Merge branch 'feat-jingzhun' into test
This commit is contained in:
@@ -1,3 +1,8 @@
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import {
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MELEE_FIRST_HALF_COMPLETE_AUDIO,
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MELEE_SECOND_HALF_COMPLETE_AUDIO,
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} from "@/utils/meleeCompletionAudio";
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export const AUDIO_INTERRUPTION_BEGIN_EVENT = "audio-interruption-begin";
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export const AUDIO_INTERRUPTION_END_EVENT = "audio-interruption-end";
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export const RHYTHM_SHOOT_WINDOW_AUDIO_KEY = "请射箭";
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@@ -62,6 +67,10 @@ export const getStabilityShotAudioKeys = (shootData) => {
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};
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export const audioFils = {
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[MELEE_FIRST_HALF_COMPLETE_AUDIO]:
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"https://static.shelingxingqiu.com/shootmini/static/audio20261105/%E4%B8%8A%E5%8D%8A%E5%9C%BA6%E7%AE%AD%E5%B7%B2%E5%B0%84%E5%AE%8C%EF%BC%8C%E8%AF%B7%E7%AD%89%E5%BE%85%E4%BB%96%E4%BA%BA%E5%AE%8C%E6%88%90%E5%B0%84%E7%AE%AD.mp3",
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[MELEE_SECOND_HALF_COMPLETE_AUDIO]:
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"https://static.shelingxingqiu.com/shootmini/static/audio20261105/%E4%B8%8B%E5%8D%8A%E5%9C%BA6%E7%AE%AD%E5%B7%B2%E5%B0%84%E5%AE%8C%EF%BC%8C%E8%AF%B7%E7%AD%89%E5%BE%85%E6%9C%80%E7%BB%88%E6%8E%92%E5%90%8D.mp3",
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tententen: "https://static.shelingxingqiu.com/shootmini/static/audio/tententen.mp3",
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点击按钮: "https://static.shelingxingqiu.com/shootmini/static/audio/%E7%82%B9%E5%87%BB%E6%8C%89%E9%92%AE.mp3",
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设备连接已断开:
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@@ -152,7 +152,8 @@ async function onReceiveMessage(msg) {
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halfTime.value = false;
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audioManager.play(audioKey);
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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audioManager.play(props.endAudioKey, false);
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// 大乱斗结束后取消尚未播完的等待提示,避免在结算阶段继续播报。
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audioManager.play(props.endAudioKey, props.melee);
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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let arrow = {};
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if (msg.details && Array.isArray(msg.details)) {
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@@ -163,12 +164,15 @@ async function onReceiveMessage(msg) {
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}
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let key = [];
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key.push(arrow.ring ? `${arrow.ringX ? "X" : arrow.ring}环` : "未上靶");
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if (arrow.angle)
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if (arrow.angle !== null && arrow.angle !== undefined)
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key.push(`向${getDirectionText(arrow.angle)}调整`);
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const shouldPlayTententen =
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arrow.threeConsecutive10Rings === true ||
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msg.shootData?.threeConsecutive10Rings === true;
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if (!props.melee && shouldPlayTententen) key.push("tententen");
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if (shouldPlayTententen) key.push("tententen");
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if (props.melee && msg.meleeCompletionAudioKey) {
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key.push(msg.meleeCompletionAudioKey);
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}
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audioManager.play(key, false);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTime.value = true;
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+21
-2
@@ -9,6 +9,7 @@ import {
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getServerMessageTypeName,
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} from "@/utils/matchProtocol";
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import { MESSAGETYPESV2 } from "@/constants";
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import meleeCompletionTracker from "@/utils/meleeCompletionAudio";
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import {
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getDirectionText,
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getDistanceCheckAudioKey,
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@@ -597,7 +598,10 @@ function getAckAudioKeys(message, businessMessage) {
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stabilityMilestoneAudioKey,
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].filter(Boolean);
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}
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return getShootResultAudioKeys(businessMessage?.shootData);
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return [
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...getShootResultAudioKeys(businessMessage?.shootData),
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businessMessage?.meleeCompletionAudioKey,
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].filter(Boolean);
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case ServerMessageType.SERVER_MSG_MATCH_END:
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return ["比赛结束"];
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case ServerMessageType.SERVER_MSG_TIMEOUT:
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@@ -1001,7 +1005,7 @@ function queueAckAfterAudio(message, businessMessage) {
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task.expectedAudioKey
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);
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completeAckTask(task);
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}, ACK_AUDIO_TIMEOUT_MS);
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}, businessMessage?.meleeCompletionAudioKey ? 20000 : ACK_AUDIO_TIMEOUT_MS);
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pendingAcks.push(task);
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console.log(
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`[match-ws] ${actionLabel} queued until audioEnded`,
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@@ -1064,6 +1068,21 @@ function handleMessage(data) {
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}
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// 阈值事件必须先于 ACK 判断生成,确保无 sequence 的状态推送也能播放。
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attachStabilityAudioContext(message, businessMessage);
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if (businessMessage && isMeleeMessage(message, businessMessage)) {
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const info = {
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...businessMessage,
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mode: getCurrentMode(message, businessMessage),
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};
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if (businessMessage.type === MESSAGETYPESV2.ShootResult) {
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businessMessage.meleeCompletionAudioKey =
