// 咸鱼喵喵 · 截图辅助工具 —— 控制面板逻辑
const $ = (sel) => document.querySelector(sel);
const $$ = (sel) => [...document.querySelectorAll(sel)];
let SWITCHES = []; // [{id, name, common}]
let SWITCH_BY_NAME = new Map(); // 开关名 → id
let TRIGGERS = [];
let STORY_TEXT_STATE = { state: 'disconnected', loaded: false, revision: -1, connection: null };
let TRIGGER_REQUEST = 0;
function clearRuntimeText() {
++TRIGGER_REQUEST;
TRIGGERS = TRIGGERS.map(t => ({ ...t, line: '', speaker: '', lineCount: 0, lines: [], searchText: '', erased: null }));
EVENTS = []; EVENTS_CONTEXT = null;
renderEvents(); renderTriggers();
}
function applyStoryState(state) {
const previous = STORY_TEXT_STATE;
if ((!state.loaded && previous.loaded) || state.connection !== previous.connection) clearRuntimeText();
STORY_TEXT_STATE = state;
renderStoryTextHint();
if (state.loaded && (state.revision !== previous.revision || state.connection !== previous.connection)) loadTriggers();
}
function renderStoryTextHint() {
const el = $('#story-text-hint');
el.hidden = STORY_TEXT_STATE.loaded;
const messages = {
disconnected: '连接游戏后会自动读取台词。现在可按地图、坐标或开关名搜索。',
waiting: '已连接,等待游戏的故事表就绪…', loading: '正在读取台词…',
retrying: '故事表尚未就绪,稍后自动重试。',
error: '台词读取失败,自动重试已停止。可点“重新读取台词”再试。',
};
el.textContent = (messages[STORY_TEXT_STATE.state] || '') + (STORY_TEXT_STATE.error ? ' 原因:' + STORY_TEXT_STATE.error : '');
}
let SHOW_ALL_SWITCHES = false;
let CURRENT_CONTEXT = null;
let CURRENT_GAME = null;
let EVENTS_CONTEXT = null;
let LOST_CONTEXT = null;
let STATUS_BUSY = false;
let LAST_MAP = null; // 上一次看到的地图号,用来检测换图
let TRAINER = null, TRAINER_READING = false, TRAINER_WRITING = false, TRAINER_REVISION = 0;
// ---------- 基础工具 ----------
async function api(path, body) {
if (body) body = { context: CURRENT_CONTEXT, ...body };
const opt = body
? { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(body) }
: {};
const r = await fetch('/api' + path, opt);
const j = await r.json();
if (!j.ok) throw new Error(j.error || '操作失败');
return j;
}
let toastTimer = null;
function toast(msg, kind = '') {
const t = $('#toast');
t.textContent = msg;
t.className = 'toast show ' + kind;
clearTimeout(toastTimer);
toastTimer = setTimeout(() => { t.className = 'toast ' + kind; }, 3600);
}
function esc(s) {
return String(s ?? '').replace(/[&<>"']/g, c =>
({ '&': '&', '<': '<', '>': '>', '"': '"', "'": ''' }[c]));
}
// ---------- 角色与背包 ----------
const STAT_NAMES = { coin: '金币', hp: '生命 HP', sp: '体力 SP', zp: '能量 ZP' };
const ITEM_TYPES = { consumables: '消耗品', weapons: '武器', stones: '宝石', ornaments: '饰品', joycoin: '特殊材料', hpst: '特殊材料', skillst: '特殊材料' };
function invalidateTrainer(message = '请先连接游戏并进入地图') {
TRAINER = null; TRAINER_REVISION++;
$('#trainer-role').textContent = message;
$('#trainer-stats').replaceChildren();
$('#trainer-items').innerHTML = `
${esc(message)}
`;
}
function renderTrainer(resetInputs = false) {
if (!TRAINER) return;
$('#trainer-role').textContent = `当前操作角色:${TRAINER.role}`;
for (const [field, label] of Object.entries(STAT_NAMES)) {
const stat = TRAINER.stats[field];
let row = $('#trainer-stat-' + field);
if (!row) {
row = document.createElement('div'); row.className = 'trainer-stat'; row.id = 'trainer-stat-' + field;
row.innerHTML = `${label} `;
$('#trainer-stats').appendChild(row);
row.querySelector('[data-set]').onclick = () => changeTrainer({ action: 'stat', field, value: numericInput(row.querySelector('input')) });
row.querySelector('[data-lock]').onclick = () => changeTrainer({ action: 'stat', field,
locked: !TRAINER.stats[field].locked, value: numericInput(row.querySelector('input')) });
resetInputs = true;
}
const shown = Math.round(stat.value * 100) / 100;
row.querySelector('[data-current]').textContent = `${shown} / ${stat.max}${stat.locked ? ' · 已锁定' : ''}`;
const input = row.querySelector('input'); input.max = stat.max;
if (resetInputs) input.value = stat.locked ? Math.min(stat.target, stat.max) : Math.floor(stat.value);
row.querySelector('[data-lock]').textContent = stat.locked ? '解除锁定' : '设值并锁定';
}
if (!$('#trainer-items').contains(document.activeElement) || resetInputs) renderTrainerItems();
trainerDisabled();
}
function numericInput(input) { return input.value.trim() === '' ? null : Number(input.value); }
function trainerDisabled() {
