feat: 添加局后复盘服务与页面容器组件

新增复盘服务相关DTO、Controller和Service
实现复盘页面容器组件ReviewPageContainer
更新前端页面架构文档与开发计划
移除DemoGameController中的演示复盘接口
补充复盘服务单元测试
This commit is contained in:
hujun
2026-03-20 16:50:49 +08:00
parent 905565e7c4
commit faf87fe3d6
27 changed files with 1639 additions and 280 deletions

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@@ -6,12 +6,23 @@
- 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。
- 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。
- 2026-03-20 当日新增一轮前端结构收口:
- 2026-03-20 当日新增前端结构收口:
- 新增 `docs/H5_GAME_PAGE_ARCHITECTURE.md`,完成 `S1-08` 页面信息架构与拆分方案。
- 前端共享类型已抽到 `frontend/src/types/game.ts`
- 复盘类型已抽到 `frontend/src/types/review.ts`
- UI 标签映射与事件/结算格式化函数已抽到 `frontend/src/utils/gameUi.ts`
- 已拆出展示组件:`GameActionDock.vue``GameMessageStack.vue``PublicEventTimeline.vue`
- `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`
- 顶层页面外壳已拆出:`AppShell.vue`
- 页面级区块组件已拆出:`RoomWorkspace.vue``GameWorkspace.vue`
- 房间流组件已拆出:`RoomControlPanel.vue``RoomLobbyPanel.vue`
- 对局展示组件已拆出:`GameActionDock.vue``GameMessageStack.vue``PublicEventTimeline.vue``ViewSwitchPanel.vue``SelfHandPanel.vue``PublicSeatBoard.vue`
- `pages/` 目录已建立,当前入口容器已命名为:`RoomPageContainer.vue``GamePageContainer.vue`
- `ReviewPageContainer.vue` 已对齐后端 `ReviewSummaryResponse` 协议,并支持手动加载 demo 复盘数据,但尚未接入真实复盘数据和路由。
- 2026-03-20 当日新增最小复盘协议骨架:
- 后端新增 `review` 包,包含 `ReviewSummaryResponse``ReviewSettlementItem``ReviewMistakeItem``ReviewTrainingFocusItem`
- 后端新增 `ReviewService`,当前提供演示复盘数据。
- 示例接口已开放:`GET /api/demo/review`
- 前端 `App.vue` 已能手动加载这条接口并把数据传入 `ReviewPageContainer`
- `DemoGameServiceTest` 已新增复盘示例测试,当前总测试数为 55。
- 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。
- 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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@@ -0,0 +1,16 @@
# 局后复盘服务 V12026-03-20
- 已移除 demo 复盘链路:`DemoGameController` 不再暴露 `GET /api/demo/review``DemoGameService` 也已移除 demo review 生成逻辑。
- 新增真实复盘接口:`GET /api/games/{gameId}/review?userId={userId}`
- `ReviewController` 负责暴露接口,`ReviewService` 负责基于真实 `GameSession``settlementHistory` 生成 `ReviewSummaryResponse`
- `GameSessionService` 新增只读查询口 `getSessionForReview(String gameId)`,当前仅供复盘服务读取内存态会话;未引入新持久化或快照表。
- 当前复盘算法范围KISS/YAGNI 版本):
- 个人总览:读取当前座位最终分数、结果标签、总结文案。
- 关键结算:从 `settlementHistory` 中筛出与该座位直接相关的结算,生成标题、摘要、分值和番型/结算标签。
- 关键失误:仅基于真实负向结算生成启发式问题项,当前覆盖点炮、自摸失分、抢杠胡、退税、查叫、明杠/杠类被动付分。
- 训练方向:基于负向结算类型和是否有正向胡牌样本,生成风险控制、成叫效率、杠牌时机、基础番型等训练建议。
- 当前限制:
- 仍是内存态复盘,服务重启后对局与复盘数据会丢失。
- 还没有逐手牌谱回放、动作级失误定位、个人可见信息回放时间线。
- `mistakeInsights` 仍是启发式生成,不是严格牌效/安牌分析。
- 前端已改为手动加载当前真实对局/当前视角复盘;切换视角或切换对局时会清空旧复盘,避免显示过期摘要。
- 已验证:`cd backend && mvn test` 通过;`cd frontend && npm run build` 通过。

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@@ -28,4 +28,3 @@ public class DemoGameController {
return ApiResponse.success(demoGameService.createDemoTeachingAdvice());
}
}

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@@ -107,6 +107,14 @@ public class GameSessionService {
return toStateResponse(session, userId);
}
/**
* 复盘服务当前仍直接消费内存态对局与结算历史,
* 这里先提供只读查询入口,避免 review 包直接接触会话仓储细节。
*/
public GameSession getSessionForReview(String gameId) {
return getRequiredSession(gameId);
}
public GameStateResponse performAction(String gameId, GameActionRequest request) {
GameSession session = getRequiredSession(gameId);
ActionType actionType = parseActionType(request.actionType());

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@@ -0,0 +1,29 @@
package com.xuezhanmaster.review.controller;
import com.xuezhanmaster.common.api.ApiResponse;
import com.xuezhanmaster.review.dto.ReviewSummaryResponse;
import com.xuezhanmaster.review.service.ReviewService;
import org.springframework.web.bind.annotation.GetMapping;
import org.springframework.web.bind.annotation.PathVariable;
import org.springframework.web.bind.annotation.RequestMapping;
import org.springframework.web.bind.annotation.RequestParam;
import org.springframework.web.bind.annotation.RestController;
@RestController
@RequestMapping("/api")
public class ReviewController {
private final ReviewService reviewService;
public ReviewController(ReviewService reviewService) {
this.reviewService = reviewService;
}
@GetMapping("/games/{gameId}/review")
public ApiResponse<ReviewSummaryResponse> review(
@PathVariable String gameId,
@RequestParam String userId
) {
return ApiResponse.success(reviewService.createGameReviewSummary(gameId, userId));
}
}

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@@ -0,0 +1,13 @@
package com.xuezhanmaster.review.dto;
/**
* 复盘页里的“关键失误”条目。
* 字段口径优先服务 H5 展示与后续训练题沉淀,不先做复杂评分模型。
*/
public record ReviewMistakeItem(
String severity,
String title,
String issue,
String suggestion
) {
}

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@@ -0,0 +1,15 @@
package com.xuezhanmaster.review.dto;
import java.util.List;
/**
* 复盘页里的“关键结算节点”条目。
* 当前先用扁平结构表达,后续接真实局后数据时再决定是否拆更细的事件层级。
*/
public record ReviewSettlementItem(
String title,
String summary,
int scoreDelta,
List<String> fanLabels
) {
}

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@@ -0,0 +1,21 @@
package com.xuezhanmaster.review.dto;
import java.util.List;
/**
* 局后复盘页的最小协议骨架。
* 当前先覆盖“总览、关键失误、训练方向”三块正式页面必需信息,后续再按真实复盘算法逐步扩展。
*/
public record ReviewSummaryResponse(
String gameId,
String userId,
String playerNickname,
int seatNo,
int finalScore,
String resultLabel,
String conclusion,
List<ReviewSettlementItem> settlementTimeline,
List<ReviewMistakeItem> mistakeInsights,
List<ReviewTrainingFocusItem> trainingFocuses
) {
}

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@@ -0,0 +1,12 @@
package com.xuezhanmaster.review.dto;
/**
* 复盘页里的“后续训练方向”条目。
* 当前先保留最小训练类型标签,避免过早引入大而全训练体系。
*/
public record ReviewTrainingFocusItem(
String drillType,
String title,
String description
) {
}

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@@ -0,0 +1,400 @@
package com.xuezhanmaster.review.service;
import com.xuezhanmaster.common.exception.BusinessException;
import com.xuezhanmaster.game.domain.GameSeat;
import com.xuezhanmaster.game.domain.GameSession;
import com.xuezhanmaster.game.domain.ScoreChange;
import com.xuezhanmaster.game.domain.SettlementFan;
import com.xuezhanmaster.game.domain.SettlementResult;
import com.xuezhanmaster.game.domain.SettlementType;
import com.xuezhanmaster.game.service.GameSessionService;
import com.xuezhanmaster.review.dto.ReviewMistakeItem;
import com.xuezhanmaster.review.dto.ReviewSettlementItem;
import com.xuezhanmaster.review.dto.ReviewSummaryResponse;
import com.xuezhanmaster.review.dto.ReviewTrainingFocusItem;
import org.springframework.stereotype.Service;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.LinkedHashSet;
import java.util.List;
import java.util.Set;
@Service
public class ReviewService {
private final GameSessionService gameSessionService;
public ReviewService(GameSessionService gameSessionService) {
this.gameSessionService = gameSessionService;
}
public ReviewSummaryResponse createGameReviewSummary(String gameId, String userId) {
GameSession session = gameSessionService.getSessionForReview(gameId);
GameSeat reviewSeat = session.getTable().getSeats().stream()
.filter(seat -> seat.getPlayerId().equals(userId))
.findFirst()
.orElseThrow(() -> new BusinessException("GAME_SEAT_NOT_FOUND", "当前玩家不在对局中"));
List<SettlementResult> settlementHistory = List.copyOf(session.getSettlementHistory());
List<ReviewSettlementItem> settlementTimeline = buildSettlementTimeline(settlementHistory, reviewSeat.getSeatNo());
List<ReviewMistakeItem> mistakeInsights = buildMistakeInsights(settlementHistory, reviewSeat.getSeatNo());
List<ReviewTrainingFocusItem> trainingFocuses = buildTrainingFocuses(
