feat: story gallery progress, type updates, roadmap, cleanup old session file
This commit is contained in:
67
ROADMAP.md
67
ROADMAP.md
@@ -1205,25 +1205,60 @@ npx @electron/packager . MyGame --platform=win32 --arch=x64 --out=release
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- [x] 验证:点击 ▶ 开始 → 正确跳转到该章节
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- [x] 验证:点击 ▶ 开始 → 正确跳转到该章节
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- [x] 验证:已删除 ChapterSelect.vue / EndingGallery.vue 后项目无编译残留
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- [x] 验证:已删除 ChapterSelect.vue / EndingGallery.vue 后项目无编译残留
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```json
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### P23 玩家树可视化 — 缩进树取代平铺列表 ✅ 已完成 2026-06-10
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{
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"dependencies": {
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目标:将 StoryGallery 的章节回顾从平铺场景列表升级为缩进树形结构。创作图的汇聚节点在树上复制展示,
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"vue": "^3.4",
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玩家看到的是严格树——每条选择路径看起来都是独立的故事线(对标 Detroit)。
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"pinia": "^2.1",
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"@vue-flow/core": "^1.x",
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**核心改动:StoryGallery 的 `sceneListForChapter()` 替换为 `buildPlayerTree()`**
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"@vue-flow/background": "^1.x",
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——BFS 遍历图 → 保持树形父子关系 → 同节点不同路径各自复制。
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"@vue-flow/controls": "^1.x",
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"dexie": "^4.0"
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**数据结构:**
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},
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"devDependencies": {
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```typescript
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"@vitejs/plugin-vue": "^5.0",
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interface PlayerTreeNode {
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"typescript": "^5.3",
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sceneId: string
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"vite": "^5.0",
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label: string
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"vue-tsc": "^2.0"
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visited: boolean
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}
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locked: boolean
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lockHint?: string
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children: PlayerTreeNode[]
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}
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}
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```
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```
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**渲染效果对比:**
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```
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之前(平铺列表): 之后(缩进树):
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✅ intro ✅ intro
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✅ left_door ├ ✅ left_door
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⬜ trust_ending 🔒 trust>=80 │ ├ ⬜ trust_ending 🔒 trust>=80
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⬜ alone_ending │ └ ⬜ alone_ending
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├ ✅ right_door
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│ ├ ✅ qte_success
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│ │ └ ✅ continue_ending
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│ └ ⬜ qte_fail
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└ ✅ stay
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└ ⬜ alone_ending ← 汇聚节点,两条路径各出现一次
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```
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**实现改动:**
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| 文件 | 改动 |
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|------|------|
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| `engine/types.ts` | 新增 `PlayerTreeNode` 接口 |
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| `src/components/StoryGallery.vue` | `sceneListForChapter()` → `buildPlayerTree()`(递归渲染缩进树)+ 纯 CSS 树连线(`border-left` + `::before` 横线) |
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**实现清单:**
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- [x] `engine/types.ts` — `PlayerTreeNode { sceneId, label, visited, locked, lockHint?, children[] }`
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- [x] `src/components/TreeNode.vue` — **新建** — 递归树节点组件,`depth` 参数控制缩进 + `border-left` 竖线
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- [x] `src/components/StoryGallery.vue` — `sceneListForChapter()` → `buildPlayerTree(sceneId, depth, pathSet)` + `buildTreeForChapter()`;Template 用 `<TreeNode>` 渲染
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- 回环检测:`pathSet: Set<string>` 记录当前路径场景 ID,精确剪枝
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- 深度兜底:`depth > 10` 截断
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- 汇聚节点:同一 sceneId 在不同父节点下各建一个独立的 PlayerTreeNode
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- [x] 验证:TypeScript + Vite build 通过
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## 关键架构决策记录
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## 关键架构决策记录
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1. **引擎与 UI 分离**: `engine/` 下纯 TS 类,不 import Vue。UI 层通过 composables 桥接。
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1. **引擎与 UI 分离**: `engine/` 下纯 TS 类,不 import Vue。UI 层通过 composables 桥接。
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@@ -152,3 +152,12 @@ export type EngineEvent =
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| 'hotspotUpdate'
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| 'hotspotUpdate'
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| 'chapterUnlock'
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| 'chapterUnlock'
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| 'achievementUnlock'
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| 'achievementUnlock'
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export interface PlayerTreeNode {
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sceneId: string
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label: string
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visited: boolean
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locked: boolean
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lockHint?: string
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children: PlayerTreeNode[]
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}
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4871
session-ses_15fa.md
4871
session-ses_15fa.md
File diff suppressed because one or more lines are too long
3689
session/session-ses_15fa.md
Normal file
3689
session/session-ses_15fa.md
Normal file
File diff suppressed because one or more lines are too long
@@ -1,7 +1,8 @@
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<script setup lang="ts">
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<script setup lang="ts">
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import { computed, ref } from 'vue'
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import { computed, ref } from 'vue'
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import type { ChapterInfo, SceneNode, EndingDef } from '@engine/types'
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import type { ChapterInfo, SceneNode, EndingDef, PlayerTreeNode } from '@engine/types'
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import { useI18n } from '@/composables/useI18n'
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import { useI18n } from '@/composables/useI18n'
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import TreeNode from './TreeNode.vue'
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const { t } = useI18n()
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const { t } = useI18n()
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@@ -48,7 +49,6 @@ function collectReachable(startId: string): Set<string> {
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return visited
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return visited
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}
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}
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// For each chapter, precompute reachable set
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const chapterReachable = computed(() => {
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const chapterReachable = computed(() => {
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const result: Record<string, Set<string>> = {}
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const result: Record<string, Set<string>> = {}
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for (const ch of props.chapters) {
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for (const ch of props.chapters) {
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@@ -57,7 +57,6 @@ const chapterReachable = computed(() => {
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return result
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return result
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})
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})
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// Which endings belong to each chapter (BFS-based, no chapterId needed)
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const chapterEndings = computed(() => {
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const chapterEndings = computed(() => {
