feat: turn first victory recall into camp preparation

This commit is contained in:
2026-07-27 05:56:17 +09:00
parent 0c16ff3c03
commit b963ef34cb
7 changed files with 1143 additions and 42 deletions

View File

@@ -24,6 +24,10 @@ import { getUnitClass, terrainRules, type TerrainType, type UnitClassKey } from
import { defaultBattleScenario, getBattleScenario, type BattleScenarioDefinition, type BattleScenarioId } from '../data/battles';
import { getSortieFlow, type SortieFlow } from '../data/campaignFlow';
import { getCampSoundscape, type CampSoundscape } from '../data/campSoundscapes';
import {
resolveFirstBattleCampFollowup,
type FirstBattleCampFollowup
} from '../data/firstBattleCampFollowup';
import {
findCityStayAfterBattle,
type CityEquipmentOffer,
@@ -11353,6 +11357,9 @@ export class CampScene extends Phaser.Scene {
private cityDialogueChoiceButtons: Phaser.GameObjects.Rectangle[] = [];
private cityEquipmentOfferViews: CityEquipmentOfferView[] = [];
private selectedDialogueId = campDialogues[0].id;
private campDialogueRowButtons: Record<string, Phaser.GameObjects.Rectangle> = {};
private campDialogueChoiceButtons: Record<string, Phaser.GameObjects.Rectangle> = {};
private campDialogueBodyText?: Phaser.GameObjects.Text;
private selectedVisitId = campVisits[0].id;
private equipmentInventoryPage = 0;
private equipmentPanelBackground?: Phaser.GameObjects.Rectangle;
@@ -11399,6 +11406,9 @@ export class CampScene extends Phaser.Scene {
private sortiePrimaryActionButton?: CampActionButtonView;
private sortieNextActionGuideBackground?: Phaser.GameObjects.Rectangle;
private sortieNextActionGuideText?: Phaser.GameObjects.Text;
private firstBattleFollowupCtaButton?: Phaser.GameObjects.Rectangle;
private firstBattleFollowupCard?: Phaser.GameObjects.Rectangle;
private firstBattleFollowupSummaryText?: Phaser.GameObjects.Text;
private visitedTabs = new Set<CampTab>();
private selectedSortieUnitIds: string[] = [];
private sortieFormationAssignments: SortieFormationAssignments = {};
@@ -11471,6 +11481,9 @@ export class CampScene extends Phaser.Scene {
this.cityInformationActionButton = undefined;
this.cityDialogueChoiceButtons = [];
this.cityEquipmentOfferViews = [];
this.campDialogueRowButtons = {};
this.campDialogueChoiceButtons = {};
this.campDialogueBodyText = undefined;
this.dialogueObjects = [];
this.sortieObjects = [];
this.sortieComparisonPanelView = undefined;
@@ -11535,6 +11548,9 @@ export class CampScene extends Phaser.Scene {
this.sortiePrimaryActionButton = undefined;
this.sortieNextActionGuideBackground = undefined;
this.sortieNextActionGuideText = undefined;
this.firstBattleFollowupCtaButton = undefined;
this.firstBattleFollowupCard = undefined;
this.firstBattleFollowupSummaryText = undefined;
this.visitedTabs = new Set(['status']);
this.campaign = getCampaignState();
this.report = this.campaign.firstBattleReport ?? getFirstBattleReport() ?? this.createFallbackReport();
@@ -12783,11 +12799,42 @@ export class CampScene extends Phaser.Scene {
);
}
private firstBattleCampFollowup(): FirstBattleCampFollowup | undefined {
if (!this.isFirstSortiePrepSlice()) {
return undefined;
}
const resolution = resolveFirstBattleCampFollowup(this.report);
return resolution.source === 'campaign' ? resolution : undefined;
}
private campDialogueWithFirstBattleFollowup(dialogue: CampDialogue) {
const followup = this.firstBattleCampFollowup();
if (!followup || dialogue.id !== followup.targetDialogueId) {
