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Genarrative/src/components/game-shell/GameShellStoryPanels.tsx
高物 50759f3c1e
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2026-04-20 09:54:17 +08:00

256 lines
9.8 KiB
TypeScript

import { lazy, Suspense } from 'react';
import type { BottomTab } from '../../hooks/useGameFlow';
import type {
BattleRewardUi,
CharacterChatUi,
GoalFlowUi,
InventoryFlowUi,
NpcChatQuestOfferUi,
QuestFlowUi,
} from '../../hooks/useStoryGeneration';
import type { CompanionRenderState, GameState, StoryMoment, StoryOption } from '../../types';
import { getNineSliceStyle,TAB_ICONS, UI_CHROME } from '../../uiAssets';
import type { GameCanvasEntitySelection } from '../GameCanvas';
import { PixelIcon } from '../PixelIcon';
import { PanelLoadingFallback } from './GameShellLoaders';
import type { GameShellAdventureStatistics } from './types';
const AdventurePanel = lazy(async () => {
const module = await import('../AdventurePanel');
return {
default: module.AdventurePanel,
};
});
const CharacterPanel = lazy(async () => {
const module = await import('../CharacterPanel');
return {
default: module.CharacterPanel,
};
});
const InventoryPanel = lazy(async () => {
const module = await import('../InventoryPanel');
return {
default: module.InventoryPanel,
};
});
export function GameShellStoryPanels({
visibleGameState,
visibleCurrentStory,
isLoading,
aiError,
bottomTab,
setBottomTab,
displayedOptions,
hideStoryOptions,
canRefreshOptions,
handleRefreshOptions,
handleSceneTransitionChoice,
handleNpcChatInput,
exitNpcChat,
characterChatUi,
inventoryUi,
battleRewardUi,
questUi,
npcChatQuestOfferUi,
goalUi,
companionRenderStates,
characterChatSummaries,
openOverlayPanel,
openCampModal,
openPartyMemberDetails,
adventureStatistics,
musicVolume,
onMusicVolumeChange,
onSaveAndExit,
}: {
visibleGameState: GameState;
visibleCurrentStory: StoryMoment;
isLoading: boolean;
aiError: string | null;
bottomTab: BottomTab;
setBottomTab: (tab: BottomTab) => void;
displayedOptions: StoryOption[];
hideStoryOptions: boolean;
canRefreshOptions: boolean;
handleRefreshOptions: () => void;
handleSceneTransitionChoice: (option: StoryOption) => void;
handleNpcChatInput: (input: string) => boolean;
exitNpcChat: () => boolean;
characterChatUi: CharacterChatUi;
inventoryUi: InventoryFlowUi;
battleRewardUi: BattleRewardUi;
questUi: QuestFlowUi;
npcChatQuestOfferUi: NpcChatQuestOfferUi;
goalUi: GoalFlowUi;
companionRenderStates: CompanionRenderState[];
characterChatSummaries: Record<string, string>;
openOverlayPanel: (panel: 'character' | 'inventory') => void;
openCampModal: () => void;
openPartyMemberDetails: (selection: GameCanvasEntitySelection) => void;
adventureStatistics: GameShellAdventureStatistics;
musicVolume: number;
onMusicVolumeChange: (value: number) => void;
onSaveAndExit: () => void;
}) {
const playerCharacter = visibleGameState.playerCharacter;
if (!playerCharacter) {
return null;
}
return (
<>
<div className="story-top-tabs mb-3 grid grid-cols-3 gap-2 sm:gap-3">
<button
onClick={() => setBottomTab('character')}
className={`pixel-nine-slice pixel-pressable pixel-tab-button ${bottomTab === 'character' ? 'pixel-tab-button--active text-white' : 'text-zinc-300'}`}
style={getNineSliceStyle(bottomTab === 'character' ? UI_CHROME.tabActive : UI_CHROME.tabInactive, { paddingX: 10, paddingY: 8 })}
>
<span className="pixel-tab-button__inner">
<PixelIcon
src={bottomTab === 'character' ? TAB_ICONS.character.active : TAB_ICONS.character.inactive}
className={`pixel-tab-button__icon ${bottomTab === 'character' ? 'opacity-100' : 'opacity-70'}`}
/>
<span className="pixel-tab-button__label"></span>
</span>
</button>
<button
onClick={() => setBottomTab('adventure')}
className={`pixel-nine-slice pixel-pressable pixel-tab-button ${bottomTab === 'adventure' ? 'pixel-tab-button--active text-white' : 'text-zinc-300'}`}
style={getNineSliceStyle(bottomTab === 'adventure' ? UI_CHROME.tabActive : UI_CHROME.tabInactive, { paddingX: 10, paddingY: 8 })}
>
<span className="pixel-tab-button__inner">
<PixelIcon
src={bottomTab === 'adventure' ? TAB_ICONS.adventure.active : TAB_ICONS.adventure.inactive}
className={`pixel-tab-button__icon ${bottomTab === 'adventure' ? 'opacity-100' : 'opacity-70'}`}
