mirror of
https://github.com/unanmed/HumanBreak.git
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refactor & fix: 插件与进程分离
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41 files changed
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@@ -5,7 +5,6 @@ import {
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} from './ui/achievement';
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import { changeLocalStorage } from './utils';
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import list from '../data/achievement.json';
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import { loading } from '@/core/loader/load';
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export const floors: Record<number, FloorIds[]> = {
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1: ['MT0', 'tower7']
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@@ -22,6 +21,8 @@ export const achiDict: Record<number, number> = {
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1: 0
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};
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const loading = Mota.require('var', 'loading');
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loading.once('coreInit', () => {
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Object.values(floors).forEach((v, i) => {
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const from = core.floorIds.indexOf(v[0]);
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@@ -52,15 +52,15 @@ export function init() {
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const hso = hyper('sin', 'out');
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let time2 = Date.now();
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Mota.rewrite(core.control, '_moveAction_moving', 'front', () => {
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const t = setting.getValue('screen.smoothView', false) ? 200 : 1;
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const t = setting.getValue('screen.smoothView', false) ? 200 : 0;
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if (Date.now() - time2 > 20) tran.mode(hso).time(t).absolute();
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});
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Mota.rewrite(core.control, 'moveDirectly', 'front', () => {
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const t = setting.getValue('screen.smoothView', false) ? 600 : 1;
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const t = setting.getValue('screen.smoothView', false) ? 600 : 0;
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time2 = Date.now();
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tran.mode(hso).time(t).absolute();
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});
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Mota.rewrite(core.events, '_changeFloor_beforeChange', 'front', () => {
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tran.time(1).absolute();
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tran.time(0).absolute();
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});
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}
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@@ -1,245 +0,0 @@
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import { DamageEnemy, ensureFloorDamage, getSingleEnemy } from './damage';
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import { findDir, has } from '../utils';
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export interface CurrentEnemy {
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enemy: DamageEnemy;
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onMapEnemy: DamageEnemy[];
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}
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export function getEnemy(
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x: number,
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y: number,
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floorId: FloorIds = core.status.floorId
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) {
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const enemy = core.status.maps[floorId].enemy.list.find(v => {
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return v.x === x && v.y === y;
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});
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if (!enemy) {
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throw new Error(
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`Get null when getting enemy on '${x},${y}' in '${floorId}'`
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);
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}
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return enemy;
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}
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export function init() {
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core.enemys.canBattle = function (
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x: number,
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y: number,
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floorId: FloorIds = core.status.floorId
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) {
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const enemy = getEnemy(x, y, floorId);
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const { damage } = enemy.calDamage();
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return damage < core.status.hero.hp;
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};
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core.events.battle = function (
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x: number,
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y: number,
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force: boolean = false,
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callback?: () => void
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) {
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core.saveAndStopAutomaticRoute();
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const enemy = getEnemy(x, y);
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// 非强制战斗
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if (!core.enemys.canBattle(x, y) && !force && !core.status.event.id) {
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core.stopSound();
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core.playSound('操作失败');
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core.drawTip('你打不过此怪物!', enemy.id);
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return core.clearContinueAutomaticRoute(callback);
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}
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// 自动存档
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if (!core.status.event.id) core.autosave(true);
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// 战前事件
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// 战后事件
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this.afterBattle(enemy, x, y);
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callback?.();
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};
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core.events.afterBattle = function (
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enemy: DamageEnemy,
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x?: number,
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y?: number
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) {
