreat review.", "screens", "BAT-002"],
["05", "Result and recovery", "OUT-001..006", "Earliest divergence precedes totals; loss, reward, recovery and abandonment remain distinct.", "screens", "OUT-001"],
["06", "Catalog and settings", "PRO-003 · SET-001..009", "Searchable current counts plus EN/zh_CN, 130%, contrast, captions, reduced motion and input states.", "catalogs", "professions"],
["07", "Charter and final choice", "PRO-002 · PST-001..003", "Spend Renown only for breadth, then compare finite closure with a new generated Oath Season run.", "screens", "PRO-002"],
];
return `
${viewHeading("OWNER DECISION SURFACE", "Seven critical review groups", "Each group opens the real composition used in the 50-state atlas.", ["Design review only", "Human gate open"])}
${groups.map((group) => `
${group[0]} ${group[2]} ${group[1]} ${group[3]}
Open group › `).join("")}
Machine-verifiable 50 unique states · current counts · responsive layout · interactions · self-contained bundle
Owner remains responsible Comprehension · visual acceptance · fun · listening · device ergonomics · development approval
`;
}
function applyLocale() {
document.documentElement.lang = state.locale === "zh_CN" ? "zh-CN" : "en";
$$('[data-copy]').forEach((element) => { element.textContent = t(element.dataset.copy); });
$$('[data-locale]').forEach((button) => button.classList.toggle("is-active", button.dataset.locale === state.locale));
$("#view-title").textContent = t(state.view);
const packageNumber = state.experiencePackage.replace("p8-", "");
const packageTitle = bi(`Play P8.${packageNumber}`, `体验 P8.${packageNumber}`);
$("#playtest-nav-label").textContent = packageTitle;
$("#package-status-label").textContent = `PHASE 8 · P8.${packageNumber}`;
$("#package-badge").textContent = bi(`P8.${packageNumber} prototype`, `P8.${packageNumber} 体验原型`);
if (state.view === "playtest") $("#view-title").textContent = packageTitle;
localizeRenderedContent($("#content"));
}
function applySettings() {
document.body.classList.toggle("high-contrast", state.settings.contrast);
document.body.classList.toggle("reduced-motion", state.settings.reducedMotion);
document.body.classList.toggle("low-power", state.settings.lowPower);
document.body.dataset.textScale = state.settings.textScale;
}
let p83BattleTimer = null;
function clearP83BattleTimer() {
if (p83BattleTimer !== null) window.clearTimeout(p83BattleTimer);
p83BattleTimer = null;
}
function scheduleP83BattleTimer() {
clearP83BattleTimer();
if (state.view !== "playtest" || state.experiencePackage !== "p8-3" || state.riskStep !== "battle" || state.riskBattlePaused || state.riskInspectOpen) return;
if (state.riskBattleTick >= p83BattleEvents.length - 1) return;
const delay = Math.max(180, 900 / state.riskBattleSpeed);
p83BattleTimer = window.setTimeout(() => {
p83BattleTimer = null;
if (state.riskBattlePaused || state.riskInspectOpen || state.riskStep !== "battle") return;
state.riskBattleTick += 1;
if (state.riskBattleTick >= p83BattleEvents.length - 1) state.riskBattlePaused = true;
render();
}, delay);
}
function syncP83PlaybackSurface() {
const battle = $(".p83-battle");
if (!battle) return;
battle.classList.toggle("is-paused", state.riskBattlePaused);
battle.classList.remove("speed-1", "speed-2", "speed-4");
battle.classList.add(`speed-${state.riskBattleSpeed}`);
const pause = battle.querySelector("[data-p83-pause]");
if (pause) {
pause.textContent = state.riskBattlePaused ? "▶" : "Ⅱ";
pause.setAttribute("aria-label", state.riskBattlePaused ? bi("Resume", "继续") : bi("Pause", "暂停"));
}
battle.querySelectorAll("[data-p83-speed]").forEach((button) => button.classList.toggle("is-active", Number(button.dataset.p83Speed) === state.riskBattleSpeed));
