插件转为es模块

This commit is contained in:
unanmed 2023-04-16 17:05:47 +08:00
parent d56e54135a
commit 81f6815429
25 changed files with 3265 additions and 3391 deletions

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@ -28,14 +28,14 @@
#### 技能
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
### 通用
- 实时天气
- 成就系统
- 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

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@ -5,9 +5,9 @@
"type": "module",
"scripts": {
"dev": "vite",
"build": "vue-tsc && vite build && ts-node-esm script/compress.ts",
"build-gh": "vue-tsc && vite build --base=/HumanBreak/ && ts-node-esm script/compress.ts",
"build-local": "vue-tsc && vite build --base=/ && ts-node-esm script/compress.ts",
"build": "vue-tsc && vite build && ts-node-esm script/build.ts",
"build-gh": "vue-tsc && vite build --base=/HumanBreak/ && ts-node-esm script/build.ts",
"build-local": "vue-tsc && vite build --base=/ && ts-node-esm script/build.ts",
"preview": "vite preview",
"preview-node": "cd dist && node server.cjs",
"update": "ts-node-esm script/update.ts",
@ -42,6 +42,7 @@
"form-data": "^4.0.0",
"fs-extra": "^10.1.0",
"less": "^4.1.3",
"rollup": "^3.20.2",
"terser": "^5.16.9",
"ts-node": "^10.9.1",
"typescript": "^4.9.5",

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@ -24,6 +24,7 @@ specifiers:
lodash: ^4.17.21
lz-string: ^1.5.0
mutate-animate: ^1.1.1
rollup: ^3.20.2
terser: ^5.16.9
three: ^0.149.0
ts-node: ^10.9.1
@ -61,10 +62,11 @@ devDependencies:
form-data: 4.0.0
fs-extra: 10.1.0
less: 4.1.3
rollup: 3.20.2
terser: 5.16.9
ts-node: 10.9.1_o6avl3oodj6mwqsx3rm2wfkgv4
typescript: 4.9.5
unplugin-vue-components: 0.22.12_vue@3.2.47
unplugin-vue-components: 0.22.12_rollup@3.20.2+vue@3.2.47
vite: 4.2.1_lu7yuwtv4qfbkrotoux232iypi
vue-tsc: 1.2.0_typescript@4.9.5
@ -1620,7 +1622,7 @@ packages:
rimraf: 3.0.2
dev: true
/@rollup/pluginutils/5.0.2:
/@rollup/pluginutils/5.0.2_rollup@3.20.2:
resolution: {integrity: sha512-pTd9rIsP92h+B6wWwFbW8RkZv4hiR/xKsqre4SIuAOaOEQRxi0lqLke9k2/7WegC85GgUs9pjmOjCUi3In4vwA==}
engines: {node: '>=14.0.0'}
peerDependencies:
@ -1632,6 +1634,7 @@ packages:
'@types/estree': 1.0.0
estree-walker: 2.0.2
picomatch: 2.3.1
rollup: 3.20.2
dev: true
/@simonwep/pickr/1.8.2:
@ -4399,7 +4402,7 @@ packages:
engines: {node: '>= 10.0.0'}
dev: true
/unplugin-vue-components/0.22.12_vue@3.2.47:
/unplugin-vue-components/0.22.12_rollup@3.20.2+vue@3.2.47:
resolution: {integrity: sha512-FxyzsuBvMCYPIk+8cgscGBQ345tvwVu+qY5IhE++eorkyvA4Z1TiD/HCiim+Kbqozl10i4K+z+NCa2WO2jexRA==}
engines: {node: '>=14'}
peerDependencies:
@ -4410,7 +4413,7 @@ packages:
optional: true
dependencies:
'@antfu/utils': 0.7.2
'@rollup/pluginutils': 5.0.2
'@rollup/pluginutils': 5.0.2_rollup@3.20.2
chokidar: 3.5.3
debug: 4.3.4
fast-glob: 3.2.12

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@ -1,208 +1,198 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
// 创建新图层
function createCanvas(name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != 'editor') canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
// 创建新图层
function createCanvas(name, zIndex) {
if (!name) return;
var canvas = document.createElement('canvas');
canvas.id = name;
canvas.className = 'gameCanvas';
// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
if (main.mode != 'editor') canvas.style.zIndex = zIndex || 0;
// 将图层插入进游戏内容
document.getElementById('gameDraw').appendChild(canvas);
var ctx = canvas.getContext('2d');
core.canvas[name] = ctx;
return canvas;
return canvas;
}
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = ['bg2', 'fg2', 'bg', 'event', 'event2', 'fg', 'damage'];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document
.getElementById('mapEdit')
.insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document
.getElementById('mapEdit')
.insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
// 创建编辑器上的按钮
var createCanvasBtn = name => {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = () => {
editor.uifunctions.setLayerMod(value);
};
return input;
};
var createCanvasBtn_mobile = name => {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('背2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('前2');
parent.appendChild(txt2);
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景2';
input2.innerText = '前景2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
}
var bg2Canvas = createCanvas('bg2', 20);
var fg2Canvas = createCanvas('fg2', 63);
// 大地图适配
core.bigmap.canvas = [
'bg2',
'fg2',
'bg',
'event',
'event2',
'fg',
'damage'
}
core.maps._loadFloor_doNotCopy = function () {
return [
'firstArrive',
'eachArrive',
'blocks',
'parallelDo',
'map',
'bgmap',
'fgmap',
'bg2map',
'fg2map',
'events',
'changeFloor',
'afterBattle',
'afterGetItem',
'afterOpenDoor',
'cannotMove'
];
core.initStatus.bg2maps = {};
core.initStatus.fg2maps = {};
if (main.mode == 'editor') {
/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
document
.getElementById('mapEdit')
.insertBefore(bg2Canvas, document.getElementById('event'));
// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
document
.getElementById('mapEdit')
.insertBefore(fg2Canvas, document.getElementById('ebm'));
// 原本有三个图层 从4开始添加
var num = 4;
// 新增图层存入editor.dom中
editor.dom.bg2c = core.canvas.bg2.canvas;
editor.dom.bg2Ctx = core.canvas.bg2;
editor.dom.fg2c = core.canvas.fg2.canvas;
editor.dom.fg2Ctx = core.canvas.fg2;
editor.dom.maps.push('bg2map', 'fg2map');
editor.dom.canvas.push('bg2', 'fg2');
// 创建编辑器上的按钮
var createCanvasBtn = name => {
// 电脑端创建按钮
var input = document.createElement('input');
// layerMod4/layerMod5
var id = 'layerMod' + num++;
// bg2map/fg2map
var value = name + 'map';
input.type = 'radio';
input.name = 'layerMod';
input.id = id;
input.value = value;
editor.dom[id] = input;
input.onchange = () => {
editor.uifunctions.setLayerMod(value);
};
return input;
};
var createCanvasBtn_mobile = name => {
// 手机端往选择列表中添加子选项
var input = document.createElement('option');
var id = 'layerMod' + num++;
var value = name + 'map';
input.name = 'layerMod';
input.value = value;
editor.dom[id] = input;
return input;
};
if (!editor.isMobile) {
var input = createCanvasBtn('bg2');
var input2 = createCanvasBtn('fg2');
// 获取事件层及其父节点
var child = document.getElementById('layerMod'),
parent = child.parentNode;
// 背景层2插入事件层前
parent.insertBefore(input, child);
// 不能直接更改背景层2的innerText 所以创建文本节点
var txt = document.createTextNode('背2');
// 插入事件层前(即新插入的背景层2前)
parent.insertBefore(txt, child);
// 向最后插入前景层2(即插入前景层后)
parent.appendChild(input2);
var txt2 = document.createTextNode('前2');
parent.appendChild(txt2);
} else {
var input = createCanvasBtn_mobile('bg2');
var input2 = createCanvasBtn_mobile('fg2');
// 手机端因为是选项 所以可以直接改innerText
input.innerText = '背景2';
input2.innerText = '前景2';
var parent = document.getElementById('layerMod');
parent.insertBefore(input, parent.children[1]);
parent.appendChild(input2);
}
};
////// 绘制背景和前景层 //////
core.maps._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
);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._loadFloor_doNotCopy = function () {
return [
'firstArrive',
'eachArrive',
'blocks',
'parallelDo',
'map',
'bgmap',
'fgmap',
'bg2map',
'fg2map',
'events',
'changeFloor',
'afterBattle',
'afterGetItem',
'afterOpenDoor',
'cannotMove'
];
};
////// 绘制背景和前景层 //////
core.maps._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, 'bg2', config);
if (config.onMap)
core.drawImage(
'bg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
core.maps._drawBgFgMap(floorId, 'bg', config);
if (config.onMap) {
core.drawImage(
toDrawCtx,
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
core.clearMap('bg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'bg2', config);
if (config.onMap)
core.drawImage(
'bg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
config.ctx = toDrawCtx;
};
core.maps._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
config.ctx = toDrawCtx;
};
core.maps._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
);
core.maps._drawBgFgMap(floorId, 'fg', config);
if (config.onMap) {
core.drawImage(
toDrawCtx,
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap)
core.drawImage(
'fg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
config.ctx = toDrawCtx;
core.clearMap('fg2');
core.clearMap(cacheCtx);
}
core.maps._drawBgFgMap(floorId, 'fg2', config);
if (config.onMap)
core.drawImage(
'fg2',
cacheCtx.canvas,
core.bigmap.v2 ? -32 : 0,
core.bigmap.v2 ? -32 : 0
);
config.ctx = toDrawCtx;
};
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
////// 移动判定 //////
core.maps._generateMovableArray_arrays = function (floorId) {
return {
bgArray: this.getBgMapArray(floorId),
fgArray: this.getFgMapArray(floorId),
eventArray: this.getMapArray(floorId),
bg2Array: this._getBgFgMapArray('bg2', floorId),
fg2Array: this._getBgFgMapArray('fg2', floorId)
};
};
})();
};

