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