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https://github.com/unanmed/HumanBreak.git
synced 2025-01-31 23:29:27 +08:00
删除所有使用checkblock的地图伤害
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@ -979,11 +979,10 @@ control.prototype.tryMoveDirectly = function (destX, destY) {
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];
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var canMoveDirectlyArray = core.canMoveDirectlyArray(dirs, canMoveArray);
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for (var i = 0; i < dirs.length; ++i) {
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var d = dirs[i],
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dx = d[0],
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dy = d[1],
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dir = d[2];
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for (let i = 0; i < dirs.length; ++i) {
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var d = dirs[i];
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const [dx, dy, dir] = d;
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if (
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dx < 0 ||
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dx >= core.bigmap.width ||
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@ -1461,20 +1460,7 @@ control.prototype._checkBlock_disableQuickShop = function () {
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////// 阻击 //////
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control.prototype._checkBlock_repulse = function (repulse) {
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if (!repulse || repulse.length == 0) return;
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var actions = [];
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repulse.forEach(function (t) {
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actions.push({
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type: 'move',
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loc: [t[0], t[1]],
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steps: [t[3]],
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time: 250,
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keep: true,
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async: true
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});
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});
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actions.push({ type: 'waitAsync' });
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core.insertAction(actions);
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// Deprecated.
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};
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////// 更新全地图显伤 //////
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@ -793,6 +793,7 @@ maps.prototype._canMoveHero_checkPoint = function (
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floorId = floorId || core.status.floorId;
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if (!floorId) return false;
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arrays = arrays || this._generateMovableArray_arrays(floorId);
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const floor = core.status.maps[floorId];
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// 1. 检查该点 cannotMove
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if (
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@ -845,13 +846,12 @@ maps.prototype._canMoveHero_checkPoint = function (
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return false;
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// 4. 检查是否能进将死的领域
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// todo: 不使用 core.status.checkBlock
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if (
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floorId == core.status.floorId &&
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!core.flags.canGoDeadZone &&
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!core.status.lockControl &&
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Math.max(core.status.hero.hp, 1) <=
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((core.status.checkBlock.damage || {})[nx + ',' + ny] || 0) &&
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(floor.enemy.mapDamage[`${nx},${ny}`]?.damage ?? 0) &&
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arrays.eventArray[ny][nx] == 0
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)
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return false;
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@ -1023,10 +1023,11 @@ maps.prototype._canMoveDirectly_checkNextPoint = function (blocksObj, x, y) {
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if (!ignore) return false;
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}
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// 是否存在阻激夹域伤害
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// todo: 不使用 core.status.checkBlock
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// if (core.status.checkBlock.damage[index]) return false;
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// if (core.status.checkBlock.repulse[index]) return false;
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// if (core.status.checkBlock.mockery[index]) return false;
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const damage = core.status.thisMap.enemy.mapDamage[index];
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if (damage) {
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if (damage.damage !== 0) return false;
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if (damage.mockery) return false;
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}
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return true;
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};
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@ -1107,24 +1108,21 @@ maps.prototype._automaticRoute_deepAdd = function (x, y, blocks) {
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var block = blocks[x + ',' + y];
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if (block && !block.disable) {
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var id = block.event.id;
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// 绕过亮灯
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if (id == 'light') deepAdd += 100;
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// 绕过路障
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if (id.endsWith('Net') && !core.hasFlag(id.substring(0, id.length - 3)))
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deepAdd += 100;
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// 绕过血瓶和绿宝石
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if (
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core.hasFlag('__potionNoRouting__') &&
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(id.endsWith('Potion') || id == 'greenGem')
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)
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deepAdd += 100;
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// 绕过传送点
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// if (block.event.trigger == 'changeFloor') deepAdd+=10;
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}
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// 绕过存在伤害的地方
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// todo: 不使用 core.status.checkBlock
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// deepAdd += (core.status.checkBlock.damage[x + ',' + y] || 0) * 100;
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// deepAdd += core.status.checkBlock.mockery[`${x},${y}`] ? 1000 : 0;
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const damage = core.status.thisMap.enemy.mapDamage[`${x},${y}`];
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if (damage) {
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deepAdd += damage.damage * 100;
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deepAdd += !!damage.mockery ? 1e5 : 0;
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}
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return deepAdd;
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};
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@ -36,8 +36,12 @@ export default function init() {
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tran.transition('x', ox).transition('y', oy);
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if (tran.easeTime > 0) {
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needSmooth = true;
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func();
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} else {
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core.setViewport(tran.value.x, tran.value.y);
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}
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};
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let time2 = Date.now();
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@ -45,19 +49,19 @@ export default function init() {
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control.prototype._moveAction_moving = function (...params: any[]) {
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if (Date.now() - time2 > 20)
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tran.mode(hyper('sin', 'out')).time(200).absolute();
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origin1.call(this, ...params);
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return origin1.call(this, ...params);
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};
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const origin2 = control.prototype.moveDirectly;
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control.prototype.moveDirectly = function (...params: any[]) {
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time2 = Date.now();
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tran.mode(hyper('sin', 'out')).time(600).absolute();
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origin2.call(this, ...params);
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return origin2.call(this, ...params);
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};
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const origin3 = events.prototype._changeFloor_beforeChange;
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events.prototype._changeFloor_beforeChange = function (...params: any[]) {
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tran.time(1).absolute();
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origin3.call(this, ...params);
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return origin3.call(this, ...params);
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};
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}
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@ -138,7 +138,6 @@ export class EnemyCollection implements RangeCollection<DamageEnemy> {
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/**
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* 计算地图伤害
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* @param noCache 是否不使用缓存
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*/
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calMapDamage() {
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this.mapDamage = {};
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@ -3,23 +3,24 @@ import { drawHalo } from './halo';
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// 伤害弹出
