mirror of
https://github.com/unanmed/HumanBreak.git
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543 lines
21 KiB
JavaScript
543 lines
21 KiB
JavaScript
///<reference path="../../src/types/core.d.ts" />
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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events: {
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resetGame: function (hero, hard, floorId, maps, values) {
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// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
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// hero:勇士信息;hard:难度;floorId:当前楼层ID;maps:地图信息;values:全局数值信息
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// 清除游戏数据
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// 这一步会清空状态栏和全部画布内容,并删除所有动态创建的画布
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core.clearStatus();
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// 初始化status
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core.status = core.clone(core.initStatus, function (name) {
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return name != 'hero' && name != 'maps';
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});
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core.control._bindRoutePush();
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core.status.played = true;
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// 初始化人物,图标,统计信息
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core.status.hero = core.clone(hero);
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window.hero = core.status.hero;
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window.flags = core.status.hero.flags;
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core.events.setHeroIcon(core.status.hero.image, true);
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core.control._initStatistics(core.animateFrame.totalTime);
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core.status.hero.statistics.totalTime =
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core.animateFrame.totalTime = Math.max(
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core.status.hero.statistics.totalTime,
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core.animateFrame.totalTime
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);
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core.status.hero.statistics.start = null;
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// 初始难度
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core.status.hard = hard || '';
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// 初始化地图
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core.status.floorId = floorId;
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core.status.maps = maps;
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core.extractBlocks(floorId);
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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for (var key in values || {}) core.values[key] = values[key];
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core.flags = core.clone(core.data.flags);
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var globalFlags = core.getFlag('globalFlags', {});
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for (var key in globalFlags) core.flags[key] = globalFlags[key];
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core._init_sys_flags();
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// 初始化界面,状态栏等
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core.resize();
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// 状态栏是否显示
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if (core.hasFlag('hideStatusBar'))
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core.hideStatusBar(core.hasFlag('showToolbox'));
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else core.showStatusBar();
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if (main.mode === 'play' && !main.replayChecking) {
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Mota.Plugin.require('fly_r').splitArea();
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Mota.require('var', 'hook').emit('reset');
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} else {
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flags.autoSkill ??= true;
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}
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// 兼容性调整
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const h = core.status.hero;
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if (h.magicDef === void 0 || h.magicDef === null) {
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h.magicDef = 0;
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}
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},
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win: function (reason, norank, noexit) {
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// 游戏获胜事件
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// 请注意,成绩统计时是按照hp进行上传并排名
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// 可以先在这里对最终分数进行计算,比如将2倍攻击和5倍黄钥匙数量加到分数上
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// 如果不退出,则临时存储数据
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if (noexit) {
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core.status.extraEvent = core.clone(core.status.event);
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}
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if (reason === '智慧之始') {
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core.status.hero.hp +=
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core.itemCount('yellowKey') * 5000 +
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core.itemCount('blueKey') * 15000;
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}
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// 游戏获胜事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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if (replaying) core.stopReplay();
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core.waitHeroToStop(function () {
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if (!noexit) {
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core.clearMap('all'); // 清空全地图
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core.deleteAllCanvas(); // 删除所有创建的画布
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core.dom.gif2.innerHTML = '';
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}
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reason = core.replaceText(reason);
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core.drawText(
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[
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'\t[' +
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(reason || '恭喜通关') +
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']你的分数是${status:hp}。'
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],
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function () {
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core.events.gameOver(reason || '', replaying, norank);
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}
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);
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});
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},
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lose: function (reason) {
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// 游戏失败事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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core.stopReplay();
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core.waitHeroToStop(function () {
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core.drawText(
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['\t[' + (reason || '结局1') + ']你死了。\n如题。'],
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function () {
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core.events.gameOver(null, replaying);
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}
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);
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});
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},
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changingFloor: function (floorId, heroLoc) {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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const { checkLoopMap } = Mota.Plugin.require('loopMap_g');
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flags.floorChanging = true;
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
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if (!fromLoad) {
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if (!core.hasFlag('__leaveLoc__'))
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core.setFlag('__leaveLoc__', {});
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if (currentId != null)
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core.getFlag('__leaveLoc__')[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// 根据分区信息自动砍层与恢复
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Mota.Plugin.require('removeMap_g')?.autoRemoveMaps?.(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.setHeroLoc('x', heroLoc.x);
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core.setHeroLoc('y', heroLoc.y);
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core.setHeroLoc('direction', heroLoc.direction);
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array) bgm = bgm[0];
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if (!core.hasFlag('__bgm__')) core.playBgm(bgm);