settlementHistory,
reviewSeat.getSeatNo(),
reviewSeat.getScore(),
mistakeInsights
);
return new ReviewSummaryResponse(
session.getGameId(),
reviewSeat.getPlayerId(),
reviewSeat.getNickname(),
reviewSeat.getSeatNo(),
reviewSeat.getScore(),
buildResultLabel(reviewSeat.getScore()),
buildConclusion(reviewSeat, settlementTimeline, mistakeInsights),
settlementTimeline,
mistakeInsights,
trainingFocuses
);
}
private List<ReviewSettlementItem> buildSettlementTimeline(List<SettlementResult> settlementHistory, int seatNo) {
List<ReviewSettlementItem> items = new ArrayList<>();
for (SettlementResult settlementResult : settlementHistory) {
Integer scoreDelta = resolveSeatDelta(settlementResult, seatNo);
if (scoreDelta == null) {
continue;
}
List<String> fanLabels = buildFanLabels(settlementResult);
items.add(new ReviewSettlementItem(
buildSettlementTitle(settlementResult, scoreDelta),
buildSettlementSummary(settlementResult, scoreDelta, fanLabels),
scoreDelta,
fanLabels
));
}
if (items.isEmpty()) {
items.add(new ReviewSettlementItem(
"暂无个人结算",
"当前对局还没有产生与你直接相关的结算变化,复盘摘要会在出现真实得失分后逐步丰富。",
0,
List.of("等待结算")
));
}
return List.copyOf(items);
}
private List<ReviewMistakeItem> buildMistakeInsights(List<SettlementResult> settlementHistory, int seatNo) {
List<SettlementResult> negativeSettlements = settlementHistory.stream()
.filter(result -> {
Integer delta = resolveSeatDelta(result, seatNo);
return delta != null && delta < 0;
})
.sorted(Comparator.comparingInt((SettlementResult result) -> Math.abs(resolveSeatDelta(result, seatNo))).reversed())
.limit(3)
.toList();
List<ReviewMistakeItem> items = new ArrayList<>();
for (SettlementResult settlementResult : negativeSettlements) {
int scoreDelta = resolveSeatDelta(settlementResult, seatNo);
items.add(switch (settlementResult.settlementType()) {
case DIAN_PAO_HU -> new ReviewMistakeItem(
"HIGH",
"点炮导致失分",
"你在他人弃牌胡结算中承担了 " + formatScore(scoreDelta) + ",说明中后盘危险张控制仍有明显缺口。",
"当对手已经副露成型或番型抬高时,优先保留现成安全张,避免继续压高危中张。"
);
case QIANG_GANG_HU -> new ReviewMistakeItem(
"HIGH",
"补杠时机过激",
"你在补杠后被对手抢杠胡,直接产生 " + formatScore(scoreDelta) + " 的回撤。",
"补杠前先检查场上是否已出现高压听牌信号,必要时放弃补杠收益,优先确保不放大失分。"
);
case ZI_MO_HU -> new ReviewMistakeItem(
"MEDIUM",
"未能压住对手自摸",
"对手自摸时你被扣除 " + formatScore(scoreDelta) + ",说明本局在速度或成叫质量上没有形成足够压制。",
"后续训练应强化中盘成型速度判断,避免在明显落后牌速时仍维持松散手型。"
);
case TUI_SHUI -> new ReviewMistakeItem(
"MEDIUM",
"杠分未守住",
"本局出现退税,导致你回吐 " + formatScore(scoreDelta) + ",说明前序杠牌收益没有稳定兑现。",
"练习在流局风险升高时复盘杠牌收益与听牌质量,避免为短期税分牺牲整体成叫。"
);
case CHA_JIAO -> new ReviewMistakeItem(
"HIGH",
"流局未成叫",
"流局查叫阶段你承担了 " + formatScore(scoreDelta) + ",反映出收尾阶段的成叫效率不足。",
"进入残局后要更早切换到保叫路线,优先确保最小可支付听牌,而不是继续追求高番远型。"
);
case MING_GANG -> new ReviewMistakeItem(
"MEDIUM",
"放杠失分",
"你在他人明杠结算里承担了 " + formatScore(scoreDelta) + ",说明对明显碰后加杠的防范还不够。",
"看到对手碰后,应更早记录其可能补强的牌张,减少继续喂牌或协助做大的情况。"
);
case BU_GANG, AN_GANG -> new ReviewMistakeItem(
"LOW",
"杠分压制不足",
"对手通过杠牌从你这里拿走了 " + formatScore(scoreDelta) + ",本局资源交换略偏被动。",
"后续可专项训练杠前后局势判断,明确什么时候该抢速度,什么时候该减少被动付分。"
);
});
}
return List.copyOf(items);
}
private List<ReviewTrainingFocusItem> buildTrainingFocuses(
List<SettlementResult> settlementHistory,
int seatNo,
int finalScore,
List<ReviewMistakeItem> mistakeInsights
) {
List<ReviewTrainingFocusItem> items = new ArrayList<>();
Set<String> addedDrillTypes = new LinkedHashSet<>();
if (hasNegativeSettlement(settlementHistory, seatNo, SettlementType.DIAN_PAO_HU, SettlementType.QIANG_GANG_HU, SettlementType.ZI_MO_HU)) {
addTrainingFocus(
items,
addedDrillTypes,
"RISK_CONTROL",
"危险张与守备节奏训练",
"围绕真实失分节点复盘中后盘危险张排序,建立“副露压力上升时先保底不放炮”的判断习惯。"
);
}
if (hasNegativeSettlement(settlementHistory, seatNo, SettlementType.CHA_JIAO) || finalScore <= 0) {
addTrainingFocus(
items,
addedDrillTypes,
"READY_HAND",
"成叫效率训练",
"重点训练残局从做大切换到保叫的时机,避免在查叫阶段继续承担被动失分。"
);
}
if (hasSettlement(settlementHistory, seatNo, SettlementType.MING_GANG, SettlementType.BU_GANG, SettlementType.AN_GANG, SettlementType.TUI_SHUI)) {
addTrainingFocus(
items,
addedDrillTypes,
"GANG_TIMING",
"杠牌收益判断训练",
"把本局杠牌、退税与抢杠相关节点串起来看,训练“能不能杠”和“杠完是否值得”的双重判断。"
);
}
if (!hasPositiveHu(settlementHistory, seatNo)) {
addTrainingFocus(
items,
addedDrillTypes,
"PATTERN_BUILDING",
"基础番型成型训练",
"当前结算里你的直接胡牌样本不足,建议先从常见番型与听牌速度训练入手,提升稳定得分能力。"
);
}
if (items.isEmpty()) {
addTrainingFocus(
items,
addedDrillTypes,
"ADVANTAGE_CONVERT",
"优势局扩大训练",
"本局没有明显失误结算,后续可把重点放在如何把已有领先进一步转化为更稳定的收尾优势。"
);
}
if (items.size() == 1 && !mistakeInsights.isEmpty()) {
addTrainingFocus(
items,
addedDrillTypes,
"REVIEW_REPEAT",
"关键失分复现训练",
"把本局最高代价的 1 到 2 个结算节点单独复现,形成固定复盘模板,提升下一局的可迁移性。"
);
}
return List.copyOf(items);
}
private void addTrainingFocus(
List<ReviewTrainingFocusItem> items,
Set<String> addedDrillTypes,
String drillType,
String title,
String description
) {
if (addedDrillTypes.add(drillType)) {
items.add(new ReviewTrainingFocusItem(drillType, title, description));
}
}
private String buildResultLabel(int finalScore) {
if (finalScore > 0) {
return "本局净胜";
}
if (finalScore < 0) {
return "本局失分";
}
return "本局持平";
}
private String buildConclusion(
GameSeat reviewSeat,
List<ReviewSettlementItem> settlementTimeline,
List<ReviewMistakeItem> mistakeInsights
) {
long positiveSettlements = settlementTimeline.stream()
.filter(item -> item.scoreDelta() > 0)
.count();
long negativeSettlements = settlementTimeline.stream()
.filter(item -> item.scoreDelta() < 0)
.count();
if (reviewSeat.getScore() > 0) {
if (negativeSettlements > 0 && !mistakeInsights.isEmpty()) {
return "本局净胜 " + formatScore(reviewSeat.getScore())
+ ",虽然通过 " + positiveSettlements + " 次真实得分节点建立优势,但仍暴露出“"
+ mistakeInsights.get(0).title() + "”这类回撤点。";
}
return "本局净胜 " + formatScore(reviewSeat.getScore())
+ ",主要依靠 " + positiveSettlements + " 次真实结算建立优势,整体节奏相对稳定。";
}
if (reviewSeat.getScore() < 0) {
if (!mistakeInsights.isEmpty()) {
return "本局净失 " + formatScore(reviewSeat.getScore())
+ ",关键回撤集中在“" + mistakeInsights.get(0).title()
+ "”,建议优先围绕该节点做针对性训练。";
}
return "本局净失 " + formatScore(reviewSeat.getScore())
+ ",当前直接失分样本不多,但结算收益不足,后续需要优先提升稳定成叫与基础得分能力。";
}
return "本局最终持平,期间共有 " + positiveSettlements + " 次得分与 " + negativeSettlements
+ " 次失分节点,后续应重点复盘收益转化是否足够稳定。";
}
private boolean hasNegativeSettlement(List<SettlementResult> settlementHistory, int seatNo, SettlementType... settlementTypes) {
Set<SettlementType> acceptedTypes = Set.of(settlementTypes);
return settlementHistory.stream()
.filter(result -> acceptedTypes.contains(result.settlementType()))
.anyMatch(result -> {
Integer delta = resolveSeatDelta(result, seatNo);
return delta != null && delta < 0;
});
}
private boolean hasSettlement(List<SettlementResult> settlementHistory, int seatNo, SettlementType... settlementTypes) {
Set<SettlementType> acceptedTypes = Set.of(settlementTypes);
return settlementHistory.stream()
.filter(result -> acceptedTypes.contains(result.settlementType()))
.anyMatch(result -> resolveSeatDelta(result, seatNo) != null);
}
private boolean hasPositiveHu(List<SettlementResult> settlementHistory, int seatNo) {
return settlementHistory.stream()
.filter(result -> result.settlementType() == SettlementType.DIAN_PAO_HU
|| result.settlementType() == SettlementType.ZI_MO_HU
|| result.settlementType() == SettlementType.QIANG_GANG_HU)
.anyMatch(result -> {
Integer delta = resolveSeatDelta(result, seatNo);
return delta != null && delta > 0;
});
}
private Integer resolveSeatDelta(SettlementResult settlementResult, int seatNo) {
for (ScoreChange scoreChange : settlementResult.scoreChanges()) {
if (scoreChange.seatNo() == seatNo) {
return scoreChange.delta();
}
}
return null;
}
private List<String> buildFanLabels(SettlementResult settlementResult) {
if (!settlementResult.settlementDetail().fans().isEmpty()) {
