import { getHeroStatusOn } from '../state/hero'; import { UserEnemyInfo } from './damage'; export interface SpecialDeclaration { code: number; name: string | ((enemy: UserEnemyInfo) => string); desc: string | ((enemy: UserEnemyInfo) => string); color: string; } const fromFunc = ( func: string | ((enemy: UserEnemyInfo) => string), enemy: UserEnemyInfo ) => { return typeof func === 'string' ? func : func(enemy); }; export const specials: SpecialDeclaration[] = [ { code: 0, name: '空', desc: '空', color: '#fff' }, { code: 1, name: '先攻', desc: `怪物首先攻击`, color: '#fc3' }, { code: 2, name: '魔攻', desc: '怪物攻击无视勇士的防御', color: '#bbb0ff' }, { code: 3, name: '坚固', desc: '怪物防御不小于勇士攻击-1', color: '#c0b088' }, { code: 4, name: '2连击', desc: '怪物每回合攻击2次', color: '#fe7' }, { code: 5, name: '3连击', desc: '怪物每回合攻击3次', color: '#fe7' }, { code: 6, name: enemy => `${enemy.n ?? 4}连击`, desc: enemy => `怪物每回合攻击${enemy.n}次`, color: '#fe7' }, { code: 7, name: '破甲', desc: enemy => `战斗前,附加角色防御的${enemy.breakArmor ?? core.values.breakArmor}%作为伤害`, color: '#fe7' }, { code: 8, name: '反击', desc: enemy => `战斗时,怪物每回合附加角色攻击的${enemy.counterAttack ?? core.values.counterAttack}%作为伤害,无视角色防御`, color: '#fa4' }, { code: 9, name: '净化', desc: enemy => `战斗前,怪物附加角色护盾的${enemy.purify ?? core.values.purify}倍作为伤害`, color: '#80eed6' }, { code: 10, name: '模仿', desc: `怪物的攻防与勇士相同`, color: '#b0c0dd' }, { code: 11, name: '吸血', desc: enemy => { const vampire = enemy.vampire ?? 10; return ( `战斗前,怪物首先吸取角色的${vampire}%生命` + `(约${Math.floor((vampire / 100) * getHeroStatusOn('hp'))}点)作为伤害` + (enemy.add ? `,并把伤害数值加到自身生命上` : ``) ); }, color: '#ff00d2' }, { code: 12, name: '中毒', desc: () => `战斗后,角色陷入中毒状态,每一步损失生命${core.values.poisonDamage}点`, color: '#9e8' }, { code: 13, name: '衰弱', desc: '怪物攻击无视勇士的防御', color: '#f0bbcc' }, { code: 14, name: '诅咒', desc: '战斗后,角色陷入诅咒状态,战斗无法获得金币和经验', color: '#bbeef0' }, { code: 15, name: '领域', desc: enemy => `经过怪物周围${enemy.zoneSquare ? '九宫格' : '十字'}范围内${enemy.range}格时自动减生命${enemy.zone}点`, color: '#c677dd' }, { code: 16, name: '空', desc: '空', color: '#fff' }, { code: 17, name: '先攻', desc: '战斗时,怪物首先攻击', color: '#b0b666' }, { code: 18, name: '阻击', desc: enemy => `经过怪物十字范围内时怪物后退一格,同时对勇士造成${enemy.value}点伤害`, color: '#8888e6' }, { code: 19, name: '电摇嘲讽', desc: '当勇士移动到怪物同行或同列时,勇士会直接冲向怪物,撞碎路上的所有地形和门,拾取路上的道具,与路上的怪物战斗' + ',最后与该怪物战斗', color: '#ff6666' }, { code: 20, name: '霜冻', desc: enemy => `怪物寒冷的攻击使勇士动作变慢,勇士每回合对怪物造成的伤害减少${enemy.ice}%。装备杰克的衣服后可以免疫。`, color: 'cyan' }, { code: 21, name: '冰封光环', desc: enemy => `寒气逼人,使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`, color: 'cyan' }, { code: 22, name: '永夜', desc: enemy => `战斗后,减少勇士${enemy.night}点攻防,增加本层所有怪物${enemy.night}点攻防,仅在本层有效`, color: '#d8a' }, { code: 23, name: '极昼', desc: enemy => `战斗后,减少本层所有怪物${enemy.day}点攻防,增加勇士${enemy.day}点攻防,仅在本层有效`, color: '#ffd' }, { code: 24, name: '射击', desc: function () { return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害'; }, color: '#dda0dd' }, { code: 25, name: '融化', desc: enemy => `战斗后该怪物会融化,在怪物位置产生一个3*3的范围光环,光环内怪物的攻防增加${enemy.melt}%`, color: '#e6e099' }, { code: 26, name: '冰封之核', desc: enemy => `怪物拥有逼人的寒气,使周围5*5范围内的怪物防御增加${enemy.iceCore}%`, color: '#70ffd1' }, { code: 27, name: '火焰之核', desc: enemy => `怪物拥有灼热的火焰,使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`, color: '#ff6f0a' }, { code: 28, name: '苍蓝刻', desc: enemy => `怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`, color: '#ff6f0a' }, { code: 29, name: '杀戮光环', desc: enemy => { let content = ''; enemy.specialHalo?.forEach((v, i) => { content += ' '.repeat(8) + `${i + 1}. ${fromFunc(specials[v].name, enemy)}: ${fromFunc( specials[v].desc, enemy )}
`; }); return ( `怪物周围方形${enemy.haloRange}格范围内所有怪物获得以下特殊属性(包括自身),` + `特殊属性数值间为${ enemy.specialMultiply ? '相乘' : '相加' }关系:
` + content ); }, color: '#F721F7' }, { code: 30, name: '乾坤挪移', desc: enemy => { const [dx, dy] = enemy.translation!; let str = `此怪物在场时,所有光环`; if (dx !== 0) { str += `向${dx < 0 ? '左' : '右'}平移${Math.abs(dx)}格,`; } if (dy !== 0) { str += `向${dy < 0 ? '上' : '下'}平移${Math.abs(dy)}格,`; } str += `不同怪物间为加算叠加`; return str; }, color: '#FDCD0B' }, { code: 31, name: '再生光环', desc: enemy => `怪物周围7*7范围内的所有怪物(包括自身)生命值提高${enemy.hpHalo}%`, color: '#85FF99' }, { code: 32, name: '同化', desc: enemy => `怪物会获得自身周围方形${enemy.assimilateRange}格范围内怪物的特殊属性(光环类属性除外),` + `特殊属性数值间为${enemy.specialMultiply ? '乘算' : '加算'}关系`, color: '#ffd366' }, { code: 33, name: '战争号角', desc: enemy => { const [hp, atk, def] = enemy.horn ?? []; let str = '地图上每存在一个怪物(包括自身),自身'; if (hp) str += `生命值增加${hp}%,`; if (atk) str += `攻击增加${atk}%,`; if (def) str += `防御增加${def}%,`; str += '线性叠加。该怪物会在右上角以黄色字体显示当前地图有多少怪物'; return str; }, color: '#fff866' }, { code: 34, name: '赏金', desc: `怪物没有任何能力,也没有任何战利品,也无法让勇士恢复生命值,战斗伤害恒为0`, color: '#faff33' } ];