HumanBreak/public/project/functions.js

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///<reference path="../../src/types/core.d.ts" />
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
events: {
resetGame: function (hero, hard, floorId, maps, values) {
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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
// hero勇士信息hard难度floorId当前楼层IDmaps地图信息values全局数值信息
// 清除游戏数据
// 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
core.clearStatus();
// 初始化status
core.status = core.clone(core.initStatus, function (name) {
return name != 'hero' && name != 'maps';
});
core.control._bindRoutePush();
core.status.played = true;
// 初始化人物,图标,统计信息
core.status.hero = core.clone(hero);
window.hero = core.status.hero;
window.flags = core.status.hero.flags;
core.events.setHeroIcon(core.status.hero.image, true);
core.control._initStatistics(core.animateFrame.totalTime);
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core.status.hero.statistics.totalTime =
core.animateFrame.totalTime = Math.max(
core.status.hero.statistics.totalTime,
core.animateFrame.totalTime
);
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core.status.hero.statistics.start = null;
// 初始难度
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core.status.hard = hard || '';
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// 初始化地图
core.status.floorId = floorId;
core.status.maps = maps;
core.maps._resetFloorImages();
// 初始化怪物和道具
core.material.enemys = core.enemys.getEnemys();
core.material.items = core.items.getItems();
// 初始化全局数值和全局开关
core.values = core.clone(core.data.values);
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for (var key in values || {}) core.values[key] = values[key];
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core.flags = core.clone(core.data.flags);
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var globalFlags = core.getFlag('globalFlags', {});
for (var key in globalFlags) core.flags[key] = globalFlags[key];
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core._init_sys_flags();
// 初始化界面,状态栏等
core.resize();
// 状态栏是否显示
if (core.hasFlag('hideStatusBar'))
core.hideStatusBar(core.hasFlag('showToolbox'));
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else core.showStatusBar();
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if (main.mode === 'play' && !main.replayChecking) {
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Mota.Plugin.require('fly').splitArea();
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Mota.require('var', 'hook').emit('reset');
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} else {
flags.autoSkill ??= true;
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}
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},
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win: function (reason, norank, noexit) {
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// 游戏获胜事件
// 请注意成绩统计时是按照hp进行上传并排名
// 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
// 如果不退出,则临时存储数据
if (noexit) {
core.status.extraEvent = core.clone(core.status.event);
}
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if (reason === '智慧之始') {
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core.status.hero.hp +=
core.itemCount('yellowKey') * 5000 +
core.itemCount('blueKey') * 15000;
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}
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// 游戏获胜事件
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core.ui.closePanel();
var replaying = core.isReplaying();
if (replaying) core.stopReplay();
core.waitHeroToStop(function () {
if (!noexit) {
core.clearMap('all'); // 清空全地图
core.deleteAllCanvas(); // 删除所有创建的画布
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core.dom.gif2.innerHTML = '';
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}
reason = core.replaceText(reason);
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core.drawText(
[
'\t[' +
(reason || '恭喜通关') +
']你的分数是${status:hp}。'
],
function () {
core.events.gameOver(reason || '', replaying, norank);
}
);
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});
},
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lose: function (reason) {
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// 游戏失败事件
core.ui.closePanel();
var replaying = core.isReplaying();
core.stopReplay();
core.waitHeroToStop(function () {
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core.drawText(
['\t[' + (reason || '结局1') + ']你死了。\n如题。'],
function () {
core.events.gameOver(null, replaying);
}
);
});
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},
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changingFloor: function (floorId, heroLoc) {
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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
// floorId为要切换到的楼层IDheroLoc表示勇士切换到的位置
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const { checkLoopMap } = core.plugin.loopMap;
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flags.floorChanging = true;
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// ---------- 此时还没有进行切换当前floorId还是原来的 ---------- //
var currentId = core.status.floorId || null; // 获得当前的floorId可能为null
var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
if (!fromLoad) {
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if (!core.hasFlag('__leaveLoc__'))
core.setFlag('__leaveLoc__', {});
if (currentId != null)
core.getFlag('__leaveLoc__')[currentId] = core.clone(
core.status.hero.loc
);
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}
// 根据分区信息自动砍层与恢复
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if (core.plugin.removeMap.autoRemoveMaps)
core.plugin.removeMap.autoRemoveMaps(floorId);
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// 重置画布尺寸
core.maps.resizeMap(floorId);
// 设置勇士的位置
heroLoc.direction = core.turnDirection(heroLoc.direction);
core.status.hero.loc = heroLoc;
// ---------- 重绘新地图这一步将会设置core.status.floorId ---------- //
core.drawMap(floorId);
// 切换楼层BGM
if (core.status.maps[floorId].bgm) {
var bgm = core.status.maps[floorId].bgm;
if (bgm instanceof Array) bgm = bgm[0];
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if (!core.hasFlag('__bgm__')) core.playBgm(bgm);
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}
// 更改画面色调
var color = core.getFlag('__color__', null);
if (!color && core.status.maps[floorId].color)
color = core.status.maps[floorId].color;
core.clearMap('curtain');
core.status.curtainColor = color;
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if (color)
core.fillRect(
'curtain',
0,
0,
