mirror of
https://github.com/unanmed/HumanBreak.git
synced 2025-02-08 04:19:26 +08:00
368 lines
8.4 KiB
TypeScript
368 lines
8.4 KiB
TypeScript
// 这里包含所有插件导出的函数及变量声明,声明的函数会在类型标注中标注到core上
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type Ref<T> = {
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value: T;
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};
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type DragFn = (x: number, y: number, e: MouseEvent | TouchEvent) => void;
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type CanParseCss = keyof {
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[P in keyof CSSStyleDeclaration as CSSStyleDeclaration[P] extends string
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? P extends string
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? P
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: never
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: never]: CSSStyleDeclaration[P];
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};
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interface PluginDeclaration
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extends PluginUtils,
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PluginUis,
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PluginUse,
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MiniMap,
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PluginAchievement {
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/**
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*
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*/
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utils: GamePluginUtils;
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loopMap: GamePluginLoopMap;
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skillTree: GamePluginSkillTree;
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study: GamePluginStudy;
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hero: GamePluginHeroRealStatus;
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replay: PluginReplay;
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chase: PluginChase;
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skills: Record<Chapter, Skill[]>;
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skillEffects: SkillEffects;
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/**
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* 添加函数 例:添加弹出文字,像这个就可以使用core.addPop或core.plugin.addPop调用
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* @param px 弹出的横坐标
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* @param py 弹出的纵坐标
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* @param value 弹出的文字
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*/
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addPop(px: number, py: number, value: string): void;
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/** 添加变量 例:所有的正在弹出的文字,像这个就可以使用core.plugin.pop获取 */
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pop: any[];
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/** 状态栏信息,取反后刷新状态栏 */
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readonly statusBarStatus: Ref<boolean>;
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/**
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* 添加一个动画
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* @param fn 要添加的函数
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*/
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addAnimate(fn: (time: number) => void);
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/**
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* 移除一个动画
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* @param fn 要移除的函数
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*/
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removeAnimate(fn: (time: number) => void);
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/**
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* 判定一个值是否不是undefined或null
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* @param value 要判断的值
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*/
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has<T>(value: T): value is NonNullable<T>;
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applyFragWith(
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canvas: HTMLCanvasElement,
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length?: number,
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time?: number
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): {
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canvas: HTMLCanvasElement;
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onEnd: Promise<void>;
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animation: import('mutate-animate').Animation;
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};
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}
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interface GamePluginUtils {
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/**
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* 判定一个值是否不是undefined或null
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* @param value 要判断的值
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*/
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has<T>(value: T): value is NonNullable<T>;
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/**
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* 滑动数组
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* @param arr 数组
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* @param delta 偏移量,正数表示向右滑动,负数表示向左滑动
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*/
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slide<T>(arr: T[], delta: number): T[];
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/**
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* 获取方向的反方向
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* @param dir 方向
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*/
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backDir(dir: Dir): Dir;
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/**
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* 最大化游戏缩放
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* @param n 最大缩放再少多少个缩放
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*/
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maxGameScale(n?: number): void;
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}
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interface GamePluginLoopMap {
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checkLoopMap(): void;
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}
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interface PluginUtils {
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/**
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* 判定一个值是否不是undefined或null
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* @param value 要判断的值
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*/
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has<T>(value: T): value is NonNullable<T>;
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/**
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* 根据伤害大小获取颜色
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* @param damage 伤害大小
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*/
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getDamageColor(damage: number): string;
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/**
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* 解析css字符串为CSSStyleDeclaration对象
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* @param css 要解析的css字符串
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*/
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parseCss(css: string): Partial<Record<CanParseCss, string>>;
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/**
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* 弹出一段提示
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* @param text 提示信息
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*/
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tip(
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type: 'warn' | 'info' | 'success' | 'error' | 'warning' | 'loading',
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text: string
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): void;
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/**
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* 开始一个追逐战
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* @param index 追逐战索引
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*/
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startChase(index: number): Promise<void>;
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}
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interface PluginUis {
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/** 是否正在进行章节显示 */
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readonly chapterShowed: Ref<boolean>;
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/** 章节显示的内容 */
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readonly chapterContent: Ref<boolean>;
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/** 是否展示标记的怪物 */
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readonly showMarkedEnemy: Ref<boolean>;
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/**
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* 打开技能查看界面
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*/
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openSkill(): void;
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}
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interface PluginUse {
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/** 是否是移动设备 */
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readonly isMobile: boolean;
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/**
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* 向一个元素添加拖拽事件
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* @param ele 目标元素
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* @param fn 推拽时触发的函数,传入x y和鼠标事件或点击事件
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* @param ondown 鼠标按下时执行的函数
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* @param global 是否全局拖拽,即拖拽后鼠标或手指离开元素后是否依然视为正在拖拽
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*/
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useDrag(
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ele: HTMLElement,
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fn: DragFn,
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ondown?: DragFn,
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onUp?: (e: MouseEvent | TouchEvent) => void,
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global?: boolean
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): void;
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/**
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* 去除一个全局拖拽函数
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* @param fn 要去除的函数
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*/
