重写战斗

This commit is contained in:
unanmed 2023-07-30 16:46:34 +08:00
parent e8e6b202af
commit 351e136775
17 changed files with 311 additions and 245 deletions

37
idea.md
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@ -24,27 +24,12 @@
#### 技能 #### 技能
分成多条线,可以单独点一条线,也可以混搭
闪避:每 M 回合闪避一次,减少 N% 的伤害 闪避:每 M 回合闪避一次,减少 N% 的伤害
## 机制 ## 机制
### 通用
- 实时天气
- 成就系统(完成)
- 装备合成、装备(孔)强化
- 宝石目标设定
- 自动宝物规划,选中两个或更多宝物后自动在本地图中规划出最优拾取路线,原则是尽量减少其余宝物的捡拾,自动切换主动技能,怪物造成的伤害最低的路线
- 临界显示方式,宝石数还是数值
- 怪物目标设定(完成)
- 木牌查看系统(完成)
- 宝物目标设定
- 每个怪物加一个怪物说明
- 歌词展示系统
- 小地图显示框,可以选择是否显示剩余怪物数量等
- 怪物死亡特效
- 区域名称显示特效3D 粒子
### 第二章 智慧 ### 第二章 智慧
- 苍蓝之殿 1: 利用点光源,照到的位置与没照到的位置内容不同,玩家可以选择是否装备手电筒 - 苍蓝之殿 1: 利用点光源,照到的位置与没照到的位置内容不同,玩家可以选择是否装备手电筒
@ -65,3 +50,21 @@ dam1.png ---- 存档 404
dam2.png ---- 存档 285 dam2.png ---- 存档 285
dam3.png ---- 存档 243 dam3.png ---- 存档 243
dam4.png ---- 存档 59 dam4.png ---- 存档 59
## TODO
[] 实时天气
[x] 成就系统
[] 装备合成、装备(孔)强化
[] 宝石目标设定
[] 自动宝物规划,选中两个或更多宝物后自动在本地图中规划出最优拾取路线,原则是尽量减少其余宝物的捡拾,自动切换主动技能,怪物造成的伤害最低的路线
[] 临界显示方式,宝石数还是数值
[x] 怪物目标设定
[x] 木牌查看系统(百科全书)
[] 宝物目标设定
[] 每个怪物加一个怪物说明
[] 歌词展示系统
[] 小地图显示框,可以选择是否显示剩余怪物数量等
[] 怪物死亡特效
[] 区域名称显示特效3D 粒子
[] 单独的工具栏

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@ -47,12 +47,6 @@ var functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
_lint: true, _lint: true,
_data: '楼层飞行' _data: '楼层飞行'
}, },
beforeBattle: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '战前判定'
},
afterBattle: { afterBattle: {
_leaf: true, _leaf: true,
_type: 'textarea', _type: 'textarea',