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core._PX_,
core._PY_,
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core.arrayToRGBA(color)
);
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// 更改天气
var weather = core.getFlag('__weather__', null);
if (!weather && core.status.maps[floorId].weather)
weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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checkLoopMap();
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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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afterChangeFloor: function (floorId) {
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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
// floorId是切换到的楼层
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if (flags.onChase) {
flags.chaseTime ??= {};
flags.chaseTime[floorId] = Date.now();
}
flags.floorChanging = false;
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// 如果是读档,则进行检查(是否需要恢复事件)
if (core.hasFlag('__fromLoad__')) {
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core.events.recoverEvents(core.getFlag('__events__'));
core.removeFlag('__events__');
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} else {
// 每次抵达楼层执行的事件
core.insertAction(core.floors[floorId].eachArrive);
// 首次抵达楼层时执行的事件(后插入,先执行)
if (!core.hasVisitedFloor(floorId)) {
core.insertAction(core.floors[floorId].firstArrive);
core.visitFloor(floorId);
}
}
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if (!flags.debug && !main.replayChecking)
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Mota.Plugin.require('completion').checkVisitedFloor();
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},
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flyTo: function (toId, callback) {
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// 楼层传送器的使用从当前楼层飞往toId
// 如果不能飞行请返回false
var fromId = core.status.floorId;
// 检查能否飞行
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if (
!core.status.maps[fromId].canFlyFrom ||
!core.status.maps[toId].canFlyTo ||
!core.hasVisitedFloor(toId)
) {
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core.playSound('操作失败');
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core.drawTip('无法飞往' + core.status.maps[toId].title + '');
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return false;
}
// 平面塔模式
var stair = null,
loc = null;
if (core.flags.flyRecordPosition) {
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loc = core.getFlag('__leaveLoc__', {})[toId] || null;
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}
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if (
core.status.maps[toId].flyPoint != null &&
core.status.maps[toId].flyPoint.length == 2
) {
loc = {
x: core.status.maps[toId].flyPoint[0],
y: core.status.maps[toId].flyPoint[1]
};
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}
if (loc == null) {
// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? 'downFloor' : 'upFloor';
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// 地下层:同层传送至上楼梯
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if (
fromIndex == toIndex &&
core.status.maps[fromId].underGround
)
stair = 'upFloor';
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}
// 记录录像
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core.status.route.push('fly:' + toId);
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// 传送
core.ui.closePanel();
core.changeFloor(toId, stair, loc, null, callback);
return true;
}
},
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control: {
saveData: function () {
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// 存档操作,此函数应该返回“具体要存档的内容”
// 差异化存储values
var values = {};
for (var key in core.values) {
if (!core.same(core.values[key], core.data.values[key]))
values[key] = core.clone(core.values[key]);
}
// 要存档的内容
var data = {
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floorId: core.status.floorId,
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hero: core.clone(core.status.hero, name => name !== 'chase'),
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hard: core.status.hard,
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maps: core.clone(core.maps.saveMap()),
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route: core.encodeRoute(core.status.route),
values: values,
version: core.firstData.version,
guid: core.getGuid(),
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time: new Date().getTime(),
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skills: core.plugin.skillTree.saveSkillTree()
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};
return data;
},
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loadData: function (data, callback) {
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// 读档操作;从存储中读取了内容后的行为
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if (window.flags && flags.onChase) {
flags.chase.end();
flags.onChase = true;
}
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// 重置游戏和路线
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core.resetGame(
data.hero,
data.hard,
data.floorId,
core.maps.loadMap(data.maps, null, data.hero.flags),
data.values
);
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core.status.route = core.decodeRoute(data.route);
core.control._bindRoutePush();
// 文字属性,全局属性
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core.status.textAttribute = core.getFlag(
'textAttribute',
core.status.textAttribute
);
var toAttribute = core.getFlag(
'globalAttribute',
core.status.globalAttribute
);
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if (!core.same(toAttribute, core.status.globalAttribute)) {
core.status.globalAttribute = toAttribute;
core.resize();
}
// 重置音量
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core.events.setVolume(core.getFlag('__volume__', 1), 0);
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// 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];
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core.material.icons.hero.width =
core.material.images.images[icon].width / 4;
core.material.icons.hero.height =
core.material.images.images[icon].height / 4;
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}
core.setFlag('__fromLoad__', true);
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core.plugin.skillTree.loadSkillTree(data.skills);
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// 切换到对应的楼层
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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if (core.hasFlag('__bgm__')) {
// 持续播放
core.playBgm(core.getFlag('__bgm__'));