const status = battle.querySelector(".p83-battle-rules b");
if (status) status.textContent = state.riskBattlePaused ? bi("PAUSED", "已暂停") : `${state.riskBattleSpeed}x · ${bi("AUTO", "自动")}`;
battle.getAnimations({ subtree: true }).forEach((animation) => {
if (state.riskBattlePaused) {
const frozenTime = animation.currentTime;
animation.pause();
animation.playbackRate = 0;
if (frozenTime !== null) animation.currentTime = frozenTime;
} else {
animation.playbackRate = 1;
animation.play();
}
});
}
function render() {
if (!state.data) return;
clearP83BattleTimer();
const renderers = { playtest: renderExperiencePrototype, firstplay: renderFirstPlay, screens: renderScreens, regions: renderRegions, catalogs: renderCatalogs, reference: renderReferenceMap, review: renderReview };
$("#content").innerHTML = renderers[state.view]();
$$('.nav-item').forEach((button) => button.classList.toggle("is-active", button.dataset.view === state.view));
applyLocale();
applySettings();
scheduleP83BattleTimer();
}
function setView(view) {
state.view = view;
history.replaceState(null, "", `#${view}`);
render();
closeMobileNav();
$("#content").focus({ preventScroll: true });
}
function closeMobileNav() {
$("#sidebar").classList.remove("is-open");
$("#nav-scrim").hidden = true;
}
function openMobileNav() {
$("#sidebar").classList.add("is-open");
$("#nav-scrim").hidden = false;
}
function advanceFlow(delta) {
const next = state.flowIndex + delta;
state.flowIndex = next < 0 ? 0 : next >= flowSteps.length ? 7 : next;
if (state.view !== "firstplay") state.view = "firstplay";
if ($("#stage-dialog").open) $("#stage-dialog").close();
render();
}
function resetExperience() {
state.experienceStep = "contract";
state.experienceContract = null;
state.experienceDifficulty = null;
state.experienceSelected = [];
state.experienceInspected = null;
state.experienceInspectedIds = [];
state.experienceNotice = "";
state.experienceCommitted = false;
}
function resetMarketExperience() {
state.marketStep = "market2";
state.marketCoin = 52;
state.marketHired = [];
state.marketFocusedOffer = null;
state.marketCommittedOffers = [];
state.marketItemPurchased = false;
state.marketItemEquipped = false;
state.marketEquipTarget = null;
state.marketOrder = [];
state.marketOrderSource = null;
state.marketOrderChanged = false;
state.marketNotice = "";
}
function resetRiskBattleExperience() {
clearP83BattleTimer();
state.riskStep = "board";
state.riskSelected = null;
state.riskCommitted = false;
state.riskBattleTick = 0;
state.riskBattlePaused = true;
state.riskBattleSpeed = 1;
state.riskInspectOpen = false;
state.riskInspectEvent = null;
state.riskInspectPriorPaused = true;
}
function resetResultRecoveryExperience() {
state.resultStep = "diagnosis";
state.casualtyCommitted = false;
state.rewardSelected = null;
state.artifactSelected = null;
state.rewardCommitted = false;
state.recoverySelected = null;
state.recoveryCommitted = false;
}
function resetP85Experience() {
state.p85Step = "intro";
state.p85MarketAction = "";
state.p85Risk1 = null;
state.p85Risk1Committed = false;
state.p85Battle1Tick = 0;
state.p85CasualtySettled = false;
state.p85RewardSelected = null;
state.p85RewardClaimed = false;
state.p85RecoveryChoice = null;
state.p85RecoveryCommitted = false;
state.p85EquipDecision = null;
state.p85LoadoutCommitted = false;
state.p85Risk2 = null;
state.p85Risk2Committed = false;
state.p85Battle2Tick = 0;
state.p85SecondResultAcknowledged = false;
state.p85Muted = false;
}
function playP85Cue(kind) {
if (state.p85Muted || typeof AudioContext === "undefined") return;
try {
