2022-11-19 13:07:42 +08:00
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///<reference path="../../src/types/core.d.ts" />
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2022-11-14 17:11:23 +08:00
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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events: {
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resetGame: function (hero, hard, floorId, maps, values) {
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2022-11-13 18:02:05 +08:00
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// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
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// hero:勇士信息;hard:难度;floorId:当前楼层ID;maps:地图信息;values:全局数值信息
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// 清除游戏数据
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// 这一步会清空状态栏和全部画布内容,并删除所有动态创建的画布
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core.clearStatus();
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// 初始化status
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core.status = core.clone(core.initStatus, function (name) {
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return name != 'hero' && name != 'maps';
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});
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core.control._bindRoutePush();
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core.status.played = true;
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// 初始化人物,图标,统计信息
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core.status.hero = core.clone(hero);
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window.hero = core.status.hero;
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window.flags = core.status.hero.flags;
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core.events.setHeroIcon(core.status.hero.image, true);
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core.control._initStatistics(core.animateFrame.totalTime);
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2022-11-14 17:11:23 +08:00
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core.status.hero.statistics.totalTime =
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core.animateFrame.totalTime = Math.max(
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core.status.hero.statistics.totalTime,
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core.animateFrame.totalTime
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);
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2022-11-13 18:02:05 +08:00
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core.status.hero.statistics.start = null;
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// 初始难度
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2022-11-14 17:11:23 +08:00
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core.status.hard = hard || '';
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2022-11-13 18:02:05 +08:00
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// 初始化地图
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core.status.floorId = floorId;
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core.status.maps = maps;
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2024-05-18 17:05:01 +08:00
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core.extractBlocks(floorId);
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2022-11-13 18:02:05 +08:00
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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2022-11-14 17:11:23 +08:00
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for (var key in values || {}) core.values[key] = values[key];
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2022-11-13 18:02:05 +08:00
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core.flags = core.clone(core.data.flags);
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2022-11-14 17:11:23 +08:00
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var globalFlags = core.getFlag('globalFlags', {});
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for (var key in globalFlags) core.flags[key] = globalFlags[key];
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2022-11-13 18:02:05 +08:00
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core._init_sys_flags();
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// 初始化界面,状态栏等
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core.resize();
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// 状态栏是否显示
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if (core.hasFlag('hideStatusBar'))
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core.hideStatusBar(core.hasFlag('showToolbox'));
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2022-11-14 17:11:23 +08:00
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else core.showStatusBar();
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2023-01-04 10:29:01 +08:00
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if (main.mode === 'play' && !main.replayChecking) {
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2024-02-01 19:31:49 +08:00
