diff --git a/public/libs/control.js b/public/libs/control.js index 29f4518..77d198e 100644 --- a/public/libs/control.js +++ b/public/libs/control.js @@ -894,12 +894,7 @@ control.prototype._moveAction_popAutomaticRoute = function () { ////// 让勇士开始移动 ////// control.prototype.moveHero = function (direction, callback) { - // 如果正在移动,直接return - if (core.status.heroMoving != 0) return; - if (core.isset(direction)) core.setHeroLoc('direction', direction); - - if (callback) return this.moveAction(callback); - this._moveHero_moving(); + // see src/plugin/game/popup.js }; control.prototype._moveHero_moving = function () { @@ -1455,34 +1450,12 @@ control.prototype._moveDirectyFollowers = function (x, y) { ////// 更新领域、夹击、阻击的伤害地图 ////// control.prototype.updateCheckBlock = function (floorId) { - return this.controldata.updateCheckBlock(floorId); + throw new Error(`This function has been deprecated.`); }; ////// 检查并执行领域、夹击、阻击事件 ////// control.prototype.checkBlock = function () { - var x = core.getHeroLoc('x'), - y = core.getHeroLoc('y'), - loc = x + ',' + y; - var damage = core.status.checkBlock.damage[loc]; - if (damage) { - core.status.hero.hp -= damage; - var text = - Object.keys(core.status.checkBlock.type[loc] || {}).join(',') || - '伤害'; - core.drawTip('受到' + text + damage + '点'); - core.drawHeroAnimate('zone'); - this._checkBlock_disableQuickShop(); - core.status.hero.statistics.extraDamage += damage; - if (core.status.hero.hp <= 0) { - core.status.hero.hp = 0; - core.updateStatusBar(false, true); - core.events.lose(); - return; - } else { - core.updateStatusBar(false, true); - } - } - this._checkBlock_repulse(core.status.checkBlock.repulse[loc]); + // see src/plugin/game/popup.js }; control.prototype._checkBlock_disableQuickShop = function () { @@ -1514,23 +1487,7 @@ control.prototype._checkBlock_repulse = function (repulse) { ////// 更新全地图显伤 ////// control.prototype.updateDamage = function (floorId, ctx) { - floorId = floorId || core.status.floorId; - if (!floorId || core.status.gameOver || main.mode != 'play') return; - var onMap = ctx == null; - - // 没有怪物手册 - if (!core.hasItem('book')) return; - core.status.damage.posX = core.bigmap.posX; - core.status.damage.posY = core.bigmap.posY; - if (!onMap) { - var width = core.floors[floorId].width, - height = core.floors[floorId].height; - // 地图过大的缩略图不绘制显伤 - if (width * height > core.bigmap.threshold) return; - } - this._updateDamage_damage(floorId, onMap); - this._updateDamage_extraDamage(floorId, onMap); - this.drawDamage(ctx); + // see src/plugin/game/itemDetail.js }; control.prototype._updateDamage_damage = function (floorId, onMap) { @@ -1596,6 +1553,7 @@ control.prototype._updateDamage_damage = function (floorId, onMap) { }; control.prototype._updateDamage_extraDamage = function (floorId, onMap) { + // todo: 不使用 core.status.checkBlock core.status.damage.extraData = []; if (!core.flags.displayExtraDamage) return; @@ -3677,15 +3635,7 @@ control.prototype.updateStatusBar = function (doNotCheckAutoEvents, immediate) { }; control.prototype.updateStatusBar_update = function () { - core.control.updateNextFrame = false; - if (!core.isPlaying() || core.hasFlag('__statistics__')) { - return; - } - core.control.controldata.updateStatusBar(); - if (!core.control.noAutoEvents) core.checkAutoEvents(); - core.control._updateStatusBar_setToolboxIcon(); - core.clearRouteFolding(); - core.control.noAutoEvents = true; + // see src/plugin/game/ui.js }; control.prototype._updateStatusBar_setToolboxIcon = function () { @@ -3730,44 +3680,11 @@ control.prototype._updateStatusBar_setToolboxIcon = function () { }; control.prototype.showStatusBar = function () { - if (main.mode == 'editor') return; - if (core.domStyle.showStatusBar) return; - var