$$('#trainer-stats button, #trainer-stats input, #trainer-items button, #trainer-items input').forEach(el => { el.disabled = TRAINER_WRITING || !TRAINER; });
$('#trainer-refresh').disabled = TRAINER_WRITING || TRAINER_READING;
}
function renderTrainerItems() {
if (!TRAINER) return;
const query = $('#trainer-search').value.trim().toLowerCase(), category = $('#trainer-category').value;
const items = TRAINER.items.filter(item =>
(!category || category === item.type || (category === 'special' && ITEM_TYPES[item.type] === '特殊材料')) &&
(!$('#trainer-owned').checked || item.count > 0) && `${item.name} ${item.desc} ${item.id}`.toLowerCase().includes(query));
$('#trainer-items').innerHTML = items.map(item => {
const counted = item.type === 'consumables' || ITEM_TYPES[item.type] === '特殊材料';
const max = item.type === 'consumables' && $('#trainer-overcap').checked ? 99999 : item.max;
return `${esc(item.name)} ${item.equipped ? '已装备' : ''}
${ITEM_TYPES[item.type]} #${item.id} · 已有 ${item.count}${counted ? ` · 上限 ${item.max}` : ''}
${esc(item.desc)}
${counted ? `
` : `
`}
`;
}).join('') || '没有匹配物品
';
trainerDisabled();
}
async function loadTrainer(resetInputs = false) {
if (TRAINER_READING || TRAINER_WRITING || !CURRENT_CONTEXT) return;
TRAINER_READING = true; trainerDisabled();
const revision = TRAINER_REVISION, context = CURRENT_CONTEXT;
try {
const result = await api('/trainer');
if (revision !== TRAINER_REVISION || context !== CURRENT_CONTEXT || result.context !== context) return;
const changed = TRAINER?.subject !== result.subject;
TRAINER = result; renderTrainer(resetInputs || changed);
} catch (e) {
if (revision === TRAINER_REVISION) invalidateTrainer('读取失败:' + e.message);
} finally { TRAINER_READING = false; trainerDisabled(); }
}
async function changeTrainer(body) {
if (!TRAINER || TRAINER_WRITING) return;
const context = TRAINER.context, subject = TRAINER.subject, revision = ++TRAINER_REVISION;
TRAINER_WRITING = true; trainerDisabled();
try {
const result = await api('/trainer', { ...body, context, subject });
if (revision !== TRAINER_REVISION || CURRENT_CONTEXT !== context) return;
TRAINER = result; renderTrainer(true);
toast(body.locked === false ? '已解除锁定' : '已修改', 'ok');
} catch (e) { toast(e.message, 'err'); }
finally { TRAINER_WRITING = false; trainerDisabled(); }
}
$('#trainer-refresh').onclick = () => loadTrainer(true);
$('#trainer-search').oninput = renderTrainerItems;
['trainer-category', 'trainer-owned', 'trainer-overcap'].forEach(id => { $('#' + id).onchange = renderTrainerItems; });
$('#trainer-items').onclick = ev => {
const button = ev.target.closest('button');
if (!button) return;
const row = button.closest('[data-type]');
changeTrainer({ action: 'item', type: row.dataset.type, id: Number(row.dataset.id),
count: button.hasAttribute('data-count') ? numericInput(row.querySelector('input')) : Number(button.dataset.owned), overCap: $('#trainer-overcap').checked });
};
// ---------- 标签页 ----------
$$('.tab').forEach(tab => {
tab.onclick = () => {
$$('.tab').forEach(t => t.classList.toggle('active', t === tab));
$$('.panel').forEach(p => p.classList.toggle('active', p.id === 'panel-' + tab.dataset.panel));
if (tab.dataset.panel === 'trainer') loadTrainer();
};
});
// ---------- 状态轮询 ----------
/**
* 渲染「当前连接」这一格 —— 让用户一眼看出面板连的是沙盒还是原版。
*
* 背景:沙盒和原版默认共用同一个调试端口,面板光看"已连接"分不出对面是谁。
* 用户以为在沙盒里操作、实际改的是原版存档,是这套工具最危险的误用方式
* (见 复查与隐患.md 坑 5)。这一格是最后一道兜底。
*
* 判断由服务端做(它有 gameDir 和 sandboxDir 两个路径可以比对),
* 前端只负责显示,免得两边各写一套判断逻辑。
*/
function renderGameSrc(s) {
const wrap = $('#st-src-wrap'), el = $('#st-src');
if (!wrap || !el) return;
const gs = s.gameSelf;
let cls = 'stat game-src';
let text = '—';
if (!s.gameRunning) {
text = '未启动游戏';
} else if (!gs || !gs.dir) {
// 连上了却读不到目录:可能地址形态和预期不一致。不硬猜,如实说读不到。
text = '读不到游戏目录';
cls += ' other';
} else if (gs.kind === 'sandbox') {
text = `${gs.dir}(沙盒)`;
cls += ' sandbox';
} else if (gs.kind === 'original') {
text = `${gs.dir} ⚠️ 这是原版!任何操作都在动正式存档`;
cls += ' original';
} else {
text = `${gs.dir}(不在原版 / 沙盒路径上)`;
cls += ' other';
}
wrap.className = cls;
el.textContent = text;
}
async function refreshStatus() {
if (STATUS_BUSY) return;
STATUS_BUSY = true;
try {
const s = await api('/status');
$('#connDot').className = 'dot ' + (s.connected ? 'on' : 'off');
$('#connText').textContent = s.connected ? (s.gameSelf?.inMap ? `已连接游戏(端口 ${s.cdpPort})` : '已连接,请在游戏里读档进入地图') : (s.gameRunning ? '调试端口可达,但连接未建立' : '未检测到游戏 — 请先启动游戏');
