mirror of
https://github.com/unanmed/HumanBreak.git
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1149 lines
46 KiB
JavaScript
1149 lines
46 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.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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ancTe.plugin.fly.splitArea();
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ancTe.game.hook.emit('reset');
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} else {
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flags.autoSkill ??= true;
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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 } = core.plugin.loopMap;
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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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if (core.plugin.removeMap.autoRemoveMaps)
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core.plugin.removeMap.autoRemoveMaps(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(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.status.hero.loc = heroLoc;
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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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if (!main.replayChecking) {
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ancTe.plugin.gameShadow.updateShadow();
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ancTe.plugin.gameCanvas.setCanvasFilterByFloorId(floorId);
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}
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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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// ...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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ancTe.plugin.completion.checkVisitedFloor();
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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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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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loc = {
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x: core.status.maps[toId].flyPoint[0],
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y: core.status.maps[toId].flyPoint[1]
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};
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}
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if (loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? 'downFloor' : 'upFloor';
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// 地下层:同层传送至上楼梯
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if (
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fromIndex == toIndex &&
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core.status.maps[fromId].underGround
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)
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stair = 'upFloor';
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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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afterOpenDoor: function (doorId, x, y) {
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// 开一个门后触发的事件
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var todo = [];
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// 检查该点的获得开门后事件。
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if (core.status.floorId == null) return;
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var event =
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core.floors[core.status.floorId].afterOpenDoor[x + ',' + y];
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if (event) core.unshift(todo, event);
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if (todo.length > 0) core.insertAction(todo, x, y);
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if (core.status.event.id == null) core.continueAutomaticRoute();
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else core.clearContinueAutomaticRoute();
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},
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afterGetItem: function (itemId, x, y, isGentleClick) {
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// 获得一个道具后触发的事件
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// itemId:获得的道具ID;x和y是该道具所在的坐标
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// isGentleClick:是否是轻按触发的
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if (
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(itemId.endsWith('Potion') ||
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itemId == 'I482' ||
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itemId == 'I484' ||
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itemId == 'I487' ||
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itemId == 'I491') &&