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@ -203,14 +203,11 @@ enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
////// 能否获胜 ////// ////// 能否获胜 //////
enemys.prototype.canBattle = function (enemy, x, y, floorId) { enemys.prototype.canBattle = function (enemy, x, y, floorId) {
// todo: 重写这个函数 // Deprecated. See src/plugin/game/battle.ts
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
var damage = this.getDamage(enemy, x, y, floorId);
return damage != null && damage < core.status.hero.hp;
}; };
enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) { enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
// todo: 重写这个函数 // todo: 删除
if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
var damage = this.getDamage(enemy, x, y, floorId, hero); var damage = this.getDamage(enemy, x, y, floorId, hero);
@ -237,7 +234,7 @@ enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
////// 接下来N个临界值和临界减伤计算 ////// ////// 接下来N个临界值和临界减伤计算 //////
enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId, hero) { enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId, hero) {
// todo: 删除 getDamageInfo // todo: 删除这个函数
if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
number = number || 1; number = number || 1;
@ -284,7 +281,7 @@ enemys.prototype._nextCriticals_overAtk = function (
floorId, floorId,
hero hero
) { ) {
// todo: 删除 getDamageInfo // todo: 删除这个函数
var calNext = function (currAtk, maxAtk) { var calNext = function (currAtk, maxAtk) {
var start = currAtk, var start = currAtk,
end = maxAtk; end = maxAtk;
@ -342,7 +339,7 @@ enemys.prototype._nextCriticals_useBinarySearch = function (
floorId, floorId,
hero hero
) { ) {
// todo: 删除 getDamageInfo // todo: 删除这个函数
var mon_hp = info.mon_hp, var mon_hp = info.mon_hp,
hero_atk = core.getStatusOrDefault(hero, 'atk'), hero_atk = core.getStatusOrDefault(hero, 'atk'),
mon_def = info.mon_def, mon_def = info.mon_def,
@ -417,7 +414,7 @@ enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId, hero) {
}; };
enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) { enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
// throw new Error(`This function has been deprecated.`); // todo: 删除这个函数
if (enemy == null) return null; if (enemy == null) return null;
if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
return this.enemydata.getEnemyInfo(enemy, hero, x, y, floorId); return this.enemydata.getEnemyInfo(enemy, hero, x, y, floorId);
@ -425,7 +422,7 @@ enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
////// 获得战斗伤害信息(实际伤害计算函数) ////// ////// 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) { enemys.prototype.getDamageInfo = function (enemy, hero, x, y, floorId) {
// throw new Error(`This function has been deprecated.`); // todo: 删除这个函数
if (enemy == null) return null; if (enemy == null) return null;
// 移动到了脚本编辑 - getDamageInfo中 // 移动到了脚本编辑 - getDamageInfo中
if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
@ -434,11 +431,12 @@ enemys.prototype.getDamageInfo = function (enemy, hero, x, y, floorId) {
////// 获得在某个勇士属性下怪物伤害 ////// ////// 获得在某个勇士属性下怪物伤害 //////
enemys.prototype.getDamage = function (enemy, x, y, floorId, hero) { enemys.prototype.getDamage = function (enemy, x, y, floorId, hero) {
// todo: 修改这个函数的参数
return this._getDamage(enemy, hero, x, y, floorId); return this._getDamage(enemy, hero, x, y, floorId);
}; };
enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) { enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) {
// todo: 删除 getDamageInfo // todo: 重写这个函数
if (enemy == null) enemy = core.getBlockId(x, y, floorId); if (enemy == null) enemy = core.getBlockId(x, y, floorId);
if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
if (enemy == null) return null; if (enemy == null) return null;
@ -451,7 +449,7 @@ enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) {
////// 获得当前楼层的怪物列表 ////// ////// 获得当前楼层的怪物列表 //////
enemys.prototype.getCurrentEnemys = function (floorId) { enemys.prototype.getCurrentEnemys = function (floorId) {
// todo: 删除 getEnemyInfo - _getCurrentEnemys_addEnemy // todo: 重写这个函数
floorId = floorId || core.status.floorId; floorId = floorId || core.status.floorId;
var enemys = [], var enemys = [],
used = {}; used = {};