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Mota.Plugin.require('fly_r').splitArea();
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2024-01-24 21:32:49 +08:00
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Mota.require('var', 'hook').emit('reset');
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2023-04-25 20:50:23 +08:00
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} else {
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flags.autoSkill ??= true;
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2023-01-04 10:29:01 +08:00
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}
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2024-09-28 17:19:12 +08:00
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// 兼容性调整
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const h = core.status.hero;
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if (h.magicDef === void 0 || h.magicDef === null) {
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h.magicDef = 0;
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}
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2022-11-13 18:02:05 +08:00
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},
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2022-11-14 17:11:23 +08:00
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win: function (reason, norank, noexit) {
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2022-11-13 18:02:05 +08:00
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// 游戏获胜事件
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// 请注意,成绩统计时是按照hp进行上传并排名
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// 可以先在这里对最终分数进行计算,比如将2倍攻击和5倍黄钥匙数量加到分数上
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// 如果不退出,则临时存储数据
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if (noexit) {
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core.status.extraEvent = core.clone(core.status.event);
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}
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2023-04-23 11:11:34 +08:00
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if (reason === '智慧之始') {
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2022-11-14 17:11:23 +08:00
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core.status.hero.hp +=
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core.itemCount('yellowKey') * 5000 +
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core.itemCount('blueKey') * 15000;
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2023-04-23 11:11:34 +08:00
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}
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2022-11-13 18:02:05 +08:00
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2022-11-14 17:11:23 +08:00
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// 游戏获胜事件
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2022-11-13 18:02:05 +08:00
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core.ui.closePanel();
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var replaying = core.isReplaying();
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if (replaying) core.stopReplay();
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core.waitHeroToStop(function () {
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if (!noexit) {
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core.clearMap('all'); // 清空全地图
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core.deleteAllCanvas(); // 删除所有创建的画布
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2022-11-14 17:11:23 +08:00
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core.dom.gif2.innerHTML = '';
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2022-11-13 18:02:05 +08:00
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}
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reason = core.replaceText(reason);
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2022-11-14 17:11:23 +08:00
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core.drawText(
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[
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'\t[' +
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(reason || '恭喜通关') +
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']你的分数是${status:hp}。'
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],
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function () {
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core.events.gameOver(reason || '', replaying, norank);
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}
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);
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2022-11-13 18:02:05 +08:00
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});
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},
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2022-11-14 17:11:23 +08:00
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lose: function (reason) {
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2022-11-13 18:02:05 +08:00