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@ -1,57 +1,54 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
/**
* 绘制光环范围
* @param {CanvasRenderingContext2D} ctx
* @param {boolean} onMap
*/
function drawHalo(ctx, onMap) {
if (main.replayChecking) return;
if (!core.getLocalStorage('showHalo', true)) return;
const halo = core.status.checkBlock.halo;
ctx.save();
for (const [loc, range] of Object.entries(halo)) {
const [x, y] = loc.split(',').map(v => parseInt(v));
for (const r of range) {
const [type, value, color, border] = r.split(':');
if (type === 'square') {
// 正方形光环
const n = parseInt(value);
const r = Math.floor(n / 2);
let left = x - r,
right = x + r,
top = y - r,
bottom = y + r;
if (onMap && core.bigmap.v2) {
left -= core.bigmap.posX;
top -= core.bigmap.posY;
right -= core.bigmap.posX;
bottom -= core.bigmap.posY;
if (
right < -1 ||
left > core._PX_ / 32 + 1 ||
top < -1 ||
bottom > core._PY_ / 32 + 1
) {
continue;
}
/**
* 绘制光环范围
* @param {CanvasRenderingContext2D} ctx
* @param {boolean} onMap
*/
export function drawHalo(ctx, onMap) {
if (main.replayChecking) return;
if (!core.getLocalStorage('showHalo', true)) return;
const halo = core.status.checkBlock.halo;
ctx.save();
for (const [loc, range] of Object.entries(halo)) {
const [x, y] = loc.split(',').map(v => parseInt(v));
for (const r of range) {
const [type, value, color, border] = r.split(':');
if (type === 'square') {
// 正方形光环
const n = parseInt(value);
const r = Math.floor(n / 2);
let left = x - r,
right = x + r,
top = y - r,
bottom = y + r;
if (onMap && core.bigmap.v2) {
left -= core.bigmap.posX;
top -= core.bigmap.posY;
right -= core.bigmap.posX;
bottom -= core.bigmap.posY;
if (
right < -1 ||
left > core._PX_ / 32 + 1 ||
top < -1 ||
bottom > core._PY_ / 32 + 1
) {
continue;
}
ctx.fillStyle = color;
ctx.strokeStyle = border ?? color;
ctx.lineWidth = 1;
ctx.globalAlpha = 0.1;
ctx.fillRect(left * 32, top * 32, n * 32, n * 32);
ctx.globalAlpha = 0.6;
ctx.strokeRect(left * 32, top * 32, n * 32, n * 32);
}
ctx.fillStyle = color;
ctx.strokeStyle = border ?? color;
ctx.lineWidth = 1;
ctx.globalAlpha = 0.1;
ctx.fillRect(left * 32, top * 32, n * 32, n * 32);
ctx.globalAlpha = 0.6;
ctx.strokeRect(left * 32, top * 32, n * 32, n * 32);
}
}
ctx.restore();
}
ctx.restore();
}
core.plugin.halo = {
drawHalo
};
})();
core.plugin.halo = {
drawHalo
};

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@ -1,87 +1,84 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
/**
* 获取勇士在某一点的属性
* @param {keyof HeroStatus | 'all'} name
* @param {number} x
* @param {number} y
* @param {FloorIds} floorId
*/
function getHeroStatusOn(name, x, y, floorId) {
return getRealStatusOf(core.status.hero, name, x, y, floorId);
/**
* 获取勇士在某一点的属性
* @param {keyof HeroStatus | 'all'} name
* @param {number} x
* @param {number} y
* @param {FloorIds} floorId
*/
export function getHeroStatusOn(name, x, y, floorId) {
return getHeroStatusOf(core.status.hero, name, x, y, floorId);
}
export function getHeroStatusOf(status, name, x, y, floorId) {
return getRealStatus(status, name, x, y, floorId);
}
function getRealStatus(status, name, x, y, floorId) {
if (name instanceof Array) {
return Object.fromEntries(
name.map(v => [
v,
v !== 'all' && getRealStatus(status, v, x, y, floorId)
])
);
}
function getHeroStatusOf(status, name, x, y, floorId) {
return getRealStatus(status, name, x, y, floorId);
if (name === 'all') {
return Object.fromEntries(
Object.keys(core.status.hero).map(v => [
v,
v !== 'all' && getRealStatus(status, v, x, y, floorId)
])
);
}
function getRealStatus(status, name, x, y, floorId) {
if (name instanceof Array) {
return Object.fromEntries(
name.map(v => [
v,
v !== 'all' && getRealStatus(status, v, x, y, floorId)
])
);
}
if (name === 'all') {
return Object.fromEntries(
Object.keys(core.status.hero).map(v => [
v,
v !== 'all' && getRealStatus(status, v, x, y, floorId)
])
);
}
let s = status?.[name] ?? core.status.hero[name];
if (s === null || s === void 0) {
throw new ReferenceError(
`Wrong hero status property name is delivered: ${name}`
);
}
x ??= core.status.hero.loc.x;
y ??= core.status.hero.loc.y;
floorId ??= core.status.floorId;
// 永夜、极昼
if (name === 'atk' || name === 'def') {
s += window.flags?.[`night_${floorId}`] ?? 0;
}
// 技能
if (flags.bladeOn && flags.blade) {
const level = core.plugin.skillTree.getSkillLevel(2);
if (name === 'atk') {
s *= 1 + 0.1 * level;
}
if (name === 'def') {
s *= 1 - 0.1 * level;
}
}
if (flags.shield && flags.shieldOn) {
const level = core.plugin.skillTree.getSkillLevel(10);
if (name === 'atk') {
s *= 1 - 0.1 * level;
}
if (name === 'def') {
s *= 1 + 0.1 * level;
}
}
// buff
if (typeof s === 'number') s *= core.getBuff(name);
// 取整
if (typeof s === 'number') s = Math.floor(s);
return s;
let s = status?.[name] ?? core.status.hero[name];
if (s === null || s === void 0) {
throw new ReferenceError(
`Wrong hero status property name is delivered: ${name}`
);
}
core.plugin.hero = {
getHeroStatusOf,
getHeroStatusOn
};
})();
x ??= core.status.hero.loc.x;
y ??= core.status.hero.loc.y;
floorId ??= core.status.floorId;
// 永夜、极昼
if (name === 'atk' || name === 'def') {
s += window.flags?.[`night_${floorId}`] ?? 0;
}
// 技能
if (flags.bladeOn && flags.blade) {
const level = core.plugin.skillTree.getSkillLevel(2);
if (name === 'atk') {
s *= 1 + 0.1 * level;
}
if (name === 'def') {
s *= 1 - 0.1 * level;
}
}
if (flags.shield && flags.shieldOn) {
const level = core.plugin.skillTree.getSkillLevel(10);
if (name === 'atk') {
s *= 1 - 0.1 * level;
}
if (name === 'def') {
s *= 1 + 0.1 * level;
}
}
// buff
if (typeof s === 'number') s *= core.getBuff(name);
// 取整
if (typeof s === 'number') s = Math.floor(s);
return s;
}
core.plugin.hero = {
getHeroStatusOf,
getHeroStatusOn
};

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@ -1,60 +1,58 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
['up', 'down', 'left', 'right'].forEach(one => {
// 指定中间帧动画
core.material.icons.hero[one].midFoot = 2;
});
['up', 'down', 'left', 'right'].forEach(one => {
// 指定中间帧动画
core.material.icons.hero[one].midFoot = 2;
});
var heroMoving = timestamp => {
if (core.status.heroMoving <= 0) return;
if (timestamp - core.animateFrame.moveTime > core.values.moveSpeed) {
core.animateFrame.leftLeg++;
core.animateFrame.moveTime = timestamp;
}
core.drawHero(
['stop', 'leftFoot', 'midFoot', 'rightFoot'][
core.animateFrame.leftLeg % 4
],
4 * core.status.heroMoving
);
};
core.registerAnimationFrame('heroMoving', true, heroMoving);
var heroMoving = timestamp => {
if (core.status.heroMoving <= 0) return;
if (timestamp - core.animateFrame.moveTime > core.values.moveSpeed) {
core.animateFrame.leftLeg++;
core.animateFrame.moveTime = timestamp;
}
core.drawHero(
['stop', 'leftFoot', 'midFoot', 'rightFoot'][
core.animateFrame.leftLeg % 4
],
4 * core.status.heroMoving
);
};
core.registerAnimationFrame('heroMoving', true, heroMoving);
core.events._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('stop', 4 * o * step);
else if (step <= 8) core.drawHero('leftFoot', 4 * o * step);
else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8));
else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) {
if (step == 8 || step == 16) {
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 step == 16;
}
return false;
};
})();
core.events._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('stop', 4 * o * step);
else if (step <= 8) core.drawHero('leftFoot', 4 * o * step);
else if (step <= 12) core.drawHero('midFoot', 4 * o * (step - 8));
else if (step <= 16) core.drawHero('rightFoot', 4 * o * (step - 8)); // if (step == 8) {
if (step == 8 || step == 16) {
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 step == 16;
}
return false;
};

View File

@ -1,5 +1,5 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
if (main.mode !== 'play' || main.replayChecking) return;

View File

@ -0,0 +1,32 @@
import './fiveLayer';
import './heroFourFrames';
import './hotReload';
import './itemDetail';
import './popup';
import './replay';
import './ui';
import * as halo from './halo';
import * as hero from './hero';
import * as loopMap from './loopMap';
import * as remainEnemy from './remainEnemy';
import * as removeMap from './removeMap';
import * as shop from './shop';
import * as skill from './skills';
import * as skillTree from './skillTree';
import * as study from './study';
import * as towerBoss from './towerBoss';
import * as utils from './utils';
export {
halo,
hero,
loopMap,
remainEnemy,
removeMap,
shop,
skill,
skillTree,
study,
towerBoss,
utils
};