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const floorId = core.status.floorId;
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const special = enemy.info.special;
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// 播放战斗动画
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let animate: AnimationIds = 'hand';
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// 检查当前装备是否存在攻击动画
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const equipId = core.getEquip(0);
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if (equipId && (core.material.items[equipId].equip || {}).animate)
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animate = core.material.items[equipId].equip.animate;
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// 检查该动画是否存在SE,如果不存在则使用默认音效
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if (!core.material.animates[animate]?.se) core.playSound('attack.mp3');
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// 战斗伤害
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const info = enemy.calDamage(core.status.hero);
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const damage = info.damage;
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// 判定是否致死
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if (damage >= core.status.hero.hp) {
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core.status.hero.hp = 0;
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core.updateStatusBar(false, true);
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core.events.lose('战斗失败');
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return;
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}
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// 扣减体力值并记录统计数据
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core.status.hero.hp -= damage;
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core.status.hero.statistics.battleDamage += damage;
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core.status.hero.statistics.battle++;
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// 智慧之源
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if (special.includes(14) && flags.hard === 2) {
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core.addFlag(
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'inte_' + floorId,
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10
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);
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core.status.hero.mdef -=
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10;
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}
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// 极昼永夜
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if (special.includes(22)) {
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flags[`night_${floorId}`] ??= 0;
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flags[`night_${floorId}`] -= enemy.enemy.night!;
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}
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if (special.includes(23)) {
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flags[`night_${floorId}`] ??= 0;
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flags[`night_${floorId}`] += enemy.enemy.day;
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}
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// if (core.plugin.skillTree.getSkillLevel(11) > 0) {
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// core.plugin.study.declineStudiedSkill();
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// }
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// 如果是融化怪,需要特殊标记一下
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if (special.includes(25) && has(x) && has(y)) {
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flags[`melt_${floorId}`] ??= {};
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flags[`melt_${floorId}`][`${x},${y}`] = enemy.enemy.melt;
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}
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// 获得金币
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const money = enemy.enemy.money;
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core.status.hero.money += money;
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core.status.hero.statistics.money += money;
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// 获得经验
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const exp = enemy.enemy.exp;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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const hint =
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'打败 ' + enemy.enemy.name + ',金币+' + money + ',经验+' + exp;
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core.drawTip(hint, enemy.id);
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if (core.getFlag('bladeOn') && core.getFlag('blade')) {
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core.setFlag('blade', false);
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}
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if (core.getFlag('shieldOn') && core.getFlag('shield')) {
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core.setFlag('shield', false);
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}
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// 事件的处理
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const todo: MotaEvent = [];
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// 战后事件
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if (has(core.status.floorId)) {
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const loc = `${x},${y}` as LocString;
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todo.push(
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...(core.floors[core.status.floorId].afterBattle[loc] ?? [])
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);
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}
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todo.push(...(enemy.enemy.afterBattle ?? []));
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// 如果事件不为空,将其插入
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if (todo.length > 0) core.insertAction(todo, x, y);
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if (has(x) && has(y)) {
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core.drawAnimate(animate, x, y);
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core.removeBlock(x, y);
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} else core.drawHeroAnimate(animate);
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// 如果已有事件正在处理中
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if (core.status.event.id == null) core.continueAutomaticRoute();
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else core.clearContinueAutomaticRoute();
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};
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core.events._sys_battle = function (data: Block, callback?: () => void) {
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// 检查战前事件
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const floor = core.floors[core.status.floorId];
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const beforeBattle: MotaEvent = [];
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const loc = `${data.x},${data.y}` as LocString;
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const enemy = getEnemy(data.x, data.y);
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beforeBattle.push(...(floor.beforeBattle[loc] ?? []));
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beforeBattle.push(...(enemy.enemy.beforeBattle ?? []));