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const result: Record<string, EndingDef[]> = {}
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const result: Record<string, EndingDef[]> = {}
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for (const ch of props.chapters) {
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for (const ch of props.chapters) {
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@@ -80,36 +79,80 @@ function chapterProgress(chapterId: string) {
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return { count, total: reachable.size, pct: Math.round((count / reachable.size) * 100) }
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return { count, total: reachable.size, pct: Math.round((count / reachable.size) * 100) }
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}
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}
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function sceneListForChapter(chapterId: string) {
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function lockHint(sceneId: string): string {
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const reachable = chapterReachable.value[chapterId]
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for (const [, src] of Object.entries(props.scenes)) {
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if (!reachable) return []
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if (src.choices) {
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return [...reachable].map((id) => {
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for (const c of src.choices) {
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const scene = props.scenes[id]
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if (c.targetScene === sceneId && c.conditions && c.conditions.length > 0) {
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const isVisited = props.visitedIds.has(id)
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return `${c.conditions[0].variable} ${c.conditions[0].op} ${c.conditions[0].value}`
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let hint = ''
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if (!isVisited) {
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for (const [, src] of Object.entries(props.scenes)) {
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if (src.choices) {
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for (const c of src.choices) {
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if (c.targetScene === id && c.conditions && c.conditions.length > 0) {
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hint = `${c.conditions[0].variable} ${c.conditions[0].op} ${c.conditions[0].value}`
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break
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}
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}
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}
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}
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if (src.hotspots) {
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for (const h of src.hotspots) {
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if (h.targetScene === id && h.conditions && h.conditions.length > 0) {
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hint = `${h.conditions[0].variable} ${h.conditions[0].op} ${h.conditions[0].value}`
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break
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}
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}
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}
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if (hint) break
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}
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}
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}
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}
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return { id, label: scene?.id ?? id, isVisited, hint }
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if (src.hotspots) {
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})
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for (const h of src.hotspots) {
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if (h.targetScene === sceneId && h.conditions && h.conditions.length > 0) {
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return `${h.conditions[0].variable} ${h.conditions[0].op} ${h.conditions[0].value}`
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}
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}
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}
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}
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return ''
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}
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function buildPlayerTree(sceneId: string, depth: number, pathSet: Set<string>): PlayerTreeNode | null {
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if (depth > 10) return null
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if (pathSet.has(sceneId)) return null
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const scene = props.scenes[sceneId]
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const label = scene?.id ?? sceneId
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const visited = props.visitedIds.has(sceneId)
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const hint = visited ? '' : lockHint(sceneId)
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const locked = !visited && hint !== ''
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pathSet.add(sceneId)
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const children: PlayerTreeNode[] = []
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if (scene) {
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if (scene.choices) {
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for (const c of scene.choices) {
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if (c.targetScene) {
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const child = buildPlayerTree(c.targetScene, depth + 1, pathSet)
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if (child) children.push(child)
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}
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}
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}
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if (scene.nextScene) {
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const child = buildPlayerTree(scene.nextScene, depth + 1, pathSet)
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if (child) children.push(child)
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}
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if (scene.qte) {
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if (scene.qte.successScene) {
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const child = buildPlayerTree(scene.qte.successScene, depth + 1, pathSet)
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if (child) children.push(child)
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}
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if (scene.qte.failScene) {
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const child = buildPlayerTree(scene.qte.failScene, depth + 1, pathSet)
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if (child) children.push(child)
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}
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}
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if (scene.hotspots) {
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for (const h of scene.hotspots) {
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if (h.targetScene) {
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const child = buildPlayerTree(h.targetScene, depth + 1, pathSet)
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if (child) children.push(child)
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}
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}
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}
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}
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pathSet.delete(sceneId)
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return { sceneId, label, visited, locked, lockHint: hint, children }
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}
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function buildTreeForChapter(chapterId: string): PlayerTreeNode | null {
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const ch = props.chapters.find(c => c.id === chapterId)
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if (!ch) return null
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return buildPlayerTree(ch.startScene, 0, new Set())
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}
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}
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function toggleExpand(chapterId: string) {
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function toggleExpand(chapterId: string) {
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@@ -160,18 +203,11 @@ function toggleExpand(chapterId: string) {
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</div>
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</div>
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<div class="card-recap" v-if="expandedChapterId === ch.id">
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<div class="card-recap" v-if="expandedChapterId === ch.id">
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<div class="recap-scene-list">
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<TreeNode
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<div
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v-if="buildTreeForChapter(ch.id)"
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v-for="item in sceneListForChapter(ch.id)"
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:node="buildTreeForChapter(ch.id)!"
