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refactor: 循环式地图
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@@ -3,7 +3,6 @@ import * as fiveLayer from './fiveLayer';
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import * as itemDetail from './fx/itemDetail';
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import * as replay from './replay';
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import * as ui from './ui';
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import * as loopMap from './loopMap';
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import * as removeMap from './removeMap';
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import * as shop from './shop';
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import * as skill from './skill';
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@@ -17,7 +16,6 @@ import * as fallback from './fallback';
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import './hook';
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Mota.Plugin.register('utils_g', utils);
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Mota.Plugin.register('loopMap_g', loopMap, loopMap.init);
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Mota.Plugin.register('shop_g', shop);
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Mota.Plugin.register('replay_g', replay, replay.init);
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Mota.Plugin.register('skillTree_g', skillTree);
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@@ -1,256 +0,0 @@
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import { slide } from './utils';
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const list = ['tower6'];
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/**
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* 设置循环地图的偏移量
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* @param offset 横向偏移量
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*/
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function setLoopMap(offset: number, floorId: FloorIds) {
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const floor = core.status.maps[floorId];
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if (offset < 9) {
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moveMap(floor.width - 17, floorId);
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}
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if (offset > floor.width - 9) {
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moveMap(17 - floor.width, floorId);
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}
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}
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/**
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* 当勇士移动时自动设置循环地图
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*/
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function autoSetLoopMap(floorId: FloorIds) {
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setLoopMap(core.status.hero.loc.x, floorId);
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}
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export function checkLoopMap() {
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if (isLoopMap(core.status.floorId)) {
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autoSetLoopMap(core.status.floorId);
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}
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}
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/**
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* 移动地图
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*/
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function moveMap(delta: number, floorId: FloorIds) {
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core.extractBlocks(floorId);
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const floor = core.status.maps[floorId];
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core.setHeroLoc('x', core.status.hero.loc.x + delta);
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flags[`loop_${floorId}`] += delta;
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flags[`loop_${floorId}`] %= floor.width;
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const origin = floor.blocks.slice();
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for (let i = 0; i < origin.length; i++) {
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core.removeBlockByIndex(0, floorId);
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core.removeGlobalAnimate(origin[i].x, origin[i].y);
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}
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origin.forEach(v => {
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let to = v.x + delta;
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if (to >= floor.width) to -= floor.width;
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if (to < 0) to += floor.width;
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core.setBlock(v.id, to, v.y, floorId, true);
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core.setMapBlockDisabled(floorId, to, v.y, false);
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});
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core.drawMap();
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core.drawHero();
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}
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function isLoopMap(floorId: FloorIds) {
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return list.includes(floorId);
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}
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export function init() {
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events.prototype._sys_changeFloor = function (
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data: any,
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callback: () => void
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) {
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data = data.event.data;
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let heroLoc: Partial<DiredLoc> = {};
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if (isLoopMap(data.floorId)) {
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const floor = core.status.maps[data.floorId as FloorIds] as Floor;
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flags[`loop_${data.floorId}`] ??= 0;
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let tx = data.loc[0] + flags[`loop_${data.floorId}`];
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tx %= floor.width;
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if (tx < 0) tx += floor.width;
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heroLoc = {
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x: tx,
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y: data.loc[1]
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};
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} else if (data.loc) heroLoc = { x: data.loc[0], y: data.loc[1] };
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if (data.direction) heroLoc.direction = data.direction;
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// @ts-ignore
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if (core.status.event.id != 'action') core.status.event.id = null;
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core.changeFloor(
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data.floorId,
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data.stair,
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heroLoc,
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data.time,
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function () {
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core.replay();
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if (callback) callback();
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}
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);
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};
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events.prototype.trigger = function (
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x: number,
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y: number,
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callback: () => void
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) {
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var _executeCallback = function () {
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// 因为trigger之后还有可能触发其他同步脚本(比如阻激夹域检测)
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// 所以这里强制callback被异步触发
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if (callback) {
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setTimeout(callback, 1); // +1是为了录像检测系统
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}
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return;
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};
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if (core.status.gameOver) return _executeCallback();
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if (core.status.event.id == 'action') {
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core.insertAction(
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{