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if (beforeBattle.length > 0) {
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beforeBattle.push({ type: 'battle', x: data.x, y: data.y });
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core.clearContinueAutomaticRoute();
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// 自动存档
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var inAction = core.status.event.id == 'action';
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if (inAction) {
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core.insertAction(beforeBattle, data.x, data.y);
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core.doAction();
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} else {
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core.autosave(true);
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core.insertAction(beforeBattle, data.x, data.y, callback);
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}
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} else {
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this.battle(data.x, data.y, false, callback);
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}
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};
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core.events._action_battle = function (data, x, y, prefix) {
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if (data.id) {
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const enemy = getSingleEnemy(data.id as EnemyIds);
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// todo: 与不在地图上的怪物战斗
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} else {
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if (data.floorId != core.status.floorId) {
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core.doAction();
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return;
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}
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const [ex, ey] = this.__action_getLoc(
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data.loc,
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x,
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y,
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prefix
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) as LocArr;
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this.battle(ex, ey, true, core.doAction);
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}
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};
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core.enemys.getCurrentEnemys = function (floorId = core.status.floorId) {
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floorId = floorId || core.status.floorId;
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const enemys: CurrentEnemy[] = [];
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const used: Record<string, DamageEnemy[]> = {};
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ensureFloorDamage(floorId);
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const floor = core.status.maps[floorId];
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floor.enemy.list.forEach(v => {
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if (!(v.id in used)) {
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const e = new DamageEnemy(v.enemy);
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e.calAttribute();
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e.getRealInfo();
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e.calDamage();
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const curr: CurrentEnemy = {
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enemy: e,
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onMapEnemy: [v]
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};
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enemys.push(curr);
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used[v.id] = curr.onMapEnemy;
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} else {
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used[v.id].push(v);
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}
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});
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return enemys.sort((a, b) => {
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const ad = a.enemy.calDamage().damage;
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const bd = b.enemy.calDamage().damage;
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return ad - bd;
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});
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};
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}
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@@ -1,952 +0,0 @@
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import { getHeroStatusOf, getHeroStatusOn } from '../hero';
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import { Range, RangeCollection } from '../range';
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import { checkV2, ensureArray, formatDamage, has, manhattan } from '../utils';
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interface HaloType {
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square: {
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x: number;
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y: number;
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d: number;
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};
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}
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interface EnemyInfo {
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atk: number;
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def: number;
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hp: number;
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special: number[];
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damageDecline: number;
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atkBuff: number;
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defBuff: number;
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hpBuff: number;
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enemy: Enemy;
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x?: number;
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y?: number;
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floorId?: FloorIds;
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}
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interface DamageInfo {
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damage: number;
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/** 自动切换技能时使用的技能 */
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skill?: number;
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}
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interface MapDamage {
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damage: number;
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type: Set<string>;
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mockery?: LocArr[];
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}
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interface HaloData<T extends keyof HaloType = keyof HaloType> {
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type: T;
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data: HaloType[T];
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special: number;
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from?: DamageEnemy;
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}