return dialogue;
}
return {
...dialogue,
title: followup.dialogueTitle,
lines: [...followup.dialogueLines]
};
}
private hasPendingFirstBattleCampFollowup() {
const followup = this.firstBattleCampFollowup();
return Boolean(
followup &&
!this.completedCampDialogues().includes(followup.targetDialogueId)
);
}
private availableCampDialogues() {
const battleId = this.currentCampBattleId();
const battleDialogues = campDialogues.filter((dialogue) => dialogue.availableAfterBattleIds.includes(battleId));
const dialogues = this.filterCampEventsByStep(battleDialogues);
return dialogues.length > 0 ? dialogues : campDialogues.filter((dialogue) => dialogue.availableAfterBattleIds.includes(defaultBattleScenario.id));
const available = dialogues.length > 0
? dialogues
: campDialogues.filter((dialogue) => dialogue.availableAfterBattleIds.includes(defaultBattleScenario.id));
return available.map((dialogue) => this.campDialogueWithFirstBattleFollowup(dialogue));
}
private completedAvailableDialogues() {
@@ -13744,8 +13791,14 @@ export class CampScene extends Phaser.Scene {
}));
text.setOrigin(0.5);
text.setInteractive({ useHandCursor: true });
const badgeLabel = tab === 'city' ? '새' : width < 70 ? 'N' : 'NEW';
const newBadge = tab === 'city' || tab === 'supplies' || tab === 'equipment'
const badgeLabel = tab === 'city'
? '새'
: tab === 'dialogue'
? '회고'
: width < 70
? 'N'
: 'NEW';
const newBadge = tab === 'city' || tab === 'dialogue' || tab === 'supplies' || tab === 'equipment'
? this.scaleLegacyCampUi(this.add.text(x + width / 2 - 10, y - 17, badgeLabel, {
...this.textStyle(9, '#fff2b8', true),
backgroundColor: '#8a3f25',
@@ -13779,6 +13832,7 @@ export class CampScene extends Phaser.Scene {
indicator.setAlpha(active ? 1 : 0.66);
newBadge?.setVisible(Boolean(
(tab === 'city' && this.hasPendingCityStayActions()) ||
(tab === 'dialogue' && this.hasPendingFirstBattleCampFollowup()) ||
(tab === 'supplies' && pendingCategories.has('supplies')) ||
(tab === 'equipment' && pendingCategories.has('equipment'))
));
@@ -14172,20 +14226,77 @@ export class CampScene extends Phaser.Scene {
});
const commandY = y + height - 104;
const firstBattleFollowup = firstSortie ? this.firstBattleCampFollowup() : undefined;
const command = this.trackSortie(this.add.rectangle(x + 18, commandY, width - 36, 86, 0x211b14, 0.94));
command.setOrigin(0);
command.setDepth(depth + 1);
command.setStrokeStyle(1, palette.gold, 0.6);
this.trackSortie(this.add.text(x + 34, commandY + 12, '지휘관 판단', this.textStyle(14, '#ffdf7b', true))).setDepth(depth + 2);
this.trackSortie(
this.add.text(x + 34, commandY + 36, scenario.tacticalGuide?.summary ?? scenario.openingObjectiveLines[1] ?? (firstSortie
if (firstBattleFollowup) {
this.firstBattleFollowupCard = command;
}
const commandTitle = firstBattleFollowup
? `지난 전투 인계 · ${firstBattleFollowup.mentorName}`
: '지휘관 판단';
this.trackSortie(this.add.text(x + 34, commandY + 12, commandTitle, this.textStyle(14, '#ffdf7b', true))).setDepth(depth + 2);
const commandSummary = firstBattleFollowup
? firstBattleFollowup.achieved
? `${firstBattleFollowup.originalOrderLabel} 완수 → ${firstBattleFollowup.recommendedNextOrderLabel} · ${firstBattleFollowup.focusCriterionLabel}`
: `${firstBattleFollowup.originalOrderLabel} 보완 → ${firstBattleFollowup.focusCriterionLabel}`
: scenario.tacticalGuide?.summary ?? scenario.openingObjectiveLines[1] ?? (firstSortie
? '세 형제가 서로 다른 길을 맡아 적의 전열을 흔드십시오.'
