This commit is contained in:
305
src/components/CompanionCampModal.tsx
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305
src/components/CompanionCampModal.tsx
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import { AnimatePresence, motion } from 'motion/react';
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import { useEffect, useMemo, useState } from 'react';
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import { getCharacterById } from '../data/characterPresets';
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import { MAX_COMPANIONS } from '../data/npcInteractions';
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import { Character, CompanionState } from '../types';
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import { CHROME_ICONS, getNineSliceStyle, UI_CHROME } from '../uiAssets';
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import { PixelIcon } from './PixelIcon';
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import { ResolvedAssetImage } from './ResolvedAssetImage';
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interface CompanionCampModalProps {
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isOpen: boolean;
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playerCharacter: Character | null;
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companions: CompanionState[];
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roster: CompanionState[];
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inBattle: boolean;
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onClose: () => void;
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onBenchCompanion: (npcId: string) => void;
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onActivateCompanion: (npcId: string, swapNpcId?: string | null) => void;
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}
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type CompanionCardData = {
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companion: CompanionState;
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character: Character;
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};
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function StatusPill({ label, value }: { label: string; value: string }) {
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return (
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<div className="rounded-full border border-white/10 bg-black/20 px-2 py-1 text-[10px] text-zinc-300">
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{label} {value}
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</div>
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);
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}
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function buildCampMoments(
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playerCharacter: Character | null,
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activeCompanions: CompanionCardData[],
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reserveCompanions: CompanionCardData[],
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) {
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if (!playerCharacter) {
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return ['营地尚未准备完毕。'];
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}
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const moments: string[] = [];
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if (activeCompanions.length === 0 && reserveCompanions.length === 0) {
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moments.push(`${playerCharacter.name}独自坐在营火旁,暂时还没有固定同行者。`);
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}
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if (activeCompanions.length >= 2) {
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const firstCompanion = activeCompanions[0];
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const secondCompanion = activeCompanions[1];
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if (firstCompanion && secondCompanion) {
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moments.push(`${firstCompanion.character.name}和${secondCompanion.character.name}正低声商量下一段路怎么走。`);
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}
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}
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const trustedCompanion = activeCompanions.find(item => item.companion.joinedAtAffinity >= 70);
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if (trustedCompanion) {
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moments.push(`${trustedCompanion.character.name}熟练地清点补给,看起来已经像能交托后背的同伴了。`);
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}
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if (reserveCompanions.length > 0) {
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const reserveCompanion = reserveCompanions[0];
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if (reserveCompanion) {
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moments.push(`${reserveCompanion.character.name}正在营地里待命,随时都能重新归队。`);
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}
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}
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if (moments.length === 0) {
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moments.push(`${playerCharacter.name}环视营地,确认众人都已经各就各位。`);
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}
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return moments.slice(0, 3);
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}
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export function CompanionCampModal({
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isOpen,
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playerCharacter,
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companions,
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roster,
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inBattle,
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onClose,
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onBenchCompanion,
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onActivateCompanion,
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}: CompanionCampModalProps) {
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const [selectedSwapNpcId, setSelectedSwapNpcId] = useState<string | null>(null);
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const activeCompanionCards = useMemo<CompanionCardData[]>(
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() => companions
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.map(companion => {
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const character = getCharacterById(companion.characterId);
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return character ? { companion, character } : null;
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})
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.filter(Boolean) as CompanionCardData[],
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[companions],
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);
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const reserveCompanionCards = useMemo<CompanionCardData[]>(
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() => roster
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.map(companion => {
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const character = getCharacterById(companion.characterId);
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return character ? { companion, character } : null;
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})
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.filter(Boolean) as CompanionCardData[],
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[roster],
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);
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const campMoments = useMemo(
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() => buildCampMoments(playerCharacter, activeCompanionCards, reserveCompanionCards),
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[activeCompanionCards, playerCharacter, reserveCompanionCards],
