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