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meleeCompletionTracker.getShotAudio(info, currentContext?.userId);
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} else {
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// 中场/结束消息即使不带完整成绩,也关闭已经结束的半场。
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if (businessMessage.type === MESSAGETYPESV2.HalfRest) info.status = 3;
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if (businessMessage.type === MESSAGETYPESV2.BattleEnd) info.status = 2;
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meleeCompletionTracker.observe(info, currentContext?.userId);
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}
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}
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queueAckAfterAudio(message, businessMessage);
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emitBusinessMessage(businessMessage);
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}
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@@ -1,5 +1,5 @@
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<script setup>
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import { ref, onMounted, onBeforeUnmount, watch, nextTick, computed } from "vue";
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import { ref, onMounted, onBeforeUnmount, watch, computed } from "vue";
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import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
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import Container from "@/components/Container.vue";
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import BowTarget from "@/components/BowTarget.vue";
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@@ -13,6 +13,7 @@ import ScreenHint from "@/components/ScreenHint.vue";
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import TestDistance from "@/components/TestDistance.vue";
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import SModal from "@/components/SModal.vue";
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import audioManager from "@/audioManager";
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import meleeCompletionTracker from "@/utils/meleeCompletionAudio";
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import { getBattleAPI, laserCloseAPI } from "@/apis";
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import {
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closeMatchWebSocket,
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@@ -255,6 +256,11 @@ watch(online, (newVal, oldVal) => {
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function recoverData(battleInfo, { force = false } = {}) {
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battleInfo = normalizeBattleInfo(battleInfo);
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if (!battleInfo) return;
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// 只同步完成状态,不补播恢复前已经打完的半场。
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meleeCompletionTracker.observe(
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{ ...battleInfo, matchId: battleInfo.matchId || battleId.value },
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user.value.id
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);
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const nextTargetType = Number(battleInfo.targetType ?? battleInfo.target_type);
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if ([20, 40].includes(nextTargetType)) targetType.value = nextTargetType;
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if (battleInfo.status !== undefined) {
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@@ -411,9 +417,6 @@ async function onReceiveMessage(msg) {
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recoverData(msg);
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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recoverData(msg);
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if (msg.shootData?.threeConsecutive10Rings === true) {
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nextTick(() => audioManager.play("tententen", false));
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}
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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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+23
-11
@@ -32,6 +32,7 @@ const defaultSeasonStats = {
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rankIcon: "",
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avgRing: 0,
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winRate: 0,
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scoreRate: 0,
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modeStats: [],
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};
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@@ -425,17 +426,23 @@ onShow(async () => {
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</text>
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</view>
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<view>
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<text>赛季平均环数</text>
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<text>平均环数</text>
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<text :style="{ color: '#E7BA80' }">
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{{ formatTopStatValue(seasonStats.avgRing, "环") }}
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</text>
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</view>
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<view>
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<text>赛季胜率</text>
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<text>对战胜率</text>
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<text :style="{ color: '#E7BA80' }">
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{{ formatTopStatValue(seasonStats.winRate, "%") }}
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</text>
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</view>
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<view>
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<text>乱斗得分率</text>
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<text :style="{ color: '#E7BA80' }">
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{{ formatTopStatValue(seasonStats.scoreRate, "%") }}
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</text>
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</view>
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<view class="my-rank-score">
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<image src="https://static.shelingxingqiu.com/shootmini/static/rank/bubble-tip.png" mode="widthFix" />
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<text>积分:{{ seasonStats.score }}</text>
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@@ -631,7 +638,7 @@ onShow(async () => {
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/>
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</template>
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<style scoped>
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<style scoped lang="scss">
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.container {
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width: 100%;
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padding-bottom: 40rpx;
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@@ -715,23 +722,28 @@ onShow(async () => {
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flex-direction: column;
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align-items: center;
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justify-content: space-around;
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width: 32%;
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height: 60px;
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flex: 1;
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min-width: 0;