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@ -1,130 +1,128 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
core.control.updateDamage = function (floorId, ctx) {
floorId = floorId || core.status.floorId;
if (!floorId || core.status.gameOver || main.mode != 'play') return;
const onMap = ctx == null;
core.control.updateDamage = function (floorId, ctx) {
floorId = floorId || core.status.floorId;
if (!floorId || core.status.gameOver || main.mode != 'play') return;
const 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) {
const 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;
// 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) {
const 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);
getItemDetail(floorId, onMap); // 宝石血瓶详细信息
this.drawDamage(ctx);
};
// 获取宝石信息 并绘制
function getItemDetail(floorId, onMap) {
if (!core.getFlag('itemDetail')) return;
floorId ??= core.status.thisMap.floorId;
let diff = {};
const before = core.status.hero;
const hero = core.clone(core.status.hero);
const handler = {
set(target, key, v) {
diff[key] = v - (target[key] || 0);
if (!diff[key]) diff[key] = void 0;
return true;
}
this._updateDamage_damage(floorId, onMap);
this._updateDamage_extraDamage(floorId, onMap);
getItemDetail(floorId, onMap); // 宝石血瓶详细信息
this.drawDamage(ctx);
};
core.status.hero = new Proxy(hero, handler);
// 获取宝石信息 并绘制
function getItemDetail(floorId, onMap) {
if (!core.getFlag('itemDetail')) return;
floorId ??= core.status.thisMap.floorId;
let diff = {};
const before = core.status.hero;
const hero = core.clone(core.status.hero);
const handler = {
set(target, key, v) {
diff[key] = v - (target[key] || 0);
if (!diff[key]) diff[key] = void 0;
return true;
}
};
core.status.hero = new Proxy(hero, handler);
core.status.maps[floorId].blocks.forEach(function (block) {
if (block.event.cls !== 'items' || block.disable) return;
const x = block.x,
y = block.y;
// v2优化只绘制范围内的部分
if (onMap && core.bigmap.v2) {
if (
x < core.bigmap.posX - core.bigmap.extend ||
x > core.bigmap.posX + core._PX_ + core.bigmap.extend ||
y < core.bigmap.posY - core.bigmap.extend ||
y > core.bigmap.posY + core._PY_ + core.bigmap.extend
) {
return;
}
}
diff = {};
const id = block.event.id;
const item = core.material.items[id];
if (item.cls === 'equips') {
// 装备也显示
const diff = core.clone(item.equip.value ?? {});
const per = item.equip.percentage ?? {};
for (const name in per) {
diff[name + 'per'] = per[name].toString() + '%';
}
drawItemDetail(diff, x, y);
core.status.maps[floorId].blocks.forEach(function (block) {
if (block.event.cls !== 'items' || block.disable) return;
const x = block.x,
y = block.y;
// v2优化只绘制范围内的部分
if (onMap && core.bigmap.v2) {
if (
x < core.bigmap.posX - core.bigmap.extend ||
x > core.bigmap.posX + core._PX_ + core.bigmap.extend ||
y < core.bigmap.posY - core.bigmap.extend ||
y > core.bigmap.posY + core._PY_ + core.bigmap.extend
) {
return;
}
// 跟数据统计原理一样 执行效果 前后比较
core.setFlag('__statistics__', true);
try {
eval(item.itemEffect);
} catch (error) {}
drawItemDetail(diff, x, y);
});
core.status.hero = before;
window.hero = before;
window.flags = before.flags;
}
// 绘制
function drawItemDetail(diff, x, y) {
const px = 32 * x + 2,
py = 32 * y + 31;
let content = '';
// 获得数据和颜色
let i = 0;
for (const name in diff) {
if (!diff[name]) continue;
let color = '#fff';
if (typeof diff[name] === 'number')
content = core.formatBigNumber(diff[name], true);
else content = diff[name];
switch (name) {
case 'atk':
case 'atkper':
color = '#FF7A7A';
break;
case 'def':
case 'defper':
color = '#00E6F1';
break;
case 'mdef':
case 'mdefper':
color = '#6EFF83';
break;
case 'hp':
color = '#A4FF00';
break;
case 'hpmax':
case 'hpmaxper':
color = '#F9FF00';
break;
case 'mana':
color = '#c66';
break;
}
// 绘制
core.status.damage.data.push({
text: content,
px: px,
py: py - 10 * i,
color: color
});
i++;
}
diff = {};
const id = block.event.id;
const item = core.material.items[id];
if (item.cls === 'equips') {
// 装备也显示
const diff = core.clone(item.equip.value ?? {});
const per = item.equip.percentage ?? {};
for (const name in per) {
diff[name + 'per'] = per[name].toString() + '%';
}
drawItemDetail(diff, x, y);
return;
}
// 跟数据统计原理一样 执行效果 前后比较
core.setFlag('__statistics__', true);
try {
eval(item.itemEffect);
} catch (error) {}
drawItemDetail(diff, x, y);
});
core.status.hero = before;
window.hero = before;
window.flags = before.flags;
}
// 绘制
function drawItemDetail(diff, x, y) {
const px = 32 * x + 2,
py = 32 * y + 31;
let content = '';
// 获得数据和颜色
let i = 0;
for (const name in diff) {
if (!diff[name]) continue;
let color = '#fff';
if (typeof diff[name] === 'number')
content = core.formatBigNumber(diff[name], true);
else content = diff[name];
switch (name) {
case 'atk':
case 'atkper':
color = '#FF7A7A';
break;
case 'def':
case 'defper':
color = '#00E6F1';
break;
case 'mdef':
case 'mdefper':
color = '#6EFF83';
break;
case 'hp':
color = '#A4FF00';
break;
case 'hpmax':
case 'hpmaxper':
color = '#F9FF00';
break;
case 'mana':
color = '#c66';
break;
}
// 绘制
core.status.damage.data.push({
text: content,
px: px,
py: py - 10 * i,
color: color
});
i++;
}
})();
}

View File

@ -1,240 +1,230 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
import { slide } from './utils';
(function () {
const { slide } = core.plugin.utils;
const list = ['tower6'];
const list = ['tower6'];
/**
* 设置循环地图的偏移量
* @param {number} offset 横向偏移量
* @param {FloorIds} floorId
*/
function setLoopMap(offset, floorId) {
const floor = core.status.maps[floorId];
if (offset < 9) {
moveMap(floor.width - 17, floorId);
}
if (offset > floor.width - 9) {
moveMap(17 - floor.width, floorId);
/**
* 设置循环地图的偏移量
* @param {number} offset 横向偏移量
* @param {FloorIds} floorId
*/
function setLoopMap(offset, floorId) {
const floor = core.status.maps[floorId];
if (offset < 9) {
moveMap(floor.width - 17, floorId);
}
if (offset > floor.width - 9) {
moveMap(17 - floor.width, floorId);
}
}
/**
* 当勇士移动时自动设置循环地图
* @param {FloorIds} floorId
*/
function autoSetLoopMap(floorId) {
setLoopMap(core.status.hero.loc.x, floorId);
}
export function checkLoopMap() {
if (isLoopMap(core.status.floorId)) {
autoSetLoopMap(core.status.floorId);
}
}
/**
* 移动地图
* @param {number} delta
* @param {FloorIds} floorId
*/
function moveMap(delta, floorId) {
core.extractBlocks(floorId);
const floor = core.status.maps[floorId];
core.setHeroLoc('x', core.status.hero.loc.x + delta);
flags[`loop_${floorId}`] += delta;
flags[`loop_${floorId}`] %= floor.width;
const origin = floor.blocks.slice();
for (let i = 0; i < origin.length; i++) {
core.removeBlockByIndex(0, floorId);
core.removeGlobalAnimate(origin[i].x, origin[i].y);
}
origin.forEach(v => {
let to = v.x + delta;
if (to >= floor.width) to -= floor.width;
if (to < 0) to += floor.width;
core.setBlock(v.id, to, v.y, floorId, true);
core.setMapBlockDisabled(floorId, to, v.y, false);
});
core.drawMap();
core.drawHero();
}
function isLoopMap(floorId) {
return list.includes(floorId);
}
events.prototype._sys_changeFloor = function (data, callback) {
data = data.event.data;
let heroLoc = {};
if (isLoopMap(data.floorId)) {
const floor = core.status.maps[data.floorId];
flags[`loop_${data.floorId}`] ??= 0;
let tx = data.loc[0] + flags[`loop_${data.floorId}`];
tx %= floor.width;
if (tx < 0) tx += floor.width;
heroLoc = {
x: tx,
y: data.loc[1]
};
} else 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();
});
};
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();
/**
* 当勇士移动时自动设置循环地图
* @param {FloorIds} floorId
*/
function autoSetLoopMap(floorId) {
setLoopMap(core.status.hero.loc.x, floorId);
}
function checkLoopMap() {
if (isLoopMap(core.status.floorId)) {
autoSetLoopMap(core.status.floorId);
}
}
/**
* 移动地图
* @param {number} delta
* @param {FloorIds} floorId
*/
function moveMap(delta, floorId) {
core.extractBlocks(floorId);
const floor = core.status.maps[floorId];
core.setHeroLoc('x', core.status.hero.loc.x + delta);
flags[`loop_${floorId}`] += delta;
flags[`loop_${floorId}`] %= floor.width;
const origin = floor.blocks.slice();
for (let i = 0; i < origin.length; i++) {
core.removeBlockByIndex(0, floorId);
core.removeGlobalAnimate(origin[i].x, origin[i].y);
}
origin.forEach(v => {
let to = v.x + delta;
if (to >= floor.width) to -= floor.width;
if (to < 0) to += floor.width;
core.setBlock(v.id, to, v.y, floorId, true);
core.setMapBlockDisabled(floorId, to, v.y, false);
});
core.drawMap();
core.drawHero();
}
function isLoopMap(floorId) {
return list.includes(floorId);
}
events.prototype._sys_changeFloor = function (data, callback) {
data = data.event.data;
let heroLoc = {};
if (isLoopMap(data.floorId)) {
const floor = core.status.maps[data.floorId];
flags[`loop_${data.floorId}`] ??= 0;
let tx = data.loc[0] + flags[`loop_${data.floorId}`];
let block = core.getBlock(x, y);
const id = core.status.floorId;
const loop = isLoopMap(id);
if (loop && flags[`loop_${id}`] !== 0) {
if (block && block.event.trigger === 'changeFloor') {
delete block.event.trigger;
core.maps._addInfo(block);
} else {
const floor = core.status.maps[id];
let tx = x - flags[`loop_${id}`];
tx %= floor.width;
if (tx < 0) tx += floor.width;
heroLoc = {
x: tx,
y: data.loc[1]
};
} else 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();
}
);
};
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();
let block = core.getBlock(x, y);
const id = core.status.floorId;
const loop = isLoopMap(id);
if (loop && flags[`loop_${id}`] !== 0) {
if (block && block.event.trigger === 'changeFloor') {
delete block.event.trigger;
core.maps._addInfo(block);
} else {
const floor = core.status.maps[id];
let tx = x - flags[`loop_${id}`];
tx %= floor.width;
if (tx < 0) tx += floor.width;
const c = core.floors[id].changeFloor[`${tx},${y}`];
if (c) {
const b = { event: {}, x: tx, y };
b.event.data = c;
b.event.trigger = 'changeFloor';
block = b;
}
const c = core.floors[id].changeFloor[`${tx},${y}`];
if (c) {
const b = { event: {}, x: tx, y };
b.event.data = c;
b.event.trigger = 'changeFloor';
block = b;
}
}
}
if (block == null) return _executeCallback();
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);
}
// 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) &&
!loop
)
return _executeCallback();
core.status.automaticRoute.moveDirectly = false;
this.doSystemEvent(trigger, block);
}
// 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();
};
}
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 (block.event.trigger && block.event.trigger != 'null') {
var noPass = block.event.noPass,
trigger = block.event.trigger;
if (noPass) core.clearAutomaticRouteNode(x, y);
if (!noCache && core.status[name + 'maps'][floorId])
return core.status[name + 'maps'][floorId];
// 转换楼层能否穿透
if (
trigger == 'changeFloor' &&
!noPass &&
this._trigger_ignoreChangeFloor(block) &&
!loop
)
return _executeCallback();
core.status.automaticRoute.moveDirectly = false;
this.doSystemEvent(trigger, block);
}
return _executeCallback();
};
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'] || []);
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 (isLoopMap(floorId) && window.flags) {
flags[`loop_${floorId}`] ??= 0;
arr.forEach(v => {
slide(v, flags[`loop_${floorId}`] % width);
});
}
if (!noCache && core.status[name + 'maps'][floorId])
return core.status[name + 'maps'][floorId];
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;
}
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'] || []);
if (isLoopMap(floorId) && window.flags) {
flags[`loop_${floorId}`] ??= 0;
arr.forEach(v => {
slide(v, flags[`loop_${floorId}`] % width);
});
}
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;
};
}
if (core.status[name + 'maps']) core.status[name + 'maps'][floorId] = arr;
return arr;
};
core.plugin.loopMap = {
checkLoopMap
};
})();
core.plugin.loopMap = {
checkLoopMap
};

