// ============================================================================= // Texas Hold X Replay — viewer logic // ----------------------------------------------------------------------------- // Architecture overview: // * `state` — single mutable runtime store; never read directly by render // helpers, instead passed via the active frame snapshot. // * `el` — cached DOM references (set once on load, not per render). // * Frames — pre-computed, immutable per-hand snapshots produced by // buildFrames(). Each frame carries the full visual state // (board cards, pot, players, active speaker, action kind), // making renderFrame() a pure function of state.frameIndex. // * Avatars — pixel-art sprites styled in CSS via 8x8 box-shadow grids. // Per-player palette is derived deterministically from // player_id so the same player always looks identical. // * Animation — seat sprites get a transient `act-${kind}` class that maps // to an avatar @keyframes animation in styles.css. // ============================================================================= const state = { game: null, hands: [], currentHandIndex: 0, frames: [], frameIndex: 0, playing: false, timer: null, pollTimer: null, source: "", }; const el = { subtitle: document.querySelector("#subtitle"), sourceBadge: document.querySelector("#sourceBadge"), pollBadge: document.querySelector("#pollBadge"), serverUrl: document.querySelector("#serverUrl"), gameId: document.querySelector("#gameId"), fetchBtn: document.querySelector("#fetchBtn"), fileInput: document.querySelector("#fileInput"), autoPoll: document.querySelector("#autoPoll"), pollSeconds: document.querySelector("#pollSeconds"), handSelect: document.querySelector("#handSelect"), pace: document.querySelector("#pace"), prevBtn: document.querySelector("#prevBtn"), playBtn: document.querySelector("#playBtn"), nextBtn: document.querySelector("#nextBtn"), resetBtn: document.querySelector("#resetBtn"), progressBar: document.querySelector("#progressBar"), gameStatus: document.querySelector("#gameStatus"), playerCount: document.querySelector("#playerCount"), handCount: document.querySelector("#handCount"), blindLevel: document.querySelector("#blindLevel"), handBadge: document.querySelector("#handBadge"), streetLabel: document.querySelector("#streetLabel"), potLabel: document.querySelector("#potLabel"), boardCards: document.querySelector("#boardCards"), tableMessage: document.querySelector("#tableMessage"), seatLayer: document.querySelector("#seatLayer"), eventLog: document.querySelector("#eventLog"), }; // --------------------------------------------------------------------------- // Static label tables. Kept module-scope so render functions are fully pure. // --------------------------------------------------------------------------- const STREET_LABELS = { setup: "准备", preflop: "翻牌前", flop: "翻牌", turn: "转牌", river: "河牌", showdown: "摊牌", awards: "结算", }; const ACTION_LABELS = { small_blind: "小盲", big_blind: "大盲", fold: "弃牌", check: "过牌", call: "跟注", bet: "下注", raise: "加注", all_in: "全下", award: "赢得", showdown: "亮牌", deal: "发牌", }; // Bubble color category — bucket many actions into a few visual classes. // (The .speech.kind-* CSS classes paint distinct backgrounds for fold/ // call/check/bet/raise/all_in/award. Blinds are rendered as bet-style.) // --------------------------------------------------------------------------- // Pixel avatar palette — picked from a small 8-bit-friendly set so every // player is visually distinct. Derivation is deterministic via FNV-1a over // player_id, so a given player always renders with the same colors across // frames and hands. // --------------------------------------------------------------------------- const AVATAR_PALETTE = { skin: ["#f7c98a", "#e2a96b", "#c98c5a", "#8b5a3c", "#f2d4ad"], hair: ["#2a1e16", "#5b3a23", "#a85d2a", "#d8a13a", "#7a3b8e", "#3a4d8a", "#b9362f"], shirt: ["#c44c4c", "#3a7fbf", "#3a9b62", "#b87a1f", "#7a3b8e", "#2a3a5a", "#d8a13a"], }; /** * Hash a string into a non-negative 32-bit integer using FNV-1a. * Used to deterministically pick avatar palette entries from player_id. */ function fnv1a(value) { let