chore: 地图与素材配置等改为样板内容

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AncTe committed 2025-09-29 20:15:54 +08:00
1 parent 5de5153441
commit 6ace764dc9
219 files changed
+402 -24733

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+2 -30
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@@ -2,7 +2,6 @@ import { getHeroStatusOf, getHeroStatusOn } from '../state/hero';
import { Range, ensureArray, has, manhattan } from '@user/data-utils';
import EventEmitter from 'eventemitter3';
import { hook } from '@user/data-base';
import { HeroSkill, NightSpecial } from '../mechanism';
import {
EnemyInfo,
DamageInfo,
@@ -285,11 +284,6 @@ export class DamageEnemy implements IDamageEnemy {
info.atk += flags[`inte_${floorId}`] ?? 0;
}
// 极昼永夜
const night = NightSpecial.getNight(floorId);
info.atk -= night;
info.def -= night;
// 融化,融化不属于怪物光环,因此不能用provide和inject计算,需要在这里计算
const melt = flags[`melt_${floorId}`];
if (!isNil(melt) && !isNil(this.x) && !isNil(this.y)) {
@@ -720,27 +714,9 @@ export class DamageEnemy implements IDamageEnemy {
private calEnemyDamageOf(hero: Partial<HeroStatus>, enemy: UserEnemyInfo) {
const status = getHeroStatusOf(hero, realStatus, this.floorId);
let damage = calDamageWith(enemy, status) ?? Infinity;
let bestSkill = -1;
const damage = calDamageWith(enemy, status) ?? Infinity;
// 自动切换技能
if (HeroSkill.getAutoSkill()) {
for (const skill of skills) {
if (!HeroSkill.learnedSkill(skill)) continue;
HeroSkill.enableSkill(skill);
const status = getHeroStatusOf(hero, realStatus);
const d = calDamageWith(enemy, status) ?? Infinity;
if (d < damage) {
damage = d;
bestSkill = skill;
}
HeroSkill.disableSkill();
}
}
return { damage, skill: bestSkill };
return { damage };
}
/**
@@ -928,10 +904,6 @@ const realStatus: (keyof HeroStatus)[] = [
'mana',
'magicDef'
];
/**
* 主动技能列表
*/
const skills: HeroSkill.Skill[] = [HeroSkill.Blade, HeroSkill.Shield];
/**
* 计算怪物伤害
-7
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@@ -1,9 +1,2 @@
import { createMechanism } from './mechanism';
export function create() {
createMechanism();
}
export * from './enemy';
export * from './mechanism';
export * from './state';
@@ -1,4 +0,0 @@
export function createMechanism() {}
export * from './misc';
export * from './skillTree';
@@ -1,276 +0,0 @@
import { backDir, has } from '@user/data-utils';
import { loading } from '@user/data-base';
import type { LayerDoorAnimate } from '@user/client-modules';
/**
* 一些零散机制的数据
*/
export namespace MiscData {
/** 循环式地图 */
export const loopMaps: Set<FloorIds> = new Set(['tower6']);
}
/**
* 永夜/极昼
*/
export namespace NightSpecial {
const nightMap = new Map<FloorIds, number>();
export function getNight(floor: FloorIds) {
return nightMap.get(floor) ?? 0;
}
export function addNight(floor: FloorIds, value: number) {
const num = nightMap.get(floor) ?? 0;
nightMap.set(floor, num + value);
}
export function clearNight(floors: Iterable<FloorIds>) {
for (const floor of floors) {
nightMap.delete(floor);
}
}
export function saveNight() {
return nightMap.entries();
}
export function loadNight(night: Iterable<[FloorIds, number]>) {
nightMap.clear();
for (const [floor, num] of night) {
nightMap.set(floor, num);
}
}
export function getAll() {
return nightMap;
}
}
export namespace BluePalace {