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height: 120rpx;
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position: relative;
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}
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.my-data > view:nth-child(2) {
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border-left: 1px solid #48494e;
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border-right: 1px solid #48494e;
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padding: 0 15px;
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.my-data > view:first-child {
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flex: 1.2;
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}
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.my-data > view:nth-child(2),
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.my-data > view:nth-child(3) {
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border-right: 2rpx solid #48494e;
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}
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.my-data > view > text:first-child {
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font-size: 14px;
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font-size: 26rpx;
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white-space: nowrap;
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}
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.my-data > view > text:last-child {
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font-size: 18px;
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font-size: 36rpx;
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}
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.battle-types-box {
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@@ -0,0 +1,78 @@
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export const MELEE_FIRST_HALF_COMPLETE_AUDIO =
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"上半场6箭已射完,请等待他人完成射箭";
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export const MELEE_SECOND_HALF_COMPLETE_AUDIO =
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"下半场6箭已射完,请等待最终排名";
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// 独立于页面和连接生命周期,避免切回页面、同场重连后重复提示。
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export function createMeleeCompletionTracker() {
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let contextKey = "";
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let completedHalves = new Set();
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let closedThrough = 0;
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function prepare(info, userId) {
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if (!info?.matchId || userId === undefined || userId === null) return false;
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const key = JSON.stringify([String(info.matchId), String(userId)]);
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if (contextKey !== key) {
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contextKey = key;
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completedHalves = new Set();
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closedThrough = 0;
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}
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return true;
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}
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function observe(info, userId) {
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if (!prepare(info, userId)) return;
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const rounds = Array.isArray(info.rounds) ? info.rounds : [];
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rounds.slice(0, 2).forEach((round, index) => {
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if ((round.shoots?.[userId]?.length || 0) >= 6) {
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completedHalves.add(index + 1);
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}
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});
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if (rounds.length === 2 || Number(info.status) === 3) {
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closedThrough = Math.max(closedThrough, 1);
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}
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if ([2, 4].includes(Number(info.status))) closedThrough = 2;
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}
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function getShotAudio(info, userId) {
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if (!prepare(info, userId)) return "";
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const mode = Number(info.mode);
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const rounds = Array.isArray(info.rounds) ? info.rounds : [];
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const half = rounds.length;
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const roster = info.teams?.[0]?.players;
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const expectedPlayers = mode === 4 ? 5 : mode === 5 ? 10 : 0;
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const shoots = rounds[half - 1]?.shoots;
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const ownShots = shoots?.[userId];
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const eligible =
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expectedPlayers > 0 &&
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[1, 2].includes(half) &&
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half > closedThrough &&
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!completedHalves.has(half) &&
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![2, 3, 4].includes(Number(info.status)) &&
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String(info.shootData?.playerId) === String(userId) &&
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Array.isArray(ownShots) && ownShots.length === 6 &&
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Array.isArray(roster) && roster.length === expectedPlayers &&
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new Set(roster.map((player) => String(player.id))).size === expectedPlayers &&
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roster.some((player) => String(player.id) === String(userId)) &&
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roster.every((player) => {
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// protobuf map 可以省略零箭用户;缺失项按零箭处理,异常项不参与推断。
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const list = shoots[player.id];
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return list === undefined || Array.isArray(list);
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}) &&
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roster.some((player) =>
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String(player.id) !== String(userId) &&
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(shoots[player.id]?.length || 0) < 6
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);
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// 包括最后完成者在内,完成状态只消费一次;恢复快照也走同一入口。
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observe(info, userId);
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if (!eligible) return "";
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return half === 1
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? MELEE_FIRST_HALF_COMPLETE_AUDIO
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: MELEE_SECOND_HALF_COMPLETE_AUDIO;
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}
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return { observe, getShotAudio };
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}
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export default createMeleeCompletionTracker();
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