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interface DamageDelta {
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/** 跟最小伤害值的减伤 */
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delta: number;
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damage: number;
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info: DamageInfo;
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}
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interface CriticalDamageDelta extends Omit<DamageDelta, 'info'> {
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/** 勇士的攻击增量 */
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atkDelta: number;
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}
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type HaloFn = (info: EnemyInfo, enemy: Enemy) => void;
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/** 光环属性 */
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export const haloSpecials: number[] = [8, 21, 25, 26, 27];
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export class EnemyCollection implements RangeCollection<DamageEnemy> {
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floorId: FloorIds;
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list: DamageEnemy[] = [];
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range: Range<DamageEnemy> = new Range(this);
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mapDamage: Record<string, MapDamage> = {};
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haloList: HaloData[] = [];
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constructor(floorId: FloorIds) {
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this.floorId = floorId;
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this.extract();
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}
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get(x: number, y: number) {
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return this.list.find(v => v.x === x && v.y === y);
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}
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/**
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* 解析本地图的怪物信息
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*/
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extract() {
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this.list = [];
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core.extractBlocks(this.floorId);
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core.status.maps[this.floorId].blocks.forEach(v => {
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if (v.event.cls !== 'enemy48' && v.event.cls !== 'enemys') return;
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const enemy = core.material.enemys[v.event.id as EnemyIds];
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this.list.push(
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new DamageEnemy(enemy, v.x, v.y, this.floorId, this)
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);
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});
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}
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/**
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* 计算怪物真实属性
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* @param noCache 是否不使用缓存
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*/
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calRealAttribute() {
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this.haloList = [];
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this.list.forEach(v => {
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v.reset();
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v.preProvideHalo();
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});
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this.list.forEach(v => {
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v.calAttribute();
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v.provideHalo();
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});
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this.list.forEach(v => {
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v.getRealInfo();
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});
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}
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/**
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* 计算怪物伤害
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* @param noCache 是否不使用缓存
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*/
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calDamage(noCache: boolean = false) {
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if (noCache) this.calRealAttribute();
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this.list.forEach(v => {
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v.calDamage(void 0);
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});
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}
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/**
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* 计算地图伤害
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*/
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calMapDamage() {
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this.mapDamage = {};
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const hero = getHeroStatusOn(realStatus, this.floorId);
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this.list.forEach(v => {
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v.calMapDamage(this.mapDamage, hero);
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});
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}
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/**
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* 向怪物施加光环
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* @param type 光环的范围类型
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* @param data 光环范围信息
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* @param halo 光环效果函数
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* @param recursion 是否递归施加,只有在光环预平衡阶段会使用到
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*/
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applyHalo<K extends keyof HaloType>(
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type: K,
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data: HaloType[K],
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halo: HaloFn | HaloFn[],
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recursion: boolean = false
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) {
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const arr = ensureArray(halo);
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const enemy = this.range.scan(type, data);
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if (!recursion) {
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arr.forEach(v => {
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enemy.forEach(e => {
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e.injectHalo(v, e.enemy);
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});
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});
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} else {
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enemy.forEach(e => {
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arr.forEach(v => {
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e.injectHalo(v, e.enemy);
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e.preProvideHalo();