return settlementResult.settlementDetail().fans().stream()
.map(SettlementFan::label)
.toList();
}
return List.of(settlementTypeLabel(settlementResult.settlementType()));
}
private String buildSettlementTitle(SettlementResult settlementResult, int scoreDelta) {
return switch (settlementResult.settlementType()) {
case DIAN_PAO_HU -> scoreDelta > 0 ? "点炮胡得分" : "点炮失分";
case ZI_MO_HU -> scoreDelta > 0 ? "自摸胡得分" : "对手自摸失分";
case QIANG_GANG_HU -> scoreDelta > 0 ? "抢杠胡得分" : "补杠被抢";
case MING_GANG -> scoreDelta > 0 ? "明杠收益" : "放杠失分";
case BU_GANG -> scoreDelta > 0 ? "补杠收益" : "对手补杠失分";
case AN_GANG -> scoreDelta > 0 ? "暗杠收益" : "对手暗杠失分";
case TUI_SHUI -> scoreDelta > 0 ? "退税回补" : "杠分被退税";
case CHA_JIAO -> scoreDelta > 0 ? "查叫收益" : "流局查叫失分";
};
}
private String buildSettlementSummary(
SettlementResult settlementResult,
int scoreDelta,
List<String> fanLabels
) {
String fanSummary = fanLabels.isEmpty() ? "" : ",标签:" + String.join(" / ", fanLabels);
return switch (settlementResult.settlementType()) {
case DIAN_PAO_HU -> scoreDelta > 0
? "你通过他人弃牌完成胡牌,获得 " + formatScore(scoreDelta)
+ ",来源座位 " + settlementResult.sourceSeatNo() + fanSummary + ""
: "你向座位 " + settlementResult.actorSeatNo() + " 点炮,产生 "
+ formatScore(scoreDelta) + fanSummary + "";
case ZI_MO_HU -> scoreDelta > 0
? "你完成自摸,从仍未胡牌对手处累计获得 " + formatScore(scoreDelta) + fanSummary + ""
: "座位 " + settlementResult.actorSeatNo() + " 自摸时,你承担了 "
+ formatScore(scoreDelta) + fanSummary + "";
case QIANG_GANG_HU -> scoreDelta > 0
? "你在抢杠窗口完成胡牌,获得 " + formatScore(scoreDelta)
+ ",目标来自座位 " + settlementResult.sourceSeatNo() + fanSummary + ""
: "你补杠时被座位 " + settlementResult.actorSeatNo() + " 抢杠胡,损失 "
+ formatScore(scoreDelta) + fanSummary + "";
case MING_GANG -> scoreDelta > 0
? "你通过明杠从座位 " + settlementResult.sourceSeatNo() + " 取得 "
+ formatScore(scoreDelta) + fanSummary + ""
: "你为座位 " + settlementResult.actorSeatNo() + " 的明杠支付了 "
+ formatScore(scoreDelta) + fanSummary + "";
case BU_GANG -> scoreDelta > 0
? "你完成补杠,从其余未胡玩家处累计获得 " + formatScore(scoreDelta) + fanSummary + ""
: "座位 " + settlementResult.actorSeatNo() + " 补杠时,你承担了 "
+ formatScore(scoreDelta) + fanSummary + "";
case AN_GANG -> scoreDelta > 0
? "你完成暗杠,从其余未胡玩家处累计获得 " + formatScore(scoreDelta) + fanSummary + ""
: "座位 " + settlementResult.actorSeatNo() + " 暗杠时,你承担了 "
+ formatScore(scoreDelta) + fanSummary + "";
case TUI_SHUI -> scoreDelta > 0
? "你在局末获得退税回补,拿回 " + formatScore(scoreDelta)
+ ",来源座位 " + settlementResult.sourceSeatNo() + ""
: "你被执行退税,向座位 " + settlementResult.actorSeatNo() + " 回吐了 "
+ formatScore(scoreDelta) + "";
case CHA_JIAO -> scoreDelta > 0
? "流局查叫阶段,你从座位 " + settlementResult.sourceSeatNo() + " 获得 "
+ formatScore(scoreDelta) + fanSummary + ""
: "流局查叫阶段,你向座位 " + settlementResult.actorSeatNo() + " 支付了 "
+ formatScore(scoreDelta) + fanSummary + "";
};
}
private String settlementTypeLabel(SettlementType settlementType) {
return switch (settlementType) {
case DIAN_PAO_HU -> "点炮胡";
case QIANG_GANG_HU -> "抢杠胡";
case ZI_MO_HU -> "自摸胡";
case BU_GANG -> "补杠";
case MING_GANG -> "明杠";
case AN_GANG -> "暗杠";
case TUI_SHUI -> "退税";
case CHA_JIAO -> "查叫";
};
}
private String formatScore(int scoreDelta) {
return scoreDelta > 0 ? "+" + scoreDelta : String.valueOf(scoreDelta);
}
}

View File

@@ -0,0 +1,97 @@
package com.xuezhanmaster.review.service;
import com.xuezhanmaster.game.domain.GameSession;
import com.xuezhanmaster.game.domain.SettlementDetail;
import com.xuezhanmaster.game.domain.SettlementFan;
import com.xuezhanmaster.game.domain.SettlementResult;
import com.xuezhanmaster.game.domain.TileSuit;
import com.xuezhanmaster.game.dto.GameStateResponse;
import com.xuezhanmaster.game.engine.GameEngine;
import com.xuezhanmaster.game.service.BloodBattleScoringService;
import com.xuezhanmaster.game.service.DeckFactory;
import com.xuezhanmaster.game.service.GameActionProcessor;
import com.xuezhanmaster.game.service.GameSessionService;
import com.xuezhanmaster.game.service.HuEvaluator;
import com.xuezhanmaster.game.service.ResponseActionResolver;
import com.xuezhanmaster.game.service.ResponseActionWindowBuilder;
import com.xuezhanmaster.game.service.SettlementService;
import com.xuezhanmaster.review.dto.ReviewSummaryResponse;
import com.xuezhanmaster.room.dto.CreateRoomRequest;
import com.xuezhanmaster.room.dto.RoomSummaryResponse;
import com.xuezhanmaster.room.dto.ToggleReadyRequest;
import com.xuezhanmaster.room.service.RoomService;
import com.xuezhanmaster.strategy.service.StrategyService;
import com.xuezhanmaster.teaching.service.PlayerVisibilityService;
import com.xuezhanmaster.teaching.service.TeachingService;
import com.xuezhanmaster.ws.service.GameMessagePublisher;
import org.junit.jupiter.api.Test;
import org.springframework.messaging.simp.SimpMessagingTemplate;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
import static org.mockito.Mockito.mock;
class ReviewServiceTest {
private final RoomService roomService = new RoomService();
private final HuEvaluator huEvaluator = new HuEvaluator();
private final BloodBattleScoringService bloodBattleScoringService = new BloodBattleScoringService(huEvaluator);
private final SettlementService settlementService = new SettlementService(bloodBattleScoringService);
private final GameSessionService gameSessionService = new GameSessionService(
roomService,
new GameEngine(new DeckFactory()),
new GameActionProcessor(huEvaluator),
new ResponseActionWindowBuilder(huEvaluator),
new ResponseActionResolver(),
settlementService,
bloodBattleScoringService,
huEvaluator,
new StrategyService(),
new PlayerVisibilityService(),
new TeachingService(),
new GameMessagePublisher(mock(SimpMessagingTemplate.class))
);
private final ReviewService reviewService = new ReviewService(gameSessionService);
@Test
void shouldBuildReviewSummaryFromRealSessionSettlementHistory() {
RoomSummaryResponse room = roomService.createRoom(new CreateRoomRequest("host-1", true));
roomService.toggleReady(room.roomId(), new ToggleReadyRequest("host-1", true));
GameStateResponse started = gameSessionService.startGame(room.roomId(), "host-1");
gameSessionService.selectLackSuit(started.gameId(), "host-1", TileSuit.WAN.name());
GameSession session = gameSessionService.getSessionForReview(started.gameId());
SettlementResult positiveGang = settlementService.settleSupplementalGang(session.getTable(), 0, "三万");
session.getSettlementHistory().add(positiveGang);
SettlementResult negativeChaJiao = settlementService.settleChaJiao(
session.getTable(),
2,
0,
"七筒",
new SettlementDetail(1, 2, 4, List.of(
new SettlementFan("QING_YI_SE", "清一色", 2)
))
);
session.getSettlementHistory().add(negativeChaJiao);
ReviewSummaryResponse review = reviewService.createGameReviewSummary(started.gameId(), "host-1");
assertThat(review.gameId()).isEqualTo(started.gameId());
assertThat(review.userId()).isEqualTo("host-1");
assertThat(review.playerNickname()).isEqualTo("Host");
assertThat(review.finalScore()).isEqualTo(-1);
assertThat(review.resultLabel()).isEqualTo("本局失分");
assertThat(review.settlementTimeline()).hasSize(2);
assertThat(review.settlementTimeline())
.extracting(item -> item.title())
.containsExactly("补杠收益", "流局查叫失分");
assertThat(review.mistakeInsights())
.extracting(item -> item.title())
.contains("流局未成叫");
assertThat(review.trainingFocuses())
.extracting(item -> item.drillType())
.contains("READY_HAND", "GANG_TIMING");
}
}

View File

@@ -272,6 +272,7 @@ room 房间、座位、加入、准备
game 对局、动作、状态、事件、动作处理
strategy 推荐动作、AI 决策
teaching 教学建议、玩家可见状态
review 局后复盘、错题与训练方向协议骨架
web 演示或基础接口
ws WebSocket 配置与消息发布
```
@@ -287,11 +288,24 @@ ws WebSocket 配置与消息发布
同时,已完成第一轮最小拆分准备:
- 共享类型:`frontend/src/types/game.ts`
