mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-04-19 17:16:08 +08:00
1286 lines
51 KiB
JavaScript
1286 lines
51 KiB
JavaScript
///<reference path="../../src/types/core.d.ts"/>
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var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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fiveLayer: function () {
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// 注册插件
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Mota.Plugin.register('fiveLayer_g', { init }, init);
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// 创建新图层
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function createCanvas(name, zIndex) {
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if (!name) return;
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var canvas = document.createElement('canvas');
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canvas.id = name;
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canvas.className = 'gameCanvas no-anti-aliasing';
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// 编辑器模式下设置zIndex会导致加入的图层覆盖优先级过高
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if (main.mode != 'editor') canvas.style.zIndex = zIndex || 0;
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// 将图层插入进游戏内容
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document.getElementById('gameDraw').appendChild(canvas);
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var ctx = canvas.getContext('2d');
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core.canvas[name] = ctx;
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return canvas;
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}
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function init() {
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var bg2Canvas = createCanvas('bg2', 20);
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var fg2Canvas = createCanvas('fg2', 63);
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// 大地图适配
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core.bigmap.canvas = [
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'bg2',
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'fg2',
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'bg',
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'event',
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'event2',
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'fg',
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'damage'
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];
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core.initStatus.bg2maps = {};
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core.initStatus.fg2maps = {};
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if (main.mode == 'editor') {
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/*插入编辑器的图层 不做此步新增图层无法在编辑器显示*/
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// 编辑器图层覆盖优先级 eui > efg > fg(前景层) > event2(48*32图块的事件层) > event(事件层) > bg(背景层)
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// 背景层2(bg2) 插入事件层(event)之前(即bg与event之间)
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document
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.getElementById('mapEdit')
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.insertBefore(bg2Canvas, document.getElementById('event'));
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// 前景层2(fg2) 插入编辑器前景(efg)之前(即fg之后)
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document
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.getElementById('mapEdit')
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.insertBefore(fg2Canvas, document.getElementById('ebm'));
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// 原本有三个图层 从4开始添加
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var num = 4;
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// 新增图层存入editor.dom中
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editor.dom.bg2c = core.canvas.bg2.canvas;
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editor.dom.bg2Ctx = core.canvas.bg2;
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editor.dom.fg2c = core.canvas.fg2.canvas;
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editor.dom.fg2Ctx = core.canvas.fg2;
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editor.dom.maps.push('bg2map', 'fg2map');
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editor.dom.canvas.push('bg2', 'fg2');
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// 创建编辑器上的按钮
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var createCanvasBtn = name => {
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// 电脑端创建按钮
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var input = document.createElement('input');
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// layerMod4/layerMod5
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var id = 'layerMod' + num++;
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// bg2map/fg2map
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var value = name + 'map';
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input.type = 'radio';
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input.name = 'layerMod';
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input.id = id;
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input.value = value;
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editor.dom[id] = input;
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input.onchange = () => {
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editor.uifunctions.setLayerMod(value);
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};
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return input;
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};
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var createCanvasBtn_mobile = name => {
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// 手机端往选择列表中添加子选项
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var input = document.createElement('option');