statusItems = core.dom.status; - core.domStyle.showStatusBar = true; - core.removeFlag('hideStatusBar'); - // 显示 - for (var i = 0; i < statusItems.length; ++i) - statusItems[i].style.opacity = 1; - this.setToolbarButton(false); - core.dom.tools.hard.style.display = 'block'; - core.dom.toolBar.style.display = 'block'; + // see src/plugin/game/ui.js }; control.prototype.hideStatusBar = function (showToolbox) { - if (main.mode == 'editor') return; - - // 如果原本就是隐藏的,则先显示 - if (!core.domStyle.showStatusBar) this.showStatusBar(); - if (core.isReplaying()) showToolbox = true; - - var statusItems = core.dom.status, - toolItems = core.dom.tools; - core.domStyle.showStatusBar = false; - core.setFlag('hideStatusBar', true); - core.setFlag('showToolbox', showToolbox || null); - // 隐藏 - for (var i = 0; i < statusItems.length; ++i) - statusItems[i].style.opacity = 0; - if ( - (!core.domStyle.isVertical && !core.flags.extendToolbar) || - !showToolbox - ) { - for (var i = 0; i < toolItems.length; ++i) - toolItems[i].style.display = 'none'; - } - if (!core.domStyle.isVertical && !core.flags.extendToolbar) { - core.dom.toolBar.style.display = 'none'; - } + // see src/plugin/game/ui.js }; ////// 改变工具栏为按钮1-8 ////// diff --git a/public/libs/enemys.js b/public/libs/enemys.js index 5f543ef..0763d62 100644 --- a/public/libs/enemys.js +++ b/public/libs/enemys.js @@ -235,6 +235,7 @@ enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) { ////// 接下来N个临界值和临界减伤计算 ////// enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId, hero) { + // todo: 删除 getDamageInfo if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; number = number || 1; @@ -281,6 +282,7 @@ enemys.prototype._nextCriticals_overAtk = function ( floorId, hero ) { + // todo: 删除 getDamageInfo var calNext = function (currAtk, maxAtk) { var start = currAtk, end = maxAtk; @@ -338,6 +340,7 @@ enemys.prototype._nextCriticals_useBinarySearch = function ( floorId, hero ) { + // todo: 删除 getDamageInfo var mon_hp = info.mon_hp, hero_atk = core.getStatusOrDefault(hero, 'atk'), mon_def = info.mon_def, @@ -411,17 +414,12 @@ enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId, hero) { }; enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) { - if (enemy == null) return null; - if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; - return this.enemydata.getEnemyInfo(enemy, hero, x, y, floorId); + throw new Error(`This function has been deprecated.`); }; ////// 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) { - if (enemy == null) return null; - // 移动到了脚本编辑 - getDamageInfo中 - if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; - return this.enemydata.getDamageInfo(enemy, hero, x, y, floorId); + throw new Error(`This function has been deprecated.`); }; ////// 获得在某个勇士属性下怪物伤害 ////// @@ -430,6 +428,7 @@ enemys.prototype.getDamage = function (enemy, x, y, floorId, hero) { }; enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) { + // todo: 删除 getDamageInfo if (enemy == null) enemy = core.getBlockId(x, y, floorId); if (typeof enemy == 'string') enemy = core.material.enemys[enemy]; if (enemy == null) return null; @@ -442,6 +441,7 @@ enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) { ////// 获得当前楼层的怪物列表 ////// enemys.prototype.getCurrentEnemys = function (floorId) { + // todo: 删除getEnemyInfo - _getCurrentEnemys_addEnemy floorId = floorId || core.status.floorId; var enemys = [], used = {}; diff --git a/public/libs/events.js b/public/libs/events.js index c6fde61..03b6bb8 100644 --- a/public/libs/events.js +++ b/public/libs/events.js @@ -370,73 +370,7 @@ events.prototype.doSystemEvent = function (type, data, callback) { ////// 触发(x,y)点的事件 ////// events.prototype.trigger = function (x, y, callback) { - var _executeCallback = function () { - // 因为trigger之后还有可能触发其他同步脚本(比如阻激夹域检测) - // 所以这里强制callback被异步触发 - if (callback) { - setTimeout(callback, 1); // +1是为了录像检测系统 - } - return; - }; - if (core.status.gameOver) return _executeCallback(); - if (core.status.event.id == 'action') { - core.insertAction( - { - type: 'function', - function: - 'function () { core.events._trigger_inAction(' + - x + - ',' + - y + - '); }', - async: true - }, - null, - null, - null, - true - ); - return _executeCallback(); - } - if (core.status.event.id) return _executeCallback(); - - var block = core.getBlock(x, y); - if (block == null) return _executeCallback(); - - // 执行该点的脚本 - if (block.event.script) { - core.clearRouteFolding(); - try { - eval(block.event.script); - } catch (ee) { - console.error(ee); - } - } - - // 碰触事件 - if (block.event.event) { - core.clearRouteFolding(); - core.insertAction(block.event.event, block.x, block.y); - // 不再执行该点的系统事件 - return _executeCallback(); - } - - if (block.event.trigger && block.event.trigger != 'null') { - var noPass = block.event.noPass, - trigger = block.event.trigger; - if (noPass) core.clearAutomaticRouteNode(x, y); - - // 转换楼层能否穿透 - if ( - trigger == 'changeFloor' && - !noPass && - this._trigger_ignoreChangeFloor(block) - ) - return _executeCallback(); - core.status.automaticRoute.moveDirectly = false; - this.doSystemEvent(trigger, block); - } - return _executeCallback(); + // see src/plugin/game/loopMap.js }; events.prototype._trigger_inAction = function (x, y) { @@ -801,15 +735,7 @@ events.prototype._getNextItem = function (direction, noRoute) { }; events.prototype._sys_changeFloor = function (data, callback) { - data = data.event.data; - var heroLoc = {}; - if (data.loc) heroLoc = { x: data.loc[0], y: data.loc[1] }; - if (data.direction) heroLoc.direction = data.direction; - if (core.status.event.id != 'action') core.status.event.id = null; - core.changeFloor(data.floorId, data.stair, heroLoc, data.time, function () { - core.replay(); - if (callback) callback(); - }); + // see src/plugin/game/loopMap.js }; ////// 楼层切换 ////// @@ -4487,40 +4413,7 @@ events.prototype.eventMoveHero = function (steps, time, callback) { }; events.prototype._eventMoveHero_moving = function (step, moveSteps) { - var curr = moveSteps[0]; - var direction = curr[0], - x = core.getHeroLoc('x'), - y = core.getHeroLoc('y'); - // ------ 前进/后退 - var o = direction == 'backward' ? -1 : 1; - if (direction == 'forward' || direction == 'backward') - direction = core.getHeroLoc('direction'); - var faceDirection = direction; - if (direction == 'leftup' || direction == 'leftdown') - faceDirection = 'left'; - if (direction == 'rightup' || direction == 'rightdown') - faceDirection = 'right'; - core.setHeroLoc('direction', direction); - if (curr[1] <= 0) { - core.setHeroLoc('direction', faceDirection); - moveSteps.shift(); - return true; - } - if (step <= 4) { - core.drawHero('leftFoot', 4 * o * step); - } else if (step <= 8) { - core.drawHero('rightFoot', 4 * o * step); - } - if (step == 8) { - core.setHeroLoc('x', x + o * core.utils.scan2[direction].x, true); - core.setHeroLoc('y', y + o * core.utils.scan2[direction].y, true); - core.updateFollowers(); - curr[1]--; - if (curr[1] <= 0) moveSteps.shift(); - core.setHeroLoc('direction', faceDirection); - return true; - } - return false; + // see src/plugin/game/heroFourFrames.js }; ////// 勇士跳跃事件 ////// diff --git a/public/libs/maps.js b/public/libs/maps.js index e313d5c..2e0033d 100644 --- a/public/libs/maps.js +++ b/public/libs/maps.js @@ -75,23 +75,7 @@ maps.prototype.loadFloor = function (floorId, map) { }; maps.prototype._loadFloor_doNotCopy = function () { - return [ - 'firstArrive', - 'eachArrive', - 'blocks', - 'parallelDo', - 