type DoorConvertInfo = [id: AllIds, x: number, y: number];
// ---------- 黄蓝门转换
export function doorConvert(
x?: number,
y?: number,
floorId: FloorIds = core.status.floorId
) {
core.autosave();
core.extractBlocks(floorId);
const blocks = core.status.maps[floorId].blocks;
const toConvert: DoorConvertInfo[] = [];
blocks.forEach(v => {
if (v.id === 492) {
core.setBlock(494, v.x, v.y, floorId);
toConvert.push(['A492', v.x, v.y]);
} else if (v.id === 494) {
core.setBlock(492, v.x, v.y, floorId);
toConvert.push(['A494', v.x, v.y]);
}
});
if (has(x) && has(y)) {
core.removeBlock(x, y, floorId);
}
if (core.isReplaying() || core.status.floorId !== floorId) {
core.doAction();
return;
}
core.lockControl();
core.playSound('door.opus');
const Adapter = Mota.require('@motajs/render').RenderAdapter;
const adapter = Adapter.get<LayerDoorAnimate>('door-animate');
const texture = Mota.require('@user/client-modules').texture;
if (adapter) {
Promise.all(
toConvert.map(v => {
const block = core.initBlock(
v[1],
v[2],
texture.idNumberMap[v[0]]
);
return adapter.all('openDoor', block);
})
).then(() => {
core.unlockControl();
core.doAction();
});
}
}
// ---------- 传送门部分
export interface Portal {
fx: number;
fy: number;
dir: Dir;
tx: number;
ty: number;
toDir: Dir;
}
export interface PortalTo {
x: number;
y: number;
dir: Dir;
}
type PortalMap = Map<FloorIds, Map<number, Partial<Record<Dir, PortalTo>>>>;
export const portalMap: PortalMap = new Map();
export const portals: Partial<Record<FloorIds, Portal[]>> = {
MT76: [
{ fx: 11, fy: 7, dir: 'right', tx: 4, ty: 6, toDir: 'down' },
{ fx: 6, fy: 5, dir: 'left', tx: 8, ty: 13, toDir: 'right' }
],
MT77: [
{ fx: 2, fy: 9, dir: 'up', tx: 10, ty: 13, toDir: 'right' },
{ fx: 10, fy: 8, dir: 'right', tx: 3, ty: 0, toDir: 'down' },
{ fx: 1, fy: 0, dir: 'down', tx: 8, ty: 1, toDir: 'left' }
],
MT78: [
{ fx: 8, fy: 4, dir: 'right', tx: 8, ty: 6, toDir: 'left' },
{ fx: 7, fy: 7, dir: 'up', tx: 1, ty: 0, toDir: 'down' }
],
MT79: [
{ fx: 5, fy: 10, dir: 'right', tx: 9, ty: 7, toDir: 'left' },
{ fx: 2, fy: 2, dir: 'up', tx: 7, ty: 5, toDir: 'down' },
{ fx: 4, fy: 11, dir: 'up', tx: 5, ty: 7, toDir: 'right' },
{ fx: 7, fy: 11, dir: 'down', tx: 7, ty: 9, toDir: 'up' }
],
MT80: [
{ fx: 2, fy: 10, dir: 'right', tx: 1, ty: 2, toDir: 'down' },
{ fx: 2, fy: 10, dir: 'left', tx: 13, ty: 5, toDir: 'up' }
],
MT81: [
{ fx: 4, fy: 8, dir: 'right', tx: 1, ty: 11, toDir: 'down' },
{ fx: 7, fy: 13, dir: 'right', tx: 13, ty: 5, toDir: 'up' }
],
MT82: [{ fx: 9, fy: 10, dir: 'left', tx: 6, ty: 5, toDir: 'left' }],
MT83: [
{ fx: 5, fy: 11, dir: 'left', tx: 9, ty: 11, toDir: 'right' },
{ fx: 5, fy: 3, dir: 'left', tx: 9, ty: 3, toDir: 'right' },
{ fx: 2, fy: 2, dir: 'up', tx: 2, ty: 12, toDir: 'down' },
{ fx: 12, fy: 2, dir: 'up', tx: 12, ty: 12, toDir: 'down' }
],
MT84: [
{ fx: 2, fy: 3, dir: 'right', tx: 12, ty: 3, toDir: 'left' },
{ fx: 2, fy: 11, dir: 'right', tx: 12, ty: 11, toDir: 'left' }
],
MT94: [{ fx: 12, fy: 11, dir: 'left', tx: 5, ty: 1, toDir: 'left' }],
MT95: [
{ fx: 13, fy: 14, dir: 'up', tx: 7, ty: 8, toDir: 'left' },
{ fx: 0, fy: 1, dir: 'right', tx: 14, ty: 1, toDir: 'left' },
{ fx: 6, fy: 13, dir: 'right', tx: 6, ty: 0, toDir: 'down' }
],
