mirror of
https://github.com/unanmed/HumanBreak.git
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169 lines
5.2 KiB
JavaScript
169 lines
5.2 KiB
JavaScript
///<reference path="../../src/types/core.d.ts" />
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'use strict';
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function enemys() {
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this._init();
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}
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////// 初始化 //////
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enemys.prototype._init = function () {
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this.enemys = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
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for (var enemyId in this.enemys) {
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this.enemys[enemyId].id = enemyId;
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}
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};
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enemys.prototype.getEnemys = function () {
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var enemys = core.clone(this.enemys);
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var enemyInfo = core.getFlag('enemyInfo');
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if (enemyInfo) {
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for (var id in enemyInfo) {
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for (var name in enemyInfo[id]) {
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enemys[id][name] = core.clone(enemyInfo[id][name]);
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}
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}
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}
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// 将所有怪物的各项属性映射到朝下的
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for (var id in enemys) {
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if (enemys[id].faceIds) {
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var downId = enemys[id].faceIds.down;
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if (downId != null && downId != id && enemys[downId]) {
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enemys[id] = { id: id };
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for (var property in enemys[downId]) {
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if (
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property != 'id' &&
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enemys[downId].hasOwnProperty(property)
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) {
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(function (id, downId, property) {
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Object.defineProperty(enemys[id], property, {
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get: function () {
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return enemys[downId][property];
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},
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set: function (v) {
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enemys[downId][property] = v;
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},
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enumerable: true
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});
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})(id, downId, property);
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}
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}
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}
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}
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}
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return enemys;
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};
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////// 判断是否含有某特殊属性 //////
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enemys.prototype.hasSpecial = function (special, test) {
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// Deprecated. Use `Array.includes` instead.
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};
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enemys.prototype.getSpecials = function () {
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// Deprecated. See src/plugin/game/enemy/special.ts
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};
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////// 获得所有特殊属性的名称 //////
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enemys.prototype.getSpecialText = function (enemy) {
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// Deprecated.
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};
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////// 获得所有特殊属性的颜色 //////
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enemys.prototype.getSpecialColor = function (enemy) {
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// Deprecated.
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};
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////// 获得所有特殊属性的额外标记 //////
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enemys.prototype.getSpecialFlag = function (enemy) {
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// Deprecated.
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};
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////// 获得每个特殊属性的说明 //////
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enemys.prototype.getSpecialHint = function (enemy, special) {
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// Deprecated.
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};
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enemys.prototype._calSpecialContent = function (enemy, content) {
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// Deprecated.
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};
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////// 获得某个点上某个怪物的某项属性 //////
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enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
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// Deprecated.
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};
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////// 能否获胜 //////
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enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype.getDamageString = function (enemy, x, y, floorId, hero) {
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// Deprecated.
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};
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////// 接下来N个临界值和临界减伤计算 //////
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enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId, hero) {
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// Deprecated. See src/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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/// 未破防临界采用二分计算
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enemys.prototype._nextCriticals_overAtk = function (enemy) {
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// Deprecated. See src/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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enemys.prototype._nextCriticals_special = function (enemy) {
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// Deprecated. See src/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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enemys.prototype._nextCriticals_useBinarySearch = function (enemy) {
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// Deprecated. See src/game/enemy/damage.ts DamageEnemy.calCritical.
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};
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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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// Deprecated. See src/game/enemy/damage.ts DamageEnemy.calDefDamage.
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};
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enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/game/enemy/damage.ts
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};
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////// 获得战斗伤害信息(实际伤害计算函数) //////
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enemys.prototype.getDamageInfo = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/game/enemy/damage.ts
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};
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////// 获得在某个勇士属性下怪物伤害 //////
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enemys.prototype.getDamage = function (enemy, x, y, floorId, hero) {
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// Deprecated. See src/game/enemy/damage.ts
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};
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enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) {
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// Deprecated. See src/game/enemy/damage.ts
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};
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////// 获得当前楼层的怪物列表 //////
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enemys.prototype.getCurrentEnemys = function (floorId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_getEnemy = function (enemyId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_addEnemy_defDamage = function (enemy) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype._getCurrentEnemys_sort = function (enemys) {
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// Deprecated. See src/plugin/game/enemy/battle.ts
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};
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enemys.prototype.hasEnemyLeft = function (enemyId, floorId) {
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// Deprecated.
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};
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