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 ? `${text.slice(0, length - 1)}...` : text; } function screenName(screen) { return state.locale === "zh_CN" ? screenNamesZh[screen.id] || screen.name : screen.name; } function getScreen(id) { return state.data.screens.find((screen) => screen.id === id); } function flowLabel(step) { return step[state.locale === "zh_CN" ? 3 : 2]; } function iconButton(symbol, label, attrs = "") { return ``; } function stageArt(index = 0) { return ``; } function actorImage(offer, className = "actor-art") { const art = offer.art || actorAssets[offer.profession] || actorAssets.Hearthguard; return `${escapeHtml(localizedText(offer.profession))}`; } function equipmentImage(name, className = "equipment-art") { const art = equipmentAssets[name] || equipmentAssets["Stepback Soles"]; return `${escapeHtml(localizedText(name))}`; } function effectImage(kind, className = "battle-vfx") { return ``; } function conceptLabel() { return `${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` : ""}◆ ${escapeHtml(t("saved"))}
`; } function actionDock(primary, secondary = t("inspect"), attrs = "") { return `
`; } function frame(screen, body, options = {}) { const classes = ["game-stage", `family-${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
`; 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 runOperation RUN-CREATE-014
` : variant === "receipt" ? `
✓ RUN-CREATE-014${t("company")} 2 / ${t("capacity")} 4The two unchosen offers were not retained.
` : `
No Coin transactionSlot 01 · StandardTwo 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 !== "pending" ? `` : ""}
`; 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)}

${t("noCoin")}${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 APACE CREACH ${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 exposureFront → Center
Next basicWait +1 tick
${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 = `
${bi("INTEGRATED MARKET", "一体化集市")}

${bi("Company, offers and inventory stay visible", "队伍、报价与库存保持同屏")}

${t("company")}${count}/${t("capacity")}4
${bi("COMPANY BENCH", "队伍席位")}${bi("Tap Recruit to inspect or reorder", "点击队员查看或调整顺序")}
${company.map((offer, index) => { const profile = recruitProfile(offer, true); return ``; }).join("")}${Array.from({ length: 4 - count }, (_, index) => ``).join("")}
${offers.map((offer, index) => { const profile = recruitProfile(offer); return ``; }).join("")}
${bi("RUN INVENTORY", "本轮库存")}4 / 12 · ${bi("Tap item to compare", "点击物品进行比较")}
${Array.from({ length: 12 }, (_, index) => { const item = inventory[index]; const inventoryNames = ["Stepback Soles", "Frontpin Greaves", "Rescue Loop", "Open-Line Cord"]; return ``; }).join("")}
`; return frame(screen, body, { variant }); } function partyActors() { const original = [ ["3", "Nia", generatedOffers[1], "Rear"], ["2", "Sable", generatedOffers[3], "Protected"], ["1", "Tomas", generatedOffers[2], "Center"], ["0", "Elian", generatedOffers[0], "Exposed"], ]; const swapped = [original[0], original[2], original[1], original[3]]; return (state.partySwapped ? swapped : original).map(([position, name, offer, status], index) => { const profile = recruitProfile(offer, true); return ``; }).join(""); } function renderPreparation(screen, variant) { if (screen.id.startsWith("EQP")) { const comparison = screen.id === "EQP-002"; const equipmentRows = [["Stepback Soles", "EQ-001"], ["Frontpin Greaves", "EQ-002"], ["Rescue Loop", "EQ-009"], ["Open-Line Cord", "EQ-012"]]; const body = `
ELIGIBLE INVENTORY${equipmentRows.map(([name, id], index) => ``).join("")}
${bi("ONE EQUIPMENT SLOT", "唯一装备槽")}${actorImage(generatedOffers[1], "equipment-wearer-art")}Nia OrrowFarstring · 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 hitStep rear
Next basicWait +1

At full rear the trigger is dormant. Apply remains reversible until readiness commit.