MT96: [{ fx: 6, fy: 11, dir: 'down', tx: 4, ty: 14, toDir: 'up' }],
MT97: [{ fx: 0, fy: 1, dir: 'right', tx: 8, ty: 9, toDir: 'right' }]
};
loading.once('coreInit', initPortals);
function generatePortalMap() {
const delta: Record<Dir, [[number, number], [number, number]]> = {
// 方向:[正向, 逆向]<进出>
left: [
[0, 0],
[-1, 0]
],
down: [
[0, 0],
[0, 1]
],
right: [
[0, 0],
[1, 0]
],
up: [
[0, 0],
[0, -1]
]
};
for (const [floor, p] of Object.entries(portals)) {
const width = core.floors[floor as FloorIds].width;
const map = new Map<number, Partial<Record<Dir, PortalTo>>>();
portalMap.set(floor as FloorIds, map);
// 正向映射
p.forEach(v => {
const [[fdx, fdy], [tdx, tdy]] = delta[v.dir];
const [[toFdx, toFdy], [toTdx, toTdy]] =
delta[backDir(v.toDir)];
const fx = v.fx + fdx;
const fy = v.fy + fdy;
const tx = v.fx + tdx;
const ty = v.fy + tdy;
const index = fx + fy * width;
const backIndex = tx + ty * width;
if (index < 0 || backIndex < 0) return;
let data = map.get(index);
let backData = map.get(backIndex);
if (!data) {
data = {};
map.set(index, data);
}
if (!backData) {
backData = {};
map.set(backIndex, backData);
}
data[v.dir] = {
x: v.tx + toFdx,
y: v.ty + toFdy,
dir: backDir(v.toDir)
};
backData[backDir(v.dir)] = {
x: v.tx - toTdx,
y: v.ty - toTdy,
dir: v.toDir
};
});
// 逆向映射
p.forEach(v => {
const [[fdx, fdy], [tdx, tdy]] = delta[backDir(v.toDir)];
const [[toFdx, toFdy], [toTdx, toTdy]] = delta[v.dir];
const fx = v.tx - fdx;
const fy = v.ty - fdy;
const tx = v.tx - tdx;
const ty = v.ty - tdy;
const index = fx + fy * width;
const backIndex = tx + ty * width;
let data = map.get(index);
let backData = map.get(backIndex);
if (!data) {
data = {};
map.set(index, data);
}
if (!backData) {
backData = {};
map.set(backIndex, backData);
}
data[v.toDir] = {
x: v.fx + toFdx,
y: v.fy + toFdy,
dir: backDir(v.dir)
};
backData[backDir(v.toDir)] = {
x: v.fx + toTdx,
y: v.fy + toTdy,
dir: v.dir
};
});
}
}
function initPortals() {
generatePortalMap();
}
}
@@ -1,440 +0,0 @@
let levels: number[] = [];
export type Chapter = 'chapter1' | 'chapter2';
export interface Skill {
index: number;
title: string;
desc: string[];
consume: (level: number) => number;
front: [skill: number, level: number][];
loc: LocArr;
max: number;
effect: (level: number) => string[];
}
/**
* @type {Record<Chapter, Skill[]>}
*/
export const skills: Record<Chapter, Skill[]> = {
chapter1: [
{
index: 0,
title: '力量',
desc: ['力量就是根本!可以通过智慧增加力量,每级增加2点攻击。'],
consume: level => 10 * level + 10,
front: [],
loc: [1, 2],
max: 10,
effect: level => [`攻击 + ${level * 2}`]
},
{
index: 1,
title: '致命一击',
desc: ['爆发出全部力量攻击敌人,每级增加5点额外攻击。'],
consume: level => 30 * level + 30,
front: [[0, 5]],
loc: [2, 1],
max: 10,
effect: level => [`额外攻击 + ${level * 5}`]
},
{
index: 2,
title: '断灭之刃',
desc: [
'<span style="color: gold">主动技能,快捷键1</span>,',
'开启后会在战斗时会额外增加一定量的攻击,但同时减少一定量的防御。'
],
consume: level => 200 * level + 400,
front: [[1, 5]],
loc: [4, 1],
max: 5,
effect: level => [`增加${level * 10}%攻击,减少${level * 10}%防御`]
},
{
index: 3,
title: '坚韧',
desc: ['由智慧转化出坚韧!每级增加2点防御'],
consume: level => 10 * level + 10,
front: [],
loc: [1, 4],
max: 10,
effect: level => [`防御 + ${level * 2}`]
},
{
index: 4,
title: '回春',
desc: ['让智慧化为治愈之泉水!每级增加1点生命回复'],
consume: level => 20 * level + 20,
front: [[3, 5]],
loc: [2, 5],
