feat:自动拾取相关适配

This commit is contained in:
lizhuoyuan 2025-01-18 19:29:59 +08:00
parent dccd0711a3
commit c1382f3006

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@ -1849,23 +1849,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
"autoGet": function () {
// 在此增加新插件
/**
* --------------- 安装说明 ---------------
*
* 首先安装高级动画插件
* 然后将该插件复制到插件编写里面即可
* 注意高级动画插件要在本插件之前
*
* --------------- 使用说明 ---------------
*
* 变量__auto__控制功能为一个数字它需要由一下几个变量构成
* 1. core.plugin.AUTO_BATTLE
* 2. core.plugin.AUTO_ITEM
* 具体使用方法如下
* flags.__auto__ = core.plugin.AUTO_BATTLE; // 开启自动清怪,关闭自动拾取
* flags.__auto__ = core.plugin.AUTO_BATTLE | core.plugin.AUTO_ITEM; // 二者都开启
* flags.__auto__ = core.plugin.AUTO_ITEM; // 开启自动拾取,关闭自动清怪
* flags.__auto__ = 0; 关闭所有功能
* 更多内容可以在插件注释中查看
* 变量autoGet控制自动拾取开关
* 变量autoBattle控制自动清怪开关
*/
const { Transition, hyper, Ticker } = core.plugin.animate ?? {};
@ -1873,16 +1859,15 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
// 磁吸特效的时长,单位毫秒
const transitionTime = 600;
this.AUTO_BATTLE = 1;
this.AUTO_ITEM = 2;
const transitionList = [];
const ctxName = 'globalAnimate';
if (!main.replayChecking) {
const ticker = new Ticker();
ticker.add(() => {
if (!core.isPlaying()) return;
const ctx = core.getContextByName('_autoItem_');
const ctx = core.getContextByName(ctxName);
if (!has(ctx)) return;
core.clearMap(ctx);
});
@ -1896,13 +1881,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
destY,
ignoreSteps
);
update();
core.plugin.autoClear();
return res;
};
function update() {
core.auto();
this.autoClear = function () {
if (core.isReplaying()) return;
auto();
for (let i = 0; i < transitionList.length; i++) {
const t = transitionList[i];
let { x, y } = core.status.hero.loc;
@ -1928,15 +1913,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
const floor = core.floors[core.status.floorId];
const e = core.material.enemys[enemy];
const hasEvent =
has(floor.afterBattle[loc]) ||
has(floor.beforeBattle[loc]) ||
has(e.beforeBattle) ||
has(e.afterBattle) ||
has(floor.events[loc] ||
willLvUp(e.exp) // 防止有升级后事件
has(floor.afterBattle[loc]) || has(floor.beforeBattle[loc])
|| has(e.beforeBattle) || has(e.afterBattle)
|| has(floor.events[loc] || willLvUp(e.exp) // 防止有升级后事件
);
// 有事件,不清
if (hasEvent) return false;
if (core.hasSpecial(e.special, 19) || core.hasSpecial(e.special, 21)
|| core.hasSpecial(e.special, 29)) return false; // 有特定特殊属性的怪不清
const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage;
// 0伤或负伤
if (has(damage) && damage <= 0) return true;
@ -1946,17 +1930,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
/**
* 判断一个点是否能遍历
*/
function judge(block, nx, ny, tx, ty, dir, floorId) {
function judge(block, nx, ny, tx, ty, dir, floorId, autoBattle, autoGet) {
if (!has(block)) return {};
const cls = block.event.cls;
const loc = `${tx},${ty}`;
const floor = core.floors[floorId];
const changeFloor = floor.changeFloor[loc];
const isEnemy =
flags.__auto__ & core.plugin.AUTO_BATTLE &&
cls.startsWith('enemy');
const isItem =
flags.__auto__ & core.plugin.AUTO_ITEM && cls === 'items';
const isEnemy = autoBattle && cls.startsWith('enemy'),
isItem = autoGet && cls === 'items';
if (has(changeFloor)) {
if (!core.noPass(tx, ty, floorId) && !core.canMoveHero(nx, ny, dir)) {
@ -1965,7 +1946,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (changeFloor.ignoreChangeFloor ?? core.flags.ignoreChangeFloor) {
return true;
}
return false
return false;
}
if (has(core.floors[floorId].events[loc])) return false;
@ -1973,7 +1954,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (isEnemy || isItem)
return {
isEnemy,
isItem
isItem,
};
return false;
@ -2020,6 +2001,15 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
return v !== null && v !== undefined;
}
function hasBlockDamage(loc) {
const checkblockInfo = core.status.checkBlock;
const damage = checkblockInfo.damage[loc];
const ambush = checkblockInfo.ambush[loc];
const repulse = checkblockInfo.repulse[loc];
const chase = checkblockInfo.chase[loc];
return (has(damage) && damage > 0) || has(ambush) || has(repulse) || has(chase);
}
/**
* 广搜搜索可以到达的需要清的怪
* @param {string} floorId
@ -2029,45 +2019,36 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
const objs = core.getMapBlocksObj(floorId);
const { x, y } = core.status.hero.loc;
/** @type {[direction, number, number][]} */
const dir = Object.entries(core.utils.scan).map(v => [
v[0],
v[1].x,
v[1].y
]);
