HumanBreak/public/project/plugin/skills.js
2023-04-20 21:08:01 +08:00

182 lines
5.5 KiB
JavaScript

///<reference path="../../../src/types/core.d.ts" />
// 所有的主动技能效果
var ignoreInJump = {
event: ['X20007', 'X20001', 'X20006', 'X20014', 'X20010', 'X20007'],
bg: [
'X20037',
'X20038',
'X20039',
'X20045',
'X20047',
'X20053',
'X20054',
'X20055',
'X20067',
'X20068',
'X20075',
'X20076'
]
};
/** @type {FloorIds[]} */
const jumpIgnoreFloor = [
'MT31',
'snowTown',
'MT36',
'MT37',
'MT38',
'MT39',
'MT40',
'MT42',
'MT43',
'MT44',
'MT45',
'MT46',
'MT47'
];
// 跳跃
export function jumpSkill() {
if (core.status.floorId.startsWith('tower'))
return core.drawTip('当无法使用该技能');
if (jumpIgnoreFloor.includes(core.status.floorId) || flags.onChase) {
return core.drawTip('当前楼层无法使用该技能');
}
if (!flags.skill2) return;
if (!flags['jump_' + core.status.floorId])
flags['jump_' + core.status.floorId] = 0;
if (core.status.floorId == 'MT14') {
const loc = core.status.hero.loc;
if (loc.x === 77 && loc.y === 5) {
flags.MT14Jump = true;
}
if (flags.jump_MT14 === 2 && !flags.MT14Jump) {
return core.drawTip('该地图还有一个必跳的地方,你还没有跳');
}
}
if (flags['jump_' + core.status.floorId] >= 3)
return core.drawTip('当前地图使用次数已用完');
var direction = core.status.hero.loc.direction;
var loc = core.status.hero.loc;
var checkLoc = {};
switch (direction) {
case 'up':
checkLoc.x = loc.x;
checkLoc.y = loc.y - 1;
break;
case 'right':
checkLoc.x = loc.x + 1;
checkLoc.y = loc.y;
break;
case 'down':
checkLoc.x = loc.x;
checkLoc.y = loc.y + 1;
break;
case 'left':
checkLoc.x = loc.x - 1;
checkLoc.y = loc.y;
break;
}
// 前方是否可通行 或 是怪物
var cls = core.getBlockCls(checkLoc.x, checkLoc.y);
var noPass = core.noPass(checkLoc.x, checkLoc.y);
var id = core.getBlockId(checkLoc.x, checkLoc.y) || '';
var bgId =
core.getBlockByNumber(core.getBgNumber(checkLoc.x, checkLoc.y)).event
.id || '';
// 可以通行
if (
!noPass ||
cls == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId))
)
return core.drawTip('当前无法使用技能');
// 不是怪物且不可以通行
if (noPass && !(cls == 'enemys' || cls == 'enemy48')) {
var toLoc = checkNoPass(direction, checkLoc.x, checkLoc.y, true);
if (!toLoc) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{ type: 'jumpHero', loc: [toLoc.x, toLoc.y], time: 500 }
]);
}
// 是怪物
if (cls == 'enemys' || cls == 'enemy48') {
var firstNoPass = checkNoPass(direction, checkLoc.x, checkLoc.y, false);
if (!firstNoPass) return;
core.autosave();
if (flags.chapter <= 1) core.status.hero.hp -= 200 * flags.hard;
core.updateStatusBar();
flags['jump_' + core.status.floorId]++;
if (core.status.hero.hp <= 0) {
core.status.hero.hp = 0;
core.updateStatusBar();
core.events.lose('你跳死了');
}
core.playSound('015-Jump01.ogg');
core.insertAction([
{
type: 'jump',
from: [checkLoc.x, checkLoc.y],
to: [firstNoPass.x, firstNoPass.y],
time: 500,
keep: true
}
]);
}
// 检查一条线上的不可通过
function checkNoPass(direction, x, y, startNo) {
if (!startNo) startNo = false;
switch (direction) {
case 'up':
y--;
break;
case 'right':
x++;
break;
case 'down':
y++;
break;
case 'left':
x--;
break;
}
if (
x > core.status.thisMap.width - 1 ||
y > core.status.thisMap.height - 1 ||
x < 0 ||
y < 0
)
return core.drawTip('当前无法使用技能');
var id = core.getBlockId(x, y) || '';
if (core.getBgNumber(x, y))
var bgId =
core.getBlockByNumber(core.getBgNumber(x, y)).event.id || '';
else var bgId = '';
if (
core.noPass(x, y) ||
core.getBlockCls(x, y) == 'items' ||
(id.startsWith('X') && !ignoreInJump.event.includes(id)) ||
(bgId.startsWith('X') && !ignoreInJump.bg.includes(bgId)) ||
core.getBlockCls(x, y) == 'animates'
)
return checkNoPass(direction, x, y, true);
if (!startNo) return checkNoPass(direction, x, y, false);
return { x: x, y: y };
}
}
core.plugin.skillEffects = {
jumpSkill
};