: '전열·돌파·후원의 균형으로 적의 주력을 나누십시오.'), {
...this.textStyle(13, '#d4dce6'),
wordWrap: { width: width - 68, useAdvancedWrap: true },
lineSpacing: 3
: '전열·돌파·후원의 균형으로 적의 주력을 나누십시오.');
const commandSummaryText = this.trackSortie(
this.add.text(x + 34, commandY + 36, commandSummary, {
...this.textStyle(firstBattleFollowup ? 11 : 13, '#d4dce6'),
wordWrap: { width: firstBattleFollowup ? width - 214 : width - 68, useAdvancedWrap: true },
lineSpacing: firstBattleFollowup ? 2 : 3
})
).setDepth(depth + 2);
);
commandSummaryText.setDepth(depth + 2);
if (firstBattleFollowup) {
this.firstBattleFollowupSummaryText = commandSummaryText;
}
if (firstBattleFollowup) {
const buttonWidth = 132;
const buttonX = x + width - 86;
const buttonY = commandY + 51;
const button = this.trackSortie(this.add.rectangle(buttonX, buttonY, buttonWidth, 34, 0x4a371d, 0.98));
button.setDepth(depth + 2);
button.setStrokeStyle(2, palette.gold, 0.92);
button.setInteractive({ useHandCursor: true });
button.on('pointerover', () => button.setFillStyle(0x654c25, 1));
button.on('pointerout', () => button.setFillStyle(0x4a371d, 0.98));
button.on('pointerdown', () => this.openFirstBattleFollowupOrderBrowser());
this.firstBattleFollowupCtaButton = button;
const label = this.trackSortie(
this.add.text(
buttonX,
buttonY,
`${firstBattleFollowup.recommendedNextOrderLabel} 군령 보기`,
this.textStyle(11, '#fff2b8', true)
)
);
label.setOrigin(0.5);
label.setDepth(depth + 3);
label.setInteractive({ useHandCursor: true });
label.on('pointerover', () => button.setFillStyle(0x654c25, 1));
label.on('pointerout', () => button.setFillStyle(0x4a371d, 0.98));
label.on('pointerdown', () => this.openFirstBattleFollowupOrderBrowser());
}
}
private openFirstBattleFollowupOrderBrowser() {
if (!this.firstBattleCampFollowup() || !this.nextSortieScenario()) {
return;
}
this.sortiePrepStep = 'formation';
this.closeSortieRecommendationBrowserState();
this.closeSortiePresetBrowserState();
this.sortieFormationPanelMode = 'order';
this.sortieHoveredUnitId = undefined;
this.sortiePinnedSwapCandidateUnitId = undefined;
soundDirector.playSelect();
this.showSortiePrep();
}
private renderFirstSortieArtwork(x: number, y: number, width: number, height: number, depth: number, alpha: number) {
@@ -14627,8 +14738,12 @@ export class CampScene extends Phaser.Scene {
bg.setDepth(depth);
bg.setStrokeStyle(1, palette.gold, 0.7);
const firstBattleFollowup = this.firstBattleCampFollowup();
this.trackSortie(this.add.text(x + 18, y + 13, '작전 명령', this.textStyle(19, '#f2e3bf', true))).setDepth(depth + 1);
this.trackSortie(this.add.text(x + 126, y + 18, '편성과 별개 · 전투 능력 보너스 없음', this.textStyle(10, '#9fb0bf', true)))
const orderBrowserHint = firstBattleFollowup
? `지난 전투 ${firstBattleFollowup.statusLabel} · ${firstBattleFollowup.recommendationTitle}`
: '편성과 별개 · 전투 능력 보너스 없음';
this.trackSortie(this.add.text(x + 126, y + 18, this.compactText(orderBrowserHint, 48), this.textStyle(10, '#9fb0bf', true)))
.setDepth(depth + 1);
const closeButton = this.trackSortie(this.add.rectangle(x + width - 96, y + 9, 78, 30, 0x18232e, 0.96));
@@ -14655,17 +14770,19 @@ export class CampScene extends Phaser.Scene {