renderGameSrc(s);
applyStoryState(s.storyText || { state: 'disconnected', loaded: false, connection: null });
const nextContext = s.connected && s.gameSelf?.inMap ? s.context : null;
CURRENT_GAME = s.gameSelf;
if (CURRENT_CONTEXT !== nextContext) {
CURRENT_CONTEXT = nextContext;
EVENTS_CONTEXT = LOST_CONTEXT = null;
invalidateTrainer(nextContext ? '正在读取角色与背包…' : '请先连接游戏并进入地图');
EVENTS = []; LOST = []; VISIBLE = [];
renderEvents(); renderLost();
if (TRIGGERS.length) loadTriggers();
}
const where = $('#photo-target');
if (where) where.textContent = s.gameSelf?.saveDir || '未连接游戏,不能保存';
if (s.connected && s.gameSelf?.inMap) {
if ($('#panel-trainer').classList.contains('active')) loadTrainer();
try {
const snap = await api('/snapshot');
$('#st-map').textContent = `${snap.mapId} ${snap.mapName}`.trim();
$('#st-pos').textContent = `(${snap.x}, ${snap.y})`;
$('#st-hp').textContent = snap.hp ?? '—';
$('#st-sw').textContent = snap.switchesOn ?? '—';
$('#st-grav').textContent = snap.gravitySuspended ? '已关' : '正常';
$('#st-inv').textContent = snap.invincible ? '已开' : '关';
// 换地图了 → 重新拉一次跳转点,好把新地图的"已抹除"状态标出来
if (LAST_MAP !== null && LAST_MAP !== snap.mapId) loadTriggers();
LAST_MAP = snap.mapId;
for (const [key, id] of [['message','q-msg'],['artwork','q-art'],['hud','q-hud']]) {
$('#' + id).classList.toggle('on', !snap.uiHidden?.[key]);
}
$('#photo-state').textContent = snap.stagedActors ? `摆拍角色 ${snap.stagedActors} 个:存档照常;不推荐此时保存,读档后摆拍状态可能无法完整恢复` : '';
// 顶部常驻开关:高亮 = 这个开关是"开着/显示着"的
$('#q-gravity').classList.toggle('on', !snap.gravitySuspended); // 高亮=重力正常
$('#q-invincible').classList.toggle('on', !!snap.invincible);
$('#q-noclip').classList.toggle('on', !!snap.noclip);
if (snap.lilyVisible !== null && snap.lilyVisible !== undefined) {
$('#q-lily').classList.toggle('on', !!snap.lilyVisible);
}
// 传送面板右上角显示当前是"悬浮"还是"站立"
const floating = snap.gravitySuspended || snap.noclip;
$('#tp-state').textContent = floating ? '悬浮中' : '站立';
} catch (e) {
$('#st-map').textContent = '读取失败';
}
} else {
$('#photo-state').textContent = '';
['st-map', 'st-pos', 'st-hp', 'st-sw', 'st-grav', 'st-inv'].forEach(id => $('#' + id).textContent = '—');
$('#tp-state').textContent = '—';
}
} catch (e) {
$('#connDot').className = 'dot off';
$('#connText').textContent = '无法连接本地服务';
applyStoryState({ state: 'disconnected', loaded: false, connection: null });
CURRENT_CONTEXT = null; CURRENT_GAME = null; EVENTS_CONTEXT = LOST_CONTEXT = null;
invalidateTrainer('连接已断开,请重连后刷新');
renderGameSrc({gameRunning:false});
$('#photo-target').textContent = '未连接游戏,不能保存';
$('#photo-state').textContent = '';
['st-map','st-pos','st-hp','st-sw','st-grav','st-inv'].forEach(id => $('#' + id).textContent = '—');
EVENTS = []; LOST = []; VISIBLE = []; renderEvents(); renderLost();
} finally { STATUS_BUSY = false; }
}
// ---------- 传送 ----------
// 传送默认走"悬浮安全模式"(后端 teleport 里 float 默认为 true),
// 目的是绕开游戏的坠落复位机制,详见 ops.js 里 teleport 的注释。
$('#tp-go').onclick = async () => {
const x = Number($('#tp-x').value), y = Number($('#tp-y').value);
try {
const r = await api('/teleport', { x, y });
if (r.busy) {
// 演出中的角色位置由事件系统接管,会被立刻覆盖 —— 说清楚,别让人以为工具坏了
toast(`传送到 (${r.x}, ${r.y}),但游戏正在播放剧情,位置可能被演出覆盖。等剧情结束再传。`, 'err');
} else if (r.float) {
toast(`已传送到 (${r.x}, ${r.y}),悬浮中。想走动请点「落地」。`, 'ok');
} else {
toast(`已传送到 (${r.x}, ${r.y})`, 'ok');
}
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
};
$('#tp-here').onclick = async () => {
try {
const s = await api('/snapshot');
$('#tp-x').value = s.x; $('#tp-y').value = s.y;
toast(`已填入当前坐标 (${s.x}, ${s.y})`);
} catch (e) { toast(e.message, 'err'); }
};
// 落地:后端会先探测脚下是不是坑,是坑就拒绝执行
$('#tp-land').onclick = async () => {
const btn = $('#tp-land');
btn.disabled = true;
try {
const r = await api('/land', {});
toast(r.warning || `已落地(下坠 ${r.dropDistance} 像素)`, r.warning ? 'err' : 'ok');
refreshStatus();
} catch (e) {
toast(e.message, 'err');
}
btn.disabled = false;
};
$$('[data-nudge]').forEach(b => {
b.onclick = () => {
const [dx, dy] = b.dataset.nudge.split(',').map(Number);
$('#tp-x').value = Number($('#tp-x').value || 0) + dx;
$('#tp-y').value = Number($('#tp-y').value || 0) + dy;
$('#tp-go').click();
};
});
// ---------- 本图事件 ----------
let EVENTS = [];
/**
* 立绘名 → 人话。
*
* 事件的立绘名(img/characters/ 下的图名)本身有描述性,实测常见的有
* ;cat_coin_copper(铜币) / ;moving_platform(移动平台) / ;minecar_wheel(矿车轮) 等。