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@ -1,124 +1,120 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
// 伤害弹出
// 复写阻激夹域检测
control.prototype.checkBlock = function (forceMockery) {
var x = core.getHeroLoc('x'),
y = core.getHeroLoc('y'),
loc = x + ',' + y;
var damage = core.status.checkBlock.damage[loc];
if (damage) {
if (!main.replayChecking)
core.addPop(
(x - core.bigmap.offsetX / 32) * 32 + 12,
(y - core.bigmap.offsetY / 32) * 32 + 20,
-damage.toString()
);
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();
core.events.lose();
return;
} else {
core.updateStatusBar();
}
}
this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
checkMockery(loc, forceMockery);
};
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);
const nx = core.nextX();
const ny = core.nextY();
if (core.status.checkBlock.mockery[`${nx},${ny}`]) {
core.autosave();
}
if (callback) return this.moveAction(callback);
this._moveHero_moving();
};
/**
* 电摇嘲讽
* @param {LocString} loc
* @param {boolean} force
*/
function checkMockery(loc, force) {
if (core.status.lockControl && !force) return;
const mockery = core.status.checkBlock.mockery[loc];
if (mockery) {
mockery.sort((a, b) => (a[0] === b[0] ? a[1] - b[1] : a[0] - b[0]));
const action = [];
const [tx, ty] = mockery[0];
let { x, y } = core.status.hero.loc;
const dir =
x > tx ? 'left' : x < tx ? 'right' : y > ty ? 'up' : 'down';
const { x: dx, y: dy } = core.utils.scan[dir];
action.push({ type: 'changePos', direction: dir });
const blocks = core.getMapBlocksObj();
while (1) {
x += dx;
y += dy;
const block = blocks[`${x},${y}`];
if (block) {
block.event.cls === '';
if (
[
'animates',
'autotile',
'tileset',
'npcs',
'npc48'
].includes(block.event.cls)
) {
action.push(
{
type: 'hide',
loc: [[x, y]],
remove: true,
time: 0
},
{
type: 'function',
function: `function() { core.removeGlobalAnimate(${x}, ${y}) }`
},
{
type: 'animate',
name: 'hand',
loc: [x, y],
async: true
}
);
}
if (block.event.cls.startsWith('enemy')) {
action.push({ type: 'moveAction' });
}
}
action.push({ type: 'moveAction' });
if (x === tx && y === ty) break;
}
action.push({
type: 'function',
function: `function() { core.checkBlock(true); }`
});
action.push({ type: 'stopAsync' });
core.insertAction(action);
// 伤害弹出
// 复写阻激夹域检测
control.prototype.checkBlock = function (forceMockery) {
var x = core.getHeroLoc('x'),
y = core.getHeroLoc('y'),
loc = x + ',' + y;
var damage = core.status.checkBlock.damage[loc];
if (damage) {
if (!main.replayChecking)
core.addPop(
(x - core.bigmap.offsetX / 32) * 32 + 12,
(y - core.bigmap.offsetY / 32) * 32 + 20,
-damage.toString()
);
core.status.hero.hp -= damage;
var text =
Object.keys(core.status.checkBlock.type[loc] || {}).join('') ||
'伤害';
core.drawTip('受到' + text + damage + '点');
core.drawHeroAnimate('zone');
this._checkBlock_disableQuickShop();
core.status.hero.statistics.extraDamage += damage;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose();
return;
} else {
core.updateStatusBar();
}
}
})();
this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
checkMockery(loc, forceMockery);
};
control.prototype.moveHero = function (direction, callback) {
// 如果正在移动直接return
if (core.status.heroMoving != 0) return;
if (core.isset(direction)) core.setHeroLoc('direction', direction);
const nx = core.nextX();
const ny = core.nextY();
if (core.status.checkBlock.mockery[`${nx},${ny}`]) {
core.autosave();
}
if (callback) return this.moveAction(callback);
this._moveHero_moving();
};
/**
* 电摇嘲讽
* @param {LocString} loc
* @param {boolean} force
*/
function checkMockery(loc, force) {
if (core.status.lockControl && !force) return;
const mockery = core.status.checkBlock.mockery[loc];
if (mockery) {
mockery.sort((a, b) => (a[0] === b[0] ? a[1] - b[1] : a[0] - b[0]));
const action = [];
const [tx, ty] = mockery[0];
let { x, y } = core.status.hero.loc;
const dir = x > tx ? 'left' : x < tx ? 'right' : y > ty ? 'up' : 'down';
const { x: dx, y: dy } = core.utils.scan[dir];
action.push({ type: 'changePos', direction: dir });
const blocks = core.getMapBlocksObj();
while (1) {
x += dx;
y += dy;
const block = blocks[`${x},${y}`];
if (block) {
block.event.cls === '';
if (
[
'animates',
'autotile',
'tileset',
'npcs',
'npc48'
].includes(block.event.cls)
) {
action.push(
{
type: 'hide',
loc: [[x, y]],
remove: true,
time: 0
},
{
type: 'function',
function: `function() { core.removeGlobalAnimate(${x}, ${y}) }`
},
{
type: 'animate',
name: 'hand',
loc: [x, y],
async: true
}
);
}
if (block.event.cls.startsWith('enemy')) {
action.push({ type: 'moveAction' });
}
}
action.push({ type: 'moveAction' });
if (x === tx && y === ty) break;
}
action.push({
type: 'function',
function: `function() { core.checkBlock(true); }`
});
action.push({ type: 'stopAsync' });
core.insertAction(action);
}
}

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@ -1,76 +1,72 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
/**
* 检查漏怪
* @param {FloorIds[]} floorIds
*/
export function checkRemainEnemy(floorIds) {
/**
* 检查漏怪
* @param {FloorIds[]} floorIds
* @type {Record<FloorIds, {loc: LocArr, id: EnemyIds}[]>}
*/
function checkRemainEnemy(floorIds) {
/**
* @type {Record<FloorIds, {loc: LocArr, id: EnemyIds}[]>}
*/
const enemy = {};
floorIds.forEach(v => {
core.extractBlocks(v);
const blocks = core.status.maps[v].blocks;
blocks.forEach(block => {
if (!block.event.cls.startsWith('enemy') || block.disable)
return;
/**
* @type {EnemyIds}
*/
const id = block.event.id;
enemy[v] ??= [];
const info = enemy[v];
info.push({ loc: [block.x, block.y], id });
});
const enemy = {};
floorIds.forEach(v => {
core.extractBlocks(v);
const blocks = core.status.maps[v].blocks;
blocks.forEach(block => {
if (!block.event.cls.startsWith('enemy') || block.disable) return;
/**
* @type {EnemyIds}
*/
const id = block.event.id;
enemy[v] ??= [];
const info = enemy[v];
info.push({ loc: [block.x, block.y], id });
});
return enemy;
}
});
return enemy;
}
/**
* 获取剩余怪物字符串
* @param {FloorIds[]} floorIds
*/
function getRemainEnemyString(floorIds) {
const enemy = checkRemainEnemy(floorIds);
const str = [];
let now = [];
for (const floor in enemy) {
/**
* @type {{loc: LocArr, id: EnemyIds}[]}
*/
const all = enemy[floor];
/**
* @type {Record<EnemyIds, number>}
*/
const remain = {};
all.forEach(v => {
const id = v.id;
remain[id] ??= 0;
remain[id]++;
});
const title = core.status.maps[floor].title;
for (const id in remain) {
const name = core.material.enemys[id].name;
now.push(`${title}(${floor}): ${name} * ${remain[id]}`);
if (now.length === 10) {
str.push(now.join('\n'));
now = [];
}
/**
* 获取剩余怪物字符串
* @param {FloorIds[]} floorIds
*/
export function getRemainEnemyString(floorIds) {
const enemy = checkRemainEnemy(floorIds);
const str = [];
let now = [];
for (const floor in enemy) {
/**
* @type {{loc: LocArr, id: EnemyIds}[]}
*/
const all = enemy[floor];
/**
* @type {Record<EnemyIds, number>}
*/
const remain = {};
all.forEach(v => {
const id = v.id;
remain[id] ??= 0;
remain[id]++;
});
const title = core.status.maps[floor].title;
for (const id in remain) {
const name = core.material.enemys[id].name;
now.push(`${title}(${floor}): ${name} * ${remain[id]}`);
if (now.length === 10) {
str.push(now.join('\n'));
now = [];
}
}
if (now.length > 0) {
str.push(now.join('\n'));
str[0] = `当前剩余怪物:\n${str[0]}`;
}
return str;
}
if (now.length > 0) {
str.push(now.join('\n'));
str[0] = `当前剩余怪物:\n${str[0]}`;
}
core.plugin.remainEnemy = {
checkRemainEnemy,
getRemainEnemyString
};
})();
return str;
}
core.plugin.remainEnemy = {
checkRemainEnemy,
getRemainEnemyString
};

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@ -1,118 +1,115 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
function removeMaps(fromId, toId, force) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__visited__ = flags.__visited__ || {};
flags.__removed__ = flags.__removed__ || [];
flags.__disabled__ = flags.__disabled__ || {};
flags.__leaveLoc__ = flags.__leaveLoc__ || {};
flags.__forceDelete__ ??= {};
let deleted = false;
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (core.status.maps[floorId].deleted) continue;
delete flags.__visited__[floorId];
flags.__removed__.push(floorId);
delete flags.__disabled__[floorId];
delete flags.__leaveLoc__[floorId];
(core.status.autoEvents || []).forEach(event => {
if (event.floorId == floorId && event.currentFloor) {
core.autoEventExecuting(event.symbol, false);
core.autoEventExecuted(event.symbol, false);
}
});
core.status.maps[floorId].deleted = true;
core.status.maps[floorId].canFlyTo = false;
core.status.maps[floorId].canFlyFrom = false;
core.status.maps[floorId].cannotViewMap = true;
if (force) {
core.status.maps[floorId].forceDelete = true;
flags.__forceDelete__[floorId] = true;
}
deleteFlags(floorId);
deleted = true;
}
if (deleted && !main.replayChecking) {
core.splitArea();
}
}
function deleteFlags(floorId) {
delete flags[`jump_${floorId}`];
delete flags[`inte_${floorId}`];
delete flags[`loop_${floorId}`];
delete flags[`melt_${floorId}`];
delete flags[`night_${floorId}`];
}
// 恢复楼层
// core.plugin.removeMap.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层
// core.plugin.removeMap.resumeMaps("MT10") 只恢复MT10层
function resumeMaps(fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__removed__ = flags.__removed__ || [];
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (!core.status.maps[floorId].deleted) continue;
if (
core.status.maps[floorId].forceDelete ||
flags.__forceDelete__[floorId]
)
continue;
flags.__removed__ = flags.__removed__.filter(f => {
return f != floorId;
});
core.status.maps[floorId] = core.loadFloor(floorId);
}
}
// 分区砍层相关
var inAnyPartition = floorId => {
var inPartition = false;
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) inPartition = true;
});
return inPartition;
};
// 分区砍层
function autoRemoveMaps(floorId) {
if (main.mode != 'play' || !inAnyPartition(floorId)) return;
// 根据分区信息自动砍层与恢复
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) {
core.plugin.removeMap.resumeMaps(
core.floorIds[fromIndex],
core.floorIds[toIndex]
);
} else {
removeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
export function removeMaps(fromId, toId, force) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__visited__ = flags.__visited__ || {};
flags.__removed__ = flags.__removed__ || [];
flags.__disabled__ = flags.__disabled__ || {};
flags.__leaveLoc__ = flags.__leaveLoc__ || {};
flags.__forceDelete__ ??= {};
let deleted = false;
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (core.status.maps[floorId].deleted) continue;
delete flags.__visited__[floorId];
flags.__removed__.push(floorId);
delete flags.__disabled__[floorId];
delete flags.__leaveLoc__[floorId];
(core.status.autoEvents || []).forEach(event => {
if (event.floorId == floorId && event.currentFloor) {
core.autoEventExecuting(event.symbol, false);
core.autoEventExecuted(event.symbol, false);
}
});
core.status.maps[floorId].deleted = true;
core.status.maps[floorId].canFlyTo = false;
core.status.maps[floorId].canFlyFrom = false;
core.status.maps[floorId].cannotViewMap = true;
if (force) {
core.status.maps[floorId].forceDelete = true;
flags.__forceDelete__[floorId] = true;
}
deleteFlags(floorId);
deleted = true;
}
if (deleted && !main.replayChecking) {
core.splitArea();
}
}
core.plugin.removeMap = {
removeMaps,
deleteFlags,
resumeMaps,
autoRemoveMaps
};
})();
export function deleteFlags(floorId) {
delete flags[`jump_${floorId}`];
delete flags[`inte_${floorId}`];
delete flags[`loop_${floorId}`];
delete flags[`melt_${floorId}`];
delete flags[`night_${floorId}`];
}
// 恢复楼层
// core.plugin.removeMap.resumeMaps("MT1", "MT300") 恢复MT1~MT300之间的全部层
// core.plugin.removeMap.resumeMaps("MT10") 只恢复MT10层
export function resumeMaps(fromId, toId) {
toId = toId || fromId;
var fromIndex = core.floorIds.indexOf(fromId),
toIndex = core.floorIds.indexOf(toId);
if (toIndex < 0) toIndex = core.floorIds.length - 1;
flags.__removed__ = flags.__removed__ || [];
for (var i = fromIndex; i <= toIndex; ++i) {
var floorId = core.floorIds[i];
if (!core.status.maps[floorId].deleted) continue;
if (
core.status.maps[floorId].forceDelete ||
flags.__forceDelete__[floorId]
)
continue;
flags.__removed__ = flags.__removed__.filter(f => {
return f != floorId;
});
core.status.maps[floorId] = core.loadFloor(floorId);
}
}
// 分区砍层相关
var inAnyPartition = floorId => {
var inPartition = false;
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) inPartition = true;
});
return inPartition;
};
// 分区砍层
export function autoRemoveMaps(floorId) {
if (main.mode != 'play' || !inAnyPartition(floorId)) return;
// 根据分区信息自动砍层与恢复
(core.floorPartitions || []).forEach(floor => {
var fromIndex = core.floorIds.indexOf(floor[0]);
var toIndex = core.floorIds.indexOf(floor[1]);
var index = core.floorIds.indexOf(floorId);
if (fromIndex < 0 || index < 0) return;
if (toIndex < 0) toIndex = core.floorIds.length - 1;
if (index >= fromIndex && index <= toIndex) {
core.plugin.removeMap.resumeMaps(
core.floorIds[fromIndex],
core.floorIds[toIndex]
);
} else {
removeMaps(core.floorIds[fromIndex], core.floorIds[toIndex]);
}
});
}
core.plugin.removeMap = {
removeMaps,
deleteFlags,
resumeMaps,
autoRemoveMaps
};