hash = 0x811c9dc5; const text = String(value); for (let i = 0; i < text.length; i += 1) { hash ^= text.charCodeAt(i); hash = Math.imul(hash, 0x01000193) >>> 0; } return hash >>> 0; } /** * Pick a deterministic avatar palette for the given player_id. * Returns an object with { skin, hair, shirt } CSS colors. */ function avatarPalette(playerId) { const hash = fnv1a(playerId); const pickFrom = (list, salt) => list[(hash >>> salt) % list.length]; return { skin: pickFrom(AVATAR_PALETTE.skin, 0), hair: pickFrom(AVATAR_PALETTE.hair, 5), shirt: pickFrom(AVATAR_PALETTE.shirt, 11), }; } // 8x8 sprite map for the player portrait. // . = transparent / dark frame backdrop // H = hair S = skin E = eye M = mouth (red) T = shirt body // Two side hair pixels on rows 2-3 give a cohesive helmet shape; row 5 mouth // adds personality. Row 7 is full shirt body so the avatar reads as a bust. const AVATAR_SPRITE = [ ".HHHHHH.", "HHHHHHHH", "HSSSSSSH", ".SESSESS", ".SSSSSS.", ".SSMMSS.", ".TTTTTT.", "TTTTTTTT", ]; /** * Build an inline SVG string for a pixel-art avatar using the player's * deterministic palette. Each filled cell becomes a 1x1 in an 8x8 * viewBox; SVG `shape-rendering="crispEdges"` keeps the squares sharp. */ function avatarSvg(playerId) { const palette = avatarPalette(playerId); const colors = { H: palette.hair, S: palette.skin, E: "#1c0e08", M: "#b9362f", T: palette.shirt, }; let rects = ""; for (let y = 0; y < AVATAR_SPRITE.length; y += 1) { const row = AVATAR_SPRITE[y]; for (let x = 0; x < row.length; x += 1) { const ch = row[x]; const fill = colors[ch]; if (!fill) continue; rects += ``; } } return `${rects}`; } // --------------------------------------------------------------------------- // Card rendering helpers. // --------------------------------------------------------------------------- function cardParts(raw) { if (!raw || raw === "back") return { rank: "", suit: "", red: false, back: true }; const suitCode = raw.slice(-1).toLowerCase(); const rank = raw.slice(0, -1).toUpperCase(); const suits = { h: "♥", d: "♦", c: "♣", s: "♠" }; return { rank, suit: suits[suitCode] || suitCode, red: suitCode === "h" || suitCode === "d", back: false, }; } function renderCard(raw) { const parts = cardParts(raw); const card = document.createElement("div"); card.className = `card${parts.red ? " red" : ""}${parts.back ? " back" : ""}`; if (!parts.back) { card.innerHTML = `${parts.rank}${parts.suit}${parts.rank}`; } return card; } function money(value) { return Number(value || 0).toLocaleString("en-US"); } // --------------------------------------------------------------------------- // Game normalization: hydrate the raw JSON into a uniform shape with // player list and per-hand starting stacks. // --------------------------------------------------------------------------- function uniquePlayers(game) { const byId = new Map(); for (const player of game.players || []) { byId.set(player.player_id, { player_id: player.player_id, name: player.name || player.player_id, seat: Number(player.seat || 0), stack: Number(player.stack || 0), }); } for (const hand of game.hands || []) { for (const action of hand.actions || []) { if (!byId.has(action.player_id)) { byId.set(action.player_id, { player_id: action.player_id, name: action.player_id, seat: byId.size, stack: Number(game.starting_stack || 0), }); } } } return Array.from(byId.values()).sort((a, b) => a.seat - b.seat); } function inferHandStarts(game) { const players = uniquePlayers(game); const stacks = new Map(players.map((player) => [player.player_id, Number(game.starting_stack || player.stack || 0)])); const starts = new Map(); for (const hand of game.hands || []) { starts.set(hand.hand_number, new Map(stacks)); for (const action of hand.actions || []) { if (stacks.has(action.player_id)) stacks.set(action.player_id, Number(action.stack || 0)); } for (const award of hand.awards || []) { const winners = award.winners || []; const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0; for (const winner of winners) stacks.set(winner, Number(stacks.get(winner) || 0) + share); } } return starts; } function normalizeGame(raw) { const game = raw.game && raw.game.hands ? raw.game : raw; if (!game || !Array.isArray(game.hands)) throw new Error("JSON 中未找到 hands 数组"); const players = uniquePlayers(game); const starts = inferHandStarts(game); const hands = game.hands.map((hand) => ({ ...hand, startingStacks: starts.get(hand.hand_number) || new Map() })); return { ...game, players, hands }; } function clonePlayersForHand(game, hand) { return game.players.map((player) => ({ ...player, stack: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0), folded: false, all_in: false, in_hand: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0) > 0, street_bet: 0, total_bet: 0, hole_cards: [], })); } // --------------------------------------------------------------------------- // Frame builder — converts a hand's chronological action list into a list of // fully-resolved frame snapshots. Each frame is independent and renderable. // --------------------------------------------------------------------------- function buildFrames(game, hand) { const players = clonePlayersForHand(game, hand); const byId = new Map(players.map((player) => [player.player_id, player])); const frames = []; const pot = { value: 0 }; let street = "preflop"; let boardCount = 0; // `actionKind` is what drives the seat sprite animation classes. It maps // the raw action verb (fold/call/raise/...) onto a CSS animation token. const snapshot = (type, message, activePlayerId = null, key = `${type}:${frames.length}`, extras = {}) => ({ key: `hand:${hand.hand_number}:${key}`, type, message, activePlayerId, street, pot: pot.value, board: (hand.board || []).slice(0, boardCount), players: players.map((player) => ({ ...player, hole_cards: [...player.hole_cards] })), ...extras, }); frames.push(snapshot("setup", `第 ${hand.hand_number} 手牌开始`, null, "setup")); const revealStreet = (nextStreet) => { const counts = { flop: 3, turn: 4, river: 5 }; const nextCount = counts[nextStreet] || boardCount; for (const player of players) player.street_bet = 0; if (nextCount > boardCount) { street = nextStreet; boardCount = Math.min(nextCount, (hand.board || []).length); frames.push(snapshot("deal", `${STREET_LABELS[nextStreet]}发出`, null, `deal:${nextStreet}:${boardCount}`)); } else { street = nextStreet; } }; for (const [actionIndex, action] of (hand.actions || []).entries()) { if (action.street !== street && action.street !== "preflop") revealStreet(action.street); const player = byId.get(action.player_id); if (!player) continue; const previousTotal = Number(player.total_bet || 0); player.street_bet = Number(action.street_bet || 0); player.stack = Number(action.stack || 0); if (action.action === "fold") player.folded = true; if (action.action === "all_in" || player.stack === 0) player.all_in = true; player.total_bet = previousTotal + Math.max(0, Number(action.amount || 0)); pot.value += Math.max(0, Number(action.amount || 0)); frames.push(snapshot( "action", actionText(action), action.player_id, actionKey(action, actionIndex), { actionKind: action.action, bubbleText: bubbleTextFor(action) }, )); } if ((hand.board || []).length > boardCount) { for (const nextStreet of ["flop", "turn", "river"]) { if (({ flop: 3, turn: 4, river: 5 }[nextStreet] || 0) > boardCount) revealStreet(nextStreet); } } const shown = hand.showdown_hands || {}; for (const [playerId, cards] of Object.entries(shown)) { const player = byId.get(playerId); if (player) player.hole_cards = cards; } if (Object.keys(shown).length) { street = "showdown"; frames.push(snapshot("showdown", "摊牌亮牌", null, `showdown:${Object.keys(shown).sort().join(",")}`)); } street = "awards"; for (const [awardIndex, award] of (hand.awards || []).entries()) { const winners = award.winners || []; const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0; const remainder = winners.length ? Number(award.amount || 0) % winners.length : 0; winners.forEach((winnerId, index) => { const player = byId.get(winnerId); if (player) player.stack += share + (index < remainder ? 