feat(教学): 扩展教学建议链路以支持候选牌列表

扩展教学建议链路,在 PrivateTeachingMessage 中增加 candidates 字段,支持前端展示候选牌、评分和原因标签。同时优化前端组件结构,抽离共享类型和工具函数,为后续页面拆分做准备。

- 后端:在 GameSessionService 和 GameMessagePublisher 中透传候选牌列表
- 前端:新增 GameMessageStack 组件展示教学候选,优化手牌区推荐牌高亮
- 测试:补充 GameMessagePublisherTest 验证候选牌消息结构
- 文档:更新 DEVELOPMENT_PLAN 和 H5_GAME_PAGE_ARCHITECTURE 说明当前前端结构
This commit is contained in:
hujun
2026-03-20 15:54:05 +08:00
parent 6bcdf26fca
commit 905565e7c4
17 changed files with 1325 additions and 433 deletions

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@@ -4,13 +4,14 @@
- 当前胡牌计分口径:`paymentScore = 1 << totalFan` - 当前胡牌计分口径:`paymentScore = 1 << totalFan`
- 一炮多响:只对 `HU` 开放多赢家同窗裁决,`PENG / GANG` 仍单赢家。 - 一炮多响:只对 `HU` 开放多赢家同窗裁决,`PENG / GANG` 仍单赢家。
- 过水不胡:玩家在响应窗口里本可 `HU` 但选择 `PASS` 后,直到自己下一次真正摸牌前,不能再做响应胡;不影响碰、杠、自摸胡。 - 过水不胡:玩家在响应窗口里本可 `HU` 但选择 `PASS` 后,直到自己下一次真正摸牌前,不能再做响应胡;不影响碰、杠、自摸胡。
- 后端最小验证:`cd backend && mvn test` 通过,当前 53 个测试通过 - 教学建议链路已扩展为:`recommendedAction``explanation``candidates`,其中 `candidates` 透传到私有 WebSocket 教学消息,前端已支持展示候选牌、评分和原因标签中文映射
- 前端 H5 对局页已完成两轮联调 - 前端 H5 对局页已完成正式动作面板、响应动作面板、玩家视角切换、公共事件时间线、最近结算卡片、教学推荐高亮等联调
- 已区分“当前回合动作”和“响应动作”两种动作面板。 - 2026-03-20 当日新增一轮前端结构收口:
- `DISCARD` 继续通过点击手牌执行,`GANG/HU` 等额外动作走统一面板 - 新增 `docs/H5_GAME_PAGE_ARCHITECTURE.md`,完成 `S1-08` 页面信息架构与拆分方案
- 响应动作面板会展示 `sourceSeatNo``triggerTile``triggerEventType``windowId` - 前端共享类型已抽到 `frontend/src/types/game.ts`
- 已支持在对局页切换玩家视角,并自动刷新对应 `GameStateResponse` 与重连该玩家私有 WebSocket 主题 - UI 标签映射与事件/结算格式化函数已抽到 `frontend/src/utils/gameUi.ts`
- 公共事件接收已改为统一入口处理,会在 `RESPONSE_WINDOW_CLOSED``TURN_SWITCHED``TILE_DISCARDED``GAME_PHASE_CHANGED` 等场景下清理已失效的私有动作面板,避免旧窗口残留 - 已拆出展示组件:`GameActionDock.vue``GameMessageStack.vue``PublicEventTimeline.vue`
- 公共事件时间线已支持中文摘要文案、时间展示和原始载荷折叠查看,便于联调时同时看“业务含义”和“真实 payload” - `App.vue` 当前定位已经收敛为“页面容器 + 请求/订阅协调层”,便于下一轮继续拆 `RoomPage / GamePage / ReviewPage`
- 注释约定继续有效:后端复杂规则、前端复杂交互和后续数据库脚本都要补适当偏多的中文注释 - 2026-03-20 当日还修复了 `GameSessionServiceTest` 中两条“过水不胡”测试的脆弱构造,改为显式控制响应胡候选与后续安全弃牌,避免依赖随机初始牌与中间牌路
- 前端验证:`cd frontend && npm run build` 通过。 - 当前验证状态:`cd backend && mvn test` 通过;`cd frontend && npm run build` 通过。
- 注释约定继续有效:后端复杂规则、前端复杂交互、后续数据库脚本和迁移都要补适当偏多的中文注释,尤其说明规则判断、状态切换、消息边界与字段语义。

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@@ -301,7 +301,8 @@ public class GameSessionService {
currentSeat.getPlayerId(), currentSeat.getPlayerId(),
advice.teachingMode(), advice.teachingMode(),
advice.recommendedAction(), advice.recommendedAction(),
advice.explanation() advice.explanation(),
advice.candidates()
); );
} }

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@@ -1,11 +1,15 @@
package com.xuezhanmaster.ws.dto; package com.xuezhanmaster.ws.dto;
import com.xuezhanmaster.teaching.dto.CandidateAdviceItem;
import java.util.List;
public record PrivateTeachingMessage( public record PrivateTeachingMessage(
String gameId, String gameId,
String userId, String userId,
String teachingMode, String teachingMode,
String recommendedAction, String recommendedAction,
String explanation String explanation,
List<CandidateAdviceItem> candidates
) { ) {
} }

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@@ -3,6 +3,7 @@ package com.xuezhanmaster.ws.service;
import com.xuezhanmaster.game.domain.ResponseActionSeatCandidate; import com.xuezhanmaster.game.domain.ResponseActionSeatCandidate;
import com.xuezhanmaster.game.domain.ResponseActionWindow; import com.xuezhanmaster.game.domain.ResponseActionWindow;
import com.xuezhanmaster.game.event.GameEvent; import com.xuezhanmaster.game.event.GameEvent;
import com.xuezhanmaster.teaching.dto.CandidateAdviceItem;
import com.xuezhanmaster.ws.dto.PrivateActionCandidate; import com.xuezhanmaster.ws.dto.PrivateActionCandidate;
import com.xuezhanmaster.ws.dto.PrivateActionMessage; import com.xuezhanmaster.ws.dto.PrivateActionMessage;
import com.xuezhanmaster.ws.dto.PrivateTeachingMessage; import com.xuezhanmaster.ws.dto.PrivateTeachingMessage;
@@ -97,10 +98,18 @@ public class GameMessagePublisher {
); );
} }
public void publishPrivateTeaching(String gameId, String userId, String teachingMode, String recommendedAction, String explanation) { public void publishPrivateTeaching(
String gameId,
String userId,
String teachingMode,
String recommendedAction,
String explanation,
List<CandidateAdviceItem> candidates
) {
messagingTemplate.convertAndSend( messagingTemplate.convertAndSend(
"/topic/users/" + userId + "/teaching", "/topic/users/" + userId + "/teaching",
new PrivateTeachingMessage(gameId, userId, teachingMode, recommendedAction, explanation) // 教学消息需要同时携带推荐结果与备选列表,前端才能把“为什么是这张牌”解释完整。
new PrivateTeachingMessage(gameId, userId, teachingMode, recommendedAction, explanation, candidates)
); );
} }

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@@ -786,8 +786,9 @@ class GameSessionServiceTest {
prepareWinningHand(winnerSeat); prepareWinningHand(winnerSeat);
session.getTable().setCurrentSeatNo(2); session.getTable().setCurrentSeatNo(2);
ensureSeatHasMatchingTiles(session.getTable().getSeats().get(2), "9筒", 1); ensureSeatHasMatchingTiles(session.getTable().getSeats().get(2), "9筒", 1);
ensureSeatHasMatchingTiles(session.getTable().getSeats().get(3), "9筒", 1); // 这里只需要保证 seat 1 能对 seat 2 的 9筒形成“可胡后选择 PASS”的场景。
removeMatchingTilesFromOtherSeats(session, "9筒", 1, 2, 3); // 不再额外给 seat 3 补 9筒避免它也意外成为同一响应窗里的第二个胡牌候选导致测试依赖随机手牌分布。
removeMatchingTilesFromOtherSeats(session, "9筒", 1, 2);
gameSessionService.performAction( gameSessionService.performAction(
started.gameId(), started.gameId(),
@@ -801,9 +802,12 @@ class GameSessionServiceTest {
assertThat(winnerSeat.isPassedHuBlocked()).isTrue(); assertThat(winnerSeat.isPassedHuBlocked()).isTrue();
assertThat(afterPass.currentSeatNo()).isEqualTo(3); assertThat(afterPass.currentSeatNo()).isEqualTo(3);
// 这里取 seat 3 当前手里的安全牌继续推进牌局,只验证“未摸到自己下一张牌前仍然不能响应胡”。
String seatThreeSafeDiscard = session.getTable().getSeats().get(3).getHandTiles().get(0).getDisplayName();
removeMatchingTilesFromOtherSeats(session, seatThreeSafeDiscard, 3);
GameStateResponse afterSecondDiscard = gameSessionService.performAction( GameStateResponse afterSecondDiscard = gameSessionService.performAction(
started.gameId(), started.gameId(),
new GameActionRequest("player-4", "DISCARD", "9筒", null) new GameActionRequest("player-4", "DISCARD", seatThreeSafeDiscard, null)
); );
assertThat(session.getPendingResponseActionWindow()).isNull(); assertThat(session.getPendingResponseActionWindow()).isNull();
@@ -863,12 +867,15 @@ class GameSessionServiceTest {
assertThat(afterSeatZeroDiscard.currentSeatNo()).isEqualTo(1); assertThat(afterSeatZeroDiscard.currentSeatNo()).isEqualTo(1);
assertThat(winnerSeat.isPassedHuBlocked()).isFalse(); assertThat(winnerSeat.isPassedHuBlocked()).isFalse();
removeMatchingTilesFromOtherSeats(session, "8万", 1); // 解锁完成后重新稳定构造一个“seat 2 打出 9筒seat 1 可以响应胡”的窗口,
// 避免继续依赖中间多轮摸打与随机初始牌造成的测试波动。
prepareWinningHand(winnerSeat);
GameSeat sourceSeat = session.getTable().getSeats().get(2);
sourceSeat.getHandTiles().clear();
sourceSeat.receiveTile(parseTile("9筒"));
session.getTable().setCurrentSeatNo(2);
removeMatchingTilesFromOtherSeats(session, "9筒", 1, 2);
gameSessionService.performAction(
started.gameId(),
new GameActionRequest("player-2", "DISCARD", "8万", null)
);
GameStateResponse afterHu = gameSessionService.performAction( GameStateResponse afterHu = gameSessionService.performAction(
started.gameId(), started.gameId(),
new GameActionRequest("player-3", "DISCARD", "9筒", null) new GameActionRequest("player-3", "DISCARD", "9筒", null)