- 复盘类型:`frontend/src/types/review.ts`
- UI 格式化工具:`frontend/src/utils/gameUi.ts`
- 展示组件:
- `frontend/src/components/AppShell.vue`
- `frontend/src/components/RoomWorkspace.vue`
- `frontend/src/components/GameWorkspace.vue`
- `frontend/src/components/RoomControlPanel.vue`
- `frontend/src/components/RoomLobbyPanel.vue`
- `frontend/src/components/GameActionDock.vue`
- `frontend/src/components/GameMessageStack.vue`
- `frontend/src/components/PublicEventTimeline.vue`
- `frontend/src/components/ViewSwitchPanel.vue`
- `frontend/src/components/SelfHandPanel.vue`
- `frontend/src/components/PublicSeatBoard.vue`
- 页面级容器目录已建立:
- `frontend/src/pages/RoomPageContainer.vue`
- `frontend/src/pages/GamePageContainer.vue`
- `frontend/src/pages/ReviewPageContainer.vue`
后续建议按页面拆分为:

View File

@@ -65,6 +65,22 @@
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。
当前代码层已经落下对应的页面级容器命名:
- `frontend/src/pages/RoomPageContainer.vue`
- `frontend/src/pages/GamePageContainer.vue`
- `frontend/src/pages/ReviewPageContainer.vue`
其中 `ReviewPageContainer` 当前仍是占位实现,用于固定页面职责,不代表已经接入真实复盘数据。
当前还补了一条最小演示协议入口:
- 后端真实接口:`GET /api/games/{gameId}/review?userId={userId}`
它的目标不是替代真实局后数据,而是先把前后端在 `ReviewSummaryResponse` 这套字段上的语义对齐。
当前前端已经能在不接入正式路由的前提下,手动加载这条 demo 复盘数据并渲染 `ReviewPageContainer`
### 3.2 当前这一轮的落地点
本轮先聚焦 `GamePage`

View File

@@ -1,9 +1,10 @@
<script setup lang="ts">
import { Client, type IFrame, type IMessage } from '@stomp/stompjs'
import { computed, onBeforeUnmount, ref, watch } from 'vue'
import GameActionDock from './components/GameActionDock.vue'
import GameMessageStack from './components/GameMessageStack.vue'
import PublicEventTimeline from './components/PublicEventTimeline.vue'
import AppShell from './components/AppShell.vue'
import GamePageContainer from './pages/GamePageContainer.vue'
import ReviewPageContainer from './pages/ReviewPageContainer.vue'
import RoomPageContainer from './pages/RoomPageContainer.vue'
import type {
ApiResponse,
DiagnosticItem,
@@ -16,6 +17,7 @@ import type {
SettlementCardView,
ViewUserOption
} from './types/game'
import type { ReviewSummaryResponse } from './types/review'
import {
actionScopeLabelMap,
formatSettlementType,
@@ -40,9 +42,11 @@ const lackSuit = ref('WAN')
const room = ref<RoomSummaryResponse | null>(null)
const game = ref<GameStateResponse | null>(null)
const reviewSummary = ref<ReviewSummaryResponse | null>(null)
const currentUserId = ref('host-1')
const wsStatus = ref<'idle' | 'connecting' | 'connected' | 'disconnected' | 'error'>('idle')
const reviewLoading = ref(false)
const publicEvents = ref<PublicGameMessage[]>([])
const privateAction = ref<PrivateActionMessage | null>(null)
const privateTeaching = ref<PrivateTeachingMessage | null>(null)
@@ -257,6 +261,25 @@ async function runTask(task: () => Promise<void>) {
}
}
async function loadCurrentReview() {
if (!game.value) {
error.value = '请先进入一局真实对局,再加载当前视角复盘'
return
}
reviewLoading.value = true
error.value = ''
try {
reviewSummary.value = await requestJson<ReviewSummaryResponse>(
`/api/games/${game.value.gameId}/review?userId=${encodeURIComponent(currentUserId.value)}`
)
info.value = '已加载当前视角的真实局后复盘摘要。'
} catch (err) {
error.value = err instanceof Error ? err.message : '复盘加载失败'
} finally {
reviewLoading.value = false
}
}
function buildBrokerUrl() {
const protocol = window.location.protocol === 'https:' ? 'wss' : 'ws'
const host = window.location.hostname
@@ -315,6 +338,7 @@ function connectWs(gameId: string, userId: string) {
watch(
() => [game.value?.gameId, currentUserId.value] as const,
([gameId, userId]) => {
reviewSummary.value = null
// 视角一旦切换,必须重新订阅对应用户的私有主题,避免沿用上一个玩家的动作/教学消息。
if (gameId) {
connectWs(gameId, userId)
@@ -522,279 +546,61 @@ function shouldClearPrivateActionByEvent(event: PublicGameMessage) {
</script>
<template>
<div class="page-shell">
<section class="hero-panel">
<div>
<p class="eyebrow">XueZhanMaster H5</p>
<h1>血战大师移动端对局台</h1>
<p class="intro">
当前页面不再只做房间流演示而是开始承担正式联调职责公共事件私有动作私有教学已经连通下面的动作面板会按当前回合动作响应动作自动切换
</p>
</div>
<div class="signal-card">
<span class="signal-label">当前提示</span>
<strong>{{ info }}</strong>
</div>
</section>
<AppShell :info="info" :error="error">
<RoomPageContainer
:busy="busy"
:owner-id="ownerId"
:owner-name="ownerName"
:join-user-id="joinUserId"
:join-user-name="joinUserName"
:room-id-input="roomIdInput"
:room="room"
:current-user-id="currentUserId"
@update:owner-id="ownerId = $event"
@update:owner-name="ownerName = $event"
@update:join-user-id="joinUserId = $event"
@update:join-user-name="joinUserName = $event"
@update:room-id-input="roomIdInput = $event"
@create-room="createRoom"
@load-room="loadRoom"
@switch-user-view="switchUserView"
@join-room="joinRoom"
@toggle-ready="toggleReady"
@start-game="startGame"
/>
<div v-if="error" class="error-banner">{{ error }}</div>
<GamePageContainer
:game="game"
:current-user-id="currentUserId"
:current-view-label="currentViewLabel"
:view-user-options="viewUserOptions"
:lack-suit="lackSuit"
:can-select-lack="canSelectLack"
:can-discard="canDiscard"
:recommended-discard-tile="recommendedDiscardTile"
:private-teaching="privateTeaching"
:private-teaching-hint="teachingHint"
:private-teaching-candidates="teachingCandidates"
:private-action="privateAction"
:private-action-summary="privateActionSummary"
:action-panel-hint="actionPanelHint"
:turn-action-candidates="turnActionCandidates"
:response-action-candidates="responseActionCandidates"
:response-context-summary="responseContextSummary"
:action-diagnostic-items="actionDiagnosticItems"
:public-seats="publicSeats"
:public-events="publicEvents"
:latest-settlement-card="latestSettlementCard"
:latest-settlement-score-changes="latestSettlementScoreChanges"
:ws-status="wsStatus"
@update:lack-suit="lackSuit = $event"
@refresh-game-state="refreshGameState"
@select-lack="selectLack"
@switch-user-view="switchUserView"
@discard="discard"
@submit-candidate-action="submitCandidateAction"
/>
<main class="workspace-grid">
<section class="panel control-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 1</p>
<h2>建房与入房</h2>
</div>
<span class="status-pill" :class="{ busy: busy }">{{ busy ? '处理中' : '可操作' }}</span>
</div>
<div class="form-card">
<label class="field">
<span>房主 ID</span>
<input v-model="ownerId" type="text" />
</label>
<label class="field">
<span>房主昵称</span>
<input v-model="ownerName" type="text" />
</label>
<button class="primary-btn" @click="createRoom">创建房间</button>
</div>
<div class="form-card">
<label class="field">
<span>房间 ID</span>
<input v-model="roomIdInput" type="text" placeholder="创建后自动填充,也可手工输入" />
</label>
<div class="btn-row">
<button class="secondary-btn" @click="loadRoom">刷新房间</button>
<button class="secondary-btn" @click="switchUserView(ownerId)">切到房主视角</button>
<button class="secondary-btn" @click="switchUserView(joinUserId)">切到玩家二视角</button>
</div>
</div>
<div class="form-card">
<label class="field">
<span>加入用户 ID</span>
<input v-model="joinUserId" type="text" />
</label>
<label class="field">
<span>加入昵称</span>
<input v-model="joinUserName" type="text" />
</label>
<button class="primary-btn ghost-btn" @click="joinRoom">模拟加入房间</button>
</div>
</section>
<section class="panel room-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 2</p>
<h2>准备与开局</h2>
</div>
<span class="status-pill">{{ room ? phaseLabelMap[room.status] ?? room.status : '未建房' }}</span>
</div>
<div v-if="room" class="room-summary">
<div class="room-meta">
<div>
<span class="meta-label">房间 ID</span>
<strong>{{ room.roomId }}</strong>
</div>
<div>
<span class="meta-label">邀请码</span>
<strong>{{ room.inviteCode }}</strong>
</div>
<div>
<span class="meta-label">当前视角</span>