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cancelGlobalDrag(fn: DragFn): void;
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/**
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* 当触发滚轮时执行函数
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* @param ele 目标元素
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* @param fn 当滚轮触发时执行的函数
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*/
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useWheel(
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ele: HTMLElement,
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fn: (x: number, y: number, z: number, e: WheelEvent) => void
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): void;
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/**
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* 当鼠标或手指松开时执行函数
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* @param ele 目标元素
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* @param fn 当鼠标或手指松开时执行的函数
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*/
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useUp(ele: HTMLElement, fn: DragFn): void;
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}
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interface GamePluginSkillTree {
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/**
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* 获取技能等级
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* @param skill 技能索引
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*/
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getSkillLevel(skill: number): number;
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/**
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* 根据索引获取技能
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* @param index 索引
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*/
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getSkillFromIndex(index: number): Skill;
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/**
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* 获取技能的消耗
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* @param skill 技能
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*/
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getSkillConsume(skill: number): number;
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/**
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* 升级技能
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* @param skill 技能索引
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*/
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upgradeSkill(skill: number): boolean;
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/**
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* 保存技能树等级
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*/
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saveSkillTree(): number[];
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/**
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* 加载技能树等级
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* @param data 等级信息
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*/
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loadSkillTree(data: number[]): void;
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}
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interface MiniMap {
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/**
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* 切分区域
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*/
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splitArea(): void;
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}
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interface GamePluginStudy {
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/**
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* 学习一个怪物技能
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* @param enemy 被学习的怪物
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* @param num 技能的索引
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*/
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studySkill(enemy: Enemy, num: number): void;
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}
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interface GamePluginHeroRealStatus {
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/**
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* 获取勇士在某一点的属性
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* @param name 要获取的勇士属性
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* @param x 勇士所在横坐标
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* @param y 勇士所在纵坐标
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* @param floorId 勇士所在楼层
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*/
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getHeroStatusOn(name: 'all', floorId?: FloorIds): HeroStatus;
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getHeroStatusOn(
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name: (keyof HeroStatus)[],
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floorId?: FloorIds
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): Partial<HeroStatus>;
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getHeroStatusOn<K extends keyof HeroStatus>(
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name: K,
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floorId?: FloorIds
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): HeroStatus[K];
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/**
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* 获取一定状态下的勇士在某一点的属性
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* @param status 勇士的状态
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* @param name 要获取的勇士属性
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* @param x 勇士所在横坐标
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* @param y 勇士所在纵坐标
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* @param floorId 勇士所在楼层
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*/
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getHeroStatusOf(
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status: Partial<HeroStatus>,
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name: 'all',
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floorId?: FloorIds
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): HeroStatus;
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getHeroStatusOf(
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status: Partial<HeroStatus>,
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name: (keyof HeroStatus)[],
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floorId?: FloorIds
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): Partial<HeroStatus>;
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getHeroStatusOf<K extends keyof HeroStatus>(
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status: Partial<HeroStatus>,
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name: K,
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floorId?: FloorIds
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): HeroStatus[K];
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}
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interface PluginAchievement {
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/**
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* 完成一个成就
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* @param type 成就类型
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* @param index 成就索引
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*/
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completeAchievement(type: AchievementType, index: number): void;
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/**
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* 是否完成了某个成就
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* @param type 成就类型
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* @param index 成就索引
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*/
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hasCompletedAchievement(type: AchievementType, index: number): boolean;
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/**
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* 获取当前成就点数
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*/
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getNowPoint(): number;
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/**
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* 检查所有到达过的楼层,用于成就的计算
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*/
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checkVisitedFloor(): void;
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}
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interface PluginReplay {
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ready(): void;
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readyClip(): number;
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clip(...replace: string[]): void;
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}
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interface PluginChase {
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chaseInit1(): void;
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}
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interface SkillEffects {
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jumpIgnoreFloor: FloorIds[];
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}
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type Chapter = 'chapter1' | 'chapter2';
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interface Skill {
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index: number;
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title: string;
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desc: string[];
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consume: string;
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front: LocArr[];
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loc: LocArr;
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max: number;
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effect: string[];
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}
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type Forward<T> = {
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[K in keyof T as T[K] extends Function
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? K extends `_${string}`
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? never
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: K
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: never]: T[K];
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};
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type ForwardKeys<T> = keyof Forward<T>;
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declare const mota: import('../core/index').Mota;
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interface Window {
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mota: import('../core/index').Mota;
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}
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