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@@ -4,8 +4,10 @@ import com.xuezhanmaster.game.domain.ActionType;
import com.xuezhanmaster.game.domain.ResponseActionOption; import com.xuezhanmaster.game.domain.ResponseActionOption;
import com.xuezhanmaster.game.domain.ResponseActionSeatCandidate; import com.xuezhanmaster.game.domain.ResponseActionSeatCandidate;
import com.xuezhanmaster.game.domain.ResponseActionWindow; import com.xuezhanmaster.game.domain.ResponseActionWindow;
import com.xuezhanmaster.teaching.dto.CandidateAdviceItem;
import com.xuezhanmaster.ws.dto.PrivateActionCandidate; import com.xuezhanmaster.ws.dto.PrivateActionCandidate;
import com.xuezhanmaster.ws.dto.PrivateActionMessage; import com.xuezhanmaster.ws.dto.PrivateActionMessage;
import com.xuezhanmaster.ws.dto.PrivateTeachingMessage;
import org.junit.jupiter.api.Test; import org.junit.jupiter.api.Test;
import org.mockito.ArgumentCaptor; import org.mockito.ArgumentCaptor;
import org.springframework.messaging.simp.SimpMessagingTemplate; import org.springframework.messaging.simp.SimpMessagingTemplate;
@@ -84,4 +86,29 @@ class GameMessagePublisherTest {
.extracting(candidate -> candidate.actionType()) .extracting(candidate -> candidate.actionType())
.containsExactly("PENG", "PASS"); .containsExactly("PENG", "PASS");
} }
@Test
void shouldPublishStructuredTeachingMessageWithCandidateList() {
gameMessagePublisher.publishPrivateTeaching(
"game-1",
"user-1",
"BRIEF",
"9筒",
"建议先打孤张。",
List.of(
new CandidateAdviceItem("9筒", 90, List.of("ISOLATED_TILE")),
new CandidateAdviceItem("1万", 70, List.of("EDGE_TILE"))
)
);
ArgumentCaptor<PrivateTeachingMessage> captor = ArgumentCaptor.forClass(PrivateTeachingMessage.class);
verify(messagingTemplate).convertAndSend(org.mockito.ArgumentMatchers.eq("/topic/users/user-1/teaching"), captor.capture());
PrivateTeachingMessage message = captor.getValue();
assertThat(message.teachingMode()).isEqualTo("BRIEF");
assertThat(message.recommendedAction()).isEqualTo("9筒");
assertThat(message.candidates()).hasSize(2);
assertThat(message.candidates().get(0).tile()).isEqualTo("9筒");
assertThat(message.candidates().get(0).reasonTags()).containsExactly("ISOLATED_TILE");
}
} }

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@@ -278,12 +278,21 @@ ws WebSocket 配置与消息发布
### 6.2 当前前端结构 ### 6.2 当前前端结构
当前前端仍以单页面原型为主,但已经承担三类职责: 当前前端仍以 `App.vue` 作为页面容器,但已经从“单文件原型”开始向“可继续拆页的正式骨架”演进,当前承担三类职责:
- H5 房间流操作 - H5 房间流操作
- 对局状态展示 - 对局状态展示
- WebSocket 消息接收与展示 - WebSocket 消息接收与展示
同时,已完成第一轮最小拆分准备:
- 共享类型:`frontend/src/types/game.ts`
- UI 格式化工具:`frontend/src/utils/gameUi.ts`
- 展示组件:
- `frontend/src/components/GameActionDock.vue`
- `frontend/src/components/GameMessageStack.vue`
- `frontend/src/components/PublicEventTimeline.vue`
后续建议按页面拆分为: 后续建议按页面拆分为:
- `HomePage` - `HomePage`
@@ -337,11 +346,15 @@ ws WebSocket 配置与消息发布
- WebSocket 私有动作订阅 - WebSocket 私有动作订阅
- WebSocket 私有教学订阅 - WebSocket 私有教学订阅
- `/api``/ws` 代理配置 - `/api``/ws` 代理配置
- 正式动作面板与响应动作面板联调
- 公共事件时间线与最近结算卡片
- 教学推荐高亮与候选建议列表
- 对局页信息架构文档与最小组件拆分基础
### 7.3 当前进行中 ### 7.3 当前进行中
- 动作系统从“定缺 + 出牌”扩展到真正的麻将动作系统 - 动作系统从“定缺 + 出牌”扩展到真正的麻将动作系统
- H5 原型页向正式对局页演进的规划和拆解 - H5 页面容器继续向 `RoomPage / GamePage / ReviewPage` 拆分
### 7.4 当前已完成的文档治理 ### 7.4 当前已完成的文档治理