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core.material.items[itemId].cls == 'items'
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)
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core.playSound('回血');
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else core.playSound('获得道具');
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var todo = [];
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// 检查该点的获得道具后事件。
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if (core.status.floorId == null) return;
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var event =
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core.floors[core.status.floorId].afterGetItem[x + ',' + y];
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if (
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event &&
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(event instanceof Array ||
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!isGentleClick ||
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!event.disableOnGentleClick)
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) {
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core.unshift(todo, event);
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}
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if (core.hasFlag('spring')) {
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if (!core.hasFlag('springCount'))
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core.setFlag('springCount', 0);
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if (
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itemId.endsWith('Potion') ||
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itemId == 'I482' ||
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itemId == 'I484' ||
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itemId == 'I487' ||
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itemId == 'I491'
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) {
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core.addFlag('springCount', 1);
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}
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if (core.getFlag('springCount', 0) == 50) {
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core.setFlag('springCount', 0);
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core.status.hero.hpmax +=
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core.getNakedStatus('hpmax') * 0.1;
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}
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core.updateStatusBar();
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}
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if (todo.length > 0) core.insertAction(todo, x, y);
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}
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},
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enemys: {
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getSpecials: function () {
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// todo: 重写
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// 获得怪物的特殊属性,每一行定义一个特殊属性。
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// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
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// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
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// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
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// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
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return [
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[
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1,
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'致命一击',
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function (enemy) {
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return (
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'怪物每5回合触发一次强力攻击,造成' +
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(enemy.crit || 100) +
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'%的伤害'
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);
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},
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'#fc3'
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],
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[2, '恶毒', '怪物攻击无视勇士的防御', '#bbb0ff'],
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[3, '坚固', '怪物防御不小于勇士攻击-1', '#c0b088'],
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[4, '2连击', '怪物每回合攻击2次', '#ffee77'],
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[5, '3连击', '怪物每回合攻击3次', '#ffee77'],
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[