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@ -430,16 +430,7 @@ events.prototype._trigger_ignoreChangeFloor = function (block) {
}; };
events.prototype._sys_battle = function (data, callback) { events.prototype._sys_battle = function (data, callback) {
// 检查是否需要改变朝向 // todo: 重写这个函数的一部分
/* if (data.x == core.nextX() && data.y == core.nextY()) {
var dir = core.turnDirection(":back");
var id = data.event.id, toId = (data.event.faceIds || {})[dir];
if (toId && id != toId) {
var number = core.getNumberById(toId);
if (number > 0)
core.setBlock(number, data.x, data.y);
}
} */
// 检查战前事件 // 检查战前事件
var beforeBattle = []; var beforeBattle = [];
@ -471,35 +462,17 @@ events.prototype._sys_battle = function (data, callback) {
////// 战斗 ////// ////// 战斗 //////
events.prototype.battle = function (id, x, y, force, callback) { events.prototype.battle = function (id, x, y, force, callback) {
// todo: 重写这个函数的一部分,修改参数 // Deprecated. See src/plugin/game/battle.ts
core.saveAndStopAutomaticRoute();
id = id || core.getBlockId(x, y);
if (!id) return core.clearContinueAutomaticRoute(callback);
// 非强制战斗
if (!core.enemys.canBattle(id, x, y) && !force && !core.status.event.id) {
core.stopSound();
core.playSound('操作失败');
core.drawTip('你打不过此怪物!', id);
return core.clearContinueAutomaticRoute(callback);
}
// 自动存档
if (!core.status.event.id) core.autosave(true);
// 战前事件
if (!this.beforeBattle(id, x, y))
return core.clearContinueAutomaticRoute(callback);
// 战后事件
this.afterBattle(id, x, y);
if (callback) callback();
}; };
////// 战斗前触发的事件 ////// ////// 战斗前触发的事件 //////
events.prototype.beforeBattle = function (enemyId, x, y) { events.prototype.beforeBattle = function (enemyId, x, y) {
return this.eventdata.beforeBattle(enemyId, x, y); // Deprecated. See src/plugin/game/battle.ts
}; };
////// 战斗结束后触发的事件 ////// ////// 战斗结束后触发的事件 //////
events.prototype.afterBattle = function (enemyId, x, y) { events.prototype.afterBattle = function (enemyId, x, y) {
return this.eventdata.afterBattle(enemyId, x, y); // Deprecated. See src/plugin/game/battle.ts
}; };
events.prototype._sys_openDoor = function (data, callback) { events.prototype._sys_openDoor = function (data, callback) {
@ -2140,6 +2113,7 @@ events.prototype._action_disableShop = function (data, x, y, prefix) {
}; };
events.prototype._action_battle = function (data, x, y, prefix) { events.prototype._action_battle = function (data, x, y, prefix) {
// todo: 修改battle的参数
if (data.id) { if (data.id) {
this.battle(data.id, null, null, true, core.doAction); this.battle(data.id, null, null, true, core.doAction);
} else { } else {

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@ -3531,7 +3531,7 @@ maps.prototype.resetMap = function (floorId) {
////// 初始化独立的block canvas ////// ////// 初始化独立的block canvas //////
maps.prototype._initDetachedBlock = function (blockInfo, x, y, displayDamage) { maps.prototype._initDetachedBlock = function (blockInfo, x, y, displayDamage) {
// todo: 不使用 nextCriticals // todo: 不使用 nextCriticals 和 getDamageString
var headCanvas = null, var headCanvas = null,
bodyCanvas = '__body_' + x + '_' + y, bodyCanvas = '__body_' + x + '_' + y,
damageCanvas = null; damageCanvas = null;