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var id = 'layerMod' + num++;
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var value = name + 'map';
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input.name = 'layerMod';
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input.value = value;
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editor.dom[id] = input;
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return input;
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};
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if (!editor.isMobile) {
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var input = createCanvasBtn('bg2');
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var input2 = createCanvasBtn('fg2');
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// 获取事件层及其父节点
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var child = document.getElementById('layerMod'),
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parent = child.parentNode;
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// 背景层2插入事件层前
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parent.insertBefore(input, child);
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// 不能直接更改背景层2的innerText 所以创建文本节点
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var txt = document.createTextNode('背2');
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// 插入事件层前(即新插入的背景层2前)
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parent.insertBefore(txt, child);
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// 向最后插入前景层2(即插入前景层后)
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parent.appendChild(input2);
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var txt2 = document.createTextNode('前2');
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parent.appendChild(txt2);
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} else {
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var input = createCanvasBtn_mobile('bg2');
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var input2 = createCanvasBtn_mobile('fg2');
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// 手机端因为是选项 所以可以直接改innerText
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input.innerText = '背景2';
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input2.innerText = '前景2';
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var parent = document.getElementById('layerMod');
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parent.insertBefore(input, parent.children[1]);
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parent.appendChild(input2);
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}
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}
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maps.prototype._loadFloor_doNotCopy = function () {
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return [
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'firstArrive',
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'eachArrive',
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'blocks',
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'parallelDo',
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'map',
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'bgmap',
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'fgmap',
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'bg2map',
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'fg2map',
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'events',
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'changeFloor',
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'afterBattle',
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'afterGetItem',
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'afterOpenDoor',
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'cannotMove',
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'enemy'
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];
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};
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////// 绘制背景和前景层 //////
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maps.prototype._drawBg_draw = function (
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floorId,
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toDrawCtx,
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cacheCtx,
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config
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) {
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config.ctx = cacheCtx;
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core.maps._drawBg_drawBackground(floorId, config);
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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'bg',
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, 'bg', config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap('bg2');
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, 'bg2', config);
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if (config.onMap)
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core.drawImage(
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'bg2',
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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maps.prototype._drawFg_draw = function (
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floorId,
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toDrawCtx,
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cacheCtx,
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config
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) {
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config.ctx = cacheCtx;
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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'fg',
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, 'fg', config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap('fg2');
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, 'fg2', config);
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if (config.onMap)
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core.drawImage(