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@@ -0,0 +1,321 @@
# H5 对局页信息架构与页面拆分方案
当前状态快照日期:`2026-03-20`
---
## 1. 文档目标
这份文档用于落实 `S1-08`,为 H5 原型页向正式页面演进提供可以直接执行的拆分输入。
它要解决的不是“最终视觉长什么样”,而是先把下面几件事固定下来:
- 页面边界怎么切
- 正式对局页内部区域怎么分
- 公共消息和私有消息分别落在哪个区
- 哪些状态应该留在页面容器,哪些应该沉到子组件
- 下一轮前端继续拆页时,如何避免再次把逻辑堆回 `App.vue`
这符合:
- `KISS`:先拆职责边界,不先追求完整视觉重写
- `YAGNI`:当前不引入路由级复杂壳层和状态库
- `SOLID`:页面容器、消息面板、动作面板、公共时间线分层明确
- `DRY`:共享类型与格式化函数抽离,避免多组件重复维护
---
## 2. 当前现状判断
当前 `frontend/src/App.vue` 已经承担了四类职责:
1. 房间流操作
2. 对局页状态与动作提交
3. WebSocket 订阅与消息清理
4. 消息卡片、结算卡片、时间线等展示
这说明它已经不再是“临时原型脚本”,而是一个事实上的页面容器。
当前如果继续在 `App.vue` 里叠加:
- 断线重连提示
- 教学开关
- 复盘入口
- 页面级切换
- 更多正式规则结算展示
后续维护成本会快速上升。
---
## 3. 正式页面拆分建议
### 3.1 页面层级
建议前端逐步演进为以下页面:
- `HomePage`
- 负责产品入口、快速建房、邀请码输入、最近房间入口
- `RoomPage`
- 负责建房后、开局前的房间管理与玩家准备
- `GamePage`
- 负责正式对局中的牌桌、动作、教学、公共事件
- `ReviewPage`
- 负责局后个人复盘、关键失误与建议回看
当前阶段不要求一次性引入完整路由,但组件组织和文档命名要按这个终态准备。
### 3.2 当前这一轮的落地点
本轮先聚焦 `GamePage`
原因:
- 房间流已经基本够用
- 当前复杂度主要集中在对局页
- 动作消息、教学消息、结算时间线都已经真实接入
- 正式血战计分规则后续迭代也主要会继续压在对局页
---
## 4. GamePage 信息分区
### 4.1 顶部概览区
职责:
- 显示对局阶段
- 显示当前视角
- 显示剩余牌墙
- 显示当前系统提示
说明:
- 顶部概览区只做“当前局势总览”
- 不承载具体动作按钮
- 不放长文教学解释,避免遮挡主桌面
### 4.2 自己手牌与当前动作区
职责:
- 展示自己的手牌与副露
- 承接定缺、主动回合动作
- 处理“点击手牌出牌”的高频交互
- 在手牌区局部高亮教学推荐牌
说明:
- 出牌仍保留“点击手牌直接触发”
- 杠、自摸胡等低频动作通过统一动作面板承接
- 这是为了保留 H5 的高频单手操作效率
### 4.3 响应动作区
职责:
- 响应窗口出现时展示 `PENG / GANG / HU / PASS`
- 清晰显示来源座位、目标牌、触发事件类型
说明:
- 该区域与“当前回合动作区”共用一个动作容器
- 但视觉上必须区分当前回合与响应窗口
- 当前项目已经实现统一动作消息结构,因此前端只需按 `actionScope` 切换视图
### 4.4 私有教学区
职责:
- 展示推荐动作
- 展示解释文案
- 展示候选牌、评分、原因标签
说明:
- 私有教学区必须与公共区域显著分离
- 教学候选列表属于私有信息,不得混入公共事件流
- 移动端下建议紧贴动作区,但与牌桌保持卡片边界
### 4.5 公共桌面区
职责:
- 展示其他座位的公开信息
- 展示弃牌、副露、积分、是否已胡
说明:
- 公共桌面区不显示其他玩家私有教学
- 这是消息边界在 UI 层的直接体现
### 4.6 公共事件与最近结算区
职责:
- 展示公共事件时间线
- 展示最近一次结算卡片
- 展示最近结算对应的分数变化
说明:
- 公共事件是调试和正式观感都需要保留的区域
- 但在正式页面中,它应当是“次主区”,不是最上方首屏主区
---
## 5. 组件拆分建议
### 5.1 页面容器组件
- `GamePageContainer`
- 负责请求、WebSocket、页面级状态聚合
- 负责“谁是当前视角用户”和“当前牌局状态”这两个页面主状态
当前阶段由 `App.vue` 暂代这个角色。
### 5.2 已建议先拆出的展示组件
本轮已经先按最小风险拆出三块:
- `GameActionDock.vue`
- 只负责主动动作 / 响应动作展示与按钮提交
- `GameMessageStack.vue`
- 只负责私有动作摘要卡与私有教学卡
- `PublicEventTimeline.vue`
- 只负责最近结算、分数变化与公共事件时间线
这样做的目的不是“拆得越碎越好”,而是先把最容易继续膨胀的三个展示区从页面容器中拔出来。
### 5.3 下一轮建议继续拆的组件
- `RoomControlPanel`
- 建房、入房、准备、开局入口
- `SelfHandPanel`
- 手牌、副露、推荐牌高亮
- `PublicSeatBoard`
- 其他玩家公开桌面
- `ViewSwitchPanel`
- 多玩家视角切换
---
## 6. 状态归属建议
### 6.1 必须保留在页面容器的状态
- `room`
- `game`
- `currentUserId`
- `publicEvents`
- `privateAction`
- `privateTeaching`
- `wsStatus`
- `busy`
- `error`
原因:
- 它们同时被多个区域消费
- 其中 `privateAction` 与公共事件清理之间有联动
- `currentUserId` 变化会触发重拉状态与重连私有 WebSocket
### 6.2 可下沉为共享工具的内容
- 接口响应类型
- 私有/公共消息 DTO
- UI 标签映射
- 事件摘要格式化函数
- 结算详情解析函数
本轮已经落地为:
- `frontend/src/types/game.ts`
- `frontend/src/utils/gameUi.ts`
### 6.3 当前不建议引入的东西
- Pinia 等全局状态库
- 过早的页面级缓存层
- 复杂消息归档服务
原因:
- 当前页面仍是单条主链,复杂状态库会提升理解成本
- 现阶段优先保证规则联调和 H5 可操作性
---
## 7. 移动端布局建议
### 7.1 布局优先级
移动端从上到下建议为:
1. 顶部提示与对局摘要
2. 自己手牌区
3. 动作区
4. 私有教学区
5. 公共桌面区
6. 公共事件时间线
### 7.2 关键原因
- 手牌和动作区必须靠前,保证高频操作路径最短
- 私有教学紧跟动作区,减少视线切换
- 公共事件时间线放在靠后位置,避免压缩手牌点击区域
### 7.3 H5 交互要求回落
- 关键按钮保持大点击热区
- 不依赖 hover
- 响应窗口出现时动作按钮必须明显聚焦
- 私有教学不能遮住手牌
---
## 8. 本轮已经落地的最小结构调整
为降低后续继续拆页的成本,本轮已经完成以下基础整理:
- 抽离共享类型文件,减少组件间类型重复
- 抽离 UI 格式化工具,减少多处重复的事件/结算渲染逻辑
- 抽离动作面板组件
- 抽离私有消息栈组件
- 抽离公共事件时间线组件
这一步仍然保持:
- `App.vue` 作为页面容器
- 行为逻辑不变
- WebSocket 订阅逻辑不变
- 动作提交链路不变
---
## 9. 下一轮前端任务建议
建议按以下顺序继续:
1.`App.vue` 演进为 `GamePageContainer`
2. 把房间流区域抽成 `RoomPage``RoomControlPanel`
3. 把手牌区和公共桌面区拆成独立组件
4. 再决定是否引入路由和页面级导航
如果下一轮要优先做体验而不是结构,建议优先加:
- 教学开关入口
- WebSocket 断线提示
- 对局结束后的复盘入口占位
---
## 10. 验收结论
`S1-08` 完成的标准不是“页面完全重写”,而是:
- 正式对局页的职责边界已经明确
- 私有区、公共区、动作区层级已经固定
- 下一轮前端可以按文档和当前代码骨架继续拆,不必重新讨论页面结构
当前结论:已满足。

View File

@@ -44,52 +44,7 @@ Sprint 目标:
## 2. 待做 ## 2. 待做
### S1-08 [H5] 对局页信息架构与页面拆分方案 当前无新增待做项。下一轮若继续前端方向,建议从 `GamePageContainer / RoomPage` 拆分继续推进。
## 背景
当前 `App.vue` 是原型操作台,已经能跑主流程,但信息和状态都堆在单页里。后续如果不先定义页面结构,动作系统一扩展,前端会迅速失控。
## 目标
输出 H5 正式对局页拆分方案,明确:
- 房间页、对局页、复盘页的职责
- 对局页内的信息分区
- 私有教学面板和动作面板层级
- 公共事件区与私有区边界
## 范围
- 页面职责定义
- 组件拆分建议
- 状态归属建议
- 移动端布局区块说明
## 非范围
- 不在本任务里实现完整 UI
- 不在本任务里处理所有视觉细节
## 依赖
- `S1-05`
## 产出物
- 页面拆分文档
- 信息架构草图说明
- 下一轮前端任务拆分建议
## 验收标准
- 下一轮前端改造可以按本文档直接开始
- 公共区、私有区、动作区职责清楚
## 验证方式
- 文档评审
- 与当前 H5 要求、周计划和阶段看板一致
--- ---
@@ -293,6 +248,35 @@ Sprint 目标:
- 当前定缺和出牌流程未被破坏 - 当前定缺和出牌流程未被破坏
- `npm run build` 已通过 - `npm run build` 已通过
### S1-08 [H5] 对局页信息架构与页面拆分方案
## 已完成内容
- 新增文档 `docs/H5_GAME_PAGE_ARCHITECTURE.md`
- 明确了 `HomePage / RoomPage / GamePage / ReviewPage` 的职责边界
- 明确了正式对局页内的六个信息分区:
- 顶部概览区
- 自己手牌与当前动作区
- 响应动作区
- 私有教学区
- 公共桌面区
- 公共事件与最近结算区
- 明确了页面容器与子组件的状态归属边界
- 前端已完成最小拆分准备:
- 共享类型抽到 `frontend/src/types/game.ts`
- UI 格式化工具抽到 `frontend/src/utils/gameUi.ts`
- 展示组件拆出:
- `GameActionDock.vue`
- `GameMessageStack.vue`
- `PublicEventTimeline.vue`
- 当前重构保持原有动作提交流程、WebSocket 订阅逻辑和 H5 操作路径不变
## 验收结果
- 下一轮前端可以按文档与当前骨架继续拆页
- 公共区、私有区、动作区职责已经固定
- `npm run build` 已通过
### S1-06 [研究] 响应优先级裁决规则澄清 ### S1-06 [研究] 响应优先级裁决规则澄清
## 已完成内容 ## 已完成内容