max: 25,
effect: level => [`生命回复 + ${level}`]
},
{
index: 5,
title: '治愈之泉',
desc: [
'让生命变得更多一些吧!每吃50瓶血瓶就增加当前生命回复10%的生命回复'
],
consume: () => 1500,
front: [[4, 25]],
loc: [4, 5],
max: 1,
effect: () => [`50瓶血10%生命回复`]
},
{
index: 6,
title: '坚固之盾',
desc: ['让护甲更加坚硬一些吧!每级增加10点防御'],
consume: level => 50 + level * 50,
front: [[3, 5]],
loc: [2, 3],
max: 10,
effect: level => [`防御 + ${level * 10}`]
},
{
index: 7,
title: '无上之盾',
desc: [
'<span style="color: #dd4">第一章终极技能</span>,战斗时智慧的 1/10 会充当等量护盾。'
],
consume: () => 2500,
front: [
[6, 10],
[5, 1],
[2, 2]
],
loc: [5, 3],
max: 1,
effect: () => [`战斗时智慧会充当护盾`]
}
],
chapter2: [
{
index: 8,
title: '锋利',
desc: ['让剑变得更加锋利!每级使攻击增加1%(buff式增加)'],
consume: level => (level > 5 ? 50 * level ** 2 : 250 * level + 250),
front: [],
loc: [1, 2],
max: 15,
effect: level => [`攻击增加${level}%`]
},
{
index: 9,
title: '坚硬',
desc: ['让盾牌变得更加坚固!每级使防御增加1%(buff式增加)'],
consume: level => (level > 5 ? 50 * level ** 2 : 250 * level + 250),
front: [],
loc: [1, 4],
max: 15,
effect: level => [`防御增加${level}%`]
},
{
index: 10,
title: '铸剑为盾',
desc: [
'<span style="color: gold">主动技能,快捷键3</span>,',
'减少一定的攻击,增加一定的防御'
],
consume: level => 1000 * level ** 2 + 1000,
front: [[9, 5]],
loc: [2, 5],
max: 5,
effect: level => [
`增加${level * 10}%的防御,减少${level * 10}%的攻击`
]
},
{
index: 11,
title: '魔法盾',
desc: ['为主角提供魔法防御,每级增加100点魔法防御'],
consume: level => 5000 * level + 5000,
front: [
[8, 10],
[12, 10]
],
loc: [4, 1],
max: 10,
effect: level => [`魔法防御 + ${level * 100}`]
},
{
index: 12,
title: '聪慧',
desc: ['使主角变得更加聪明,每级使绿宝石增加的智慧点上升5%'],
consume: level =>
level > 5 ? 100 * level ** 2 : 250 * level + 1250,
front: [
[8, 10],
[9, 10]
],
loc: [3, 3],
max: 20,
effect: level => [`增加${level * 5}%绿宝石效果`]
},
{
index: 13,
title: '治愈',
desc: ['使主角能够更好地回复生命,每级使血瓶的加血量增加2%'],
consume: level =>
level > 5 ? 100 * level ** 2 : 250 * level + 1250,
front: [[10, 3]],
loc: [4, 5],
max: 10,
effect: level => [`增加${level * 2}%的血瓶回血量`]
},
{
index: 14,
title: '胜利之号',
desc: [
'<span style="color: #dd4">第二章终极技能</span>,',
'勇士攻防增加10%(buff式增加)'
],
consume: () => 25000,
front: [
[13, 10],
[12, 10],
[11, 3]
],
loc: [5, 3],
max: 1,
effect: () => [`攻防增加10%`]
}
]
};
export function resetSkillLevel() {
levels = [];
}
export function getSkillFromIndex(index: number) {
for (const [, skill] of Object.entries(skills)) {
const s = skill.find(v => v.index === index);
if (s) return s;
}
}
/**
* 获取技能等级
*/
export function getSkillLevel(skill: number) {
levels[skill] ??= 0;
return levels[skill];
}
export function getSkillConsume(skill: number) {
const s = getSkillFromIndex(skill);
if (!s) return 0;
return s.consume(getSkillLevel(skill));
}
export function openTree() {
if (main.replayChecking) return;
Mota.require('@motajs/legacy-ui').mainUi.open('skillTree');
}
/**
* 能否升级某个技能
*/
export function canUpgrade(skill: number) {
const consume = getSkillConsume(skill);
if (consume > core.status.hero.mdef) return false;
const level = getSkillLevel(skill);
const s = getSkillFromIndex(skill);
if (!s) return false;
if (level >= s.max) return false;
const front = s.front;
for (const [skill, level] of front) {
if (getSkillLevel(skill) < level) return false;
}
return true;
}
/**
* 实际升级效果
* @param {number} skill
*/
export function upgradeSkill(skill: number) {