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'fg2',
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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////// 移动判定 //////
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maps.prototype._generateMovableArray_arrays = function (floorId) {
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return {
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bgArray: this.getBgMapArray(floorId),
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fgArray: this.getFgMapArray(floorId),
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eventArray: this.getMapArray(floorId),
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bg2Array: this._getBgFgMapArray('bg2', floorId),
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fg2Array: this._getBgFgMapArray('fg2', floorId)
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};
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};
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}
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},
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uiRewrite: function () {
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Mota.Plugin.register('ui_g', { init }, init);
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function init() {
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const { mainUi, fixedUi } = Mota.requireAll('var');
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ui.prototype.drawBook = function () {
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if (!core.isReplaying()) return mainUi.open('book');
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};
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ui.prototype._drawToolbox = function () {
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if (!core.isReplaying()) return mainUi.open('toolbox');
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};
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ui.prototype._drawEquipbox = function () {
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if (!core.isReplaying()) return mainUi.open('equipbox');
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};
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ui.prototype.drawFly = function () {
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if (!core.isReplaying()) return mainUi.open('fly');
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};
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control.prototype.updateStatusBar_update = function () {
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core.control.updateNextFrame = false;
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if (!core.isPlaying() || core.hasFlag('__statistics__')) return;
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core.control.controldata.updateStatusBar();
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if (!core.control.noAutoEvents) core.checkAutoEvents();
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core.control._updateStatusBar_setToolboxIcon();
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core.clearRouteFolding();
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core.control.noAutoEvents = true;
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// 更新vue状态栏
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updateVueStatusBar();
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Mota.require('var', 'hook').emit('statusBarUpdate');
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};
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// todo: 多个状态栏分离与控制
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control.prototype.showStatusBar = function () {
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if (main.mode == 'editor') return;
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core.removeFlag('hideStatusBar');
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if (!fixedUi.hasName('statusBar')) {
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fixedUi.open('statusBar');
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}
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core.dom.tools.hard.style.display = 'block';
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core.dom.toolBar.style.display = 'block';
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};
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control.prototype.hideStatusBar = function (showToolbox) {
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if (main.mode == 'editor') return;
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// 如果原本就是隐藏的,则先显示
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if (!core.domStyle.showStatusBar) this.showStatusBar();
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if (core.isReplaying()) showToolbox = true;
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fixedUi.closeByName('statusBar');
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var toolItems = core.dom.tools;
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core.setFlag('hideStatusBar', true);
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core.setFlag('showToolbox', showToolbox || null);
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if (
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(!core.domStyle.isVertical && !core.flags.extendToolbar) ||
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!showToolbox
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) {
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for (var i = 0; i < toolItems.length; ++i)
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toolItems[i].style.display = 'none';
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}
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if (!core.domStyle.isVertical && !core.flags.extendToolbar) {
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core.dom.toolBar.style.display = 'none';
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}
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};
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}
