add showValue, autoGet, autoBattle but with bug
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d875fd2104
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970b2824aa
@ -2276,5 +2276,436 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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}
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}
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core.registerAnimationFrame('startAnimation', false, draw);
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},
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"showValue": function () {
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/* 宝石血瓶左下角显示数值
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* 需要将 变量:itemDetail改为true才可正常运行
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* 请尽量减少勇士的属性数量,否则可能会出现严重卡顿
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* 注意:这里的属性必须是core.status.hero里面的,flag无法显示
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* 如果不想显示,可以core.setFlag("itemDetail", false);
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* 然后再core.getItemDetail();
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* 如有bug在大群或造塔群@古祠
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*/
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// 谁tm在即捡即用效果里面调用带有含刷新状态栏的函数
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var origin = core.control.updateStatusBar;
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core.updateStatusBar = core.control.updateStatusBar = function () {
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if (core.getFlag('__statistics__')) return;
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else return origin.apply(core.control, arguments);
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}
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core.bigmap.threshold = 256;
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core.control.updateDamage = function (floorId, ctx) {
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floorId = floorId || core.status.floorId;
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if (!floorId || core.status.gameOver || main.mode != 'play') return;
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var onMap = ctx == null;
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// 没有怪物手册
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if (!core.hasItem('book')) return;
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core.status.damage.posX = core.bigmap.posX;
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core.status.damage.posY = core.bigmap.posY;
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if (!onMap) {
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var width = core.floors[floorId].width,
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height = core.floors[floorId].height;
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// 地图过大的缩略图不绘制显伤
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if (width * height > core.bigmap.threshold) return;
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}
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this._updateDamage_damage(floorId, onMap);
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this._updateDamage_extraDamage(floorId, onMap);
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core.getItemDetail(floorId); // 宝石血瓶详细信息
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this.drawDamage(ctx);
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};
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// 绘制地图显示
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control.prototype._drawDamage_draw = function (ctx, onMap) {
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if (!core.hasItem('book')) return;
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// *** 下一句话可以更改你想要的显示字体
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core.setFont(ctx, "bold 11px Arial");
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// ***
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core.setTextAlign(ctx, 'left');
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core.status.damage.data.forEach(function (one) {
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var px = one.px,
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py = one.py;
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if (onMap && core.bigmap.v2) {
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px -= core.bigmap.posX * 32;
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py -= core.bigmap.posY * 32;
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if (px < -32 * 2 || px > core.__PX__ + 32 || py < -32 || py > core.__PY__ + 32)
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return;
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}
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core.fillBoldText(ctx, one.text, px, py, one.color);
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});
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core.setTextAlign(ctx, 'center');
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core.status.damage.extraData.forEach(function (one) {
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var px = one.px,
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py = one.py;
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if (onMap && core.bigmap.v2) {
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px -= core.bigmap.posX * 32;
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py -= core.bigmap.posY * 32;
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if (px < -32 || px > core.__PX__ + 32 || py < -32 || py > core.__PY__ + 32)
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return;
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}
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core.fillBoldText(ctx, one.text, px, py, one.color);
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});
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};
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// 获取宝石信息 并绘制
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this.getItemDetail = function (floorId) {
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if (!core.getFlag("itemDetail")) return;
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floorId = floorId || core.status.thisMap.floorId;
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (block.event.cls !== 'items' || block.event.id === 'superPotion') return;
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var x = block.x,
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y = block.y;
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// v2优化,只绘制范围内的部分
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if (core.bigmap.v2) {
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if (x < core.bigmap.posX - core.bigmap.extend || x > core.bigmap.posX + core.__SIZE__ + core.bigmap.extend ||
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y < core.bigmap.posY - core.bigmap.extend || y > core.bigmap.posY + core.__SIZE__ + core.bigmap.extend) {
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return;
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}
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}
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var id = block.event.id;
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var item = core.material.items[id];
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if (item.cls === 'equips') {
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// 装备也显示
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var diff = core.clone(item.equip.value || {});
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var per = item.equip.percentage;
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for (var name in per) {
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diff[name + 'per'] = per[name].toString() + '%';
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}
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drawItemDetail(diff, x, y);
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return;
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}
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var before = core.clone(core.status.hero);
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// 跟数据统计原理一样 执行效果 前后比较
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core.setFlag("__statistics__", true);
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try {
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eval(item.itemEffect);
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} catch (error) {}
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var diff = compareObject(before, core.status.hero);
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core.status.hero = hero = before;
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flags = core.status.hero.flags;
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drawItemDetail(diff, x, y);
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});
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};
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// 比较两个对象之间每一项的数值差异(弱等于) 返回数值差异
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function compareObject(a, b) {
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a = a || {};
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b = b || {};
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var diff = {}; // 差异
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for (var name in a) {
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diff[name] = b[name] - (a[name] || 0);
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if (!diff[name]) diff[name] = void 0;
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}
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return diff;
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};
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// 绘制
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function drawItemDetail(diff, x, y) {
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var px = 32 * x + 2,
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py = 32 * y + 30;
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var content = "";
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// 获得数据和颜色
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var i = 0;
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for (var name in diff) {
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if (!diff[name]) continue;
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var color = "#ffffff";
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if (typeof diff[name] === 'number')
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diff[name] = core.formatBigNumber(diff[name], true);
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switch (name) {