/>
<span className="pixel-tab-button__label"></span>
</span>
</button>
<button
onClick={() => setBottomTab('inventory')}
className={`pixel-nine-slice pixel-pressable pixel-tab-button ${bottomTab === 'inventory' ? 'pixel-tab-button--active text-white' : 'text-zinc-300'}`}
style={getNineSliceStyle(bottomTab === 'inventory' ? UI_CHROME.tabActive : UI_CHROME.tabInactive, { paddingX: 10, paddingY: 8 })}
>
<span className="pixel-tab-button__inner">
<PixelIcon
src={bottomTab === 'inventory' ? TAB_ICONS.inventory.active : TAB_ICONS.inventory.inactive}
className={`pixel-tab-button__icon ${bottomTab === 'inventory' ? 'opacity-100' : 'opacity-70'}`}
/>
<span className="pixel-tab-button__label"></span>
</span>
</button>
</div>
{bottomTab === 'character' && (
<Suspense fallback={<PanelLoadingFallback label="正在加载角色面板" />}>
<CharacterPanel
worldType={visibleGameState.worldType}
customWorldProfile={visibleGameState.customWorldProfile}
playerCharacter={playerCharacter}
playerHp={visibleGameState.playerHp}
playerMaxHp={visibleGameState.playerMaxHp}
playerMana={visibleGameState.playerMana}
playerMaxMana={visibleGameState.playerMaxMana}
playerEquipment={visibleGameState.playerEquipment}
activeBuildBuffs={visibleGameState.activeBuildBuffs}
companionRenderStates={companionRenderStates}
npcStates={visibleGameState.npcStates}
quests={visibleGameState.quests}
companionArcStates={
visibleGameState.storyEngineMemory?.companionArcStates ?? []
}
companionResolutions={
visibleGameState.storyEngineMemory?.companionResolutions ?? []
}
onOpenCamp={openCampModal}
onOpenCharacterChat={characterChatUi.openChat}
chatSummaries={characterChatSummaries}
onInspectMember={openPartyMemberDetails}
/>
</Suspense>
)}
{bottomTab === 'adventure' && (
<Suspense fallback={<PanelLoadingFallback label="正在加载冒险面板" />}>
<AdventurePanel
aiError={aiError}
currentStory={visibleCurrentStory}
isLoading={isLoading}
displayedOptions={displayedOptions}
hideOptions={hideStoryOptions}
canRefreshOptions={canRefreshOptions}
onRefreshOptions={handleRefreshOptions}
onChoice={handleSceneTransitionChoice}
onSubmitNpcChatInput={handleNpcChatInput}
onExitNpcChat={exitNpcChat}
onOpenCharacter={() => openOverlayPanel('character')}
onOpenInventory={() => openOverlayPanel('inventory')}
playerCharacter={playerCharacter}
worldType={visibleGameState.worldType}
quests={visibleGameState.quests}
questUi={questUi}
npcChatQuestOfferUi={npcChatQuestOfferUi}
goalStack={goalUi.goalStack}
goalPulse={goalUi.pulse}
onDismissGoalPulse={goalUi.dismissPulse}
battleRewardUi={battleRewardUi}
playerHp={visibleGameState.playerHp}
playerMaxHp={visibleGameState.playerMaxHp}
playerMana={visibleGameState.playerMana}
playerMaxMana={visibleGameState.playerMaxMana}
playerSkillCooldowns={visibleGameState.playerSkillCooldowns}
inBattle={visibleGameState.inBattle}
currentNpcBattleMode={visibleGameState.currentNpcBattleMode}
chapterState={visibleGameState.chapterState ?? null}
journeyBeat={
visibleGameState.storyEngineMemory?.currentJourneyBeat ?? null
}
statistics={adventureStatistics}
musicVolume={musicVolume}
onMusicVolumeChange={onMusicVolumeChange}
onSaveAndExit={onSaveAndExit}
/>
</Suspense>
)}
{bottomTab === 'inventory' && (
<Suspense fallback={<PanelLoadingFallback label="正在加载背包面板" />}>
<InventoryPanel
playerCharacter={playerCharacter}
worldType={visibleGameState.worldType}
playerInventory={visibleGameState.playerInventory}
playerCurrency={visibleGameState.playerCurrency}
playerHp={visibleGameState.playerHp}
playerMaxHp={visibleGameState.playerMaxHp}
playerMana={visibleGameState.playerMana}
playerMaxMana={visibleGameState.playerMaxMana}
inBattle={visibleGameState.inBattle}
onUseItem={inventoryUi.useInventoryItem}
onEquipItem={inventoryUi.equipInventoryItem}
forgeRecipes={inventoryUi.forgeRecipes}
onCraftRecipe={inventoryUi.craftRecipe}
onDismantleItem={inventoryUi.dismantleItem}
onReforgeItem={inventoryUi.reforgeItem}
continueGameDigest={
visibleGameState.storyEngineMemory?.continueGameDigest ?? null
}
narrativeCodex={
visibleGameState.storyEngineMemory?.narrativeCodex ?? []
}
narrativeQaReport={
visibleGameState.storyEngineMemory?.narrativeQaReport ?? null
}
/>
</Suspense>
)}
</>
);
}