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function updateVueStatusBar() {
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Mota.r(() => {
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const status = Mota.require('var', 'status');
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status.value = !status.value;
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});
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}
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},
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special: function () {
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// 这个插件负责定义怪物属性
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const specials = Mota.require('var', 'enemySpecials');
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/**
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* @param {string | ((enemy: Enemy) => string)} func
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* @param {Enemy} enemy
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*/
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const fromFunc = (func, enemy) => {
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return typeof func === 'string' ? func : func(enemy);
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};
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// 怪物特殊属性包含四个信息
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// code: 索引,必须与该属性在数组内的索引一致,实际判断的时候也是根据索引判断,不会根据code判断
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// name: 特殊属性名称,可以是一个函数,接受 enemy 作为参数,返回字符串
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// desc: 特殊属性说明,也可以是一个函数,接受 enemy 作为参数,返回字符串
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// color: 特殊属性颜色,会在怪物手册中显示出来
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specials.push(
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{
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code: 0,
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name: '空',
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desc: '空',
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color: '#fff'
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},
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{
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code: 1,
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name: '先攻',
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desc: `怪物首先攻击`,
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color: '#fc3'
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},
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{
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code: 2,
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name: '魔攻',
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desc: '怪物攻击无视勇士的防御',
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color: '#bbb0ff'
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},
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{
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code: 3,
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name: '坚固',
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desc: '怪物防御不小于勇士攻击-1',
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color: '#c0b088'
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},
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{
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code: 4,
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name: '2连击',
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desc: '怪物每回合攻击2次',
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color: '#fe7'
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},
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{
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code: 5,
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name: '3连击',
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desc: '怪物每回合攻击3次',
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color: '#fe7'
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},
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{
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code: 6,
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name: enemy => `${enemy.n ?? 4}连击`,
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desc: enemy => `怪物每回合攻击${enemy.n}次`,
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color: '#fe7'
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},
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{
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code: 7,
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name: '破甲',
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desc: enemy =>
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`战斗前,怪物附加角色防御的${Math.floor(
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100 * (enemy.breakArmor ?? core.values.breakArmor)
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)}%作为伤害"`,
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color: '#b67'
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},
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{
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code: 8,
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name: '反击',
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desc: enemy =>
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`战斗时,怪物每回合附加角色攻击的${Math.floor(
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100 * (enemy.counterAttack ?? core.values.counterAttack)
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)}%作为伤害,无视角色防御`,
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color: '#fa4'
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},
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{
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code: 9,
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name: '净化',
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desc: enemy =>
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`战斗前,怪物附加角色护盾的${
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enemy.purify ?? core.values.purify