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@ -262,139 +262,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
return true; return true;
}, },
beforeBattle: function (enemyId, x, y) {
// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
// 返回true则将继续战斗返回false将不再战斗。
// todo: 重写
return true;
},
afterBattle: function (enemyId, x, y) {
// todo: 重写
// 战斗结束后触发的事件
const floorId = core.status.floorId;
var enemy = core.material.enemys[enemyId];
var special = enemy.special;
// 播放战斗音效和动画
// 默认播放的动画;你也可以使用
var animate = 'hand'; // 默认动画
// 检查当前装备是否存在攻击动画
var equipId = core.getEquip(0);
if (equipId && (core.material.items[equipId].equip || {}).animate)
animate = core.material.items[equipId].equip.animate;
// 检查该动画是否存在SE如果不存在则使用默认音效
if (!(core.material.animates[animate] || {}).se)
core.playSound('attack.mp3');
// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
if (x != null && y != null) core.drawAnimate(animate, x, y);
else core.drawHeroAnimate(animate);
// 获得战斗伤害信息
// 注意这里勇士坐标要传入当前勇士坐标,不然会默认取伤害最低的地方打怪
const damageInfo =
core.getDamageInfo(
enemyId,
{ x: core.status.hero.loc.x, y: core.status.hero.loc.y },
x,
y
) ?? {};
// 战斗伤害
const damage = damageInfo.damage;
// 判定是否致死
if (damage == null || damage >= core.status.hero.hp) {
core.status.hero.hp = 0;
core.updateStatusBar(false, true);
core.events.lose('战斗失败');
return;
}
// 扣减体力值并记录统计数据
core.status.hero.hp -= damage;
core.status.hero.statistics.battleDamage += damage;
core.status.hero.statistics.battle++;
// 智慧之源
if (core.hasSpecial(special, 14) && flags.hard === 2) {
core.addFlag(
'inte_' + floorId,
Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10
);
core.status.hero.mdef -=
Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10;
}
// 极昼永夜
if (core.hasSpecial(special, 22)) {
flags[`night_${floorId}`] ??= 0;
flags[`night_${floorId}`] -= enemy.night;
}
if (core.hasSpecial(special, 23)) {
flags[`night_${floorId}`] ??= 0;
flags[`night_${floorId}`] += enemy.day;
}
if (core.plugin.skillTree.getSkillLevel(11) > 0) {
core.plugin.study.declineStudiedSkill();
}
// 如果是融化怪,需要特殊标记一下
if (core.hasSpecial(special, 25) && core.has(x) && core.has(y)) {
flags[`melt_${floorId}`] ??= {};
flags[`melt_${floorId}`][`${x},${y}`] = enemy.melt;
}
// 获得金币
const money = enemy.money;
core.status.hero.money += money;
core.status.hero.statistics.money += money;
// 获得经验
const exp = enemy.exp;
core.status.hero.exp += exp;
core.status.hero.statistics.exp += exp;
const hint =
'打败 ' + enemy.name + ',金币+' + money + ',经验+' + exp;
core.drawTip(hint, enemy.id);
if (core.getFlag('bladeOn') && core.getFlag('blade')) {
core.setFlag('blade', false);
}
if (core.getFlag('shieldOn') && core.getFlag('shield')) {
core.setFlag('shield', false);
}
// 事件的处理
var todo = [];
// 战后事件
if (core.status.floorId != null) {
core.push(
todo,
core.floors[core.status.floorId].afterBattle[x + ',' + y]
);
}
core.push(todo, enemy.afterBattle);
// 如果事件不为空,将其插入
if (todo.length > 0) core.insertAction(todo, x, y);
// 因为removeBlock和hideBlock都会刷新状态栏因此将删除部分移动到这里并保证刷新只执行一次以提升效率
if (core.getBlock(x, y) != null) {
core.removeBlock(x, y);
} else {
core.updateStatusBar();
}
// 如果已有事件正在处理中
if (core.status.event.id == null) core.continueAutomaticRoute();
else core.clearContinueAutomaticRoute();
},
afterOpenDoor: function (doorId, x, y) { afterOpenDoor: function (doorId, x, y) {
// 开一个门后触发的事件 // 开一个门后触发的事件