sortieOrderDefinitions.forEach((definition, index) => {
const cardY = y + 50 + index * (cardHeight + cardGap);
const selected = selectedOrderId === definition.id;
const recommended = firstBattleFollowup?.recommendedNextOrderId === definition.id;
const summary = summaries.get(definition.id);
const currentResult = currentBattleResults?.[definition.id];
const accent = this.sortiePresetDefinition(definition.id).accent;
const fill = selected ? 0x1d3028 : currentResult?.achieved ? 0x172a22 : 0x151f2a;
const fill = selected ? 0x1d3028 : recommended ? 0x2a2419 : currentResult?.achieved ? 0x172a22 : 0x151f2a;
const stroke = selected ? palette.gold : recommended ? palette.gold : currentResult?.achieved ? palette.green : accent;
const card = this.trackSortie(this.add.rectangle(cardX, cardY, cardWidth, cardHeight, fill, 0.98));
card.setOrigin(0);
card.setDepth(depth + 1);
card.setStrokeStyle(selected ? 2 : 1, selected ? palette.gold : currentResult?.achieved ? palette.green : accent, selected ? 0.96 : 0.52);
card.setStrokeStyle(selected || recommended ? 2 : 1, stroke, selected ? 0.96 : recommended ? 0.84 : 0.52);
card.setInteractive({ useHandCursor: true });
card.on('pointerover', () => card.setFillStyle(selected ? 0x263d32 : 0x22303c, 1).setStrokeStyle(2, palette.gold, 0.96));
card.on('pointerout', () => card.setFillStyle(fill, 0.98).setStrokeStyle(selected ? 2 : 1, selected ? palette.gold : currentResult?.achieved ? palette.green : accent, selected ? 0.96 : 0.52));
card.on('pointerout', () => card.setFillStyle(fill, 0.98).setStrokeStyle(selected || recommended ? 2 : 1, stroke, selected ? 0.96 : recommended ? 0.84 : 0.52));
card.on('pointerdown', () => this.selectSortieOrder(definition.id));
cards[definition.id] = card;
@@ -14693,17 +14810,20 @@ export class CampScene extends Phaser.Scene {
this.trackSortie(this.add.text(cardX + 22, cardY + 79, this.compactText(rewardLine, width > 650 ? 82 : 66), this.textStyle(10, '#ffdf7b', true)))
.setDepth(depth + 2);
const badgeLabel = selected ? '선택됨' : currentResult?.achieved ? '달성 기록' : '선택';
const badge = this.trackSortie(this.add.rectangle(cardX + cardWidth - 82, cardY + 9, 66, 22, selected ? 0x304333 : 0x18232e, 0.98));
const badgeLabel = selected ? '선택됨' : recommended ? '회고 추천' : currentResult?.achieved ? '달성 기록' : '선택';
const badge = this.trackSortie(this.add.rectangle(cardX + cardWidth - 82, cardY + 9, 66, 22, selected ? 0x304333 : recommended ? 0x4a371d : 0x18232e, 0.98));
badge.setOrigin(0);
badge.setDepth(depth + 3);
badge.setStrokeStyle(1, selected ? palette.green : accent, selected ? 0.86 : 0.56);
this.trackSortie(this.add.text(cardX + cardWidth - 49, cardY + 20, badgeLabel, this.textStyle(9, selected ? '#e7ffd9' : '#d8ecff', true)))
badge.setStrokeStyle(1, selected ? palette.green : recommended ? palette.gold : accent, selected ? 0.86 : recommended ? 0.78 : 0.56);
this.trackSortie(this.add.text(cardX + cardWidth - 49, cardY + 20, badgeLabel, this.textStyle(9, selected ? '#e7ffd9' : recommended ? '#fff2b8' : '#d8ecff', true)))
.setOrigin(0.5)
.setDepth(depth + 4);
});
this.trackSortie(this.add.text(x + 18, y + height - 24, '명령 선택은 도전 목표·전적·최초 보상만 바꾸며 편성책과 보급을 유지합니다.', this.textStyle(10, '#9fb0bf', true)))