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);
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useEffect(() => {
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if (!isOpen) return;
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if (companions.length >= MAX_COMPANIONS) {
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setSelectedSwapNpcId(companions[0]?.npcId ?? null);
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return;
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}
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setSelectedSwapNpcId(null);
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}, [companions, isOpen]);
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return (
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<AnimatePresence>
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{isOpen && (
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<motion.div
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initial={{ opacity: 0 }}
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animate={{ opacity: 1 }}
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exit={{ opacity: 0 }}
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className="fixed inset-0 z-[72] flex items-center justify-center bg-black/72 p-4 backdrop-blur-sm"
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onClick={onClose}
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>
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<motion.div
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initial={{ opacity: 0, scale: 0.96, y: 8 }}
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animate={{ opacity: 1, scale: 1, y: 0 }}
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exit={{ opacity: 0, scale: 0.96, y: 8 }}
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transition={{ duration: 0.18, ease: 'easeOut' }}
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className="pixel-nine-slice pixel-modal-shell flex max-h-[min(92vh,58rem)] w-full max-w-5xl flex-col overflow-hidden shadow-[0_24px_80px_rgba(0,0,0,0.55)]"
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style={getNineSliceStyle(UI_CHROME.modalPanel)}
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onClick={event => event.stopPropagation()}
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>
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<div className="relative border-b border-white/10 px-4 py-3 sm:px-5 sm:py-4">
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<div className="min-w-0 pr-10">
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<div className="text-sm font-semibold text-white">营地编组</div>
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<div className="mt-1 text-[11px] tracking-[0.18em] text-zinc-500">
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{playerCharacter ? `${playerCharacter.name} / 出战 ${companions.length}/${MAX_COMPANIONS}` : '队伍调度'}
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</div>
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</div>
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<button
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type="button"
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onClick={onClose}
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className="absolute right-4 top-3 p-1 text-zinc-400 transition-colors hover:text-white sm:right-5 sm:top-4"
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>
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<PixelIcon src={CHROME_ICONS.close} className="h-4 w-4" />
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</button>
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</div>
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<div className="grid min-h-0 flex-1 gap-4 overflow-y-auto p-5 lg:grid-cols-[1.05fr_0.95fr] lg:overflow-hidden">
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<section className="rounded-2xl border border-white/10 bg-black/18 p-4 lg:min-h-0 lg:overflow-y-auto">
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<div className="mb-3 flex items-center justify-between gap-3">
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<div>
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<div className="text-xs font-bold text-white">当前队伍</div>
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<div className="mt-1 text-xs text-zinc-400">
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可直接把同行者转入后备,或先选定替换位,再让后备成员归队。
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</div>
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</div>
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<StatusPill label="出战" value={`${companions.length}/${MAX_COMPANIONS}`} />
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</div>
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{inBattle && (
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<div className="mb-3 rounded-xl border border-amber-400/20 bg-amber-500/10 px-3 py-2 text-xs text-amber-100">
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战斗中无法调整编组。
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</div>
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)}
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<div className="space-y-3">
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{activeCompanionCards.length > 0 ? activeCompanionCards.map(({ companion, character }) => {
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const selectedForSwap = selectedSwapNpcId === companion.npcId;
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return (
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<div
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key={companion.npcId}
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className={`rounded-xl border px-3 py-3 ${selectedForSwap ? 'border-sky-400/40 bg-sky-500/10' : 'border-white/8 bg-black/20'}`}
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>
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<div className="flex items-center gap-3">
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<div className="flex h-16 w-16 shrink-0 items-center justify-center overflow-hidden rounded-xl border border-white/10 bg-black/25">
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<ResolvedAssetImage
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src={character.portrait}
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alt={character.name}
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className="h-full w-full scale-125 object-contain"
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style={{ imageRendering: 'pixelated' }}
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/>
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</div>
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<div className="min-w-0 flex-1">
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<div className="text-sm font-semibold text-white">{character.name}</div>
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<div className="text-[10px] tracking-[0.18em] text-zinc-500">{character.title}</div>
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<div className="mt-2 flex flex-wrap gap-2">
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<StatusPill label="生命" value={`${companion.hp}/${companion.maxHp}`} />
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<StatusPill label="灵力" value={`${companion.mana}/${companion.maxMana}`} />
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<StatusPill label="好感" value={`${companion.joinedAtAffinity}`} />
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</div>
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</div>
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</div>
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<div className="mt-3 flex flex-wrap gap-2">
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<button
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type="button"
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disabled={inBattle}
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onClick={() => setSelectedSwapNpcId(companion.npcId)}