if (!canUpgrade(skill)) return false;
switch (skill) {
case 0: // 力量 +2攻击
core.status.hero.atk += 2;
break;
case 1: // 致命一击 +5额外攻击
core.status.hero.mana += 5;
break;
case 2: // 断灭之刃
HeroSkill.learnSkill(HeroSkill.Blade);
break;
case 3: // 坚韧 +2防御
core.status.hero.def += 2;
break;
case 4: // 回春 +1回复
core.status.hero.hpmax += 1;
break;
case 5: // 治愈之泉
core.setFlag('spring', true);
break;
case 6: // 坚固之盾 +10防御
core.status.hero.def += 10;
break;
case 7: // 无上之盾
core.setFlag('superSheild', true);
break;
case 8: // 锋利 +1%攻击
core.addBuff('atk', 0.01);
break;
case 9: // 锋利 +1%防御
core.addBuff('def', 0.01);
break;
case 10: // 铸剑为盾
HeroSkill.learnSkill(HeroSkill.Shield);
break;
case 11: // 魔法盾
core.status.hero.magicDef += 100;
break;
case 14:
core.addBuff('atk', 0.1);
core.addBuff('def', 0.1);
break;
}
const consume = getSkillConsume(skill);
core.status.hero.mdef -= consume;
levels[skill]++;
core.updateStatusBar();
return true;
}
export function saveSkillTree() {
return levels.slice();
}
export function loadSkillTree(data: number[]) {
levels = data ?? [];
}
export namespace HeroSkill {
export const enum Skill {
None,
/** 断灭之刃 */
Blade,
/** 铸剑为盾 */
Shield,
/** 跳跃 */
Jump
}
export const Blade = Skill.Blade;
export const Shield = Skill.Shield;
export const Jump = Skill.Jump;
const skillNameMap = new Map<Skill, string>([
[Skill.Blade, '断灭之刃'],
[Skill.Shield, '铸剑为盾'],
[Skill.Jump, '跳跃']
]);
const skillDesc = new Map<Skill, (level: number) => string>([
[
Skill.Blade,
level => `攻击上升 ${level * 10}%,防御下降 ${level * 10}%`
],
[
Skill.Shield,
level => `防御上升 ${level * 10}%,攻击下降 ${level * 10}%`
],
[Skill.Jump, () => `跳过前方障碍,或踢走面前的怪物`]
]);
interface SkillSave {
autoSkill: boolean;
learned: Skill[];
}
const learned = new Set<Skill>();
let autoSkill = true;
let enabled: Skill = Skill.None;
export function getLevel(skill: Skill = getEnabled()) {
switch (skill) {
case Blade:
return getSkillLevel(2);
case Jump:
return learned.has(Jump) ? 1 : 0;
case Shield:
return getSkillLevel(10);
}
return 0;
}
export function getSkillName(skill: Skill = getEnabled()) {
return skillNameMap.get(skill) ?? '未开启技能';
}
export function getSkillDesc(
skill: Skill = getEnabled(),
level: number = getLevel()
) {
return skillDesc.get(skill)?.(level) ?? '';
}
export function setAutoSkill(auto: boolean) {
autoSkill = auto;
}
export function getAutoSkill() {
return autoSkill;
}
export function learnedSkill(skill: Skill) {
return learned.has(skill);
}
export function learnSkill(skill: Skill) {
learned.add(skill);
}
export function forgetSkill(skill: Skill) {
learned.delete(skill);
}
export function clearSkill() {
learned.clear();
}
export function saveSkill(): SkillSave {
return { autoSkill, learned: [...learned] };
}
export function loadSkill(skills: SkillSave) {
learned.clear();
for (const skill of skills.learned) {
learned.add(skill);
}
autoSkill = skills.autoSkill;
}
export function getAll() {
return learned;
}
export function toggleSkill(skill: Skill) {
if (!learned.has(skill)) return;
if (enabled !== skill) enabled = skill;
else enabled = Skill.None;
}
export function enableSkill(skill: Skill) {
if (!learned.has(skill)) return;
enabled = skill;
}
export function disableSkill() {
enabled = Skill.None;
}
export function getEnabled() {