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// 复写阻激夹域检测
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control.prototype.checkBlock = function (forceMockery) {
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// todo: 不使用 core.status.checkBlock
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control.prototype.checkBlock = function (forceMockery: boolean = false) {
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var x = core.getHeroLoc('x'),
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y = core.getHeroLoc('y'),
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loc = x + ',' + y;
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var damage = 0;
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const floor = core.status.floorId;
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const info = core.status.maps[floor].enemy.mapDamage[loc];
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var damage = info.damage;
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if (damage) {
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if (!main.replayChecking)
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if (!main.replayChecking) {
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core.addPop(
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(x - core.bigmap.offsetX / 32) * 32 + 12,
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(y - core.bigmap.offsetY / 32) * 32 + 20,
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-damage.toString()
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(-damage).toString()
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);
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}
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core.status.hero.hp -= damage;
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var text =
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Object.keys(core.status.checkBlock.type[loc] || {}).join(',') ||
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'伤害';
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const type = Array.from(info.type.keys());
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var text = type.join(',') || '伤害';
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core.drawTip('受到' + text + damage + '点');
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core.drawHeroAnimate('zone');
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this._checkBlock_disableQuickShop();
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@ -33,14 +34,14 @@ control.prototype.checkBlock = function (forceMockery) {
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core.updateStatusBar();
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}
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}
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// this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
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// checkMockery(loc, forceMockery);
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checkMockery(loc, forceMockery);
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};
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/**
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* @param {CanvasRenderingContext2D} ctx
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*/
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control.prototype._drawDamage_draw = function (ctx, onMap, floorId) {
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control.prototype._drawDamage_draw = function (
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ctx: CanvasRenderingContext2D,
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onMap: boolean,
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floorId: FloorIds
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) {
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if (!core.hasItem('book')) return;
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drawHalo(ctx, onMap, floorId);
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@ -62,7 +63,7 @@ control.prototype._drawDamage_draw = function (ctx, onMap, floorId) {
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return;
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}
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var alpha = core.setAlpha(ctx, one.alpha);
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core.fillBoldText(ctx, one.text, px, py, one.color);
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core.fillBoldText(ctx, one.text, px, py, one.color as string);
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core.setAlpha(ctx, alpha);
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});
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@ -82,7 +83,7 @@ control.prototype._drawDamage_draw = function (ctx, onMap, floorId) {
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)
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return;
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}
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core.fillBoldText(ctx, one.text, px, py, one.color);
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core.fillBoldText(ctx, one.text, px, py, one.color as string);
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});
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ctx.save();
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@ -132,38 +133,31 @@ control.prototype._drawDamage_draw = function (ctx, onMap, floorId) {
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ctx.strokeStyle = 'black';
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ctx.lineWidth = 2.5;
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ctx.stroke();
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ctx.strokeStyle = v.color;
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ctx.strokeStyle = v.color as string;
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ctx.lineWidth = 1;
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ctx.stroke();
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});
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ctx.restore();
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};
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control.prototype.moveHero = function (direction, callback) {
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// todo: 不使用 core.status.checkBlock
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control.prototype.moveHero = function (direction: Dir, callback: () => void) {
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// 如果正在移动,直接return
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if (core.status.heroMoving != 0) return;
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if (core.isset(direction)) core.setHeroLoc('direction', direction);
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const nx = core.nextX();
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const ny = core.nextY();
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// if (core.status.checkBlock.mockery[`${nx},${ny}`]) {
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// core.autosave();
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// }
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if (core.status.thisMap.enemy.mapDamage[`${nx},${ny}`]?.mockery) {
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core.autosave();
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}
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if (callback) return this.moveAction(callback);
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this._moveHero_moving();
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};
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/**
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* 电摇嘲讽
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* @param {LocString} loc
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* @param {boolean} force
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*/
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function checkMockery(loc, force) {
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// todo: 不使用 core.status.checkBlock
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function checkMockery(loc: string, force: boolean = false) {
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if (core.status.lockControl && !force) return;
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const mockery = core.status.checkBlock.mockery[loc];
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const mockery = core.status.thisMap.enemy.mapDamage[loc]?.mockery;
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if (mockery) {
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mockery.sort((a, b) => (a[0] === b[0] ? a[1] - b[1] : a[0] - b[0]));
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const action = [];
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@ -179,7 +173,6 @@ function checkMockery(loc, force) {
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y += dy;
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const block = blocks[`${x},${y}`];
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if (block) {
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block.event.cls === '';
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if (
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[
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'animates',
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@ -1,4 +1,5 @@
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// 示例插件:文字弹出
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// todo: 重写
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let pop: any[] = [];
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2
src/types/function.d.ts
vendored
2
src/types/function.d.ts
vendored
@ -145,7 +145,7 @@ interface EventData {
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* 游戏失败
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* @param reason 失败原因
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*/
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lose(reason: string): void;
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lose(reason?: string): void;
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/**
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* 切换楼层中,即屏幕完全变黑的那一刻
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4
src/types/status.d.ts
vendored
4
src/types/status.d.ts
vendored
@ -774,7 +774,7 @@ interface GameStatus extends InitGameStatus {
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/**
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* 获得当前楼层信息,等价于core.status.maps[core.status.floorId]
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*/
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thisMap: ResolvedFloor;
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thisMap: Floor;
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/**
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* 地图伤害
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@ -950,6 +950,8 @@ interface HeroStatus {
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*/
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followers: Follower[];
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statistics: HeroStatistics;
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/**
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* 勇士拥有的道具
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*/
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