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6,
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function (enemy) {
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return (enemy.n || '') + '连击';
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},
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function (enemy) {
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return '怪物每回合攻击' + (enemy.n || 4) + '次';
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},
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'#ffee77'
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],
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[
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7,
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'饥渴',
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function (enemy) {
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return (
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'战斗前,怪物偷取勇士' +
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(enemy.hungry || 0) +
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'%的攻击加在自己身上(勇士攻击也会降低)'
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);
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},
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'#b67'
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],
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[
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8,
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'抱团',
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function (enemy) {
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return (
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'怪物周围5×5范围内每有一个拥有该属性的怪物,该怪物攻防就增加' +
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(enemy.together || 0) +
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'%(线性叠加)'
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);
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},
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'#ffaa44',
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1
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],
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[
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9,
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'绝对防御',
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function () {
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return '怪物的奇特护甲可以让勇士的额外攻击变为正常攻击(相当于勇士的攻击变为基础攻击+额外攻击)';
|
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},
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'#80eed6'
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],
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[
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10,
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'勇气之刃',
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function (enemy) {
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return (
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'第一回合造成' +
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(enemy.courage || 100) +
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'%的伤害,之后正常'
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);
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},
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'#b0c0dd'
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],
|
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[
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11,
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'勇气冲锋',
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||
function (enemy) {
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return (
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'怪物首先发动冲锋,造成' +
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(enemy.charge || 100) +
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'%的伤害,并眩晕勇士5回合'
|
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);
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},
|
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'#ff00d2'
|
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],
|
||
[
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12,
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'追猎',
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'当勇士移动到该怪物的水平或竖直方向上时,怪物向勇士移动一格',
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'#99ee88',
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2
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],
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[13, '魔攻', '怪物攻击无视勇士防御', '#bbb0ff'],
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||
[
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14,
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'智慧之源',