View File

@@ -1,105 +1,31 @@
<script setup lang="ts"> <script setup lang="ts">
import { Client, type IFrame, type IMessage } from '@stomp/stompjs' import { Client, type IFrame, type IMessage } from '@stomp/stompjs'
import { computed, onBeforeUnmount, ref, watch } from 'vue' import { computed, onBeforeUnmount, ref, watch } from 'vue'
import GameActionDock from './components/GameActionDock.vue'
type ApiResponse<T> = { import GameMessageStack from './components/GameMessageStack.vue'
success: boolean import PublicEventTimeline from './components/PublicEventTimeline.vue'
code: string import type {
message: string ApiResponse,
data: T DiagnosticItem,
} GameStateResponse,
PrivateActionMessage,
type RoomSeatView = { PrivateTeachingMessage,
seatNo: number PublicGameMessage,
participantType: string RoomSummaryResponse,
displayName: string ScoreChangeCardView,
botLevel: string | null SettlementCardView,
readyStatus: string ViewUserOption
teachingEnabled: boolean } from './types/game'
} import {
actionScopeLabelMap,
type RoomSummaryResponse = { formatSettlementType,
roomId: string readNumber,
inviteCode: string readString,
status: string phaseLabelMap,
allowBotFill: boolean toActionLabel,
seats: RoomSeatView[] toSettlementDetailView,
} triggerEventTypeLabelMap
} from './utils/gameUi'
type SelfSeatView = {
seatNo: number
playerId: string
nickname: string
won: boolean
lackSuit: string | null
score: number
handTiles: string[]
discardTiles: string[]
melds: string[]
}
type PublicSeatView = {
seatNo: number
playerId: string
nickname: string
ai: boolean
won: boolean
lackSuit: string | null
score: number
handCount: number
discardTiles: string[]
melds: string[]
}
type GameStateResponse = {
gameId: string
phase: string
dealerSeatNo: number
currentSeatNo: number
remainingWallCount: number
selfSeat: SelfSeatView
seats: PublicSeatView[]
}
type PublicGameMessage = {
gameId: string
eventType: string
seatNo: number | null
payload: Record<string, unknown>
createdAt: string
}
type PrivateActionCandidate = {
actionType: string
tile: string | null
}
type PrivateActionMessage = {
gameId: string
userId: string
actionScope: string
availableActions: string[]
currentSeatNo: number
windowId: string | null
triggerEventType: string | null
sourceSeatNo: number | null
triggerTile: string | null
candidates: PrivateActionCandidate[]
}
type PrivateTeachingMessage = {
gameId: string
userId: string
teachingMode: string
recommendedAction: string
explanation: string
}
type ViewUserOption = {
userId: string
label: string
seatNo: number
}
const busy = ref(false) const busy = ref(false)
const error = ref('') const error = ref('')
@@ -122,51 +48,6 @@ const privateAction = ref<PrivateActionMessage | null>(null)
const privateTeaching = ref<PrivateTeachingMessage | null>(null) const privateTeaching = ref<PrivateTeachingMessage | null>(null)
let stompClient: Client | null = null let stompClient: Client | null = null
const phaseLabelMap: Record<string, string> = {
WAITING: '等待中',
READY: '全部就绪',
PLAYING: '对局中',
FINISHED: '已结束',
LACK_SELECTION: '定缺阶段'
}
const actionScopeLabelMap: Record<string, string> = {
TURN: '当前回合动作',
RESPONSE: '响应候选动作'
}
const actionTypeLabelMap: Record<string, string> = {
SELECT_LACK_SUIT: '定缺',
DISCARD: '出牌',
PENG: '碰',
GANG: '杠',
HU: '胡',
PASS: '过'
}
const triggerEventTypeLabelMap: Record<string, string> = {
TILE_DISCARDED: '弃牌后响应',
SUPPLEMENTAL_GANG_DECLARED: '补杠后抢杠胡'
}
const publicEventLabelMap: Record<string, string> = {
GAME_STARTED: '对局开始',
LACK_SELECTED: '定缺完成',
GAME_PHASE_CHANGED: '阶段切换',
TILE_DISCARDED: '出牌',
TILE_DRAWN: '摸牌',
TURN_SWITCHED: '轮转',
RESPONSE_WINDOW_OPENED: '响应窗口开启',
RESPONSE_WINDOW_CLOSED: '响应窗口关闭',
PENG_DECLARED: '碰牌宣告',
GANG_DECLARED: '杠牌宣告',
HU_DECLARED: '胡牌宣告',
PASS_DECLARED: '过牌宣告',
SETTLEMENT_APPLIED: '结算应用',
SCORE_CHANGED: '分数变化',
ACTION_REQUIRED: '动作提醒'
}
const canSelectLack = computed(() => game.value?.phase === 'LACK_SELECTION') const canSelectLack = computed(() => game.value?.phase === 'LACK_SELECTION')
const canDiscard = computed( const canDiscard = computed(
() => () =>
@@ -178,8 +59,6 @@ const canDiscard = computed(
const publicSeats = computed(() => game.value?.seats ?? []) const publicSeats = computed(() => game.value?.seats ?? [])
const privateActionCandidates = computed(() => privateAction.value?.candidates ?? [])
const privateActionSummary = computed(() => { const privateActionSummary = computed(() => {
if (!privateAction.value) { if (!privateAction.value) {
return '' return ''
@@ -227,6 +106,29 @@ const actionPanelHint = computed(() => {
return `${responseContextSummary.value}。请在当前响应窗口关闭前完成选择。` return `${responseContextSummary.value}。请在当前响应窗口关闭前完成选择。`
}) })
const recommendedDiscardTile = computed(() => {
// 当前教学服务只对出牌建议生效,因此 recommendedAction 在现阶段可直接视为“建议打出的牌名”。
if (!privateTeaching.value?.recommendedAction) {
return null
}
if (!game.value?.selfSeat.handTiles.includes(privateTeaching.value.recommendedAction)) {
return null
}
return privateTeaching.value.recommendedAction
})
const teachingHint = computed(() => {
if (!privateTeaching.value) {
return '尚未收到当前视角的教学建议。'
}
if (recommendedDiscardTile.value) {
return `教学建议优先打出 ${recommendedDiscardTile.value}`
}
return privateTeaching.value.explanation
})
const teachingCandidates = computed(() => privateTeaching.value?.candidates ?? [])
const currentViewLabel = computed(() => { const currentViewLabel = computed(() => {
if (!game.value) { if (!game.value) {
return currentUserId.value return currentUserId.value
@@ -258,7 +160,7 @@ const viewUserOptions = computed<ViewUserOption[]>(() => {
] ]
}) })
const actionDiagnosticItems = computed(() => { const actionDiagnosticItems = computed<DiagnosticItem[]>(() => {
if (!privateAction.value) { if (!privateAction.value) {
return [] return []
} }
@@ -288,6 +190,41 @@ const actionDiagnosticItems = computed(() => {
] ]
}) })
const latestSettlementCard = computed<SettlementCardView | null>(() => {
const settlementEvent = publicEvents.value.find((event) => event.eventType === 'SETTLEMENT_APPLIED')
if (!settlementEvent) {
return null
}
return {
settlementType: formatSettlementType(readString(settlementEvent.payload.settlementType)),
actionType: toActionLabel(readString(settlementEvent.payload.actionType) ?? '-'),
actorSeatNo: readNumber(settlementEvent.payload.actorSeatNo),
sourceSeatNo: readNumber(settlementEvent.payload.sourceSeatNo),
triggerTile: readString(settlementEvent.payload.triggerTile),
detail: toSettlementDetailView(settlementEvent.payload.settlementDetail)
}
})
const latestSettlementScoreChanges = computed<ScoreChangeCardView[]>(() => {
const settlementEvent = publicEvents.value.find((event) => event.eventType === 'SETTLEMENT_APPLIED')
if (!settlementEvent) {
return []
}
const latestSettlementType = readString(settlementEvent.payload.settlementType)
return publicEvents.value
.filter((event) => event.eventType === 'SCORE_CHANGED')
.filter((event) => readString(event.payload.settlementType) === latestSettlementType)
.slice(0, 4)
.map((event) => ({
seatNo: event.seatNo ?? -1,
delta: readNumber(event.payload.delta) ?? 0,
score: readNumber(event.payload.score),
settlementType: readString(event.payload.settlementType)
}))
})
async function requestJson<T>(url: string, options?: RequestInit): Promise<T> { async function requestJson<T>(url: string, options?: RequestInit): Promise<T> {
const response = await fetch(url, { const response = await fetch(url, {
headers: { headers: {
@@ -546,18 +483,6 @@ function submitCandidateAction(actionType: string, tile: string | null) {
return submitAction(actionType, tile ?? undefined, sourceSeatNo) return submitAction(actionType, tile ?? undefined, sourceSeatNo)
} }
function toActionLabel(actionType: string) {
return actionTypeLabelMap[actionType] ?? actionType
}
function formatCandidateLabel(candidate: PrivateActionCandidate) {
const actionLabel = toActionLabel(candidate.actionType)
if (!candidate.tile) {
return actionLabel
}
return `${actionLabel} · ${candidate.tile}`
}
function handlePublicEvent(event: PublicGameMessage) { function handlePublicEvent(event: PublicGameMessage) {
// 公共事件除了进入时间线,也负责驱动前端把已经失效的私有动作面板收起来。 // 公共事件除了进入时间线,也负责驱动前端把已经失效的私有动作面板收起来。
if (shouldClearPrivateActionByEvent(event)) { if (shouldClearPrivateActionByEvent(event)) {
@@ -594,104 +519,6 @@ function shouldClearPrivateActionByEvent(event: PublicGameMessage) {
return false return false
} }
function readString(value: unknown) {
return typeof value === 'string' ? value : null
}
function readNumber(value: unknown) {
return typeof value === 'number' ? value : null
}
function formatSeatLabel(seatNo: number | null | undefined) {
if (seatNo === null || seatNo === undefined) {
return '未知座位'
}
return `座位 ${seatNo}`
}
function formatPhaseLabel(phase: string | null) {
if (!phase) {
return '未知阶段'
}
return phaseLabelMap[phase] ?? phase
}
function formatPublicEventTitle(event: PublicGameMessage) {
return publicEventLabelMap[event.eventType] ?? event.eventType
}
function formatPublicEventSummary(event: PublicGameMessage) {
switch (event.eventType) {
case 'GAME_STARTED':