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});
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});
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}
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}
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/**
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* 预平衡光环
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*/
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preBalanceHalo() {
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this.list.forEach(v => {
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v.preProvideHalo();
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});
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}
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render(onMap: boolean = false, cal: boolean = false) {
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if (cal) {
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this.calMapDamage();
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}
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core.status.damage.data = [];
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core.status.damage.extraData = [];
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core.status.damage.dir = [];
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// 怪物伤害
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this.list.forEach(v => {
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if (onMap && !checkV2(v.x, v.y)) return;
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const { damage } = v.calDamage();
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// 伤害全部相等,绘制在怪物本身所在位置
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const { damage: dam, color } = formatDamage(damage);
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const critical = v.calCritical(1)[0];
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core.status.damage.data.push({
|
||||
text: dam,
|
||||
px: 32 * v.x! + 1,
|
||||
py: 32 * (v.y! + 1) - 1,
|
||||
color: color
|
||||
});
|
||||
const criGem = core.getLocalStorage('criticalGem', false);
|
||||
const n = critical?.atkDelta ?? Infinity;
|
||||
const ratio = core.status.maps[this.floorId].ratio;
|
||||
const cri = criGem ? Math.ceil(n / ratio) : n;
|
||||
|
||||
core.status.damage.data.push({
|
||||
text: isFinite(cri) ? cri.toString() : '?',
|
||||
px: 32 * v.x! + 1,
|
||||
py: 32 * (v.y! + 1) - 11,
|
||||
color: '#fff'
|
||||
});
|
||||
});
|
||||
|
||||
// 地图伤害
|
||||
const floor = core.status.maps[this.floorId];
|
||||
const width = floor.width;
|
||||
const height = floor.height;
|
||||
const objs = core.getMapBlocksObj(this.floorId);
|
||||
|
||||
const startX =
|
||||
onMap && core.bigmap.v2
|
||||
? Math.max(0, core.bigmap.posX - core.bigmap.extend)
|
||||
: 0;
|
||||
const endX =
|
||||
onMap && core.bigmap.v2
|
||||
? Math.min(
|
||||
width,
|
||||
core.bigmap.posX + core._WIDTH_ + core.bigmap.extend + 1
|
||||
)
|
||||
: width;
|
||||
const startY =
|
||||
onMap && core.bigmap.v2
|
||||
? Math.max(0, core.bigmap.posY - core.bigmap.extend)
|
||||
: 0;
|
||||
const endY =
|
||||
onMap && core.bigmap.v2
|
||||
? Math.min(
|
||||
height,
|
||||
core.bigmap.posY + core._HEIGHT_ + core.bigmap.extend + 1
|
||||
)
|
||||
: height;
|
||||
|
||||
for (let x = startX; x < endX; x++) {
|
||||
for (let y = startY; y < endY; y++) {
|
||||
const id = `${x},${y}` as LocString;
|
||||
const dam = this.mapDamage[id];
|
||||
if (!dam || objs[id]?.event.noPass) continue;
|
||||
|
||||
// 地图伤害
|
||||
if (dam.damage !== 0) {
|
||||
const damage = core.formatBigNumber(dam.damage, true);
|
||||
const color = dam.damage < 0 ? '#6eff6a' : '#fa3';
|
||||
core.status.damage.extraData.push({
|
||||
text: damage,
|
||||
px: 32 * x + 16,
|
||||
py: 32 * y + 16,
|
||||
color,
|
||||
alpha: 1
|
||||
});
|
||||
}
|
||||
|
||||
// 电摇嘲讽
|
||||
if (dam.mockery) {
|
||||
dam.mockery.sort((a, b) =>
|
||||
a[0] === b[0] ? a[1] - b[1] : a[0] - b[0]
|
||||
);
|
||||
const [tx, ty] = dam.mockery[0];
|
||||
const dir =
|
||||
x > tx ? '←' : x < tx ? '→' : y > ty ? '↑' : '↓';
|
||||
core.status.damage.extraData.push({
|
||||
text: '嘲' + dir,
|
||||
px: 32 * x + 16,
|
||||
py: 32 * (y + 1) - 14,
|
||||
color: '#fd4',
|
||||
alpha: 1
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class DamageEnemy<T extends EnemyIds = EnemyIds> {
|
||||
id: T;
|
||||
x?: number;
|
||||
y?: number;
|
||||
floorId?: FloorIds;
|
||||
enemy: Enemy<T>;
|
||||
col?: EnemyCollection;
|
||||
|
||||
/**
|
||||
* 怪物属性。
|
||||
* 属性计算流程:预平衡光环(即计算加光环的光环怪的光环) -> 计算怪物在没有光环下的属性
|
||||
* -> provide inject 光环 -> 计算怪物的光环加成 -> 计算完毕
|
||||
*/
|
||||
info!: EnemyInfo;
|
||||
|
||||
/** 向其他怪提供过的光环 */
|
||||
providedHalo: number[] = [];
|
||||
|
||||
/**
|
||||
* 伤害计算进度,0 -> 预平衡光环 -> 1 -> 计算没有光环的属性 -> 2 -> provide inject 光环
|
||||
* -> 3 -> 计算光环加成 -> 4 -> 计算完毕
|
||||
*/
|
||||
private progress: number = 0;
|
||||
|
||||
constructor(
|
||||
enemy: Enemy<T>,
|
||||
x?: number,
|
||||
y?: number,
|
||||
floorId?: FloorIds,
|
||||
col?: EnemyCollection
|
||||
) {
|
||||
this.id = enemy.id;
|
||||
this.enemy = enemy;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.floorId = floorId;
|
||||
this.col = col;
|
||||
this.reset();
|
||||
}
|
||||
|
||||
reset() {
|
||||
const enemy = this.enemy;
|
||||
this.info = {
|
||||
hp: enemy.hp,
|
||||
atk: enemy.atk,
|
||||
def: enemy.def,
|
||||
special: enemy.special.slice(),
|
||||
damageDecline: 0,
|
||||
atkBuff: 0,
|
||||
defBuff: 0,
|
||||
hpBuff: 0,
|
||||
enemy: this.enemy,
|
||||
x: this.x,
|
||||
y: this.y,
|
||||
floorId: this.floorId
|
||||
};
|
||||
this.progress = 0;
|
||||
this.providedHalo = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物在不计光环下的属性,在inject光环之前,预平衡光环之后执行
|
||||
*/
|
||||
calAttribute() {
|
||||
if (this.progress !== 1 && has(this.x) && has(this.floorId)) return;
|
||||
this.progress = 2;
|
||||
const special = this.info.special;
|
||||
const info = this.info;
|
||||
const floorId = this.floorId ?? core.status.floorId;
|
||||
|
||||
// 智慧之源
|
||||
if (flags.hard === 2 && special.includes(14)) {
|
||||
info.atk += flags[`inte_${floorId}`] ?? 0;
|
||||
}
|
||||
|
||||
// 极昼永夜
|
||||
info.atk -= flags[`night_${floorId}`] ?? 0;
|
||||
info.def -= flags[`night_${floorId}`] ?? 0;
|
||||
|
||||
// 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
|
||||
if (has(flags[`melt_${floorId}`]) && has(this.x) && has(this.y)) {
|
||||
for (const [loc, per] of Object.entries(flags[`melt_${floorId}`])) {
|
||||
const [mx, my] = loc.split(',').map(v => parseInt(v));
|
||||
if (Math.abs(mx - this.x) <= 1 && Math.abs(my - this.y) <= 1) {
|
||||
info.atkBuff += per as number;
|
||||
info.defBuff += per as number;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物的真实属性信息,在inject光环后执行
|
||||
*/
|
||||
getRealInfo() {
|
||||
if (this.progress < 3 && has(this.x) && has(this.floorId)) {
|
||||
throw new Error(
|
||||
`Unexpected early real info calculating. Progress: ${this.progress}`
|
||||
);
|
||||
}
|
||||
if (this.progress === 4) return this.info;
|
||||
this.progress = 4;
|
||||
|
||||
// 此时已经inject光环,因此直接计算真实属性
|
||||
const info = this.info;
|
||||
|
||||
info.atk = Math.floor(info.atk * (info.atkBuff / 100 + 1));
|
||||
info.def = Math.floor(info.def * (info.defBuff / 100 + 1));
|
||||
info.hp = Math.floor(info.hp * (info.hpBuff / 100 + 1));
|
||||
|
||||
return this.info;
|
||||
}
|
||||
|
||||
getHaloSpecials(): number[] {
|
||||
if (!this.floorId) return [];
|
||||
if (!has(this.x) || !has(this.y)) return [];
|
||||
const special = this.info.special ?? this.enemy.special;
|
||||
const filter = special.filter(v => {
|
||||
return haloSpecials.includes(v) && !this.providedHalo.includes(v);