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// 游戏失败事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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core.stopReplay();
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core.waitHeroToStop(function () {
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2022-11-14 17:11:23 +08:00
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core.drawText(
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['\t[' + (reason || '结局1') + ']你死了。\n如题。'],
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function () {
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core.events.gameOver(null, replaying);
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}
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);
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});
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2022-11-13 18:02:05 +08:00
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},
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2022-11-14 17:11:23 +08:00
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changingFloor: function (floorId, heroLoc) {
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2022-11-13 18:02:05 +08:00
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
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if (!fromLoad) {
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2022-11-14 17:11:23 +08:00
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if (!core.hasFlag('__leaveLoc__'))
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core.setFlag('__leaveLoc__', {});
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if (currentId != null)
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core.getFlag('__leaveLoc__')[currentId] = core.clone(
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core.status.hero.loc
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);
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2022-11-13 18:02:05 +08:00
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}
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// 根据分区信息自动砍层与恢复
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2024-02-01 19:31:49 +08:00
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Mota.Plugin.require('removeMap_g')?.autoRemoveMaps?.(floorId);
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2022-11-13 18:02:05 +08:00
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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2024-08-27 00:23:00 +08:00
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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2022-11-13 18:02:05 +08:00
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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2024-08-21 22:22:21 +08:00
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core.setHeroLoc('x', heroLoc.x);
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core.setHeroLoc('y', heroLoc.y);
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core.setHeroLoc('direction', heroLoc.direction);
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2022-11-13 18:02:05 +08:00
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array) bgm = bgm[0];
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2022-11-14 17:11:23 +08:00
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if (!core.hasFlag('__bgm__')) core.playBgm(bgm);
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2022-11-13 18:02:05 +08:00
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}
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// 更改画面色调
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var color = core.getFlag('__color__', null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap('curtain');
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core.status.curtainColor = color;
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2022-11-14 17:11:23 +08:00
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if (color)
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core.fillRect(
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'curtain',
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0,
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0,
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2023-01-04 16:23:26 +08:00
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core._PX_,
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core._PY_,
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2022-11-14 17:11:23 +08:00
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core.arrayToRGBA(color)
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);
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2022-11-13 18:02:05 +08:00
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// 更改天气
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var weather = core.getFlag('__weather__', null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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2022-11-14 17:11:23 +08:00
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if (weather) core.setWeather(weather[0], weather[1]);
