Merge branch 'feat-training'

This commit is contained in:
2026-10-29 09:57:48 +08:00
5 changed files with 111 additions and 91 deletions
+8
View File
@@ -18,6 +18,10 @@ const TRAINING_START_AUDIO_KEY_MAP = Object.freeze({
export const getTrainingStartAudioKey = (trainingType, fallback = "") =>
TRAINING_START_AUDIO_KEY_MAP[trainingType] || fallback;
// 与服务端通关判定保持一致,proto3 省略的 false 同样按失败处理。
export const getTrainingEndAudioKey = (completed) =>
completed === true ? "通关成功" : "通关失败";
export const getPrecisionShotAudioKeys = (shootData, directionText = "") => {
if (!shootData || typeof shootData !== "object") return [];
const ring = Number(shootData.ring);
@@ -201,6 +205,10 @@ export const audioFils = {
"https://static.shelingxingqiu.com/shootmini/static/audio0820/%E6%9C%AA%E5%91%BD%E4%B8%AD.MP3",
练习结束:
"https://static.shelingxingqiu.com/shootmini/static/audio/%E7%BB%83%E4%B9%A0%E7%BB%93%E6%9D%9F.mp3",
通关成功:
"https://static.shelingxingqiu.com/shootaudio/%E9%80%9A%E5%85%B3%E6%88%90%E5%8A%9F.mp3",
通关失败:
"https://static.shelingxingqiu.com/shootaudio/%E9%80%9A%E5%85%B3%E5%A4%B1%E8%B4%A5.mp3",
射箭声音:
"https://static.shelingxingqiu.com/shootaudio/v4/v4/%E7%AE%AD%E9%A3%9E%E8%A1%8C.mp3",
命中:
+5
View File
@@ -18,6 +18,7 @@ import {
getPrecisionShotAudioKeys,
getRhythmShotAudioKeys,
getStabilityShotAudioKeys,
getTrainingEndAudioKey,
getTrainingStartAudioKey,
STABILITY_ENERGY_50_AUDIO_KEY,
STABILITY_ENERGY_70_AUDIO_KEY,
@@ -603,6 +604,10 @@ function getAckAudioKeys(message, businessMessage) {
if (businessMessage?.type === MESSAGETYPESV2.HalfRest) return ["中场休息"];
return ["比赛结束"];
case ServerMessageType.SERVER_MSG_PRACTICE_END:
// 个人训练的 ACK 等待实际播放的通关语音,其他练习保留原有配置。
if (currentContext?.practiceEndAudioKey === "练习结束") {
return [getTrainingEndAudioKey(businessMessage?.completed)];
}
return [currentContext?.practiceEndAudioKey || "比赛结束"];
case ServerMessageType.SERVER_MSG_CHECK:
return getTestDistanceAudioKeys(businessMessage?.shootData);
@@ -8,6 +8,7 @@ import {
nextTick,
} from "vue";
import audioManager, {
getTrainingEndAudioKey,
getTrainingStartAudioKey,
RHYTHM_SHOOT_WINDOW_AUDIO_KEY,
} from "@/audioManager";
@@ -111,6 +112,8 @@ const props = defineProps({
},
});
const emit = defineEmits(["rhythm-round-complete"]);
const trainingTitleIconMap = Object.freeze({
base:
"https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/text-icon-jcxl.png",
@@ -143,6 +146,7 @@ let rhythmCountdownTimer = null;
let rhythmTransitionTimer = null;
let rhythmServerClockOffsetMs = 0;
let rhythmSyncGeneration = 0;
let rhythmRoundCompletionTimer = null;
const isRhythmTraining = computed(() => props.trainingType === "rhythm");
const isStabilityTraining = computed(
@@ -306,6 +310,30 @@ const getRhythmRoundRemainingMs = () => {
);
};
const clearRhythmRoundCompletionTimer = () => {
if (rhythmRoundCompletionTimer !== null) {
clearTimeout(rhythmRoundCompletionTimer);
rhythmRoundCompletionTimer = null;
}
};
// 与当前显示的倒计时一起计时;消息校准不重建此任务,避免同一轮重复计数。
const scheduleRhythmRoundCompletion = (remainingMs) => {
if (
rhythmRoundCompletionTimer !== null ||
!props.start ||
!isRhythmTraining.value ||
remainingMs <= 0
) return;
rhythmRoundCompletionTimer = setTimeout(() => {
rhythmRoundCompletionTimer = null;
if (!props.start || !isRhythmTraining.value) return;
emit("rhythm-round-complete");
scheduleRhythmRoundCompletion(rhythmRoundDurationMs.value);