|
||||
});
|
||||
if (filter.length === 0) return [];
|
||||
const collection = this.col ?? core.status.maps[this.floorId].enemy;
|
||||
if (!collection) {
|
||||
throw new Error(
|
||||
`Unexpected undefined of enemy collection in floor ${this.floorId}.`
|
||||
);
|
||||
}
|
||||
return filter;
|
||||
}
|
||||
|
||||
/**
|
||||
* 光环预提供,用于平衡所有怪的光环属性,避免出现不同情况下光环效果不一致的现象
|
||||
*/
|
||||
preProvideHalo() {
|
||||
if (this.progress !== 0) return;
|
||||
this.progress = 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* 向其他怪提供光环
|
||||
*/
|
||||
provideHalo() {
|
||||
if (this.progress !== 2) return;
|
||||
this.progress = 3;
|
||||
if (!this.floorId) return;
|
||||
if (!has(this.x) || !has(this.y)) return;
|
||||
const col = this.col ?? core.status.maps[this.floorId].enemy;
|
||||
if (!col) return;
|
||||
const special = this.getHaloSpecials();
|
||||
|
||||
const square7: HaloFn[] = [];
|
||||
const square5: HaloFn[] = [];
|
||||
|
||||
// e 是被加成怪的属性,enemy 是施加光环的怪
|
||||
|
||||
// 抱团
|
||||
if (special.includes(8)) {
|
||||
square5.push((e, enemy) => {
|
||||
if (
|
||||
e.special.includes(8) &&
|
||||
(e.x !== this.x || this.y !== e.y)
|
||||
) {
|
||||
e.atkBuff += enemy.together ?? 0;
|
||||
e.defBuff += enemy.together ?? 0;
|
||||
}
|
||||
});
|
||||
this.providedHalo.push(8);
|
||||
}
|
||||
|
||||
// 冰封光环
|
||||
if (special.includes(21)) {
|
||||
square7.push(e => {
|
||||
e.damageDecline += this.enemy.iceHalo ?? 0;
|
||||
});
|
||||
this.providedHalo.push(21);
|
||||
col.haloList.push({
|
||||
type: 'square',
|
||||
data: { x: this.x, y: this.y, d: 7 },
|
||||
special: 21,
|
||||
from: this
|
||||
});
|
||||
}
|
||||
|
||||
// 冰封之核
|
||||
if (special.includes(26)) {
|
||||
square5.push(e => {
|
||||
e.defBuff += this.enemy.iceCore ?? 0;
|
||||
});
|
||||
this.providedHalo.push(26);
|
||||
col.haloList.push({
|
||||
type: 'square',
|
||||
data: { x: this.x, y: this.y, d: 5 },
|
||||
special: 26,
|
||||
from: this
|
||||
});
|
||||
}
|
||||
|
||||
// 火焰之核
|
||||
if (special.includes(27)) {
|
||||
square5.push(e => {
|
||||
e.atkBuff += this.enemy.fireCore ?? 0;
|
||||
});
|
||||
this.providedHalo.push(27);
|
||||
col.haloList.push({
|
||||
type: 'square',
|
||||
data: { x: this.x, y: this.y, d: 5 },
|
||||
special: 27,
|
||||
from: this
|
||||
});
|
||||
}
|
||||
|
||||
col.applyHalo('square', { x: this.x, y: this.y, d: 7 }, square7);
|
||||
col.applyHalo('square', { x: this.x, y: this.y, d: 5 }, square5);
|
||||
}
|
||||
|
||||
/**
|
||||
* 接受其他怪的光环
|
||||
*/
|
||||
injectHalo(halo: HaloFn, enemy: Enemy) {
|
||||
halo(this.info, enemy);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物伤害
|
||||
*/
|
||||
calDamage(hero: Partial<HeroStatus> = core.status.hero) {
|
||||
const enemy = this.getRealInfo();
|
||||
return this.calEnemyDamageOf(hero, enemy);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算地图伤害
|
||||
* @param damage 存入的对象
|
||||
*/
|
||||
calMapDamage(
|
||||
damage: Record<string, MapDamage> = {},
|
||||
hero: Partial<HeroStatus> = getHeroStatusOn(realStatus)
|
||||
) {
|
||||
if (!has(this.x) || !has(this.y) || !has(this.floorId)) return damage;
|
||||
const enemy = this.enemy;
|
||||
const floor = core.status.maps[this.floorId];
|
||||
const w = floor.width;
|
||||
const h = floor.height;
|
||||
|
||||
// 突刺
|
||||
if (this.info.special.includes(15)) {
|
||||
const range = enemy.range ?? 1;
|
||||
const startX = Math.max(0, this.x - range);
|
||||
const startY = Math.max(0, this.y - range);
|
||||
const endX = Math.min(floor.width - 1, this.x + range);
|
||||
const endY = Math.min(floor.height - 1, this.y + range);
|
||||
const dam = Math.max((enemy.value ?? 0) - hero.def!, 0);
|
||||
|
||||
for (let x = startX; x <= endX; x++) {
|
||||
for (let y = startY; y <= endY; y++) {
|
||||
if (
|
||||
!enemy.zoneSquare &&
|
||||
manhattan(x, y, this.x, this.y) > range
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
const loc = `${x},${y}`;
|
||||
this.setMapDamage(damage, loc, dam, '突刺');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 射击
|
||||
if (this.info.special.includes(24)) {
|
||||
const dirs: Dir[] = ['left', 'down', 'up', 'right'];
|
||||
const dam = Math.max((enemy.atk ?? 0) - hero.def!, 0);
|
||||
const objs = core.getMapBlocksObj(this.floorId);
|
||||
|
||||
for (const dir of dirs) {
|
||||
let x = this.x;
|
||||
let y = this.y;
|
||||
const { x: dx, y: dy } = core.utils.scan[dir];
|
||||
while (x >= 0 && y >= 0 && x < w && y < h) {
|
||||
x += dx;
|
||||
y += dy;
|
||||
const loc = `${x},${y}` as LocString;
|
||||
const block = objs[loc];
|
||||
if (
|
||||
block &&
|
||||
block.event.noPass &&
|
||||
block.event.cls !== 'enemys' &&
|
||||
block.event.cls !== 'enemy48' &&
|
||||
block.id !== 141 &&
|
||||
block.id !== 151
|
||||
) {
|
||||
break;
|
||||
}
|
||||
this.setMapDamage(damage, loc, dam, '射击');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 电摇嘲讽
|
||||
if (this.info.special.includes(19)) {
|
||||
const objs = core.getMapBlocksObj(this.floorId);
|
||||
for (let nx = 0; nx < w; nx++) {
|
||||
const loc = `${nx},${this.y}` as LocString;
|
||||
const block = objs[loc];
|
||||
if (!block?.event.noPass) {
|
||||
damage[loc] ??= { damage: 0, type: new Set() };
|
||||
damage[loc].mockery ??= [];
|
||||
damage[loc].mockery!.push([this.x, this.y]);
|
||||
}
|
||||
}
|
||||
for (let ny = 0; ny < h; ny++) {
|
||||
const loc = `${this.x},${ny}` as LocString;
|
||||
const block = objs[loc];
|
||||
if (!block?.event.noPass) {
|
||||
damage[loc] ??= { damage: 0, type: new Set() };
|
||||
damage[loc].mockery ??= [];
|
||||
damage[loc].mockery!.push([this.x, this.y]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
private setMapDamage(
|
||||
damage: Record<string, MapDamage>,
|
||||
loc: string,
|
||||
dam: number,
|
||||
type: string
|
||||
) {
|
||||
damage[loc] ??= { damage: 0, type: new Set() };
|
||||
damage[loc].damage += dam;
|
||||
damage[loc].type.add(type);
|
||||
}
|
||||
|
||||
private calEnemyDamageOf(hero: Partial<HeroStatus>, enemy: EnemyInfo) {
|
||||
const status = getHeroStatusOf(hero, realStatus, this.floorId);
|
||||
let damage = calDamageWith(enemy, status) ?? Infinity;
|
||||
let skill = -1;
|
||||
|
||||
// 自动切换技能
|
||||
if (flags.autoSkill) {
|
||||
for (let i = 0; i < skills.length; i++) {
|
||||
const [unlock, condition] = skills[i];
|
||||
if (!flags[unlock]) continue;
|
||||
flags[condition] = true;
|
||||
const status = getHeroStatusOf(hero, realStatus);
|
||||
|
||||
const d = calDamageWith(enemy, status) ?? Infinity;
|
||||
|
||||
if (d < damage) {
|
||||
damage = d;
|
||||
skill = i;
|
||||
}
|
||||
flags[condition] = false;
|
||||
}
|
||||
}
|
||||
|
||||
return { damage, skill };
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物临界,计算临界时,根据当前方向计算临界,但也会输出与当前最少伤害的伤害差值
|
||||
* @param num 要计算多少个临界
|
||||
* @param dir 从怪物位置指向勇士的方向
|
||||
* @param hero 勇士属性,最终结果将会与由此属性计算出的伤害相减计算减伤
|
||||
*/
|
||||
calCritical(
|
||||
num: number = 1,
|
||||
hero: Partial<HeroStatus> = core.status.hero
|
||||
): CriticalDamageDelta[] {
|
||||
const origin = this.calDamage(hero);
|
||||
const seckill = this.getSeckillAtk();
|
||||
return this.calCriticalWith(num, seckill, origin, hero);
|
||||
}
|
||||
|
||||
/**
|
||||
* 二分计算怪物临界
|
||||
* @param num 计算的临界数量
|
||||
* @param min 当前怪物伤害最小值
|
||||
* @param seckill 秒杀怪物时的攻击
|
||||
* @param hero 勇士真实属性
|
||||
*/
|
||||
private calCriticalWith(
|
||||
num: number,
|
||||
seckill: number,
|
||||
origin: DamageInfo,
|
||||
hero: Partial<HeroStatus>
|
||||
): CriticalDamageDelta[] {
|
||||
// todo: 可以优化,根据之前的计算可以直接确定下一个临界的范围
|
||||
if (!isFinite(seckill)) return [];
|
||||
|
||||
const res: CriticalDamageDelta[] = [];
|
||||
