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https://github.com/unanmed/HumanBreak.git
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fix: 战斗报错
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1b18ce4268
commit
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@ -3,6 +3,7 @@
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"dependencies": {
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"@motajs/legacy-common": "workspace:*",
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"@user/data-state": "workspace:*",
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"@user/data-base": "workspace:*"
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"@user/data-base": "workspace:*",
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"@user/data-utils": "workspace:*"
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}
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}
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}
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@ -1,12 +1,11 @@
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import {
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DamageEnemy,
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ensureFloorDamage,
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getSingleEnemy,
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getEnemy,
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HeroSkill,
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NightSpecial
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} from '@user/data-state';
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import { hook, loading } from '@user/data-base';
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import { hook } from '@user/data-base';
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import { Patch, PatchClass } from '@motajs/legacy-common';
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import { isNil } from 'lodash-es';
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@ -47,7 +46,7 @@ export function patchBattle() {
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);
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}
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// 非强制战斗
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// @ts-ignore
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// @ts-expect-error 2.c 重构
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if (!core.canBattle(x, y) && !force && !core.status.event.id) {
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core.stopSound();
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core.playSound('操作失败');
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@ -116,7 +115,7 @@ export function patchBattle() {
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core.clearContinueAutomaticRoute();
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// 自动存档
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var inAction = core.status.event.id == 'action';
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const inAction = core.status.event.id === 'action';
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if (inAction) {
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core.insertAction(beforeBattle, data.x, data.y);
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core.doAction();
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@ -131,7 +130,7 @@ export function patchBattle() {
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patch2.add('_action_battle', function (data, x, y, prefix) {
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if (data.id) {
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const enemy = getSingleEnemy(data.id as EnemyIds);
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// const enemy = getSingleEnemy(data.id as EnemyIds);
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// todo: 与不在地图上的怪物战斗
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} else {
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if (data.floorId != core.status.floorId) {
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@ -256,7 +255,6 @@ export function patchBattle() {
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}
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);
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}
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loading.once('coreInit', patchBattle);
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declare global {
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interface Enemys {
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@ -1,43 +1,49 @@
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import { Patch, PatchClass } from '@motajs/legacy-common';
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import { EnemyCollection, ensureFloorDamage } from '@user/data-state';
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import { formatDamage } from '@user/data-utils';
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export function init() {
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core.control.updateDamage = function (
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floorId = core.status.floorId,
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ctx,
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thumbnail: boolean = false
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) {
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if (!floorId || core.status.gameOver || main.mode !== 'play') return;
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const onMap = ctx == null;
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const floor = core.status.maps[floorId];
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export function patchDamage() {
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const patch = new Patch(PatchClass.Control);
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patch.add(
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'updateDamage',
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function (
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floorId = core.status.floorId,
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ctx,
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thumbnail: boolean = false
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) {
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if (!floorId || core.status.gameOver || main.mode !== 'play')
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return;
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const onMap = ctx == null;
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const floor = core.status.maps[floorId];
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// 没有怪物手册
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// if (!core.hasItem('book')) return;
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core.status.damage.posX = core.bigmap.posX;
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core.status.damage.posY = core.bigmap.posY;
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if (!onMap) {
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const width = core.floors[floorId].width,
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height = core.floors[floorId].height;
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// 地图过大的缩略图不绘制显伤
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if (width * height > core.bigmap.threshold) return;
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// 没有怪物手册
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// if (!core.hasItem('book')) return;
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core.status.damage.posX = core.bigmap.posX;
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core.status.damage.posY = core.bigmap.posY;
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if (!onMap) {
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const width = core.floors[floorId].width,
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height = core.floors[floorId].height;
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// 地图过大的缩略图不绘制显伤
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if (width * height > core.bigmap.threshold) return;
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}
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// 计算伤害
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ensureFloorDamage(floorId);
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floor.enemy.extract();
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floor.enemy.calRealAttribute();
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floor.enemy.calMapDamage();
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floor.enemy.emit('calculated');
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core.status.damage.data = [];
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// floor.enemy.render(true);
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// getItemDetail(floorId, onMap); // 宝石血瓶详细信息
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if (thumbnail) {
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renderThumbnailDamage(floor.enemy);
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core.control.drawDamage(ctx, floorId);
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}
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}
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// 计算伤害
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ensureFloorDamage(floorId);
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floor.enemy.extract();