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}
core.removeFlag('__fromLoad__');
if (callback) callback();
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if (flags.onChase) {
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Mota.Plugin.require('chase').startChase(flags.chaseIndex);
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if (flags.chaseIndex === 1) {
core.playBgm('escape.mp3', 43.5);
}
}
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});
},
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updateStatusBar: function () {
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// 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();
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if (main.replayChecking) return;
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// 已学习的技能
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// 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;
// }
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},
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moveOneStep: function (callback) {
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// 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。
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const { checkLoopMap } = core.plugin.loopMap;
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// 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;
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if (
block != null &&
block.event.trigger == 'getItem' &&
!core.floors[core.status.floorId].afterGetItem[
nowx + ',' + nowy
]
) {
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hasTrigger = true;
core.trigger(nowx, nowy, callback);
}
// 执行目标点的阻激夹域事件
core.checkBlock();
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if (!hasTrigger) core.trigger(nowx, nowy, callback);
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// 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
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core.insertAction(
{ type: 'moveAction' },
null,
null,
null,
true
);
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}
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checkLoopMap();
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// 追猎
// todo: 重写
if (
core.status.checkBlock.haveHunt &&
!core
.getBlockId(core.status.hero.loc.x, core.status.hero.loc.y)
?.endsWith('Portal')
) {
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var x = core.status.hero.loc.x,
y = core.status.hero.loc.y;
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core.status.maps[core.status.floorId].blocks.forEach(function (
block
) {
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if (block.x != x && block.y != y) return;
var id = block.event.id,
enemy = core.material.enemys[id];
if (enemy && core.hasSpecial(enemy.special, 12)) {
var nx = block.x,
ny = block.y;
var dx = Math.abs(x - nx),
dy = Math.abs(y - ny);
if (x == block.x) {
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if (
y > block.y &&
!core.noPass(block.x, block.y + 1) &&
core.getBlockCls(block.x, block.y + 1) !=
'items'
) {
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dy--;
ny++;
core.insertAction([
{
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type: 'move',
loc: [block.x, block.y],
time: 200,
keep: true,
steps: ['down:1']
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},
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{
type: 'if',
condition: dy + '<=1',
true: [
{ type: 'battle', loc: [nx, ny] }
]
}
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]);
}
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if (
y < block.y &&
!core.noPass(block.x, block.y - 1) &&
core.getBlockCls(block.x, block.y - 1) !=
'items'
) {
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dy--;
ny--;
core.insertAction([
{
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type: 'move',
loc: [block.x, block.y],
time: 200,
keep: true,
steps: ['up:1']
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},
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{
type: 'if',
condition: dy + '<=1',
true: [
{ type: 'battle', loc: [nx, ny] }
]
}
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]);
}
} else {
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if (
x > block.x &&
!core.noPass(block.x + 1, block.y) &&
core.getBlockCls(block.x + 1, block.y) !=
'items'
) {
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dx--;
nx++;
core.insertAction([
{
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type: 'move',
loc: [block.x, block.y],
time: 200,
keep: true,
steps: ['right:1']
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},
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{
type: 'if',
condition: dx + '<=1',
true: [
{ type: 'battle', loc: [nx, ny] }
]
}
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]);
}
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if (
x < block.x &&
!core.noPass(block.x - 1, block.y) &&
core.getBlockCls(block.x - 1, block.y) !=
'items'
) {
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dx--;
nx--;
core.insertAction([
{
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type: 'move',
loc: [block.x, block.y],
time: 200,
keep: true,
steps: ['left:1']
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},
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{
type: 'if',
condition: dx + '<=1',
true: [
{ type: 'battle', loc: [nx, ny] }
]
}
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]);
}
}
}
});
}
// 如需强行终止行走可以在这里条件判定:
// core.stopAutomaticRoute();
},
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moveDirectly: function (x, y, ignoreSteps) {
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// 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
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var lastDirection =
core.status.route[core.status.route.length - 1];
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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
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core.status.route.push('move:' + x + ':' + y);
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// 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;
}
},
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ui: {
drawStatistics: function () {
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// 浏览地图时参与的统计项目
return [
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'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'
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// 在这里可以增加新的ID来进行统计个数只能增加道具ID
];
}
}
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};