`; 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 0Nia reaches enemy rear
${t("protected")}${partyActors()}${t("exposed")}
${iconButton("↶", "Undo")}${iconButton("↺", "Reset")}
`; 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 screenEntry cost0 CoinReward classEquipmentRetreatOne 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

${risks.map((risk, index) => ``).join("")}
CoverageFront hold ✓Rear screen △Recovery 214 Coin
`; return frame(screen, body, { variant }); } function battleLine() { const enemies = Array.from({ length: 4 }, (_, index) => `Riftblade${index === 3 ? "Prism screen" : index % 2 ? "Guard chip" : "Rear step"}`).join(""); return `
${t("protected")}${partyActors()}${t("exposed")}
Pane Bite · 0.8s → Elian${effectImage("threat")}
${enemies}Tempest Seraph${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("")}
${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
${iconButton(state.battlePaused ? "▶" : "Ⅱ", state.battlePaused ? "Resume" : "Pause", "data-battle-pause")}
${[1, 2, 4].map((speed) => ``).join("")}
${iconButton("i", "Inspect event", "data-open-screen=\"BAT-003\"")}
${battleLine()}
00:07.2 · Gust Finch targets Nia00:08.0 · Elian intercepts Pane Bite00:08.8 · Sable gains Remedy
${inspect ? `` : ""}
[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.

EXPECTED00:17 Guard 100:19 Rear shot blocked00:22 Stable line
ACTUAL00:17 Pane chip00:18 Guard 000:19 Nia hit
CauseSecond uninterrupted Pane BiteOrderSable remained adjacentAdaptMove 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 gapRear 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) => ``).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.

${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
${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")}
`; 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) => ``).join("")}
`; 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.

${partyActors()}
Latest receiptQuiet Rearplate claimed · no unresolved transaction
` : `
NOWROUND 4BOSS 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) => ``).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) => ``).join("")}
`; 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("FINAL BOSS SETTLED · FIRST CLEAR", "最终首领已结算 · 首次通关")}

${bi("How will the Guild record this victory?", "公会将如何记录这场胜利?")}

${bi("Both choices close this run and archive the surviving Company.", "两个选择都会结束本轮远征,并把幸存队伍存入历史记录。")}

✓
${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")}

`; 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 = `
${bi("OATH SEASON · NEW GENERATED RUN", "誓约季 · 全新生成远征")}

${bi("Choose laws that change valuation", "选择会改变决策价值的法则")}

${bi("The cleared Company is archived and cannot be selected here.", "已通关队伍已存档,无法在这里继续选择。")}

${oathLawCatalog.map((law, index) => ``).join("")}
`; return frame(screen, body, { variant, art: false, context: bi("Oath Season", "誓约季"), resources: false }); } function renderOathResult(screen, variant) { const body = `
${bi("OATH SEASON RESULT", "誓约季结果")}

${bi("The Company held under changed laws", "队伍在变更法则下完成了远征")}

${bi("Result receipts are complete. This generated Company is now a Record.", "结果回执已完成。这支生成队伍现已存入记录。")}

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")}

`; 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 = `
AETHERBOUNDGUILDBuild the company. Order the line. Read the result.
Safe resumeWindglass Verge · MarketCompany 5 · Round 3 · save healthy
${iconButton("⚙", "Settings")}${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")}

`; 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()}
`; return frame(screen, body, { variant, resources: false }); } if (screen.id === "SYS-007") { const body = `
${bi("SAVE RECOVERY", "存档恢复")}

${bi("Compare verified lineage", "比较已校验的存档谱系")}

${bi("Recovery never overwrites the last healthy source before a receipt exists.", "生成恢复回执前,不会覆盖最后一个健康来源。")}

`; 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")}

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。")}

`; 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) => ``).join("")}
`; 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 = `
${bi("RUN GROWTH · ONE DECISION PENDING", "本轮成长 · 一项决策待定")}

${bi("Elian can change how the front is held", "Elian 可以改变前排的承伤方式")}

${bi("Promotion preserves this Recruit's level, XP, Trait, one equipped item and current HP percentage.", "晋升会保留这名角色自己的等级、经验、特性、唯一装备与当前生命比例。")}

LV 6XP 12/80
${actorImage(generatedOffers[0], "growth-actor-art")}PF-B01${bi("Hearthguard", "护心卫士")}

${bi("Intercept adjacent direct pressure", "拦截相邻队员承受的直接压力")}

`; 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
${state.data.professions.slice(0, 6).map((entry, index) => ``).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))}

BaseChoiceMastery
${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 `
${["100", "115", "130"].map((scale) => ``).join("")}
`; } if (screen.id === "SET-006" && index === 0) { return `
`; } const key = settingKeys[`${screen.id}-${index}`]; if (key) { const enabled = Boolean(state.settings[key]); return ``; } if (index % 3 === 1) return ``; if (index % 3 === 2) return ``; return `
`; }); const body = `
CALLER · ${variant === "pause" ? "PAUSED BATTLE" : "TITLE"}