}, remainingMs);
};
const updateRhythmShootWindow = (isInWindow) => {
const nextIsInWindow = Boolean(isInWindow);
const enteredShootWindow =
@@ -364,7 +392,8 @@ const syncRhythmCountdown = async () => {
const generation = ++rhythmSyncGeneration;
clearRhythmTimers();
if (!isRhythmTraining.value) {
if (!isRhythmTraining.value || !props.start) {
clearRhythmRoundCompletionTimer();
rhythmTransitionStyle.value = "none";
rhythmRemainingMs.value = 0;
rhythmRemainingSeconds.value = 0;
@@ -382,6 +411,7 @@ const syncRhythmCountdown = async () => {
!validRhythmShootTime.value ||
!normalizeTimestamp(props.shootWindowStart)
) {
clearRhythmRoundCompletionTimer();
rhythmTransitionStyle.value = "none";
rhythmRemainingMs.value = 0;
rhythmRemainingSeconds.value = 0;
@@ -391,6 +421,7 @@ const syncRhythmCountdown = async () => {
rhythmTransitionStyle.value = "none";
rhythmRemainingMs.value = getRhythmRoundRemainingMs();
scheduleRhythmRoundCompletion(rhythmRemainingMs.value);
rhythmRemainingSeconds.value = Math.ceil(rhythmRemainingMs.value / 1000);
updateRhythmShootWindow(
rhythmRemainingMs.value > 0 &&
@@ -462,6 +493,7 @@ watch(
watch(
() => [
props.start,
props.trainingType,
props.roundTime,
props.shootTime,
@@ -493,7 +525,7 @@ async function onReceiveMessage(msg) {
audioManager.play("比赛开始");
}
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
audioManager.play("练习结束", false);
audioManager.play(getTrainingEndAudioKey(msg.completed), false);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
// 精准和节奏训练由页面统一处理专属结果语音,其他训练保持原播放链路。
if (props.externalShootResultAudio) return;
@@ -550,6 +582,7 @@ onBeforeUnmount(() => {
clearTimer();
rhythmSyncGeneration += 1;
clearRhythmTimers();
clearRhythmRoundCompletionTimer();
});
</script>
+23 -30
View File
@@ -111,57 +111,50 @@ const createDifficultySummary = (item = {}) => {
const hitReq = toNumber(item.hit_req);
const totalReq = toNumber(item.total_req);
const rhythmRequiredArrows = toNumber(item.total_req, arrows) || arrows;
const timeLine = {
parts: timeLimit > 0
? [{ text: "限时" }, { text: `${timeLimit}秒`, highlight: true }]
: [{ text: "不限时" }],
};
const timeParts = timeLimit > 0
? [{ text: `${timeLimit}`, highlight: true }, { text: "秒内," }]
: [{ text: "不限时," }];
const summaryMap = {
base: [
{ parts: [
{ text: "需有" }, { text: `${arrows}箭`, highlight: true },
{ text: "命中" }, { text: `≥${hitReq}环`, highlight: true },
...timeParts,
{ text: "命中" }, { text: `${arrows}`, highlight: true },
{ text: "支" }, { text: `≥${hitReq}`, highlight: true },
{ text: "环的箭" },
] },
timeLine,
],
endurance: [
{ parts: [
{ text: "需射箭数" }, { text: `≥${arrows}箭`, highlight: true },
{ text: ",累计环数" }, { text: `≥${totalReq}环`, highlight: true },
...timeParts,
{ text: "共射出" }, { text: `≥${arrows}`, highlight: true },
{ text: "支箭,且总环数" }, { text: `≥${totalReq}`, highlight: true },
{ text: "环" },
] },
timeLine,
],
precision: [
{ parts: [
{ text: "需有" }, { text: `${arrows}箭`, highlight: true },
{ text: "命中高亮区域" },
...timeParts,
{ text: "命中" }, { text: `${arrows}`, highlight: true },
{ text: "箭高亮区域" },
] },
timeLine,
],
rhythm: [
{ parts: [
{ text: "跟随节拍撒放,共" }, { text: `${arrows}箭`, highlight: true },
{ text: "需" }, { text: `${rhythmRequiredArrows}箭`, highlight: true },
] },
{ parts: [
{ text: "命中" }, { text: `≥${hitReq}环`, highlight: true },
{ text: "且踏中节拍区间" },
{ text: `${arrows}`, highlight: true },