* 这里只翻译**能确定的**,不确定的一律原样显示英文名 ——
* 猜一个错的译名比显示英文原名更糟。
*/
const SPRITE_NAMES = [
[/^cat_coin_copper/, '铜币'],
[/^cat_coin_silver/, '银币'],
[/^cat_coin_gold/, '金币'],
[/^cat_coin_diamond/, '钻石币'],
[/^moving_platform/, '移动平台'],
[/^minecar_wheel/, '矿车轮'],
[/^minecar/, '矿车'],
[/^icon_item_/, '道具图标'],
[/^tower_box/, '宝箱'],
[/^difficulty_switch/, '难度开关'],
[/^iron_string/, '铁索'],
[/^frame$/, '边框装饰'],
[/_fake\d*$/, '装饰地形'],
];
function spriteLabel(sprite) {
if (!sprite) return '';
for (const [re, name] of SPRITE_NAMES) if (re.test(sprite)) return name;
return ''; // 不认识就返回空,调用方会退回显示英文原名
}
async function loadEvents() {
const btn = $('#ev-load');
btn.disabled = true;
try {
const r = await api('/events');
if (r.context !== CURRENT_CONTEXT) throw new Error('地图已变化,请刷新本图事件');
EVENTS_CONTEXT = r.context;
EVENTS = r.events || [];
const withStory = EVENTS.filter(e => e.hasStory).length;
renderEvents();
toast(`本图 ${EVENTS.length} 个事件,其中 ${withStory} 个带剧情`, 'ok');
} catch (e) { toast(e.message, 'err'); }
btn.disabled = false;
}
function renderEvents() {
const q = $('#ev-filter').value.trim().toLowerCase();
const showAll = $('#ev-all').checked;
let list = showAll ? EVENTS : EVENTS.filter(e => e.hasStory);
if (q) {
list = list.filter(e => {
const hay = [e.name, e.sprite, e.trigger,
...(e.lines || []).map(l => l.searchText || (l.first + ' ' + l.speaker))]
.join(' ').toLowerCase();
return hay.includes(q) || String(e.id).includes(q);
});
}
// 带剧情的排前面
list = [...list].sort((a, b) => (b.hasStory ? 1 : 0) - (a.hasStory ? 1 : 0));
const box = $('#ev-list');
if (!list.length) {
box.innerHTML = `${showAll ? '没有匹配的事件' : '本图没有带剧情的事件(可勾选「显示全部事件」)'}
`;
return;
}
box.innerHTML = list.map(e => {
const first = (q && (e.lines || []).find(l => (l.searchText || '').toLowerCase().includes(q))) || (e.lines && e.lines[0]) || null;
const match = q && (first?.lines || []).find(l => (l.text + ' ' + l.speaker).toLowerCase().includes(q));
// 有剧情就用台词当标题,否则退回"立绘译名 → 英文原名 → 事件触发方式"
const headline = first
? `「${esc(match?.text || first.first)}」${(match?.speaker || first.speaker) ? ' — ' + esc(match?.speaker || first.speaker) : ''}`
: (spriteLabel(e.sprite) || e.sprite || `${e.trigger}的事件`);
const raw = (first ? '' : (e.sprite ? ` · ${esc(e.sprite)}` : ''));
const more = (e.lines && e.lines.length > 1) ? ` · 共 ${e.lines.length} 段剧情` : '';
return `
#${e.id}
${headline}
(${e.x}, ${e.y}) · ${esc(e.trigger)}${more}${raw}
${e.hasStory ? '剧情' : ''}
`;
}).join('');
box.querySelectorAll('button[data-go-x]').forEach(b => {
b.onclick = async () => {
try {
const r = await api('/teleport', { x: Number(b.dataset.goX), y: Number(b.dataset.goY), context: EVENTS_CONTEXT });
toast(r.busy
? `已传送到 (${r.x}, ${r.y}),但游戏正在播放剧情,位置可能被覆盖。`
: `已传送到 (${r.x}, ${r.y}),悬浮中。`, r.busy ? 'err' : 'ok');
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
};
});
}
$('#ev-load').onclick = loadEvents;
$('#ev-filter').oninput = renderEvents;
$('#ev-all').onchange = renderEvents;
// ---------- 场景还原(摆拍)----------
// 静态摆拍由 photo-state 管理。撤销恢复原状态;摆拍期间仅提示保存风险。
let LOST = []; // 所有"有可能拉出来"的事件
let VISIBLE = []; // 现在已经看得见的
async function scanLost() {
const btn = $('#lost-scan');
btn.disabled = true;
try {
const r = await api('/events/lost');
if (r.context !== CURRENT_CONTEXT) throw new Error('地图已变化,请重新扫描');
LOST_CONTEXT = r.context;
LOST = r.lost || [];
VISIBLE = r.visible || [];
renderLost();
const erased = LOST.filter(e => e.erased).length;
toast(`本图现在可见 ${VISIBLE.length} 个角色;另有 ${LOST.length} 个可以拉出来`
+ (erased ? `(其中 ${erased} 个是被抹除的)` : ''), 'ok');
} catch (e) { toast(e.message, 'err'); }
btn.disabled = false;
}
function renderLost() {
const box = $('#lost-list');
if (!LOST.length && !VISIBLE.length) {
box.innerHTML = '本图没有可显示的角色(或还没扫描)
';
return;
}
let html = '';
// 已经看得见的:告诉你"这些本来就在场",免得以为多了
if (VISIBLE.length) {
html += `已在场(${VISIBLE.length} 个)—— 这些本来就有,不是多出来的
`;
html += VISIBLE.map(v => `
#${v.id}
${esc(String(v.sprite).replace(/^;/, ''))}
(${v.x}, ${v.y})
在场
`).join('');
}
// 可以拉出来的:分成"被抹除"(该在不在)和"游戏隐藏"(可能是有意的)
const erased = LOST.filter(e => e.erased);
const hidden = LOST.filter(e => !e.erased);
if (erased.length) {
html += `被游戏抹除(${erased.length} 个)—— 曾被事件脚本抹除;是否符合目标剧情需自行核对
`;
html += erased.map(e => lostRow(e)).join('');
}
if (hidden.length) {
html += `游戏有意隐藏(${hidden.length} 个)—— 可能是剧情推进后本来就该退场,拉出来未必符合原作