1 : 0); }); pot.value = Math.max(0, pot.value - Number(award.amount || 0)); frames.push(snapshot( "award", awardText(award), winners[0] || null, awardKey(award, awardIndex), { actionKind: "award", bubbleText: `赢得 ${money(award.amount)}` }, )); } if (frames.length === 1) frames.push(snapshot("empty", "这手牌没有可回放动作", null, "empty")); return frames; } function actionKey(action, index) { return [ "action", index, action.street, action.player_id, action.action, Number(action.amount || 0), Number(action.street_bet || 0), Number(action.stack || 0), ].join(":"); } function awardKey(award, index) { return [ "award", index, Number(award.amount || 0), (award.winners || []).join(","), award.hand_value?.name || "", ].join(":"); } function actionText(action) { const label = ACTION_LABELS[action.action] || action.action; if (["check", "fold"].includes(action.action)) return `${action.player_id} ${label}`; return `${action.player_id} ${label} ${money(action.amount)}`; } /** * Build a SHORT speech-bubble label (player_id is implicit since the bubble * already points at the seat). Keeps text readable inside narrow bubbles. */ function bubbleTextFor(action) { const label = ACTION_LABELS[action.action] || action.action; if (["check", "fold"].includes(action.action)) return label; return `${label} ${money(action.amount)}`; } function awardText(award) { const winners = (award.winners || []).join(", "); const handName = award.hand_value?.name ? ` · ${award.hand_value.name}` : ""; return `${winners} 赢得 ${money(award.amount)}${handName}`; } // --------------------------------------------------------------------------- // Seat layout — six radial presets, with mobile fallback. // Returned (x, y) values are percentages relative to the poker-table box // (NOT the felt-shell). The poker-table reserves vertical padding so the // top/bottom seats and their bubbles never overlap the table headers. // --------------------------------------------------------------------------- function seatPosition(index, count) { const mobile = window.matchMedia("(max-width: 760px)").matches; const presets = mobile ? mobileSeatPreset(count) : desktopSeatPreset(count); if (presets[index]) return presets[index]; const radiusX = mobile ? 36 : 39; const radiusY = mobile ? 41 : 39; const start = -90; const angle = (start + index * (360 / Math.max(count, 1))) * Math.PI / 180; return { x: 50 + Math.cos(angle) * radiusX, y: 50 + Math.sin(angle) * radiusY, }; } // Coordinates expressed in percent of the poker-table box (which already // includes vertical padding around the felt). `y < ~25` lands above the // felt (top rail), `y > ~75` lands below the felt (bottom rail). function desktopSeatPreset(count) { const presets = { 2: [{ x: 50, y: 18 }, { x: 50, y: 82 }], 3: [{ x: 50, y: 18 }, { x: 80, y: 72 }, { x: 20, y: 72 }], 4: [{ x: 50, y: 18 }, { x: 84, y: 60 }, { x: 50, y: 84 }, { x: 16, y: 60 }], 5: [{ x: 50, y: 18 }, { x: 84, y: 44 }, { x: 72, y: 84 }, { x: 28, y: 84 }, { x: 16, y: 44 }], 6: [{ x: 50, y: 18 }, { x: 82, y: 33 }, { x: 82, y: 70 }, { x: 50, y: 86 }, { x: 18, y: 70 }, { x: 18, y: 33 }], }; return presets[count] || []; } function mobileSeatPreset(count) { const presets = { 2: [{ x: 50, y: 16 }, { x: 50, y: 84 }], 3: [{ x: 50, y: 15 }, { x: 80, y: 78 }, { x: 20, y: 78 }], 4: [{ x: 50, y: 14 }, { x: 83, y: 60 }, { x: 50, y: 86 }, { x: 17, y: 60 }], }; return presets[count] || []; } /** * Map a seat coordinate to a `seat-top|bottom|left|right|mid` zone class. * The CSS uses this to flip the speech bubble below the seat for top-rail * seats so it never extends outside the visible table area. */ function seatZone(pos) { if (pos.y < 32) return "seat-top"; if (pos.y > 70) return "seat-bottom"; if (pos.x < 34) return "seat-left"; if (pos.x > 66) return "seat-right"; return "seat-mid"; } // --------------------------------------------------------------------------- // DOM rendering: assemble a single seat element from a frame's player snapshot. // Extracted into its own function so renderFrame stays declarative. // --------------------------------------------------------------------------- function renderSeat(player, position, frame, hand) { const zone = seatZone(position); const isActive = player.player_id === frame.activePlayerId; const isDealer = player.seat === hand.button_seat; const isCurrentActor = isActive && (frame.type === "action" || frame.type === "award"); const seat = document.createElement("div"); seat.className = [ "seat", zone, isActive ? "active" : "", player.folded ? "folded" : "", isDealer ? "dealer-seat" : "", // The transient act-* class is what triggers the avatar's reaction // animation (shake/nod/fold/cheer). Only apply on the actor's frame. isCurrentActor && frame.actionKind ? `act-${frame.actionKind}` : "", ].filter(Boolean).join(" "); seat.style.setProperty("--x", `${position.x}%`); seat.style.setProperty("--y", `${position.y}%`); // Speech bubble — shown on the active player's action/award frames using // a SHORT label (e.g. "加注 50") so it fits the small bubble width. const bubbleHtml = (isCurrentActor && frame.bubbleText) ? `
${escapeHtml(frame.bubbleText)}
` : ""; // Avatar — inline SVG pixel-art sprite, deterministic per player_id so // the same player keeps a stable look across hands. const avatarMarkup = ``; seat.innerHTML = ` ${bubbleHtml}
${avatarMarkup} ${escapeHtml(player.name || player.player_id)} D
Stack ${money(player.stack)} ${player.folded ? "Folded" : player.all_in ? "All In" : player.street_bet ? `Bet ${money(player.street_bet)}` : ""}
`; // Hole cards live inside the player-box so they share its layout flow. const hole = document.createElement("div"); hole.className = "card-row hole-cards"; for (const card of knownCardsForPlayer(player, hand, frame)) hole.appendChild(renderCard(card)); seat.querySelector(".player-box").appendChild(hole); return seat; } function renderFrame() { const hand = state.hands[state.currentHandIndex]; const frame = state.frames[state.frameIndex]; const game = state.game; const hasData = Boolean(game && hand && frame); el.handBadge.textContent = hasData ? `Hand ${hand.hand_number}` : "Hand -"; el.streetLabel.textContent = hasData ? (STREET_LABELS[frame.street] || frame.street) : "未加载"; el.potLabel.textContent = hasData ? `Pot ${money(frame.pot)}` : "Pot 0"; el.tableMessage.textContent = hasData ? frame.message : "上传 JSON 或从游戏服务获取快照"; el.tableMessage.style.display = hasData ? "" : "block"; el.progressBar.style.width = hasData ? `${((state.frameIndex + 1) / state.frames.length) * 100}%` : "0"; el.boardCards.replaceChildren(); for (const card of hasData ? frame.board : []) el.boardCards.appendChild(renderCard(card)); el.seatLayer.replaceChildren(); if (hasData) { frame.players.forEach((player, index) => { const position = seatPosition(index, frame.players.length); el.seatLayer.appendChild(renderSeat(player, position, frame, hand)); }); } renderLog(); syncControls(); } function knownCardsForPlayer(player, hand, frame) { const futureHoleCards = hand.hole_cards?.[player.player_id] || hand.private_hands?.[player.player_id]; const canRevealShowdown = ["showdown", "awards"].includes(frame.street) || ["showdown", "award"].includes(frame.type); const showdownCards = canRevealShowdown ? hand.showdown_hands?.[player.player_id] : null; const shown = futureHoleCards || showdownCards || player.hole_cards; if (shown && shown.length) return shown; if (!player.in_hand && !player.folded) return []; return ["back", "back"]; } // --------------------------------------------------------------------------- // Event log — one line per visible event, with auto-scroll keeping the // current item in view. Items past the current frame index are dimmed via // the `.past` class. // --------------------------------------------------------------------------- function renderLog() { const hand = state.hands[state.currentHandIndex]; el.eventLog.replaceChildren(); if (!hand) return; const events = [ { text: `第 ${hand.hand_number} 手牌开始`, kind: "setup" }, ...(hand.actions || []).map((action) => ({ text: actionText(action), kind: "action" })), ...