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'困难难度下(简单难度没有效果),战斗后,怪物会吸取勇士30%的智慧(勇士智慧向下取整至整十)加在本层的拥有该属性的怪物攻击上',
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'#bbeef0'
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],
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[
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15,
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||
'突刺',
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||
function (enemy) {
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||
return (
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||
'经过怪物周围' +
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(enemy.zoneSquare ? '九宫格' : '十字') +
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||
'范围内' +
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(enemy.range || 1) +
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||
'格时怪物会攻击勇士,造成' +
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core.formatBigNumber(
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Math.max(
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(enemy.value || 0) -
|
||
core.plugin.hero.getHeroStatusOn('def')
|
||
)
|
||
) +
|
||
'点伤害'
|
||
);
|
||
},
|
||
'#c677dd'
|
||
],
|
||
[
|
||
16,
|
||
'夹击',
|
||
'经过两只相同的怪物中间,勇士生命值变成一半',
|
||
'#bb99ee'
|
||
],
|
||
[17, '先攻', '战斗时怪物首先攻击', '#b0b666'],
|
||
[
|
||
18,
|
||
'阻击',
|
||
function (enemy) {
|
||
return (
|
||
'经过怪物的十字领域时自动减生命' +
|
||
(enemy.value || 0) +
|
||
'点,同时怪物后退一格'
|
||
);
|
||
},
|
||
'#8888e6'
|
||
],
|
||
[
|
||
19,
|
||
'电摇嘲讽',
|
||
'当勇士移动到怪物同行或同列时,勇士会直接冲向怪物,撞碎路上的所有地形和门,拾取路上的道具,与路上的怪物战斗' +
|
||
',最后与该怪物战斗',
|
||
'#ff6666'
|
||
],
|
||
[
|
||
20,
|
||
'霜冻',
|
||
enemy =>
|
||
`怪物寒冷的攻击使勇士动作变慢,勇士每回合对怪物造成的伤害减少${enemy.ice}%。装备杰克的衣服后可以免疫。`,
|
||
'cyan'
|
||
],
|
||
[
|
||
21,
|
||
'冰封光环',
|
||
enemy =>
|
||
`寒气逼人,使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`,
|
||
'cyan',
|
||
1
|
||
],
|
||
[
|
||
22,
|
||
'永夜',
|
||
enemy =>
|
||
`战斗后,减少勇士${enemy.night}点攻防,增加本层所有怪物${enemy.night}点攻防,仅在本层有效`,
|
||
'#d8a'
|
||
],
|
||
[
|
||
23,
|
||
'极昼',
|
||
enemy =>
|
||
`战斗后,减少本层所有怪物${enemy.day}点攻防,增加勇士${enemy.day}点攻防,仅在本层有效`,
|
||
'#ffd'
|
||
],
|
||
[
|
||
24,
|
||
'射击',
|
||
function () {
|
||
return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害';
|
||
},
|
||
'#dda0dd'
|
||
],
|
||
[
|
||
25,
|
||
'融化',
|
||
enemy =>
|
||
`战斗后该怪物会融化,在怪物位置产生一个3*3的范围光环,光环内怪物的攻防增加${enemy.melt}%`,
|
||
'#e6e099',
|
||
1
|
||
],
|
||
[
|
||
26,
|
||
'冰封之核',
|
||
enemy =>
|
||
`怪物拥有逼人的寒气,使周围5*5范围内的怪物防御增加${enemy.iceCore}%`,
|
||
'#70ffd1',
|
||
1
|
||
],
|
||
[
|
||
27,
|
||
'火焰之核',
|
||
enemy =>
|
||
`怪物拥有灼热的火焰,使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`,
|
||
'#ff6f0a',
|
||
1
|
||
],
|
||
[
|
||
28,
|
||
'苍蓝刻',
|
||
enemy =>
|
||
`怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`,
|
||
'#ff6f0a',
|
||
1
|
||
]
|
||
];
|
||
}
|
||
},
|
||
actions: {
|
||
onKeyUp: function (keyCode, altKey) {
|
||
// 键盘按键处理,可以在这里自定义快捷键列表
|
||
// keyCode:当前按键的keyCode(每个键的keyCode自行百度)
|
||
// altKey:Alt键是否被按下,为true代表同时按下了Alt键
|
||
// 可以在这里任意增加或编辑每个按键的行为
|
||
|
||
if (core.status.lockControl) return;
|
||
|
||
// 如果处于正在行走状态,则不处理
|
||
if (core.isMoving()) return;
|
||
|
||
// Alt+0~9,快捷换上套装
|
||
if (altKey && keyCode >= 48 && keyCode <= 57) {
|
||
core.items.quickLoadEquip(keyCode - 48);
|
||
return;
|
||
}
|
||
|
||
const [x, y] = flags.mouseLoc ?? [];
|
||
const mx = Math.round(x + core.bigmap.offsetX / 32);
|
||
const my = Math.round(y + core.bigmap.offsetY / 32);
|
||
|
||
// 根据keyCode值来执行对应操作
|
||
switch (keyCode) {
|
||
case 74: // J:打开技能树
|
||
core.useItem('skill1', true);
|
||
break;
|
||
case 27: // ESC:打开菜单栏
|
||
core.openSettings(true);
|
||
break;
|
||
case 88: // X:使用怪物手册
|
||
core.openBook(true);
|
||
break;
|
||
case 71: // G:使用楼传器
|
||
core.useFly(true);
|
||
break;
|
||
case 65: // A:读取自动存档(回退)
|
||
core.doSL('autoSave', 'load');
|
||
break;
|
||
case 87: // W:撤销回退
|
||
core.doSL('autoSave', 'reload');
|
||
break;
|
||
case 83: // S:存档
|
||
core.save(true);
|
||
break;
|
||
case 68: // D:读档
|
||
core.load(true);
|
||
break;
|
||
case 84: // T:打开道具栏
|
||
core.openToolbox(true);
|
||
break;
|
||
case 81: // Q:打开装备栏
|
||
core.openEquipbox(true);
|
||
break;
|
||
case 90: // Z:转向
|
||
core.turnHero();
|
||
break;
|
||
case 86: // V:打开快捷商店列表
|
||
core.openQuickShop(true);
|
||
break;
|
||
case 32: // SPACE:轻按
|
||
core.getNextItem();
|
||
break;
|
||
case 82: // R:回放录像
|
||
core.ui._drawReplay();
|
||
break;
|
||
case 33:
|
||
case 34: // PgUp/PgDn:浏览地图
|
||
core.ui._drawViewMaps();
|
||
break;
|
||
case 66: // B:打开数据统计
|
||
core.ui._drawStatistics();
|
||
break;
|
||
case 72: // H:打开帮助页面
|
||
core.useItem('I560', true);
|
||
break;
|
||
case 67: // C:怪物临界
|
||
if (core.getBlockCls(mx, my)?.startsWith('enemy')) {
|
||
core.plugin.fixedDetailPanel = 'critical';
|
||
ancTe.plugin.fixed.showFixed.value = false;
|
||
ancTe.plugin.ui.fixedDetailOpened.value = true;