const def = hero.def!;
|
||||
const precision =
|
||||
(seckill < Number.MAX_SAFE_INTEGER ? 1 : seckill / 1e15) * 2;
|
||||
const enemy = this.getRealInfo();
|
||||
|
||||
let curr = hero.atk!;
|
||||
let start = curr;
|
||||
let end = seckill;
|
||||
let ori = origin.damage;
|
||||
|
||||
const calDam = () => {
|
||||
return this.calEnemyDamageOf({ atk: curr, def }, enemy).damage;
|
||||
};
|
||||
|
||||
let i = 0;
|
||||
while (res.length < num) {
|
||||
if (end - start <= precision) {
|
||||
// 到达二分所需精度,计算临界准确值
|
||||
let cal = false;
|
||||
for (const v of [(start + end) / 2, end]) {
|
||||
curr = v;
|
||||
const dam = calDam();
|
||||
if (dam < ori) {
|
||||
res.push({
|
||||
damage: dam,
|
||||
atkDelta: Math.ceil(v - hero.atk!),
|
||||
delta: dam - ori
|
||||
});
|
||||
|
||||
start = v;
|
||||
end = seckill;
|
||||
cal = true;
|
||||
ori = dam;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!cal) break;
|
||||
}
|
||||
curr = Math.floor((start + end) / 2);
|
||||
|
||||
const damage = calDam();
|
||||
|
||||
if (damage < ori) {
|
||||
end = curr;
|
||||
} else {
|
||||
start = curr;
|
||||
}
|
||||
if (i++ >= 10000) {
|
||||
console.warn(
|
||||
`Unexpected endless loop in calculating critical.` +
|
||||
`Enemy Id: ${this.id}. Loc: ${this.x},${this.y}. Floor: ${this.floorId}`
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (res.length === 0) {
|
||||
curr = hero.atk!;
|
||||
const dam = calDam();
|
||||
res.push({
|
||||
damage: dam,
|
||||
atkDelta: 0,
|
||||
delta: 0
|
||||
});
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算n防减伤
|
||||
* @param num 要加多少防御
|
||||
* @param dir 从怪物位置指向勇士的方向
|
||||
* @param hero 勇士属性,最终结果将会与由此属性计算出的伤害相减计算减伤
|
||||
*/
|
||||
calDefDamage(
|
||||
num: number = 1,
|
||||
hero: Partial<HeroStatus> = core.status.hero
|
||||
): DamageDelta {
|
||||
const damage = this.calDamage({
|
||||
def: (hero.def ?? core.status.hero.def) + num
|
||||
});
|
||||
const origin = this.calDamage(hero);
|
||||
const finite = isFinite(damage.damage);
|
||||
|
||||
return {
|
||||
damage: damage.damage,
|
||||
info: damage,
|
||||
delta: finite ? damage.damage - origin.damage : Infinity
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物秒杀时所需的攻击
|
||||
*/
|
||||
getSeckillAtk(): number {
|
||||
const info = this.getRealInfo();
|
||||
const add = info.def + info.hp - core.status.hero.mana;
|
||||
|
||||
// 坚固,不可能通过攻击秒杀
|
||||
if (info.special.includes(3)) {
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
// 列方程求解,拿笔算一下就知道了
|
||||
// 饥渴,会偷取勇士攻击
|
||||
if (info.special.includes(7)) {
|
||||
if (info.damageDecline === 0) {
|
||||
return add / (1 - this.enemy.hungry! / 100);
|
||||
} else {
|
||||
return (
|
||||
(info.hp / (1 - info.damageDecline / 100) -
|
||||
core.status.hero.mana +
|
||||
info.def) /
|
||||
(1 - this.enemy.hungry! / 100)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 霜冻
|
||||
if (info.special.includes(20) && !core.hasEquip('I589')) {
|
||||
return (
|
||||
info.def +
|
||||
info.hp / (1 - this.enemy.ice! / 100) -
|
||||
core.status.hero.mana
|
||||
);
|
||||
}
|
||||
|
||||
if (info.damageDecline !== 0) {
|
||||
return (
|
||||
info.def +
|
||||
info.hp / (1 - info.damageDecline / 100) -
|
||||
core.status.hero.mana
|
||||
);
|
||||
} else {
|
||||
return add;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算伤害时会用到的勇士属性,攻击防御,其余的不会有buff加成,直接从core.status.hero取
|
||||
*/
|
||||
const realStatus: (keyof HeroStatus)[] = ['atk', 'def'];
|
||||
/**
|
||||
* 主动技能列表
|
||||
*/
|
||||
const skills: [unlock: string, condition: string][] = [
|
||||
['bladeOn', 'blade'],
|
||||
['shieldOn', 'shield']
|
||||
];
|
||||
|
||||
/**
|
||||
* 计算怪物伤害
|
||||
* @param info 怪物信息
|
||||
* @param hero 勇士信息
|
||||
*/
|
||||
export function calDamageWith(
|
||||
info: EnemyInfo,
|
||||
hero: Partial<HeroStatus>
|
||||
): number | null {
|
||||
const { hp, hpmax, mana, mdef } = core.status.hero;
|
||||
let { atk, def } = hero as HeroStatus;
|
||||
let { hp: monHp, atk: monAtk, def: monDef, special, enemy } = info;
|
||||
|
||||
let damage = 0;
|
||||
|
||||
// 饥渴
|
||||
if (special.includes(7)) {
|
||||
const delta = Math.floor((atk * enemy.hungry!) / 100);
|
||||
atk -= delta;
|
||||
monAtk += delta;
|
||||
}
|
||||
|
||||
let heroPerDamage: number;
|
||||
|
||||
// 绝对防御
|
||||
if (special.includes(9)) {
|
||||
heroPerDamage = atk + mana - monDef;
|
||||
if (heroPerDamage <= 0) return null;
|
||||
} else if (special.includes(3)) {
|
||||
// 由于坚固的特性,只能放到这来计算了
|
||||
if (atk > enemy.def) heroPerDamage = 1 + mana;
|
||||
else return null;
|
||||
} else {
|
||||
heroPerDamage = atk - monDef;
|
||||
if (heroPerDamage > 0) heroPerDamage += mana;
|
||||
else return null;
|
||||
}
|
||||
|
||||
// 霜冻
|
||||
if (special.includes(20) && !core.hasEquip('I589')) {
|
||||
heroPerDamage *= 1 - enemy.ice! / 100;
|
||||
}
|
||||
|
||||
heroPerDamage *= 1 - info.damageDecline / 100;
|
||||
|
||||
let enemyPerDamage: number;
|
||||
|
||||
// 魔攻
|
||||
if (special.includes(2) || special.includes(13)) {
|
||||
enemyPerDamage = monAtk;
|
||||
} else {
|
||||
enemyPerDamage = monAtk - def;
|
||||
if (enemyPerDamage < 0) enemyPerDamage = 0;
|
||||
}
|
||||
|
||||
// 先攻
|
||||
if (special.includes(17)) {
|
||||
damage += enemyPerDamage;
|
||||
}
|
||||
|
||||
// 连击
|
||||
if (special.includes(4)) enemyPerDamage *= 2;
|
||||
if (special.includes(5)) enemyPerDamage *= 3;
|
||||
if (special.includes(6)) enemyPerDamage *= enemy.n!;
|
||||
|
||||
// 苍蓝刻
|
||||
if (special.includes(28)) {
|
||||
heroPerDamage *= 1 - enemy.paleShield! / 100;
|
||||
}
|
||||
|
||||
let turn = Math.ceil(monHp / heroPerDamage);
|
||||
|
||||
// 致命一击
|
||||
if (special.includes(1)) {
|
||||
const times = Math.floor(turn / 5);
|
||||
damage += ((times * (enemy.crit! - 100)) / 100) * enemyPerDamage;
|
||||
}
|
||||
|
||||
// 勇气之刃
|
||||
if (turn > 1 && special.includes(10)) {
|
||||
damage += (enemy.courage! / 100 - 1) * enemyPerDamage;
|
||||
}
|
||||
|
||||
// 勇气冲锋
|
||||
if (special.includes(11)) {
|
||||
damage += (enemy.charge! / 100) * enemyPerDamage;
|
||||
turn += 5;
|
||||
}
|
||||
|
||||
damage += (turn - 1) * enemyPerDamage;
|
||||
// 无上之盾
|
||||
if (flags.superSheild) {
|
||||
damage -= mdef / 10;
|
||||
}
|
||||
// 生命回复
|
||||
damage -= hpmax * turn;
|
||||
if (flags.hard === 1) damage *= 0.9;
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
export function ensureFloorDamage(floorId: FloorIds) {
|
||||
const floor = core.status.maps[floorId];
|
||||
floor.enemy ??= new EnemyCollection(floorId);
|
||||
}
|
||||
|
||||
export function getSingleEnemy(id: EnemyIds) {
|
||||
const e = core.material.enemys[id];
|
||||
const enemy = new DamageEnemy(e);
|
||||
enemy.calAttribute();
|
||||
enemy.getRealInfo();
|
||||
enemy.calDamage(core.status.hero);
|
||||
return enemy;
|
||||
}
|
||||
|
||||
declare global {
|
||||
interface PluginDeclaration {
|
||||
damage: {
|
||||
Enemy: typeof DamageEnemy;
|
||||
Collection: typeof EnemyCollection;
|
||||
};
|
||||
}
|
||||
|
||||
interface Floor {
|
||||
enemy: EnemyCollection;
|
||||
}
|
||||
}
|
||||
@@ -1,204 +0,0 @@
|
||||
import { getHeroStatusOn } from '../hero';
|
||||
|
||||
export interface SpecialDeclaration {
|
||||
code: number;
|
||||
name: string | ((enemy: Enemy) => string);
|
||||
desc: string | ((enemy: Enemy) => string);
|
||||
color: string;
|
||||
}
|
||||
|
||||
export const specials: SpecialDeclaration[] = [
|
||||
{
|
||||
code: 0,
|
||||
name: '空',
|
||||
desc: '空',
|
||||
color: '#fff'
|
||||
},
|
||||
{
|
||||
code: 1,
|
||||
name: '致命一击',
|
||||
desc: enemy => `怪物每5回合触发一次强力攻击,造成${enemy.crit}%的伤害`,
|
||||
color: '#fc3'
|
||||
},
|
||||
{
|
||||
code: 2,
|
||||
name: '恶毒',
|
||||