return `房间 ${readString(event.payload.roomId) ?? '-'} 已开局。`
case 'LACK_SELECTED':
return `${formatSeatLabel(event.seatNo)} 已完成定缺 ${readString(event.payload.lackSuit) ?? '-' }`
case 'GAME_PHASE_CHANGED':
return `阶段切换为 ${formatPhaseLabel(readString(event.payload.phase))}`
case 'TILE_DISCARDED':
return `${formatSeatLabel(event.seatNo)} 打出 ${readString(event.payload.tile) ?? '-'}`
case 'TILE_DRAWN':
return `${formatSeatLabel(event.seatNo)} 完成摸牌,牌墙剩余 ${readNumber(event.payload.remainingWallCount) ?? '-'} 张。`
case 'TURN_SWITCHED':
return `当前轮到 ${formatSeatLabel(readNumber(event.payload.currentSeatNo) ?? event.seatNo)}`
case 'RESPONSE_WINDOW_OPENED':
return `${formatSeatLabel(readNumber(event.payload.sourceSeatNo))}${readString(event.payload.tile) ?? '-'} 打开响应窗口。`
case 'RESPONSE_WINDOW_CLOSED':
return `响应窗口已关闭,最终裁决 ${toActionLabel(readString(event.payload.resolvedActionType) ?? '-')}`
case 'PENG_DECLARED':
case 'GANG_DECLARED':
case 'HU_DECLARED':
case 'PASS_DECLARED':
return `${formatSeatLabel(event.seatNo)} 执行 ${toActionLabel(readString(event.payload.actionType) ?? event.eventType.replace('_DECLARED', ''))}${readString(event.payload.tile) ? ` · ${readString(event.payload.tile)}` : ''}`
case 'SETTLEMENT_APPLIED':
return formatSettlementSummary(event)
case 'SCORE_CHANGED':
return `${formatSeatLabel(event.seatNo)} 分数变化 ${formatScoreDelta(readNumber(event.payload.delta))},当前 ${readNumber(event.payload.score) ?? '-'}`
default:
return JSON.stringify(event.payload)
}
}
function formatSettlementSummary(event: PublicGameMessage) {
const settlementType = readString(event.payload.settlementType) ?? '未知结算'
const triggerTile = readString(event.payload.triggerTile)
const detail = asRecord(event.payload.settlementDetail)
const paymentScore = readNumber(detail?.paymentScore)
const totalFan = readNumber(detail?.totalFan)
return `${settlementType}${triggerTile ? ` · ${triggerTile}` : ''}${paymentScore ?? '-'} 分,${totalFan ?? 0} 番。`
}
function formatScoreDelta(delta: number | null) {
if (delta === null) {
return '-'
}
return delta > 0 ? `+${delta}` : `${delta}`
}
function asRecord(value: unknown) {
if (!value || typeof value !== 'object' || Array.isArray(value)) {
return null
}
return value as Record<string, unknown>
}
function formatEventPayload(event: PublicGameMessage) {
return JSON.stringify(event.payload, null, 2)
}
function formatEventTime(createdAt: string) {
const date = new Date(createdAt)
if (Number.isNaN(date.getTime())) {
return createdAt
}
return date.toLocaleTimeString('zh-CN', {
hour: '2-digit',
minute: '2-digit',
second: '2-digit',
hour12: false
})
}
</script> </script>
<template> <template>
@@ -873,15 +700,22 @@ function formatEventTime(createdAt: string) {
<span class="mini-tag">{{ game.selfSeat.won ? '已胡' : '未胡' }}</span> <span class="mini-tag">{{ game.selfSeat.won ? '已胡' : '未胡' }}</span>
</div> </div>
</div> </div>
<div v-if="recommendedDiscardTile" class="teaching-strip">
<span class="teaching-kicker">教学建议</span>
<strong>建议先打 {{ recommendedDiscardTile }}</strong>
<span class="message-copy">{{ privateTeaching?.explanation }}</span>
</div>
<div class="tile-grid"> <div class="tile-grid">
<button <button
v-for="(tile, index) in game.selfSeat.handTiles" v-for="(tile, index) in game.selfSeat.handTiles"
:key="`${tile}-${index}`" :key="`${tile}-${index}`"
class="tile-chip" class="tile-chip"
:class="{ recommended: tile === recommendedDiscardTile }"
:disabled="!canDiscard" :disabled="!canDiscard"
@click="discard(tile)" @click="discard(tile)"
> >
{{ tile }} {{ tile }}
<span v-if="tile === recommendedDiscardTile" class="tile-tip"></span>
</button> </button>
</div> </div>
<div class="discard-row" v-if="game.selfSeat.melds.length > 0"> <div class="discard-row" v-if="game.selfSeat.melds.length > 0">
@@ -895,62 +729,16 @@ function formatEventTime(createdAt: string) {
</div> </div>
</div> </div>
<div class="action-dock"> <GameActionDock
<div class="section-title"> :private-action="privateAction"
<strong>动作面板</strong> :private-action-summary="privateActionSummary"
<span class="mini-pill">{{ privateActionSummary || '等待动作' }}</span> :action-panel-hint="actionPanelHint"
</div> :turn-action-candidates="turnActionCandidates"
:response-action-candidates="responseActionCandidates"
<div v-if="privateAction" class="action-panel" :class="{ 'response-panel': privateAction.actionScope === 'RESPONSE' }"> :recommended-discard-tile="recommendedDiscardTile"
<div class="mini-tags action-meta-row"> :response-context-summary="responseContextSummary"
<span class="mini-tag">当前操作座位 {{ privateAction.currentSeatNo }}</span> @submit="submitCandidateAction"
<span class="mini-tag">{{ actionScopeLabelMap[privateAction.actionScope] ?? privateAction.actionScope }}</span> />
<span v-if="privateAction.windowId" class="mini-tag">窗口 {{ privateAction.windowId.slice(0, 8) }}</span>
</div>
<div v-if="privateAction.actionScope === 'TURN'" class="turn-panel">
<p class="message-copy">{{ actionPanelHint }}</p>
<div class="candidate-list" v-if="turnActionCandidates.length > 0">
<button
v-for="(candidate, index) in turnActionCandidates"
:key="`${candidate.actionType}-${candidate.tile ?? 'none'}-${index}`"
class="candidate-chip action-call-chip"
type="button"
@click="submitCandidateAction(candidate.actionType, candidate.tile)"
>
{{ formatCandidateLabel(candidate) }}
</button>
</div>
<div class="helper-strip">
<span class="helper-chip">出牌直接点击上方手牌</span>
<span class="helper-chip"> / 自摸胡点击这里的动作按钮</span>
</div>
</div>
<div v-else class="response-panel-body">
<div class="response-banner">
<span class="response-kicker">响应窗口</span>
<strong>{{ responseContextSummary }}</strong>
<span class="message-copy">{{ actionPanelHint }}</span>
</div>
<div class="candidate-list" v-if="responseActionCandidates.length > 0">
<button
v-for="(candidate, index) in responseActionCandidates"
:key="`${candidate.actionType}-${candidate.tile ?? 'none'}-${index}`"
class="candidate-chip action-call-chip"
type="button"
@click="submitCandidateAction(candidate.actionType, candidate.tile)"
>
{{ formatCandidateLabel(candidate) }}
</button>
</div>
</div>
</div>
<div v-else class="placeholder-card action-placeholder">
当前还没有可执行动作若轮到你出牌可自摸胡可杠或遇到碰杠胡响应窗口这里会自动出现对应按钮
</div>
</div>
</article> </article>
<article class="panel board-panel"> <article class="panel board-panel">
@@ -962,29 +750,16 @@ function formatEventTime(createdAt: string) {
<span class="status-pill">{{ wsStatus }}</span> <span class="status-pill">{{ wsStatus }}</span>
</div> </div>
<div class="message-stack"> <GameMessageStack
<div class="message-card"> :private-action="privateAction"
<span class="meta-label">私有动作消息</span> :private-action-summary="privateActionSummary"
<template v-if="privateAction"> :action-diagnostic-items="actionDiagnosticItems"
<strong>{{ privateActionSummary }}</strong> :action-panel-hint="actionPanelHint"
<div class="message-grid"> :private-teaching="privateTeaching"
<div v-for="item in actionDiagnosticItems" :key="item.key" class="metric-cell"> :recommended-discard-tile="recommendedDiscardTile"
<span class="meta-label">{{ item.label }}</span> :teaching-hint="teachingHint"
<strong>{{ item.value }}</strong> :teaching-candidates="teachingCandidates"
</div> />
</div>
<span class="message-copy">{{ actionPanelHint }}</span>
</template>
<span v-else class="empty-copy">尚未收到私有动作消息</span>
</div>
<div class="message-card">
<span class="meta-label">私有教学消息</span>
<strong v-if="privateTeaching">{{ privateTeaching.recommendedAction }}</strong>
<span v-if="privateTeaching" class="message-copy">{{ privateTeaching.explanation }}</span>
<span v-else class="empty-copy">尚未收到私有教学消息</span>
</div>
</div>
<div class="seat-list"> <div class="seat-list">
<article v-for="seat in publicSeats" :key="seat.seatNo" class="seat-card seat-card-wide"> <article v-for="seat in publicSeats" :key="seat.seatNo" class="seat-card seat-card-wide">
@@ -1014,30 +789,11 @@ function formatEventTime(createdAt: string) {
</article> </article>
</div> </div>
<div class="event-timeline"> <PublicEventTimeline
<div class="section-title"> :public-events="publicEvents"
<strong>公共事件</strong> :latest-settlement-card="latestSettlementCard"
<span class="mini-pill">{{ publicEvents.length }} </span> :latest-settlement-score-changes="latestSettlementScoreChanges"
</div> />
<div v-if="publicEvents.length === 0" class="placeholder-card">还没有收到公共事件开局或执行动作后会自动出现</div>
<div v-else class="timeline-list">
<article v-for="(event, index) in publicEvents" :key="`${event.createdAt}-${index}`" class="timeline-item">
<div class="seat-top">
<strong>{{ formatPublicEventTitle(event) }}</strong>
<span class="mini-pill">{{ formatEventTime(event.createdAt) }}</span>
</div>
<div class="timeline-meta">
<span class="mini-tag">{{ formatSeatLabel(event.seatNo) }}</span>
<span class="mini-tag">{{ event.eventType }}</span>
</div>
<div class="message-copy">{{ formatPublicEventSummary(event) }}</div>
<details class="payload-details">
<summary>查看原始载荷</summary>
<pre class="payload-code">{{ formatEventPayload(event) }}</pre>
</details>
</article>
</div>
</div>
</article> </article>
</section> </section>
</div> </div>

