v0.5.87: fill ability loc tokens and tidy skill detail layout.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
voson
2026-07-29 20:32:37 +08:00
co-authored by Cursor
parent ad7f5d0e1a
commit 09f0a0b4a0
10 changed files with 410 additions and 330 deletions
+1 -1
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@@ -98,7 +98,7 @@ climperor/
| `web/fetch_item_shop.py` | 官网商店 11 列目录(dota2.com.cn/itemscategory+ 合成图 → `web/data/item_shop.json` + 图标 | | `web/fetch_item_shop.py` | 官网商店 11 列目录(dota2.com.cn/itemscategory+ 合成图 → `web/data/item_shop.json` + 图标 |
| `web/fetch_items_meta.py` | Valve/OpenDota 装备描述 → 机制标签 → `web/data/items_meta.json``%token%` 用 special_values 填数;查询类 tags 共用 `mechanic_tags.py` | | `web/fetch_items_meta.py` | Valve/OpenDota 装备描述 → 机制标签 → `web/data/items_meta.json``%token%` 用 special_values 填数;查询类 tags 共用 `mechanic_tags.py` |
| `web/mechanic_tags.py` | 上分帝 Web「机制」页共用标签(弱/强驱散、缠绕/缴械/沉默/锁闭/眩晕/妖术/破坏、睡眠/恐惧/嘲讽/致盲/束缚、隐身/虚无/吹风)+ 中文 labels;语义为「施加该效果」 | | `web/mechanic_tags.py` | 上分帝 Web「机制」页共用标签(弱/强驱散、缠绕/缴械/沉默/锁闭/眩晕/妖术/破坏、睡眠/恐惧/嘲讽/致盲/束缚、隐身/虚无/吹风)+ 中文 labels;语义为「施加该效果」 |
| `web/loc_format.py` | Valve 文案共用:去 HTML、填充 `%token%` / `{s:token}` | | `web/loc_format.py` | Valve 文案共用:去 HTML、填充 `%token%` / `{s:token}`(键 casefold;魔晶/神杖 `%bonus_<sv>%``values_shard`/`values_scepter` |
| `web/fetch_hero_abilities.py` | Valve herodata 技能/魔晶/神杖/天赋 + 驱散汇总 → `web/data/hero_abilities.json`;每条 ability 另有「施加」类 `tags`(与 `dispellable` 区分;`--tags-only` 可只重算);`has_scepter`/`has_shard` 只信 Valve 显式 flagValve 移除升级后残留的 `scepter_loc`/`shard_loc` 文案会被清空;逐级相同的 `cast_points`/`channel_times` 合并为单值(施法前摇/吟唱时间);可选 `--icons` / `--icons-only` 缓存 Steam CDN 技能图标 → `web/assets/ability_icons/`(先天用共用 `innate.png`,不拉 CDN | | `web/fetch_hero_abilities.py` | Valve herodata 技能/魔晶/神杖/天赋 + 驱散汇总 → `web/data/hero_abilities.json`;每条 ability 另有「施加」类 `tags`(与 `dispellable` 区分;`--tags-only` 可只重算);`has_scepter`/`has_shard` 只信 Valve 显式 flagValve 移除升级后残留的 `scepter_loc`/`shard_loc` 文案会被清空;逐级相同的 `cast_points`/`channel_times` 合并为单值(施法前摇/吟唱时间);可选 `--icons` / `--icons-only` 缓存 Steam CDN 技能图标 → `web/assets/ability_icons/`(先天用共用 `innate.png`,不拉 CDN |
| `web/fetch_ability_videos.py` | 官网技能演示 webm/mp4Steam CDN;限速)→ `web/assets/ability_videos/`A 杖/魔晶赋予技能(`granted_by_scepter`/`granted_by_shard`CDN 名用 `<hero>_aghanims_scepter`/`<hero>_aghanims_shard`,本地文件名仍用 ability key | | `web/fetch_ability_videos.py` | 官网技能演示 webm/mp4Steam CDN;限速)→ `web/assets/ability_videos/`A 杖/魔晶赋予技能(`granted_by_scepter`/`granted_by_shard`CDN 名用 `<hero>_aghanims_scepter`/`<hero>_aghanims_shard`,本地文件名仍用 ability key |
| `web/fetch_item_counter_stats.py` | OpenDota Explorer 近场次聚合:对阵英雄时敌方终局装备购买率/胜率,与同窗口该装备全局队伍基线作差 → `web/data/item_counter_stats.json`(可再生成缓存;观测证据,不作因果结论;weekly 软失败) | | `web/fetch_item_counter_stats.py` | OpenDota Explorer 近场次聚合:对阵英雄时敌方终局装备购买率/胜率,与同窗口该装备全局队伍基线作差 → `web/data/item_counter_stats.json`(可再生成缓存;观测证据,不作因果结论;weekly 软失败) |
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@@ -4,6 +4,19 @@
## [Unreleased] ## [Unreleased]
## [0.5.87] - 2026-07-29
### Fixed
- 技能/物品文案填充:Valve 中文 `%token%``special_values` 名称大小写不一致、