{ text: "个节奏内,随节奏射箭,命中" },
{ text: `${rhythmRequiredArrows}`, highlight: true },
{ text: "箭成绩" }, { text: `≥${hitReq}`, highlight: true },
{ text: "环且踩中节拍区间" },
] },
],
stability: [
{
parts: [
{ text: "命中" },
{ text: `≥${hitReq}环`, highlight: true },
{ text: "可为能量槽充能" },
],
},
{
parts: [
{ text: timeLimit > 0 ? "限时 " : "不限时" },
{ text: timeLimit > 0 ? `${timeLimit}` : "", highlight: true },
{ text: timeLimit > 0 ? " 秒,能量打满即过关" : ",能量打满即过关" },
...timeParts,
{ text: "每射一箭" },
{ text: `≥${hitReq}`, highlight: true },
{ text: "环可为能量槽充能,能量充满即过关" },
],
},
],
+40 -59
View File
@@ -102,8 +102,8 @@ const rhythmServerTimestamp = ref(0);
const rhythmFallbackWindowStart = ref(0);
const rhythmFallbackTimestamp = ref(0);
const rhythmHasActiveServerAnchor = ref(false);
// 节奏训练目标箭数以服务端 total_arrows 为准;首帧缺失时用 arrows_left 初始化并保持稳定。
const rhythmTargetArrows = ref(0);
// 仅由前端每轮倒计时完成事件累加,不根据服务端箭数推算。
const rhythmCompletedRounds = ref(0);
// 服务端状态立即落到 practiceInfo,精准训练的目标区域单独延迟展示。
const visiblePrecisionTarget = ref({
randomBlock: 0,
@@ -440,10 +440,11 @@ const trainingCopy = computed(() => {
return {
inline: true,
details: [
{ text: "需有 " },
{ text: "命中 " },
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
{ text: " 箭命中" },
{ text: `≥${hitReq}环`, highlight: true },
{ text: " 支" },
{ text: `≥${hitReq}`, highlight: true },
{ text: "环的箭" },
],
};
}
@@ -463,10 +464,11 @@ const trainingCopy = computed(() => {
return {
inline: true,
details: [
{ text: "需射箭数" },
{ text: `≥ (${currentArrows}/${targetArrows}) 支`, highlight: true },
{ text: ",累计环数\n" },
{ text: `≥ (${currentRings}/${targetRings}) 环`, highlight: true },
{ text: "射出≥ " },
{ text: `(${currentArrows}/${targetArrows})`, highlight: true },
{ text: " 支箭,总环数达到≥ " },
{ text: `(${currentRings}/${targetRings})`, highlight: true },
{ text: " 环" },
],
};
}
@@ -485,38 +487,34 @@ const trainingCopy = computed(() => {
return {
inline: true,
details: [
{ text: "需有 " },
{ text: "命中高亮区域 " },
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
{ text: " 箭命中高亮区域" },
{ text: " 箭" },
],
};
}
if (trainingType.value === "rhythm") {
const totalArrows = getPositiveInteger(rhythmTargetArrows.value) || total.value;
// 节奏训练进度由总箭数减剩余箭数计算,qualifiedArrows 仅用于稳定训练。
// 总节奏数沿用关卡配置,与选择页保持一致,不使用消息中的箭数覆盖。
const totalArrows = getPositiveInteger(total.value);
// 节奏数由前端倒计时累计,达标箭数与下方金色箭记录使用同一判定。
const targetArrows =
getPositiveInteger(practiceInfo.value.targetArrows) ||
getPositiveInteger(trainingParams.value.totalReq) || totalArrows;
const completedArrows = Math.min(
totalArrows,
Math.max(
0,
totalArrows - getPracticeNumber(practiceInfo.value.arrowsLeft, totalArrows)
)
);
// 展示当前节奏序号,从 1 开始;内部仍累计已完成次数。
const currentRound = Math.min(totalArrows, rhythmCompletedRounds.value + 1);
const hitReq = rhythmHitReq.value;
const qualifiedArrows = scores.value.filter((arrow) => arrow?.ok === true).length;
return {
inline: true,
details: [
{ text: "跟随节拍撒放,共" },
{ text: `${totalArrows}箭`, highlight: true },
{ text: "需 " },
{ text: `(${completedArrows}/${targetArrows}) 箭`, highlight: true },
{ text: "\n命中" },
{ text: `≥${hitReq}环`, highlight: true },
{ text: "且踏中节拍区间" },
{ text: `(${currentRound}/${totalArrows})`, highlight: true },
{ text: " 个节奏内,跟随节奏射箭,命中 " },
{ text: `(${qualifiedArrows}/${targetArrows})`, highlight: true },
{ text: " 箭" },
{ text: `≥${hitReq}`, highlight: true },
{ text: "环且踩中节拍区间" },
],
};
}