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2022-11-13 18:02:05 +08:00
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else core.setWeather();
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2024-08-21 22:22:21 +08:00
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core.updateDamage();
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2023-01-04 16:42:29 +08:00
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2022-11-13 18:02:05 +08:00
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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2022-11-14 17:11:23 +08:00
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afterChangeFloor: function (floorId) {
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2022-11-13 18:02:05 +08:00
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag('__fromLoad__')) {
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2022-11-14 17:11:23 +08:00
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core.events.recoverEvents(core.getFlag('__events__'));
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core.removeFlag('__events__');
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2022-11-13 18:02:05 +08:00
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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}
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}
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2023-08-01 12:22:05 +08:00
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if (!flags.debug && !main.replayChecking)
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2024-02-01 19:31:49 +08:00
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Mota.Plugin.require('completion_r').checkVisitedFloor();
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2024-04-21 18:15:28 +08:00
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Mota.require('var', 'hook').emit('afterChangeFloor', floorId);
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2022-11-13 18:02:05 +08:00
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},
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2022-11-14 17:11:23 +08:00
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flyTo: function (toId, callback) {
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2022-11-13 18:02:05 +08:00
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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// 检查能否飞行
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2022-11-14 17:11:23 +08:00
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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2022-11-13 18:02:05 +08:00
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core.playSound('操作失败');
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2022-11-14 17:11:23 +08:00
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core.drawTip('无法飞往' + core.status.maps[toId].title + '!');
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2022-11-13 18:02:05 +08:00
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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2022-11-14 17:11:23 +08:00
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loc = core.getFlag('__leaveLoc__', {})[toId] || null;
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2022-11-13 18:02:05 +08:00
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}
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// 记录录像
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2022-11-14 17:11:23 +08:00
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core.status.route.push('fly:' + toId);
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2022-11-13 18:02:05 +08:00
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// 传送
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core.ui.closePanel();
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core.changeFloor(toId, stair, loc, null, callback);
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return true;
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}
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},
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2022-11-14 17:11:23 +08:00
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control: {
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2024-10-03 17:56:46 +08:00
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saveData: function (fromAutosave) {
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2022-11-13 18:02:05 +08:00
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// 存档操作,此函数应该返回“具体要存档的内容”
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// 差异化存储values
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var values = {};
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for (var key in core.values) {
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if (!core.same(core.values[key], core.data.values[key]))
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values[key] = core.clone(core.values[key]);
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}
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|
