feat:追猎相关适配

This commit is contained in:
ShakeFlower 2025-01-05 09:49:03 +08:00
parent 3501f2e6c6
commit dccd0711a3
2 changed files with 3618 additions and 3610 deletions

View File

@ -8,7 +8,7 @@
(function () {
// 将这一行改成 false 可以禁用本拓展
var __enabled = true;
var __enabled = false;
if (window.jsinterface || !window.fs || !__enabled) return;

View File

@ -1122,9 +1122,10 @@ control.prototype.updateCheckBlock = function (floorId) {
////// 检查并执行领域、夹击、阻击事件 //////
control.prototype.battleWithChase = function () {
const [hx, hy] = [core.getHeroLoc('x'), core.getHeroLoc('y')];
const { x: hx, y: hy } = core.status.hero.loc;
const scan = core.utils.scan;
const actions = [];
for (const dir in scan) {
const [nx, ny] = [hx + scan[dir].x, hy + scan[dir].y];
const blockId = core.getBlockId(nx, ny);
@ -1164,16 +1165,18 @@ control.prototype.checkBlock = function () {
const ambushAction = this._checkBlock_ambush(core.status.checkBlock.ambush[loc]);
if (ambushAction.length > 0) core.push(actions, ambushAction);
const repulseAction =this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
const repulseAction = this._checkBlock_repulse(core.status.checkBlock.repulse[loc]);
if (repulseAction.length > 0) core.push(actions, repulseAction);
// 追猎需要等待阻击完成,避免发生碰撞导致怪物消失
const chaseAction = this._checkBlock_chase(core.status.checkBlock.chase[loc]);
if (chaseAction.length > 0) {
core.push(actions, chaseAction);
core.push(actions,
{ "type": "function", "async": true, "function": "function(){\ncore.battleWithChase();\n}" }
);
// 追猎需要等待阻击完成,避免发生碰撞导致怪物消失 先清理四周追猎,追猎移动,再清理一轮四周的追猎
const currChase = core.status.checkBlock.chase[loc];
if (currChase && currChase.length > 0) {
core.push(actions, { "type": "function", "async": true, "function": "function(){\ncore.battleWithChase();\n}" });
}
const chaseAction = this._checkBlock_chase(currChase);
if (chaseAction.length > 0) core.push(actions, chaseAction);
if (currChase && currChase.length > 0) {
core.push(actions, { "type": "function", "async": true, "function": "function(){\ncore.battleWithChase();\n}" });
}
if (actions.length > 0) core.insertAction(actions);
}
@ -1220,34 +1223,39 @@ control.prototype._checkBlock_ambush = function (ambush) {
////// 追猎 //////
control.prototype._checkBlock_chase = function (chase) {
if (!chase || chase.length == 0) return [];
if (!chase || chase.length === 0) return [];
var actions = [];
const { x: hx, y: hy } = core.status.hero.loc;
const reverseDir = { 'up': 'down', 'down': 'up', 'left': 'right', 'right': 'left' };
console.log(chase);
chase.forEach(function (info) {
const { x, y, dir } = info;
chase = chase.sort((a, b) => {
const { x: ax, y: ay } = a;
const { x: bx, y: by } = b;
return Math.abs(ax - hx) + Math.abs(ay - hy) - Math.abs(bx - hx) - Math.abs(by - hy);
})
chase.forEach((currChaseInfo) => {
const { x, y, dir } = currChaseInfo;
const [aimx, aimy] = [x + core.utils.scan[dir].x, y + core.utils.scan[dir].y];
console.log(aimx,aimy);
// 可与敌人,物品换位
actions.push({
"type": "if", "condition": "!core.getBlock(" + aimx + "," + aimy + ")",
"true": [
{ "type": "move", "loc": [x, y], "time": 100, "keep": true, "async": true, "steps": [dir + ":1"] },
{ "type": "waitAsync", "excludeAnimates": true },
],
"false": [
{
"type": "if", "condition": "[\"items\",\"enemys\",\"enemy48\"].includes(core.getBlockCls("+ aimx + "," + aimy + "))",
"true": [
{ "type": "move", "loc": [x, y], "time": 100, "keep": true, "async": true, "steps": [dir + ":1"] },
{ "type": "move", "loc": [aimx, aimy], "time": 100, "keep": true, "async": true, "steps": [reverseDir[dir] + ":1"] },
{ "type": "waitAsync", "excludeAnimates": true },
]
},
]
});
});
if (!(aimx === hx && aimy === hy)) {
actions.push({
"type": "if", "condition": "!core.getBlock(" + aimx + "," + aimy + ")",
"true": [
{ "type": "move", "loc": [x, y], "time": 100, "keep": true, "async": true, "steps": [dir + ":1"] },
],
"false": [
{
"type": "if", "condition": "[\"items\",\"enemys\",\"enemy48\"].includes(core.getBlockCls(" + aimx + "," + aimy + "))",
"true": [
{ "type": "move", "loc": [x, y], "time": 100, "keep": true, "async": true, "steps": [dir + ":1"] },
{ "type": "move", "loc": [aimx, aimy], "time": 100, "keep": true, "async": true, "steps": [reverseDir[dir] + ":1"] },
{ "type": "waitAsync", "excludeAnimates": true },
]
},
]
});
}
})
if (actions.length > 0) actions.push({ "type": "waitAsync" });
return actions;
}