Merge branch 'test' into feat-vip
This commit is contained in:
+73
-14
@@ -30,11 +30,64 @@ const playersSorted = ref([]);
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const playersScores = ref([]);
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const halfTimeTip = ref(false);
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const halfRest = ref(false);
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const HALF_REST_SECONDS = 20;
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const halfRestRemain = ref(HALF_REST_SECONDS);
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let halfRestTimer = null;
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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/** 记录每位玩家当前半场连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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/** 记录每位玩家当前半场连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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function clearHalfRestCountdown() {
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if (halfRestTimer) {
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clearInterval(halfRestTimer);
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halfRestTimer = null;
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}
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}
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function getHalfRestSeconds(battleInfo) {
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const remainCandidates = [
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battleInfo?.halfRestRemain,
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battleInfo?.halfRestRemainSeconds,
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battleInfo?.restRemain,
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battleInfo?.restRemainSeconds,
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];
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for (const item of remainCandidates) {
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const remain = Number(item);
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if (Number.isFinite(remain) && remain > 0 && remain <= HALF_REST_SECONDS) {
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return Math.ceil(remain);
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}
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}
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const endTime = Number(battleInfo?.halfRestEndTime ?? battleInfo?.restEndTime);
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if (!Number.isFinite(endTime) || endTime <= 0) return HALF_REST_SECONDS;
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const timestamp = endTime < 1e12 ? endTime * 1000 : endTime;
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const diffSeconds = (timestamp - Date.now()) / 1000;
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if (diffSeconds > 0 && diffSeconds <= HALF_REST_SECONDS) {
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return Math.ceil(diffSeconds);
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}
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return HALF_REST_SECONDS;
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}
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function startHalfRestCountdown(seconds = HALF_REST_SECONDS) {
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clearHalfRestCountdown();
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halfRestRemain.value = Math.max(0, Math.ceil(Number(seconds) || HALF_REST_SECONDS));
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if (halfRestRemain.value <= 0) return;
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halfRestTimer = setInterval(() => {
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if (halfRestRemain.value <= 1) {
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halfRestRemain.value = 0;
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clearHalfRestCountdown();
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return;
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}
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halfRestRemain.value -= 1;
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}, 1000);
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}
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const currentPlayer = computed(() =>
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players.value.find((player) => String(player?.id) === String(user.value.id))
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);
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@@ -96,8 +149,7 @@ function recoverData(battleInfo, { force = false } = {}) {
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halfTimeTip.value = true;
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halfRest.value = true;
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tips.value = "准备下半场";
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// 剩余休息时间
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// const remain = (Date.now() - battleInfo.timeoutTime) / 1000;
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startHalfRestCountdown(getHalfRestSeconds(battleInfo));
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setTimeout(() => {
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uni.$emit("update-remain", 0);
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}, 200);
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@@ -128,23 +180,27 @@ onLoad(async (options) => {
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});
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/**
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* 检测指定玩家连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* 检测指定玩家连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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function checkAndPlayTententen(playerId, isXRing) {
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function isTenPlusRing(shot) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(playerId, isTenPlusRingShot) {
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if (!playerId) return;
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const id = parseInt(playerId);
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if (isXRing) {
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if (isTenPlusRingShot) {
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
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if (xRingStreaks.value[id] >= 3) {
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xRingStreaks.value[id] = 0;
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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nextTick(() => audioManager.play("tententen", false));
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}
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} else {
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// 非 X 环则重置该玩家的连续计数
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// 低于 10 环或未上靶则重置该玩家的连续计数
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xRingStreaks.value[id] = 0;
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}
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}
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@@ -152,6 +208,7 @@ function checkAndPlayTententen(playerId, isXRing) {
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async function onReceiveMessage(msg) {
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if (Array.isArray(msg)) return;
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if (msg.type === MESSAGETYPESV2.BattleStart) {
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clearHalfRestCountdown();
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halfTimeTip.value = false;
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halfRest.value = false;
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recoverData(msg);
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@@ -166,22 +223,23 @@ async function onReceiveMessage(msg) {
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// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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let shooterId = null;
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let isXRing = false;
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let isTenPlusRingShot = false;
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for (const pid of Object.keys(newRound)) {
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const newLen = (newRound[pid] || []).length;
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if (newLen > (prevCounts[pid] || 0)) {
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shooterId = parseInt(pid);
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const shot = newRound[pid][newLen - 1];
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isXRing = !!(shot?.ringX && shot?.ring);
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isTenPlusRingShot = isTenPlusRing(shot);
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break;
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}
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}
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// 检测同一玩家三箭全 X 环,触发 tententen 音效
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checkAndPlayTententen(shooterId, isXRing);
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// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
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checkAndPlayTententen(shooterId, isTenPlusRingShot);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTimeTip.value = true;
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halfRest.value = true;
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tips.value = "准备下半场";
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startHalfRestCountdown();
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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setTimeout(() => {
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// 全部跳转到新结算页
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@@ -202,6 +260,7 @@ onBeforeUnmount(() => {
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uni.setKeepScreenOn({
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keepScreenOn: false,
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});
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clearHalfRestCountdown();
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uni.$off("socket-inbox", onReceiveMessage);
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audioManager.stopAll();
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});
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@@ -268,7 +327,7 @@ onShow(async () => {
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>
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<view class="half-time-tip">
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<text>上半场结束,休息一下吧:)</text>
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<text>20秒后开始下半场</text>
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<text>{{ halfRestRemain }}秒后开始下半场</text>
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</view>
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</ScreenHint>
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<!-- 设备离线提示弹窗 -->
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