`;
html += hidden.map(e => lostRow(e)).join('');
}
box.innerHTML = html;
box.querySelectorAll('button[data-lost]').forEach(b => {
b.onclick = () => forcePageOf(LOST[Number(b.dataset.lost)]);
});
const hint = $('#lost-hint');
if (hint) {
hint.textContent = LOST.length
? `共 ${LOST.length} 个可拉出(抹除 ${erased.length} / 游戏隐藏 ${hidden.length})`
: '本图没有被隐藏的角色';
}
}
function lostRow(e) {
const i = LOST.indexOf(e);
return `
#${e.id}
${esc(String(e.suggestSprite).replace(/^;/, ''))}
(${e.x}, ${e.y}) · 切到第 ${e.suggestPage + 1} 页
${e.erased ? '已抹除' : '游戏隐藏'}
`;
}
async function forcePageOf(e) {
try {
const r = await api('/events/force-page', { eventId: e.id, page: e.suggestPage, context: LOST_CONTEXT });
if (!r.ok) throw new Error(r.error || '切页失败');
if (!r.visible) {
toast(`事件 #${e.id} 切到第 ${r.page + 1} 页,但这一页没有立绘`, 'err');
} else {
toast(`已拉出 ${r.sprite.replace(/^;/, '')}(第 ${r.page + 1} 页)。可截图,完成后点“撤销场景还原”。`, 'ok');
}
} catch (err) { toast(err.message, 'err'); }
}
$('#lost-scan').onclick = scanLost;
// 取消所有"钉住"的页号:强切页现在是靠覆盖 findProperPageIndex 实现的,
// 会一直生效(这是为了扛住游戏的重算),想恢复原状就点这个。
$('#lost-unpin').onclick = async () => {
try {
const r = await api('/events/unpin', {});
toast(r.unpinned ? `已撤销 ${r.unpinned} 个角色的摆拍状态` : '本图没有被人为固定的角色');
scanLost();
} catch (e) { toast(e.message, 'err'); }
};
// 默认只恢复"被抹除"的 —— 那些是明确的"该在不在"。
// 连"游戏有意隐藏"的一起拉,会凭空多出人物,所以单独一个按钮 + 明确警告。
$('#lost-restore-all').onclick = () => restoreAll(false);
$('#lost-restore-hidden').onclick = () => restoreAll(true);
async function restoreAll(includeHidden) {
if (includeHidden && !confirm(
'这会把「游戏有意隐藏」的角色也一起拉出来。\n\n' +
'那些角色可能是剧情推进后本来就该退场的,拉出来会让画面多出不该在场的人物,\n' +
'和原作不符。\n\n确定继续吗?')) return;
const btn = includeHidden ? $('#lost-restore-hidden') : $('#lost-restore-all');
btn.disabled = true;
try {
const r = await api('/events/restore-cast', { includeHidden });
if (!r.restored) {
toast(r.skippedCount
? `没有"被抹除"的角色可恢复(另有 ${r.skippedCount} 个是游戏有意隐藏的,要用旁边那个按钮)`
: '没有可拉出来的角色(先点「扫描」确认本图有没有)');
} else if (r.duplicates && r.duplicates.length) {
// 同一角色在数据里有好几份事件,全拉出来会变成好几个一样的人
const d = r.duplicates.map(x => `${x.sprite.replace(/^;/, '')} ×${x.count}`).join('、');
toast(`拉出了 ${r.restored} 个,但其中有重复:${d}。`
+ `同一个角色在数据里有好几份事件,全拉出来会变成好几个一模一样的人。`
+ `建议只保留需要的那一个(先「全部还原」再单独点某个「拉出来」)。`, 'err');
} else {
toast(`拉出了 ${r.restored} 个角色`
+ (r.erasedCount ? `(其中 ${r.erasedCount} 个是被抹除的,静态摆拍角色)` : '')
+ (r.skippedCount ? `。另有 ${r.skippedCount} 个是游戏有意隐藏的,没动` : '')
+ '。完成后点“撤销场景还原”。', 'ok');
}
scanLost();
} catch (e) { toast(e.message, 'err'); }
btn.disabled = false;
}
// ---------- 存拍照专用档 ----------
$('#photo-save').onclick = async () => {
const slot = Number($('#photo-slot').value);
const target = CURRENT_GAME?.kind;
if (!CURRENT_CONTEXT || !['sandbox','original'].includes(target)) return toast('无法确认当前游戏和存档目录', 'err');
const where = (target === 'sandbox' ? '沙盒' : '原版') + ':' + CURRENT_GAME.saveDir;
if (!confirm(`确定要把当前场景存进【${where}】的存档槽 ${slot} 吗?\n\n这会覆盖该槽位原有的进度。\n若正在摆拍,不推荐此时保存:读档后角色、UI 或对白可能无法完整恢复。仍可确定继续保存。\n(工具会先自动备份整个存档目录)`)) return;
try {
const r = await api('/save-photo', { slot, target });
if (!r.ok) throw new Error(r.error || '存档失败');
toast(`已存到槽 ${r.slot}(地图 ${r.mapId} 坐标 ${r.x},${r.y})。存档前状态已备份为 ${r.safetyBackup}`, 'ok');
loadBackups();
} catch (e) { toast(e.message, 'err'); }
};
// ---------- 对话跳转点 ----------
async function loadTriggers() {
const request = ++TRIGGER_REQUEST;
try {
const r = await api('/triggers');
if (request !== TRIGGER_REQUEST) return;
STORY_TEXT_STATE = r.storyText; renderStoryTextHint();
TRIGGERS = r.triggers || [];
$('#story-count').textContent = `${TRIGGERS.length} 条(其中 ${TRIGGERS.filter(t => t.actionable).length} 条可一键跳转)`;
renderTriggers();
} catch (e) {
if (request === TRIGGER_REQUEST) $('#story-list').innerHTML = `载入失败:${esc(e.message)}
`;
}
}
function renderTriggers() {
const q = $('#story-filter').value.trim().toLowerCase();
const onlyActionable = $('#story-only-actionable').checked;
const onlySwitch = $('#story-need-switch').checked;
const list = TRIGGERS.filter(t => {
if (onlyActionable && !t.actionable) return false;
if (onlySwitch && !t.needSwitchNames.length) return false;
if (!q) return true;
const hay = [t.storyId, t.mapId, t.mapArea, t.searchText, t.line, t.speaker, t.eventName,
t.triggerType, t.x, t.y, t.condition, ...t.needSwitchNames].join(' ').toLowerCase();