以及魔晶/神杖 `%bonus_<sv>%` 指向升级通道时不再留下 `?`(如乌尔萨震撼大地
「减速4秒」、祸乱蚀脑魔晶冷却)。
- 技能详情有演示视频时加宽右侧文案列、收窄视频上限,空间够时技能介绍尽量单行。
- 技能详情特殊数值标签不再露出 Valve `<font>` 原文(如「眩晕时间」);数值级差
保持单行;冷却/文案同底栏下沉,避免介绍区窄列竖排与多余滚轮。
- 技能详情底栏蓝量靠右,不再贴着冷却时间。
- 版本页笔记剥离 Valve `<font>` / `<span class="New|Subtitle">` 等标签,只保留换行。
## [0.5.86] - 2026-07-29 ## [0.5.86] - 2026-07-29
### Changed ### Changed
File diff suppressed because it is too large Load Diff
+1 -1
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@@ -51,7 +51,7 @@ from shared.paths import (
from serve_relations import WEB_DIR, build_payload from serve_relations import WEB_DIR, build_payload
SITE_VERSION = "0.5.86" SITE_VERSION = "0.5.87"
DEFAULT_OSS_BASE = "https://climperor.oss-cn-shanghai.aliyuncs.com" DEFAULT_OSS_BASE = "https://climperor.oss-cn-shanghai.aliyuncs.com"
+2 -1
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@@ -328,7 +328,8 @@ def special_rows(sv: list) -> list[dict]:
for row in sv: for row in sv:
if not isinstance(row, dict): if not isinstance(row, dict):
continue continue
heading = str(row.get("heading_loc") or "").strip().rstrip(":").strip() # Valve paints effect words with <font color=…>; strip for plain UI text.
heading = strip_html(str(row.get("heading_loc") or "")).rstrip(":").strip()
if not heading: if not heading:
continue continue
value = fmt_num_list( value = fmt_num_list(
+18 -11
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@@ -2254,7 +2254,7 @@ function mountSkillInspect(root, skillEnt, heroKey) {
main.appendChild(head); main.appendChild(head);
const desc = document.createElement("div"); const desc = document.createElement("div");
desc.className = "skill-info-desc"; desc.className = "skill-info-desc";
desc.textContent = skillEnt.desc_loc || "暂无描述"; desc.textContent = stripItemDesc(skillEnt.desc_loc) || "暂无描述";
main.appendChild(desc); main.appendChild(desc);
// Params panel, dota2.com.cn layout: a two-column "generic" grid of meta // Params panel, dota2.com.cn layout: a two-column "generic" grid of meta
@@ -2267,7 +2267,8 @@ function mountSkillInspect(root, skillEnt, heroKey) {
row.className = "skill-param"; row.className = "skill-param";
const lab = document.createElement("span"); const lab = document.createElement("span");
lab.className = "skill-param-label"; lab.className = "skill-param-label";
lab.textContent = label + ""; // Defensive: stale caches may still carry Valve <font> in special labels.
lab.textContent = stripItemDesc(label) + "";
const val = document.createElement("span"); const val = document.createElement("span");
val.className = "skill-param-value"; val.className = "skill-param-value";
val.textContent = value; val.textContent = value;
@@ -2310,7 +2311,10 @@ function mountSkillInspect(root, skillEnt, heroKey) {
main.appendChild(params); main.appendChild(params);
} }
// Cooldown / mana footer with icons (actives only; passives have neither). // Bottom cluster (costs + lore) shares one margin-top:auto so lore is not
// pushed past the column height after the sunk cooldown row.