${escapeHtml(screenName(screen))}

${rows.map(([label], index) => `
${escapeHtml(label)}${index === 0 ? "Live preview" : "Current value"}
${controls[index]}
`).join("")}
`; return frame(screen, body, { variant, art: false, header: false }); } function renderGeneric(screen, variant) { const details = stageDetails[screen.id] || [screenPurpose(screen), screenAction(screen), screenSafeState(screen)]; const primary = state.locale === "zh_CN" ? `打开${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))}

`, ); } function viewHeading(kicker, title, detail, badges = []) { return `
${escapeHtml(kicker)}

${escapeHtml(title)}

${escapeHtml(detail)}

${badges.map((badge) => `${escapeHtml(badge)}`).join("")}
`; } 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) => `
  1. ${index < currentIndex ? "✓" : step[1]}${escapeHtml(experienceStepLabel(step))}
  2. `).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 = `
P8.1 · ${bi("STEP 1 OF 4", "第 1 / 4 步")}

${bi("Choose how this expedition begins", "选择这次远征如何开始")}

${bi("One Contract is unlocked. You still choose its difficulty before seeing any Recruit offers.", "目前只解锁一个契约;在看到队员候选前,你仍需自己选择难度。")}

${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 ``; }).join("")}
`; 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 = `
P8.1 · ${bi("STEP 2 OF 4", "第 2 / 4 步")}

${bi("Inspect four Recruits, then choose exactly two", "查看四名队员,然后恰好选择两人")}

${bi("Offer set WIND-01-A stays unchanged until creation. No pair is recommended.", "候选组 WIND-01-A 在创建前不会变化;界面不会推荐任何组合。")}

${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])}

`; }).join("")}
${notice}
`; 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 = `
P8.1 · ${bi("STEP 3 OF 4", "第 3 / 4 步")}

${bi("Review before creating the expedition", "创建远征前请确认")}

${bi("This is the only commit boundary. You can still revise the pair.", "这里是唯一确认边界;现在仍可返回修改队伍。")}

${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("")}
`; 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 = `
✓
P8.1 · ${bi("STEP 4 OF 4", "第 4 / 4 步")}

${bi("Expedition created", "远征已创建")}

${bi("One receipt was committed. Repeated input cannot create another run.", "已生成唯一创建回执;重复点击不会再次创建远征。")}

P8-RUN-001
${bi("COMPANY 2 / CAPACITY 4", "队伍 2 / 容量 4")}${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("")}
${bi("P8.2 LOCKED", "P8.2 尚未开启")}${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。")}
`; 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) => `
  1. ${index < currentIndex ? "✓" : step[1]}${escapeHtml(experienceStepLabel(step))}
  2. `).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) => ``).join("")}
`; 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")}

${actorImage(offer, "offer-character")}${offer.id}
${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)}

`; 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}
${marketCompanyBench()}
`; 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])}

`; 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")}
`; 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("")}
`; 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 = `
P8.2 · ${bi("ONE-SLOT REPLACEMENT", "单装备槽替换")}

${bi("Choose exactly one wearer", "明确选择一名装备者")}

${bi("The candidate item replaces that Recruit's current item; the prior item returns to inventory.", "候选装备会替换该队员当前装备;原装备将退回库存。")}

${company.map((offer) => ``).join("")}
`; 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)}
`; 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 = `
P8.2 · ${bi("PARTY ORDER", "队伍横队")}

${bi("Tap a Recruit, then tap the destination", "先点击队员,再点击目标位置")}

${bi("Protected rear stays left. Exposed position 0 stays right in every language.", "受保护后排始终在左;暴露的0号位始终在右,不随语言镜像。")}

← ${bi("PROTECTED REAR", "受保护后排")}${bi("EXPOSED FRONT", "暴露前排")} →
${ordered.map((offer, index) => ``).join("")}
`; 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 = `
✓
P8.2 · ${bi("PREPARATION RECEIPT", "整备回执")}