return hay.includes(q);
});
const box = $('#story-list');
if (!list.length) { box.innerHTML = '没有匹配的跳转点
'; return; }
box.innerHTML = list.map((t, i) => {
// 台词是主要标识 —— "地图170" 谁也看不懂,"「好烦啊!」— 喵露露" 一眼就认出来
const match = q && (t.lines || []).find(l => (l.text + ' ' + l.speaker).toLowerCase().includes(q));
const preview = match?.text || t.line, speaker = match?.speaker || t.speaker;
const headline = preview
? `「${esc(preview)}」${speaker ? ' — ' + esc(speaker) : ''}`
: `${esc(t.actionable ? `地图${t.mapId} (${t.x}, ${t.y})` : `故事 #${t.storyId}`)} · ${esc(t.triggerType)}`;
const where = [
t.mapArea ? esc(t.mapArea) : '',
t.actionable ? `地图${t.mapId} (${t.x}, ${t.y})` : '无坐标',
t.triggerType || '',
t.positionNote ? esc(t.positionNote) : '',
t.lineCount > 1 ? `共 ${t.lineCount} 句` : '',
].filter(Boolean).join(' · ');
return `
#${t.storyId}
${headline}
${where}
${t.needSwitchNames.length ? `需开关 ${t.needSwitchNames.length}` : ''}
${t.erased === true ? '已抹除' : ''}
${t.actionable ? `
` : ''}
`;
}).join('');
// --- 运行过场:执行含这段对话的整个事件页 —— NPC 站位、演出、对白全按原样走 ---
box.querySelectorAll('button[data-scene]').forEach(b => {
b.onclick = async () => {
const t = list[Number(b.dataset.scene)];
b.disabled = true;
try {
const r = await api('/story/start', { mode: 'scene', x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex });
if (!r.ok) throw new Error(r.error || '运行失败');
const sb = r.speakerBody || {};
const bodyNote = sb.forced
? `说话者已就位(${String(sb.sprite || '').replace(/^;/, '')})`
: (sb.reason ? `说话者没身体:${sb.reason}` : '');
if (!r.started) {
toast('过场已开始,但还没出现对话窗口。前面可能有一段移动/演出,稍等一下。', 'ok');
} else if (r.matched === false) {
toast(`播出的是故事 ${r.playedStoryId},不是你要的 #${t.storyId}。请把这条反馈给开发者。`, 'err');
} else if (r.insideBranch) {
toast(`已播 #${t.storyId}。这段对话在【条件分支】里,所以直接从该分支开始播,`
+ `跳过了前面 ${r.startAt} 条摆位指令。${bodyNote}`, 'ok');
} else {
toast(`过场执行中(事件 ${r.eventName},共 ${r.commands} 条指令)。${bodyNote}。可以一路截图。`, 'ok');
}
if (r.landingWarning) toast(r.landingWarning, 'err');
else if (r.positionNote) toast(r.positionNote, 'ok');
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
b.disabled = false;
};
});
// --- 只播台词:从指令层直接调用 call_story,跳过节目前的演出 ---
// 适合只想快速看一眼这段对话;缺点是场景里可能没有对应的 NPC(见开发文档第 6 节)
box.querySelectorAll('button[data-play]').forEach(b => {
b.onclick = async () => {
const t = list[Number(b.dataset.play)];
b.disabled = true;
try {
const r = await api('/story/start', { mode: 'play', x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex });
if (!r.ok) throw new Error(r.error || '播放失败');
if (!r.started) {
toast('剧情已下发,但没等到对话窗口出现。可能这段剧情需要特定场景。', 'err');
} else if (r.matched === false) {
toast(`播放的可能不是这段——画面显示「${r.firstText.slice(0, 16)}」,期望「${(r.expected || '').slice(0, 16)}」。先点「关闭对话窗口」再重试。`, 'err');
} else {
toast(`正在播放 #${t.storyId}(共 ${r.lines} 句)${r.speaker ? ',' + r.speaker + ':' : ':'}${r.firstText.slice(0, 20)}`, 'ok');
}
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
b.disabled = false;
};
});
// --- 前往:打开开关 + 传送,之后自己走过去按确定键 ---
box.querySelectorAll('button[data-goto]').forEach(b => {
b.onclick = async () => {
const t = list[Number(b.dataset.goto)];
b.disabled = true;
try {
const pairs = [];
const missing = [];
for (const name of t.needSwitchNames) {
const id = SWITCH_BY_NAME.get(name);
if (id === undefined) missing.push(name);
else pairs.push([id, true]);
}
const tp = await api('/story/goto', { pairs, x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex });
if (!tp.ok) throw new Error(tp.error || '传送失败');
const where = tp.changedMap ? `已切换到地图 ${tp.mapId}` : `已传送到 (${tp.x}, ${tp.y})`;
if (missing.length) {
toast(`${where},但有 ${missing.length} 个开关没找到:${missing.join('、')}`, 'err');
} else {
toast(`${where},打开了 ${pairs.length} 个普通开关。` + ((t.needVarNames.length || /独立开关/.test(t.condition)) ? '仍需手动核对条件:' + t.condition : '点「落地」站到地上,再尝试触发。'), (t.needVarNames.length || /独立开关/.test(t.condition)) ? 'err' : 'ok');
}
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
b.disabled = false;
};
});
}
$('#story-filter').oninput = renderTriggers;
$('#story-only-actionable').onchange = renderTriggers;
$('#story-need-switch').onchange = renderTriggers;
$('#story-load-text').onclick = async () => {
const button = $('#story-load-text'); button.disabled = true;
try {
const state = await api('/story-text', { refresh: true });
applyStoryState(state);
await loadTriggers();