const foot = document.createElement("div");
foot.className = "skill-info-foot";
const passiveLike = const passiveLike =
skillEnt.target_label === "被动" || skillEnt.target_label === "光环"; skillEnt.target_label === "被动" || skillEnt.target_label === "光环";
if (!passiveLike && (skillEnt.cooldown || skillEnt.mana_cost)) { if (!passiveLike && (skillEnt.cooldown || skillEnt.mana_cost)) {
@@ -2342,15 +2346,16 @@ function mountSkillInspect(root, skillEnt, heroKey) {
mp.appendChild(txt); mp.appendChild(txt);
costs.appendChild(mp); costs.appendChild(mp);
} }
main.appendChild(costs); foot.appendChild(costs);
} }
// Flavor lore line.
if (skillEnt.lore_loc) { if (skillEnt.lore_loc) {
const lore = document.createElement("div"); const lore = document.createElement("div");
lore.className = "skill-info-lore"; lore.className = "skill-info-lore";
lore.textContent = skillEnt.lore_loc; lore.textContent = stripItemDesc(skillEnt.lore_loc);
main.appendChild(lore); foot.appendChild(lore);
}
if (foot.childElementCount) {
main.appendChild(foot);
} }
body.appendChild(main); body.appendChild(main);
@@ -3160,8 +3165,10 @@ function statChip(icon) {
} }
function patchNoteHtml(note) { function patchNoteHtml(note) {
const esc = escapeHtml(note == null ? "" : String(note)); // Valve notes carry <br>, <font color=…>, <span class="New|Subtitle|…">.
return esc.replace(/&lt;br\s*\/?&gt;/gi, "<br/>"); // Keep line breaks; strip the rest so raw tags never leak into the UI.
const plain = stripItemDesc(note);
return escapeHtml(plain).replace(/\n/g, "<br/>");
} }
function renderNotesList(notes) { function renderNotesList(notes) {
@@ -3250,7 +3257,7 @@ function renderPatchSection(root, title, html) {
if (!html) return; if (!html) return;
const sec = document.createElement("section"); const sec = document.createElement("section");
sec.className = "patch-section"; sec.className = "patch-section";
sec.innerHTML = `<h3 class="patch-section-title">${escapeHtml(title)}</h3>${html}`; sec.innerHTML = `<h3 class="patch-section-title">${escapeHtml(stripItemDesc(title))}</h3>${html}`;
root.appendChild(sec); root.appendChild(sec);
} }
+1 -1
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@@ -1,4 +1,4 @@
/* Local defaults; production export overwrites via export_relations_site.py. */ /* Local defaults; production export overwrites via export_relations_site.py. */
var SITE_VERSION = "0.5.86"; var SITE_VERSION = "0.5.87";
var ABILITY_VIDEO_BASE = ""; var ABILITY_VIDEO_BASE = "";
var STATIC_ASSET_BASE = ""; var STATIC_ASSET_BASE = "";
+5 -5
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@@ -5,8 +5,8 @@
<meta name="viewport" content="width=device-width, initial-scale=1" /> <meta name="viewport" content="width=device-width, initial-scale=1" />
<title>DOTA2 上分帝</title> <title>DOTA2 上分帝</title>
<link rel="icon" href="/ui-icon/dota2_logo.png" type="image/png" /> <link rel="icon" href="/ui-icon/dota2_logo.png" type="image/png" />
<link rel="stylesheet" href="/style.css?v=0.5.86" /> <link rel="stylesheet" href="/style.css?v=0.5.87" />
<script src="/mobile-gate.js?v=0.5.86"></script> <script src="/mobile-gate.js?v=0.5.87"></script>
</head> </head>
<body> <body>
<div id="mobile-gate" class="mobile-gate" role="dialog" aria-labelledby="mobile-gate-title" aria-modal="true"> <div id="mobile-gate" class="mobile-gate" role="dialog" aria-labelledby="mobile-gate-title" aria-modal="true">
@@ -165,8 +165,8 @@
<section class="detail" id="detail" aria-live="polite"></section> <section class="detail" id="detail" aria-live="polite"></section>
<script src="/config.js?v=0.5.86"></script> <script src="/config.js?v=0.5.87"></script>
<script src="/router.js?v=0.5.86"></script> <script src="/router.js?v=0.5.87"></script>
<script src="/app.js?v=0.5.86"></script> <script src="/app.js?v=0.5.87"></script>
</body> </body>
</html> </html>
+35 -16
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@@ -1100,10 +1100,11 @@ body {
min-width: 1.4em; min-width: 1.4em;
} }
.hero-stat-attr-gain { .hero-stat-attr-gain {
margin-left: 6px; margin-left: auto;
font-size: 13px; font-size: 13px;