const dir = Object.entries(core.utils.scan).map(v => [v[0], v[1].x, v[1].y]);
const floor = core.status.maps[floorId];
/** @type {[number, number][]} */
const queue = [
[x, y]
];
const queue = [[x, y]];
const mapped = {
[`${x},${y}`]: true
};
const autoBattle = core.getFlag('autoBattle', false),
autoGet = core.getFlag('autoGet', false);
if (!autoGet && !autoBattle) return;
while (queue.length > 0 && deep > 0) {
const [nx, ny] = queue.shift();
dir.forEach(v => {
const [tx, ty] = [nx + v[1], ny + v[2]];
if (
tx < 0 ||
ty < 0 ||
tx >= floor.width ||
ty >= floor.height
) {
if (tx < 0 || ty < 0 || tx >= floor.width || ty >= floor.height) {
return;
}
const loc = `${tx},${ty}`;
if (mapped[loc]) return;
const block = objs[loc];
mapped[loc] = true;
const type = judge(block, nx, ny, tx, ty, v[0], floorId);
const type = judge(block, nx, ny, tx, ty, v[0], floorId, autoBattle, autoGet);
if (type === false) return;
const { isEnemy, isItem } = type;
if (isEnemy) {
if (
canBattle(block.event.id, tx, ty) &&
!block.disable
) {
if (canBattle(block.event.id, tx, ty) && !block.disable) {
core.battle(block.event.id, tx, ty);
core.updateCheckBlock();
} else {
@ -2077,7 +2058,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
const item = core.material.items[block.event.id];
if (canGetItem(item, loc, floorId)) {
core.getItem(item.id, 1, tx, ty);
if (!main.replayChecking) {
if (!core.isReplaying()) {
let px = tx * 32 - core.bigmap.offsetX;
let py = ty * 32 - core.bigmap.offsetY;
const t = new Transition();
@ -2091,31 +2072,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
t.value.y = y * 32 - core.bigmap.offsetY;
transitionList.push(t);
t.ticker.add(() => {
core.drawIcon(
'_autoItem_',
item.id,
t.value.x,
t.value.y,
32,
32
);
core.drawIcon(ctxName, item.id, t.value.x, t.value.y, 32, 32);
let { x, y } = core.status.hero.loc;
if (
Math.abs(
t.value.x -
x * 32 +
core.bigmap.offsetX
) < 0.05 &&
Math.abs(
t.value.y -
y * 32 +
core.bigmap.offsetY
) < 0.05
if (Math.abs(t.value.x - x * 32 + core.bigmap.offsetX) < 0.05 &&
Math.abs(t.value.y - y * 32 + core.bigmap.offsetY) < 0.05
) {
t.ticker.destroy();
const index = transitionList.findIndex(
v => v === t
);
const index = transitionList.findIndex(v => v === t);
transitionList.splice(index, 1);
}
});
@ -2124,51 +2087,29 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
return;
}
}
// 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
const damage = core.status.checkBlock.damage[loc];
const ambush = core.status.checkBlock.ambush[loc];
const repulse = core.status.checkBlock.repulse[loc];
if (
(has(damage) && damage > 0) ||
has(ambush) ||
has(repulse)
) {
return;
}
if (hasBlockDamage(loc)) return;
queue.push([tx, ty]);
});
deep--;
}
}
this.auto = function () {
function auto() {
const before = flags.__forbidSave__;
// 如果勇士当前点有地图伤害,只清周围,如果有时间,直接不清了
// 如果勇士当前点有地图伤害,只清周围,如果有事件,直接不清了
const { x, y } = core.status.hero.loc;
const floor = core.floors[core.status.floorId];
const loc = `${x},${y}`;
const hasEvent = has(floor.events[loc]);
if (hasEvent) return;
const damage = core.status.checkBlock.damage[loc];
const ambush = core.status.checkBlock.ambush[loc];
const repulse = core.status.checkBlock.repulse[loc];
let deep = Infinity;
if ((has(damage) && damage > 0) || has(ambush) || has(repulse)) {
if (hasBlockDamage(loc) && core.flags.enableGentleClick) { // 有地图伤害允许轻点附近1格
deep = 1;
}
flags.__forbidSave__ = true;
flags.__statistics__ = true;
const ctx = core.getContextByName('_autoItem_');
if (!ctx)
core.createCanvas(
'_autoItem_',
0,
0,
core._PX_ ?? core.__PIXELS__,
core._PY_ ?? core.__PIXELS__,
75
);
const ctx = core.getContextByName(ctxName);
if (!ctx) core.createCanvas(ctxName, 0, 0, core.__PIXELS__, core.__PIXELS__, 75);
bfs(core.status.floorId, deep);
flags.__statistics__ = false;
flags.__forbidSave__ = before;
@ -3330,7 +3271,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
core.setFlag('commentCollection', commentCollection);
} catch (err) {
core.drawTip('接收消息失败!' + err.message);
core.drawTip('接收失败!' + err.message);
core.playSound('error.mp3');
}
},
@ -3374,14 +3315,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
}
catch (err) {
core.drawTip('接收消息失败!' + err.message);
core.drawTip('提交失败!' + err.message);
core.playSound('error.mp3');
}
},
function (err) {
err = JSON.parse(err);
console.error(err);
core.drawTip('接收失败' + err?.message);
core.drawTip('提交失败!' + err?.message);
core.playSound('error.mp3');
},
null, null, null, 1000