const footer = firstBattleFollowup
? `회고 추천 · ${firstBattleFollowup.recommendationReason} · 선택 전에는 저장되지 않습니다.`
: '명령 선택은 도전 목표·전적·최초 보상만 바꾸며 편성책과 보급을 유지합니다.';
this.trackSortie(this.add.text(x + 18, y + height - 24, this.compactText(footer, width > 650 ? 92 : 72), this.textStyle(10, '#9fb0bf', true)))
.setDepth(depth + 1);
this.sortieOrderBrowserView = { closeButton, cards };
}
@@ -20173,6 +20293,9 @@ export class CampScene extends Phaser.Scene {
this.sortiePrimaryActionButton = undefined;
this.sortieNextActionGuideBackground = undefined;
this.sortieNextActionGuideText = undefined;
this.firstBattleFollowupCtaButton = undefined;
this.firstBattleFollowupCard = undefined;
this.firstBattleFollowupSummaryText = undefined;
this.sortiePortraitRosterLayout = undefined;
this.sortieRosterToggleBounds = [];
this.sortieHoveredUnitId = undefined;
@@ -22408,6 +22531,7 @@ export class CampScene extends Phaser.Scene {
this.track(this.add.text(x + 24, y + 56, '출진 전 대화에서 선택지를 고르면 해당 장수들의 공명 경험치가 오릅니다.', this.textStyle(14, '#d4dce6')));
const dialogues = this.availableCampDialogues();
const firstBattleFollowup = this.firstBattleCampFollowup();
const compactDialogueList = dialogues.length > 3;
const dialogueRowGap = compactDialogueList ? 35 : 64;
const dialogueRowHeight = compactDialogueList ? 30 : 48;
@@ -22423,12 +22547,31 @@ export class CampScene extends Phaser.Scene {
row.setOrigin(0);
row.setStrokeStyle(1, completed ? palette.green : selected ? palette.gold : palette.blue, selected ? 0.72 : 0.46);
row.setInteractive({ useHandCursor: true });
this.campDialogueRowButtons[dialogue.id] = row;
row.on('pointerdown', () => {
soundDirector.playSelect();
this.selectedDialogueId = dialogue.id;
this.render();
});
this.track(this.add.text(x + 38, rowY + (compactDialogueList ? 3 : 8), dialogue.title, this.textStyle(compactDialogueList ? 11 : 15, completed ? '#a8ffd0' : '#f2e3bf', true)));
const isFirstBattleFollowup = firstBattleFollowup?.targetDialogueId === dialogue.id;
const title = isFirstBattleFollowup
? this.compactText(dialogue.title, compactDialogueList ? 20 : 14)
: dialogue.title;
this.track(this.add.text(x + 38, rowY + (compactDialogueList ? 3 : 8), title, this.textStyle(compactDialogueList ? 11 : 15, completed ? '#a8ffd0' : '#f2e3bf', true)));
if (isFirstBattleFollowup) {
this.track(
this.add.text(
x + 320,
rowY + (compactDialogueList ? 4 : 9),
completed ? '완료' : '회고',
{
...this.textStyle(compactDialogueList ? 8 : 9, completed ? '#a8ffd0' : '#fff2b8', true),
backgroundColor: completed ? '#21402d' : '#8a3f25',
padding: { x: 4, y: 2 }
}
)
).setOrigin(1, 0);
}
const maxReward = dialogue.rewardExp + Math.max(...dialogue.choices.map((choice) => choice.rewardExp));
this.track(this.add.text(x + 38, rowY + (compactDialogueList ? 17 : 29), `${this.unitName(dialogue.unitIds[0])} · ${this.unitName(dialogue.unitIds[1])} 공명 +${dialogue.rewardExp}~${maxReward}`, this.textStyle(compactDialogueList ? 9 : 12, '#9fb0bf')));
});
@@ -22453,13 +22596,14 @@ export class CampScene extends Phaser.Scene {
bg.setOrigin(0);
bg.setStrokeStyle(1, completed ? palette.green : palette.gold, 0.5);