(hand.awards || []).map((award) => ({ text: awardText(award), kind: "award" })), ]; let currentLi = null; events.forEach((event, index) => { const li = document.createElement("li"); li.textContent = `${index + 1}. ${event.text}`; if (index < state.frameIndex) li.classList.add("past"); if (index === state.frameIndex) { li.classList.add("current"); currentLi = li; } el.eventLog.appendChild(li); }); // Keep the focused event visible without yanking the page when an event // is already in view. if (currentLi) { currentLi.scrollIntoView({ block: "nearest", behavior: "smooth" }); } } function syncControls() { const loaded = Boolean(state.game); const hasPreviousFrame = state.frameIndex > 0 || state.currentHandIndex > 0; const hasNextFrame = state.frameIndex < state.frames.length - 1 || state.currentHandIndex < state.hands.length - 1; el.playBtn.disabled = !loaded; el.prevBtn.disabled = !loaded || !hasPreviousFrame; el.nextBtn.disabled = !loaded || !hasNextFrame; el.resetBtn.disabled = !loaded; el.playBtn.textContent = state.playing ? "Ⅱ" : "▶"; } // --------------------------------------------------------------------------- // Game lifecycle: load / merge / select hand / step / play. // --------------------------------------------------------------------------- function loadGame(raw, source, options = {}) { const nextGame = normalizeGame(raw); const wasPlaying = state.playing; const mergeResult = options.allowMerge !== false ? mergeGame(nextGame) : { merged: false, advanced: false }; if (!mergeResult.merged) { pause(); state.game = nextGame; state.hands = state.game.hands; state.currentHandIndex = Math.max(0, state.hands.length - 1); state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]); state.frameIndex = 0; } state.source = source; el.sourceBadge.textContent = source; el.subtitle.textContent = `${state.game.game_id || "未命名游戏"} · ${state.hands.length} hands`; renderSummary(); populateHands(); el.handSelect.value = String(state.currentHandIndex); renderFrame(); if (mergeResult.merged && (wasPlaying || mergeResult.advanced)) play(); } function mergeGame(nextGame) { if (!state.game || state.game.game_id !== nextGame.game_id) return { merged: false, advanced: false }; const currentHand = state.hands[state.currentHandIndex]; const nextHandIndex = nextGame.hands.findIndex((hand) => hand.hand_number === currentHand?.hand_number); if (nextHandIndex < 0) return { merged: false, advanced: false }; const oldFrame = state.frames[state.frameIndex]; const nextFrames = buildFrames(nextGame, nextGame.hands[nextHandIndex]); const oldKeyIndex = oldFrame ? nextFrames.findIndex((frame) => frame.key === oldFrame.key) : -1; const atKnownFrame = oldKeyIndex >= 0; const wasAtTail = state.frameIndex >= state.frames.length - 1; const hadNewFramesOnCurrentHand = nextFrames.length > state.frames.length; const currentWasLatestHand = state.currentHandIndex >= state.hands.length - 1; const hasNewLaterHandFromCurrent = currentWasLatestHand && nextGame.hands.length > state.hands.length; let advanced = false; state.game = nextGame; state.hands = nextGame.hands; state.currentHandIndex = nextHandIndex; state.frames = nextFrames; if (atKnownFrame) { advanced = shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasNewLaterHandFromCurrent); state.frameIndex = advanced ? Math.min(oldKeyIndex + 1, nextFrames.length - 1) : oldKeyIndex; } else { state.frameIndex = Math.min(state.frameIndex, nextFrames.length - 1); } if (state.frameIndex >= state.frames.length - 1 && hasNewLaterHandFromCurrent) { state.currentHandIndex += 1; state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]); state.frameIndex = 0; advanced = true; } return { merged: true, advanced }; } function shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasLaterHands) { return wasAtTail && (hadNewFramesOnCurrentHand || hasLaterHands); } function renderSummary() { const game = state.game; const hand = state.hands[state.currentHandIndex]; const blinds = hand?.blinds || game; el.gameStatus.textContent = game?.status || "-"; el.playerCount.textContent = game?.players?.length ?? "-"; el.handCount.textContent = game?.hands?.length ?? "-"; el.blindLevel.textContent = game ? `${money(blinds.small_blind)} / ${money(blinds.big_blind)}` : "-"; } function populateHands() { el.handSelect.replaceChildren(); state.hands.forEach((hand, index) => { const option = document.createElement("option"); option.value = String(index); option.textContent = `Hand ${hand.hand_number} · ${hand.actions?.length || 0} actions`; el.handSelect.appendChild(option); }); } function