color: var(--muted); color: var(--muted);
letter-spacing: 0.02em; letter-spacing: 0.02em;
text-align: right;
} }
/* Right-rail combat panel: Attack | Defense | Mobility side by side. */ /* Right-rail combat panel: Attack | Defense | Mobility side by side. */
.hero-stats-combat-panel { .hero-stats-combat-panel {
@@ -1413,24 +1414,27 @@ body {
font-size: 13px; font-size: 13px;
line-height: 1.4; line-height: 1.4;
color: rgba(232, 238, 247, 0.88); color: rgba(232, 238, 247, 0.88);
white-space: pre-wrap; /* Keep Valve paragraph breaks; collapse runs of spaces. Prefer one line when
the detail column is wide enough (see video/main flex share below). */
white-space: pre-line;
} }
.skill-info-body { .skill-info-body {
display: flex; display: flex;
flex-wrap: wrap; flex-wrap: wrap;
gap: 18px 30px; gap: 18px 24px;
align-items: flex-start; align-items: flex-start;
justify-content: center; /* Spare width goes into the text column instead of centering a squeezed pair. */
justify-content: flex-start;
/* Fill the hero-inspect column so the video's 16:9 intrinsic height can no /* Fill the hero-inspect column so the video's 16:9 intrinsic height can no
longer push the row past the viewport and trigger a scrollbar. */ longer push the row past the viewport and trigger a scrollbar. */
flex: 1 1 auto; flex: 1 1 auto;
min-height: 0; min-height: 0;
} }
.skill-info-main { .skill-info-main {
flex: 1 1 340px; flex: 1 1 420px;
min-width: 0; min-width: 0;
/* Cap the detail column so it does not stretch edge-to-edge (leaving a big /* Cap when alone (no demo clip). With a video sibling, allow a wider column
empty band) when no demo video is cached beside it. */ so ability blurbs stay on one line when the panel has room. */
max-width: 760px; max-width: 760px;
/* height:100% pins this column to the body's definite height (same trick as /* height:100% pins this column to the body's definite height (same trick as
the video) — align-self:stretch alone fails to shrink a column whose the video) — align-self:stretch alone fails to shrink a column whose
@@ -1444,13 +1448,17 @@ body {
overflow-y: auto; overflow-y: auto;
scrollbar-width: thin; scrollbar-width: thin;
} }
.skill-info-body:has(> .skill-info-video) .skill-info-main {
max-width: 920px;
flex: 1 1 480px;
}
/* height:100% resolves against the definite body height (set by the flex /* height:100% resolves against the definite body height (set by the flex
chain from .detail's fixed height), so the 16:9 intrinsic ratio can no chain from .detail's fixed height), so the 16:9 intrinsic ratio can no
longer push the player past the viewport — align-self:stretch alone can't longer push the player past the viewport — align-self:stretch alone can't
shrink a replaced element below its intrinsic size. cover crops to fill. */ shrink a replaced element below its intrinsic size. cover crops to fill. */
.skill-info-video { .skill-info-video {
flex: 1 1 500px; flex: 1 1 380px;
max-width: 820px; max-width: 560px;
min-width: 0; min-width: 0;
min-height: 0; min-height: 0;
height: 100%; height: 100%;
@@ -1475,7 +1483,9 @@ body {
} }
.skill-specific { .skill-specific {
display: grid; display: grid;
grid-template-columns: repeat(auto-fill, minmax(178px, 1fr)); /* Wider tracks so multi-level values ("0.7 / 0.9 / 1.1 / 1.3") stay on one
line beside the label instead of leaving an empty band to the right. */
grid-template-columns: repeat(auto-fill, minmax(240px, 1fr));
gap: 4px 20px; gap: 4px 20px;
margin-top: 8px; margin-top: 8px;
padding-top: 8px; padding-top: 8px;
@@ -1483,7 +1493,9 @@ body {
} }
.skill-param { .skill-param {
display: flex; display: flex;
flex-wrap: wrap;
align-items: baseline; align-items: baseline;
column-gap: 4px;
min-width: 0; min-width: 0;
font-size: 13px; font-size: 13px;
line-height: 1.45; line-height: 1.45;
@@ -1494,22 +1506,29 @@ body {
color: var(--muted); color: var(--muted);
} }
.skill-param-value { .skill-param-value {
margin-left: 4px; flex: 1 1 auto;
min-width: 0; min-width: 0;
color: #fff; color: #fff;
font-weight: 600; font-weight: 600;