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type: 'function',
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function:
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'function () { core.events._trigger_inAction(' +
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x +
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',' +
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y +
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'); }',
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async: true
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},
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void 0,
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void 0,
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void 0,
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true
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);
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return _executeCallback();
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}
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if (core.status.event.id) return _executeCallback();
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let block = core.getBlock(x, y);
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const id = core.status.floorId;
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const loop = isLoopMap(id);
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if (loop && flags[`loop_${id}`] !== 0) {
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if (block && block.event.trigger === 'changeFloor') {
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delete block.event.trigger;
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// @ts-ignore
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core.maps._addInfo(block);
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} else {
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const floor = core.status.maps[id];
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let tx = x - flags[`loop_${id}`];
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tx %= floor.width;
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if (tx < 0) tx += floor.width;
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const c = core.floors[id].changeFloor[`${tx},${y}`];
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if (c) {
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const b: DeepPartial<Block> = { event: {}, x: tx, y };
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b.event!.data = c;
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b.event!.trigger = 'changeFloor';
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block = b as Block;
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}
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}
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}
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if (block == null) return _executeCallback();
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// 执行该点的脚本
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if (block.event.script) {
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core.clearRouteFolding();
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try {
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eval(block.event.script);
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} catch (ee) {
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console.error(ee);
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}
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}
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// 碰触事件
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if (block.event.event) {
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core.clearRouteFolding();
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core.insertAction(block.event.event, block.x, block.y);
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// 不再执行该点的系统事件
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return _executeCallback();
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}
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if (block.event.trigger && block.event.trigger !== 'null') {
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var noPass = block.event.noPass,
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trigger = block.event.trigger;
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if (noPass) core.clearAutomaticRouteNode(x, y);
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// 转换楼层能否穿透
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if (
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trigger == 'changeFloor' &&
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!noPass &&
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this._trigger_ignoreChangeFloor(block) &&
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!loop
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)
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return _executeCallback();
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// @ts-ignore
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core.status.automaticRoute.moveDirectly = false;
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this.doSystemEvent(trigger, block);
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}
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return _executeCallback();
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};
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maps.prototype._getBgFgMapArray = function (
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name: string,
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floorId: FloorIds,
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noCache: boolean = false
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) {
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floorId = floorId || core.status.floorId;
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if (!floorId) return [];
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var width = core.floors[floorId].width;
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var height = core.floors[floorId].height;
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// @ts-ignore
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if (!noCache && core.status[name + 'maps'][floorId])
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// @ts-ignore
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return core.status[name + 'maps'][floorId];
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var arr: number[][] =
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main.mode == 'editor' &&
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// @ts-ignore
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!(window.editor && editor.uievent && editor.uievent.isOpen)
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? // @ts-ignore
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core.cloneArray(editor[name + 'map'])
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: null;
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if (arr == null)
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// @ts-ignore
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arr = core.cloneArray(core.floors[floorId][name + 'map'] || []);
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if (isLoopMap(floorId) && window.flags) {
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flags[`loop_${floorId}`] ??= 0;
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arr.forEach(v => {
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slide(v, flags[`loop_${floorId}`] % width);
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});
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}
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for (var y = 0; y < height; ++y) {
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if (arr[y] == null) arr[y] = Array(width).fill(0);
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}
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// @ts-ignore
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(core.getFlag('__' + name + 'v__', {})[floorId] || []).forEach(
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// @ts-ignore
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function (one) {
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arr[one[1]][one[0]] = one[2] || 0;
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}
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);
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// @ts-ignore
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(core.getFlag('__' + name + 'd__', {})[floorId] || []).forEach(
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// @ts-ignore
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function (one) {
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arr[one[1]][one[0]] = 0;
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}
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);
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if (main.mode == 'editor') {
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for (var x = 0; x < width; x++) {
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for (var y = 0; y < height; y++) {