return enabled;
}
}
@@ -1,7 +1,6 @@
import { logger } from '@motajs/common';
import { EventEmitter } from 'eventemitter3';
import { cloneDeep } from 'lodash-es';
import { HeroSkill, NightSpecial } from '../mechanism';
/**
* 获取勇士在某一点的属性
@@ -59,7 +58,6 @@ function getRealStatus(
name: keyof HeroStatus | 'all' | (keyof HeroStatus)[],
floorId: FloorIds = core.status.floorId
): any {
const { getSkillLevel } = Mota.require('@user/data-state');
if (name instanceof Array) {
const res: any = {};
name.forEach(v => {
@@ -94,29 +92,6 @@ function getRealStatus(
if (typeof s !== 'number') return s;
// 永夜、极昼
if (name === 'atk' || name === 'def') {
s += NightSpecial.getNight(floorId);
}
const enabled = HeroSkill.getEnabled();
// 技能
if (enabled === HeroSkill.Blade) {
const level = getSkillLevel(2);
if (name === 'atk') {
s *= 1 + 0.1 * level;
} else if (name === 'def') {
s *= 1 - 0.1 * level;
}
} else if (enabled === HeroSkill.Shield) {
const level = getSkillLevel(10);
if (name === 'atk') {
s *= 1 - 0.1 * level;
} else if (name === 'def') {
s *= 1 + 0.1 * level;
}
}
// buff
s *= core.status.hero.buff[name] ?? 1;
s = Math.floor(s);
@@ -1,3 +1,5 @@
export function create() {}
export * from './hero';
export * from './interface';
export * from './item';
+6 -250
View File
@@ -1,5 +1,5 @@
import EventEmitter from 'eventemitter3';
import { backDir, checkCanMoveExtended, toDir } from './utils';
import { backDir, toDir } from './utils';
import { loading } from '@user/data-base';
import type { RenderAdapter } from '@motajs/render';
import type {
@@ -9,10 +9,8 @@ import type {
HeroRenderer,
Layer,
LayerFloorBinder,
LayerGroup,
LayerMovingRenderable
} from '@user/client-modules';
import { BluePalace, MiscData } from '../mechanism/misc';
import { sleep } from '@motajs/common';
// todo: 转身功能
@@ -414,26 +412,13 @@ interface CanMoveStatus {
noPass: boolean;
}
interface PortalStatus {
/** 下一步是否会步入传送门 */
portal: boolean;
/** 传送门会传到哪 */
data?: BluePalace.PortalTo;
}
const enum HeroMoveCode {
Step,
Stop,
/** 不能移动,并撞击前面一格的图块,触发其触发器 */
Hit,
/** 不能移动,同时当前格有CannotOut,或目标格有CannotIn,不会触发前面一格的触发器 */
CannotMove,
/** 进入传送门 */
Portal,
/** 循环式地图 */
Loop,
/** 循环式地图撞击 */
LoopHit
CannotMove
}
export class HeroMover extends ObjectMoverBase {
@@ -454,9 +439,6 @@ export class HeroMover extends ObjectMoverBase {
/** 本次移动开始时的移动速度 */
private beforeMoveSpeed: number = 100;
/** 这一步的传送门信息 */
private portalData?: BluePalace.PortalTo;
override startMove(
ignoreTerrain: boolean = false,
noRoute: boolean = false,
@@ -546,16 +528,6 @@ export class HeroMover extends ObjectMoverBase {
this.moveDir = dir4Move;
}
// 检查传送门
if (!this.ignoreTerrain) {
const { portal, data } = this.checkPortal(x, y, dir4Move);
if (portal && data) {
this.portalData = data;
await this.renderHeroSwap(data);
return HeroMoveCode.Portal;
}
}
const dir = this.moveDir;
if (!this.ignoreTerrain) {
const { noPass, canMove } = this.checkCanMove(x, y, dir4Move);
@@ -563,25 +535,6 @@ export class HeroMover extends ObjectMoverBase {
if (!canMove) {
return HeroMoveCode.CannotMove;
}
// 循环式地图
const floorId = core.status.floorId;
if (MiscData.loopMaps.has(core.status.floorId)) {
const floor = core.status.maps[floorId];
const width = floor.width;
if (
(x === 0 && dir === 'left') ||
(x === width - 1 && dir === 'right')
) {
if (noPass) {
return HeroMoveCode.LoopHit;
}
await Promise.all([
this.renderHeroLoop(),
this.moveAnimate(nx, ny, showDir, dir)
]);
return HeroMoveCode.Loop;
}
}
// 不能移动
if (noPass) {
return HeroMoveCode.Hit;
@@ -632,25 +585,9 @@ export class HeroMover extends ObjectMoverBase {
}
// 本次移动正常完成
if (
code === HeroMoveCode.Step ||
code === HeroMoveCode.Portal ||
code === HeroMoveCode.Loop
) {
if (code === HeroMoveCode.Portal) {
const data = this.portalData;
if (!data) return;
core.setHeroLoc('x', data.x);
core.setHeroLoc('y', data.y);
core.setHeroLoc('direction', data.dir);
} else if (code === HeroMoveCode.Loop) {
const map = core.status.thisMap;
if (x === 0) core.setHeroLoc('x', map.width - 1);
else core.setHeroLoc('x', 0);
} else {
core.setHeroLoc('x', nx, true);
core.setHeroLoc('y', ny, true);
}
if (code === HeroMoveCode.Step) {
core.setHeroLoc('x', nx, true);
core.setHeroLoc('y', ny, true);
if (!this.ignoreTerrain) {
const direction = core.getHeroLoc('direction');
@@ -713,7 +650,7 @@ export class HeroMover extends ObjectMoverBase {
core.status.automaticRoute.moveStepBeforeStop = [];
core.status.automaticRoute.lastDirection = dir;
if (core.status.automaticRoute.moveStepBeforeStop.length == 0) {
if (core.status.automaticRoute.moveStepBeforeStop.length === 0) {
core.clearContinueAutomaticRoute();
core.stopAutomaticRoute();
}
@@ -727,20 +664,6 @@ export class HeroMover extends ObjectMoverBase {
*/
private checkCanMove(x: number, y: number, dir: Dir): CanMoveStatus {
// 如果是循环式地图
const floorId = core.status.floorId;
if (MiscData.loopMaps.has(floorId)) {
const floor = core.status.maps[floorId];
const width = floor.width;
if (x === 0 && dir === 'left') {
const noPass = core.noPass(width - 1, y);
const move = checkCanMoveExtended(0, y, width - 1, y, 'left');
return { noPass, canMove: move };
} else if (x === width - 1 && dir === 'right') {
const noPass = core.noPass(0, y);
const move = checkCanMoveExtended(width - 1, y, 0, y, 'right');
return { noPass, canMove: move };
}
}
const { x: nx, y: ny } = this.nextLoc(x, y, dir);
const noPass = core.noPass(nx, ny);
const canMove = core.canMoveHero(x, y, dir);
@@ -759,173 +682,6 @@ export class HeroMover extends ObjectMoverBase {
const ny = y + dy;
return { x: nx, y: ny };
}
/**
* 检查前方一格是否会步入传送门
* @param x 横坐标
* @param y 纵坐标
* @param dir 移动方向
*/
private checkPortal(x: number, y: number, dir: Dir): PortalStatus {
const map = BluePalace.portalMap.get(core.status.floorId);
if (!map) {
return { portal: false };
}
const width = core.status.thisMap.width;
const index = x + y * width;
const data = map?.get(index);
if (!data) {
return { portal: false };
}
const to = data[dir];
if (to) {
return { portal: true, data: to };
}
return { portal: false };
}
private renderHeroSwap(data: BluePalace.PortalTo) {
const adapter = HeroMover.adapter;
if (!adapter) return;
const list = adapter.items;
const { x: tx, y: ty, dir: toDir } = data;
const { x, y, direction } = core.status.hero.loc;
const { x: dx } = core.utils.scan[direction];
const { x: tdx } = core.utils.scan[toDir];
const promises = [...list].map(v => {
if (!v.renderable) return;
const renderable = { ...v.renderable };
renderable.render = v.getRenderFromDir(toDir);
renderable.zIndex = ty;