|
// 要存档的内容
|
|
|
|
|
var data = {
|
2022-11-14 17:11:23 +08:00
|
|
|
|
floorId: core.status.floorId,
|
2023-01-05 22:21:40 +08:00
|
|
|
|
hero: core.clone(core.status.hero, name => name !== 'chase'),
|
2022-11-14 17:11:23 +08:00
|
|
|
|
hard: core.status.hard,
|
2022-11-30 16:42:44 +08:00
|
|
|
|
maps: core.clone(core.maps.saveMap()),
|
2024-10-03 17:56:46 +08:00
|
|
|
|
route: core.encodeRoute(core.status.route, !fromAutosave),
|
2022-11-14 17:11:23 +08:00
|
|
|
|
values: values,
|
|
|
|
|
version: core.firstData.version,
|
|
|
|
|
guid: core.getGuid(),
|
2022-12-30 23:28:27 +08:00
|
|
|
|
time: new Date().getTime(),
|
2024-10-03 16:26:46 +08:00
|
|
|
|
skills: Mota.Plugin.require('skillTree_g').saveSkillTree(),
|
|
|
|
|
night: [
|
|
|
|
|
...Mota.require(
|
|
|
|
|
'module',
|
|
|
|
|
'Mechanism'
|
|
|
|
|
).NightSpecial.saveNight()
|
|
|
|
|
]
|
2022-11-13 18:02:05 +08:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
return data;
|
|
|
|
|
},
|
2022-11-14 17:11:23 +08:00
|
|
|
|
loadData: function (data, callback) {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 读档操作;从存储中读取了内容后的行为
|
|
|
|
|
// 重置游戏和路线
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.resetGame(
|
|
|
|
|
data.hero,
|
|
|
|
|
data.hard,
|
|
|
|
|
data.floorId,
|
|
|
|
|
core.maps.loadMap(data.maps, null, data.hero.flags),
|
|
|
|
|
data.values
|
|
|
|
|
);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
core.status.route = core.decodeRoute(data.route);
|
|
|
|
|
core.control._bindRoutePush();
|
|
|
|
|
// 文字属性,全局属性
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.status.textAttribute = core.getFlag(
|
|
|
|
|
'textAttribute',
|
|
|
|
|
core.status.textAttribute
|
|
|
|
|
);
|
|
|
|
|
var toAttribute = core.getFlag(
|
|
|
|
|
'globalAttribute',
|
|
|
|
|
core.status.globalAttribute
|
|
|
|
|
);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
if (!core.same(toAttribute, core.status.globalAttribute)) {
|
|
|
|
|
core.status.globalAttribute = toAttribute;
|
|
|
|
|
core.resize();
|
|
|
|
|
}
|
|
|
|
|
// 重置音量
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.events.setVolume(core.getFlag('__volume__', 1), 0);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 加载勇士图标
|
|
|
|
|
var icon = core.status.hero.image;
|
|
|
|
|
icon = core.getMappedName(icon);
|
|
|
|
|
if (core.material.images.images[icon]) {
|
|
|
|
|
core.material.images.hero = core.material.images.images[icon];
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.material.icons.hero.width =
|
|
|
|
|
core.material.images.images[icon].width / 4;
|
|
|
|
|
core.material.icons.hero.height =
|
|
|
|
|
core.material.images.images[icon].height / 4;
|
2022-11-13 18:02:05 +08:00
|
|
|
|
}
|
|
|
|
|
core.setFlag('__fromLoad__', true);
|
|
|
|
|
|
2024-02-01 19:31:49 +08:00
|
|
|
|
Mota.Plugin.require('skillTree_g').loadSkillTree(data.skills);
|
2024-10-03 16:26:46 +08:00
|
|
|
|
const Night = Mota.require('module', 'Mechanism').NightSpecial;
|
|
|
|
|
|
|
|
|
|
if (!data.night) {
|
|
|
|
|
// 兼容旧版
|
|
|
|
|
Night.loadNight([]);
|
|
|
|
|
for (const [key, value] of Object.entries(data.hero.flags)) {
|
|
|
|
|
if (key.startsWith('night_')) {
|
|
|
|
|
const [, floorId] = key.split('_');
|
|
|
|
|
Night.addNight(floorId, value);
|
|
|
|
|
delete data.hero.flags[key];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-13 18:02:05 +08:00
|
|
|
|
|
|
|
|
|
// 切换到对应的楼层
|
|
|
|
|
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
|
2022-11-14 17:11:23 +08:00
|
|
|
|
if (core.hasFlag('__bgm__')) {
|
|
|
|
|
// 持续播放
|
|
|
|
|
core.playBgm(core.getFlag('__bgm__'));
|
2022-11-13 18:02:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
core.removeFlag('__fromLoad__');
|
|
|
|
|
if (callback) callback();
|
2023-01-03 22:24:05 +08:00
|
|
|
|
|
2024-10-08 20:14:07 +08:00
|
|
|
|
Mota.r(() => {
|
|
|
|
|
if (flags.onChase) {
|
|
|
|
|
const chase = Mota.Plugin.require('chase_r');
|
|
|
|
|
const controller = chase.initChase(0);
|
|
|
|
|
controller.start(true);
|
2023-01-03 22:24:05 +08:00
|
|
|
|
}
|
2024-10-08 20:14:07 +08:00
|
|
|
|
});
|
2022-11-13 18:02:05 +08:00
|
|
|
|
});
|
|
|
|
|
},
|
2022-11-14 17:11:23 +08:00
|
|
|
|
updateStatusBar: function () {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 更新状态栏
|
|
|
|
|
|
|
|
|
|
// 检查等级
|
|
|
|
|
core.events.checkLvUp();
|
|
|
|
|
|
|
|
|
|
// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
|
|
|
|
|
|
|
|
|
|
// 难度
|
|
|
|
|
if (core.statusBar.hard.innerText != core.status.hard) {
|
|
|
|
|
core.statusBar.hard.innerText = core.status.hard;
|
|
|
|
|
}
|
|
|
|
|
var hardColor = core.getFlag('__hardColor__', 'red');
|
|
|
|
|
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
|
|
|
|
|
core.statusBar.hard.style.color = hardColor;
|
|
|
|
|
core.statusBar.hard.setAttribute('_style', hardColor);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 更新全地图显伤
|
|
|
|
|
core.updateDamage();
|
2023-01-06 16:21:17 +08:00
|
|
|
|
|
2023-04-25 20:50:23 +08:00
|
|
|
|
if (main.replayChecking) return;
|
|
|
|
|
|
2023-01-06 16:21:17 +08:00
|
|
|
|
// 已学习的技能
|
2023-11-08 19:50:11 +08:00
|
|
|
|
// if (
|
|