const context = playP85Cue.context || (playP85Cue.context = new AudioContext());
const oscillator = context.createOscillator();
const gain = context.createGain();
const frequencies = { advance: 196, impact: 124, heal: 392, reward: 523, counter: 659 };
oscillator.frequency.value = frequencies[kind] || 262;
oscillator.type = kind === "impact" ? "square" : "sine";
gain.gain.setValueAtTime(0.0001, context.currentTime);
gain.gain.exponentialRampToValueAtTime(0.035, context.currentTime + 0.01);
gain.gain.exponentialRampToValueAtTime(0.0001, context.currentTime + 0.14);
oscillator.connect(gain).connect(context.destination);
oscillator.start();
oscillator.stop(context.currentTime + 0.15);
} catch (_) { /* Prototype audio remains optional. */ }
}
function announceExperience(message) {
state.experienceNotice = message;
const liveRegion = $("#live-region");
if (liveRegion) liveRegion.textContent = message;
}
function handleClick(event) {
const button = event.target.closest("button");
if (!button) return;
if (button.dataset.view) return setView(button.dataset.view);
if (button.dataset.locale) {
state.locale = button.dataset.locale;
return render();
}
if (button.hasAttribute("data-p85-start")) {
state.p85Step = "opening";
return render();
}
if (button.hasAttribute("data-p85-opening-commit")) {
state.p85Step = "market1";
return render();
}
if (button.dataset.p85Market) {
if (!state.p85MarketAction.includes(button.dataset.p85Market)) state.p85MarketAction += `${state.p85MarketAction ? "," : ""}${button.dataset.p85Market}`;
return render();
}
if (button.hasAttribute("data-p85-market-next")) {
if (["mael", "ilya", "equip"].every((id) => state.p85MarketAction.includes(id))) state.p85Step = "risk1";
return render();
}
if (button.hasAttribute("data-p85-risk1-commit")) {
if (state.p85Risk1Committed) return render();
state.p85Risk1 = "RSK-P83-02";
state.p85Risk1Committed = true;
state.p85Step = "battle1";
return render();
}
if (button.hasAttribute("data-p85-battle1-next")) {
state.p85Battle1Tick = Math.min(p85Battle1Events.length - 1, state.p85Battle1Tick + 1);
playP85Cue(["advance", "impact", "heal", "impact", "counter", "reward"][state.p85Battle1Tick]);
return render();
}
if (button.hasAttribute("data-p85-battle1-done")) {
if (state.p85Battle1Tick >= p85Battle1Events.length - 1) state.p85Step = "result1";
return render();
}
if (button.hasAttribute("data-p85-result1-next")) {
state.p85Step = "recovery1";
return render();
}
if (button.dataset.p85Reward) {
if (!state.p85RewardClaimed) state.p85RewardSelected = button.dataset.p85Reward;
return render();
}
if (button.hasAttribute("data-p85-reward-claim")) {
if (state.p85RewardClaimed || !state.p85RewardSelected) return render();
state.p85RewardClaimed = true;
return render();
}
if (button.dataset.p85Recovery) {
if (!state.p85RecoveryCommitted) state.p85RecoveryChoice = button.dataset.p85Recovery;
return render();
}
if (button.hasAttribute("data-p85-recovery-commit")) {
if (state.p85RecoveryCommitted || !state.p85RecoveryChoice) return render();
state.p85RecoveryCommitted = true;
state.p85Step = "market2";
return render();
}
if (button.dataset.p85Equip) {
if (!state.p85LoadoutCommitted) state.p85EquipDecision = button.dataset.p85Equip;
return render();
}
if (button.hasAttribute("data-p85-equip-commit")) {
if (state.p85LoadoutCommitted || !state.p85EquipDecision) return render();
state.p85LoadoutCommitted = true;
state.p85Step = "risk2";
return render();
}
if (button.dataset.p85Risk2) {
if (!state.p85Risk2Committed) state.p85Risk2 = button.dataset.p85Risk2;
return render();
}
if (button.hasAttribute("data-p85-risk2-commit")) {
if (state.p85Risk2Committed || !state.p85Risk2) return render();
