import { HeroSkill } from '@/game/mechanism/misc'; import { getSkillFromIndex, upgradeSkill } from './skillTree'; const replayableSettings = ['autoSkill']; let cliping = false; let startIndex = 0; export function readyClip() { cliping = true; return (startIndex = core.status.route.length - 1); } export function clip(...replace: string[]) { if (!cliping) return; cliping = false; core.status.route.splice(startIndex); core.status.route.push(...replace); } export function init() { function tipAndWait(content: string, time: number) { const speed = core.status.replay.speed; if (main.replayChecking || speed === 24) return Promise.resolve(); const { tip } = Mota.Plugin.require('utils_r'); tip('info', '录像播放操作:' + content); return new Promise(res => { setTimeout(res, time / speed); }); } // 注册修改设置的录像操作 const settingNameMap: Record = { autoSkill: '自动切换技能' }; core.registerReplayAction('settings', name => { if (!name.startsWith('set:')) return false; const [, setting, value] = name.split(':'); const v = eval(value); if (typeof v !== 'boolean') return false; if (!replayableSettings.includes(setting)) return false; switch (setting) { case 'autoSkill': HeroSkill.setAutoSkill(v); break; } const settingName = settingNameMap[setting]; if (settingName) { tipAndWait(`切换设置:${settingName}`, 1000).then(() => { core.replay(); }); } else { core.replay(); } core.status.route.push(name); return true; }); core.registerReplayAction('upgradeSkill', name => { if (!name.startsWith('skill:')) return false; const skill = parseInt(name.slice(6)); upgradeSkill(skill); const s = getSkillFromIndex(skill); const skillName = s?.title; tipAndWait(`升级技能:${skillName}`, 1000).then(() => { core.replay(); }); core.status.route.push(name); return true; }); // 商店 let shopOpened = false; let openedShopId = ''; core.registerReplayAction('openShop', name => { if (!name.startsWith('openShop:')) return false; if (shopOpened) return false; openedShopId = name.slice(9); shopOpened = true; core.status.route.push(name); core.replay(); return true; }); core.registerReplayAction('buy', name => { if (!name.startsWith('buy:') && !name.startsWith('sell:')) return false; if (!shopOpened) return false; if (!openedShopId) return false; const [type, id, num] = name .split(':') .map(v => (/^\d+$/.test(v) ? parseInt(v) : v)); const shop = core.status.shops[openedShopId] as ItemShopEvent; const item = shop.choices.find(v => v.id === id); if (!item) return false; flags.itemShop ??= {}; flags.itemShop[openedShopId] ??= {}; flags.itemShop[openedShopId][id] ??= 0; if ((num as number) > item.number - flags.itemShop[openedShopId][id]) { return false; } let cost = 0; if (type === 'buy') { cost = parseInt(item.money) * (num as number); } else { cost = -item.sell * (num as number); } if (cost > core.status.hero.money) return false; core.status.hero.money -= cost; flags.itemShop[openedShopId][id] += type === 'buy' ? num : -num; core.addItem( id as AllIdsOf<'items'>, (type === 'buy' ? num : -num) as number ); const { name: itemName } = core.material.items[id as AllIdsOf<'items'>]; tipAndWait(`购买物品:${itemName}`, 1000).then(() => { core.replay(); }); core.status.route.push(name); return true; }); core.registerReplayAction('closeShop', name => { if (name !== 'closeShop') return false; if (!shopOpened) return false; shopOpened = false; openedShopId = ''; core.status.route.push(name); core.replay(); return true; }); const skillNameMap: Record = { Blade: '断灭之刃', Shield: '铸剑为盾' }; function skillAction(skill: string) { let toEmit = skill; // 兼容性处理 if (skill === '1') { toEmit = 'Blade'; } else if (skill === '2') { toEmit = 'Jump'; } else if (skill === '3') { toEmit = 'Shield'; } if (toEmit === 'Jump') { if ( !flags.onChase && !core.status.floorId.startsWith('tower') && HeroSkill.learnedSkill(HeroSkill.Jump) ) { Mota.Plugin.require('skill_g').jumpSkill(); } else { if (core.hasItem('pickaxe')) { core.useItem('pickaxe'); } } } else { if (HeroSkill.getAutoSkill()) { core.replay(); core.updateStatusBar(); return true; } let num = HeroSkill.Skill.None; switch (toEmit) { case 'Blade': num = HeroSkill.Blade; break; case 'Shield': num = HeroSkill.Shield; break; } HeroSkill.toggleSkill(num); } core.updateStatusBar(); const name = skillNameMap[toEmit]; if (name) { tipAndWait(`切换技能:${name}`, 1000).then(() => { core.replay(); }); } else { core.replay(); } core.status.route.push(`skill:${toEmit}`); return true; } core.registerReplayAction('skill', name => { if (!name.startsWith('skill:')) return false; const [, skill] = name.split(':'); return skillAction(skill); }); // 兼容旧版 core.registerReplayAction('key', name => { if (!name.startsWith('key:')) return false; const key = parseInt(name.slice(4)); if (key === 49) { return skillAction('1'); } else if (key === 50) { return skillAction('2'); } else if (key === 51) { return skillAction('3'); } return false; }); core.registerReplayAction('fly', action => { if (!action.startsWith('fly:')) return false; const floorId = action.slice(4) as FloorIds; const toIndex = core.floorIds.indexOf(floorId); if ( !core.canUseItem('fly') || (core.flags.flyNearStair && !core.nearStair()) ) return false; if (core.flyTo(floorId, core.replay)) { tipAndWait(`飞往:${floorId}`, 1000); return true; } return false; }); }