this.track(this.add.text(x + 18, y + 16, dialogue.title, this.textStyle(20, '#f2e3bf', true)));
this.track(
this.add.text(x + 18, y + 52, dialogue.lines.join('\n\n'), {
...this.textStyle(15, '#d4dce6'),
const dialogueBody = this.track(
this.add.text(x + 18, y + 52, dialogue.lines.join('\n'), {
...this.textStyle(14, '#d4dce6'),
wordWrap: { width: width - 36, useAdvancedWrap: true },
lineSpacing: 5
lineSpacing: 3
})
);
this.campDialogueBodyText = dialogueBody;
if (completed) {
const chosen = this.recordedDialogueChoice(dialogue);
@@ -22487,6 +22631,7 @@ export class CampScene extends Phaser.Scene {
const button = this.track(this.add.rectangle(x + width / 2, choiceY, width - 36, 34, 0x1a2630, 0.96));
button.setStrokeStyle(1, palette.gold, 0.76);
button.setInteractive({ useHandCursor: true });
this.campDialogueChoiceButtons[`${dialogue.id}:${choice.id}`] = button;
button.on('pointerover', () => button.setFillStyle(0x283947, 0.98));
button.on('pointerout', () => button.setFillStyle(0x1a2630, 0.96));
button.on('pointerdown', () => this.completeDialogue(dialogue, choice));
@@ -23730,7 +23875,11 @@ export class CampScene extends Phaser.Scene {
}
private showDialogueReward(dialogue: CampDialogue, choice: CampDialogueChoice, rewardExp: number) {
this.showCampNotice(`획득 내역 · ${choice.label} · 공명 +${rewardExp}\n응답 · ${choice.response}`);
const followup = this.firstBattleCampFollowup();
const preparationLine = followup?.targetDialogueId === dialogue.id
? `\n다음 준비 · ${followup.recommendationTitle}`
: '';
this.showCampNotice(`획득 내역 · ${choice.label} · 공명 +${rewardExp}\n응답 · ${choice.response}${preparationLine}`);
}
private showCampNotice(message: string) {
@@ -24563,6 +24712,9 @@ export class CampScene extends Phaser.Scene {
private clearContent() {
this.contentObjects.forEach((object) => object.destroy());
this.contentObjects = [];
this.campDialogueRowButtons = {};
this.campDialogueChoiceButtons = {};
this.campDialogueBodyText = undefined;
this.campRosterLayout = undefined;
this.cityPanelBackground = undefined;
this.cityExploreButton = undefined;
@@ -24716,6 +24868,11 @@ export class CampScene extends Phaser.Scene {
const cityDialogueComplete = cityStay
? this.completedCampDialogues().includes(cityStay.dialogue.id)
: false;
const firstBattleCampFollowup = this.firstBattleCampFollowup();
const availableCampDialogues = this.availableCampDialogues();
const selectedCampDialogue = availableCampDialogues.find(
(dialogue) => dialogue.id === this.selectedDialogueId
) ?? availableCampDialogues[0];
return {
scene: this.scene.key,
victoryRewardAcknowledgement: {
@@ -24772,6 +24929,60 @@ export class CampScene extends Phaser.Scene {
strokeColor: button.bg.strokeColor,
lineWidth: button.bg.lineWidth
})),
firstVictoryFollowup: firstBattleCampFollowup
? {
available: true,
sourceBattleId: this.report?.battleId ?? null,
originalOrderId: firstBattleCampFollowup.originalOrderId,
originalOrderLabel: firstBattleCampFollowup.originalOrderLabel,
achieved: firstBattleCampFollowup.achieved,
focusCriterionId: firstBattleCampFollowup.focusCriterionId,
focusCriterionLabel: firstBattleCampFollowup.focusCriterionLabel,
statusLabel: firstBattleCampFollowup.statusLabel,