state.p85Risk2Committed = true;
state.p85Step = "battle2";
return render();
}
if (button.hasAttribute("data-p85-battle2-next")) {
state.p85Battle2Tick = Math.min(p85Battle2Events.length - 1, state.p85Battle2Tick + 1);
playP85Cue(["advance", "impact", "counter", "heal", "reward"][state.p85Battle2Tick]);
return render();
}
if (button.hasAttribute("data-p85-audio")) {
state.p85Muted = !state.p85Muted;
if (!state.p85Muted) playP85Cue("counter");
return render();
}
if (button.hasAttribute("data-p85-battle2-done")) {
if (state.p85Battle2Tick >= p85Battle2Events.length - 1) state.p85Step = "result2";
return render();
}
if (button.hasAttribute("data-p85-result2-next")) {
state.p85SecondResultAcknowledged = true;
state.p85Step = "receipt";
return render();
}
if (button.hasAttribute("data-p85-restart")) {
resetP85Experience();
return render();
}
if (button.hasAttribute("data-p84-casualty-review")) {
if (!state.casualtyCommitted) state.resultStep = "casualty_review";
return render();
}
if (button.hasAttribute("data-p84-back-diagnosis")) {
if (!state.casualtyCommitted) state.resultStep = "diagnosis";
return render();
}
if (button.hasAttribute("data-p84-casualty-commit")) {
if (state.casualtyCommitted) return;
state.casualtyCommitted = true;
state.resultStep = "casualty_receipt";
return render();
}
if (button.hasAttribute("data-p84-open-reward")) {
if (state.casualtyCommitted) state.resultStep = "reward";
return render();
}
if (button.dataset.p84Reward) {
if (state.rewardCommitted) return;
state.rewardSelected = button.dataset.p84Reward;
if (state.rewardSelected !== "artifact") state.artifactSelected = null;
return render();
}
if (button.hasAttribute("data-p84-reward-decline")) {
if (state.rewardCommitted) return;
state.rewardSelected = "decline";
state.artifactSelected = null;
state.resultStep = "reward_review";
return render();
}
if (button.hasAttribute("data-p84-reward-next")) {
if (!state.rewardSelected || state.rewardCommitted) return;
state.resultStep = state.rewardSelected === "artifact" ? "artifact" : "reward_review";
return render();
}
if (button.dataset.p84Artifact) {
if (state.rewardCommitted || state.rewardSelected !== "artifact") return;
state.artifactSelected = button.dataset.p84Artifact;
return render();
}
if (button.hasAttribute("data-p84-artifact-back")) {
if (!state.rewardCommitted) state.resultStep = "reward";
return render();
}
if (button.hasAttribute("data-p84-artifact-review")) {
if (!state.rewardCommitted && state.rewardSelected === "artifact" && state.artifactSelected) state.resultStep = "reward_review";
return render();
}
if (button.hasAttribute("data-p84-reward-revise")) {
if (!state.rewardCommitted) state.resultStep = state.rewardSelected === "artifact" ? "artifact" : "reward";
return render();
}
if (button.hasAttribute("data-p84-reward-commit")) {
if (state.rewardCommitted || !state.rewardSelected || (state.rewardSelected === "artifact" && !state.artifactSelected)) return;
state.rewardCommitted = true;
state.resultStep = "reward_receipt";
return render();
}
if (button.hasAttribute("data-p84-open-recovery")) {
if (state.rewardCommitted) state.resultStep = "recovery";
return render();
}
if (button.dataset.p84Recovery) {
if (state.recoveryCommitted) return;
state.recoverySelected = button.dataset.p84Recovery;
return render();
}
if (button.hasAttribute("data-p84-recovery-review")) {
if (!state.recoveryCommitted && state.recoverySelected) state.resultStep = "recovery_review";
return render();
}
if (button.hasAttribute("data-p84-recovery-revise")) {
if (!state.recoveryCommitted) state.resultStep = "recovery";
return render();
}
if (button.hasAttribute("data-p84-recovery-commit")) {