View File

@@ -0,0 +1,85 @@
<script setup lang="ts">
import type { PrivateActionCandidate, PrivateActionMessage } from '../types/game'
import { actionScopeLabelMap, formatCandidateLabel } from '../utils/gameUi'
const props = defineProps<{
privateAction: PrivateActionMessage | null
privateActionSummary: string
actionPanelHint: string
turnActionCandidates: PrivateActionCandidate[]
responseActionCandidates: PrivateActionCandidate[]
recommendedDiscardTile: string | null
responseContextSummary: string
}>()
const emit = defineEmits<{
submit: [actionType: string, tile: string | null]
}>()
function submitCandidate(candidate: PrivateActionCandidate) {
// 动作面板只负责把候选动作原样抛回页面容器,不在子组件里自行拼接来源座位或调用接口。
emit('submit', candidate.actionType, candidate.tile)
}
</script>
<template>
<div class="action-dock">
<div class="section-title">
<strong>动作面板</strong>
<span class="mini-pill">{{ privateActionSummary || '等待动作' }}</span>
</div>
<div v-if="props.privateAction" class="action-panel" :class="{ 'response-panel': props.privateAction.actionScope === 'RESPONSE' }">
<div class="mini-tags action-meta-row">
<span class="mini-tag">当前操作座位 {{ props.privateAction.currentSeatNo }}</span>
<span class="mini-tag">{{ actionScopeLabelMap[props.privateAction.actionScope] ?? props.privateAction.actionScope }}</span>
<span v-if="props.privateAction.windowId" class="mini-tag">窗口 {{ props.privateAction.windowId.slice(0, 8) }}</span>
</div>
<div v-if="props.privateAction.actionScope === 'TURN'" class="turn-panel">
<p class="message-copy">{{ props.actionPanelHint }}</p>
<div class="candidate-list" v-if="props.turnActionCandidates.length > 0">
<button
v-for="(candidate, index) in props.turnActionCandidates"
:key="`${candidate.actionType}-${candidate.tile ?? 'none'}-${index}`"
class="candidate-chip action-call-chip"
type="button"
@click="submitCandidate(candidate)"
>
{{ formatCandidateLabel(candidate) }}
</button>
</div>
<div class="helper-strip">
<span class="helper-chip">出牌直接点击上方手牌</span>
<span class="helper-chip"> / 自摸胡点击这里的动作按钮</span>
<span v-if="props.recommendedDiscardTile" class="helper-chip helper-chip-accent">
建议先打 {{ props.recommendedDiscardTile }}
</span>
</div>
</div>
<div v-else class="response-panel-body">
<div class="response-banner">
<span class="response-kicker">响应窗口</span>
<strong>{{ props.responseContextSummary }}</strong>
<span class="message-copy">{{ props.actionPanelHint }}</span>
</div>
<div class="candidate-list" v-if="props.responseActionCandidates.length > 0">
<button
v-for="(candidate, index) in props.responseActionCandidates"
:key="`${candidate.actionType}-${candidate.tile ?? 'none'}-${index}`"
class="candidate-chip action-call-chip"
type="button"
@click="submitCandidate(candidate)"
>
{{ formatCandidateLabel(candidate) }}
</button>
</div>
</div>
</div>
<div v-else class="placeholder-card action-placeholder">
当前还没有可执行动作若轮到你出牌可自摸胡可杠或遇到碰杠胡响应窗口这里会自动出现对应按钮
</div>
</div>
</template>

View File

@@ -0,0 +1,70 @@
<script setup lang="ts">
import type {
CandidateAdviceItem,
DiagnosticItem,
PrivateActionMessage,
PrivateTeachingMessage
} from '../types/game'
import { formatReasonTag } from '../utils/gameUi'
const props = defineProps<{
privateAction: PrivateActionMessage | null
privateActionSummary: string
actionDiagnosticItems: DiagnosticItem[]
actionPanelHint: string
privateTeaching: PrivateTeachingMessage | null
recommendedDiscardTile: string | null
teachingHint: string
teachingCandidates: CandidateAdviceItem[]
}>()
// 这个组件只承接“私有消息栈”展示,确保教学消息不会和公共事件时间线混到同一块区域里。
</script>
<template>
<div class="message-stack">
<div class="message-card">
<span class="meta-label">私有动作消息</span>
<template v-if="props.privateAction">
<strong>{{ props.privateActionSummary }}</strong>
<div class="message-grid">
<div v-for="item in props.actionDiagnosticItems" :key="item.key" class="metric-cell">
<span class="meta-label">{{ item.label }}</span>
<strong>{{ item.value }}</strong>
</div>
</div>
<span class="message-copy">{{ props.actionPanelHint }}</span>
</template>
<span v-else class="empty-copy">尚未收到私有动作消息</span>
</div>
<div class="message-card">
<span class="meta-label">私有教学消息</span>
<strong v-if="props.privateTeaching">{{ props.privateTeaching.recommendedAction }}</strong>
<div v-if="props.recommendedDiscardTile" class="teaching-pill-row">
<span class="fan-chip">当前推荐 {{ props.recommendedDiscardTile }}</span>
</div>
<span v-if="props.privateTeaching" class="message-copy">{{ props.privateTeaching.explanation }}</span>
<span v-if="props.privateTeaching" class="message-copy">{{ props.teachingHint }}</span>
<div v-if="props.teachingCandidates.length > 0" class="teaching-candidate-list">
<article
v-for="candidate in props.teachingCandidates"
:key="`${candidate.tile}-${candidate.score}`"
class="teaching-candidate-card"
:class="{ active: candidate.tile === props.recommendedDiscardTile }"
>
<div class="seat-top">
<strong>{{ candidate.tile }}</strong>
<span class="mini-pill">评分 {{ candidate.score }}</span>
</div>
<div class="mini-tags">
<span v-for="reasonTag in candidate.reasonTags" :key="`${candidate.tile}-${reasonTag}`" class="mini-tag">
{{ formatReasonTag(reasonTag) }}
</span>
</div>
</article>
</div>
<span v-else class="empty-copy">尚未收到私有教学消息</span>
</div>
</div>
</template>