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@ -1,91 +1,89 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
const { studySkill, canStudySkill } = core.plugin.study;
const replayableSettings = ['autoSkill'];
import { studySkill, canStudySkill } from './study';
// 注册修改设置的录像操作
core.registerReplayAction('settings', name => {
if (!name.startsWith('set:')) return false;
const [, setting, value] = name.split(':');
const v = eval(value);
if (typeof v !== 'boolean') return false;
if (!replayableSettings.includes(setting)) return false;
flags[setting] = v;
core.replay();
return true;
});
const replayableSettings = ['autoSkill'];
core.registerReplayAction('upgradeSkill', name => {
if (!name.startsWith('skill:')) return false;
const skill = parseInt(name.slice(6));
core.plugin.skillTree.upgradeSkill(skill);
core.replay();
return true;
});
// 注册修改设置的录像操作
core.registerReplayAction('settings', name => {
if (!name.startsWith('set:')) return false;
const [, setting, value] = name.split(':');
const v = eval(value);
if (typeof v !== 'boolean') return false;
if (!replayableSettings.includes(setting)) return false;
flags[setting] = v;
core.replay();
return true;
});
core.registerReplayAction('study', name => {
if (!name.startsWith('study:')) return false;
const [num, x, y] = name
.slice(6)
.split(',')
.map(v => parseInt(v));
if (!canStudySkill(num)) return false;
const id = core.getBlockId(x, y);
const enemy = core.getEnemyInfo(id, void 0, x, y);
if (!enemy.special.includes(num)) return false;
studySkill(enemy, num);
core.replay();
return true;
});
core.registerReplayAction('upgradeSkill', name => {
if (!name.startsWith('skill:')) return false;
const skill = parseInt(name.slice(6));
core.plugin.skillTree.upgradeSkill(skill);
core.replay();
return true;
});
// 商店
let shopOpened = false;
let openedShopId = '';
core.registerReplayAction('openShop', name => {
if (!name.startsWith('openShop:')) return false;
openedShopId = name.slice(9);
shopOpened = true;
core.replay();
return true;
});
core.registerReplayAction('study', name => {
if (!name.startsWith('study:')) return false;
const [num, x, y] = name
.slice(6)
.split(',')
.map(v => parseInt(v));
if (!canStudySkill(num)) return false;
const id = core.getBlockId(x, y);
const enemy = core.getEnemyInfo(id, void 0, x, y);
if (!enemy.special.includes(num)) return false;
studySkill(enemy, num);
core.replay();
return true;
});
core.registerReplayAction('buy', name => {
if (!name.startsWith('buy:') && !name.startsWith('sell:')) return false;
if (!shopOpened) return false;
if (!openedShopId) return false;
const [type, id, num] = name
.split(':')
.map(v => (/^\d+$/.test(v) ? parseInt(v) : v));
const shop = core.status.shops[id];
const item = shop.choices.find(v => v.id === id);
if (!item) return false;
flags.itemShop ??= {};
flags.itemShop[openedShopId] ??= {};
flags.itemShop[openedShopId][id] ??= 0;
if (num > item.number - flags.itemShop[openedShopId][id]) {
return false;
}
let cost = 0;
if (type === 'buy') {
cost = item.money * num;
} else {
cost = -item.sell * num;
}
if (cost > core.status.hero.money) return false;
core.status.hero.money -= cost;
flags.itemShop[openedShopId][id] += type === 'buy' ? num : -num;
core.replay();
return true;
});
// 商店
let shopOpened = false;
let openedShopId = '';
core.registerReplayAction('openShop', name => {
if (!name.startsWith('openShop:')) return false;
openedShopId = name.slice(9);
shopOpened = true;
core.replay();
return true;
});
core.registerReplayAction('closeShop', name => {
if (name !== 'closeShop') return false;
if (!shopOpened) return false;
shopOpened = false;
openedShopId = '';
core.replay();
return true;
});
})();
core.registerReplayAction('buy', name => {
if (!name.startsWith('buy:') && !name.startsWith('sell:')) return false;
if (!shopOpened) return false;
if (!openedShopId) return false;
const [type, id, num] = name
.split(':')
.map(v => (/^\d+$/.test(v) ? parseInt(v) : v));
const shop = core.status.shops[id];
const item = shop.choices.find(v => v.id === id);
if (!item) return false;
flags.itemShop ??= {};
flags.itemShop[openedShopId] ??= {};
flags.itemShop[openedShopId][id] ??= 0;
if (num > item.number - flags.itemShop[openedShopId][id]) {
return false;
}
let cost = 0;
if (type === 'buy') {
cost = item.money * num;
} else {
cost = -item.sell * num;
}
if (cost > core.status.hero.money) return false;
core.status.hero.money -= cost;
flags.itemShop[openedShopId][id] += type === 'buy' ? num : -num;
core.replay();
return true;
});
core.registerReplayAction('closeShop', name => {
if (name !== 'closeShop') return false;
if (!shopOpened) return false;
shopOpened = false;
openedShopId = '';
core.replay();
return true;
});

View File

@ -1,77 +1,74 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
const { openItemShop } = core.plugin.gameUi;
const { openItemShop } = core.plugin.gameUi;
function openShop(shopId, noRoute) {
var shop = core.status.shops[shopId];
// Step 1: 检查能否打开此商店
if (!this.canOpenShop(shopId)) {
core.drawTip('该商店尚未开启');
return false;
}
// Step 3: 检查道具商店 or 公共事件
if (shop.item) {
if (openItemShop) openItemShop(shopId);
return;
}
return true;
export function openShop(shopId, noRoute) {
var shop = core.status.shops[shopId];
// Step 1: 检查能否打开此商店
if (!this.canOpenShop(shopId)) {
core.drawTip('该商店尚未开启');
return false;
}
/// 是否访问过某个快捷商店
function isShopVisited(id) {
flags.__shops__ ??= {};
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
return shops[id].visited;
// Step 3: 检查道具商店 or 公共事件
if (shop.item) {
if (openItemShop) openItemShop(shopId);
return;
}
return true;
}
/// 当前应当显示的快捷商店列表
function listShopIds() {
return Object.keys(core.status.shops).filter(id => {
return (
core.plugin.shop.isShopVisited(id) ||
!core.status.shops[id].mustEnable
);
});
}
/// 是否访问过某个快捷商店
export function isShopVisited(id) {
flags.__shops__ ??= {};
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
return shops[id].visited;
}
/// 是否能够打开某个商店
function canOpenShop(id) {
if (this.isShopVisited(id)) return true;
var shop = core.status.shops[id];
if (shop.item || shop.commonEvent || shop.mustEnable) return false;
return true;
}
/// 当前应当显示的快捷商店列表
export function listShopIds() {
return Object.keys(core.status.shops).filter(id => {
return (
core.plugin.shop.isShopVisited(id) ||
!core.status.shops[id].mustEnable
);
});
}
/// 启用或禁用某个快捷商店
function setShopVisited(id, visited) {
if (!core.hasFlag('__shops__')) core.setFlag('__shops__', {});
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
if (visited) shops[id].visited = true;
else delete shops[id].visited;
}
/// 是否能够打开某个商店
export function canOpenShop(id) {
if (this.isShopVisited(id)) return true;
var shop = core.status.shops[id];
if (shop.item || shop.commonEvent || shop.mustEnable) return false;
return true;
}
/// 能否使用快捷商店
function canUseQuickShop() {
// 如果返回一个字符串,表示不能,字符串为不能使用的提示
// 返回null代表可以使用
/// 启用或禁用某个快捷商店
export function setShopVisited(id, visited) {
if (!core.hasFlag('__shops__')) core.setFlag('__shops__', {});
var shops = core.getFlag('__shops__');
if (!shops[id]) shops[id] = {};
if (visited) shops[id].visited = true;
else delete shops[id].visited;
}
// 检查当前楼层的canUseQuickShop选项是否为false
if (core.status.thisMap.canUseQuickShop === false)
return '当前楼层不能使用快捷商店。';
return null;
}
/// 能否使用快捷商店
export function canUseQuickShop() {
// 如果返回一个字符串,表示不能,字符串为不能使用的提示
// 返回null代表可以使用
core.plugin.shop = {
openShop,
isShopVisited,
listShopIds,
canOpenShop,
setShopVisited,
canUseQuickShop
};
})();
// 检查当前楼层的canUseQuickShop选项是否为false
if (core.status.thisMap.canUseQuickShop === false)
return '当前楼层不能使用快捷商店。';
return null;
}
core.plugin.shop = {
openShop,
isShopVisited,
listShopIds,
canOpenShop,
setShopVisited,
canUseQuickShop
};

