add showValue, autoGet, autoBattle but with bug
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				@ -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) {
 | 
			
		||||
			var now = queue.shift().split(","),
 | 
			
		||||
				x = ~~now[0],
 | 
			
		||||
				y = ~~now[1];
 | 
			
		||||
			for (var direction in core.utils.scan) {
 | 
			
		||||
				if (!core.inArray(canMoveArray[x][y], direction)) continue;
 | 
			
		||||
				var nx = x + core.utils.scan[direction].x,
 | 
			
		||||
					ny = y + core.utils.scan[direction].y,
 | 
			
		||||
					nindex = nx + "," + ny;
 | 
			
		||||
				if (visited[nindex]) continue;
 | 
			
		||||
				if (core.onSki(bgMap[ny][nx])) continue;
 | 
			
		||||
				if (blockfn && !blockfn(blocksObj, nx, ny)) continue;
 | 
			
		||||
				visited[nindex] = visited[now] + 1;
 | 
			
		||||
				queue.push(nindex);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	function attractAnimate() {
 | 
			
		||||
		var name = 'attractAnimate';
 | 
			
		||||
		var isPlaying = false;
 | 
			
		||||
		this.nodes = [];
 | 
			
		||||
 | 
			
		||||
		this.add = function (id, x, y, callback) {
 | 
			
		||||
			this.nodes.push({ id: id, x: x, y: y, callback: callback });
 | 
			
		||||
		}
 | 
			
		||||
		this.start = function () {
 | 
			
		||||
			if (isPlaying) return;
 | 
			
		||||
			isPlaying = true;
 | 
			
		||||
			core.registerAnimationFrame(name, true, this.update);
 | 
			
		||||
			this.ctx = core.createCanvas(name, 0, 0, core.__PIXELS__, core.__PIXELS__, 120);
 | 
			
		||||
		}
 | 
			
		||||
		this.remove = function () {
 | 
			
		||||
			core.unregisterAnimationFrame(name);
 | 
			
		||||
			core.deleteCanvas(name);
 | 
			
		||||
			isPlaying = false;
 | 
			
		||||
		}
 | 
			
		||||
		this.clear = function () {
 | 
			
		||||
			this.nodes = [];
 | 
			
		||||
			this.remove();
 | 
			
		||||
		}
 | 
			
		||||
		var lastTime = -1;
 | 
			
		||||
		var self = this;
 | 
			
		||||
		this.update = function (timeStamp) {
 | 
			
		||||
			if (lastTime < 0) lastTime = timeStamp;
 | 
			
		||||
			if (timeStamp - lastTime < 20) return;
 | 
			
		||||
			lastTime = timeStamp;
 | 
			
		||||
			core.clearMap(name);
 | 
			
		||||
			var cx = core.status.heroCenter.px - 16,
 | 
			
		||||
				cy = core.status.heroCenter.py - 16;
 | 
			
		||||
			var thr = 5; //缓动比例倒数 越大移动越慢
 | 
			
		||||
			self.nodes.forEach(function (n) {
 | 
			
		||||
				var dx = cx - n.x,
 | 
			
		||||
					dy = cy - n.y;
 | 
			
		||||
				if (Math.abs(dx) <= thr && Math.abs(dy) <= thr) {
 | 
			
		||||
					n.dead = true;
 | 
			
		||||
				} else {
 | 
			
		||||
					n.x += ~~(dx / thr);
 | 
			
		||||
					n.y += ~~(dy / thr);
 | 
			
		||||
				}
 | 
			
		||||
				core.drawIcon(name, n.id, n.x, n.y, 32, 32);
 | 
			
		||||
			});
 | 
			
		||||
			self.nodes = self.nodes.filter(function (n) {
 | 
			
		||||
				if (n.dead && n.callback) {
 | 
			
		||||
					n.callback();
 | 
			
		||||
				}
 | 
			
		||||
				return !n.dead;
 | 
			
		||||
			});
 | 
			
		||||
			if (self.nodes.length == 0)
 | 
			
		||||
				self.remove();
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	var animateHwnd = new attractAnimate();
 | 
			
		||||
 | 
			
		||||
	this.stopAttractAnimate = function () {
 | 
			
		||||
		animateHwnd.clear();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	this.autoGetItem = function () {
 | 
			
		||||
		if (!flags.__autoGetItem__) return;
 | 
			
		||||
		var canGetItems = {};
 | 
			
		||||
		if (!core.status.floorId || !core.status.checkBlock.damage || core.status.event.id == 'action' || core.status.lockControl) return;
 | 
			
		||||
 | 
			
		||||
		bfsFlood(core.getHeroLoc('x'), core.getHeroLoc('y'), function (blockMap, x, y) {
 | 
			
		||||
			var idx = x + ',' + y;
 | 
			
		||||
			if (idx in canGetItems) return false;
 | 
			
		||||
			var blk = blockMap[idx];
 | 
			
		||||
			if (blk && !blk.disable && blk.event.cls == 'items' && !core.isMapBlockDisabled(core.status.floorId, blk.x, blk.y) && blk.event.trigger == 'getItem') {
 | 
			
		||||
				canGetItems[idx] = { x: x, y: y, id: blk.event.id };
 | 
			
		||||
				return !core.status.checkBlock.damage[idx] && !core.status.checkBlock.ambush[idx];
 | 
			
		||||
			}
 | 
			
		||||
			return core.maps._canMoveDirectly_checkNextPoint(blockMap, x, y);
 | 
			
		||||
		});
 | 
			
		||||
		for (var k in canGetItems) {
 | 
			
		||||
			var x = canGetItems[k].x,
 | 
			
		||||
				y = canGetItems[k].y,
 | 
			
		||||
				id = canGetItems[k].id;
 | 
			
		||||
			core.trigger(x, y);
 | 
			
		||||
			animateHwnd.add(id, x * 32, y * 32);
 | 
			
		||||
		}
 | 
			
		||||
		animateHwnd.start();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user