/// "use strict"; function items() { this._init(); } ////// 初始化 ////// items.prototype._init = function () { this.items = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.items; this.itemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffect; this.itemEffectTip = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffectTip; this.useItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEffect; this.canUseItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canUseItemEffect; if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.equipCondition) items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.equipCondition = {}; if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEvent) items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEvent = {}; this.equipCondition = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.equipCondition; this.useItemEvent = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEvent; } ////// 获得所有道具 ////// items.prototype.getItems = function () { return core.clone(this.items); } ////// “即捡即用类”道具的使用效果 ////// items.prototype.getItemEffect = function (itemId, itemNum) { var itemCls = core.material.items[itemId].cls; // 消耗品 if (itemCls === 'items') { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; var curr_hp = core.status.hero.hp; if (itemId in this.itemEffect) { try { for (var i = 0; i < itemNum; ++i) eval(this.itemEffect[itemId]); } catch (e) { main.log(e); } } core.status.hero.statistics.hp += core.status.hero.hp - curr_hp; if (this.useItemEvent[itemId]) { try { core.insertAction(this.useItemEvent[itemId]); } catch (e) { main.log(e); } } core.updateStatusBar(); } else { core.addItem(itemId, itemNum); } } ////// “即捡即用类”道具的文字提示 ////// items.prototype.getItemEffectTip = function (itemId) { var itemCls = core.material.items[itemId].cls; // 消耗品 if (itemCls === 'items') { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; if (itemId in this.itemEffectTip) { try { return eval(this.itemEffectTip[itemId]) || ""; } catch (e) { main.log(e); return ""; } } } return ""; } ////// 使用道具 ////// items.prototype.useItem = function (itemId, noRoute, callback) { if (!this.canUseItem(itemId)) { if (callback) callback(); return; } // 执行道具效果 this._useItemEffect(itemId); // 执行完毕 this._afterUseItem(itemId); // 记录路线 if (!noRoute) core.status.route.push("item:" + itemId); if (callback) callback(); } items.prototype._useItemEffect = function (itemId) { if (itemId in this.useItemEffect) { try { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; eval(this.useItemEffect[itemId]); } catch (e) { main.log(e); } } if (this.useItemEvent[itemId]) { try { core.insertAction(this.useItemEvent[itemId]); } catch (e) { main.log(e); } } } items.prototype._afterUseItem = function (itemId) { // 道具使用完毕:删除 var itemCls = core.material.items[itemId].cls; if (itemCls == 'tools') core.status.hero.items[itemCls][itemId]--; if (core.status.hero.items[itemCls][itemId] <= 0) delete core.status.hero.items[itemCls][itemId]; core.updateStatusBar(); } ////// 当前能否使用道具 ////// items.prototype.canUseItem = function (itemId) { // 没有道具 if (!core.hasItem(itemId)) return false; if (itemId in this.canUseItemEffect) { try { return eval(this.canUseItemEffect[itemId]); } catch (e) { main.log(e); return false; } } } ////// 获得某个物品的个数 ////// items.prototype.itemCount = function (itemId) { if (!core.material.items[itemId] || !core.isPlaying()) return 0; var itemCls = core.material.items[itemId].cls; if (itemCls == "items") return 0; return core.status.hero.items[itemCls][itemId] || 0; } ////// 是否存在某个物品 ////// items.prototype.hasItem = function (itemId) { return this.itemCount(itemId) > 0; } ////// 是否装备某件装备 ////// items.prototype.hasEquip = function (itemId) { if (!(core.material.items[itemId] || {}).equip || !core.isPlaying()) return null; for (var i in core.status.hero.equipment) if (core.status.hero.equipment[i] == itemId) return true; return false } ////// 获得某个装备类型的当前装备 ////// items.prototype.getEquip = function (equipType) { return core.status.hero.equipment[equipType] || null; } ////// 设置某个物品的个数 ////// items.prototype.setItem = function (itemId, itemNum) { itemNum = itemNum || 0; var itemCls = core.material.items[itemId].cls; if (itemCls == 'items') return; core.status.hero.items[itemCls][itemId] = itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { delete core.status.hero.items[itemCls][itemId]; } core.updateStatusBar(); } ////// 增加某个物品的个数 ////// items.prototype.addItem = function (itemId, itemNum) { if (itemNum == null) itemNum = 1; var itemData = core.material.items[itemId]; var itemCls = itemData.cls; if (itemCls == 'items') return; if (core.status.hero.items[itemCls][itemId] == null) { core.status.hero.items[itemCls][itemId] = 0; } core.status.hero.items[itemCls][itemId] += itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { delete core.status.hero.items[itemCls][itemId]; } // 永久道具只能有一个 if (itemCls == 'constants' && core.status.hero.items[itemCls][itemId] > 1) core.status.hero.items[itemCls][itemId] = 1; core.updateStatusBar(); } ////// 删除某个物品 ////// items.prototype.removeItem = function (itemId, itemNum) { if (itemNum == null) itemNum = 1; if (!core.hasItem(itemId)) return false; var itemCls = core.material.items[itemId].cls; core.status.hero.items[itemCls][itemId] -= itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { delete core.status.hero.items[itemCls][itemId]; } core.updateStatusBar(); return true; } // ---------- 装备相关 ------------ // items.prototype.getEquipTypeByName = function (name) { var names = core.status.globalAttribute.equipName; for (var i = 0; i < names.length; ++i) { if (names[i] === name && !core.status.hero.equipment[i]) { return i; } } return -1; } items.prototype.getEquipTypeById = function (equipId) { var type = core.material.items[equipId].equip.type; if (typeof type == 'string') type = this.getEquipTypeByName(type); return type; } // 当前能否撞上某装备 items.prototype.canEquip = function (equipId, hint) { // 装备是否合法 var equip = core.material.items[equipId] || {}; if (!equip.equip) { if (hint) core.drawTip("不合法的装备!"); return false; } // 是否拥有该装备 if (!core.hasItem(equipId) && !core.hasEquip(equipId)) { if (hint) core.drawTip("你当前没有" + equip.name + ",无法换装"); return false; } // 可装备条件 var condition = this.equipCondition[equipId]; if (condition) { try { if (!eval(condition)) { if (hint) core.drawTip("当前不可换上" + equip.name); return false; } } catch (e) { console.log(e); return false; } } return true; } ////// 换上 ////// items.prototype.loadEquip = function (equipId, callback) { if (!this.canEquip(equipId, true)) { if (callback) callback(); return; } var loadEquip = core.material.items[equipId] || {}; var type = this.getEquipTypeById(equipId); if (type < 0) { core.drawTip("当前没有" + loadEquip.equip.type + "的空位!"); if (callback) callback(); return; } this._realLoadEquip(type, equipId, core.status.hero.equipment[type], callback); } ////// 卸下 ////// items.prototype.unloadEquip = function (equipType, callback) { var unloadEquipId = core.status.hero.equipment[equipType]; if (!unloadEquipId) { if (callback) callback(); return; } this._realLoadEquip(equipType, null, unloadEquipId, callback); } items.prototype.compareEquipment = function (compareEquipId, beComparedEquipId) { var result = {}; var first = core.material.items[compareEquipId], second = core.material.items[beComparedEquipId]; for (var name in core.status.hero) { if (typeof core.status.hero[name] == 'number') { var ans = 0; if (first) ans += (first.equip || {})[name] || 0; if (second) ans -= (second.equip || {})[name] || 0; if (ans != 0) result[name] = ans; } } return result; } ////// 实际换装的效果 ////// items.prototype._loadEquipEffect = function (equipId, unloadEquipId, isPercentage) { // 比较能力值 var result = core.compareEquipment(equipId, unloadEquipId); if (isPercentage) { for (var name in result) core.addBuff(name, result[name] / 100); } else { for (var name in result) core.status.hero[name] += result[name]; } } items.prototype._realLoadEquip = function (type, loadId, unloadId, callback) { var loadEquip = core.material.items[loadId] || {}, unloadEquip = core.material.items[unloadId] || {}; loadEquip.equip = loadEquip.equip || {}; unloadEquip.equip = unloadEquip.equip || {} var loadPercentage = loadEquip.equip.percentage, unloadPercentage = unloadEquip.equip.percentage; if (loadId && unloadId && (loadPercentage || false) != (unloadPercentage || false)) { this.unloadEquip(type); this.loadEquip(loadId); if (callback) callback(); return; } // --- 音效 this._realLoadEquip_playSound(); // --- 实际换装 this._loadEquipEffect(loadId, unloadId, loadPercentage == null ? unloadPercentage : loadPercentage); // --- 加减 if (loadId) core.removeItem(loadId); if (unloadId) core.addItem(unloadId); core.status.hero.equipment[type] = loadId || null; // --- 提示 if (loadId) core.drawTip("已装备上" + loadEquip.name, loadId); else if (unloadId) core.drawTip("已卸下" + unloadEquip.name, unloadId); if (callback) callback(); } items.prototype._realLoadEquip_playSound = function () { if (core.hasFlag("__quickLoadEquip__")) return; core.stopSound(); core.playSound('equip.mp3'); } ////// 保存装备 ////// items.prototype.quickSaveEquip = function (index) { var saveEquips = core.getFlag("saveEquips", []); saveEquips[index] = core.clone(core.status.hero.equipment); core.setFlag("saveEquips", saveEquips); core.drawTip("已保存" + index + "号套装"); } ////// 读取装备 ////// items.prototype.quickLoadEquip = function (index) { var current = core.getFlag("saveEquips", [])[index]; if (!current) { core.drawTip(index + "号套装不存在"); return; } // 检查所有的装备 var equipSize = core.status.globalAttribute.equipName.length; for (var i = 0; i < equipSize; i++) { var v = current[i]; if (v && !this.canEquip(v, true)) return; } core.setFlag("__quickLoadEquip__", true); // 快速换装 var toEquip = []; for (var i = 0; i < equipSize; i++) { var now = core.status.hero.equipment[i]; // --- 只考虑diff的装备 var to = current[i]; if (now != to) { toEquip.push(to || null); if (now) { this.unloadEquip(i); core.status.route.push("unEquip:" + i); } } } for (var i in toEquip) { var to = toEquip[i]; if (to) { this.loadEquip(to); core.status.route.push("equip:" + to); } } core.removeFlag("__quickLoadEquip__"); this._realLoadEquip_playSound(); core.drawTip("成功换上" + index + "号套装"); } ////// 获得装备直接增加的属性数据 ////// items.prototype.getEquippedStatus = function (name) { var value = 0; core.status.hero.equipment.forEach(function (v) { if (!v || !(core.material.items[v] || {}).equip) return; if (core.material.items[v].equip.percentage) return; value += core.material.items[v].equip[name] || 0; }); return value; }