HumanBreak/public/libs/enemys.js

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///<reference path="../../src/types/core.d.ts" />
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'use strict';
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function enemys() {
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this._init();
}
////// 初始化 //////
enemys.prototype._init = function () {
this.enemys = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
this.enemydata = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.enemys;
for (var enemyId in this.enemys) {
this.enemys[enemyId].id = enemyId;
}
if (main.mode == 'play') {
this.enemydata.hasSpecial = function (a, b) {
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return core.enemys.hasSpecial(a, b);
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};
}
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};
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enemys.prototype.getEnemys = function () {
var enemys = core.clone(this.enemys);
var enemyInfo = core.getFlag('enemyInfo');
if (enemyInfo) {
for (var id in enemyInfo) {
for (var name in enemyInfo[id]) {
enemys[id][name] = core.clone(enemyInfo[id][name]);
}
}
}
// 将所有怪物的各项属性映射到朝下的
for (var id in enemys) {
if (enemys[id].faceIds) {
var downId = enemys[id].faceIds.down;
if (downId != null && downId != id && enemys[downId]) {
enemys[id] = { id: id };
for (var property in enemys[downId]) {
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if (
property != 'id' &&
enemys[downId].hasOwnProperty(property)
) {
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(function (id, downId, property) {
Object.defineProperty(enemys[id], property, {
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get: function () {
return enemys[downId][property];
},
set: function (v) {
enemys[downId][property] = v;
},
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enumerable: true
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});
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})(id, downId, property);
}
}
}
}
}
return enemys;
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};
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////// 判断是否含有某特殊属性 //////
enemys.prototype.hasSpecial = function (special, test) {
if (special == null) return false;
if (special instanceof Array) {
return special.indexOf(test) >= 0;
}
if (typeof special == 'number') {
return special === test;
}
if (typeof special == 'string') {
return this.hasSpecial(core.material.enemys[special], test);
}
if (special.special != null) {
return this.hasSpecial(special.special, test);
}
return false;
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};
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enemys.prototype.getSpecials = function () {
return this.enemydata.getSpecials();
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};
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////// 获得所有特殊属性的名称 //////
enemys.prototype.getSpecialText = function (enemy) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (!enemy) return [];
var special = enemy.special;
var text = [];
var specials = this.getSpecials();
if (specials) {
for (var i = 0; i < specials.length; i++) {
if (this.hasSpecial(special, specials[i][0]))
text.push(this._calSpecialContent(enemy, specials[i][1]));
}
}
return text;
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};
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////// 获得所有特殊属性的颜色 //////
enemys.prototype.getSpecialColor = function (enemy) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (!enemy) return [];
var special = enemy.special;
var colors = [];
var specials = this.getSpecials();
if (specials) {
for (var i = 0; i < specials.length; i++) {
if (this.hasSpecial(special, specials[i][0]))
colors.push(specials[i][3] || null);
}
}
return colors;
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};
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////// 获得所有特殊属性的额外标记 //////
enemys.prototype.getSpecialFlag = function (enemy) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (!enemy) return [];
var special = enemy.special;
var flag = 0;
var specials = this.getSpecials();
if (specials) {
for (var i = 0; i < specials.length; i++) {
if (this.hasSpecial(special, specials[i][0]))
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flag |= specials[i][4] || 0;
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}
}
return flag;
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};
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////// 获得每个特殊属性的说明 //////
enemys.prototype.getSpecialHint = function (enemy, special) {
var specials = this.getSpecials();
if (special == null) {
if (specials == null) return [];
var hints = [];
for (var i = 0; i < specials.length; i++) {
if (this.hasSpecial(enemy, specials[i][0]))
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hints.push(
'\r[' +
core.arrayToRGBA(specials[i][3] || '#FF6A6A') +
']\\d' +
this._calSpecialContent(enemy, specials[i][1]) +
'\\d\r[]' +
this._calSpecialContent(enemy, specials[i][2])
);
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}
return hints;
}
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if (specials == null) return '';
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for (var i = 0; i < specials.length; i++) {
if (special == specials[i][0])
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return (
'\r[#FF6A6A]\\d' +
this._calSpecialContent(enemy, specials[i][1]) +
'\\d\r[]' +
this._calSpecialContent(enemy, specials[i][2])
);
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}
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return '';
};
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enemys.prototype._calSpecialContent = function (enemy, content) {
if (typeof content == 'string') return content;
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (content instanceof Function) {
return content(enemy);
}
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return '';
};
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////// 获得某个点上某个怪物的某项属性 //////
enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
floorId = floorId || core.status.floorId;
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if (
(((flags.enemyOnPoint || {})[floorId] || {})[x + ',' + y] || {})[
name
] != null
) {
return flags.enemyOnPoint[floorId][x + ',' + y][name];
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}
if (enemy == null) {
var block = core.getBlock(x, y, floorId);
if (block == null) return null;
enemy = core.material.enemys[block.event.id];
}
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (enemy == null) return null;
return enemy[name];
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};
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////// 能否获胜 //////
enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
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// Deprecated.
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};
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////// 接下来N个临界值和临界减伤计算 //////
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enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId, hero) {
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// Deprecated. See src/plugin/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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/// 未破防临界采用二分计算
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enemys.prototype._nextCriticals_overAtk = function (enemy) {
// Deprecated. See src/plugin/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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enemys.prototype._nextCriticals_special = function (enemy) {
// Deprecated. See src/plugin/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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enemys.prototype._nextCriticals_useBinarySearch = function (enemy) {
// Deprecated. See src/plugin/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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////// N防减伤计算 //////
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enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId, hero) {
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// Deprecated. See src/plugin/game/enemy/damage.ts DamageEnemy.calDefDamage.
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};
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enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/plugin/game/enemy/damage.ts
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};
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////// 获得战斗伤害信息(实际伤害计算函数) //////
enemys.prototype.getDamageInfo = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/plugin/game/enemy/damage.ts
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};
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////// 获得在某个勇士属性下怪物伤害 //////
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enemys.prototype.getDamage = function (enemy, x, y, floorId, hero) {
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// Deprecated. See src/plugin/game/enemy/damage.ts
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};
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enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/plugin/game/enemy/damage.ts
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};
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////// 获得当前楼层的怪物列表 //////
enemys.prototype.getCurrentEnemys = function (floorId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_getEnemy = function (enemyId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId) {
// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_addEnemy_defDamage = function (enemy) {
// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_sort = function (enemys) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype.hasEnemyLeft = function (enemyId, floorId) {
if (floorId == null) floorId = core.status.floorId;
if (!(floorId instanceof Array)) floorId = [floorId];
var enemyMap = {};
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if (enemyId instanceof Array)
enemyId.forEach(function (v) {
enemyMap[v] = true;
});
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else if (enemyId) enemyMap[enemyId] = true;
else enemyMap = null;
for (var i = 0; i < floorId.length; i++) {
core.extractBlocks(floorId[i]);
var mapBlocks = core.status.maps[floorId[i]].blocks;
for (var b = 0; b < mapBlocks.length; b++) {
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if (
!mapBlocks[b].disable &&
mapBlocks[b].event.cls.indexOf('enemy') === 0
) {
if (
enemyMap === null ||
enemyMap[core.getFaceDownId(mapBlocks[b])]
)
return true;
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}
}
}
return false;
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};