|
||
}
|
||
break;
|
||
case 69: // E:怪物属性
|
||
if (core.getBlockCls(mx, my)?.startsWith('enemy')) {
|
||
core.plugin.fixedDetailPanel = 'special';
|
||
ancTe.plugin.fixed.showFixed.value = false;
|
||
ancTe.plugin.ui.fixedDetailOpened.value = true;
|
||
}
|
||
break;
|
||
case 77: // M:快速标记
|
||
const blocks = core.getMapBlocksObj();
|
||
const block = blocks[`${mx},${my}`];
|
||
if (block.event.cls.startsWith('enemy')) {
|
||
const name = core.material.enemys[block.event.id].name;
|
||
if (ancTe.plugin.mark.hasMarkedEnemy(block.event.id)) {
|
||
ancTe.plugin.utils.tip(
|
||
'success',
|
||
`已取消标记${name}!`
|
||
);
|
||
ancTe.plugin.mark.unmarkEnemy(block.event.id);
|
||
} else {
|
||
ancTe.plugin.utils.tip(
|
||
'success',
|
||
`已标记${name}!`
|
||
);
|
||
ancTe.plugin.mark.checkMarkedEnemy(block.event.id);
|
||
}
|
||
}
|
||
break;
|
||
case 78: // N:重新开始
|
||
core.confirmRestart();
|
||
break;
|
||
case 79: // O:查看工程
|
||
core.actions._clickGameInfo_openProject();
|
||
break;
|
||
case 80: // P:游戏主页
|
||
core.actions._clickGameInfo_openComments();
|
||
break;
|
||
case 49: // 1: 断灭之刃
|
||
if (!flags.bladeOn) break;
|
||
if (flags.autoSkill) {
|
||
ancTe.plugin.utils.tip('error', '已开启自动切换技能!');
|
||
break;
|
||
}
|
||
core.status.route.push('key:49'); // 将按键记在录像中
|
||
core.playSound('光标移动');
|
||
if (flags.blade) flags.blade = false;
|
||
else flags.blade = true;
|
||
core.updateStatusBar();
|
||
break;
|
||
case 50: // 快捷键2: 跳跃技能 || 破
|
||
if (
|
||
!flags.chase &&
|
||
!core.status.floorId.startsWith('tower') &&
|
||
flags.skill2
|
||
) {
|
||
core.plugin.skillEffects.jumpSkill();
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
} else {
|
||
if (core.hasItem('pickaxe')) {
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
core.useItem('pickaxe', true); // 第二个参数true代表该次使用道具是被按键触发的,使用过程不计入录像
|
||
}
|
||
}
|
||
break;
|
||
case 51: // 3: 铸剑为盾
|
||
if (!flags.shieldOn) break;
|
||
if (flags.autoSkill) {
|
||
ancTe.plugin.utils.tip('error', '已开启自动切换技能!');
|
||
break;
|
||
}
|
||
core.status.route.push('key:51'); // 将按键记在录像中
|
||
core.playSound('光标移动');
|
||
if (flags.shield) flags.shield = false;
|
||
else flags.shield = true;
|
||
core.updateStatusBar();
|
||
break;
|
||
case 53: // 5:读取自动存档(回退),方便手机版操作
|
||
core.doSL('autoSave', 'load');
|
||
break;
|
||
case 54: // 6:撤销回退,方便手机版操作
|
||
core.doSL('autoSave', 'reload');
|
||
break;
|
||
case 55: // 快捷键7:绑定为轻按,方便手机版操作
|
||
core.getNextItem();
|
||
break;
|
||
case 119: // F8:开启debug模式
|
||
core.debug();
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
control: {
|
||
saveData: function () {
|
||
// 存档操作,此函数应该返回“具体要存档的内容”
|
||
|
||
// 差异化存储values
|
||
var values = {};
|
||
for (var key in core.values) {
|
||
if (!core.same(core.values[key], core.data.values[key]))
|
||
values[key] = core.clone(core.values[key]);
|
||
}
|
||
|
||
// 要存档的内容
|
||
var data = {
|
||
floorId: core.status.floorId,
|
||
hero: core.clone(core.status.hero, name => name !== 'chase'),
|
||
hard: core.status.hard,
|
||
maps: core.clone(core.maps.saveMap()),
|
||
route: core.encodeRoute(core.status.route),
|
||
values: values,
|
||
version: core.firstData.version,
|
||
guid: core.getGuid(),
|
||
time: new Date().getTime(),
|
||
skills: core.plugin.skillTree.saveSkillTree()
|
||
};
|
||
|
||
return data;
|
||
},
|
||
loadData: function (data, callback) {
|
||
// 读档操作;从存储中读取了内容后的行为
|
||
if (window.flags && flags.onChase) {
|
||
flags.chase.end();
|
||
flags.onChase = true;
|
||
}
|
||
// 重置游戏和路线
|
||
core.resetGame(
|
||
data.hero,
|
||
data.hard,
|
||
data.floorId,
|
||
core.maps.loadMap(data.maps, null, data.hero.flags),
|
||
data.values
|
||
);
|
||
core.status.route = core.decodeRoute(data.route);
|
||
core.control._bindRoutePush();
|
||
// 文字属性,全局属性
|
||
core.status.textAttribute = core.getFlag(
|
||
'textAttribute',
|
||
core.status.textAttribute
|
||
);
|
||
var toAttribute = core.getFlag(
|
||
'globalAttribute',
|
||
core.status.globalAttribute
|
||
);
|
||
if (!core.same(toAttribute, core.status.globalAttribute)) {
|
||
core.status.globalAttribute = toAttribute;
|
||
core.resize();
|
||
}
|
||
// 重置音量
|
||
core.events.setVolume(core.getFlag('__volume__', 1), 0);
|
||
// 加载勇士图标
|
||
var icon = core.status.hero.image;
|
||
icon = core.getMappedName(icon);
|
||
if (core.material.images.images[icon]) {
|
||
core.material.images.hero = core.material.images.images[icon];
|
||
core.material.icons.hero.width =
|
||
core.material.images.images[icon].width / 4;
|
||
core.material.icons.hero.height =
|
||
core.material.images.images[icon].height / 4;
|
||
}
|
||
core.setFlag('__fromLoad__', true);
|
||
|
||
core.plugin.skillTree.loadSkillTree(data.skills);
|
||
|
||
// 切换到对应的楼层
|
||
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
|
||
if (core.hasFlag('__bgm__')) {
|
||
// 持续播放
|
||
core.playBgm(core.getFlag('__bgm__'));
|
||
}
|
||
|
||
core.removeFlag('__fromLoad__');