View File

@ -1,320 +1,316 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
/**
* @type {number[]}
*/
let levels = [];
/**
* @type {number[]}
*/
let levels = [];
/**
* @type {Record<Chapter, Skill[]>}
*/
const skills = {
chapter1: [
{
index: 0,
title: '力量',
desc: ['力量就是根本可以通过智慧增加力量每级增加2点攻击。'],
consume: '10 * level + 10',
front: [],
loc: [1, 2],
max: 10,
effect: ['攻击 + ${level * 2}']
},
{
index: 1,
title: '致命一击',
desc: ['爆发出全部力量攻击敌人每级增加5点额外攻击。'],
consume: '30 * level + 30',
front: [[0, 5]],
loc: [2, 1],
max: 10,
effect: ['额外攻击 + ${level * 5}']
},
{
index: 2,
title: '断灭之刃',
desc: [
'<span style="color: gold">主动技能快捷键1</span>',
'开启后会在战斗时会额外增加一定量的攻击,但同时减少一定量的防御。'
],
consume: '200 * level + 400',
front: [[1, 5]],
loc: [4, 1],
max: 5,
effect: ['增加${level * 10}%攻击,减少${level * 10}%防御']
},
{
index: 3,
title: '坚韧',
desc: ['由智慧转化出坚韧每级增加2点防御'],
consume: '10 * level + 10',
front: [],
loc: [1, 4],
max: 10,
effect: ['防御 + ${level * 2}']
},
{
index: 4,
title: '回春',
desc: ['让智慧化为治愈之泉水每级增加1点生命回复'],
consume: '20 * level + 20',
front: [[3, 5]],
loc: [2, 5],
max: 25,
effect: ['生命回复 + ${level}']
},
{
index: 5,
title: '治愈之泉',
desc: [
'让生命变得更多一些吧每吃50瓶血瓶就增加当前生命回复10%的生命回复'
],
consume: '1500',
front: [[4, 25]],
loc: [4, 5],
max: 1,
effect: ['50瓶血10%生命回复']
},
{
index: 6,
title: '坚固之盾',
desc: ['让护甲更加坚硬一些吧每级增加10点防御'],
consume: '50 + level * 50',
front: [[3, 5]],
loc: [2, 3],
max: 10,
effect: ['防御 + ${level * 10}']
},
{
index: 7,
title: '无上之盾',
desc: [
'<span style="color: #dd4">第一章终极技能</span>,战斗时智慧会充当等量护盾'
],
consume: '2500',
front: [
[6, 10],
[5, 1],
[2, 2]
],
loc: [5, 3],
max: 1,
effect: ['战斗时智慧会充当护盾']
/**
* @type {Record<Chapter, Skill[]>}
*/
const skills = {
chapter1: [
{
index: 0,
title: '力量',
desc: ['力量就是根本可以通过智慧增加力量每级增加2点攻击。'],
consume: '10 * level + 10',
front: [],
loc: [1, 2],
max: 10,
effect: ['攻击 + ${level * 2}']
},
{
index: 1,
title: '致命一击',
desc: ['爆发出全部力量攻击敌人每级增加5点额外攻击。'],
consume: '30 * level + 30',
front: [[0, 5]],
loc: [2, 1],
max: 10,
effect: ['额外攻击 + ${level * 5}']
},
{
index: 2,
title: '断灭之刃',
desc: [
'<span style="color: gold">主动技能快捷键1</span>',
'开启后会在战斗时会额外增加一定量的攻击,但同时减少一定量的防御。'
],
consume: '200 * level + 400',
front: [[1, 5]],
loc: [4, 1],
max: 5,
effect: ['增加${level * 10}%攻击,减少${level * 10}%防御']
},
{
index: 3,
title: '坚韧',
desc: ['由智慧转化出坚韧每级增加2点防御'],
consume: '10 * level + 10',
front: [],
loc: [1, 4],
max: 10,
effect: ['防御 + ${level * 2}']
},
{
index: 4,
title: '回春',
desc: ['让智慧化为治愈之泉水每级增加1点生命回复'],
consume: '20 * level + 20',
front: [[3, 5]],
loc: [2, 5],
max: 25,
effect: ['生命回复 + ${level}']
},
{
index: 5,
title: '治愈之泉',
desc: [
'让生命变得更多一些吧每吃50瓶血瓶就增加当前生命回复10%的生命回复'
],
consume: '1500',
front: [[4, 25]],
loc: [4, 5],
max: 1,
effect: ['50瓶血10%生命回复']
},
{
index: 6,
title: '坚固之盾',
desc: ['让护甲更加坚硬一些吧每级增加10点防御'],
consume: '50 + level * 50',
front: [[3, 5]],
loc: [2, 3],
max: 10,
effect: ['防御 + ${level * 10}']
},
{
index: 7,
title: '无上之盾',
desc: [
'<span style="color: #dd4">第一章终极技能</span>,战斗时智慧会充当等量护盾'
],
consume: '2500',
front: [
[6, 10],
[5, 1],
[2, 2]
],
loc: [5, 3],
max: 1,
effect: ['战斗时智慧会充当护盾']
}
],
chapter2: [
{
index: 8,
title: '锋利',
desc: ['让剑变得更加锋利每级使攻击增加1%buff式增加'],
consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
front: [],
loc: [1, 2],
max: 15,
effect: ['攻击增加${level}%']
},
{
index: 9,
title: '坚硬',
desc: ['让盾牌变得更加坚固每级使防御增加1%buff式增加'],
consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
front: [],
loc: [1, 4],
max: 15,
effect: ['防御增加${level}%']
},
{
index: 10,
title: '铸剑为盾',
desc: [
'<span style="color: gold">主动技能快捷键3</span>',
'减少一定的攻击,增加一定的防御'
],
consume: '500 * level + 1000',
front: [[9, 5]],
loc: [2, 5],
max: 5,
effect: ['增加${level * 10}%的防御,减少${level * 10}%的攻击']
},
{
index: 11,
title: '学习',
desc: [
'<span style="color: gold">主动技能</span>可以消耗500智慧学习一个怪物的技能',
'持续5场战斗每学习一次消耗的智慧点增加250每次升级使持续的战斗次数增加3次。更多信息可在学习后在百科全书查看。'
],
consume: '2500 * level ** 2 + 2500',
front: [
[8, 10],
[12, 5]
],
loc: [4, 1],
max: 6,
effect: ['学习怪物技能,持续${level * 3 + 2}场战斗']
},
{
index: 12,
title: '聪慧',
desc: ['使主角变得更加聪明每级使绿宝石增加的智慧点上升5%'],
consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
front: [
[8, 10],
[9, 10]
],
loc: [3, 3],
max: 20,
effect: ['增加${level * 5}%绿宝石效果']
},
{
index: 13,
title: '治愈',
desc: ['使主角能够更好地回复生命每级使血瓶的加血量增加2%'],
consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
front: [[10, 3]],
loc: [4, 5],
max: 20,
effect: ['增加${level * 2}%的血瓶回血量']
},
{
index: 14,
title: '胜利之号',
desc: [
'<span style="color: #dd4">第二章终极技能</span>',
'每打一个怪物勇士在本楼层对怪物造成的伤害便增加1%'
],
consume: '15000',
front: [
[13, 10],
[12, 10],
[11, 3]
],
loc: [5, 3],
max: 1,
effect: ['每打一个怪勇士造成的伤害增加1%']
}
]
};
core.plugin.skills = skills;
export function getSkillFromIndex(index) {
for (const [, skill] of Object.entries(skills)) {
const s = skill.find(v => v.index === index);
if (s) return s;
}
}
/**
* 获取技能等级
* @param {number} skill
*/
export function getSkillLevel(skill) {
return (levels[skill] ??= 0);
}
export function getSkillConsume(skill) {
return eval(
this.getSkillFromIndex(skill).consume.replace(
/level(:\d+)?/g,
(str, $1) => {
if ($1) return `core.plugin.skillTree.getSkillLevel(${$1})`;
else return `core.plugin.skillTree.getSkillLevel(${skill})`;
}
],
chapter2: [
{
index: 8,
title: '锋利',
desc: ['让剑变得更加锋利每级使攻击增加1%buff式增加'],
consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
front: [],
loc: [1, 2],
max: 15,
effect: ['攻击增加${level}%']
},
{
index: 9,
title: '坚硬',
desc: ['让盾牌变得更加坚固每级使防御增加1%buff式增加'],
consume: 'level > 5 ? 50 * level ** 2 : 250 * level + 250',
front: [],
loc: [1, 4],
max: 15,
effect: ['防御增加${level}%']
},
{
index: 10,
title: '铸剑为盾',
desc: [
'<span style="color: gold">主动技能快捷键3</span>',
'减少一定的攻击,增加一定的防御'
],
consume: '500 * level + 1000',
front: [[9, 5]],
loc: [2, 5],
max: 5,
effect: ['增加${level * 10}%的防御,减少${level * 10}%的攻击']
},
{
index: 11,
title: '学习',
desc: [
'<span style="color: gold">主动技能</span>可以消耗500智慧学习一个怪物的技能',
'持续5场战斗每学习一次消耗的智慧点增加250每次升级使持续的战斗次数增加3次。更多信息可在学习后在百科全书查看。'
],
consume: '2500 * level ** 2 + 2500',
front: [
[8, 10],
[12, 5]
],
loc: [4, 1],
max: 6,
effect: ['学习怪物技能,持续${level * 3 + 2}场战斗']
},
{
index: 12,
title: '聪慧',
desc: ['使主角变得更加聪明每级使绿宝石增加的智慧点上升5%'],
consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
front: [
[8, 10],
[9, 10]
],
loc: [3, 3],
max: 20,
effect: ['增加${level * 5}%绿宝石效果']
},
{
index: 13,
title: '治愈',
desc: ['使主角能够更好地回复生命每级使血瓶的加血量增加2%'],
consume: 'level > 5 ? 100 * level ** 2 : 250 * level + 1250',
front: [[10, 3]],
loc: [4, 5],
max: 20,
effect: ['增加${level * 2}%的血瓶回血量']
},
{
index: 14,
title: '胜利之号',
desc: [
'<span style="color: #dd4">第二章终极技能</span>',
'每打一个怪物勇士在本楼层对怪物造成的伤害便增加1%'
],
consume: '15000',
front: [
[13, 10],
[12, 10],
[11, 3]
],
loc: [5, 3],
max: 1,
effect: ['每打一个怪勇士造成的伤害增加1%']
}
]
};
)
);
}
core.plugin.skills = skills;
export function openTree() {
if (main.replayChecking) return;
core.plugin.skillTreeOpened.value = true;
}
function getSkillFromIndex(index) {
for (const [, skill] of Object.entries(skills)) {
const s = skill.find(v => v.index === index);
if (s) return s;
}
/**
* 能否升级某个技能
* @param {number} skill
*/
export function canUpgrade(skill) {
const consume = core.plugin.skillTree.getSkillConsume(skill);
if (consume > core.status.hero.mdef) return false;
const level = core.plugin.skillTree.getSkillLevel(skill);
const s = getSkillFromIndex(skill);
if (level === s.max) return false;
const front = s.front;
for (const [skill, level] of front) {
if (core.plugin.skillTree.getSkillLevel(skill) < level) return false;
}
return true;
}
/**
* 获取技能等级
* @param {number} skill
*/
function getSkillLevel(skill) {
return (levels[skill] ??= 0);
/**
* 实际升级效果
* @param {number} skill
*/
export function upgradeSkill(skill) {
if (!canUpgrade(skill)) return false;
switch (skill) {
case 0: // 力量 +2攻击
core.status.hero.atk += 2;
break;
case 1: // 致命一击 +5额外攻击
core.status.hero.mana += 5;
break;
case 2: // 断灭之刃
core.setFlag('bladeOn', true);
break;
case 3: // 坚韧 +2防御
core.status.hero.def += 2;
break;
case 4: // 回春 +1回复
core.status.hero.hpmax += 1;
break;
case 5: // 治愈之泉
core.setFlag('spring', true);
break;
case 6: // 坚固之盾 +10防御
core.status.hero.def += 10;
break;
case 7: // 无上之盾
core.setFlag('superSheild', true);
break;
case 8: // 锋利 +1%攻击
core.addBuff('atk', 0.01);
break;
case 9: // 锋利 +1%防御
core.addBuff('def', 0.01);
break;
case 10: // 铸剑为盾
core.setFlag('shieldOn', true);
break;
case 11: // 学习
core.setItem('I565', 1);
break;
}
const consume = getSkillConsume(skill);
core.status.hero.mdef -= consume;
levels[skill]++;
core.updateStatusBar();
return true;
}
function getSkillConsume(skill) {
return eval(
this.getSkillFromIndex(skill).consume.replace(
/level(:\d+)?/g,
(str, $1) => {
if ($1) return `core.plugin.skillTree.getSkillLevel(${$1})`;
else return `core.plugin.skillTree.getSkillLevel(${skill})`;
}
)
);
}
export function saveSkillTree() {
return levels.slice();
}
function openTree() {
if (main.replayChecking) return;
core.plugin.skillTreeOpened.value = true;
}
export function loadSkillTree(data) {
levels = data ?? [];
}
/**
* 能否升级某个技能
* @param {number} skill
*/
function canUpgrade(skill) {
const consume = core.plugin.skillTree.getSkillConsume(skill);
if (consume > core.status.hero.mdef) return false;
const level = core.plugin.skillTree.getSkillLevel(skill);
const s = getSkillFromIndex(skill);
if (level === s.max) return false;
const front = s.front;
for (const [skill, level] of front) {
if (core.plugin.skillTree.getSkillLevel(skill) < level)
return false;
}
return true;
}
/**
* 实际升级效果
* @param {number} skill
*/
function upgradeSkill(skill) {
if (!canUpgrade(skill)) return false;
switch (skill) {
case 0: // 力量 +2攻击
core.status.hero.atk += 2;
break;
case 1: // 致命一击 +5额外攻击
core.status.hero.mana += 5;
break;
case 2: // 断灭之刃
core.setFlag('bladeOn', true);
break;
case 3: // 坚韧 +2防御
core.status.hero.def += 2;
break;
case 4: // 回春 +1回复
core.status.hero.hpmax += 1;
break;
case 5: // 治愈之泉
core.setFlag('spring', true);
break;
case 6: // 坚固之盾 +10防御
core.status.hero.def += 10;
break;
case 7: // 无上之盾
core.setFlag('superSheild', true);
break;
case 8: // 锋利 +1%攻击
core.addBuff('atk', 0.01);
break;
case 9: // 锋利 +1%防御
core.addBuff('def', 0.01);
break;
case 10: // 铸剑为盾
core.setFlag('shieldOn', true);
break;
case 11: // 学习
core.setItem('I565', 1);
break;
}
const consume = getSkillConsume(skill);
core.status.hero.mdef -= consume;
levels[skill]++;
core.updateStatusBar();
return true;
}
function saveSkillTree() {
return levels.slice();
}
function loadSkillTree(data) {
levels = data ?? [];
}
core.plugin.skillTree = {
getSkillConsume,
getSkillFromIndex,
getSkillLevel,
saveSkillTree,
loadSkillTree,
upgradeSkill,
openTree
};
})();
core.plugin.skillTree = {
getSkillConsume,
getSkillFromIndex,
getSkillLevel,
saveSkillTree,
loadSkillTree,
upgradeSkill,
openTree
};