if (state.recoveryCommitted || !state.recoverySelected) return;
state.recoveryCommitted = true;
state.resultStep = "recovery_receipt";
return render();
}
if (button.hasAttribute("data-p84-open-market")) {
if (state.recoveryCommitted) state.resultStep = "market";
return render();
}
if (button.hasAttribute("data-p84-restart")) {
resetResultRecoveryExperience();
return render();
}
if (button.dataset.p83Risk) {
if (state.riskCommitted) return;
state.riskSelected = button.dataset.p83Risk;
return render();
}
if (button.hasAttribute("data-p83-review")) {
if (!p83RiskOffer() || state.riskCommitted) return;
state.riskStep = "review";
return render();
}
if (button.hasAttribute("data-p83-cancel")) {
if (state.riskCommitted) return;
state.riskStep = "board";
return render();
}
if (button.hasAttribute("data-p83-commit")) {
if (!p83RiskOffer() || state.riskCommitted) return;
state.riskCommitted = true;
state.riskStep = "receipt";
return render();
}
if (button.hasAttribute("data-p83-open-battle")) {
if (!state.riskCommitted) return;
state.riskStep = "opening";
return render();
}
if (button.hasAttribute("data-p83-start")) {
if (!state.riskCommitted) return;
state.riskStep = "battle";
state.riskBattleTick = 0;
state.riskBattlePaused = false;
return render();
}
if (button.hasAttribute("data-p83-pause")) {
if (state.riskBattleTick >= p83BattleEvents.length - 1) return;
state.riskBattlePaused = !state.riskBattlePaused;
clearP83BattleTimer();
syncP83PlaybackSurface();
if (!state.riskBattlePaused) scheduleP83BattleTimer();
return;
}
if (button.dataset.p83Speed) {
state.riskBattleSpeed = Number(button.dataset.p83Speed);
clearP83BattleTimer();
syncP83PlaybackSurface();
if (!state.riskBattlePaused) scheduleP83BattleTimer();
return;
}
if (button.hasAttribute("data-p83-inspect") || button.dataset.p83Event) {
const requested = button.dataset.p83Event === undefined ? state.riskBattleTick : Number(button.dataset.p83Event);
if (!Number.isInteger(requested) || requested < 0 || requested > state.riskBattleTick) return;
state.riskInspectPriorPaused = state.riskBattlePaused;
state.riskBattlePaused = true;
state.riskInspectOpen = true;
state.riskInspectEvent = requested;
return render();
}
if (button.hasAttribute("data-p83-close-inspect")) {
state.riskInspectOpen = false;
state.riskInspectEvent = null;
if (state.riskBattleTick < p83BattleEvents.length - 1) state.riskBattlePaused = state.riskInspectPriorPaused;
return render();
}
if (button.hasAttribute("data-p83-finish")) {
if (state.riskBattleTick < p83BattleEvents.length - 1) return;
state.riskStep = "resolved";
return render();
}
if (button.hasAttribute("data-p83-restart")) {
resetRiskBattleExperience();
return render();
}
if (button.dataset.marketFocus) {
if (state.marketHired.includes(button.dataset.marketFocus)) return;
state.marketFocusedOffer = button.dataset.marketFocus;
state.marketNotice = "";
return render();
}
if (button.hasAttribute("data-market-review")) {
if (!state.marketFocusedOffer || state.marketHired.includes(state.marketFocusedOffer)) return;
state.marketStep = state.marketHired.length === 0 ? "hire_review" : "hire2_review";
return render();
}
if (button.hasAttribute("data-market-cancel")) {
state.marketStep = state.marketHired.length === 0 ? "market2" : "market3";
return render();
}
if (button.hasAttribute("data-market-hire-confirm")) {
const id = state.marketFocusedOffer;
const offer = firstMarketOffers.find((entry) => entry.id === id);
if (!offer || state.marketHired.includes(id) || state.marketCoin < offer.price || state.marketHired.length >= 2) return;
state.marketHired.push(id);
state.marketCommittedOffers.push(id);