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case 'atk':
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case 'atkper':
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color = "#FF7A7A";
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break;
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case 'def':
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case 'defper':
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color = "#00E6F1";
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break;
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case 'mdef':
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case 'mdefper':
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color = "#6EFF83";
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break;
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case 'hp':
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color = "#A4FF00";
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break;
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case 'hpmax':
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case 'hpmaxper':
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color = "#F9FF00";
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break;
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case 'mana':
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color = "#cc6666";
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break;
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}
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content = diff[name];
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// 绘制
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core.status.damage.data.push({ text: content, px: px, py: py - 10 * i, color: color });
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i++;
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}
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}
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},
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"autoBattle": function () {
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/**
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* --------------- 安装说明 ---------------
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*
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* 复制到插件编写里面即可
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*
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* --------------- 使用说明 ---------------
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*
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* 把变量 __autoBattle__ 设置成true开启,设置成false关闭,然后在想要清的时刻,比如战后,每步后等加上core.autoBattle()即可
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*
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* --------------- 自定义说明 ---------------
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*
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* 可以更改canBattle函数自定义某个怪物是否应该被清
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*/
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/**
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* 是否清这个怪,可以修改这里来实现对不同怪的不同操作
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* @param {string} enemy
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* @param {number} x
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* @param {number} y
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*/
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function canBattle(enemy, x, y) {
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const loc = `${x},${y}`;
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const floor = core.floors[core.status.floorId];
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const e = core.material.enemys[enemy];
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const hasEvent =
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has(floor.afterBattle[loc]) ||
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has(floor.beforeBattle[loc]) ||
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has(e.beforeBattle) ||
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has(e.afterBattle) ||
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has(floor.events[loc]);
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// 有事件,不清
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if (hasEvent) return false;
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const damage = core.getDamageInfo(enemy, void 0, x, y);
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// 0伤或负伤,清
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if (has(damage) && has(damage.damage) && damage.damage <= 0) return true;
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return false;
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}
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/**
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* @template T
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* @param {T} v
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* @returns {v is NonNullable<T>}
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*/
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function has(v) {
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return v !== null && v !== undefined;
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}
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/**
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* 广搜,搜索可以到达的需要清的怪
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* @param {string} floorId
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*/
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function bfs(floorId, deep = Infinity) {
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core.extractBlocks(floorId);
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const objs = core.getMapBlocksObj(floorId);
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const { x, y } = core.status.hero.loc;
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/** @type {[direction, number, number][]} */
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const dir = Object.entries(core.utils.scan).map(v => [
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v[0],
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v[1].x,
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v[1].y
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]);
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/** @type {[number, number][]} */
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const queue = [
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[x, y]
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];
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const mapped = {
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[`${x},${y}`]: true
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};
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while (queue.length > 0 && deep > 0) {
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const [nx, ny] = queue.shift();
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dir.forEach(v => {
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const [tx, ty] = [nx + v[1], ny + v[2]];
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const loc = `${tx},${ty}`;
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if (mapped[loc]) return;
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const block = objs[loc];
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mapped[loc] = true;
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const isEnemy =
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has(block) && block.event.cls.startsWith('enemy');
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const changeFloor = core.floors[floorId].changeFloor[loc];
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if (
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(!core.canMoveHero(nx, ny, v[0]) && !isEnemy) ||
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(has(block) && block.event.cls === 'items') ||
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(core.noPass(tx, ty) && !isEnemy) ||
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has(core.floors[floorId].events[loc]) ||
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(has(changeFloor) &&
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changeFloor.ignoreChangeFloor === false)
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)
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return;
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if (isEnemy) {
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if (canBattle(block.event.id, tx, ty) && !block.disable) {
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console.log(block.event.id, tx, ty);
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// 能打且没有事件就直接干他丫的
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core.battle(block.event.id, tx, ty);
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} else return;
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}
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// 然后判断目标点是否有地图伤害等,没有就直接添加到队列
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const damage = core.status.checkBlock.damage[loc];
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const ambush = core.status.checkBlock.ambush[loc];
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const repulse = core.status.checkBlock.repulse[loc];
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if (
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(!has(damage) || (has(damage) && damage <= 0)) &&
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!has(ambush) &&
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!has(repulse)
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)
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queue.push([tx, ty]);
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});
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deep--;
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}
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}
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this.autoBattle = function () {
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if (!flags.__autoBattle__) return;
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// 如果勇士当前点有地图伤害,只清周围
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const { x, y } = core.status.hero.loc;
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const floor = core.floors[core.status.floorId];
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const hasEvent = has(floor.events[`${x},${y}`]);
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if (hasEvent) return;
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const damage = core.status.checkBlock.damage[`${x},${y}`];
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let deep = Infinity;