View File

@ -1,182 +1,173 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
// 所有的主动技能效果
var ignoreInJump = {
event: ['X20007', 'X20001', 'X20006', 'X20014', 'X20010', 'X20007'],
bg: [
'X20037',
'X20038',
'X20039',
'X20045',
'X20047',
'X20053',
'X20054',
'X20055',
'X20067',
'X20068',
'X20075',
'X20076'
]
};
// 所有的主动技能效果
var ignoreInJump = {
event: ['X20007', 'X20001', 'X20006', 'X20014', 'X20010', 'X20007'],
bg: [
'X20037',
'X20038',
'X20039',
'X20045',
'X20047',
'X20053',
'X20054',
'X20055',
'X20067',
'X20068',
'X20075',
'X20076'
]
};
/** @type {FloorIds[]} */
const jumpIgnoreFloor = ['MT31', 'snowTown'];
// 跳跃
function jumpSkill() {
if (core.status.floorId.startsWith('tower'))
return core.drawTip('当无法使用该技能');
if (jumpIgnoreFloor.includes(core.status.floorId) || flags.onChase) {
return core.drawTip('当前楼层无法使用该技能');
}
if (!flags.skill2) return;
if (!flags['jump_' + core.status.floorId])
flags['jump_' + core.status.floorId] = 0;
/** @type {FloorIds[]} */
const jumpIgnoreFloor = ['MT31', 'snowTown'];
// 跳跃
export function jumpSkill() {
if (core.status.floorId.startsWith('tower'))
return core.drawTip('当无法使用该技能');
if (jumpIgnoreFloor.includes(core.status.floorId) || flags.onChase) {
return core.drawTip('当前楼层无法使用该技能');
}
if (!flags.skill2) return;
if (!flags['jump_' + core.status.floorId])
flags['jump_' + core.status.floorId] = 0;
if (
core.status.floorId == 'MT14' &&
flags['jump_' + core.status.floorId] == 2 &&
!flags.MT14Jump
) {
if (
core.status.floorId == 'MT14' &&
flags['jump_' + core.status.floorId] == 2 &&
!flags.MT14Jump
!(
core.status.hero.loc.x === 77 &&
core.status.hero.loc.y === 5 &&
core.status.hero.loc.direction === 'right'
)
) {
if (
!(
core.status.hero.loc.x === 77 &&
core.status.hero.loc.y === 5 &&
core.status.hero.loc.direction === 'right'
)
) {
return core.drawTip('该地图还有一个必跳的地方,你还没有跳');
} else flags.MT14Jump = true;
return core.drawTip('该地图还有一个必跳的地方,你还没有跳');
} else flags.MT14Jump = true;
}
if (flags['jump_' + core.status.floorId] >= 3)
return core.drawTip('当前地图使用次数已用完');
var direction = core.status.hero.loc.direction;
var loc = core.status.hero.loc;
var checkLoc = {};
switch (direction) {
case 'up':
checkLoc.x = loc.x;
checkLoc.y = loc.y - 1;
break;
case 'right':
checkLoc.x = loc.x + 1;
checkLoc.y = loc.y;
break;
case 'down':
checkLoc.x = loc.x;
checkLoc.y = loc.y + 1;
break;
case 'left':
checkLoc.x = loc.x - 1;
checkLoc.y = loc.y;
break;
}
// 前方是否可通行 或 是怪物
var cls = core.getBlockCls(checkLoc.x, checkLoc.y);
var noPass = core.noPass(checkLoc.x, checkLoc.y);
var id = core.getBlockId(checkLoc.x, checkLoc.y) || '';
var bgId =
core.getBlockByNumber(core.getBgNumber(checkLoc.x, checkLoc.y)).event
.id || '';
// 可以通行
if (
!noPass ||
cls == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId))
)
return core.drawTip('当前无法使用技能');
// 不是怪物且不可以通行
if (noPass && !(cls == 'enemys' || cls == 'enemy48')) {
var toLoc = checkNoPass(direction, checkLoc.x, checkLoc.y, true);
if (!toLoc) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
if (flags['jump_' + core.status.floorId] >= 3)
return core.drawTip('当前地图使用次数已用完');
var direction = core.status.hero.loc.direction;
var loc = core.status.hero.loc;
var checkLoc = {};
core.playSound('015-Jump01.ogg');
core.insertAction([
{ type: 'jumpHero', loc: [toLoc.x, toLoc.y], time: 500 }
]);
}
// 是怪物
if (cls == 'enemys' || cls == 'enemy48') {
var firstNoPass = checkNoPass(direction, checkLoc.x, checkLoc.y, false);
if (!firstNoPass) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{
type: 'jump',
from: [checkLoc.x, checkLoc.y],
to: [firstNoPass.x, firstNoPass.y],
time: 500,
keep: true
}
]);
}
// 检查一条线上的不可通过
function checkNoPass(direction, x, y, startNo) {
if (!startNo) startNo = false;
switch (direction) {
case 'up':
checkLoc.x = loc.x;
checkLoc.y = loc.y - 1;
y--;
break;
case 'right':
checkLoc.x = loc.x + 1;
checkLoc.y = loc.y;
x++;
break;
case 'down':
checkLoc.x = loc.x;
checkLoc.y = loc.y + 1;
y++;
break;
case 'left':
checkLoc.x = loc.x - 1;
checkLoc.y = loc.y;
x--;
break;
}
// 前方是否可通行 或 是怪物
var cls = core.getBlockCls(checkLoc.x, checkLoc.y);
var noPass = core.noPass(checkLoc.x, checkLoc.y);
var id = core.getBlockId(checkLoc.x, checkLoc.y) || '';
var bgId =
core.getBlockByNumber(core.getBgNumber(checkLoc.x, checkLoc.y))
.event.id || '';
// 可以通行
if (
!noPass ||
cls == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId))
x > core.status.thisMap.width - 1 ||
y > core.status.thisMap.height - 1 ||
x < 0 ||
y < 0
)
return core.drawTip('当前无法使用技能');
// 不是怪物且不可以通行
if (noPass && !(cls == 'enemys' || cls == 'enemy48')) {
var toLoc = checkNoPass(direction, checkLoc.x, checkLoc.y, true);
if (!toLoc) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{ type: 'jumpHero', loc: [toLoc.x, toLoc.y], time: 500 }
]);
}
// 是怪物
if (cls == 'enemys' || cls == 'enemy48') {
var firstNoPass = checkNoPass(
direction,
checkLoc.x,
checkLoc.y,
false
);
if (!firstNoPass) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{
type: 'jump',
from: [checkLoc.x, checkLoc.y],
to: [firstNoPass.x, firstNoPass.y],
time: 500,
keep: true
}
]);
}
// 检查一条线上的不可通过
function checkNoPass(direction, x, y, startNo) {
if (!startNo) startNo = false;
switch (direction) {
case 'up':
y--;
break;
case 'right':
x++;
break;
case 'down':
y++;
break;
case 'left':
x--;
break;
}
if (
x > core.status.thisMap.width - 1 ||
y > core.status.thisMap.height - 1 ||
x < 0 ||
y < 0
)
return core.drawTip('当前无法使用技能');
var id = core.getBlockId(x, y) || '';
if (core.getBgNumber(x, y))
var bgId =
core.getBlockByNumber(core.getBgNumber(x, y)).event.id ||
'';
else var bgId = '';
if (
core.noPass(x, y) ||
core.getBlockCls(x, y) == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)) ||
core.getBlockCls(x, y) == 'animates'
)
return checkNoPass(direction, x, y, true);
if (!startNo) return checkNoPass(direction, x, y, false);
return { x: x, y: y };
}
var id = core.getBlockId(x, y) || '';
if (core.getBgNumber(x, y))
var bgId =
core.getBlockByNumber(core.getBgNumber(x, y)).event.id || '';
else var bgId = '';
if (
core.noPass(x, y) ||
core.getBlockCls(x, y) == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)) ||
core.getBlockCls(x, y) == 'animates'
)
return checkNoPass(direction, x, y, true);
if (!startNo) return checkNoPass(direction, x, y, false);
return { x: x, y: y };
}
}
core.plugin.skillEffects = {
jumpSkill
};
})();
core.plugin.skillEffects = {
jumpSkill
};