|
|
|
// core.plugin.skillTree.getSkillLevel(11) > 0 &&
|
|
|
|
|
// (core.status.hero.special?.num ?? []).length > 0
|
|
|
|
|
// ) {
|
|
|
|
|
// mota.plugin.ui.showStudiedSkill.value = true;
|
|
|
|
|
// } else {
|
|
|
|
|
// mota.plugin.ui.showStudiedSkill.value = false;
|
|
|
|
|
// }
|
2022-11-13 18:02:05 +08:00
|
|
|
|
},
|
2022-11-14 17:11:23 +08:00
|
|
|
|
moveOneStep: function (callback) {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
|
|
|
|
|
// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
|
|
|
|
|
// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
|
|
|
|
|
// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
|
|
|
|
|
// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
|
|
|
|
|
// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
|
|
|
|
|
|
|
|
|
|
// 增加步数
|
|
|
|
|
core.status.hero.steps++;
|
|
|
|
|
// 更新跟随者状态,并绘制
|
|
|
|
|
core.updateFollowers();
|
|
|
|
|
core.drawHero();
|
|
|
|
|
|
|
|
|
|
// 从v2.7开始,每一步行走不会再刷新状态栏。
|
|
|
|
|
// 如果有特殊要求(如每走一步都加buff之类),可手动取消注释下面这一句:
|
|
|
|
|
// core.updateStatusBar(true);
|
|
|
|
|
|
|
|
|
|
// 检查自动事件
|
|
|
|
|
core.checkAutoEvents();
|
|
|
|
|
|
|
|
|
|
// ------ 检查目标点事件 ------ //
|
|
|
|
|
// 无事件的道具(如血瓶)需要优先于阻激夹域判定
|
|
|
|
|
var nowx = core.getHeroLoc('x'),
|
|
|
|
|
nowy = core.getHeroLoc('y');
|
|
|
|
|
var block = core.getBlock(nowx, nowy);
|
|
|
|
|
var hasTrigger = false;
|
2022-11-14 17:11:23 +08:00
|
|
|
|
if (
|
|
|
|
|
block != null &&
|
|
|
|
|
block.event.trigger == 'getItem' &&
|
|
|
|
|
!core.floors[core.status.floorId].afterGetItem[
|
|
|
|
|
nowx + ',' + nowy
|
|
|
|
|
]
|
|
|
|
|
) {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
hasTrigger = true;
|
|
|
|
|
core.trigger(nowx, nowy, callback);
|
|
|
|
|
}
|
|
|
|
|
// 执行目标点的阻激夹域事件
|
|
|
|
|
core.checkBlock();
|
|
|
|
|
|
2022-11-14 17:11:23 +08:00
|
|
|
|
if (!hasTrigger) core.trigger(nowx, nowy, callback);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
|
|
|
|
|
// 检查该点是否是滑冰
|
|
|
|
|
if (core.onSki()) {
|
|
|
|
|
// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.insertAction(
|
|
|
|
|
{ type: 'moveAction' },
|
|
|
|
|
null,
|
|
|
|
|
null,
|
|
|
|
|
null,
|
|
|
|
|
true
|
|
|
|
|
);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 如需强行终止行走可以在这里条件判定:
|
|
|
|
|
// core.stopAutomaticRoute();
|
2024-04-22 23:27:23 +08:00
|
|
|
|
Mota.require('var', 'hook').emit(
|
|
|
|
|
'moveOneStep',
|
|
|
|
|
nowx,
|
|
|
|
|
nowy,
|
|
|
|
|
core.status.floorId
|
|
|
|
|
);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
},
|
2022-11-14 17:11:23 +08:00
|
|
|
|
moveDirectly: function (x, y, ignoreSteps) {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 瞬间移动;x,y为要瞬间移动的点;ignoreSteps为减少的步数,可能之前已经被计算过
|
|
|
|
|
// 返回true代表成功瞬移,false代表没有成功瞬移
|
|
|
|
|
|
|
|
|
|
// 判定能否瞬移到该点
|
|
|
|
|
if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y);
|
|
|
|
|
if (ignoreSteps >= 0) {
|
|
|
|
|
core.clearMap('hero');
|
|
|
|
|
// 获得勇士最后的朝向
|
2022-11-14 17:11:23 +08:00
|
|
|
|
var lastDirection =
|
|
|
|
|
core.status.route[core.status.route.length - 1];
|
2022-11-13 18:02:05 +08:00
|
|
|
|
if (['left', 'right', 'up', 'down'].indexOf(lastDirection) >= 0)
|
|
|
|
|
core.setHeroLoc('direction', lastDirection);
|
|
|
|
|
// 设置坐标,并绘制
|
|
|
|
|
core.setHeroLoc('x', x);
|
|
|
|
|
core.setHeroLoc('y', y);
|
|
|
|
|
core.drawHero();
|
|
|
|
|
// 记录录像
|
2022-11-14 17:11:23 +08:00
|
|
|
|
core.status.route.push('move:' + x + ':' + y);
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 统计信息
|
|
|
|
|
core.status.hero.statistics.moveDirectly++;
|
|
|
|
|
core.status.hero.statistics.ignoreSteps += ignoreSteps;
|
|
|
|
|
if (core.hasFlag('poison')) {
|
|
|
|
|
core.updateStatusBar(false, true);
|
|
|
|
|
}
|
|
|
|
|
core.checkRouteFolding();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
2022-11-14 17:11:23 +08:00
|
|
|
|
ui: {
|
|
|
|
|
drawStatistics: function () {
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 浏览地图时参与的统计项目
|
|
|
|
|
|
|
|
|
|
return [
|
2022-11-14 17:11:23 +08:00
|
|
|
|
'yellowDoor',
|
|
|
|
|
'blueDoor',
|
|
|
|
|
'redDoor',
|
|
|
|
|
'greenDoor',
|
|
|
|
|
'steelDoor',
|
|
|
|
|
'yellowKey',
|
|
|
|
|
'blueKey',
|
|
|
|
|
'redKey',
|
|
|
|
|
'greenKey',
|
|
|
|
|
'steelKey',
|
|
|
|
|
'redGem',
|
|
|
|
|
'blueGem',
|
|
|
|
|
'greenGem',
|
|
|
|
|
'yellowGem',
|
|
|
|
|
'redPotion',
|
|
|
|
|
'bluePotion',
|
|
|
|
|
'greenPotion',
|
|
|
|
|
'yellowPotion',
|
|
|
|
|
'superPotion',
|
|
|
|
|
'pickaxe',
|
|
|
|
|
'bomb',
|
|
|
|
|
'centerFly',
|
|
|
|
|
'icePickaxe',
|
|
|
|
|
'freezeBadge',
|
|
|
|
|
'earthquake',
|
|
|
|
|
'upFly',
|
|
|
|
|
'downFly',
|
|
|
|
|
'jumpShoes',
|
|
|
|
|
'lifeWand',
|
|
|
|
|
'poisonWine',
|
|
|
|
|
'weakWine',
|
|
|
|
|
'curseWine',
|
|
|
|
|
'superWine',
|
|
|
|
|
'sword1',
|
|
|
|
|
'sword2',
|
|
|
|
|
'sword3',
|
|
|
|
|
'sword4',
|
|
|
|
|
'sword5',
|
|
|
|
|
'shield1',
|
|
|
|
|
'shield2',
|
|
|
|
|
'shield3',
|
|
|
|
|
'shield4',
|
|
|
|
|
'shield5'
|
2022-11-13 18:02:05 +08:00
|
|
|
|
// 在这里可以增加新的ID来进行统计个数,只能增加道具ID
|
|
|
|
|
];
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-14 17:11:23 +08:00
|
|
|
|
};
|