'map', - 'bgmap', - 'fgmap', - 'events', - 'changeFloor', - 'beforeBattle', - 'afterBattle', - 'afterGetItem', - 'afterOpenDoor', - 'cannotMove', - 'cannotMoveIn' - ]; + // see src/plugin/game/fiveLayer.js }; /// 根据需求解析出blocks @@ -714,44 +698,7 @@ maps.prototype.getMapBlocksObj = function (floorId, noCache) { ////// 将背景前景层变成二维数组的形式 ////// maps.prototype._getBgFgMapArray = function (name, floorId, noCache) { - floorId = floorId || core.status.floorId; - if (!floorId) return []; - var width = core.floors[floorId].width; - var height = core.floors[floorId].height; - - if (!noCache && core.status[name + 'maps'][floorId]) - return core.status[name + 'maps'][floorId]; - - var arr = - main.mode == 'editor' && - !(window.editor && editor.uievent && editor.uievent.isOpen) - ? core.cloneArray(editor[name + 'map']) - : null; - if (arr == null) - arr = core.cloneArray(core.floors[floorId][name + 'map'] || []); - - for (var y = 0; y < height; ++y) { - if (arr[y] == null) arr[y] = Array(width).fill(0); - } - (core.getFlag('__' + name + 'v__', {})[floorId] || []).forEach(function ( - one - ) { - arr[one[1]][one[0]] = one[2] || 0; - }); - (core.getFlag('__' + name + 'd__', {})[floorId] || []).forEach(function ( - one - ) { - arr[one[1]][one[0]] = 0; - }); - if (main.mode == 'editor') { - for (var x = 0; x < width; x++) { - for (var y = 0; y < height; y++) { - arr[y][x] = arr[y][x].idnum || arr[y][x] || 0; - } - } - } - if (core.status[name + 'maps']) core.status[name + 'maps'][floorId] = arr; - return arr; + // see src/plugin/game/loopMap.js }; maps.prototype.getBgMapArray = function (floorId) { @@ -825,11 +772,7 @@ maps.prototype.generateMovableArray = function (floorId) { }; maps.prototype._generateMovableArray_arrays = function (floorId) { - return { - bgArray: this.getBgMapArray(floorId), - fgArray: this.getFgMapArray(floorId), - eventArray: this.getMapArray(floorId) - }; + // see src/plugin/game/fiveLayer.js }; ////// 勇士能否前往某方向 ////// @@ -902,6 +845,7 @@ maps.prototype._canMoveHero_checkPoint = function ( return false; // 4. 检查是否能进将死的领域 + // todo: 不使用 core.status.checkBlock if ( floorId == core.status.floorId && !core.flags.canGoDeadZone && @@ -995,6 +939,7 @@ maps.prototype._canMoveDirectly_checkGlobal = function () { }; maps.prototype._canMoveDirectly_checkStartPoint = function (sx, sy) { + // todo: 不使用 core.status.checkBlock if (core.status.checkBlock.damage[sx + ',' + sy]) return false; var block = core.getBlock(sx, sy); if (block != null) { @@ -1079,6 +1024,7 @@ maps.prototype._canMoveDirectly_checkNextPoint = function (blocksObj, x, y) { if (!ignore) return false; } // 是否存在阻激夹域伤害 + // todo: 不使用 core.status.checkBlock if (core.status.checkBlock.damage[index]) return false; if (core.status.checkBlock.repulse[index]) return false; if (core.status.checkBlock.mockery[index]) return false; @@ -1177,6 +1123,7 @@ maps.prototype._automaticRoute_deepAdd = function (x, y, blocks) { // if (block.event.trigger == 'changeFloor') deepAdd+=10; } // 绕过存在伤害的地方 + // todo: 不使用 core.status.checkBlock deepAdd += (core.status.checkBlock.damage[x + ',' + y] || 0) * 100; deepAdd += core.status.checkBlock.mockery[`${x},${y}`] ? 1000 : 0; return deepAdd; @@ -1668,26 +1615,7 @@ maps.prototype.drawBg = function (floorId, config) { }; maps.prototype._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) { - config.ctx = cacheCtx; - core.maps._drawBg_drawBackground(floorId, config); - // ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。 - core.maps._drawFloorImages( - floorId, - config.ctx, - 'bg', - null, - null, - config.onMap - ); - core.maps._drawBgFgMap(floorId, 'bg', config); - if (config.onMap) - core.drawImage( - toDrawCtx, - cacheCtx.canvas, - core.bigmap.v2 ? -32 : 0, - core.bigmap.v2 ? -32 : 0 - ); - config.ctx = toDrawCtx; + // see src/plugin/game/fiveLayer.js }; maps.prototype._drawBg_drawBackground = function (floorId, config) { @@ -1841,25 +1769,7 @@ maps.prototype.drawFg = function (floorId, config) { }; maps.prototype._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) { - config.ctx = cacheCtx; - // ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。 - core.maps._drawFloorImages( - floorId, - config.ctx, - 'fg', - null, - null, - config.onMap - ); - core.maps._drawBgFgMap(floorId, 'fg', config); - if (config.onMap) - core.drawImage( - toDrawCtx, - cacheCtx.canvas, - core.bigmap.v2 ? -32 : 0, - core.bigmap.v2 ? -32 : 0 - ); - config.ctx = toDrawCtx; + // see src/plugin/game/fiveLayer.js }; ////// 实际的背景/前景图块的绘制 ////// @@ -2679,6 +2589,7 @@ maps.prototype._drawThumbnail_realDrawTempCanvas = function ( options.ctx.imageSmoothingEnabled = true; // 缩略图:显伤 if (options.damage && core.hasItem('book')) { + // todo: 删除 updateCheckBlock core.updateCheckBlock(floorId); core.control.updateDamage(floorId, options.ctx); } diff --git a/public/libs/ui.js b/public/libs/ui.js index 0b098d8..7f25a47 100644 --- a/public/libs/ui.js +++ b/public/libs/ui.js @@ -3301,6 +3301,7 @@ ui.prototype._drawViewMaps = function (index, x, y) { this.clearUI(); if (index == null) return this._drawViewMaps_drawHint(); core.animateFrame.tip = null; + // todo: 不使用 core.status.checkBlock core.status.checkBlock.cache = {}; var data = this._drawViewMaps_buildData(index, x, y); core.fillRect('ui', 0, 0, core._PX_, core._PY_, '#000000'); diff --git a/public/project/functions.js b/public/project/functions.js index 5dbc1dc..b33f74a 100644 --- a/public/project/functions.js +++ b/public/project/functions.js @@ -263,6 +263,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = { return true; }, beforeBattle: function (enemyId, x, y) { + // todo: 不使用 core.status.checkBlock // 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。 @@ -713,6 +714,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = { ]; }, getEnemyInfo: function (enemy, hero, x, y, floorId) { + // todo: 删除这个函数 // 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用 // 例如:坚固、模仿、仿攻等等 // @@ -1379,6 +1381,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = { ); }, updateStatusBar: function () { + // todo: 删除 updateCheckBlock // 更新状态栏 // 检查等级 @@ -1737,6 +1740,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = { checkLoopMap(); // 追猎 + // todo: 重写 if ( core.status.checkBlock.haveHunt && !core @@ -1872,6 +1876,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = { // 判定能否瞬移到该点 if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y); + // todo: 删除这个判断 if (core.status.checkBlock.haveHunt) return false; if (ignoreSteps >= 0) { core.clearMap('hero'); diff --git a/src/panel/enemyCritical.vue b/src/panel/enemyCritical.vue index 40110ed..4cfd139 100644 --- a/src/panel/enemyCritical.vue +++ b/src/panel/enemyCritical.vue @@ -94,6 +94,8 @@ import { has, setCanvasSize } from '../plugin/utils'; import { debounce } from 'lodash-es'; import { isMobile } from '../plugin/use'; +// todo: 删除 getDamageInfo + const props = defineProps<{ fromBook?: boolean; }>(); diff --git a/src/plugin/game/damage.ts b/src/plugin/game/damage.ts index 765dd52..5efdd4a 100644 --- a/src/plugin/game/damage.ts +++ b/src/plugin/game/damage.ts @@ -58,6 +58,7 @@ export class EnemyCollection implements RangeCollection { constructor(floorId: FloorIds) { this.floorId = floorId; + this.extract(); } /** diff --git a/src/plugin/game/halo.js b/src/plugin/game/halo.js index 239e089..118aa9f 100644 --- a/src/plugin/game/halo.js +++ b/src/plugin/game/halo.js @@ -8,6 +8,7 @@ export function drawHalo(ctx, onMap) { if (main.replayChecking) return; if (!core.getLocalStorage('showHalo', true)) return; + // todo: 不使用 core.status.checkBlock const halo = core.status.checkBlock.halo; ctx.save(); for (const [loc, range] of Object.entries(halo)) { diff --git a/src/plugin/game/popup.js b/src/plugin/game/popup.js index cd680dc..5a0ff77 100644 --- a/src/plugin/game/popup.js +++ b/src/plugin/game/popup.js @@ -4,6 +4,7 @@ export {}; // 伤害弹出 // 复写阻激夹域检测 control.prototype.checkBlock = function (forceMockery) { + // todo: 不使用 core.status.checkBlock var x = core.getHeroLoc('x'), y = core.getHeroLoc('y'), loc = x + ',' + y; @@ -37,6 +38,7 @@ control.prototype.checkBlock = function (forceMockery) { }; control.prototype.moveHero = function (direction, callback) { + // todo: 不使用 core.status.checkBlock // 如果正在移动,直接return if (core.status.heroMoving != 0) return; if (core.isset(direction)) core.setHeroLoc('direction', direction); @@ -57,6 +59,7 @@ control.prototype.moveHero = function (direction, callback) { * @param {boolean} force */ function checkMockery(loc, force) { + // todo: 不使用 core.status.checkBlock if (core.status.lockControl && !force) return; const mockery = core.status.checkBlock.mockery[loc]; if (mockery) { diff --git a/src/plugin/game/replay.js b/src/plugin/game/replay.js index 3e179b0..7c4ca74 100644 --- a/src/plugin/game/replay.js +++ b/src/plugin/game/replay.js @@ -45,6 +45,7 @@ core.registerReplayAction('upgradeSkill', name => { }); core.registerReplayAction('study', name => { + // todo: 删除getEnemyInfo if (!name.startsWith('study:')) return false; const [num, x, y] = name .slice(6) diff --git a/src/plugin/mark.ts b/src/plugin/mark.ts index ef0e2aa..9e64d67 100644 --- a/src/plugin/mark.ts +++ b/src/plugin/mark.ts @@ -81,6 +81,7 @@ export function getMarkInfo(id: EnemyIds, noMessage: boolean = false) { * 检查被标记怪物的状态 */ export function checkMarkedEnemy(noMessage: boolean = false) { + // todo: 删除 getDamageInfo checkMarkedStatus.value = !checkMarkedStatus.value; const hp = core.status.hero.hp; getMarkedEnemy().forEach(v => { diff --git a/src/plugin/ui/book.tsx b/src/plugin/ui/book.tsx index a204839..2c55baf 100644 --- a/src/plugin/ui/book.tsx +++ b/src/plugin/ui/book.tsx @@ -53,6 +53,7 @@ export function getDefDamage( y?: number, floorId?: FloorIds ) { + // todo: 删除 getDamageInfo const ratio = core.status.thisMap.ratio; const res: [number, number][] = []; @@ -102,6 +103,7 @@ export function getCriticalDamage( y?: number, floorId?: FloorIds ): [number, number][] { + // todo: 删除 getDamageInfo const ratio = core.status.thisMap.ratio; const res: [number, number][] = []; diff --git a/src/plugin/ui/fixed.ts b/src/plugin/ui/fixed.ts index 1c2aa00..6c2da5d 100644 --- a/src/plugin/ui/fixed.ts +++ b/src/plugin/ui/fixed.ts @@ -53,6 +53,7 @@ export function getDetailedEnemy( y: number, floorId: FloorIds = core.status.floorId ): DetailedEnemy { + // todo: 删除 getDamageInfo const ratio = core.status.maps[floorId].ratio; const enemyInfo = Object.assign( {}, diff --git a/src/ui/book.vue b/src/ui/book.vue index cb6a9ae..3a432f0 100644 --- a/src/ui/book.vue +++ b/src/ui/book.vue @@ -49,6 +49,7 @@ import { LeftOutlined } from '@ant-design/icons-vue'; import { KeyCode } from '../plugin/keyCodes'; import { noClosePanel } from '../plugin/uiController'; +// todo: 不使用 core.status.checkBlock const floorId = // @ts-ignore core.floorIds[core.status.event?.ui?.index] ?? core.status.floorId; diff --git a/src/ui/markedEnemy.vue b/src/ui/markedEnemy.vue index 50f86d7..64164b7 100644 --- a/src/ui/markedEnemy.vue +++ b/src/ui/markedEnemy.vue @@ -102,6 +102,7 @@ function getName(id: EnemyIds) { } function getDamage(id: EnemyIds) { + // todo: 删除 getDamageInfo return ( core.formatBigNumber( core.getDamageInfo(id, void 0, void 0, void 0, 'empty')?.damage