View File

@@ -0,0 +1,101 @@
<script setup lang="ts">
import type { PublicGameMessage, ScoreChangeCardView, SettlementCardView } from '../types/game'
import {
formatEventPayload,
formatEventTime,
formatPublicEventSummary,
formatPublicEventTitle,
formatScoreDelta,
formatSeatLabel
} from '../utils/gameUi'
const props = defineProps<{
publicEvents: PublicGameMessage[]
latestSettlementCard: SettlementCardView | null
latestSettlementScoreChanges: ScoreChangeCardView[]
}>()
// 公共事件时间线是“调试信息 + 正式公共桌面回放”的统一出口,
// 因此把最近结算卡和原始事件流放在同一组件中维护展示顺序。
</script>
<template>
<div class="event-timeline">
<div class="section-title">
<strong>公共事件</strong>
<span class="mini-pill">{{ props.publicEvents.length }} </span>
</div>
<div v-if="props.latestSettlementCard" class="settlement-board">
<article class="settlement-card">
<div class="seat-top">
<strong>最近结算</strong>
<span class="mini-pill">{{ props.latestSettlementCard.settlementType }}</span>
</div>
<div class="timeline-meta">
<span class="mini-tag">动作 {{ props.latestSettlementCard.actionType }}</span>
<span class="mini-tag">执行 {{ formatSeatLabel(props.latestSettlementCard.actorSeatNo) }}</span>
<span v-if="props.latestSettlementCard.sourceSeatNo !== null" class="mini-tag">
来源 {{ formatSeatLabel(props.latestSettlementCard.sourceSeatNo) }}
</span>
<span v-if="props.latestSettlementCard.triggerTile" class="mini-tag">
目标牌 {{ props.latestSettlementCard.triggerTile }}
</span>
</div>
<div v-if="props.latestSettlementCard.detail" class="settlement-metrics">
<div class="metric-cell">
<span class="meta-label">基础分</span>
<strong>{{ props.latestSettlementCard.detail.baseScore }}</strong>
</div>
<div class="metric-cell">
<span class="meta-label">总番数</span>
<strong>{{ props.latestSettlementCard.detail.totalFan }}</strong>
</div>
<div class="metric-cell">
<span class="meta-label">赔付分</span>
<strong>{{ props.latestSettlementCard.detail.paymentScore }}</strong>
</div>
</div>
<div v-if="props.latestSettlementCard.detail?.fans.length" class="fan-list">
<span v-for="fan in props.latestSettlementCard.detail.fans" :key="`${fan.code}-${fan.fan}`" class="fan-chip">
{{ fan.label }} · {{ fan.fan }}
</span>
</div>
</article>
<article v-if="props.latestSettlementScoreChanges.length > 0" class="settlement-card score-card">
<div class="seat-top">
<strong>对应分数变化</strong>
<span class="mini-pill">{{ props.latestSettlementScoreChanges.length }} </span>
</div>
<div class="score-change-list">
<div
v-for="change in props.latestSettlementScoreChanges"
:key="`${change.seatNo}-${change.delta}-${change.score}`"
class="score-change-row"
>
<span class="mini-tag">{{ formatSeatLabel(change.seatNo) }}</span>
<strong :class="change.delta >= 0 ? 'score-up' : 'score-down'">{{ formatScoreDelta(change.delta) }}</strong>
<span class="meta-label">当前 {{ change.score ?? '-' }}</span>
</div>
</div>
</article>
</div>
<div v-if="props.publicEvents.length === 0" class="placeholder-card">还没有收到公共事件开局或执行动作后会自动出现</div>
<div v-else class="timeline-list">
<article v-for="(event, index) in props.publicEvents" :key="`${event.createdAt}-${index}`" class="timeline-item">
<div class="seat-top">
<strong>{{ formatPublicEventTitle(event) }}</strong>
<span class="mini-pill">{{ formatEventTime(event.createdAt) }}</span>
</div>
<div class="timeline-meta">
<span class="mini-tag">{{ formatSeatLabel(event.seatNo) }}</span>
<span class="mini-tag">{{ event.eventType }}</span>
</div>
<div class="message-copy">{{ formatPublicEventSummary(event) }}</div>
<details class="payload-details">
<summary>查看原始载荷</summary>
<pre class="payload-code">{{ formatEventPayload(event) }}</pre>
</details>
</article>
</div>
</div>
</template>

View File

@@ -320,6 +320,32 @@ h2 {
font-weight: 800; font-weight: 800;
} }
.tile-chip {
position: relative;
}
.tile-chip.recommended {
border-color: rgba(182, 69, 31, 0.42);
box-shadow: 0 14px 28px rgba(182, 69, 31, 0.18);
background: linear-gradient(180deg, #fff6e8 0%, #f6d9b7 100%);
}
.tile-tip {
position: absolute;
top: 6px;
right: 6px;
display: inline-flex;
align-items: center;
justify-content: center;
width: 20px;
height: 20px;
border-radius: 999px;
background: #b6451f;
color: #fffaf2;
font-size: 11px;
font-weight: 900;
}
.discard-chip { .discard-chip {
min-height: auto; min-height: auto;
padding: 8px 12px; padding: 8px 12px;
@@ -336,7 +362,8 @@ h2 {
.message-stack, .message-stack,
.event-timeline, .event-timeline,
.timeline-list { .timeline-list,
.settlement-board {
margin-top: 14px; margin-top: 14px;
} }
@@ -360,6 +387,98 @@ h2 {
margin-top: 10px; margin-top: 10px;
} }
.settlement-board {
display: grid;
gap: 12px;
}
.settlement-card {
padding: 14px;
border-radius: 18px;
background: linear-gradient(180deg, rgba(255, 248, 237, 0.98) 0%, rgba(247, 236, 220, 0.94) 100%);
border: 1px solid rgba(113, 82, 47, 0.14);
}
.score-card {
background: linear-gradient(180deg, rgba(255, 252, 246, 0.98) 0%, rgba(243, 235, 225, 0.96) 100%);
}
.settlement-metrics {
display: grid;
grid-template-columns: repeat(3, minmax(0, 1fr));
gap: 10px;
margin-top: 12px;
}
.fan-list {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-top: 12px;
}
.fan-chip {
display: inline-flex;
align-items: center;
min-height: 32px;
padding: 0 12px;
border-radius: 999px;
background: rgba(182, 69, 31, 0.1);
color: var(--accent-deep);
font-size: 12px;
font-weight: 800;
}
.teaching-pill-row {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-top: 10px;
}
.teaching-candidate-list {
display: grid;
gap: 10px;
margin-top: 12px;
}
.teaching-candidate-card {
padding: 12px;
border-radius: 16px;
background: rgba(255, 255, 255, 0.54);
border: 1px solid rgba(113, 82, 47, 0.12);
}
.teaching-candidate-card.active {
border-color: rgba(182, 69, 31, 0.26);
box-shadow: 0 12px 24px rgba(182, 69, 31, 0.1);
}
.score-change-list {
display: grid;
gap: 10px;
margin-top: 12px;
}
.score-change-row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 10px;
padding: 10px 12px;
border-radius: 14px;
background: rgba(255, 255, 255, 0.5);
border: 1px solid rgba(113, 82, 47, 0.1);
}
.score-up {
color: #0f7b45;
}
.score-down {
color: #a33620;
}
.message-copy { .message-copy {
margin-top: 8px; margin-top: 8px;
color: var(--muted); color: var(--muted);
@@ -435,6 +554,28 @@ h2 {
box-shadow: 0 10px 22px rgba(113, 82, 47, 0.08); box-shadow: 0 10px 22px rgba(113, 82, 47, 0.08);
} }
.teaching-strip {
margin-top: 14px;
padding: 12px 14px;
border-radius: 18px;
background: rgba(182, 69, 31, 0.08);
border: 1px solid rgba(182, 69, 31, 0.16);
}
.teaching-kicker {
display: inline-flex;
align-items: center;
min-height: 26px;
padding: 0 10px;
border-radius: 999px;
background: rgba(182, 69, 31, 0.14);
color: var(--accent-deep);
font-size: 11px;
font-weight: 800;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.helper-strip { .helper-strip {
display: flex; display: flex;
flex-wrap: wrap; flex-wrap: wrap;
@@ -454,6 +595,11 @@ h2 {
font-weight: 700; font-weight: 700;
} }
.helper-chip-accent {
background: rgba(182, 69, 31, 0.12);
color: var(--accent-deep);
}
.response-banner { .response-banner {
padding: 14px; padding: 14px;
border-radius: 18px; border-radius: 18px;
@@ -543,4 +689,8 @@ h2 {
.message-grid { .message-grid {
grid-template-columns: 1fr; grid-template-columns: 1fr;
} }
.settlement-metrics {
grid-template-columns: 1fr;
}
} }

143
frontend/src/types/game.ts Normal file
View File

@@ -0,0 +1,143 @@
// 前端对局页当前仍处于“单页逐步拆分”阶段,因此先把跨组件共享的数据结构集中到这里,
// 避免后续拆页时在多个 SFC 中重复维护同一份消息和视图类型。
export type ApiResponse<T> = {
success: boolean
code: string
message: string
data: T
}
export type RoomSeatView = {
seatNo: number
participantType: string
displayName: string
botLevel: string | null
readyStatus: string
teachingEnabled: boolean
}
export type RoomSummaryResponse = {
roomId: string
inviteCode: string
status: string
allowBotFill: boolean
seats: RoomSeatView[]
}
export type SelfSeatView = {
seatNo: number
playerId: string
nickname: string
won: boolean
lackSuit: string | null
score: number
handTiles: string[]
discardTiles: string[]
melds: string[]
}
export type PublicSeatView = {
seatNo: number
playerId: string
nickname: string
ai: boolean
won: boolean
lackSuit: string | null
score: number
handCount: number
discardTiles: string[]
melds: string[]
}
export type GameStateResponse = {
gameId: string
phase: string
dealerSeatNo: number
currentSeatNo: number
remainingWallCount: number
selfSeat: SelfSeatView
seats: PublicSeatView[]
}
export type PublicGameMessage = {
gameId: string
eventType: string
seatNo: number | null
payload: Record<string, unknown>
createdAt: string
}
export type PrivateActionCandidate = {
actionType: string
tile: string | null
}
export type PrivateActionMessage = {
gameId: string
userId: string
actionScope: string
availableActions: string[]
currentSeatNo: number
windowId: string | null
triggerEventType: string | null
sourceSeatNo: number | null
triggerTile: string | null
candidates: PrivateActionCandidate[]
}
export type CandidateAdviceItem = {
tile: string
score: number
reasonTags: string[]
}
export type PrivateTeachingMessage = {
gameId: string
userId: string
teachingMode: string
recommendedAction: string
explanation: string
candidates: CandidateAdviceItem[]
}
export type ViewUserOption = {
userId: string
label: string
seatNo: number
}
export type SettlementFanView = {
code: string
label: string
fan: number
}
export type SettlementDetailView = {
baseScore: number
totalFan: number
paymentScore: number
fans: SettlementFanView[]
}
export type SettlementCardView = {
settlementType: string
actionType: string
actorSeatNo: number | null
sourceSeatNo: number | null
triggerTile: string | null
detail: SettlementDetailView | null
}
export type ScoreChangeCardView = {
seatNo: number
delta: number
score: number | null
settlementType: string | null
}
export type DiagnosticItem = {
key: string
label: string
value: string
}