232
src/plugin/game/battle.ts Normal file
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@ -0,0 +1,232 @@
import { DamageDir, DamageEnemy, getNeedCalDir } from './damage';
import { findDir, has } from './utils';
export function getEnemy(
x: number,
y: number,
floorId: FloorIds = core.status.floorId
) {
const enemy = core.status.maps[floorId].enemy.list.find(v => {
return v.x === x && v.y === y;
});
if (!enemy) {
throw new Error(
`Get null when getting enemy on '${x},${y}' in '${floorId}'`
);
}
return enemy;
}
core.enemys.canBattle = function (
x: number,
y: number,
floorId: FloorIds = core.status.floorId,
dir: DamageDir | DamageDir[] = getNeedCalDir(x, y, floorId)
) {
const enemy = getEnemy(x, y, floorId);
const damage = enemy.calEnemyDamage(core.status.hero, dir);
return damage.some(v => {
return v.damage < core.status.hero.hp;
});
};
core.events.battle = function (
x: number,
y: number,
dir: DamageDir,
force: boolean = false,
callback?: () => void
) {
core.saveAndStopAutomaticRoute();
const enemy = getEnemy(x, y);
// 非强制战斗
if (
!core.enemys.canBattle(x, y, void 0, dir) &&
!force &&
!core.status.event.id
) {
core.stopSound();
core.playSound('操作失败');
core.drawTip('你打不过此怪物!', enemy.id);
return core.clearContinueAutomaticRoute(callback);
}
// 自动存档
if (!core.status.event.id) core.autosave(true);
// 战前事件
if (!this.beforeBattle(enemy, x, y, dir))
return core.clearContinueAutomaticRoute(callback);
// 战后事件
this.afterBattle(enemy, x, y, dir);
callback?.();
};
core.events.beforeBattle = function () {
return true;
};
core.events.afterBattle = function (
enemy: DamageEnemy,
x?: number,
y?: number,
dir: DamageDir = 'none'
) {
const floorId = core.status.floorId;
const special = enemy.info.special;
// 播放战斗动画
let animate: AnimationIds = 'hand';
// 检查当前装备是否存在攻击动画
const equipId = core.getEquip(0);
if (equipId && (core.material.items[equipId].equip || {}).animate)
animate = core.material.items[equipId].equip.animate;
// 检查该动画是否存在SE如果不存在则使用默认音效
if (!core.material.animates[animate]?.se) core.playSound('attack.mp3');
// 战斗伤害
const info = enemy.calEnemyDamage(core.status.hero, dir)[0];
const damage = info.damage;
// 判定是否致死
if (damage >= core.status.hero.hp) {
core.status.hero.hp = 0;
core.updateStatusBar(false, true);
core.events.lose('战斗失败');
return;
}
// 扣减体力值并记录统计数据
core.status.hero.hp -= damage;
core.status.hero.statistics.battleDamage += damage;
core.status.hero.statistics.battle++;
// 智慧之源
if (core.hasSpecial(special, 14) && flags.hard === 2) {
core.addFlag(
'inte_' + floorId,
Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10
);
core.status.hero.mdef -=
Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10;
}
// 极昼永夜
if (core.hasSpecial(special, 22)) {
flags[`night_${floorId}`] ??= 0;
flags[`night_${floorId}`] -= enemy.enemy.night!;
}
if (core.hasSpecial(special, 23)) {
flags[`night_${floorId}`] ??= 0;
flags[`night_${floorId}`] += enemy.enemy.day;
}
// if (core.plugin.skillTree.getSkillLevel(11) > 0) {
// core.plugin.study.declineStudiedSkill();
// }
// 如果是融化怪,需要特殊标记一下
if (core.hasSpecial(special, 25) && core.has(x) && core.has(y)) {
flags[`melt_${floorId}`] ??= {};
flags[`melt_${floorId}`][`${x},${y}`] = enemy.enemy.melt;
}
// 获得金币
const money = enemy.enemy.money;
core.status.hero.money += money;
core.status.hero.statistics.money += money;
// 获得经验
const exp = enemy.enemy.exp;
core.status.hero.exp += exp;
core.status.hero.statistics.exp += exp;
const hint =
'打败 ' + enemy.enemy.name + ',金币+' + money + ',经验+' + exp;
core.drawTip(hint, enemy.id);
if (core.getFlag('bladeOn') && core.getFlag('blade')) {
core.setFlag('blade', false);
}
if (core.getFlag('shieldOn') && core.getFlag('shield')) {
core.setFlag('shield', false);
}
// 事件的处理
const todo: MotaEvent = [];
// 战后事件
if (has(core.status.floorId)) {
const loc = `${x},${y}` as LocString;
todo.push(...(core.floors[core.status.floorId].afterBattle[loc] ?? []));
}
todo.push(...(enemy.enemy.afterBattle ?? []));
// 如果事件不为空,将其插入
if (todo.length > 0) core.insertAction(todo, x, y);
if (has(x) && has(y)) {
core.drawAnimate(animate, x, y);
core.removeBlock(x, y);
} else core.drawHeroAnimate(animate);
// 如果已有事件正在处理中
if (core.status.event.id == null) core.continueAutomaticRoute();
else core.clearContinueAutomaticRoute();
};
core.events._sys_battle = function (data: Block, callback?: () => void) {
// todo: 重写这个函数的一部分
// 检查战前事件
const floor = core.floors[core.status.floorId];
const beforeBattle: MotaEvent = [];
const loc = `${data.x},${data.y}` as LocString;
const enemy = getEnemy(data.x, data.y);
beforeBattle.push(...(floor.beforeBattle[loc] ?? []));
beforeBattle.push(...(enemy.enemy.beforeBattle ?? []));
if (beforeBattle.length > 0) {
beforeBattle.push({ type: 'battle', x: data.x, y: data.y });
core.clearContinueAutomaticRoute();
// 自动存档
var inAction = core.status.event.id == 'action';
if (inAction) {
core.insertAction(beforeBattle, data.x, data.y);
core.doAction();
} else {
core.autosave(true);
core.insertAction(beforeBattle, data.x, data.y, callback);
}
} else {
const dir = findDir(data, core.status.hero.loc) as DamageDir;
this.battle(data.x, data.y, dir, false, callback);
}
};
declare global {
interface Events {
/**
*
* @param x
* @param y
*/
beforeBattle(
enemy: DamageEnemy,
x: number,
y: number,
dir: DamageDir
): boolean;
/**
*
*/
afterBattle(
enemy: DamageEnemy,
x: number,
y: number,
dir: DamageDir
): void;
}
}

View File

@ -73,7 +73,7 @@ interface CriticalDamageDelta extends Omit<DamageDelta, 'info'> {
} }
type HaloFn = (info: EnemyInfo, enemy: Enemy) => void; type HaloFn = (info: EnemyInfo, enemy: Enemy) => void;
type DamageDir = Dir | 'none'; export type DamageDir = Dir | 'none';
/** 光环属性 */ /** 光环属性 */
export const haloSpecials: number[] = [8, 21, 25, 26, 27]; export const haloSpecials: number[] = [8, 21, 25, 26, 27];
@ -695,7 +695,7 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
damage[loc].type.add(type); damage[loc].type.add(type);
} }
private calEnemyDamage( calEnemyDamage(
hero: Partial<HeroStatus> = core.status.hero, hero: Partial<HeroStatus> = core.status.hero,
dir: DamageDir | DamageDir[] dir: DamageDir | DamageDir[]
): DamageInfo[] { ): DamageInfo[] {

View File

@ -18,6 +18,7 @@ import * as towerBoss from './towerBoss';
import * as utils from './utils'; import * as utils from './utils';
import * as chase from './chase'; import * as chase from './chase';
import * as damage from './damage'; import * as damage from './damage';
import * as battle from './battle';
export { export {
halo, halo,
@ -32,5 +33,6 @@ export {
towerBoss, towerBoss,
utils, utils,
chase, chase,
damage damage,
battle
}; };

View File

@ -1,6 +1,6 @@
///<reference path="../../../src/types/core.d.ts" /> ///<reference path="../../../src/types/core.d.ts" />
import { studySkill, canStudySkill } from './study.js'; import { studySkill, canStudySkill } from './study';
const replayableSettings = ['autoSkill']; const replayableSettings = ['autoSkill'];

View File

@ -1,7 +1,5 @@
///<reference path="../../../src/types/core.d.ts" />
// 负责勇士技能:学习 // 负责勇士技能:学习
const values = { const values: Record<number, string[]> = {
1: ['crit'], 1: ['crit'],
6: ['n'], 6: ['n'],
7: ['hungry'], 7: ['hungry'],
@ -12,7 +10,7 @@ const values = {
const cannotStudy = [9, 12, 14, 15, 24]; const cannotStudy = [9, 12, 14, 15, 24];
export function canStudySkill(number) { export function canStudySkill(number: number) {
const s = (core.status.hero.special ??= { num: [], last: [] }); const s = (core.status.hero.special ??= { num: [], last: [] });
if (core.plugin.skillTree.getSkillLevel(11) === 0) return false; if (core.plugin.skillTree.getSkillLevel(11) === 0) return false;
if (s.num.length >= 1) return false; if (s.num.length >= 1) return false;
@ -21,7 +19,7 @@ export function canStudySkill(number) {
return true; return true;
} }
export function studySkill(enemy, number) { export function studySkill(enemy: any, number: number) {
core.status.hero.special ??= { num: [], last: [] }; core.status.hero.special ??= { num: [], last: [] };
const s = core.status.hero.special; const s = core.status.hero.special;
const specials = core.getSpecials(); const specials = core.getSpecials();
@ -41,13 +39,13 @@ export function studySkill(enemy, number) {
} }
} }
export function forgetStudiedSkill(num, i) { export function forgetStudiedSkill(num: number, i: number) {
const s = core.status.hero.special; const s = core.status.hero.special;
const index = i !== void 0 && i !== null ? i : s.num.indexOf(num); const index = i !== void 0 && i !== null ? i : s.num.indexOf(num);
if (index === -1) return; if (index === -1) return;
s.num.splice(index, 1); s.num.splice(index, 1);
s.last.splice(index, 1); s.last.splice(index, 1);
const value = values[number] ?? []; const value = values[num] ?? [];
for (const key of value) { for (const key of value) {
delete s[key]; delete s[key];
} }
@ -62,16 +60,8 @@ export function checkStudiedSkill() {
const s = core.status.hero.special; const s = core.status.hero.special;
for (let i = 0; i < s.last.length; i++) { for (let i = 0; i < s.last.length; i++) {
if (s.last[i] <= 0) { if (s.last[i] <= 0) {
this.forgetStudiedSkill(void 0, i); forgetStudiedSkill(1, i);
i--; i--;
} }
} }
} }
core.plugin.study = {
canStudySkill,
studySkill,
forgetStudiedSkill,
declineStudiedSkill,
checkStudiedSkill
};