/* Keep "0.7 / 0.9 / 1.1 / 1.3" on one line; grid adds columns instead of
stacking each tier vertically in a squeezed value span. */
white-space: nowrap;
}
/* Cooldown / mana + lore sink together so lore cannot overflow past the
column after margin-top:auto on costs alone. */
.skill-info-foot {
margin-top: auto;
padding-top: 10px;
flex: 0 0 auto;
} }
/* Cooldown / mana footer. Mana glyph is the official CSS gradient square; /* Cooldown / mana footer. Mana glyph is the official CSS gradient square;
cooldown uses the downloaded dota2.com.cn cooldown.png. */ cooldown uses the downloaded dota2.com.cn cooldown.png. */
.skill-bottom { .skill-bottom {
display: flex; display: flex;
align-items: center; align-items: center;
justify-content: space-between;
gap: 26px; gap: 26px;
/* Sinks the cooldown/mana footer to the column bottom (aligning with the width: 100%;
stretched video); padding-top keeps the minimum gap when there is no
spare height to absorb. */
margin-top: auto;
padding-top: 10px;
} }
.skill-stat { .skill-stat {
display: inline-flex; display: inline-flex;
+48 -8
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@@ -15,7 +15,11 @@ def fmt_num(v: float) -> str:
def sv_lookup( def sv_lookup(
special_values: list | None, prefer: str | None = None special_values: list | None, prefer: str | None = None
) -> dict[str, list[float]]: ) -> dict[str, list[float]]:
"""prefer: None | 'scepter' | 'shard' — choose values_* channel when present.""" """prefer: None | 'scepter' | 'shard' — choose values_* channel when present.
Keys are stored casefolded so Valve Chinese locs (lowercase tokens) match
PascalCase special_values names.
"""
out: dict[str, list[float]] = {} out: dict[str, list[float]] = {}
for sv in special_values or []: for sv in special_values or []:
if not isinstance(sv, dict): if not isinstance(sv, dict):
@@ -37,18 +41,57 @@ def sv_lookup(
chosen = sc chosen = sc
elif prefer == "shard" and sh: elif prefer == "shard" and sh:
chosen = sh chosen = sh
out[name] = [float(x) for x in chosen if isinstance(x, (int, float))] floats = [float(x) for x in chosen if isinstance(x, (int, float))]
out[name.casefold()] = floats
if sc: if sc:
out["scepter_" + name] = [ out[("scepter_" + name).casefold()] = [
float(x) for x in sc if isinstance(x, (int, float)) float(x) for x in sc if isinstance(x, (int, float))
] ]
if sh: if sh:
out["shard_" + name] = [ out[("shard_" + name).casefold()] = [
float(x) for x in sh if isinstance(x, (int, float)) float(x) for x in sh if isinstance(x, (int, float))
] ]
return out return out
def _resolve_vals(
lookup: dict[str, list[float]],
key: str,
prefer: str | None,
) -> list[float] | None:
"""Resolve a loc token against the casefolded SV lookup.
Handles ``bonus_<svname>`` upgrade tokens that point at the base SV's
``values_shard`` / ``values_scepter`` (or ``shard_``/``scepter_`` aliases),
including an extra ``bonus_`` when the SV name already starts with bonus_.
"""
key_cf = key.casefold()
vals = lookup.get(key_cf)
if vals:
return vals
if prefer:
vals = lookup.get(f"{prefer}_{key}".casefold())
if vals:
return vals
if not key_cf.startswith("bonus_"):
return None
base = key_cf[len("bonus_") :]
if not base:
return None
vals = lookup.get(base)
if vals:
return vals
if prefer:
vals = lookup.get(f"{prefer}_{base}".casefold())
if vals:
return vals
for ch in ("shard", "scepter"):
vals = lookup.get(f"{ch}_{base}".casefold())
if vals:
return vals
return None
def strip_html(text: str) -> str: def strip_html(text: str) -> str:
"""Remove HTML tags and collapse whitespace (no token filling).""" """Remove HTML tags and collapse whitespace (no token filling)."""
if not text: if not text:
@@ -74,10 +117,7 @@ def format_loc(
lookup = sv_lookup(special_values or [], prefer=prefer) lookup = sv_lookup(special_values or [], prefer=prefer)
def repl_pct(m: re.Match) -> str: def repl_pct(m: re.Match) -> str:
key = m.group(1) vals = _resolve_vals(lookup, m.group(1), prefer)
vals = lookup.get(key)
if not vals and prefer:
vals = lookup.get(f"{prefer}_{key}")
if not vals: if not vals:
return "?" return "?"
if len(vals) == 1: if len(vals) == 1: