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标记todo
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@ -203,12 +203,14 @@ enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
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////// 能否获胜 //////
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////// 能否获胜 //////
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enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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// todo: 重写这个函数
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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var damage = this.getDamage(enemy, x, y, floorId);
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var damage = this.getDamage(enemy, x, y, floorId);
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return damage != null && damage < core.status.hero.hp;
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return damage != null && damage < core.status.hero.hp;
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};
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};
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enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
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enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
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// todo: 重写这个函数
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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var damage = this.getDamage(enemy, x, y, floorId, hero);
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var damage = this.getDamage(enemy, x, y, floorId, hero);
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@ -399,6 +401,7 @@ enemys.prototype._nextCriticals_useBinarySearch = function (
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////// N防减伤计算 //////
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////// N防减伤计算 //////
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enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId, hero) {
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enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId, hero) {
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// todo: 删除这个函数
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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k = k || 1;
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k = k || 1;
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var nowDamage = this._getDamage(enemy, hero, x, y, floorId);
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var nowDamage = this._getDamage(enemy, hero, x, y, floorId);
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@ -488,6 +491,7 @@ enemys.prototype._getCurrentEnemys_addEnemy = function (
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y,
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y,
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floorId
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floorId
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) {
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) {
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// todo: 删除这个函数
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var enemy = this._getCurrentEnemys_getEnemy(enemyId);
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var enemy = this._getCurrentEnemys_getEnemy(enemyId);
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if (enemy == null) return;
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if (enemy == null) return;
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@ -471,6 +471,7 @@ events.prototype._sys_battle = function (data, callback) {
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////// 战斗 //////
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////// 战斗 //////
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events.prototype.battle = function (id, x, y, force, callback) {
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events.prototype.battle = function (id, x, y, force, callback) {
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// todo: 重写这个函数的一部分,修改参数
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core.saveAndStopAutomaticRoute();
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core.saveAndStopAutomaticRoute();
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id = id || core.getBlockId(x, y);
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id = id || core.getBlockId(x, y);
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if (!id) return core.clearContinueAutomaticRoute(callback);
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if (!id) return core.clearContinueAutomaticRoute(callback);
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@ -3531,6 +3531,7 @@ maps.prototype.resetMap = function (floorId) {
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////// 初始化独立的block canvas //////
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////// 初始化独立的block canvas //////
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maps.prototype._initDetachedBlock = function (blockInfo, x, y, displayDamage) {
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maps.prototype._initDetachedBlock = function (blockInfo, x, y, displayDamage) {
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// todo: 不使用 nextCriticals
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var headCanvas = null,
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var headCanvas = null,
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bodyCanvas = '__body_' + x + '_' + y,
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bodyCanvas = '__body_' + x + '_' + y,
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damageCanvas = null;
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damageCanvas = null;
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@ -266,10 +266,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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// 返回true则将继续战斗,返回false将不再战斗。
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// 返回true则将继续战斗,返回false将不再战斗。
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// todo: 重写
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return true;
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return true;
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},
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},
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afterBattle: function (enemyId, x, y) {
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afterBattle: function (enemyId, x, y) {
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// todo: 重写
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// 战斗结束后触发的事件
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// 战斗结束后触发的事件
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const floorId = core.status.floorId;
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const floorId = core.status.floorId;
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@ -49,6 +49,7 @@ const enemy = core.plugin.bookDetailEnemy;
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const info = getSpecialHint(enemy);
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const info = getSpecialHint(enemy);
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// todo: 不使用 nextCriticals
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const criticals = core.nextCriticals(enemy, isMobile ? 4 : 8, mx, my);
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const criticals = core.nextCriticals(enemy, isMobile ? 4 : 8, mx, my);
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const format = core.formatBigNumber;
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const format = core.formatBigNumber;
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@ -18,6 +18,7 @@ const enemyDamageInfo: Partial<Record<EnemyIds, Record<number, boolean>>> = {};
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* @param id 标记的怪物id
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* @param id 标记的怪物id
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*/
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*/
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export function markEnemy(id: EnemyIds) {
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export function markEnemy(id: EnemyIds) {
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// todo: 不使用 nextCriticals
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if (hasMarkedEnemy(id)) return;
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if (hasMarkedEnemy(id)) return;
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markedEnemy.push(id);
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markedEnemy.push(id);
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markInfo[id] = {
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markInfo[id] = {
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@ -64,6 +65,7 @@ export function getMarkedEnemy() {
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* @param id 怪物id
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* @param id 怪物id
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*/
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*/
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export function getMarkInfo(id: EnemyIds, noMessage: boolean = false) {
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export function getMarkInfo(id: EnemyIds, noMessage: boolean = false) {
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// todo: 不使用 nextCriticals
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const reached = criticalReached[id]!;
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const reached = criticalReached[id]!;
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const info = markInfo[id]!;
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const info = markInfo[id]!;
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if (core.status.hero.atk >= info.nextCritical) {
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if (core.status.hero.atk >= info.nextCritical) {
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@ -54,6 +54,7 @@ export function getDetailedEnemy<I extends EnemyIds>(
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floorId: FloorIds = core.status.floorId
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floorId: FloorIds = core.status.floorId
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): DetailedEnemy<I> {
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): DetailedEnemy<I> {
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// todo: 删除 getDamageInfo
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// todo: 删除 getDamageInfo
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// todo: 不使用 nextCriticals
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const ratio = core.status.maps[floorId].ratio;
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const ratio = core.status.maps[floorId].ratio;
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const enemyInfo = Object.assign(
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const enemyInfo = Object.assign(
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{},
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{},
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@ -111,6 +111,7 @@ function getDamage(id: EnemyIds) {
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}
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}
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function getCritical(id: EnemyIds) {
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function getCritical(id: EnemyIds) {
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// todo: 不使用 nextCriticals
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return (
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return (
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core
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core
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.nextCriticals(id, 1, void 0, void 0, 'empty')[0]
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.nextCriticals(id, 1, void 0, void 0, 'empty')[0]
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