selectHand(index) { pause(); state.currentHandIndex = Math.max(0, Math.min(index, state.hands.length - 1)); state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]); state.frameIndex = 0; el.handSelect.value = String(state.currentHandIndex); renderSummary(); renderFrame(); } function nextFrame() { if (!state.frames.length) return; if (state.frameIndex < state.frames.length - 1) { state.frameIndex += 1; renderFrame(); return; } if (state.currentHandIndex < state.hands.length - 1) { state.currentHandIndex += 1; state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]); state.frameIndex = 0; el.handSelect.value = String(state.currentHandIndex); renderSummary(); renderFrame(); return; } pause(); } function prevFrame() { pause(); if (state.frameIndex === 0 && state.currentHandIndex > 0) { state.currentHandIndex -= 1; state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]); state.frameIndex = state.frames.length - 1; el.handSelect.value = String(state.currentHandIndex); renderSummary(); renderFrame(); return; } state.frameIndex = Math.max(0, state.frameIndex - 1); renderFrame(); } function play() { if (!state.game || state.playing) return; state.playing = true; tick(); renderFrame(); } function pause() { state.playing = false; if (state.timer) window.clearTimeout(state.timer); state.timer = null; syncControls(); } function tick() { if (!state.playing) return; const frame = state.frames[state.frameIndex]; const baseDelay = frame?.type === "deal" || frame?.type === "award" ? 1500 : 1150; const delay = baseDelay * Number(el.pace.value || 1); state.timer = window.setTimeout(() => { nextFrame(); tick(); }, delay); } // --------------------------------------------------------------------------- // Network / file I/O. // --------------------------------------------------------------------------- async function fetchFromServer() { const base = el.serverUrl.value.trim(); const gameId = el.gameId.value.trim(); if (!base || !gameId) throw new Error("请填写游戏服务地址和 Game ID"); const url = `/api/fetch-game?${new URLSearchParams({ base_url: base, game_id: gameId })}`; const response = await fetch(url); const payload = await response.json(); if (!response.ok) throw new Error(payload.error || "获取失败"); loadGame(payload.game, `Server · ${gameId}`); } function setAutoPoll(enabled) { if (state.pollTimer) window.clearInterval(state.pollTimer); state.pollTimer = null; el.pollBadge.textContent = enabled ? `Auto ${el.pollSeconds.value}s` : "Auto Off"; if (!enabled) return; const interval = Math.max(5, Number(el.pollSeconds.value || 12)) * 1000; state.pollTimer = window.setInterval(() => { fetchFromServer().catch((error) => showMessage(error.message)); }, interval); } function showMessage(message) { el.tableMessage.textContent = message; el.sourceBadge.textContent = "Error"; } function escapeHtml(value) { return String(value) .replaceAll("&", "&") .replaceAll("<", "<") .replaceAll(">", ">") .replaceAll('"', """) .replaceAll("'", "'"); } // --------------------------------------------------------------------------- // Wiring. // --------------------------------------------------------------------------- el.fetchBtn.addEventListener("click", () => { fetchFromServer().catch((error) => showMessage(error.message)); }); el.fileInput.addEventListener("change", async (event) => { const file = event.target.files?.[0]; if (!file) return; try { const raw = JSON.parse(await file.text()); loadGame(raw, `File · ${file.name}`); } catch (error) { showMessage(error.message); } finally { event.target.value = ""; } }); el.autoPoll.addEventListener("change", () => setAutoPoll(el.autoPoll.checked)); el.pollSeconds.addEventListener("change", () => setAutoPoll(el.autoPoll.checked)); el.handSelect.addEventListener("change", () => selectHand(Number(el.handSelect.value))); el.playBtn.addEventListener("click", () => state.playing ? pause() : play()); el.nextBtn.addEventListener("click", () => nextFrame()); el.prevBtn.addEventListener("click", () => prevFrame()); el.resetBtn.addEventListener("click", () => selectHand(state.currentHandIndex)); window.addEventListener("resize", () => renderFrame()); syncControls();