<strong>{{ currentUserId }}</strong>
</div>
</div>
<div class="seat-list">
<article v-for="seat in room.seats" :key="seat.seatNo" class="seat-card">
<div class="seat-top">
<strong>{{ seat.displayName }}</strong>
<span class="mini-pill">{{ seat.participantType }}</span>
</div>
<div class="mini-tags">
<span class="mini-tag">{{ seat.readyStatus }}</span>
<span v-if="seat.botLevel" class="mini-tag">{{ seat.botLevel }}</span>
<span class="mini-tag">{{ seat.teachingEnabled ? '教学开' : '教学关' }}</span>
</div>
</article>
</div>
<div class="btn-row vertical-on-mobile">
<button class="secondary-btn" @click="toggleReady(ownerId, true)">房主准备</button>
<button class="secondary-btn" @click="toggleReady(joinUserId, true)">玩家二准备</button>
<button class="primary-btn" @click="startGame">房主开局</button>
</div>
</div>
<div v-else class="placeholder-card">先创建或加载一个房间再进入准备和开局流程</div>
</section>
</main>
<section v-if="game" class="play-grid">
<article class="panel game-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 3</p>
<h2>对局控制台</h2>
</div>
<span class="status-pill">{{ phaseLabelMap[game.phase] ?? game.phase }}</span>
</div>
<div class="room-meta">
<div>
<span class="meta-label">对局 ID</span>
<strong>{{ game.gameId }}</strong>
</div>
<div>
<span class="meta-label">当前视角</span>
<strong>{{ currentViewLabel }}</strong>
</div>
<div>
<span class="meta-label">剩余牌墙</span>
<strong>{{ game.remainingWallCount }}</strong>
</div>
</div>
<div class="view-switch-card">
<div class="section-title">
<strong>视角切换</strong>
<span class="mini-pill">点击即刷新该玩家视图</span>
</div>
<div class="view-switch-list">
<button
v-for="option in viewUserOptions"
:key="option.userId"
class="view-switch-chip"
:class="{ active: option.userId === currentUserId }"
@click="switchUserView(option.userId)"
>
{{ option.label }}
</button>
</div>
</div>
<div class="btn-row vertical-on-mobile">
<button class="secondary-btn" @click="refreshGameState">刷新对局</button>
<label class="field compact-field">
<span>定缺</span>
<select v-model="lackSuit">
<option value="WAN"></option>
<option value="TONG"></option>
<option value="TIAO"></option>
</select>
</label>
<button class="primary-btn" :disabled="!canSelectLack" @click="selectLack">提交定缺</button>
</div>
<div class="self-card">
<div class="section-title">
<strong>我的手牌</strong>
<div class="mini-tags">
<span class="mini-pill">当前回合 {{ game.currentSeatNo }}</span>
<span class="mini-tag">积分 {{ game.selfSeat.score }}</span>
<span class="mini-tag">{{ game.selfSeat.won ? '已胡' : '未胡' }}</span>
</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">
<button
v-for="(tile, index) in game.selfSeat.handTiles"
:key="`${tile}-${index}`"
class="tile-chip"
:class="{ recommended: tile === recommendedDiscardTile }"
:disabled="!canDiscard"
@click="discard(tile)"
>
{{ tile }}
<span v-if="tile === recommendedDiscardTile" class="tile-tip"></span>
</button>
</div>
<div class="discard-row" v-if="game.selfSeat.melds.length > 0">
<span
v-for="(meld, index) in game.selfSeat.melds"
:key="`self-meld-${meld}-${index}`"
class="discard-chip"
>
{{ meld }}
</span>
</div>
</div>
<GameActionDock
:private-action="privateAction"
:private-action-summary="privateActionSummary"
:action-panel-hint="actionPanelHint"
:turn-action-candidates="turnActionCandidates"
:response-action-candidates="responseActionCandidates"
:recommended-discard-tile="recommendedDiscardTile"
:response-context-summary="responseContextSummary"
@submit="submitCandidateAction"
/>
</article>
<article class="panel board-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 4</p>
<h2>消息与公共桌面</h2>
</div>
<span class="status-pill">{{ wsStatus }}</span>
</div>
<GameMessageStack
:private-action="privateAction"
:private-action-summary="privateActionSummary"
:action-diagnostic-items="actionDiagnosticItems"
:action-panel-hint="actionPanelHint"
:private-teaching="privateTeaching"
:recommended-discard-tile="recommendedDiscardTile"
:teaching-hint="teachingHint"
:teaching-candidates="teachingCandidates"
/>
<div class="seat-list">
<article v-for="seat in publicSeats" :key="seat.seatNo" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ seat.nickname }}</strong>
<span class="mini-pill">座位 {{ seat.seatNo }}</span>
</div>
<div class="mini-tags">
<span class="mini-tag">{{ seat.ai ? 'AI' : '真人' }}</span>
<span class="mini-tag">{{ seat.won ? '已胡' : '在局' }}</span>
<span class="mini-tag">积分 {{ seat.score }}</span>
<span class="mini-tag">手牌 {{ seat.handCount }}</span>
<span class="mini-tag">{{ seat.lackSuit ?? '未定缺' }}</span>
</div>
<div class="discard-row">
<span v-for="(tile, index) in seat.discardTiles" :key="`${seat.seatNo}-${tile}-${index}`" class="discard-chip">
{{ tile }}
</span>
<span v-if="seat.discardTiles.length === 0" class="empty-copy">暂无弃牌</span>
</div>
<div class="discard-row">
<span v-for="(meld, index) in seat.melds" :key="`${seat.seatNo}-meld-${meld}-${index}`" class="discard-chip">
{{ meld }}
</span>
<span v-if="seat.melds.length === 0" class="empty-copy">暂无副露</span>
</div>
</article>
</div>
<PublicEventTimeline
:public-events="publicEvents"
:latest-settlement-card="latestSettlementCard"
:latest-settlement-score-changes="latestSettlementScoreChanges"
/>
</article>
</section>
</div>
<ReviewPageContainer :review="reviewSummary" :loading="reviewLoading" @load-review="loadCurrentReview" />
</AppShell>
</template>

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<script setup lang="ts">
const props = defineProps<{
info: string
error: string
}>()
// AppShell 只负责承载 H5 原型当前的页面外壳,不接业务状态,
// 这样顶层入口组件可以更专注在请求、订阅和工作区编排。
</script>
<template>
<div class="page-shell">
<section class="hero-panel">
<div>
<p class="eyebrow">XueZhanMaster H5</p>
<h1>血战大师移动端对局台</h1>
<p class="intro">
当前页面不再只做房间流演示而是开始承担正式联调职责公共事件私有动作私有教学已经连通下面的动作面板会按当前回合动作响应动作自动切换
</p>
</div>
<div class="signal-card">
<span class="signal-label">当前提示</span>
<strong>{{ props.info }}</strong>
</div>
</section>
<div v-if="props.error" class="error-banner">{{ props.error }}</div>
<slot />
</div>
</template>

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<script setup lang="ts">
import GameActionDock from './GameActionDock.vue'
import GameMessageStack from './GameMessageStack.vue'
import PublicEventTimeline from './PublicEventTimeline.vue'
import PublicSeatBoard from './PublicSeatBoard.vue'
import SelfHandPanel from './SelfHandPanel.vue'
import ViewSwitchPanel from './ViewSwitchPanel.vue'
import type {
DiagnosticItem,
GameStateResponse,
PrivateActionCandidate,
PrivateActionMessage,
PrivateTeachingMessage,
PublicGameMessage,
ScoreChangeCardView,
SettlementCardView,
ViewUserOption
} from '../types/game'
import { phaseLabelMap } from '../utils/gameUi'
const props = defineProps<{
game: GameStateResponse | null
currentUserId: string
currentViewLabel: string
viewUserOptions: ViewUserOption[]
lackSuit: string
canSelectLack: boolean
canDiscard: boolean
recommendedDiscardTile: string | null
privateTeaching: PrivateTeachingMessage | null
privateTeachingHint: string
privateTeachingCandidates: { tile: string; score: number; reasonTags: string[] }[]
privateAction: PrivateActionMessage | null
privateActionSummary: string
actionPanelHint: string
turnActionCandidates: PrivateActionCandidate[]
responseActionCandidates: PrivateActionCandidate[]
responseContextSummary: string
actionDiagnosticItems: DiagnosticItem[]
publicSeats: GameStateResponse['seats']
publicEvents: PublicGameMessage[]
latestSettlementCard: SettlementCardView | null
latestSettlementScoreChanges: ScoreChangeCardView[]
wsStatus: string
}>()
const emit = defineEmits<{
'update:lackSuit': [value: string]
refreshGameState: []
selectLack: []
switchUserView: [userId: string]