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if (has(damage) && damage > 0) {
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deep = 1;
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}
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bfs(core.status.floorId, deep);
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};
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},
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"autoGet": function () {
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var enable = true;
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if (!enable) return;
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//
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// var noUpdate = false;
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////// 更新状态栏 ////// 不建议状态栏刷新后触发 容易导致录像不一致的问题
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//control.prototype.updateStatusBar = function (doNotCheckAutoEvents) {
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// if (!core.isPlaying()) return;
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// if (noUpdate) return;
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// noUpdate = true;
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// core.autoGetItem();
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// noUpdate = false;
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// this.controldata.updateStatusBar();
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// if (!doNotCheckAutoEvents) core.checkAutoEvents();
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// this._updateStatusBar_setToolboxIcon();
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// core.clearRouteFolding();
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//}
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////// 每移动一格后执行的事件 //////
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control.prototype.moveOneStep = function (callback) {
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core.autoGetItem();
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core.autoBattle();
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return this.controldata.moveOneStep(callback);
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}
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function bfsFlood(sx, sy, blockfn) {
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var canMoveArray = core.generateMovableArray();
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var blocksObj = core.getMapBlocksObj();
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var bgMap = core.getBgMapArray();
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var visited = [],
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queue = [];
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visited[sx + "," + sy] = 0;
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queue.push(sx + "," + sy);
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while (queue.length > 0) {
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var now = queue.shift().split(","),
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x = ~~now[0],
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y = ~~now[1];
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for (var direction in core.utils.scan) {
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if (!core.inArray(canMoveArray[x][y], direction)) continue;
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var nx = x + core.utils.scan[direction].x,
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ny = y + core.utils.scan[direction].y,
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nindex = nx + "," + ny;
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if (visited[nindex]) continue;
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if (core.onSki(bgMap[ny][nx])) continue;
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if (blockfn && !blockfn(blocksObj, nx, ny)) continue;
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visited[nindex] = visited[now] + 1;
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queue.push(nindex);
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}
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}
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}
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function attractAnimate() {
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var name = 'attractAnimate';
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var isPlaying = false;
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this.nodes = [];
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this.add = function (id, x, y, callback) {
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this.nodes.push({ id: id, x: x, y: y, callback: callback });
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}
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this.start = function () {
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if (isPlaying) return;
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isPlaying = true;
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core.registerAnimationFrame(name, true, this.update);
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this.ctx = core.createCanvas(name, 0, 0, core.__PIXELS__, core.__PIXELS__, 120);
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}
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this.remove = function () {
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core.unregisterAnimationFrame(name);
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core.deleteCanvas(name);
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isPlaying = false;
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}
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this.clear = function () {
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this.nodes = [];
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this.remove();
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}
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var lastTime = -1;
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var self = this;
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this.update = function (timeStamp) {
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if (lastTime < 0) lastTime = timeStamp;
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if (timeStamp - lastTime < 20) return;
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lastTime = timeStamp;
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core.clearMap(name);
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var cx = core.status.heroCenter.px - 16,
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cy = core.status.heroCenter.py - 16;
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var thr = 5; //缓动比例倒数 越大移动越慢
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self.nodes.forEach(function (n) {
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var dx = cx - n.x,
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dy = cy - n.y;
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if (Math.abs(dx) <= thr && Math.abs(dy) <= thr) {
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n.dead = true;
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} else {
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n.x += ~~(dx / thr);
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n.y += ~~(dy / thr);
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}
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core.drawIcon(name, n.id, n.x, n.y, 32, 32);
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});
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self.nodes = self.nodes.filter(function (n) {
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if (n.dead && n.callback) {
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n.callback();
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}
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return !n.dead;
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});
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if (self.nodes.length == 0)
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self.remove();
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}
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}
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var animateHwnd = new attractAnimate();
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this.stopAttractAnimate = function () {
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animateHwnd.clear();
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}
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this.autoGetItem = function () {
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if (!flags.__autoGetItem__) return;
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var canGetItems = {};
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if (!core.status.floorId || !core.status.checkBlock.damage || core.status.event.id == 'action' || core.status.lockControl) return;
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bfsFlood(core.getHeroLoc('x'), core.getHeroLoc('y'), function (blockMap, x, y) {
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var idx = x + ',' + y;
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if (idx in canGetItems) return false;
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var blk = blockMap[idx];
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if (blk && !blk.disable && blk.event.cls == 'items' && !core.isMapBlockDisabled(core.status.floorId, blk.x, blk.y) && blk.event.trigger == 'getItem') {
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canGetItems[idx] = { x: x, y: y, id: blk.event.id };
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return !core.status.checkBlock.damage[idx] && !core.status.checkBlock.ambush[idx];
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}
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return core.maps._canMoveDirectly_checkNextPoint(blockMap, x, y);
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});
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for (var k in canGetItems) {
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var x = canGetItems[k].x,
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y = canGetItems[k].y,
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id = canGetItems[k].id;
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core.trigger(x, y);
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animateHwnd.add(id, x * 32, y * 32);
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}
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animateHwnd.start();
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}
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}
|
||||
}
|
Loading…
Reference in New Issue
Block a user