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}倍作为伤害`,
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color: '#80eed6'
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},
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{
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code: 10,
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name: '模仿',
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desc: `怪物的攻防和角色攻防相等`,
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color: '#b0c0dd'
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},
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{
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code: 11,
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name: '吸血',
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desc: enemy => {
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const vampire = enemy.vampire || 0;
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const hp = Mota.require('fn', 'getHeroStatusOn')('hp');
|
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return (
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`战斗前,怪物首先吸取角色的${Math.floor(
|
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100 * vampire
|
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)}%生命(约${Math.floor(hp * vampire)}点)作为伤害` +
|
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(enemy.add ? ',并把伤害数值加到自身生命上' : '')
|
||
);
|
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},
|
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color: '#ff00d2'
|
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},
|
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{
|
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code: 12,
|
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name: '中毒',
|
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desc: `战斗后,角色陷入中毒状态,每一步损失生命${core.data.values.poisonDamage}点`,
|
||
color: '#9e8'
|
||
},
|
||
{
|
||
code: 13,
|
||
name: '衰弱',
|
||
desc:
|
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`战斗后,角色陷入衰弱状态,攻防暂时下降` +
|
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(core.data.values.weakValue >= 1
|
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? core.data.values.weakValue + '点'
|
||
: parseInt(core.data.values.weakValue * 100) + '%'),
|
||
color: '#bbb0ff'
|
||
},
|
||
{
|
||
code: 14,
|
||
name: '诅咒',
|
||
desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验',
|
||
color: '#bbeef0'
|
||
},
|
||
{
|
||
code: 15,
|
||
name: '领域',
|
||
desc: enemy =>
|
||
'经过怪物周围' +
|
||
(enemy.zoneSquare ? '九宫格' : '十字') +
|
||
'范围内' +
|
||
(enemy.range || 1) +
|
||
'格时自动减生命' +
|
||
(enemy.zone || 0) +
|
||
'点',
|
||
color: '#c677dd'
|
||
},
|
||
{
|
||
code: 16,
|
||
name: '夹击',
|
||
desc: '经过两只相同的怪物中间,角色生命值变成一半',
|
||
color: '#fff'
|
||
},
|
||
{
|
||
code: 17,
|
||
name: '仇恨',
|
||
desc: `战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得${
|
||
core.data.values.hatred || 0
|
||
}点仇恨值)`,
|
||
color: '#b0b666'
|
||
},
|
||
{
|
||
code: 18,
|
||
name: '阻击',
|
||
desc: enemy =>
|
||
'经过怪物周围' +
|
||
(enemy.zoneSquare ? '九宫格' : '十字') +
|
||
'时自动减生命' +
|
||
(enemy.repulse || 0) +
|
||
'点,同时怪物后退一格',
|
||
color: '#8888e6'
|
||
},
|
||
{
|
||
code: 19,
|
||
name: '自爆',
|
||
desc: '战斗后角色的生命值变成1',
|
||
color: '#f66'
|
||
},
|
||
{
|
||
code: 20,
|
||
name: '无敌',
|
||
desc: `角色无法打败怪物,除非拥有十字架`,
|
||
color: '#aaa'
|
||
},
|
||
{
|
||
code: 21,
|
||
name: '退化',
|
||
desc: enemy =>
|
||
'战斗后角色永久下降' +
|
||
enemy.atkValue +
|
||
'点攻击和' +
|
||
enemy.defValue +
|
||
'点防御',
|
||
color: 'cyan'
|
||
},
|
||
{
|
||
code: 22,
|
||
name: '固伤',
|
||
desc: enemy =>
|
||
'战斗前,怪物对角色造成' +
|
||
enemy.damage +
|
||
'点固定伤害,未开启负伤时无视角色护盾。',
|
||
color: '#d8a'
|
||
},
|
||
{
|
||
code: 23,
|
||
name: '重生',
|
||
desc: '怪物被击败后,角色转换楼层则怪物将再次出现',
|
||
color: '#ffd'
|
||
},
|
||
{
|
||
code: 24,
|
||
name: '激光',
|
||
desc: enemy =>
|
||
'经过怪物同行或同列时自动减生命' + enemy.laser + '点',
|
||
color: '#dda0dd'
|
||
},
|
||
{
|
||
code: 25,
|
||
name: '光环',
|
||
desc: enemy =>
|
||
(enemy.range != null
|
||
? (enemy.haloSquare ? '该怪物九宫格' : '该怪物十字') +
|
||
enemy.haloRange +
|
||
'格范围内'
|
||
: '同楼层所有') +
|
||
'怪物生命提升' +
|
||
(enemy.hpBuff || 0) +
|
||
'%,攻击提升' +
|
||
(enemy.atkBuff || 0) +
|
||
'%,防御提升' +
|
||
(enemy.defBuff || 0) +
|
||
'%,' +
|
||
(enemy.haloAdd ? '可叠加' : '不可叠加'),
|
||
color: '#e6e099'
|
||
},
|
||
{
|
||
code: 26,
|
||
name: '支援',
|
||
desc: '当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。',
|
||
color: '#77c0b6'
|
||
},
|
||
{
|
||
code: 27,
|
||
name: '捕捉',
|
||
desc: enemy =>
|
||
'当走到怪物周围' +
|
||
(enemy.zoneSquare ? '九宫格' : '十字') +
|
||
'时会强制进行战斗。',
|
||
color: '#c0ddbb'
|
||
},
|
||
{
|
||
code: 28,
|
||
name: '特殊光环',
|
||
desc: enemy => {
|
||
let content = '';
|
||
enemy.specialHalo?.forEach((v, i) => {
|
||
content +=
|
||
' '.repeat(8) +
|
||
`${i + 1}. <span style="color: ${
|
||
specials[v].color
|
||
}">${fromFunc(
|
||
specials[v].name,
|
||
enemy
|
||
)}</span>: ${fromFunc(
|
||
specials[v].desc,
|
||
enemy
|
||
)}<br />`;
|
||
});
|
||
return (
|
||
`怪物周围${enemy.haloSquare ? '九宫格' : '十字'}${
|
||
enemy.haloRange
|
||
}格范围内所有怪物获得以下特殊属性,` +
|
||
`特殊属性数值间为${
|
||
enemy.specialMultiply ? '相乘' : '相加'
|
||
}关系:<br />` +
|
||
content
|
||
);
|
||
},
|
||
color: '#ff0'
|
||
}
|
||
);
|
||
},
|
||
battle: function () {
|
||
// 这个插件负责战斗相关内容
|
||
|
||
// --------------- 战后脚本
|
||
// enemy: DamageEnemy实例,也就是怪物本身
|
||
// x, y: 怪物坐标
|
||
Mota.rewrite(core.events, 'afterBattle', 'full', (enemy, x, y) => {
|
||
const { has } = Mota.Plugin.require('utils_g');
|
||
|
||
const floorId = core.status.floorId;
|
||
const special = enemy.info.special;
|
||
|
||
// 播放战斗动画
|
||
let animate = 'hand';
|
||
// 检查当前装备是否存在攻击动画
|
||
const equipId = core.getEquip(0);
|
||
if (equipId && (core.material.items[equipId].equip || {}).animate)
|
||
animate = core.material.items[equipId].equip.animate;
|
||
|
||
// 检查该动画是否存在SE,如果不存在则使用默认音效
|
||
if (!core.material.animates[animate]?.se)
|
||
core.playSound('attack.mp3');
|
||
|
||
// 战斗伤害
|
||
const info = enemy.calDamage(core.status.hero);
|
||
const damage = info.damage;
|
||
// 判定是否致死
|
||
if (damage >= core.status.hero.hp) {
|
||
core.status.hero.hp = 0;
|
||
core.updateStatusBar(false, true);
|
||
core.events.lose('战斗失败');
|
||
return;
|
||
}
|
||
|
||
// 扣减体力值并记录统计数据
|
||
core.status.hero.hp -= damage;
|
||
core.status.hero.statistics.battleDamage += damage;
|
||
core.status.hero.statistics.battle++;
|
||
|
||
// 获得金币
|
||
let money = enemy.enemy.money;
|
||
let exp = enemy.enemy.exp;
|
||
if (enemy.info.guard) {
|
||
enemy.info.guard.forEach(v => {
|
||
money += v.enemy.money;
|
||
exp += v.enemy.exp;
|
||
});
|
||
}
|
||
core.status.hero.money += money;
|
||
core.status.hero.statistics.money += money;
|
||
|
||
// 获得经验
|
||
core.status.hero.exp += exp;
|
||
core.status.hero.statistics.exp += exp;
|
||
|
||
const hint =
|
||
'打败 ' +
|
||
enemy.enemy.name +
|
||
',金币+' +
|
||
money +
|
||
',经验+' +
|
||
exp;
|
||
core.drawTip(hint, enemy.id);
|
||
|
||
// 中毒
|
||
if (special.includes(12)) {
|
||
core.triggerDebuff('get', 'poison');
|
||
}
|
||
// 衰弱
|
||
if (special.includes(13)) {
|
||
core.triggerDebuff('get', 'weak');
|
||
}
|
||
// 诅咒
|
||
if (special.includes(14)) {
|
||
core.triggerDebuff('get', 'curse');
|
||
}
|
||
// 仇恨怪物将仇恨值减半
|
||
if (special.includes(17)) {
|
||
core.setFlag(
|
||
'hatred',
|
||
Math.floor(core.getFlag('hatred', 0) / 2)
|
||
);
|
||
}
|
||
// 自爆
|
||
if (special.includes(19)) {
|
||
core.status.hero.statistics.battleDamage +=
|
||
core.status.hero.hp - 1;
|
||
core.status.hero.hp = 1;
|
||
}
|
||
// 退化
|
||
if (special.includes(21)) {
|
||
core.status.hero.atk -= enemy.atkValue || 0;
|
||
core.status.hero.def -= enemy.defValue || 0;
|
||
if (core.status.hero.atk < 0) core.status.hero.atk = 0;
|
||
if (core.status.hero.def < 0) core.status.hero.def = 0;
|
||
}
|
||
// 增加仇恨值
|
||
core.setFlag(
|
||
'hatred',
|
||
core.getFlag('hatred', 0) + core.values.hatred
|
||
);
|
||
|
||
// 事件的处理
|
||
const todo = [];
|
||
|
||
// 战后事件
|
||
if (has(core.status.floorId)) {
|
||
const loc = `${x},${y}`;
|
||
todo.push(
|
||
...(core.floors[core.status.floorId].afterBattle[loc] ?? [])
|
||
);
|
||
}
|
||
todo.push(...(enemy.enemy.afterBattle ?? []));
|
||
|
||
// 如果事件不为空,将其插入
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
|
||
if (has(x) && has(y)) {
|
||
core.drawAnimate(animate, x, y);
|
||
if (special.includes(23)) core.hideBlock(x, y);
|
||
else core.removeBlock(x, y);
|
||
} else core.drawHeroAnimate(animate);
|
||
|
||
// 如果已有事件正在处理中
|
||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||
else core.clearContinueAutomaticRoute();
|
||
|
||
// 打怪特效
|
||
Mota.r(() => {
|
||
const setting = Mota.require('var', 'mainSetting');
|
||
const { applyFragWith } = Mota.Plugin.require('frag_r');
|
||
if (setting.getValue('fx.frag') && has(x) && has(y)) {
|
||
const frame = core.status.globalAnimateStatus % 2;
|
||
const canvas = document.createElement('canvas');
|
||
canvas.width = 32;
|
||
canvas.height = 32;
|
||
core.drawIcon(canvas, enemy.id, 0, 0, 32, 32, frame);
|
||
const manager = applyFragWith(canvas);
|
||
const frag = manager.canvas;
|
||
frag.style.imageRendering = 'pixelated';
|
||
frag.style.width = `${frag.width * core.domStyle.scale}px`;
|
||
frag.style.height = `${
|
||
frag.height * core.domStyle.scale
|
||
}px`;
|
||
const left =
|
||
(x * 32 + 16 - frag.width / 2 - core.bigmap.offsetX) *
|
||
core.domStyle.scale;
|
||
const top =
|
||
(y * 32 + 16 - frag.height / 2 - core.bigmap.offsetY) *
|
||
core.domStyle.scale;
|
||
frag.style.left = `${left}px`;
|
||
frag.style.top = `${top}px`;
|
||
frag.style.zIndex = '45';
|
||
frag.style.position = 'absolute';
|
||
frag.style.filter = 'sepia(20%)brightness(120%)';
|
||
core.dom.gameDraw.appendChild(frag);
|
||
manager.onEnd.then(() => {
|
||
frag.remove();
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
// --------------- 战斗伤害
|
||
|
||
const Damage = Mota.require('module', 'Damage');
|
||
// 这个数组常量控制着在战斗时哪些属性计算真实属性,也就是经过buff加成的属性
|
||
// 如果有属性不会经过buff加成等,请将其去除,可以提高性能表现
|
||
Damage.realStatus = ['atk', 'def', 'mdef', 'hpmax'];
|
||
|
||
// 复写系统的伤害计算函数即可,全量复写
|
||
// 函数接受两个参数,分别是怪物信息和勇士信息,返回一个数字作为伤害
|
||
// 返回null表示不能战斗,返回Infinity也可以
|
||
Mota.rewrite(Damage, 'calDamageWith', 'full', (info, hero) => {
|
||
// 获取勇士属性,这几个属性直接从core.status.hero获取
|
||
const { hp, mana, manamax } = core.status.hero;
|
||
// 获取勇士属性,这几个属性从勇士真实属性获取
|
||
// 分开获取是因为获取勇士真实属性会对性能造成一定影响
|
||
let { atk, def, mdef, hpmax } = hero;
|
||
// 获取怪物信息,是在某点的信息
|
||
let { hp: monHp, atk: monAtk, def: monDef, special, enemy } = info;
|
||
|
||
/** 总伤害 */
|
||
let damage = 0;
|
||
/** 勇士单回合伤害 */
|
||
let heroPerDamage;
|
||
/** 战斗回合 */
|
||
let turn = 0;
|
||
|
||
// 无敌
|
||
if (special.includes(20) && !core.hasItem('cross')) {
|
||
return null;
|
||
}
|
||
|
||
if (special.includes(3)) {
|
||
// 由于坚固的特性,只能放到这来计算了
|
||
if (atk > enemy.def) heroPerDamage = 1;
|
||
else return null;
|
||
} else {
|
||
// 模仿
|
||
if (special.includes(10)) {
|
||
monAtk = atk;
|
||
monDef = def;
|
||
}
|
||
heroPerDamage = atk - monDef;
|
||
if (heroPerDamage <= 0) return null;
|
||
}
|
||
|
||
// 吸血
|
||
if (special.includes(11)) {
|
||
const vampire = hp * (info.vampire ?? 0);
|
||
if (info.add) monHp += vampire;
|
||
damage += vampire;
|
||
}
|
||
|
||
/** 怪物单回合伤害 */
|
||
let enemyPerDamage;
|
||
|
||
// 魔攻
|
||
if (special.includes(2)) {
|
||
enemyPerDamage = monAtk;
|
||
} else {
|
||
enemyPerDamage = monAtk - def;
|
||
if (enemyPerDamage < 0) enemyPerDamage = 0;
|
||
}
|
||
|
||
// 先攻
|
||
if (special.includes(1)) {
|
||
damage += enemyPerDamage;
|
||
}
|
||
|
||
// 连击
|
||
if (special.includes(4)) enemyPerDamage *= 2;
|
||
if (special.includes(5)) enemyPerDamage *= 3;
|
||
if (special.includes(6)) enemyPerDamage *= info.n;
|
||
|
||
// 破甲
|
||
if (special.includes(7)) {
|
||
damage += def * (info.breakArmor ?? core.values.breakArmor);
|
||
}
|
||
|
||
// 反击
|
||
if (special.includes(8)) {
|
||
enemyPerDamage +=
|
||
atk * (info.counterAttack ?? core.values.counterAttack);
|
||
}
|
||
|
||
// 净化
|
||
if (special.includes(9)) {
|
||
damage += mdef * (info.purify ?? core.values.purify);
|
||
}
|
||
|
||
turn = Math.ceil(monHp / heroPerDamage);
|
||
|
||