|
||
if (callback) callback();
|
||
|
||
if (flags.onChase) {
|
||
ancTe.plugin.fly.startChase(flags.chaseIndex);
|
||
if (flags.chaseIndex === 1) {
|
||
core.playBgm('escape.mp3', 43.5);
|
||
}
|
||
}
|
||
});
|
||
},
|
||
getStatusLabel: function (name) {
|
||
// 返回某个状态英文名的对应中文标签,如atk -> 攻击,def -> 防御等。
|
||
// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
|
||
// 自行定义的(比如获得道具效果)中用到的“攻击+3”等需要自己去对应地方修改
|
||
|
||
return (
|
||
{
|
||
name: '名称',
|
||
lv: '等级',
|
||
hpmax: '生命回复',
|
||
hp: '生命',
|
||
manamax: '魔力上限',
|
||
mana: '额外攻击',
|
||
atk: '攻击',
|
||
def: '防御',
|
||
mdef: '智慧',
|
||
money: '金币',
|
||
exp: '经验',
|
||
point: '加点',
|
||
steps: '步数',
|
||
up: '升级',
|
||
none: '无'
|
||
}[name] || name
|
||
);
|
||
},
|
||
updateStatusBar: function () {
|
||
// 更新状态栏
|
||
|
||
// 检查等级
|
||
core.events.checkLvUp();
|
||
|
||
// 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
|
||
|
||
// 难度
|
||
if (core.statusBar.hard.innerText != core.status.hard) {
|
||
core.statusBar.hard.innerText = core.status.hard;
|
||
}
|
||
var hardColor = core.getFlag('__hardColor__', 'red');
|
||
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
|
||
core.statusBar.hard.style.color = hardColor;
|
||
core.statusBar.hard.setAttribute('_style', hardColor);
|
||
}
|
||
|
||
// 更新全地图显伤
|
||
core.updateDamage();
|
||
|
||
if (main.replayChecking) return;
|
||
|
||
// 已学习的技能
|
||
if (
|
||
core.plugin.skillTree.getSkillLevel(11) > 0 &&
|
||
(core.status.hero.special?.num ?? []).length > 0
|
||
) {
|
||
ancTe.plugin.ui.showStudiedSkill.value = true;
|
||
} else {
|
||
ancTe.plugin.ui.showStudiedSkill.value = false;
|
||
}
|
||
},
|
||
moveOneStep: function (callback) {
|
||
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
|
||
// 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。
|
||
// 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:
|
||
// 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。
|
||
// 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。
|
||
// 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。
|
||
|
||
const { checkLoopMap } = core.plugin.loopMap;
|
||
|
||
// 增加步数
|
||
core.status.hero.steps++;
|
||
// 更新跟随者状态,并绘制
|
||
core.updateFollowers();
|
||
core.drawHero();
|
||
|
||
// 从v2.7开始,每一步行走不会再刷新状态栏。
|
||
// 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:
|
||
// core.updateStatusBar(true);
|
||
|
||
// 检查自动事件
|
||
core.checkAutoEvents();
|
||
|
||
// ------ 检查目标点事件 ------ //
|
||
// 无事件的道具(如血瓶)需要优先于阻激夹域判定
|
||
var nowx = core.getHeroLoc('x'),
|
||
nowy = core.getHeroLoc('y');
|
||
var block = core.getBlock(nowx, nowy);
|
||
var hasTrigger = false;
|
||
if (
|
||
block != null &&
|
||
block.event.trigger == 'getItem' &&
|
||
!core.floors[core.status.floorId].afterGetItem[
|
||
nowx + ',' + nowy
|
||
]
|
||
) {
|
||
hasTrigger = true;
|
||
core.trigger(nowx, nowy, callback);
|
||
}
|
||
// 执行目标点的阻激夹域事件
|
||
core.checkBlock();
|
||
|
||
if (!hasTrigger) core.trigger(nowx, nowy, callback);
|
||
|
||
// 检查该点是否是滑冰
|
||
if (core.onSki()) {
|
||
// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
|
||
core.insertAction(
|
||
{ type: 'moveAction' },
|
||
null,
|
||
null,
|
||
null,
|
||
true
|
||
);
|
||
}
|
||
|
||
checkLoopMap();
|
||
|
||
// 追猎
|
||
// todo: 重写
|
||
if (
|
||
core.status.checkBlock.haveHunt &&
|
||
!core
|
||
.getBlockId(core.status.hero.loc.x, core.status.hero.loc.y)
|
||
?.endsWith('Portal')
|
||
) {
|
||
var x = core.status.hero.loc.x,
|
||
y = core.status.hero.loc.y;
|
||
core.status.maps[core.status.floorId].blocks.forEach(function (
|
||
block
|
||
) {
|
||
if (block.x != x && block.y != y) return;
|
||
var id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (enemy && core.hasSpecial(enemy.special, 12)) {
|
||
var nx = block.x,
|
||
ny = block.y;
|
||
var dx = Math.abs(x - nx),
|
||
dy = Math.abs(y - ny);
|
||
if (x == block.x) {
|
||
if (
|
||
y > block.y &&
|
||
!core.noPass(block.x, block.y + 1) &&
|
||
core.getBlockCls(block.x, block.y + 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['down:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
y < block.y &&
|
||
!core.noPass(block.x, block.y - 1) &&
|
||
core.getBlockCls(block.x, block.y - 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['up:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
} else {
|
||
if (
|
||
x > block.x &&
|
||
!core.noPass(block.x + 1, block.y) &&
|
||
core.getBlockCls(block.x + 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['right:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
x < block.x &&
|
||
!core.noPass(block.x - 1, block.y) &&
|
||
core.getBlockCls(block.x - 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['left:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
// 如需强行终止行走可以在这里条件判定:
|
||
// core.stopAutomaticRoute();
|
||
},
|
||
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
|
||
];
|
||
}
|
||
}
|
||
};
|