View File

@@ -0,0 +1,220 @@
import type {
PrivateActionCandidate,
PublicGameMessage,
SettlementDetailView,
SettlementFanView
} from '../types/game'
export const phaseLabelMap: Record<string, string> = {
WAITING: '等待中',
READY: '全部就绪',
PLAYING: '对局中',
FINISHED: '已结束',
LACK_SELECTION: '定缺阶段'
}
export const actionScopeLabelMap: Record<string, string> = {
TURN: '当前回合动作',
RESPONSE: '响应候选动作'
}
export const actionTypeLabelMap: Record<string, string> = {
SELECT_LACK_SUIT: '定缺',
DISCARD: '出牌',
PENG: '碰',
GANG: '杠',
HU: '胡',
PASS: '过'
}
export const triggerEventTypeLabelMap: Record<string, string> = {
TILE_DISCARDED: '弃牌后响应',
SUPPLEMENTAL_GANG_DECLARED: '补杠后抢杠胡'
}
export const publicEventLabelMap: Record<string, string> = {
GAME_STARTED: '对局开始',
LACK_SELECTED: '定缺完成',
GAME_PHASE_CHANGED: '阶段切换',
TILE_DISCARDED: '出牌',
TILE_DRAWN: '摸牌',
TURN_SWITCHED: '轮转',
RESPONSE_WINDOW_OPENED: '响应窗口开启',
RESPONSE_WINDOW_CLOSED: '响应窗口关闭',
PENG_DECLARED: '碰牌宣告',
GANG_DECLARED: '杠牌宣告',
HU_DECLARED: '胡牌宣告',
PASS_DECLARED: '过牌宣告',
SETTLEMENT_APPLIED: '结算应用',
SCORE_CHANGED: '分数变化',
ACTION_REQUIRED: '动作提醒'
}
export const settlementTypeLabelMap: Record<string, string> = {
DIAN_PAO_HU: '点炮胡',
QIANG_GANG_HU: '抢杠胡',
ZI_MO_HU: '自摸胡',
EXPOSED_GANG: '明杠',
SUPPLEMENTAL_GANG: '补杠',
CONCEALED_GANG: '暗杠',
TUI_SHUI: '退税',
CHA_JIAO: '查叫'
}
export const reasonTagLabelMap: Record<string, string> = {
LACK_SUIT_PRIORITY: '优先处理定缺',
ISOLATED_TILE: '孤张优先打出',
KEEP_PAIR: '保留对子',
EDGE_TILE: '边张优先处理',
KEEP_SEQUENCE_POTENTIAL: '保留顺子潜力'
}
export function readString(value: unknown) {
return typeof value === 'string' ? value : null
}
export function readNumber(value: unknown) {
return typeof value === 'number' ? value : null
}
export function asRecord(value: unknown) {
if (!value || typeof value !== 'object' || Array.isArray(value)) {
return null
}
return value as Record<string, unknown>
}
export function toActionLabel(actionType: string) {
return actionTypeLabelMap[actionType] ?? actionType
}
export function formatCandidateLabel(candidate: PrivateActionCandidate) {
const actionLabel = toActionLabel(candidate.actionType)
if (!candidate.tile) {
return actionLabel
}
return `${actionLabel} · ${candidate.tile}`
}
export function formatSeatLabel(seatNo: number | null | undefined) {
if (seatNo === null || seatNo === undefined) {
return '未知座位'
}
return `座位 ${seatNo}`
}
export function formatPhaseLabel(phase: string | null) {
if (!phase) {
return '未知阶段'
}
return phaseLabelMap[phase] ?? phase
}
export function formatPublicEventTitle(event: PublicGameMessage) {
return publicEventLabelMap[event.eventType] ?? event.eventType
}
export function formatSettlementType(settlementType: string | null) {
if (!settlementType) {
return '未知结算'
}
return settlementTypeLabelMap[settlementType] ?? settlementType
}
export function formatScoreDelta(delta: number | null) {
if (delta === null) {
return '-'
}
return delta > 0 ? `+${delta}` : `${delta}`
}
export function toSettlementDetailView(value: unknown): SettlementDetailView | null {
const detail = asRecord(value)
if (!detail) {
return null
}
return {
baseScore: readNumber(detail.baseScore) ?? 0,
totalFan: readNumber(detail.totalFan) ?? 0,
paymentScore: readNumber(detail.paymentScore) ?? 0,
fans: toSettlementFans(detail.fans)
}
}
export function formatSettlementSummary(event: PublicGameMessage) {
const settlementType = formatSettlementType(readString(event.payload.settlementType))
const triggerTile = readString(event.payload.triggerTile)
const detail = asRecord(event.payload.settlementDetail)
const paymentScore = readNumber(detail?.paymentScore)
const totalFan = readNumber(detail?.totalFan)
return `${settlementType}${triggerTile ? ` · ${triggerTile}` : ''}${paymentScore ?? '-'} 分,${totalFan ?? 0} 番。`
}
export function formatPublicEventSummary(event: PublicGameMessage) {
switch (event.eventType) {
case 'GAME_STARTED':
return `房间 ${readString(event.payload.roomId) ?? '-'} 已开局。`
case 'LACK_SELECTED':
return `${formatSeatLabel(event.seatNo)} 已完成定缺 ${readString(event.payload.lackSuit) ?? '-'}`
case 'GAME_PHASE_CHANGED':
return `阶段切换为 ${formatPhaseLabel(readString(event.payload.phase))}`
case 'TILE_DISCARDED':
return `${formatSeatLabel(event.seatNo)} 打出 ${readString(event.payload.tile) ?? '-'}`
case 'TILE_DRAWN':
return `${formatSeatLabel(event.seatNo)} 完成摸牌,牌墙剩余 ${readNumber(event.payload.remainingWallCount) ?? '-'} 张。`
case 'TURN_SWITCHED':
return `当前轮到 ${formatSeatLabel(readNumber(event.payload.currentSeatNo) ?? event.seatNo)}`
case 'RESPONSE_WINDOW_OPENED':
return `${formatSeatLabel(readNumber(event.payload.sourceSeatNo))}${readString(event.payload.tile) ?? '-'} 打开响应窗口。`
case 'RESPONSE_WINDOW_CLOSED':
return `响应窗口已关闭,最终裁决 ${toActionLabel(readString(event.payload.resolvedActionType) ?? '-')}`
case 'PENG_DECLARED':
case 'GANG_DECLARED':
case 'HU_DECLARED':
case 'PASS_DECLARED':
return `${formatSeatLabel(event.seatNo)} 执行 ${toActionLabel(readString(event.payload.actionType) ?? event.eventType.replace('_DECLARED', ''))}${readString(event.payload.tile) ? ` · ${readString(event.payload.tile)}` : ''}`
case 'SETTLEMENT_APPLIED':
return formatSettlementSummary(event)
case 'SCORE_CHANGED':
return `${formatSeatLabel(event.seatNo)} 分数变化 ${formatScoreDelta(readNumber(event.payload.delta))},当前 ${readNumber(event.payload.score) ?? '-'}`
default:
return JSON.stringify(event.payload)
}
}
export function formatEventPayload(event: PublicGameMessage) {
return JSON.stringify(event.payload, null, 2)
}
export function formatEventTime(createdAt: string) {
const date = new Date(createdAt)
if (Number.isNaN(date.getTime())) {
return createdAt
}
return date.toLocaleTimeString('zh-CN', {
hour: '2-digit',
minute: '2-digit',
second: '2-digit',
hour12: false
})
}
export function formatReasonTag(reasonTag: string) {
return reasonTagLabelMap[reasonTag] ?? reasonTag
}
function toSettlementFans(value: unknown): SettlementFanView[] {
if (!Array.isArray(value)) {
return []
}
return value
.map((item) => asRecord(item))
.filter((item): item is Record<string, unknown> => item !== null)
.map((item) => ({
code: readString(item.code) ?? '-',
label: readString(item.label) ?? readString(item.code) ?? '-',
fan: readNumber(item.fan) ?? 0
}))
}