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:key="item.id"
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:depth="0"
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class="recap-item"
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/>
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:class="{ visited: item.isVisited }"
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>
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<span class="recap-icon">{{ item.isVisited ? '✅' : '⬜' }}</span>
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<span class="recap-label">{{ item.label }}</span>
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<span v-if="!item.isVisited && item.hint" class="recap-hint">🔒 {{ item.hint }}</span>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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@@ -226,7 +262,7 @@ function toggleExpand(chapterId: string) {
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background: rgba(255, 255, 255, 0.04);
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background: rgba(255, 255, 255, 0.04);
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border: 1px solid rgba(255, 255, 255, 0.1);
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border: 1px solid rgba(255, 255, 255, 0.1);
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border-radius: 8px;
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border-radius: 8px;
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width: 200px;
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width: 240px;
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overflow: hidden;
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overflow: hidden;
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transition: border-color 0.2s;
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transition: border-color 0.2s;
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}
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}
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@@ -343,53 +379,10 @@ function toggleExpand(chapterId: string) {
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.card-recap {
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.card-recap {
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border-top: 1px solid rgba(255, 255, 255, 0.06);
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border-top: 1px solid rgba(255, 255, 255, 0.06);
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padding: 12px 14px;
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padding: 12px 14px;
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max-height: 200px;
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max-height: 220px;
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overflow-y: auto;
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overflow-y: auto;
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}
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}
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.recap-scene-list {
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display: flex;
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flex-direction: column;
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gap: 4px;
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}
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.recap-item {
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display: flex;
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align-items: center;
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gap: 6px;
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padding: 4px 6px;
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background: rgba(255, 255, 255, 0.02);
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border-radius: 3px;
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font-size: 11px;
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}
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.recap-item.visited {
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background: rgba(76, 175, 80, 0.06);
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}
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.recap-icon {
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font-size: 11px;
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flex-shrink: 0;
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}
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.recap-label {
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color: #aaa;
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flex: 1;
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white-space: nowrap;
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overflow: hidden;
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text-overflow: ellipsis;
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}
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.recap-item.visited .recap-label {
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color: #ddd;
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}
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.recap-hint {
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font-size: 10px;
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color: #ff9800;
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white-space: nowrap;
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}
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.story-close {
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.story-close {
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margin-top: 20px;
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margin-top: 20px;
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padding: 10px 36px;
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padding: 10px 36px;
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56
src/components/TreeNode.vue
Normal file
56
src/components/TreeNode.vue
Normal file
@@ -0,0 +1,56 @@
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<script setup lang="ts">
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import type { PlayerTreeNode } from '@engine/types'
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defineProps<{
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node: PlayerTreeNode
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depth: number
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}>()
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</script>
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<template>
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<div class="tree-row" :style="{ paddingLeft: depth * 16 + 'px' }">
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<span class="tree-icon">{{ node.visited ? '✅' : node.locked ? '🔒' : '⬜' }}</span>
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<span class="tree-label" :class="{ visited: node.visited }">{{ node.label }}</span>
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<span v-if="node.locked && node.lockHint" class="tree-hint">{{ node.lockHint }}</span>
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</div>
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<TreeNode
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v-for="child in node.children"
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:key="node.sceneId + '-' + child.sceneId"
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||||||
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:node="child"
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:depth="depth + 1"
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||||||
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/>
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||||||
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</template>
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||||||
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<style scoped>
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.tree-row {
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display: flex;
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||||||
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align-items: center;
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||||||
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gap: 6px;
|
||||||
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padding: 3px 6px;
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||||||
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font-size: 11px;
|
||||||
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border-left: 1px solid rgba(255, 255, 255, 0.1);
|
||||||
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margin-left: 8px;
|
||||||
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}
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||||||
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||||||
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.tree-icon {
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||||||
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font-size: 11px;
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||||||
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flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tree-label {
|
||||||
|
color: #aaa;
|
||||||
|
white-space: nowrap;
|
||||||
|
overflow: hidden;
|
||||||
|
text-overflow: ellipsis;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tree-label.visited {
|
||||||
|
color: #ddd;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tree-hint {
|
||||||
|
font-size: 10px;
|
||||||
|
color: #ff9800;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
</style>
|
||||||
Reference in New Issue
Block a user