${bi("Company preparation complete", "队伍整备完成")}

PREP-P82-001
${bi("PROTECTED REAR", "受保护后排")}${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")}1252 − 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。")}
`; 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) => `
  1. ${index < currentIndex ? "✓" : step[1]}${escapeHtml(experienceStepLabel(step))}
  2. `).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) => ``).join("")}
`; return frame(screen, body, { variant: "p8-3-risk", resources: false }); } function renderP83RiskReview(screen) { const offer = p83RiskOffer(); const body = `
P8.3 · ${bi("RISK COMMITMENT", "风险确认")}

${bi(offer.name[0], offer.name[1])}

${bi("This is the only commit boundary. Cancel preserves the same selected offer.", "这是唯一确认边界;取消会保留当前选中的风险。")}

${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

`; 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")}
`; 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) => `
${enemy[0] === "Unknown" ? "?" : `${escapeHtml(bi(enemy[0], enemy[1]))}`}
${index}${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")}
-28
${equipmentImage(firstMarketItem.name, "")}EQ-012 · ${bi("LEGAL RETARGET", "合法改换目标")}
`; if (eventIndex === 3) return `${bi("GUARD · 100→72", "格挡 · 100→72")}`; if (eventIndex === 4) return `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)}
`; 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])}

${[1,2,4].map((speed) => ``).join("")}
${bi("No combat respawn", "战斗中不会复活")}${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) => ``).join("")}
${eventIndex === p83BattleEvents.length - 1 ? `` : ""}${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")}
` : ""}
`; return frame(screen, body, { variant: "p8-3-battle", resources: false, artSrc: "assets/web/ch01_battle.webp" }); } function renderP83Resolved(screen) { const offer = p83RiskOffer(); const body = `
✓
P8.3 · ${bi("TIMELINE RESOLVED", "时间线解析完成")}

${bi("Observation complete", "自动战斗观察完成")}

BATTLE-P83-001
${bi("Chosen risk", "所选风险")}${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")}
${bi("P8.4 LOCKED", "P8.4 尚未开启")}${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。")}
`; 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) => `
  1. ${index < currentIndex ? "✓" : step[1]}${escapeHtml(experienceStepLabel(step))}
  2. `).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
  1. 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。")}
  2. ${bi("FIRST DECISIVE DIVERGENCE", "首个决定性分歧")}${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。")}
  3. 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。")}
`; 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

`; return frame(screen, body, { variant: "p8-4-casualty-review", resources: false }); } function renderP84CasualtyReceipt(screen) { const body = `
✓
${bi("CASUALTY RECEIPT", "伤亡回执")}

${bi("Ilya is permanently removed", "Ilya 已永久离队")}

CASUALTY-P84-001
${p84SurvivorLine()}
${bi("Protected recovery offer created", "已创建受保护补员")}RCV-P84-01 · Vela Dorn · Farstring · ${bi("Level 1", "1级")}
`; 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) => ``).join("")}
`; return frame(screen, body, { variant: "p8-4-reward", resources: false }); } function renderP84ArtifactChoice(screen) { const body = `
P8.4 · ${bi("ARTIFACT CARD", "神器奖励卡")}

${bi("Choose one run-wide law", "选择一条整轮规则")}

${bi("These fixed IDs do not occupy a Recruit equipment slot.", "这三个固定神器不会占用队员的装备槽。")}

${p84Artifacts.map((artifact) => ``).join("")}
`; return frame(screen, body, { variant: "p8-4-artifact", resources: false }); } function renderP84RewardReview(screen) { const reward = state.rewardSelected === "decline" ? null : p84Rewards.find((entry) => entry.id === state.rewardSelected); const artifact = p84Artifacts.find((entry) => entry.id === state.artifactSelected); const label = reward?.id === "artifact" ? `${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 = `
P8.4 · ${bi("REWARD REVIEW", "奖励审核")}

${label}

${bi("This commit cannot change the casualty receipt or spend Replacement Credit.", "本次提交不会改变伤亡回执,也不会消耗补员凭证。")}

${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。")}

`; 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 = `
✓
${bi("REWARD RECEIPT", "奖励回执")}

${reward.label}

REWARD-P84-001
${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}
`; 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) => ``).join("")}
`; 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 = `
P8.4 · ${bi("RECOVERY REVIEW", "恢复审核")}

${bi(choice.name[0], choice.name[1])}

${bi("This is the only recovery commit. Back returns to the same three stable options.", "这是唯一恢复提交点;返回后仍是同样三个固定选项。")}

${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。")}

`; 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
${p84SurvivorLine(true)}
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")}
`; 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。")}