// 支援,支援信息由光环计算而得,直接使用即可
|
||
if (info.guard) {
|
||
const guardFirst = false;
|
||
const inGuard = core.getFlag('__inGuard__');
|
||
if (!inGuard)
|
||
core.setFlag('__extraTurn__', guardFirst ? 0 : turn);
|
||
core.setFlag('__inGuard__', true);
|
||
for (const enemy of info.guard) {
|
||
const info = enemy.getRealInfo();
|
||
damage +=
|
||
Damage.calDamageWith(info, {
|
||
...hero,
|
||
mdef: 0
|
||
}) ?? Infinity;
|
||
if (!isFinite(damage)) return null;
|
||
}
|
||
if (!inGuard) core.removeFlag('__inGuard__');
|
||
turn += core.getFlag('__extraTurn__', 0);
|
||
core.removeFlag('__extraTurn__');
|
||
}
|
||
|
||
// 计算最终伤害
|
||
damage += (turn - 1) * enemyPerDamage;
|
||
damage -= mdef;
|
||
if (!core.flags.enableNegativeDamage) damage = Math.max(0, damage);
|
||
|
||
// 仇恨
|
||
if (special.includes(17)) {
|
||
damage += core.getFlag('hatred', 0);
|
||
}
|
||
|
||
// 固伤
|
||
if (special.includes(22)) {
|
||
damage += info.damage;
|
||
}
|
||
|
||
return damage;
|
||
});
|
||
|
||
// --------------- 秒杀伤害计算
|
||
// 用于计算一些特殊属性怪物在一回合内秒杀所需的攻击,依此计算临界的上界
|
||
// 函数没有参数,返回一个数字,表示临界上界,Infinity表示没有上界,不计算临界
|
||
// 不能返回数字型外的量
|
||
Mota.rewrite(
|
||
Mota.require('class', 'DamageEnemy').prototype,
|
||
'getSeckillAtk',
|
||
'full',
|
||
function () {
|
||
// 获取怪物的属性
|
||
const info = this.getRealInfo();
|
||
// 对于一般的怪物,应该是怪物防御加上怪物血量
|
||
const add = info.def + info.hp;
|
||
|
||
// 坚固,不可能通过攻击秒杀
|
||
if (info.special.includes(3)) {
|
||
return Infinity;
|
||
}
|
||
// 模仿,不计算临界
|
||
if (info.special.includes(10)) {
|
||
return Infinity;
|
||
}
|
||
|
||
return add;
|
||
}
|
||
);
|
||
|
||
// --------------- 地图伤害
|
||
const { getHeroStatusOn } = Mota.requireAll('fn');
|
||
const caledBetween = new Set();
|
||
// 全量复写地图伤害计算,这个计算会调用所有的 DamageEnemy 的地图伤害计算
|
||
Mota.rewrite(
|
||
Mota.require('class', 'EnemyCollection').prototype,
|
||
'calMapDamage',
|
||
'full',
|
||
function () {
|
||
this.mapDamage = {};
|
||
caledBetween.clear();
|
||
const hero = getHeroStatusOn(Damage.realStatus, this.floorId);
|
||
this.list.forEach(v => {
|
||
v.calMapDamage(this.mapDamage, hero);
|
||
});
|
||
}
|
||
);
|
||
// 全量复写单个怪物地图伤害的计算函数,注意此处不能使用箭头函数,因为这是在原型上的函数,其this指向实例,也即怪物(DamageEnemy实例)
|
||
// 函数接收两个参数,damage和hero,前者表示要将结果存入的对象,后者是勇士真实属性
|
||
// 直接将damage返回即可,返回其他值有可能会引起出错
|
||
// 计算出伤害后直接调用this.setMapDamage即可将伤害传到对象中
|
||
Mota.rewrite(
|
||
Mota.require('class', 'DamageEnemy').prototype,
|
||
'calMapDamage',
|
||
'full',
|
||
function (damage = {}, hero = getHeroStatusOn(Damage.realStatus)) {
|
||
// 功能函数,计算曼哈顿距离,和判断一个值是否存在
|
||
const { manhattan, has } = Mota.Plugin.require('utils_g');
|
||
// 判断这个怪物是不是在地图上
|
||
if (
|
||
!has(this.x) ||
|
||
!has(this.y) ||
|
||
!has(this.floorId) ||
|
||
!has(this.col)
|
||
) {
|
||
return damage;
|
||
}
|
||
const enemy = this.info;
|
||
const floor = core.status.maps[this.floorId];
|
||
const w = floor.width;
|
||
const h = floor.height;
|
||
|
||
// 领域
|
||
if (this.info.special.includes(15)) {
|
||
const range = enemy.range ?? 1;
|
||
const startX = Math.max(0, this.x - range);
|
||
const startY = Math.max(0, this.y - range);
|
||
const endX = Math.min(floor.width - 1, this.x + range);
|
||
const endY = Math.min(floor.height - 1, this.y + range);
|
||
const dam = Math.max(enemy.zone ?? 0, 0);
|
||
|
||
for (let x = startX; x <= endX; x++) {
|
||
for (let y = startY; y <= endY; y++) {
|
||
if (
|
||
!enemy.zoneSquare &&
|
||
manhattan(x, y, this.x, this.y) > range
|
||
) {
|
||
continue;
|
||
}
|
||
const loc = `${x},${y}`;
|
||
this.setMapDamage(damage, loc, dam, '领域');
|
||
}
|
||
}
|
||
}
|
||
|
||
// 激光
|
||
if (this.info.special.includes(24)) {
|
||
const dirs = ['left', 'down', 'up', 'right'];
|
||
const dam = Math.max(enemy.laser ?? 0, 0);
|
||
|
||
for (const dir of dirs) {
|
||
let x = this.x;
|
||
let y = this.y;
|
||
const { x: dx, y: dy } = core.utils.scan[dir];
|
||
while (x >= 0 && y >= 0 && x < w && y < h) {
|
||
x += dx;
|
||
y += dy;
|
||
const loc = `${x},${y}`;
|
||
this.setMapDamage(damage, loc, dam, '激光');
|
||
}
|
||
}
|
||
}
|
||
|
||
// 夹击
|
||
if (this.info.special.includes(16)) {
|
||
const dirs = ['left', 'down', 'up', 'right'];
|
||
const dam = Math.floor(core.status.hero.hp / 2);
|
||
|
||
for (const dir of dirs) {
|
||
let x = this.x;
|
||
let y = this.y;
|
||
const { x: dx, y: dy } = core.utils.scan[dir];
|
||
if (caledBetween.has(`${x + dx},${y + dy}`)) continue;
|
||
const e = this.col.list.find(v => {
|
||
return v.x === x + dx * 2 && v.y === y + dy * 2;
|
||
});
|
||
if (e && e.info.special.includes(16)) {
|
||
const loc = `${x + dx},${y + dy}`;
|
||
this.setMapDamage(damage, loc, dam, '夹击');
|
||
caledBetween.add(loc);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 阻击
|
||
if (this.info.special.includes(18)) {
|
||
const range = 1;
|
||
const startX = Math.max(0, this.x - range);
|
||
const startY = Math.max(0, this.y - range);
|
||
const endX = Math.min(floor.width - 1, this.x + range);
|
||
const endY = Math.min(floor.height - 1, this.y + range);
|
||
const dam = Math.max(enemy.repulse ?? 0, 0);
|
||
|
||
for (let x = startX; x <= endX; x++) {
|
||
for (let y = startY; y <= endY; y++) {
|
||
if (
|
||
!enemy.zoneSquare &&
|
||
manhattan(x, y, this.x, this.y) > range
|
||
) {
|
||
continue;
|
||
}
|
||
const loc = `${x},${y}`;
|
||
this.setMapDamage(damage, loc, dam, '阻击');
|
||
damage[loc].repulse = damage[loc].repulse ?? [];
|
||
damage[loc].repulse.push([this.x, this.y]);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 捕捉
|
||
if (this.info.special.includes(27)) {
|
||
const dirs = ['left', 'down', 'up', 'right'];
|
||
for (const dir of dirs) {
|
||
let x = this.x;
|
||
let y = this.y;
|
||
const { x: dx, y: dy } = core.utils.scan[dir];
|
||
this.col.list.forEach(v => {
|
||
if (v.x === x + dx * 2 && v.y === y + dy * 2) {
|
||
const loc = `${x + dx},${y + dy}`;
|
||
this.setMapDamage(damage, loc, 0);
|
||
}
|
||
damage[loc].ambush = damage[loc].ambush ?? [];
|
||
damage[loc].ambush.push(this);
|
||
});
|
||
}
|
||
}
|
||
|
||
return damage;
|
||
}
|
||
);
|
||
|
||
// --------------- 光环处理
|
||
// 光环分为两类,一类是会增强光环或者给怪物加光环的光环,另一类就是普通光环,这两种光环处理方式不同
|
||