mentorUnitId: firstBattleCampFollowup.mentorUnitId,
mentorName: firstBattleCampFollowup.mentorName,
targetDialogueId: firstBattleCampFollowup.targetDialogueId,
dialogueTitle: firstBattleCampFollowup.dialogueTitle,
dialogueLines: [...firstBattleCampFollowup.dialogueLines],
dialogueCompleted: this.completedCampDialogues().includes(firstBattleCampFollowup.targetDialogueId),
dialogueRowBounds: this.sortieObjectBoundsDebug(
this.campDialogueRowButtons[firstBattleCampFollowup.targetDialogueId]
),
recommendedOrderId: firstBattleCampFollowup.recommendedNextOrderId,
recommendedOrderLabel: firstBattleCampFollowup.recommendedNextOrderLabel,
recommendationTitle: firstBattleCampFollowup.recommendationTitle,
recommendationReason: firstBattleCampFollowup.recommendationReason,
handoffCardBounds: this.sortieObjectBoundsDebug(this.firstBattleFollowupCard),
handoffSummaryBounds: this.sortieTextBoundsDebug(this.firstBattleFollowupSummaryText),
ctaBounds: this.sortieInteractiveObjectBoundsDebug(this.firstBattleFollowupCtaButton),
ctaInteractive: Boolean(this.firstBattleFollowupCtaButton?.input?.enabled),
recommendedOrderSelected: this.currentSortieOrderId() === firstBattleCampFollowup.recommendedNextOrderId,
recommendedOrderCardBounds: this.sortieObjectBoundsDebug(
this.sortieOrderBrowserView?.cards[firstBattleCampFollowup.recommendedNextOrderId]
)
}
: null,
selectedDialogue: selectedCampDialogue
? {
id: selectedCampDialogue.id,
title: selectedCampDialogue.title,
unitIds: [...selectedCampDialogue.unitIds],
lines: [...selectedCampDialogue.lines],
completed: this.completedCampDialogues().includes(selectedCampDialogue.id),
firstVictoryFollowup: firstBattleCampFollowup?.targetDialogueId === selectedCampDialogue.id,
rowBounds: this.sortieObjectBoundsDebug(this.campDialogueRowButtons[selectedCampDialogue.id]),
bodyBounds: this.sortieTextBoundsDebug(this.campDialogueBodyText),
choices: selectedCampDialogue.choices.map((choice) => ({
id: choice.id,
label: choice.label,
response: choice.response,
rewardExp: selectedCampDialogue.rewardExp + choice.rewardExp,
bounds: this.sortieInteractiveObjectBoundsDebug(
this.campDialogueChoiceButtons[`${selectedCampDialogue.id}:${choice.id}`]
)
}))
}
: null,
cityStay: cityStay
? {
available: true,
@@ -24871,6 +25082,7 @@ export class CampScene extends Phaser.Scene {
formationPanelMode: this.sortieFormationPanelMode,
selectionBattleId: this.campaign?.sortieOrderSelection?.battleId ?? null,
selectedId: sortieOrderId ?? null,
recommendedId: firstBattleCampFollowup?.recommendedNextOrderId ?? null,
complete: this.hasCurrentSortieOrderSelection(),
toggleButtonBounds: this.sortieObjectBoundsDebug(this.sortieOrderToggleButton),
closeButtonBounds: this.sortieObjectBoundsDebug(this.sortieOrderBrowserView?.closeButton),
@@ -24884,6 +25096,7 @@ export class CampScene extends Phaser.Scene {
summary: definition.summary,
condition: definition.condition,
selected: sortieOrderId === definition.id,
recommended: firstBattleCampFollowup?.recommendedNextOrderId === definition.id,
attempts: summary?.attempts ?? 0,
successes: summary?.successes ?? 0,
successRate: summary?.successRate ?? 0,