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}
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// 更改画面色调
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var color = core.getFlag('__color__', null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap('curtain');
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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'curtain',
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0,
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0,
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core._PX_,
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core._PY_,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag('__weather__', null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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checkLoopMap();
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core.updateDamage();
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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afterChangeFloor: function (floorId) {
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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if (flags.onChase) {
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flags.chaseTime ??= {};
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flags.chaseTime[floorId] = Date.now();
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}
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flags.floorChanging = false;
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag('__fromLoad__')) {
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core.events.recoverEvents(core.getFlag('__events__'));
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core.removeFlag('__events__');
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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}
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}
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if (!flags.debug && !main.replayChecking)
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Mota.Plugin.require('completion_r').checkVisitedFloor();
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Mota.require('var', 'hook').emit('afterChangeFloor', floorId);
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},
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flyTo: function (toId, callback) {
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound('操作失败');
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core.drawTip('无法飞往' + core.status.maps[toId].title + '!');
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag('__leaveLoc__', {})[toId] || null;
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}
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// 记录录像
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core.status.route.push('fly:' + toId);
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// 传送
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core.ui.closePanel();
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core.changeFloor(toId, stair, loc, null, callback);
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return true;
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}
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},
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control: {
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saveData: function () {
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// 存档操作,此函数应该返回“具体要存档的内容”
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// 差异化存储values
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var values = {};
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for (var key in core.values) {
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if (!core.same(core.values[key], core.data.values[key]))
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values[key] = core.clone(core.values[key]);
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}
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// 要存档的内容
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var data = {
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floorId: core.status.floorId,
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hero: core.clone(core.status.hero, name => name !== 'chase'),
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hard: core.status.hard,
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maps: core.clone(core.maps.saveMap()),
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route: core.encodeRoute(core.status.route),
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values: values,
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version: core.firstData.version,
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guid: core.getGuid(),
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time: new Date().getTime(),
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skills: Mota.Plugin.require('skillTree_g').saveSkillTree(),
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night: [
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...Mota.require(
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'module',
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'Mechanism'
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).NightSpecial.saveNight()
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]
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};
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return data;
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},
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loadData: function (data, callback) {
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// 读档操作;从存储中读取了内容后的行为
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if (window.flags && flags.onChase) {
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flags.chase.end();
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flags.onChase = true;
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}
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// 重置游戏和路线
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core.resetGame(
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data.hero,
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data.hard,
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data.floorId,
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core.maps.loadMap(data.maps, null, data.hero.flags),
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data.values
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);
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core.status.route = core.decodeRoute(data.route);
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core.control._bindRoutePush();
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// 文字属性,全局属性
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core.status.textAttribute = core.getFlag(
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'textAttribute',
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core.status.textAttribute
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);
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var toAttribute = core.getFlag(
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'globalAttribute',
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core.status.globalAttribute
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);
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if (!core.same(toAttribute, core.status.globalAttribute)) {
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core.status.globalAttribute = toAttribute;
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core.resize();
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}
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// 重置音量
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core.events.setVolume(core.getFlag('__volume__', 1), 0);
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// 加载勇士图标
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var icon = core.status.hero.image;
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icon = core.getMappedName(icon);
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if (core.material.images.images[icon]) {
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core.material.images.hero = core.material.images.images[icon];
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core.material.icons.hero.width =
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core.material.images.images[icon].width / 4;
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core.material.icons.hero.height =
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core.material.images.images[icon].height / 4;
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}
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core.setFlag('__fromLoad__', true);
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Mota.Plugin.require('skillTree_g').loadSkillTree(data.skills);
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const Night = Mota.require('module', 'Mechanism').NightSpecial;
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if (!data.night) {
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// 兼容旧版
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Night.loadNight([]);
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for (const [key, value] of Object.entries(data.hero.flags)) {
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if (key.startsWith('night_')) {
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const [, floorId] = key.split('_');