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className={`rounded-lg border px-3 py-2 text-xs ${selectedForSwap ? 'border-sky-400/30 bg-sky-500/15 text-sky-100' : 'border-white/10 bg-white/5 text-zinc-200'} ${inBattle ? 'opacity-50' : ''}`}
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>
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设为替换位
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</button>
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<button
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type="button"
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disabled={inBattle}
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onClick={() => onBenchCompanion(companion.npcId)}
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className={`rounded-lg border border-white/10 bg-white/5 px-3 py-2 text-xs text-zinc-200 ${inBattle ? 'opacity-50' : ''}`}
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>
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转入后备
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</button>
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</div>
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</div>
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);
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}) : (
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<div className="rounded-xl border border-dashed border-white/10 bg-black/20 px-4 py-6 text-sm text-zinc-400">
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当前没有已出战的同行者。
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</div>
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)}
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</div>
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</section>
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<section className="rounded-2xl border border-white/10 bg-black/18 p-4 lg:min-h-0 lg:overflow-y-auto">
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<div className="mb-3 flex items-center justify-between gap-3">
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<div>
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<div className="text-xs font-bold text-white">后备队伍</div>
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<div className="mt-1 text-xs text-zinc-400">
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后备同行者会在营地待命,随时可以重新召回。
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</div>
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</div>
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<StatusPill label="后备" value={`${reserveCompanionCards.length}`} />
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</div>
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<div className="space-y-3">
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{reserveCompanionCards.length > 0 ? reserveCompanionCards.map(({ companion, character }) => {
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const needsSwap = companions.length >= MAX_COMPANIONS;
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return (
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<div key={companion.npcId} className="rounded-xl border border-white/8 bg-black/20 px-3 py-3">
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<div className="flex items-center gap-3">
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<div className="flex h-16 w-16 shrink-0 items-center justify-center overflow-hidden rounded-xl border border-white/10 bg-black/25">
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<ResolvedAssetImage
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src={character.portrait}
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alt={character.name}
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className="h-full w-full scale-125 object-contain"
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style={{ imageRendering: 'pixelated' }}
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/>
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</div>
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<div className="min-w-0 flex-1">
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<div className="text-sm font-semibold text-white">{character.name}</div>
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<div className="text-[10px] tracking-[0.18em] text-zinc-500">{character.title}</div>
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<div className="mt-2 flex flex-wrap gap-2">
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<StatusPill label="生命" value={`${companion.hp}/${companion.maxHp}`} />
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<StatusPill label="灵力" value={`${companion.mana}/${companion.maxMana}`} />
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<StatusPill label="好感" value={`${companion.joinedAtAffinity}`} />
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</div>
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</div>
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</div>
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<button
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type="button"
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disabled={inBattle || (needsSwap && !selectedSwapNpcId)}
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onClick={() => onActivateCompanion(companion.npcId, needsSwap ? selectedSwapNpcId : null)}
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className={`mt-3 w-full rounded-lg border px-3 py-2 text-xs ${
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inBattle || (needsSwap && !selectedSwapNpcId)
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? 'border-white/6 bg-black/20 text-zinc-500'
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: 'border-emerald-400/20 bg-emerald-500/10 text-emerald-100'
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}`}
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>
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{needsSwap ? '换入队伍' : '编入队伍'}
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</button>
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</div>
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);
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}) : (
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<div className="rounded-xl border border-dashed border-white/10 bg-black/20 px-4 py-6 text-sm text-zinc-400">
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当前还没有后备同行者。
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</div>
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)}
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</div>
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</section>
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</div>
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<div className="border-t border-white/10 px-5 py-4">
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<div className="mb-3 text-xs font-bold text-white">营地气氛</div>
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<div className="grid gap-3 md:grid-cols-3">
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{campMoments.map((moment, index) => (
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<div
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key={`camp-moment-${index}-${moment}`}
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className="rounded-xl border border-white/8 bg-black/18 px-4 py-3 text-sm leading-relaxed text-zinc-300"
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>
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{moment}
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</div>
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))}
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</div>
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</div>
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</motion.div>
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</motion.div>
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)}
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</AnimatePresence>
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);
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}
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