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// @ts-ignore
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arr[y][x] = arr[y][x].idnum || arr[y][x] || 0;
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}
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}
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}
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// @ts-ignore
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if (core.status[name + 'maps'])
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// @ts-ignore
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core.status[name + 'maps'][floorId] = arr;
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return arr;
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};
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}
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@@ -6,6 +6,7 @@ import * as frag from './fx/frag';
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import * as use from './use';
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import * as gameCanvas from './fx/gameCanvas';
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import * as animateController from './animateController';
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import './loopMap';
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Mota.Plugin.register('fly_r', fly);
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Mota.Plugin.register('chase_r', chase);
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@@ -0,0 +1,104 @@
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import { Container } from '@/core/render/container';
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import { FloorDamageExtends } from '@/core/render/preset/damage';
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import { LayerGroupFloorBinder } from '@/core/render/preset/floor';
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import { HeroRenderer } from '@/core/render/preset/hero';
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import { FloorLayer, LayerGroup } from '@/core/render/preset/layer';
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import { FloorViewport } from '@/core/render/preset/viewport';
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import { MotaRenderer } from '@/core/render/render';
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import { Transform } from '@/core/render/transform';
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import { FloorItemDetail } from '@/plugin/fx/itemDetail';
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const loopMaps = Mota.require('module', 'Mechanism').MiscData.loopMaps;
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let loopLayer: LayerGroup;
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let show: boolean = false;
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/** 循环式地图中,更新视角的委托ticker */
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let delegation: number = -1;
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const hook = Mota.require('var', 'hook');
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hook.on('changingFloor', (floorId, heroLoc) => {
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enableLoopMapElement(floorId);
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});
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function createLayer() {
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const group = new LayerGroup();
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['bg', 'bg2', 'event', 'fg', 'fg2'].forEach(v => {
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group.addLayer(v as FloorLayer);
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});
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const damage = new FloorDamageExtends();
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const detail = new FloorItemDetail();
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group.extends(damage);
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group.extends(detail);
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loopLayer = group;
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group.setZIndex(20);
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group.id = 'layer-loop';
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}
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function enableLoopMapElement(floorId: FloorIds) {
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if (!loopMaps.has(floorId)) {
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disableLoopMapElement();
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return;
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}
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if (!loopLayer) createLayer();
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const render = MotaRenderer.get('render-main');
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const draw = render?.getElementById('map-draw') as Container;
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const group = render?.getElementById('layer-main') as LayerGroup;
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if (!draw || !group) return;
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const ex = loopLayer.getExtends('floor-binder') as LayerGroupFloorBinder;
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const viewport = group.getExtends('viewport') as FloorViewport;
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if (!ex || !viewport) return;
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ex.bindFloor(floorId);
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draw.appendChild(loopLayer);
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show = true;
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const floor = core.status.maps[floorId];
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viewport.setAutoBound(false);
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const transform = group.camera;
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const width = floor.width;
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const testPos = width * loopLayer.cellSize;
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loopLayer.removeTicker(delegation);
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delegation = loopLayer.delegateTicker(() => {
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const [x1] = Transform.transformed(transform, 0, 0);
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const camera = loopLayer.camera;
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if (x1 > 0) {
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// 这个是计算循环地图应该显示在哪
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const [, y2] = Transform.transformed(transform, x1 - testPos, 0);
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camera.reset();
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camera.translate(core._PX_ - testPos, y2);
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loopLayer.pos(transform.x - core._PX_, 0);
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loopLayer.show();
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loopLayer.update(loopLayer);
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} else {
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const [x2, y2] = Transform.transformed(transform, testPos, 0);
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if (x2 < core._PX_) {
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// 这个不用做其他运算,可以直接显示
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camera.reset();
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camera.translate(0, y2);
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loopLayer.pos(x2, 0);
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loopLayer.show();
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loopLayer.update(loopLayer);
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} else {
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loopLayer.hide();
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}
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}
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});
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}
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function disableLoopMapElement() {
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if (!show) return;
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show = false;
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loopLayer.remove();
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const render = MotaRenderer.get('render-main');
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const group = render?.getElementById('layer-main') as LayerGroup;
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if (!group) return;
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const viewport = group.getExtends('viewport') as FloorViewport;
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if (!viewport) return;
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viewport.setAutoBound(true);
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loopLayer.removeTicker(delegation);
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}
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