state.marketCoin -= offer.price;
state.marketStep = state.marketHired.length === 1 ? "hire_receipt" : "hire2_receipt";
return render();
}
if (button.hasAttribute("data-market-continue")) {
state.marketFocusedOffer = null;
state.marketStep = state.marketHired.length < 2 ? "market3" : "equipment_offer";
return render();
}
if (button.hasAttribute("data-market-item-review")) {
if (!state.marketItemPurchased) state.marketStep = "item_review";
return render();
}
if (button.hasAttribute("data-market-item-cancel")) {
state.marketStep = "equipment_offer";
return render();
}
if (button.hasAttribute("data-market-item-confirm")) {
if (state.marketItemPurchased || state.marketCoin < firstMarketItem.price) return;
state.marketItemPurchased = true;
state.marketCoin -= firstMarketItem.price;
state.marketStep = "item_receipt";
return render();
}
if (button.hasAttribute("data-market-open-equip")) {
if (state.marketItemPurchased) state.marketStep = "equip_select";
return render();
}
if (button.dataset.marketEquipTarget) {
if (state.marketItemEquipped) return;
state.marketEquipTarget = button.dataset.marketEquipTarget;
return render();
}
if (button.hasAttribute("data-market-equip-confirm")) {
if (!state.marketItemPurchased || state.marketItemEquipped || !state.marketEquipTarget) return;
state.marketItemEquipped = true;
state.marketStep = "equip_receipt";
return render();
}
if (button.hasAttribute("data-market-open-order")) {
state.marketOrder = marketCompany().map((offer) => offer.id);
state.marketOrderSource = null;
state.marketOrderChanged = false;
state.marketStep = "order";
return render();
}
if (button.dataset.marketOrderUnit) {
const id = button.dataset.marketOrderUnit;
if (!state.marketOrder.includes(id)) return;
if (!state.marketOrderSource) {
state.marketOrderSource = id;
} else if (state.marketOrderSource === id) {
state.marketOrderSource = null;
} else {
const sourceIndex = state.marketOrder.indexOf(state.marketOrderSource);
const destinationIndex = state.marketOrder.indexOf(id);
[state.marketOrder[sourceIndex], state.marketOrder[destinationIndex]] = [state.marketOrder[destinationIndex], state.marketOrder[sourceIndex]];
state.marketOrderSource = null;
state.marketOrderChanged = true;
}
return render();
}
if (button.hasAttribute("data-market-order-undo")) {
state.marketOrder = marketCompany().map((offer) => offer.id);
state.marketOrderSource = null;
state.marketOrderChanged = false;
return render();
}
if (button.hasAttribute("data-market-order-save")) {
if (!state.marketOrderChanged || state.marketOrderSource) return;
state.marketStep = "ready";
return render();
}
if (button.hasAttribute("data-market-restart")) {
resetMarketExperience();
return render();
}
if (button.dataset.experienceContract) {
const selected = state.experienceContract === button.dataset.experienceContract;
state.experienceContract = selected ? null : button.dataset.experienceContract;
if (selected) state.experienceDifficulty = null;
return render();
}
if (button.dataset.experienceDifficulty) {
if (!state.experienceContract) return;
state.experienceDifficulty = button.dataset.experienceDifficulty;
return render();
}
if (button.dataset.experienceInspect) {
const id = button.dataset.experienceInspect;
state.experienceInspected = id;
if (!state.experienceInspectedIds.includes(id)) state.experienceInspectedIds.push(id);
state.experienceNotice = "";
return render();
}
if (button.dataset.experienceOffer) {
const id = button.dataset.experienceOffer;
const index = state.experienceSelected.indexOf(id);
if (index >= 0) {
state.experienceSelected.splice(index, 1);
state.experienceNotice = "";
} else if (state.experienceSelected.length < 2) {