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floor.enemy.calRealAttribute();
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floor.enemy.calMapDamage();
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floor.enemy.emit('calculated');
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core.status.damage.data = [];
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// floor.enemy.render(true);
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// getItemDetail(floorId, onMap); // 宝石血瓶详细信息
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if (thumbnail) {
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renderThumbnailDamage(floor.enemy);
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this.drawDamage(ctx, floorId);
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}
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};
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);
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}
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function renderThumbnailDamage(col: EnemyCollection) {
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@ -1,5 +1,7 @@
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import { patchBattle } from './battle';
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import { patchDamage } from './damage';
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export function patchAll() {
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patchBattle();
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patchDamage();
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}
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@ -1,5 +0,0 @@
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import { init as initItemDetail } from './itemDetail';
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initItemDetail();
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export * from './itemDetail';
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3
packages-user/types/package.json
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3
packages-user/types/package.json
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@ -0,0 +1,3 @@
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{
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"name": "@user/types"
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}
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85
packages-user/types/src/enemy.ts
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85
packages-user/types/src/enemy.ts
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@ -0,0 +1,85 @@
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export interface IEnemyInfo {}
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export interface IDamageInfo {}
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export interface IDamageEnemy {
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/** 原始怪物信息 */
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readonly enemy: Enemy;
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/** 该怪物所属的怪物列表 */
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readonly collection: IEnemyCollection | null;
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/** 怪物横坐标 */
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readonly x: number | undefined;
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/**
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* 获取怪物属性信息
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*/
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getEnemyInfo(): IEnemyInfo;
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/**
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* 获取这个怪物的伤害信息
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*/
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getDamageInfo(): IDamageInfo;
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}
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export interface IMapDamage {
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/** 伤害类型 */
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readonly type: string;
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/** 伤害值 */
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readonly damage: number;
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/** 伤害优先级 */
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readonly priority: number;
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}
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export interface IMapDamageSummary {
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/** 该点的总伤害 */
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readonly totalDamage: number;
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/** 该点的伤害信息 */
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readonly damages: IMapDamage[];
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}
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export interface IEnemyCollection {
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/** 怪物列表,索引为 x + width * y,值表示该点对应的怪物 */
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readonly list: Map<number, IDamageEnemy>;
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/** 楼层 id */
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readonly floorId: FloorIds;
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/** 楼层宽度 */
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readonly width: number;
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/** 楼层高度 */
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readonly height: number;
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/** 地图伤害 */
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readonly mapDamage: Map<number, IMapDamageSummary>;
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/** 用于计算本怪物列表中怪物信息的勇士属性 */
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readonly hero: HeroStatus;
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/**
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* 获取一点的怪物信息,不存在时返回 null
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* @param x 怪物横坐标
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* @param y 怪物纵坐标
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*/
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getEnemy(x: number, y: number): IDamageEnemy | null;
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/**
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* 获取一点的地图伤害信息,每一点都包含地图伤害对象,传入地图外坐标时返回 null
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* @param x 横坐标
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* @param y 纵坐标
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*/
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getMapDamage(x: number, y: number): IMapDamageSummary | null;
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/**
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* 重置此地图的怪物信息,并重新计算
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*/
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refresh(): void;
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/**
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* 复制这个怪物列表,同时将复制后的列表中勇士属性设为指定值
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* @param status 新的勇士属性
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*/
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with(status: HeroStatus): IEnemyCollection;
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}
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export interface IDamageSystem {
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readonly collections: Map<FloorIds, IEnemyCollection>;
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}
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1
packages-user/types/src/index.ts
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1
packages-user/types/src/index.ts
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@ -0,0 +1 @@
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export * from './enemy';
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@ -161,7 +161,7 @@ export class Logger {
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const n = Math.floor(code / 50) + 1;
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const n2 = code % 50;
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const url = `${location.origin}/_docs/logger/warn/warn${n}.html#warn-code-${n2}`;
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console.warn(`[WARNING Code ${code}] ${text}. See ${url}`);
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console.warn(`[WARNING Code ${code}] ${text} See ${url}`);
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}
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}
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const set = this.patched[patchClass];
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const obj = this.getPatchClass(patchClass);
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for (const [key, func] of patch.patches) {
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// console.log(key);
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if (set.has(key)) {
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logger.warn(49, patchName[patchClass], key);
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}
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set.add(key);
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obj[key] = func;
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}
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this.patchList.delete(patch);
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