discard: [tile: string]
submitCandidateAction: [actionType: string, tile: string | null]
}>()
function updateLackSuit(event: Event) {
emit('update:lackSuit', (event.target as HTMLSelectElement).value)
}
function handleSwitchUserView(userId: string) {
emit('switchUserView', userId)
}
function handleSubmitCandidateAction(actionType: string, tile: string | null) {
emit('submitCandidateAction', actionType, tile)
}
// 这是“对局工作区”级别的容器组件:统一组合手牌、动作、私有消息、公共桌面与事件时间线,
// 让 App 容器只保留接口、WebSocket 和状态清理逻辑。
</script>
<template>
<section v-if="props.game" class="play-grid">
<article class="panel game-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 3</p>
<h2>对局控制台</h2>
</div>
<span class="status-pill">{{ phaseLabelMap[props.game.phase] ?? props.game.phase }}</span>
</div>
<div class="room-meta">
<div>
<span class="meta-label">对局 ID</span>
<strong>{{ props.game.gameId }}</strong>
</div>
<div>
<span class="meta-label">当前视角</span>
<strong>{{ props.currentViewLabel }}</strong>
</div>
<div>
<span class="meta-label">剩余牌墙</span>
<strong>{{ props.game.remainingWallCount }}</strong>
</div>
</div>
<ViewSwitchPanel :options="props.viewUserOptions" :current-user-id="props.currentUserId" @switch="handleSwitchUserView" />
<div class="btn-row vertical-on-mobile">
<button class="secondary-btn" @click="emit('refreshGameState')">刷新对局</button>
<label class="field compact-field">
<span>定缺</span>
<select :value="props.lackSuit" @change="updateLackSuit">
<option value="WAN"></option>
<option value="TONG"></option>
<option value="TIAO"></option>
</select>
</label>
<button class="primary-btn" :disabled="!props.canSelectLack" @click="emit('selectLack')">提交定缺</button>
</div>
<SelfHandPanel
:self-seat="props.game.selfSeat"
:current-seat-no="props.game.currentSeatNo"
:can-discard="props.canDiscard"
:recommended-discard-tile="props.recommendedDiscardTile"
:teaching-explanation="props.privateTeaching?.explanation ?? null"
@discard="emit('discard', $event)"
/>
<GameActionDock
:private-action="props.privateAction"
:private-action-summary="props.privateActionSummary"
:action-panel-hint="props.actionPanelHint"
:turn-action-candidates="props.turnActionCandidates"
:response-action-candidates="props.responseActionCandidates"
:recommended-discard-tile="props.recommendedDiscardTile"
:response-context-summary="props.responseContextSummary"
@submit="handleSubmitCandidateAction"
/>
</article>
<article class="panel board-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 4</p>
<h2>消息与公共桌面</h2>
</div>
<span class="status-pill">{{ props.wsStatus }}</span>
</div>
<GameMessageStack
:private-action="props.privateAction"
:private-action-summary="props.privateActionSummary"
:action-diagnostic-items="props.actionDiagnosticItems"
:action-panel-hint="props.actionPanelHint"
:private-teaching="props.privateTeaching"
:recommended-discard-tile="props.recommendedDiscardTile"
:teaching-hint="props.privateTeachingHint"
:teaching-candidates="props.privateTeachingCandidates"
/>
<PublicSeatBoard :seats="props.publicSeats" />
<PublicEventTimeline
:public-events="props.publicEvents"
:latest-settlement-card="props.latestSettlementCard"
:latest-settlement-score-changes="props.latestSettlementScoreChanges"
/>
</article>
</section>
</template>

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<script setup lang="ts">
import type { PublicSeatView } from '../types/game'
const props = defineProps<{
seats: PublicSeatView[]
}>()
// 公共桌面区只展示所有人都能看到的信息,不接受任何私有教学或动作上下文,避免消息边界在 UI 层被破坏。
</script>
<template>
<div class="seat-list">
<article v-for="seat in props.seats" :key="seat.seatNo" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ seat.nickname }}</strong>
<span class="mini-pill">座位 {{ seat.seatNo }}</span>
</div>
<div class="mini-tags">
<span class="mini-tag">{{ seat.ai ? 'AI' : '真人' }}</span>
<span class="mini-tag">{{ seat.won ? '已胡' : '在局' }}</span>
<span class="mini-tag">积分 {{ seat.score }}</span>
<span class="mini-tag">手牌 {{ seat.handCount }}</span>
<span class="mini-tag">{{ seat.lackSuit ?? '未定缺' }}</span>
</div>
<div class="discard-row">
<span v-for="(tile, index) in seat.discardTiles" :key="`${seat.seatNo}-${tile}-${index}`" class="discard-chip">
{{ tile }}
</span>
<span v-if="seat.discardTiles.length === 0" class="empty-copy">暂无弃牌</span>
</div>
<div class="discard-row">
<span v-for="(meld, index) in seat.melds" :key="`${seat.seatNo}-meld-${meld}-${index}`" class="discard-chip">
{{ meld }}
</span>
<span v-if="seat.melds.length === 0" class="empty-copy">暂无副露</span>
</div>
</article>
</div>
</template>

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<script setup lang="ts">
const props = defineProps<{
busy: boolean
ownerId: string
ownerName: string
joinUserId: string
joinUserName: string
roomIdInput: string
}>()
const emit = defineEmits<{
'update:ownerId': [value: string]
'update:ownerName': [value: string]
'update:joinUserId': [value: string]
'update:joinUserName': [value: string]
'update:roomIdInput': [value: string]
createRoom: []
loadRoom: []
switchUserView: [userId: string]
joinRoom: []
}>()
function updateOwnerId(event: Event) {
emit('update:ownerId', (event.target as HTMLInputElement).value)
}
function updateOwnerName(event: Event) {
emit('update:ownerName', (event.target as HTMLInputElement).value)
}
function updateJoinUserId(event: Event) {
emit('update:joinUserId', (event.target as HTMLInputElement).value)
}
function updateJoinUserName(event: Event) {
emit('update:joinUserName', (event.target as HTMLInputElement).value)
}
function updateRoomIdInput(event: Event) {
emit('update:roomIdInput', (event.target as HTMLInputElement).value)
}
// 控制面板只负责采集房间流表单输入与抛出操作意图,真正的请求、报错和状态刷新继续由页面容器掌管。
</script>
<template>
<section class="panel control-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 1</p>
<h2>建房与入房</h2>
</div>
<span class="status-pill" :class="{ busy: props.busy }">{{ props.busy ? '处理中' : '可操作' }}</span>
</div>
<div class="form-card">
<label class="field">
<span>房主 ID</span>
<input :value="props.ownerId" type="text" @input="updateOwnerId" />
</label>
<label class="field">
<span>房主昵称</span>
<input :value="props.ownerName" type="text" @input="updateOwnerName" />
</label>
<button class="primary-btn" @click="emit('createRoom')">创建房间</button>
</div>
<div class="form-card">
<label class="field">
<span>房间 ID</span>
<input
:value="props.roomIdInput"
type="text"
placeholder="创建后自动填充,也可手工输入"
@input="updateRoomIdInput"
/>
</label>
<div class="btn-row">
<button class="secondary-btn" @click="emit('loadRoom')">刷新房间</button>
<button class="secondary-btn" @click="emit('switchUserView', props.ownerId)">切到房主视角</button>
<button class="secondary-btn" @click="emit('switchUserView', props.joinUserId)">切到玩家二视角</button>
</div>
</div>
<div class="form-card">
<label class="field">
<span>加入用户 ID</span>
<input :value="props.joinUserId" type="text" @input="updateJoinUserId" />
</label>
<label class="field">
<span>加入昵称</span>
<input :value="props.joinUserName" type="text" @input="updateJoinUserName" />
</label>
<button class="primary-btn ghost-btn" @click="emit('joinRoom')">模拟加入房间</button>
</div>
</section>
</template>

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<script setup lang="ts">
import type { RoomSummaryResponse } from '../types/game'
import { phaseLabelMap } from '../utils/gameUi'
const props = defineProps<{
room: RoomSummaryResponse | null
currentUserId: string
ownerId: string
joinUserId: string
}>()
const emit = defineEmits<{
toggleReady: [userId: string, ready: boolean]
startGame: []
}>()
// 这个面板只展示“房间已建好但尚未进入牌局”的公共状态,不承接对局中的私有消息或动作按钮。
</script>
<template>
<section class="panel room-panel">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 2</p>