state.experienceSelected.push(id);
state.experienceNotice = "";
} else {
announceExperience(bi("Two Recruits are already selected. Deselect one before choosing another.", "已经选择两名队员;请先取消一人,再选择其他候选。"));
}
return render();
}
if (button.hasAttribute("data-experience-next")) {
if (state.experienceStep === "contract" && state.experienceContract && state.experienceDifficulty) {
state.experienceStep = "offers";
} else if (state.experienceStep === "offers" && state.experienceSelected.length === 2) {
state.experienceStep = "review";
}
state.experienceNotice = "";
return render();
}
if (button.hasAttribute("data-experience-back")) {
state.experienceStep = "contract";
state.experienceNotice = "";
return render();
}
if (button.hasAttribute("data-experience-revise")) {
state.experienceStep = "offers";
state.experienceNotice = "";
return render();
}
if (button.hasAttribute("data-experience-commit")) {
if (!state.experienceCommitted && state.experienceSelected.length === 2 && state.experienceContract && state.experienceDifficulty) {
state.experienceCommitted = true;
state.experienceStep = "receipt";
}
return render();
}
if (button.hasAttribute("data-experience-restart")) {
resetExperience();
return render();
}
if (button.hasAttribute("data-flow-next")) return advanceFlow(1);
if (button.hasAttribute("data-flow-prev")) return advanceFlow(-1);
if (button.dataset.flowIndex) {
state.flowIndex = Number(button.dataset.flowIndex);
return render();
}
if (button.dataset.screenGroup) {
state.screenGroup = button.dataset.screenGroup;
state.screenVariant = "primary";
return render();
}
if (button.dataset.screenId) {
state.screenId = button.dataset.screenId;
state.screenVariant = "primary";
if (state.view !== "screens") state.view = "screens";
return render();
}
if (button.dataset.screenVariant) {
state.screenVariant = button.dataset.screenVariant;
return render();
}
if (button.dataset.regionIndex) {
state.regionIndex = Number(button.dataset.regionIndex);
return render();
}
if (button.dataset.catalogType) {
state.catalogType = button.dataset.catalogType;
state.catalogFilter = "all";
state.catalogQuery = "";
return render();
}
if (button.dataset.catalogFilter) {
state.catalogFilter = button.dataset.catalogFilter;
return render();
}
if (button.hasAttribute("data-reference-index")) {
state.referenceIndex = Number(button.dataset.referenceIndex);
return render();
}
if (button.hasAttribute("data-charter-region")) {
state.charterRegionIndex = Number(button.dataset.charterRegion);
state.charterPacketIndex = 0;
return render();
}
if (button.hasAttribute("data-charter-packet")) {
state.charterPacketIndex = Number(button.dataset.charterPacket);
return render();
}
if (button.dataset.chronicleChoice) {
state.chronicleChoice = button.dataset.chronicleChoice;
return render();
}
if (button.dataset.oathLaw) {
const id = button.dataset.oathLaw;
const index = state.oathLaws.indexOf(id);
if (index >= 0) state.oathLaws.splice(index, 1);
else state.oathLaws.push(id);
return render();
}
if (button.dataset.offerId) {
const id = button.dataset.offerId;
const index = state.openingSelected.indexOf(id);
if (index >= 0) state.openingSelected.splice(index, 1);
else if (state.openingSelected.length < 2) state.openingSelected.push(id);
state.flowIndex = state.openingSelected.length === 0 ? 1 : state.openingSelected.length === 1 ? 2 : 3;
return render();
}
if (button.hasAttribute("data-party-swap")) {
state.partySwapped = !state.partySwapped;
return render();
}
if (button.hasAttribute("data-battle-pause")) {
state.battlePaused = !state.battlePaused;
return render();
}
if (button.dataset.battleSpeed) {
state.battleSpeed = Number(button.dataset.battleSpeed);