View File

@ -155,6 +155,21 @@ export function boundary(arr: any, key?: any) {
} }
} }
/**
*
* @param from
* @param to
*/
export function findDir(from: Loc, to: Loc): Dir2 | 'none' {
const dx = to.x - from.x;
const dy = to.y - from.y;
return (
(Object.entries(core.utils.scan2).find(v => {
v[1].x === dx && v[1].y === dy;
})?.[0] as Dir2) ?? 'none'
);
}
declare global { declare global {
interface GamePluginUtils { interface GamePluginUtils {
ofDir: typeof ofDir; ofDir: typeof ofDir;

13
src/types/enemy.d.ts vendored
View File

@ -26,7 +26,10 @@ type PartialNumbericEnemyProperty =
| 'courage' | 'courage'
| 'charge' | 'charge'
| 'paleShield' | 'paleShield'
| 'iceHalo'; | 'iceHalo'
| 'day'
| 'night'
| 'melt';
type BooleanEnemyProperty = type BooleanEnemyProperty =
| 'zoneSquare' | 'zoneSquare'
@ -314,10 +317,10 @@ interface Enemys extends EnemyData {
* @returns true表示可以打败false表示无法打败 * @returns true表示可以打败false表示无法打败
*/ */
canBattle( canBattle(
enemy: EnemyIds | Enemy, x: number,
x?: number, y: number,
y?: number, floorId?: FloorIds,
floorId?: FloorIds dir?: Dir | 'none' | (Dir | 'none')[]
): boolean; ): boolean;
/** /**

10
src/types/event.d.ts vendored
View File

@ -109,10 +109,10 @@ interface Events extends EventData {
* @param callback * @param callback
*/ */
battle( battle(
id: AllIdsOf<'enemys' | 'enemy48'>, x: number,
x?: number, y: number,
y?: number, dir: Dir | 'none',
force?: boolean, force: boolean = false,
callback?: () => void callback?: () => void
): void; ): void;
@ -758,6 +758,8 @@ interface Events extends EventData {
* @param itemId id * @param itemId id
*/ */
tryUseItem(itemId: ItemIdOf<'tools' | 'constants'>): void; tryUseItem(itemId: ItemIdOf<'tools' | 'constants'>): void;
_sys_battle(data: Block, callback?: () => void): void;
} }
declare const events: new () => Events; declare const events: new () => Events;

View File

@ -161,18 +161,6 @@ interface EventData {
*/ */
flyTo(toId: FloorIds, callback?: () => void): boolean; flyTo(toId: FloorIds, callback?: () => void): boolean;
/**
*
* @param enemyId
* @param x
* @param y
*/
beforeBattle(
enemyId: AllIdsOf<'enemys' | 'enemy48'>,
x?: number,
y?: number
): void;
/** /**
* *
* @param enemyId * @param enemyId

View File

@ -462,8 +462,6 @@ interface Skill {
effect: string[]; effect: string[];
} }
interface DamageEnemy {}
type Forward<T> = { type Forward<T> = {
[K in keyof T as T[K] extends Function [K in keyof T as T[K] extends Function
? K extends `_${string}` ? K extends `_${string}`

View File

@ -963,8 +963,8 @@ interface HeroStatus {
* *
*/ */
special: { special: {
num: []; num: number[];
last: []; last: number[];
[k: string]: any; [k: string]: any;
}; };