@@ -529,9 +527,9 @@ const trainingCopy = computed(() => {
return {
inline: true,
details: [
{ text: "命中" },
{ text: `≥${hitReq}环`, highlight: true },
{ text: "可为能量槽充能,能量打满即过关" },
{ text: "每射一箭" },
{ text: `≥${hitReq}`, highlight: true },
{ text: "环可为能量槽充能,充满即过关" },
],
};
}
@@ -696,31 +694,14 @@ const cacheRhythmTrainingConfig = (message = {}) => {
}
};
const cacheRhythmTargetArrows = (message = {}) => {
const messageTrainingType = String(
message.trainingType ?? message.training_type ?? trainingType.value
).trim();
if (messageTrainingType !== "rhythm") return;
const totalArrows = getPositiveInteger(
message.totalArrows ?? message.total_arrows
);
if (totalArrows > 0) {
rhythmTargetArrows.value = totalArrows;
return;
}
// 兼容服务端首帧 total_arrows 暂为 0:只初始化一次,避免剩余数递减时分母跟着变化。
if (rhythmTargetArrows.value === 0) {
rhythmTargetArrows.value = getPositiveInteger(
message.arrowsLeft ?? message.arrows_left
);
}
const onRhythmRoundComplete = () => {
if (!isShootingStage.value || !start.value || !isRhythmTraining.value || practiceEnded.value) return;
const totalRounds = getPositiveInteger(total.value);
rhythmCompletedRounds.value = Math.min(totalRounds, rhythmCompletedRounds.value + 1);
};
const syncPracticeInfo = (message = {}) => {
cacheRhythmTrainingConfig(message);
cacheRhythmTargetArrows(message);
const messageTrainingType = String(
message.trainingType ?? message.training_type ?? trainingType.value
).trim();
@@ -741,11 +722,9 @@ const syncPracticeInfo = (message = {}) => {
].includes(message.type));
if (isRhythmSnapshot) {
// 完整快照中 proto3 会省略 0;最后一箭及重连时不能保留旧剩余数。
for (const field of ["arrowsLeft", "qualifiedArrows"]) {
if (!Object.prototype.hasOwnProperty.call(nextInfo, field)) {
nextInfo[field] = 0;
}
// 达标箭数的 0 按 protobuf 默认值处理;剩余数缺失不能用于推算节奏进度。
if (!Object.prototype.hasOwnProperty.call(nextInfo, "qualifiedArrows")) {
nextInfo.qualifiedArrows = 0;
}
}
@@ -1427,7 +1406,7 @@ onLoad((options = {}) => {
serverAddr.value = trainingContext.serverAddr || "";
const startAudioKey = getTrainingStartAudioKey(trainingParams.value.type);
const warmupKeys = [startAudioKey, "胜利", "失败"];
const warmupKeys = [startAudioKey, "通关成功", "通关失败", "胜利", "失败"];
if (trainingParams.value.type === "precision") {
warmupKeys.push("Bingo命中目标", "未命中");
} else if (trainingParams.value.type === "rhythm") {
@@ -1457,6 +1436,7 @@ const onReady = async () => {
}
practiceStarting.value = true;
rhythmCompletedRounds.value = 0;
pageStage.value = pageStages.LOADING;
clearHighlightTestTimer();
useHighlightTest.value = false;
@@ -1698,7 +1678,7 @@ async function onRetry() {
rhythmFallbackWindowStart.value = 0;
rhythmFallbackTimestamp.value = 0;
rhythmHasActiveServerAnchor.value = false;
rhythmTargetArrows.value = 0;
rhythmCompletedRounds.value = 0;
invalidateShotPresentations({ resetVisible: true });
start.value = false;
scores.value = [];
@@ -1721,7 +1701,7 @@ function onAudioEnded(key) {
Array.from(audioWaiters).forEach((waiter) => {
if (waiter.expectedKey === key) waiter.done();
});
if (["比赛结束", "练习结束"].includes(String(key || ""))) {
if (["比赛结束", "练习结束", "通关成功", "通关失败"].includes(String(key || ""))) {
void onOver();
}
}
@@ -1869,6 +1849,7 @@ onBeforeUnmount(() => {
trainingType === 'stability'
"
:onStop="onTimeLimitReached"
@rhythm-round-complete="onRhythmRoundComplete"
/>
<view class="user-row">
<!-- <Avatar :src="user.avatar" :size="35" /> -->