return render();
}
if (button.dataset.openScreen) {
state.screenId = button.dataset.openScreen;
state.screenVariant = "primary";
return setView("screens");
}
if (button.dataset.settingKey) {
const key = button.dataset.settingKey;
state.settings[key] = !state.settings[key];
return render();
}
if (button.dataset.textScale) {
state.settings.textScale = button.dataset.textScale;
return render();
}
if (button.dataset.reviewView) {
const target = button.dataset.reviewTarget;
if (button.dataset.reviewView === "firstplay") state.flowIndex = Number(target);
if (button.dataset.reviewView === "screens") state.screenId = target;
if (button.dataset.reviewView === "catalogs") state.catalogType = target;
return setView(button.dataset.reviewView);
}
if (button.hasAttribute("data-clear-search")) {
state.catalogQuery = "";
return render();
}
}
function handleInput(event) {
if (!event.target.matches("[data-catalog-search]")) return;
state.catalogQuery = event.target.value;
render();
const replacement = $("[data-catalog-search]");
replacement.focus();
replacement.setSelectionRange(replacement.value.length, replacement.value.length);
}
let viewerZoom = 1;
function openCurrentStage() {
const stage = $(".game-stage") || $(".region-stage");
if (!stage) return;
viewerZoom = 1;
$("#zoom-reset").textContent = "100%";
$("#dialog-stage").style.width = "100%";
$("#dialog-stage").replaceChildren(stage.cloneNode(true));
$("#viewer-label").textContent = stage.dataset.stageId || "Region composition";
$("#stage-dialog").showModal();
}
function setViewerZoom(delta) {
viewerZoom = Math.min(2, Math.max(0.75, Math.round((viewerZoom + delta) * 4) / 4));
$("#dialog-stage").style.width = `${viewerZoom * 100}%`;
$("#zoom-reset").textContent = `${Math.round(viewerZoom * 100)}%`;
}
async function init() {
try {
const embeddedData = $("#prototype-data");
if (embeddedData) state.data = JSON.parse(embeddedData.textContent);
else {
const response = await fetch("data/catalog.json");
if (!response.ok) throw new Error(`HTTP ${response.status}`);
state.data = await response.json();
}
const hashView = location.hash.replace("#", "");
if (["playtest", "firstplay", "screens", "regions", "catalogs", "reference", "review"].includes(hashView)) state.view = hashView;
const packageParam = new URLSearchParams(location.search).get("package");
if (packageParam === "p8-1") state.experiencePackage = "p8-1";
if (packageParam === "p8-2") state.experiencePackage = "p8-2";
if (packageParam === "p8-3") state.experiencePackage = "p8-3";
if (packageParam === "p8-4") state.experiencePackage = "p8-4";
if (packageParam === "p8-5") state.experiencePackage = "p8-5";
render();
} catch (error) {
$("#content").innerHTML = `Prototype data unavailable ${escapeHtml(error.message)}
`;
}
}
document.addEventListener("click", handleClick);
document.addEventListener("input", handleInput);
$("#open-nav").addEventListener("click", openMobileNav);
$("#close-nav").addEventListener("click", closeMobileNav);
$("#nav-scrim").addEventListener("click", closeMobileNav);
$("#fullscreen-current").addEventListener("click", openCurrentStage);
$("#close-dialog").addEventListener("click", () => $("#stage-dialog").close());
$("#zoom-out").addEventListener("click", () => setViewerZoom(-0.25));
$("#zoom-in").addEventListener("click", () => setViewerZoom(0.25));
$("#zoom-reset").addEventListener("click", () => { viewerZoom = 1; setViewerZoom(0); });
$("#stage-dialog").addEventListener("click", (event) => { if (event.target === event.currentTarget) event.currentTarget.close(); });
window.addEventListener("keydown", (event) => { if (event.key === "Escape") closeMobileNav(); });
init();