<h2>准备与开局</h2>
</div>
<span class="status-pill">{{ props.room ? phaseLabelMap[props.room.status] ?? props.room.status : '未建房' }}</span>
</div>
<div v-if="props.room" class="room-summary">
<div class="room-meta">
<div>
<span class="meta-label">房间 ID</span>
<strong>{{ props.room.roomId }}</strong>
</div>
<div>
<span class="meta-label">邀请码</span>
<strong>{{ props.room.inviteCode }}</strong>
</div>
<div>
<span class="meta-label">当前视角</span>
<strong>{{ props.currentUserId }}</strong>
</div>
</div>
<div class="seat-list">
<article v-for="seat in props.room.seats" :key="seat.seatNo" class="seat-card">
<div class="seat-top">
<strong>{{ seat.displayName }}</strong>
<span class="mini-pill">{{ seat.participantType }}</span>
</div>
<div class="mini-tags">
<span class="mini-tag">{{ seat.readyStatus }}</span>
<span v-if="seat.botLevel" class="mini-tag">{{ seat.botLevel }}</span>
<span class="mini-tag">{{ seat.teachingEnabled ? '教学开' : '教学关' }}</span>
</div>
</article>
</div>
<div class="btn-row vertical-on-mobile">
<button class="secondary-btn" @click="emit('toggleReady', props.ownerId, true)">房主准备</button>
<button class="secondary-btn" @click="emit('toggleReady', props.joinUserId, true)">玩家二准备</button>
<button class="primary-btn" @click="emit('startGame')">房主开局</button>
</div>
</div>
<div v-else class="placeholder-card">先创建或加载一个房间再进入准备和开局流程</div>
</section>
</template>

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<script setup lang="ts">
import RoomControlPanel from './RoomControlPanel.vue'
import RoomLobbyPanel from './RoomLobbyPanel.vue'
import type { RoomSummaryResponse } from '../types/game'
const props = defineProps<{
busy: boolean
ownerId: string
ownerName: string
joinUserId: string
joinUserName: string
roomIdInput: string
room: RoomSummaryResponse | null
currentUserId: string
}>()
const emit = defineEmits<{
'update:ownerId': [value: string]
'update:ownerName': [value: string]
'update:joinUserId': [value: string]
'update:joinUserName': [value: string]
'update:roomIdInput': [value: string]
createRoom: []
loadRoom: []
switchUserView: [userId: string]
joinRoom: []
toggleReady: [userId: string, ready: boolean]
startGame: []
}>()
function handleToggleReady(userId: string, ready: boolean) {
emit('toggleReady', userId, ready)
}
// 这是“房间工作区”级别的容器组件:负责组合建房、入房、准备、开局两个面板,
// 但真正的数据请求和状态变更仍然留在 App 容器层统一处理。
</script>
<template>
<main class="workspace-grid">
<RoomControlPanel
:busy="props.busy"
:owner-id="props.ownerId"
:owner-name="props.ownerName"
:join-user-id="props.joinUserId"
:join-user-name="props.joinUserName"
:room-id-input="props.roomIdInput"
@update:owner-id="emit('update:ownerId', $event)"
@update:owner-name="emit('update:ownerName', $event)"
@update:join-user-id="emit('update:joinUserId', $event)"
@update:join-user-name="emit('update:joinUserName', $event)"
@update:room-id-input="emit('update:roomIdInput', $event)"
@create-room="emit('createRoom')"
@load-room="emit('loadRoom')"
@switch-user-view="emit('switchUserView', $event)"
@join-room="emit('joinRoom')"
/>
<RoomLobbyPanel
:room="props.room"
:current-user-id="props.currentUserId"
:owner-id="props.ownerId"
:join-user-id="props.joinUserId"
@toggle-ready="handleToggleReady"
@start-game="emit('startGame')"
/>
</main>
</template>

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<script setup lang="ts">
import type { SelfSeatView } from '../types/game'
const props = defineProps<{
selfSeat: SelfSeatView
currentSeatNo: number
canDiscard: boolean
recommendedDiscardTile: string | null
teachingExplanation: string | null
}>()
const emit = defineEmits<{
discard: [tile: string]
}>()
function discard(tile: string) {
// 手牌点击是 H5 最高频操作,继续保留“点击即出牌”的单一入口,不把它混入动作按钮列表。
emit('discard', tile)
}
</script>
<template>
<div class="self-card">
<div class="section-title">
<strong>我的手牌</strong>
<div class="mini-tags">
<span class="mini-pill">当前回合 {{ props.currentSeatNo }}</span>
<span class="mini-tag">积分 {{ props.selfSeat.score }}</span>
<span class="mini-tag">{{ props.selfSeat.won ? '已胡' : '未胡' }}</span>
</div>
</div>
<div v-if="props.recommendedDiscardTile" class="teaching-strip">
<span class="teaching-kicker">教学建议</span>
<strong>建议先打 {{ props.recommendedDiscardTile }}</strong>
<span class="message-copy">{{ props.teachingExplanation }}</span>
</div>
<div class="tile-grid">
<button
v-for="(tile, index) in props.selfSeat.handTiles"
:key="`${tile}-${index}`"
class="tile-chip"
:class="{ recommended: tile === props.recommendedDiscardTile }"
:disabled="!props.canDiscard"
@click="discard(tile)"
>
{{ tile }}
<span v-if="tile === props.recommendedDiscardTile" class="tile-tip"></span>
</button>
</div>
<div class="discard-row" v-if="props.selfSeat.melds.length > 0">
<span
v-for="(meld, index) in props.selfSeat.melds"
:key="`self-meld-${meld}-${index}`"
class="discard-chip"
>
{{ meld }}
</span>
</div>
</div>
</template>

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<script setup lang="ts">
import type { ViewUserOption } from '../types/game'
const props = defineProps<{
options: ViewUserOption[]
currentUserId: string
}>()
const emit = defineEmits<{
switch: [userId: string]
}>()
function switchView(userId: string) {
// 视角切换会触发页面容器重新拉取 state 并重连私有主题,因此子组件只发出意图,不自行处理副作用。
emit('switch', userId)
}
</script>
<template>
<div class="view-switch-card">
<div class="section-title">
<strong>视角切换</strong>
<span class="mini-pill">点击即刷新该玩家视图</span>
</div>
<div class="view-switch-list">
<button
v-for="option in props.options"
:key="option.userId"
class="view-switch-chip"
:class="{ active: option.userId === props.currentUserId }"
@click="switchView(option.userId)"
>
{{ option.label }}
</button>
</div>
</div>
</template>

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<script setup lang="ts">
import GameWorkspace from '../components/GameWorkspace.vue'
import type {
CandidateAdviceItem,
DiagnosticItem,
GameStateResponse,
PrivateActionCandidate,
PrivateActionMessage,
PrivateTeachingMessage,
PublicGameMessage,
ScoreChangeCardView,
SettlementCardView,
ViewUserOption
} from '../types/game'
const props = defineProps<{
game: GameStateResponse | null
currentUserId: string
currentViewLabel: string
viewUserOptions: ViewUserOption[]
lackSuit: string
canSelectLack: boolean
canDiscard: boolean
recommendedDiscardTile: string | null
privateTeaching: PrivateTeachingMessage | null
privateTeachingHint: string
privateTeachingCandidates: CandidateAdviceItem[]
privateAction: PrivateActionMessage | null
privateActionSummary: string
actionPanelHint: string
turnActionCandidates: PrivateActionCandidate[]
responseActionCandidates: PrivateActionCandidate[]
responseContextSummary: string
actionDiagnosticItems: DiagnosticItem[]
publicSeats: GameStateResponse['seats']
publicEvents: PublicGameMessage[]
latestSettlementCard: SettlementCardView | null
latestSettlementScoreChanges: ScoreChangeCardView[]
wsStatus: string
}>()
const emit = defineEmits<{
'update:lackSuit': [value: string]
refreshGameState: []
selectLack: []
switchUserView: [userId: string]
discard: [tile: string]
submitCandidateAction: [actionType: string, tile: string | null]
}>()
function handleSubmitCandidateAction(actionType: string, tile: string | null) {
emit('submitCandidateAction', actionType, tile)
}
// 这里把“对局工作区”正式提升为页面级容器命名,后续接入真正的 GamePage 时可以保持现有 props / emits 边界不变。
</script>
<template>
<GameWorkspace
:game="props.game"
:current-user-id="props.currentUserId"
:current-view-label="props.currentViewLabel"
:view-user-options="props.viewUserOptions"
:lack-suit="props.lackSuit"
:can-select-lack="props.canSelectLack"
:can-discard="props.canDiscard"