toast(state.loaded ? `已读取 ${state.count} 条剧情,可搜索任意一句台词` : (state.error || '游戏未连接或故事表尚未就绪'), state.loaded ? 'ok' : 'err');
} catch (e) { toast(e.message, 'err'); }
finally { button.disabled = false; }
};
$('#story-close-msg').onclick = async () => {
try {
await api('/story/close', {});
toast('已关闭对话窗口');
} catch (e) { toast(e.message, 'err'); }
};
// ---------- 开关 ----------
let SWITCH_VALUES = {};
async function loadSwitches() {
try {
const r = await api('/switches');
SWITCHES = r.switches || [];
SWITCH_VALUES = r.values || {};
SWITCH_BY_NAME = new Map(SWITCHES.map(s => [s.name, s.id]));
renderSwitches();
if (!r.connected) toast('开关当前值读取失败(游戏未连接),仅显示名称', 'err');
} catch (e) {
$('#sw-list').innerHTML = `载入失败:${esc(e.message)}
`;
}
}
function renderSwitches() {
const q = $('#sw-filter').value.trim().toLowerCase();
let list = SWITCHES;
if (!SHOW_ALL_SWITCHES) list = list.filter(s => s.common);
if (q) list = list.filter(s => s.name.toLowerCase().includes(q) || String(s.id) === q);
list = list.slice(0, 500);
$('#sw-mode').textContent = SHOW_ALL_SWITCHES
? `当前:全部开关(${SWITCHES.length} 个)`
: `当前:常用开关(${SWITCHES.filter(s => s.common).length} 个)`;
$('#sw-toggle-all').textContent = SHOW_ALL_SWITCHES
? '只看常用开关'
: `展开全部 ${SWITCHES.length} 个`;
const box = $('#sw-list');
if (!list.length) { box.innerHTML = '没有匹配的开关
'; return; }
box.innerHTML = list.map(s => {
const on = SWITCH_VALUES[s.id] === 1;
const known = s.id in SWITCH_VALUES;
return `
#${s.id}
${esc(s.name)}
${s.common ? '常用' : ''}
${known ? (on ? 'ON' : 'OFF') : '—'}
`;
}).join('');
box.querySelectorAll('button[data-sw]').forEach(b => {
b.onclick = async () => {
const id = Number(b.dataset.sw), val = b.dataset.val === '1';
try {
await api('/switch', { id, value: val });
SWITCH_VALUES[id] = val ? 1 : 0;
renderSwitches();
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
};
});
}
$('#sw-filter').oninput = renderSwitches;
$('#sw-reload').onclick = loadSwitches;
$('#sw-toggle-all').onclick = () => { SHOW_ALL_SWITCHES = !SHOW_ALL_SWITCHES; renderSwitches(); };
// ---------- 顶部常驻开关 ----------
// 高亮 = 这个开关是"开着/显示着"的。语义统一,见 index.html 里的 title 提示。
const chipOn = (id) => $('#' + id).classList.contains('on');
async function flipChip(id, fn) {
const el = $('#' + id);
el.disabled = true;
try {
await fn(!chipOn(id));
refreshStatus();
} catch (e) {
toast(e.message, 'err');
refreshStatus();
}
el.disabled = false;
}
// 重力:高亮 = 正常。点一下切换成"关掉重力"(角色悬空)
$('#q-gravity').onclick = () => flipChip('q-gravity', on => api('/gravity', { on: !on }));
// 无敌 / 穿墙:高亮 = 开启
$('#q-invincible').onclick = () => flipChip('q-invincible', on => api('/invincible', { on }));
$('#q-noclip').onclick = () => flipChip('q-noclip', on => api('/noclip', { on }));
// 莉莉娅:高亮 = 显示中
// ⚠️ flipChip 传进来的是**按钮的新状态**(true = 希望莉莉娅显示),直接当 show 用。
// 之前写成 show: !on,等于每次都"再显示一遍",点了毫无反应(用户报过)。
$('#q-lily').onclick = () => flipChip('q-lily', async wantVisible => {
await api('/lily', { show: wantVisible });
toast(wantVisible ? '莉莉娅已显示' : '莉莉娅已隐藏(有些剧情里她本来就在场,注意别藏错)', 'ok');
});
// 拍照辅助:高亮 = 显示中;点一下藏起来
// 注意这是"藏起来"不是"关掉",随时能显示回来。
// 要真的关掉对话请用「对话剧情」页的「关闭对话窗口」。
//
// ⚠️ 注意 `/api/ui-hidden` 的语义是**反向**的:字段传 true 表示"藏起来"。
// 而 flipChip 传进来的是"按钮的新状态"(true = 希望它显示着)。
// 所以要取反:setUi({ message: !wantVisible })。
// (之前直接传 wantVisible,等于每次都在"显示",点了没反应。
// 莉莉娅那个按钮也是同一个毛病,一起修了。)
$('#q-msg').onclick = () => flipChip('q-msg', async wantVisible => {
await setUi({ message: !wantVisible });
toast(wantVisible ? '对话框已显示' : '对话框已隐藏(只是藏起来,随时能显示回来)');
});
$('#q-art').onclick = () => flipChip('q-art', wantVisible => setUi({ artwork: !wantVisible }));
$('#q-hud').onclick = () => flipChip('q-hud', wantVisible => setUi({ hud: !wantVisible }));
async function setUi(state) {
const r = await api('/ui-hidden', state);
if (!r.ok) return;
// 用返回值回写按钮状态,别靠本地猜测
if (r.state.message !== undefined) $('#q-msg').classList.toggle('on', !r.state.message);
if (r.state.artwork !== undefined) $('#q-art').classList.toggle('on', !r.state.artwork);
if (r.state.hud !== undefined) $('#q-hud').classList.toggle('on', !r.state.hud);
}
$('#q-restore').onclick = async () => {
try {
await api('/restore', {});
toast('已还原重力、碰撞、无敌,撤销摆拍并解除数值锁定', 'ok');
loadTrainer(true);
refreshStatus();
} catch (e) { toast(e.message, 'err'); }
};
// ---------- 存档与沙盒 ----------
async function loadBackups() {
try {
const r = await api('/backups');