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 => `${enemy.n}连击`,
|
||||
desc: enemy => `怪物每回合攻击${enemy.n}次`,
|
||||
color: '#fe7'
|
||||
},
|
||||
{
|
||||
code: 7,
|
||||
name: '饥渴',
|
||||
desc: enemy =>
|
||||
`战斗前,怪物降低勇士${enemy.hungry}%的攻击,并加在自己身上`,
|
||||
color: '#b67'
|
||||
},
|
||||
{
|
||||
code: 8,
|
||||
name: '抱团',
|
||||
desc: enemy =>
|
||||
`怪物周围5×5范围内每有一个拥有该属性的怪物,自身攻防就增加${enemy.together}%(线性叠加)`,
|
||||
color: '#fa4'
|
||||
},
|
||||
{
|
||||
code: 9,
|
||||
name: '绝对防御',
|
||||
desc: '怪物的奇特护甲可以让勇士的额外攻击失效,攻击变为基础攻击+额外攻击',
|
||||
color: '#80eed6'
|
||||
},
|
||||
{
|
||||
code: 10,
|
||||
name: '勇气之刃',
|
||||
desc: enemy => `怪物第一回合造成${enemy.courage}%的伤害`,
|
||||
color: '#b0c0dd'
|
||||
},
|
||||
{
|
||||
code: 11,
|
||||
name: '勇气冲锋',
|
||||
desc: enemy =>
|
||||
`怪物首先攻击,造成${enemy.charge}%的伤害,并眩晕勇士5回合`,
|
||||
color: '#ff00d2'
|
||||
},
|
||||
{
|
||||
code: 12,
|
||||
name: '追猎',
|
||||
desc: '当勇士移动到该怪物的水平或竖直方向上时,怪物向勇士移动一格',
|
||||
color: '#9e8'
|
||||
},
|
||||
{
|
||||
code: 13,
|
||||
name: '魔攻',
|
||||
desc: '怪物攻击无视勇士的防御',
|
||||
color: '#bbb0ff'
|
||||
},
|
||||
{
|
||||
code: 14,
|
||||
name: '智慧之源',
|
||||
desc: '困难难度下(简单难度没有效果),战斗后,怪物会吸取勇士30%的智慧(勇士智慧向下取整至整十)加在本层的拥有该属性的怪物攻击上',
|
||||
color: '#bbeef0'
|
||||
},
|
||||
{
|
||||
code: 15,
|
||||
name: '突刺',
|
||||
desc: enemy =>
|
||||
`勇士走到怪物怪物周围四格时,怪物对勇士造成${core.formatBigNumber(
|
||||
Math.max((enemy.value || 0) - getHeroStatusOn('def'))
|
||||
)}点伤害`,
|
||||
color: '#c677dd'
|
||||
},
|
||||
{
|
||||
code: 16,
|
||||
name: '空',
|
||||
desc: '空',
|
||||
color: '#fff'
|
||||
},
|
||||
{
|
||||
code: 17,
|
||||
name: '先攻',
|
||||
desc: '战斗时,怪物首先攻击',
|
||||
color: '#b0b666'
|
||||
},
|
||||
{
|
||||
code: 18,
|
||||
name: '阻击',
|
||||
desc: enemy =>
|
||||
`经过怪物十字范围内时怪物后退一格,同时对勇士造成${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'
|
||||
}
|
||||
];
|
||||
@@ -1,4 +1,4 @@
|
||||
import { ensureFloorDamage } from '../enemy/damage';
|
||||
import { ensureFloorDamage } from '@/game/enemy/damage';
|
||||
|
||||
export function init() {
|
||||
core.control.updateDamage = function (floorId = core.status.floorId, ctx) {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { getEnemy } from '../enemy/battle';
|
||||
import { getEnemy } from '@/game/enemy/battle';
|
||||
import { formatDamage } from '../utils';
|
||||
|
||||
export function init() {
|
||||
|
||||
@@ -2,14 +2,12 @@
|
||||
import * as fiveLayer from './fiveLayer';
|
||||
import * as heroFourFrames from './fx/heroFourFrames';
|
||||
import * as itemDetail from './fx/itemDetail';
|
||||
import * as checkBlock from './enemy/checkblock';
|
||||
import * as replay from './replay';
|
||||
import * as ui from './ui';
|
||||
import * as rewrite from './fx/rewrite';
|
||||
import * as halo from './fx/halo';
|
||||
import * as hero from './hero';
|
||||
import * as loopMap from './loopMap';
|
||||
import * as remainEnemy from './enemy/remainEnemy';
|
||||
import * as removeMap from './removeMap';
|
||||
import * as shop from './shop';
|
||||
import * as skill from './skill';
|
||||
@@ -18,9 +16,8 @@ import * as study from './study';
|
||||
import * as towerBoss from './towerBoss';
|
||||
import * as utils from './utils';
|
||||
import * as chase from './chase';
|
||||
import * as damage from './enemy/damage';
|
||||
import * as battle from './enemy/battle';
|
||||
import * as special from './enemy/special';
|
||||
import * as remainEnemy from './enemy/remainEnemy';
|
||||
import * as checkBlock from './enemy/checkblock';
|
||||
|
||||
Mota.Plugin.register('utils_g', utils);
|
||||
Mota.Plugin.register('loopMap_g', loopMap, loopMap.init);
|
||||
@@ -28,7 +25,6 @@ Mota.Plugin.register('shop_g', shop);
|
||||
Mota.Plugin.register('replay_g', replay, replay.init);
|
||||
Mota.Plugin.register('skillTree_g', skillTree);
|
||||
Mota.Plugin.register('removeMap_g', removeMap);
|
||||
Mota.Plugin.register('remainEnemy_g', remainEnemy);
|
||||
Mota.Plugin.register('chase_g', chase);
|
||||
Mota.Plugin.register('skill_g', skill);
|
||||
Mota.Plugin.register('towerBoss_g', towerBoss);
|
||||
@@ -36,13 +32,11 @@ Mota.Plugin.register('fiveLayer_g', fiveLayer, fiveLayer.init);
|
||||
Mota.Plugin.register('heroFourFrames_g', heroFourFrames, heroFourFrames.init);
|
||||
Mota.Plugin.register('rewrite_g', rewrite, rewrite.init);
|
||||
Mota.Plugin.register('itemDetail_g', itemDetail, itemDetail.init);
|
||||
Mota.Plugin.register('checkBlock_g', checkBlock, checkBlock.init);
|
||||
Mota.Plugin.register('halo_g', halo);
|
||||
Mota.Plugin.register('study_g', study);
|
||||
Mota.Plugin.register('remainEnemy_g', remainEnemy);
|
||||
Mota.Plugin.register('checkBlock_g', checkBlock, checkBlock.init);
|
||||
// todo: 这几个不应该放到插件
|
||||
Mota.Plugin.register('damage_g', damage);
|
||||
Mota.Plugin.register('battle_g', battle, battle.init);
|
||||
Mota.Plugin.register('special_g', special);
|
||||
Mota.Plugin.register('hero_g', hero);
|
||||
Mota.Plugin.register('ui_g', ui, ui.init);
|
||||
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
///<reference path="../../../src/types/core.d.ts" />
|
||||
import { slide } from './utils';
|
||||
|
||||
const list = ['tower6'];
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
///<reference path="../../../src/types/core.d.ts" />
|
||||
|
||||
export function removeMaps(
|
||||
fromId: FloorIds,
|
||||
toId: FloorIds,
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
///<reference path="../../../src/types/core.d.ts" />
|
||||
|
||||
import { upgradeSkill } from './skillTree';
|
||||
|
||||
const replayableSettings = ['autoSkill'];
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
///<reference path="../../../src/types/core.d.ts" />
|
||||
|
||||
let levels: number[] = [];
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
// @ts-nocheck
|
||||
import { clip } from './replay.js';
|
||||
import { clip } from './replay';
|
||||
|
||||
// 1000多行,改不动了,原来什么样就什么样吧
|
||||
|
||||
|
||||
+3
-3
@@ -1,8 +1,7 @@
|
||||
import { fixedUi } from '@/core/main/init/ui';
|
||||
import type { DamageEnemy } from './game/enemy/damage';
|
||||
import type { DamageEnemy } from '../game/enemy/damage';
|
||||
import { tip } from './utils';
|
||||
import { ref, Ref } from 'vue';
|
||||
import { hook } from '@/core/main/game';
|
||||
|
||||
export interface MarkInfo<T extends EnemyIds> {
|
||||
id: T;
|
||||
@@ -35,7 +34,7 @@ const marked: MarkInfo<EnemyIds>[] = [];
|
||||
*/
|
||||
export function markEnemy(id: EnemyIds) {
|
||||
if (hasMarkedEnemy(id)) return;
|
||||
const { DamageEnemy } = Mota.Plugin.require('damage_g');
|
||||
const DamageEnemy = Mota.require('class', 'DamageEnemy');
|
||||
const enemy = new DamageEnemy(core.material.enemys[id]);
|
||||
enemy.calAttribute();
|
||||
enemy.getRealInfo();
|
||||
@@ -159,6 +158,7 @@ export function hasMarkedEnemy(id: EnemyIds) {
|
||||
return marked.some(v => v.id === id);
|
||||
}
|
||||
|
||||
const hook = Mota.require('var', 'hook');
|
||||
hook.on('statusBarUpdate', () => {
|
||||
checkMarkedEnemy();
|
||||
});
|
||||
@@ -1,4 +1,4 @@
|
||||
import type { CurrentEnemy } from '../game/enemy/battle';
|
||||
import type { CurrentEnemy } from '../../game/enemy/battle';
|
||||
import { has } from '../utils';
|
||||
|
||||
export interface ToShowEnemy extends CurrentEnemy {
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { getDamageColor } from '../utils';
|
||||
import { ToShowEnemy } from './book';
|
||||
import type { DamageEnemy } from '../game/enemy/damage';
|
||||
import type { DamageEnemy } from '../../game/enemy/damage';
|
||||
import { isMobile } from '../use';
|
||||
|
||||
export function getLocFromMouseLoc(x: number, y: number): LocArr {
|
||||
|
||||
Reference in new issue
Block a user