mota-js/libs/items.js
2019-03-10 02:55:32 +08:00

400 lines
13 KiB
JavaScript

"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.canEquip)
items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip = {};
this.equipCondition = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip;
}
////// 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 {
eval(this.itemEffect[itemId]);
}
catch (e) {
main.log(e);
}
}
core.status.hero.statistics.hp += core.status.hero.hp - curr_hp;
}
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 "";
}
items.prototype._useItemEffect = function (itemId) {
if (itemId in this.useItemEffect) {
try {
eval(this.useItemEffect[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.status.event.ui = null;
core.updateStatusBar();
}
////// 使用道具 //////
items.prototype.useItem = function (itemId, noRoute, callback) {
if (!this.canUseItem(itemId)) {
if (core.isset(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 (core.isset(callback)) callback();
}
////// 当前能否使用道具 //////
items.prototype.canUseItem = function (itemId) {
// 没有道具
if (!core.hasItem(itemId)) return false;
var able = false;
if (itemId in this.canUseItemEffect) {
try {
able = eval(this.canUseItemEffect[itemId]);
}
catch (e) {
main.log(e);
}
}
if (!able) core.status.event.ui = null;
return able;
}
////// 获得某个物品的个数 //////
items.prototype.itemCount = function (itemId) {
if (!core.isset(core.status.hero)) return 0;
if (!core.isset(itemId) || !core.isset(core.material.items[itemId])) 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.isset(core.status.hero)) return null;
if (!core.isset(itemId)) return null;
if (!core.isset((core.material.items[itemId]||{}).equip)) 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) {
if (!core.isset(core.status.hero)) return null;
return (core.status.hero.equipment||[])[equipType]||null;
}
////// 设置某个物品的个数 //////
items.prototype.setItem = function (itemId, itemNum) {
if (!core.isset(core.status.hero)) return null;
itemNum = itemNum || 0;
var itemCls = core.material.items[itemId].cls;
if (itemCls == 'items') return;
if (!core.isset(core.status.hero.items[itemCls])) {
core.status.hero.items[itemCls] = {};
}
core.status.hero.items[itemCls][itemId] = itemNum;
if (core.status.hero.items[itemCls][itemId] <= 0) {
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
else core.status.hero.items[itemCls][itemId] = 0;
}
core.updateStatusBar();
}
////// 删除某个物品 //////
items.prototype.removeItem = function (itemId, itemNum) {
if (!core.isset(core.status.hero)) return null;
itemNum = 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) {
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
else core.status.hero.items[itemCls][itemId] = 0;
}
core.updateStatusBar();
return true;
}
////// 增加某个物品的个数 //////
items.prototype.addItem = function (itemId, itemNum) {
if (!core.isset(core.status.hero)) return null;
itemNum = itemNum || 1;
var itemData = core.material.items[itemId];
var itemCls = itemData.cls;
if (itemCls == 'items') return;
if (!core.isset(core.status.hero.items[itemCls])) {
core.status.hero.items[itemCls] = {};
core.status.hero.items[itemCls][itemId] = 0;
}
else if (!core.isset(core.status.hero.items[itemCls][itemId])) {
core.status.hero.items[itemCls][itemId] = 0;
}
core.status.hero.items[itemCls][itemId] += itemNum;
if (core.status.hero.items[itemCls][itemId] <= 0) {
if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId];
else core.status.hero.items[itemCls][itemId] = 0;
}
// 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();
}
// ---------- 装备相关 ------------ //
items.prototype.getEquipTypeById = function (equipId) {
var type = core.material.items[equipId].equip.type;
if (typeof type == 'string')
type = this.getEquipTypeByName(type);
return type;
}
items.prototype.getEquipTypeByName = function (name) {
var names = core.status.globalAttribute.equipName;
for (var i = 0; i < names.length; ++i) {
if (names[i] === name && !core.isset((core.status.hero.equipment||[])[i])) {
return i;
}
}
return -1;
}
// 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 (!core.isset(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 (core.isset(condition) && condition.length>0) {
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;
}
////// 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 v in result)
core.addFlag('__'+v+'_buff__', result[v]/100);
}
else {
for (var v in result)
core.status.hero[v] += result[v];
}
}
items.prototype._realLoadEquip = function (type, loadId, unloadId, callback) {
var loadEquip = core.material.items[loadId] || {}, unloadEquip = core.material.items[unloadId] || {};
if (!core.isset(loadEquip.equip)) loadEquip.equip = {};
if (!core.isset(unloadEquip.equip)) unloadEquip.equip = {};
var loadPercentage = loadEquip.equip.percentage, unloadPercentage = unloadEquip.equip.percentage;
if (loadPercentage != null && unloadPercentage != null && loadPercentage != unloadPercentage) {
this.unloadEquip(type);
this.loadEquip(loadId);
if (core.isset(callback)) callback();
return;
}
// --- 音效
core.playSound('equip.mp3');
// --- 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, core.material.icons.items[loadId]);
else if (unloadId) core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadId]);
if (core.isset(callback)) callback();
}
////// 换上 //////
items.prototype.loadEquip = function (equipId, callback) {
if (!core.isset(core.status.hero)) return null;
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
if (!this.canEquip(equipId, true)) {
if (core.isset(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!");
return;
}
this._realLoadEquip(type, equipId, core.status.hero.equipment[type], callback);
}
////// 卸下 //////
items.prototype.unloadEquip = function (equipType, callback) {
if (!core.isset(core.status.hero)) return null;
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
var unloadEquipId = core.status.hero.equipment[equipType];
if (!core.isset(unloadEquipId)) {
if (core.isset(callback)) callback();
return;
}
this._realLoadEquip(equipType, null, unloadEquipId, callback);
}
items.prototype.compareEquipment = function (compareEquipId, beComparedEquipId) {
var compareAtk = 0, compareDef = 0, compareMdef = 0;
if (core.isset(compareEquipId)) {
var compareEquip = core.material.items[compareEquipId];
compareAtk += (compareEquip.equip||{}).atk || 0;
compareDef += (compareEquip.equip||{}).def || 0;
compareMdef += (compareEquip.equip||{}).mdef || 0;
}
if (core.isset(beComparedEquipId)) {
var beComparedEquip = core.material.items[beComparedEquipId];
compareAtk -= (beComparedEquip.equip||{}).atk || 0;
compareDef -= (beComparedEquip.equip||{}).def || 0;
compareMdef -= (beComparedEquip.equip||{}).mdef || 0;
}
return {"atk":compareAtk,"def":compareDef,"mdef":compareMdef};
}
////// 保存装备 //////
items.prototype.quickSaveEquip = function (index) {
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
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 (!core.isset(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 (core.isset(v) && !this.canEquip(v, true))
return;
}
// 快速换装
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
for (var i=0;i<equipSize;i++) {
var now = core.status.hero.equipment[i] || null;
if (now != null) {
this.unloadEquip(i);
core.status.route.push("unEquip:" + i);
}
}
for (var i=0;i<equipSize;i++) {
var to = current[i]||null;
if (to!=null) {
this.loadEquip(to);
core.status.route.push("equip:"+to);
}
}
core.drawTip("成功换上"+index+"号套装");
}