${p84SurvivorLine(true)}
${bi("Coin", "金币")}${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")}
`; 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) => `
  1. ${index < current ? "✓" : step[1]}${escapeHtml(experienceStepLabel(step))}
  2. `).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 ? `
${bi("INHERITED", "继承状态")}46 Coin · 0 Credit · Company 4/4EQ-014 Quiet Rearplate${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 ``; } 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")}
`; 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)} / 4EQ-012 → Tomas
${actions.map(([id, en, zh]) => ``).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")}
`, { variant: "p8-5-market-1", resources: false }); } function p85StageRisk1() { const selected = p85RiskOffers[1]; return frame(getScreen("RSK-001"), `
P8.3R2 · ${bi("FIRST RISK", "第一轮风险")}

${bi("Commit the accepted Shattered Terrace fixture", "确认已接受的破碎台地风险")}

${bi("The integrated path keeps the same medium-pressure choice so the P8.4 casualty and recovery remain truthful.", "完整路径保留相同的中等压力选择,确保 P8.4 的伤亡与恢复真实延续。")}

${selected.id}${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])} · ${bi("Medium exposure", "中等暴露")}
Company 4/412 CoinEQ-012 → Tomas${bi("No retreat executed", "尚未撤退")}
`, { 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"), `
${second ? "P8.5 · CYCLE TWO" : "P8.3R2 · CYCLE ONE"}

${escapeHtml(p85EventTitle(current[1]))}

${escapeHtml(current[2])}

${p85DynamicArena(which, tick)}
${events.map((event, index) => ``).join("")}
CC · ${escapeHtml(current[2])}
`, { 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")}
`, { 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) => ``).join("")}
`, { variant: "p8-5-recovery-reward", resources: false }); const recovery = state.p85RecoveryChoice; return frame(getScreen("OUT-004"), `
P8.4 · ${bi("RECOVERY RECEIPT", "恢复回执")}

${bi("Bring Vela in, or continue short-handed", "招募 Vela,或缺员继续")}

${bi("Ilya's Credit is 14. Returned EQ-014 stays in inventory and is never auto-equipped.", "Ilya 的补员凭证为14;退回的 EQ-014 留在库存,不会自动装备。")}

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) => ``).join("")}
`, { 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。")}
`, { variant: "p8-5-loadout", resources: false }); } function p85StageRisk2() { const selected = p85RiskOffers.find((offer) => offer.id === state.p85Risk2); return frame(getScreen("RSK-001"), `
P8.5 · ${bi("SECOND RISK", "第二轮风险")}

${bi("The same equipment means different things now", "同一件装备在此刻有不同价值")}

${bi("Compare both legal routes. The cards change value with Vela's actual loadout; neither predicts a hidden result.", "比较两条合法路线。卡片会根据 Vela 的实际装备改变价值;界面不会预言隐藏结果。")}

${p85RiskOffers.map((offer) => ``).join("")}
`, { 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")}
`, { 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")} 4/4AR-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")}
`, { 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])}
${flowSteps.map((entry, index) => ``).join("")}
`; } function renderScreens() { const filtered = state.data.screens.filter((screen) => state.screenGroup === "ALL" || screen.id.startsWith(`${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"])}
${Object.entries(screenGroups).map(([key, label]) => ``).join("")}
${variants.map(([key, label]) => ``).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) => ``).join("")}
${escapeHtml(region.name)} concept direction${t("concept")}
${region.id}

${region.name}

${region.framing}

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) => ``).join("")}
${config.filters.map(([key, label]) => ``).join("")}
${filtered.length ? filtered.slice(0, 100).map((entry) => `
${entry.id}${entry.name}${escapeHtml(config.meta(entry))}

${escapeHtml(truncate(config.body(entry), 240))}

`).join("") : `
No matching identities
`}${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("")}
`; } 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) => ``).join("")}
${bi("REFERENCE LEARNING", "参考学习")}

${bi("Observed structure", "观察到的结构")}

${bi(mapping.options[0], mapping.options[1])}

${renderReferenceWireframe(mapping)}
${bi("AETHERBOUND ADAPTATION", "Aetherbound 原创改造")}

${screenName(screen)}

${screen.id} · ${bi("Current page composition", "当前页面构图")}

${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]}

`).join("")}
Machine-verifiable50 unique states · current counts · responsive layout · interactions · self-contained bundle
Owner remains responsibleComprehension · 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();