const heroDir = v.moveDir;
const width = v.renderable.render[0][2];
const height = v.renderable.render[0][3];
const cell = v.layer.cellSize;
const restHeight = height - cell;
if (!width || !height) return;
const originFrom = structuredClone(v.renderable.render);
const originTo = structuredClone(renderable.render);
v.layer.moving.add(renderable);
v.layer.requestUpdateMoving();
const start = Date.now();
return new Promise<void>(res => {
const tick = () => {
const now = Date.now();
const progress = (now - start) / this.moveSpeed;
const clipWidth = cell * progress;
const clipHeight = cell * progress;
const beforeWidth = width - clipWidth;
const beforeHeight = height - clipHeight;
v.renderable!.x = x;
v.renderable!.y = y;
if (heroDir === 'left' || heroDir === 'right') {
v.renderable!.x = x + (clipWidth / 2 / cell) * dx;
v.renderable!.render.forEach((v, i) => {
v[2] = beforeWidth;
if (heroDir === 'left') {
v[0] = originFrom[i][0] + clipWidth;
}
});
} else {
v.renderable!.render.forEach((v, i) => {
v[3] = beforeHeight;
if (heroDir === 'up') {
v[1] =
originFrom[i][1] + clipHeight + restHeight;
}
});
}
renderable.x = tx;
renderable.y = ty;
if (toDir === 'left' || toDir === 'right') {
renderable.x = tx + (clipWidth / 2 / cell - 0.5) * tdx;
renderable.render.forEach((v, i) => {
v[2] = clipWidth;
if (toDir === 'right') {
v[0] = originTo[i][0] + beforeWidth;
}
});
} else {
if (toDir === 'down') renderable.y = ty - 1 + progress;
renderable.render.forEach((v, i) => {
v[3] = clipHeight + restHeight;
if (toDir === 'down') {
v[1] = originTo[i][1] + clipHeight + restHeight;
v[3] = clipHeight;
}
});
}
};
v.layer.delegateTicker(tick, this.moveSpeed, () => {
v.renderable!.render = originFrom;
v.setAnimateDir(data.dir);
v.layer.moving.delete(renderable);
v.layer.requestUpdateMoving();
res();
});
});
});
return Promise.all(promises);
}
private renderHeroLoop() {
const adapter = HeroMover.adapter;
const viewport = HeroMover.viewport;
if (!adapter || !viewport) return;
const MotaRenderer = Mota.require('@motajs/render').MotaRenderer;
const render = MotaRenderer.get('render-main');
const group = render?.getElementById('layer-loop') as LayerGroup;
const layer = group?.getLayer('event');
const mainGroup = render?.getElementById('layer-main') as LayerGroup;
const mainLayer = mainGroup?.getLayer('event');
const hero = mainLayer?.getExtends('floor-hero') as HeroRenderer;
const renderable = hero?.renderable;
if (!layer || !hero || !renderable) return;
const { x, y } = core.status.hero.loc;
const width = core.status.thisMap.width;
const loopHero = { ...renderable };
layer.moving.add(loopHero);
let target: number;
let from: number;
if (x === 0) {
from = width;
target = width - 1;
} else {
from = -1;
target = 0;
}
const delta = target - from;
loopHero.x = from;
layer.requestUpdateMoving();
const startTime = Date.now();
return new Promise<void>(res => {
layer.delegateTicker(
() => {
const progress = (Date.now() - startTime) / this.moveSpeed;
const dx = delta * progress;
loopHero.x = dx + from;
layer.update(layer);
},
this.moveSpeed,
() => {
layer.moving.delete(loopHero);
layer.requestUpdateMoving();
viewport.all('setPosition', x === 0 ? width - 1 : 0, y);
res();
}
);
});
}
}
interface HeroMoveCollection {