const box = $('#bk-list');
if (!r.backups.length) { box.innerHTML = '还没有备份
'; return; }
box.innerHTML = r.backups.map(b => `
${esc(b.name)}
${b.files} 个文件 · 来源:${esc(b.sourceDir || '旧备份,来源未知')} · ${new Date(b.mtime).toLocaleString('zh-CN')}
`).join('');
box.querySelectorAll('button[data-restore]').forEach(btn => {
btn.onclick = async () => {
const name = btn.dataset.restore;
const target = $('#bk-target').value;
if (!target) return toast('请先明确选择还原目标', 'err');
let cfg; try { cfg = await api('/status'); } catch (e) { return toast(e.message, 'err'); }
const dir = target === 'sandbox' ? cfg.sandboxDir : cfg.gameDir;
if (!confirm(`将「${name}」还原到【${target === 'sandbox' ? '沙盒' : '原版'}】\n${dir}\n\n请先退出游戏。目标现有存档会先备份;备份中没有的槽位也会被移出当前存档集合。`)) return;
try {
const r = await api('/restore-backup', { name, confirm: true, target });
toast(`已还原 ${r.restored} 个文件(还原前的状态已存为 ${r.safetyBackup})`, 'ok');
loadBackups();
} catch (e) { toast(e.message, 'err'); }
};
});
} catch (e) {
$('#bk-list').innerHTML = `读取失败:${esc(e.message)}
`;
}
}
async function doBackup(sandbox) {
try {
const r = await api('/backup', { target: sandbox ? 'sandbox' : 'original' });
toast(`已备份 ${r.files} 个文件 → ${r.name}`, 'ok');
loadBackups();
} catch (e) { toast(e.message, 'err'); }
}
$('#bk-original').onclick = () => doBackup(false);
$('#bk-sandbox').onclick = () => doBackup(true);
$('#bk-reload').onclick = loadBackups;
async function refreshSandbox() {
try {
const s = await api('/status');
const info = $('#sb-info');
if (s.sandboxJob && s.sandboxJob.running) {
info.innerHTML = `⏳ 正在拷贝到 ${esc(s.sandboxDir)}…(请稍候,复制后会校验文件)`;
setTimeout(refreshSandbox, 2500);
} else if (s.sandboxJob && s.sandboxJob.error) {
info.innerHTML = `❌ 拷贝失败:${esc(s.sandboxJob.error)}`;
} else if (s.sandboxExists) {
info.innerHTML = `✅ 沙盒已就绪:${esc(s.sandboxDir)}
用 SDK 版 NW.js 启动它即可(调试端口 ${s.cdpPort})。`;
} else {
info.innerHTML = `尚未创建。创建后会拷贝到 ${esc(s.sandboxDir)}。`;
}
} catch (e) { /* 忽略 */ }
}
$('#sb-create').onclick = async () => {
if (!confirm('将复制游戏和存档,排除工具及发布版目录,完成后校验副本。\n\n继续吗?')) return;
try {
await api('/sandbox', {});
toast('已开始拷贝,请稍候…');
refreshSandbox();
} catch (e) { toast(e.message, 'err'); }
};
$('#sb-status').onclick = refreshSandbox;
// ---------- 设置 ----------
let CONFIG = {};
async function loadConfig() {
try {
const r = await api('/config');
CONFIG = r.config;
$('#set-cdpPort').value = r.config.cdpPort;
$('#set-webPort').value = r.config.webPort;
$('#set-sandboxDir').value = r.config.sandboxDir;
$('#set-path').textContent = 'tool/config.json';
} catch (e) { toast('读取配置失败:' + e.message, 'err'); }
}
$('#set-save').onclick = async () => {
try {
const r = await api('/config', {
cdpPort: Number($('#set-cdpPort').value),
webPort: Number($('#set-webPort').value),
sandboxDir: $('#set-sandboxDir').value,
});
CONFIG = r.config;
let msg = '设置已保存';
if (r.cdpReconnected) msg += '(调试端口已切换)';
if (r.webPortNeedsRestart) msg += '。控制面板端口要重启工具才生效';
toast(msg, 'ok');
refreshStatus();
refreshSettingsInfo();
} catch (e) { toast(e.message, 'err'); }
};
$('#set-reset').onclick = async () => {
if (!confirm('把端口和路径恢复成默认值?')) return;
try {
// 用后端的 DEFAULTS 回填,避免前端写死一份会过期的默认值
const r = await api('/config');
await api('/config', {
cdpPort: r.defaults.cdpPort,
webPort: r.defaults.webPort,
sandboxDir: r.defaults.sandboxDir,
});
await loadConfig();
toast('已恢复默认值', 'ok');
refreshStatus();
refreshSettingsInfo();
} catch (e) { toast(e.message, 'err'); }
};
async function refreshSettingsInfo() {
try {
const s = await api('/status');
const rows = [
['游戏目录', s.gameDir],
['沙盒目录', s.sandboxDir + (s.sandboxExists ? ' ✓ 已就绪' : ' ✗ 未创建')],
['调试端口', s.cdpPort + (s.gameRunning ? ' ✓ 已检测到游戏' : ' ✗ 未检测到')],
['连接状态', s.connected ? '✓ 已连接游戏' : '✗ 未连接'],
['数据', `${s.stats.switches} 个开关 · ${s.stats.triggersUnique} 条触发点(可跳转 ${s.stats.triggersActionable})`],
['台词索引', `${s.stats.storyLoaded} 条剧情 · ${s.stats.triggersWithLine} 条触发点有台词`],
];
$('#set-info').innerHTML = rows.map(([k, v]) =>
`${esc(k)}
${esc(v)}
`
).join('');
} catch (e) {
$('#set-info').innerHTML = `${esc(e.message)}
`;
}
}
// ---------- 启动 ----------
(async function init() {
await refreshStatus();
await loadSwitches(); // 先拿开关名表,跳转点要用它把开关名换成编号
await loadTriggers();
await loadBackups();
await loadConfig();
refreshSandbox();
refreshSettingsInfo();
setInterval(refreshStatus, 3000);
})();