:recommended-discard-tile="props.recommendedDiscardTile"
:private-teaching="props.privateTeaching"
:private-teaching-hint="props.privateTeachingHint"
:private-teaching-candidates="props.privateTeachingCandidates"
:private-action="props.privateAction"
:private-action-summary="props.privateActionSummary"
:action-panel-hint="props.actionPanelHint"
:turn-action-candidates="props.turnActionCandidates"
:response-action-candidates="props.responseActionCandidates"
:response-context-summary="props.responseContextSummary"
:action-diagnostic-items="props.actionDiagnosticItems"
:public-seats="props.publicSeats"
:public-events="props.publicEvents"
:latest-settlement-card="props.latestSettlementCard"
:latest-settlement-score-changes="props.latestSettlementScoreChanges"
:ws-status="props.wsStatus"
@update:lack-suit="emit('update:lackSuit', $event)"
@refresh-game-state="emit('refreshGameState')"
@select-lack="emit('selectLack')"
@switch-user-view="emit('switchUserView', $event)"
@discard="emit('discard', $event)"
@submit-candidate-action="handleSubmitCandidateAction"
/>
</template>

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<script setup lang="ts">
import { computed } from 'vue'
import type { ReviewSummaryResponse } from '../types/review'
const props = withDefaults(
defineProps<{
review?: ReviewSummaryResponse | null
loading?: boolean
}>(),
{
review: null,
loading: false
}
)
const emit = defineEmits<{
loadReview: []
}>()
const reviewModules = [
{
title: '个人结算总览',
description: '汇总本局得分变化、胡牌来源、番型结构和关键结算节点。'
},
{
title: '关键失误回看',
description: '按个人视角标注高风险弃牌、错失胡牌窗口和更优替代动作。'
},
{
title: '错题与练习沉淀',
description: '把可复用的问题局面沉淀为后续训练题,而不是停留在一次性结果页。'
}
] as const
const hasReviewData = computed(() => props.review !== null)
function formatScore(score: number) {
return score > 0 ? `+${score}` : `${score}`
}
function formatSeverity(severity: string) {
switch (severity) {
case 'HIGH':
return '高风险'
case 'MEDIUM':
return '中风险'
case 'LOW':
return '低风险'
default:
return severity
}
}
// 当前组件已经接入真实复盘协议,
// 但仍允许“暂无个人结算”的空态,避免首版服务在对局前期没有样本时出现空白页。
</script>
<template>
<section class="panel review-panel-placeholder">
<div class="panel-head">
<div>
<p class="eyebrow">步骤 5</p>
<h2>局后复盘页骨架</h2>
</div>
<div class="mini-tags">
<span class="status-pill">{{ hasReviewData ? '真实复盘已加载' : '待加载' }}</span>
<button class="secondary-btn review-load-btn" :disabled="props.loading" @click="emit('loadReview')">
{{ props.loading ? '加载中' : hasReviewData ? '刷新当前视角复盘' : '加载当前视角复盘' }}
</button>
</div>
</div>
<div v-if="props.review" class="review-stack">
<article class="placeholder-card">
<div class="section-title">
<strong>{{ props.review.playerNickname }} · 座位 {{ props.review.seatNo }}</strong>
<span class="mini-pill">{{ props.review.resultLabel }}</span>
</div>
<div class="mini-tags">
<span class="mini-tag">对局 {{ props.review.gameId }}</span>
<span class="mini-tag">用户 {{ props.review.userId }}</span>
<span class="mini-tag">净分 {{ formatScore(props.review.finalScore) }}</span>
</div>
<p class="message-copy">{{ props.review.conclusion }}</p>
</article>
<article class="placeholder-card">
<div class="section-title">
<strong>关键结算</strong>
<span class="mini-pill">{{ props.review.settlementTimeline.length }} </span>
</div>
<div class="seat-list">
<article v-for="item in props.review.settlementTimeline" :key="item.title" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ item.title }}</strong>
<span class="mini-pill">{{ formatScore(item.scoreDelta) }}</span>
</div>
<span class="message-copy">{{ item.summary }}</span>
<div class="mini-tags">
<span v-for="fanLabel in item.fanLabels" :key="`${item.title}-${fanLabel}`" class="mini-tag">{{ fanLabel }}</span>
</div>
</article>
</div>
</article>
<article class="placeholder-card">
<div class="section-title">
<strong>关键失误</strong>
<span class="mini-pill">{{ props.review.mistakeInsights.length }} </span>
</div>
<div class="seat-list">
<article v-for="item in props.review.mistakeInsights" :key="item.title" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ item.title }}</strong>
<span class="mini-pill">{{ formatSeverity(item.severity) }}</span>
</div>
<span class="message-copy">{{ item.issue }}</span>
<span class="message-copy">{{ item.suggestion }}</span>
</article>
</div>
</article>
<article class="placeholder-card">
<div class="section-title">
<strong>训练方向</strong>
<span class="mini-pill">{{ props.review.trainingFocuses.length }} </span>
</div>
<div class="seat-list">
<article v-for="item in props.review.trainingFocuses" :key="item.title" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ item.title }}</strong>
<span class="mini-pill">{{ item.drillType }}</span>
</div>
<span class="message-copy">{{ item.description }}</span>
</article>
</div>
</article>
</div>
<div v-else class="placeholder-card">
<p class="intro compact-copy">
当前复盘页已经接入真实 `ReviewSummaryResponse` 协议并会按当前对局当前视角读取真实结算历史生成摘要
若还没有开始对局或尚未产生个人相关结算这里会显示最小占位信息而不是继续使用 demo 文案
</p>
<div class="seat-list">
<article v-for="module in reviewModules" :key="module.title" class="seat-card seat-card-wide">
<div class="seat-top">
<strong>{{ module.title }}</strong>
<span class="mini-pill">规划中</span>
</div>
<span class="message-copy">{{ module.description }}</span>
</article>
</div>
</div>
</section>
</template>

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<script setup lang="ts">
import RoomWorkspace from '../components/RoomWorkspace.vue'
import type { RoomSummaryResponse } from '../types/game'
const props = defineProps<{
busy: boolean
ownerId: string
ownerName: string
joinUserId: string
joinUserName: string
roomIdInput: string
room: RoomSummaryResponse | null
currentUserId: string
}>()
const emit = defineEmits<{
'update:ownerId': [value: string]
'update:ownerName': [value: string]
'update:joinUserId': [value: string]
'update:joinUserName': [value: string]
'update:roomIdInput': [value: string]
createRoom: []
loadRoom: []
switchUserView: [userId: string]
joinRoom: []
toggleReady: [userId: string, ready: boolean]
startGame: []
}>()
function handleToggleReady(userId: string, ready: boolean) {
emit('toggleReady', userId, ready)
}
// 这里开始把“房间工作区”正式提升为页面级容器命名,后续即使接入路由,也可以直接以这个组件作为 RoomPage 入口。
</script>
<template>
<RoomWorkspace
:busy="props.busy"
:owner-id="props.ownerId"
:owner-name="props.ownerName"
:join-user-id="props.joinUserId"
:join-user-name="props.joinUserName"
:room-id-input="props.roomIdInput"
:room="props.room"
:current-user-id="props.currentUserId"
@update:owner-id="emit('update:ownerId', $event)"
@update:owner-name="emit('update:ownerName', $event)"
@update:join-user-id="emit('update:joinUserId', $event)"
@update:join-user-name="emit('update:joinUserName', $event)"
@update:room-id-input="emit('update:roomIdInput', $event)"
@create-room="emit('createRoom')"
@load-room="emit('loadRoom')"
@switch-user-view="emit('switchUserView', $event)"
@join-room="emit('joinRoom')"
@toggle-ready="handleToggleReady"
@start-game="emit('startGame')"
/>
</template>

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// 复盘页单独维护一份类型定义,避免把“局中状态”和“局后分析”继续混在同一个类型文件里。
export type ReviewSettlementItem = {
title: string
summary: string
scoreDelta: number
fanLabels: string[]
}
export type ReviewMistakeItem = {
severity: string
title: string
issue: string
suggestion: string
}
export type ReviewTrainingFocusItem = {
drillType: string
title: string
description: string
}
export type ReviewSummaryResponse = {
gameId: string
userId: string
playerNickname: string
seatNo: number
finalScore: number
resultLabel: string
conclusion: string
settlementTimeline: ReviewSettlementItem[]
mistakeInsights: ReviewMistakeItem[]
trainingFocuses: ReviewTrainingFocusItem[]
}