View File

@ -1,80 +1,77 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
// 负责勇士技能:学习
const values = {
1: ['crit'],
6: ['n'],
7: ['hungry'],
8: ['together'],
10: ['courage'],
11: ['charge']
};
// 负责勇士技能:学习
const values = {
1: ['crit'],
6: ['n'],
7: ['hungry'],
8: ['together'],
10: ['courage'],
11: ['charge']
};
const cannotStudy = [9, 12, 14, 15, 24];
const cannotStudy = [9, 12, 14, 15, 24];
function canStudySkill(number) {
const s = (core.status.hero.special ??= { num: [], last: [] });
if (core.plugin.skillTree.getSkillLevel(11) === 0) return false;
if (s.num.length >= 1) return false;
if (s.num.includes(number)) return false;
if (cannotStudy.includes(number)) return false;
return true;
}
export function canStudySkill(number) {
const s = (core.status.hero.special ??= { num: [], last: [] });
if (core.plugin.skillTree.getSkillLevel(11) === 0) return false;
if (s.num.length >= 1) return false;
if (s.num.includes(number)) return false;
if (cannotStudy.includes(number)) return false;
return true;
}
function studySkill(enemy, number) {
core.status.hero.special ??= { num: [], last: [] };
const s = core.status.hero.special;
const specials = core.getSpecials();
let special = specials[number - 1][1];
if (special instanceof Function) special = special(enemy);
if (!canStudySkill(number)) {
if (!main.replayChecking) {
core.tip('error', `无法学习${special}`);
}
return;
export function studySkill(enemy, number) {
core.status.hero.special ??= { num: [], last: [] };
const s = core.status.hero.special;
const specials = core.getSpecials();
let special = specials[number - 1][1];
if (special instanceof Function) special = special(enemy);
if (!canStudySkill(number)) {
if (!main.replayChecking) {
core.tip('error', `无法学习${special}`);
}
s.num.push(number);
s.last.push(core.plugin.skillTree.getSkillLevel(11) * 3 + 2);
const value = values[number] ?? [];
for (const key of value) {
s[key] = enemy[key];
return;
}
s.num.push(number);
s.last.push(core.plugin.skillTree.getSkillLevel(11) * 3 + 2);
const value = values[number] ?? [];
for (const key of value) {
s[key] = enemy[key];
}
}
export function forgetStudiedSkill(num, i) {
const s = core.status.hero.special;
const index = i !== void 0 && i !== null ? i : s.num.indexOf(num);
if (index === -1) return;
s.num.splice(index, 1);
s.last.splice(index, 1);
const value = values[number] ?? [];
for (const key of value) {
delete s[key];
}
}
export function declineStudiedSkill() {
const s = (core.status.hero.special ??= { num: [], last: [] });
s.last = s.last.map(v => v - 1);
}
export function checkStudiedSkill() {
const s = core.status.hero.special;
for (let i = 0; i < s.last.length; i++) {
if (s.last[i] <= 0) {
this.forgetStudiedSkill(void 0, i);
i--;
}
}
}
function forgetStudiedSkill(num, i) {
const s = core.status.hero.special;
const index = i !== void 0 && i !== null ? i : s.num.indexOf(num);
if (index === -1) return;
s.num.splice(index, 1);
s.last.splice(index, 1);
const value = values[number] ?? [];
for (const key of value) {
delete s[key];
}
}
function declineStudiedSkill() {
const s = (core.status.hero.special ??= { num: [], last: [] });
s.last = s.last.map(v => v - 1);
}
function checkStudiedSkill() {
const s = core.status.hero.special;
for (let i = 0; i < s.last.length; i++) {
if (s.last[i] <= 0) {
this.forgetStudiedSkill(void 0, i);
i--;
}
}
}
core.plugin.study = {
canStudySkill,
studySkill,
forgetStudiedSkill,
declineStudiedSkill,
checkStudiedSkill
};
})();
core.plugin.study = {
canStudySkill,
studySkill,
forgetStudiedSkill,
declineStudiedSkill,
checkStudiedSkill
};

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,5 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
export {};
(function () {
if (main.replayChecking) return (core.plugin.gameUi = {});

View File

@ -1,56 +1,53 @@
///<reference path="../../../src/types/core.d.ts" />
'use strict';
(function () {
/**
* 滑动数组
* @param {any[]} arr
* @param {number} delta
*/
function slide(arr, delta) {
if (delta === 0) return arr;
delta %= arr.length;
if (delta > 0) {
arr.unshift(...arr.splice(arr.length - delta, delta));
return arr;
}
if (delta < 0) {
arr.push(...arr.splice(0, -delta));
return arr;
}
/**
* 滑动数组
* @param {any[]} arr
* @param {number} delta
*/
export function slide(arr, delta) {
if (delta === 0) return arr;
delta %= arr.length;
if (delta > 0) {
arr.unshift(...arr.splice(arr.length - delta, delta));
return arr;
}
function backDir(dir) {
return {
up: 'down',
down: 'up',
left: 'right',
right: 'left'
}[dir];
if (delta < 0) {
arr.push(...arr.splice(0, -delta));
return arr;
}
}
function has(v) {
return v !== null && v !== void 0;
}
export function backDir(dir) {
return {
up: 'down',
down: 'up',
left: 'right',
right: 'left'
}[dir];
}
function maxGameScale(n = 0) {
const index = core.domStyle.availableScale.indexOf(core.domStyle.scale);
core.control.setDisplayScale(
core.domStyle.availableScale.length - 1 - index - n
export function has(v) {
return v !== null && v !== void 0;
}
export function maxGameScale(n = 0) {
const index = core.domStyle.availableScale.indexOf(core.domStyle.scale);
core.control.setDisplayScale(
core.domStyle.availableScale.length - 1 - index - n
);
if (!core.isPlaying() && core.flags.enableHDCanvas) {
core.domStyle.ratio = Math.max(
window.devicePixelRatio || 1,
core.domStyle.scale
);
if (!core.isPlaying() && core.flags.enableHDCanvas) {
core.domStyle.ratio = Math.max(
window.devicePixelRatio || 1,
core.domStyle.scale
);
core.resize();
}
core.resize();
}
}
core.plugin.utils = {
slide,
backDir,
has,
maxGameScale
};
})();
core.plugin.utils = {
slide,
backDir,
has,
maxGameScale
};

View File

@ -2,8 +2,8 @@ import fs from 'fs/promises';
import fss from 'fs';
import fse from 'fs-extra';
import Fontmin from 'fontmin';
import { exec } from 'child_process';
import * as babel from '@babel/core';
import * as rollup from 'rollup';
(async function () {
// 1. 去除未使用的文件
@ -40,7 +40,7 @@ import * as babel from '@babel/core';
})
);
await fse.remove('./dist/maps/');
// 编辑器需要留着吗?
// 在线查看什么都看不到,这编辑器难道还需要留着吗?
} catch {}
// 2. 压缩字体
@ -98,22 +98,23 @@ import * as babel from '@babel/core';
// 3. 压缩js插件
try {
exec(
`babel ${data.main.plugin
.map(v => `./dist/project/plugin/${v}.js`)
.join(' ')} --out-file ./dist/project/plugin.m.js`
).on('close', async () => {
const main = await fs.readFile('./dist/main.js', 'utf-8');
await fs.writeFile(
'./dist/main.js',
main.replace(
/this.pluginUseCompress\s*=\s*false\;/,
'this.pluginUseCompress = true;'
)
);
await fse.remove('./dist/project/plugin/');
const build = await rollup.rollup({
input: 'public/project/plugin/index.js'
});
} catch {
const code = await build.generate({
format: 'iife',
name: 'CorePlugin'
});
const compressed = babel.transformSync(code.output[0].code)?.code!;
await fs.writeFile('./dist/project/plugin.m.js', compressed, 'utf-8');
const main = await fs.readFile('./dist/main.js', 'utf-8');
main.replace(
/this.pluginUseCompress\s*=\s*false\;/,
'this.pluginUseCompress = true;'
);
await fse.remove('./dist/project/plugin/');
} catch (e) {
console.log('压缩插件失败');
}
@ -124,20 +125,8 @@ import * as babel from '@babel/core';
const endIndex = main.indexOf('// >>>> body end');
const nonCompress = main.slice(0, endIndex);
const needCompress = main.slice(endIndex + 17);
await fs.writeFile('./dist/temp.js', needCompress, 'utf-8');
await fs.rm('./dist/main.js');
exec('babel ./dist/temp.js --out-file ./dist/main.js').on(
'close',
async () => {
const nowMain = await fs.readFile('./dist/main.js', 'utf-8');
await fs.writeFile(
'./dist/main.js',
nonCompress + nowMain,
'utf-8'
);
await fs.rm('./dist/temp.js');
}
);
const compressed = babel.transformSync(needCompress)?.code;
await fs.writeFile('./dist/main.js', nonCompress + compressed, 'utf-8');
} catch {
console.log('main.js压缩失败');
}

View File

@ -1,5 +1,7 @@
import { ref, watch } from 'vue';
// todo 优化可以考虑改成reactive
/** 打开和关闭ui时是否展示动画 */
export const transition = ref(false);

View File

@ -1,7 +1,8 @@
import { power } from 'mutate-animate';
import { hyper, power } from 'mutate-animate';
import { Polygon } from './polygon';
import {
Light,
animateLight,
getAllLights,
moveLight,
refreshLight,
@ -27,7 +28,7 @@ export default function init() {
}
};
return { updateShadow, clearShadowCache, setCalShadow, testLight: test };
return { updateShadow, clearShadowCache, setCalShadow };
}
const shadowInfo: Partial<Record<FloorIds, Light[]>> = {
@ -35,11 +36,10 @@ const shadowInfo: Partial<Record<FloorIds, Light[]>> = {
{
id: 'mt48_1',
x: 0,
y: 0,
y: 48,
decay: 0,
r: 300,
color: '#0000',
followHero: true
color: '#0000'
}
]
};
@ -153,7 +153,3 @@ export function setCalShadow(n: boolean) {
calMapShadow = n;
updateShadow();
}
function test() {
moveLight('mt48_1', 480, 48, 2000, power(4, 'in-out'));
}