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Night.addNight(floorId, value);
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delete data.hero.flags[key];
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}
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}
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}
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// 切换到对应的楼层
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core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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if (core.hasFlag('__bgm__')) {
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// 持续播放
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core.playBgm(core.getFlag('__bgm__'));
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}
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core.removeFlag('__fromLoad__');
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if (callback) callback();
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if (flags.onChase) {
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Mota.Plugin.require('chase_r').startChase(flags.chaseIndex);
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if (flags.chaseIndex === 1) {
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core.playBgm('escape.mp3', 43.5);
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}
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}
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});
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},
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updateStatusBar: function () {
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// 更新状态栏
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// 检查等级
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core.events.checkLvUp();
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// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
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// 难度
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if (core.statusBar.hard.innerText != core.status.hard) {
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core.statusBar.hard.innerText = core.status.hard;
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}
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var hardColor = core.getFlag('__hardColor__', 'red');
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if (core.statusBar.hard.getAttribute('_style') != hardColor) {
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core.statusBar.hard.style.color = hardColor;
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core.statusBar.hard.setAttribute('_style', hardColor);
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}
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// 更新全地图显伤
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core.updateDamage();
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if (main.replayChecking) return;
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// 已学习的技能
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// if (
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// core.plugin.skillTree.getSkillLevel(11) > 0 &&
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// (core.status.hero.special?.num ?? []).length > 0
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// ) {
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// mota.plugin.ui.showStudiedSkill.value = true;
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// } else {
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// mota.plugin.ui.showStudiedSkill.value = false;
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// }
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},
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moveOneStep: function (callback) {
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// 勇士每走一步后执行的操作。callback为行走完毕后的回调
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// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
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// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
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// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
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// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
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// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
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const { checkLoopMap } = Mota.Plugin.require('loopMap_g');
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// 增加步数
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core.status.hero.steps++;
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// 更新跟随者状态,并绘制
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core.updateFollowers();
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core.drawHero();
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// 从v2.7开始,每一步行走不会再刷新状态栏。
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// 如果有特殊要求(如每走一步都加buff之类),可手动取消注释下面这一句:
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// core.updateStatusBar(true);
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// 检查自动事件
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core.checkAutoEvents();
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// ------ 检查目标点事件 ------ //
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// 无事件的道具(如血瓶)需要优先于阻激夹域判定
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var nowx = core.getHeroLoc('x'),
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nowy = core.getHeroLoc('y');
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var block = core.getBlock(nowx, nowy);
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var hasTrigger = false;
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if (
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block != null &&
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block.event.trigger == 'getItem' &&
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!core.floors[core.status.floorId].afterGetItem[
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nowx + ',' + nowy
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]
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) {
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hasTrigger = true;
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core.trigger(nowx, nowy, callback);
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}
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// 执行目标点的阻激夹域事件
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core.checkBlock();
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if (!hasTrigger) core.trigger(nowx, nowy, callback);
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// 检查该点是否是滑冰
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if (core.onSki()) {
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// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
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core.insertAction(
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{ type: 'moveAction' },
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null,
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null,
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null,
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true
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);
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}
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checkLoopMap();
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// 如需强行终止行走可以在这里条件判定:
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// core.stopAutomaticRoute();
|
||
Mota.require('var', 'hook').emit(
|
||
'moveOneStep',
|
||
nowx,
|
||
nowy,
|
||
core.status.floorId
|
||
);
|
||
},
|
||
moveDirectly: function (x, y, ignoreSteps) {
|
||
// 瞬间移动;x,y为要瞬间移动的点;ignoreSteps为减少的步数,可能之前已经被计算过
|
||
// 返回true代表成功瞬移,false代表没有成功瞬移
|
||
|
||
// 判定能否瞬移到该点
|
||
if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y);
|
||
if (ignoreSteps >= 0) {
|
||
core.clearMap('hero');
|
||
// 获得勇士最后的朝向
|
||
var lastDirection =
|
||
core.status.route[core.status.route.length - 1];
|
||
if (['left', 'right', 'up', 'down'].indexOf(lastDirection) >= 0)
|
||
core.setHeroLoc('direction', lastDirection);
|
||
// 设置坐标,并绘制
|
||
core.setHeroLoc('x', x);
|
||
core.setHeroLoc('y', y);
|
||
core.drawHero();
|
||
// 记录录像
|
||
core.status.route.push('move:' + x + ':' + y);
|
||
// 统计信息
|
||
core.status.hero.statistics.moveDirectly++;
|
||
core.status.hero.statistics.ignoreSteps += ignoreSteps;
|
||
if (core.hasFlag('poison')) {
|
||
core.updateStatusBar(false, true);
|
||
}
|
||
core.checkRouteFolding();
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
ui: {
|
||
drawStatistics: function () {
|
||
// 浏览地图时参与的统计项目
|
||
|
||
return [
|
||
'yellowDoor',
|
||
'blueDoor',
|
||
'redDoor',
|
||
'greenDoor',
|
||
'steelDoor',
|
||
'yellowKey',
|
||
'blueKey',
|
||
'redKey',
|
||
'greenKey',
|
||
'steelKey',
|
||
'redGem',
|
||
'blueGem',
|
||
'greenGem',
|
||
'yellowGem',
|
||
'redPotion',
|
||
'bluePotion',
|
||
'greenPotion',
|
||
'yellowPotion',
|
||
'superPotion',
|
||
'pickaxe',
|
||
'bomb',
|
||
'centerFly',
|
||
'icePickaxe',
|
||
'freezeBadge',
|
||
'earthquake',
|
||
'upFly',
|
||
'downFly',
|
||
'jumpShoes',
|
||
'lifeWand',
|
||
'poisonWine',
|
||
'weakWine',
|
||
'curseWine',
|
||
'superWine',
|
||
'sword1',
|
||
'sword2',
|
||
'sword3',
|
||
'sword4',
|
||
'sword5',
|
||
'shield1',
|
||
'shield2',
|
||
'shield3',
|
||
'shield4',
|
||
'shield5'
|
||
// 在这里可以增加新的ID来进行统计个数,只能增加道具ID
|
||
];
|
||
}
|
||
}
|
||
};
|