const state = {
data: null,
view: "firstplay",
locale: "zh_CN",
screenId: "SYS-005",
screenGroup: "ALL",
screenVariant: "primary",
flowIndex: 1,
regionIndex: 0,
catalogType: "professions",
catalogFilter: "all",
catalogQuery: "",
referenceIndex: 2,
openingSelected: [],
partySwapped: 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: "Final design prototype",
navFirst: "First play",
navScreens: "Screen atlas",
navRegions: "Regions",
navCatalogs: "Catalogs",
navReference: "Reference map",
navReview: "Review gates",
runtimeFrozen: "Runtime development frozen",
conceptBadge: "Concept direction",
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: "Concept direction - interface authored in HTML",
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: "最终设计原型",
navFirst: "首次游玩",
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: "运行时开发仍冻结",
conceptBadge: "概念方向",
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: "概念方向 - 界面由 HTML 独立绘制",
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 - 46 Coin": "花费46金币招募",
"Price 46 Coin · Operation HIRE-001": "价格46金币 · 招募操作 HIRE-001",
"Price 46 Coin · Operation HIRE-002": "价格46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 generatedOffers = [
{ id: "OFF-01", name: "Elian Rook", profession: "Hearthguard", trait: "Narrow Guard", read: "Intercepts a neighbor / slower steps", mark: "HG" },
{ id: "OFF-02", name: "Nia Orrow", profession: "Farstring", trait: "Patient Start", read: "Rear pressure / delayed first basic", mark: "FS" },
{ id: "OFF-03", name: "Tomas Vale", profession: "Wayrunner", trait: "Open Stance", read: "Reorders safely / briefly Exposed", mark: "WR" },
{ id: "OFF-04", name: "Sable Kest", profession: "Kindhand", trait: "Shared Cup", read: "Restores a neighbor / weaker self-heal", mark: "KH" },
];
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 ? `${text.slice(0, length - 1)}...` : text;
}
function screenName(screen) {
return state.locale === "zh_CN" ? screenNamesZh[screen.id] || screen.name : screen.name;
}
function getScreen(id) {
return state.data.screens.find((screen) => screen.id === id);
}
function flowLabel(step) {
return step[state.locale === "zh_CN" ? 3 : 2];
}
function iconButton(symbol, label, attrs = "") {
return ``;
}
function stageArt(index = 0) {
return ``;
}
function conceptLabel() {
return `${escapeHtml(t("concept"))}`;
}
function stageHeader(screen, context = "Windglass Verge", resources = true) {
return `
Contract 01 - chart the suspended pane crossing.
Offer set WIND-01-A remains stable until run creation.
${localizedText(offer.trait)} - ${localizedText(offer.read)}
${localizedText(offer.read)}。${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."}
${offer.profession === "Hearthguard" ? "Adds a visible front intercept." : "Adds position movement and target change."}
Price 46 Coin · Operation HIRE-${variant === "hire2" ? "002" : "001"}After the first direct hit, step one position rearward if legal.
At full rear the trigger is dormant. Apply remains reversible until readiness commit.
Position 0 is always the rightmost front. The line is never mirrored by locale.
The accepted order is frozen with the risk receipt. Selection alone changed nothing.
${actionDock("Begin Battle", "Return to Risk Board", "data-flow-next")}${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-ENTRYExpected protection ended at 00:18.4; actual pressure reached Nia at 00:19.1.
Farstring · Patient Start · Level 3 · survived 4 battles
Replacement Credit reduces only a later hire. Lost level, Trait, profession and history stay lost.
${truncate(screen.purpose, 180)}
${actionDock(screen.id === "OUT-006" ? "Hold to abandon run" : "Finish result", "Cancel")}Eligibility is revalidated at commit. The last living recruit can never be dismissed.
Gust Finch enters behind a visible Pane screen.
Targets rearmost ally, then steps forward.
Counter: screen or pullSecond uninterrupted bite chips neighbor Guard.
Counter: reorder or interruptFamily known: forced movement.
Confidence 68%${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("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("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")}
${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。")}
${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。")}
${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。")}
${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("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")}
${escapeHtml(truncate(screenPurpose(screen), 170))}
${escapeHtml(truncate(screenPurpose(screen), 180))}
${details.map((detail) => `${escapeHtml(detail)}
${region.framing}
${region.pressure}
${region.progression}
${escapeHtml(truncate(config.body(entry), 240))}
${bi(mapping.options[0], mapping.options[1])}
${screen.id} · ${bi("Current page composition", "当前页面构图")}
${bi(mapping.adopt[0], mapping.adopt[1])}
${bi(mapping.change[0], mapping.change[1])}
${bi(mapping.reject[0], mapping.reject[1])}
${group[3]}
${escapeHtml(error.message)}