// 对于前者,光环将会优先递归计算,同时每个光环将会确保只计算一次,直到没有光环需要计算
|
||
// 对于后者,不进行递归计算,只进行单次遍历计算。
|
||
// 光环使用 provideHalo 和 injectHalo 作为api,表示提供光环和接受光环
|
||
|
||
// 光环属性列表,是一个集合Set,你可以在这里配置会被视为光环的属性
|
||
const haloSpecials = Mota.require('module', 'Damage').haloSpecials;
|
||
haloSpecials.add(25).add(26).add(28);
|
||
|
||
// ----- 计算第二类光环,即普通光环,这类光环更常见,因此放到前面了
|
||
Mota.rewrite(
|
||
Mota.require('class', 'DamageEnemy').prototype,
|
||
'provideHalo',
|
||
'full',
|
||
function () {
|
||
// 这部分用于判断当前是否应该计算光环,即计算光环的函数是否在不应该被调用的时刻调用了
|
||
// 一般不需要改动
|
||
if (this.progress !== 2) return;
|
||
this.progress = 3;
|
||
if (!this.floorId) return;
|
||
const { has } = Mota.Plugin.require('utils_g');
|
||
if (!has(this.x) || !has(this.y)) return;
|
||
const col = this.col ?? core.status.maps[this.floorId].enemy;
|
||
if (!col) return;
|
||
// 获取所有还没有计算的光环,注意这里不能直接获取haloSpecial
|
||
const special = this.getHaloSpecials();
|
||
|
||
// e 是被加成怪的属性,enemy 是施加光环的怪
|
||
|
||
for (const halo of special) {
|
||
switch (halo) {
|
||
// 普通光环
|
||
case 25: {
|
||
const e = this.enemy;
|
||
const type = e.haloSquare ? 'square' : 'manhattan';
|
||
const r = Math.floor(e.haloRange);
|
||
const d = type === 'square' ? r * 2 + 1 : r;
|
||
const range = { x: this.x, y: this.y, d };
|
||
|
||
// 施加光环
|
||
col.applyHalo(type, range, this, (e, enemy) => {
|
||
e.atkBuff += enemy.atkBuff ?? 0;
|
||
e.defBuff += enemy.defBuff ?? 0;
|
||
e.hpBuff += enemy.hpBuff ?? 0;
|
||
});
|
||
// 向已施加的光环列表中添加
|
||
this.providedHalo.add(25);
|
||
break;
|
||
}
|
||
case 26: {
|
||
const range = { x: this.x, y: this.y, d: 1 };
|
||
// 支援
|
||
col.applyHalo('square', range, this, (e, enemy) => {
|
||
e.guard = e.guard ?? [];
|
||
e.guard.push(this);
|
||
});
|
||
this.providedHalo.add(26);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
);
|
||
|
||
// ----- 计算第一类光环
|
||
const changeable = Mota.require('module', 'Damage').changeableHaloValue;
|
||
changeable
|
||
.set(21, ['atkValue', 'defValue'])
|
||
.set(7, ['breakArmor'])
|
||
.set(8, ['counterAttack'])
|
||
.set(22, ['damage'])
|
||
.set(25, ['haloRange'])
|
||
.set(24, ['laser'])
|
||
.set(6, ['n'])
|
||
.set(9, ['purify'])
|
||
.set(15, ['range'])
|
||
.set(18, ['repulse'])
|
||
.set(11, ['vampire'])
|
||
.set(15, ['zone']);
|
||
Mota.rewrite(
|
||
Mota.require('class', 'DamageEnemy').prototype,
|
||
'preProvideHalo',
|
||
'full',
|
||
function () {
|
||
if (this.progress !== 0) return;
|
||
this.progress = 1;
|
||
const special = this.getHaloSpecials();
|
||
const col = this.col ?? core.status.maps[this.floorId].enemy;
|
||
|
||
for (const halo of special) {
|
||
switch (halo) {
|
||
case 28: {
|
||
// 特殊光环
|
||
const e = this.enemy;
|
||
const type = e.haloSquare ? 'square' : 'manhattan';
|
||
const r = Math.floor(e.haloRange);
|
||
const d = type === 'square' ? r * 2 + 1 : r;
|
||
const range = { x: this.x, y: this.y, d };
|
||
|
||
// 这一句必须放到applyHalo之前
|
||
this.providedHalo.add(28);
|
||
|
||
col.applyHalo(
|
||
type,
|
||
range,
|
||
this,
|
||
(e, enemy) => {
|
||
const s = enemy.specialHalo;
|
||
e.special.push(...s);
|
||
// 然后计算特殊属性数值
|
||
for (const spec of s) {
|
||
const toChange = changeable.get(spec);
|
||
if (!toChange) continue;
|
||
for (const key of toChange) {
|
||
if (enemy.specialMultiply) {
|
||
e[key] = s[key] ?? 1;
|
||
e[key] *= enemy[key];
|
||
} else {
|
||
e[key] = s[key] ?? 0;
|
||
e[key] += enemy[key];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
// true表示递归计算,视为第一类光环
|
||
true
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
);
|
||
|
||
// ----- 接受光环处理
|
||
Mota.rewrite(
|
||
Mota.require('class', 'DamageEnemy').prototype,
|
||
'injectHalo',
|
||
'full',
|
||
function (halo, enemy) {
|
||
// 这里的 halo 是光环函数,enemy 是施加光环的怪物,this.info 是当前怪物信息
|
||
halo(this.info, enemy);
|
||
}
|
||
);
|
||
},
|
||
checkBlock: function () {
|
||
Mota.rewrite(core.control, 'checkBlock', 'full', function () {
|
||
const x = core.getHeroLoc('x'),
|
||
y = core.getHeroLoc('y'),
|
||
loc = x + ',' + y;
|
||
const info = core.status.thisMap.enemy.mapDamage[loc];
|
||
const damage = info?.damage;
|
||
const floor = core.status.thisMap;
|
||
if (damage) {
|
||
// 伤害弹出,在渲染进程中执行
|
||
Mota.r(() => {
|
||
Mota.Plugin.require('pop_r').addPop(
|
||
(x - core.bigmap.offsetX / 32) * 32 + 12,
|
||
(y - core.bigmap.offsetY / 32) * 32 + 20,
|
||
(-damage).toString()
|
||
);
|
||
});
|
||
core.status.hero.hp -= damage;
|
||
const type = [...info.type];
|
||
const text = type.join(',') || '伤害';
|
||
core.drawTip('受到' + text + damage + '点');
|
||
core.drawHeroAnimate('zone');
|
||
this._checkBlock_disableQuickShop();
|
||
core.status.hero.statistics.extraDamage += damage;
|
||
if (core.status.hero.hp <= 0) {
|
||
core.status.hero.hp = 0;
|
||
core.updateStatusBar();
|
||
core.events.lose();
|
||
return;
|
||
} else {
|
||
core.updateStatusBar();
|
||
}
|
||
}
|
||
const { findDir, ofDir } = Mota.Plugin.require('utils_g');
|
||
|
||
// 阻击处理
|
||
if (info?.repulse) {
|
||
const actions = [];
|
||
for (const [ex, ey] of info.repulse) {
|
||
const dir = findDir({ x, y }, { x: ex, y: ey });
|
||
const [tx, ty] = ofDir(ex, ey, dir);
|
||
if (
|
||
tx < 0 ||
|
||
ty < 0 ||
|
||
tx >= floor.width ||
|
||
ty >= floor.height ||
|
||
core.getBlock(tx, ty)
|
||
) {
|
||
continue;
|
||
}
|
||
actions.push({
|
||
type: 'move',
|
||
loc: [ex, ey],
|
||
steps: [findDir({ x, y }, { x: ex, y: ey })],
|
||
time: 250,
|
||
keep: true,
|
||
async: true
|
||
});
|
||
}
|
||
actions.push({ type: 'waitAsync' });
|
||
core.insertAction(actions);
|
||
}
|
||
// 捕捉处理
|
||
if (info?.ambush) {
|
||
const actions = [];
|
||
for (const enemy of info.ambush) {
|
||
actions.push({
|
||
type: 'move',
|
||
loc: [enemy.x, enemy.y],
|
||
steps: [findDir(enemy, { x, y })],
|
||
time: 250,
|
||
keep: false,
|
||
async: true
|
||
});
|
||
}
|
||
actions.push({ type: 'waitAsync' });
|
||
// 强制战斗
|
||
for (const enemy of info.ambush) {
|
||
actions.push({
|
||
type: 'function',
|
||
function:
|
||
'function() { ' +
|
||
`core.battle(${enemy.x}, ${enemy.y}, true, core.doAction); ` +
|
||
'}',
|
||
async: true
|
||
});
|
||
}
|
||
core.insertAction(actions);
|
||
}
|
||
});
|
||
}
|
||
};
|