mirror of
https://github.com/Shu-Ying/noname-shuying.git
synced 2026-10-18 05:10:00 +08:00
fixed # 移除依赖身份模式
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+28
-51
@@ -15,6 +15,7 @@ import { ironcladBlocksDraw, ironcladPreservesBlock, afterIroncladDraw, beforeIr
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import { afterSharedDraw, beforeSharedBlock, sharedStrengthPenalty } from "./cards/shared-hooks.js";
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import { hasCardAffix } from "./cards/intrinsic-affixes.js";
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import { createBattleEnergy } from "./cards/battle-energy.js";
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import { setBattleCamp, createCampPlayerMethods, campAttitude } from "./battle/camps.js";
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import { createRandomHandExhauster } from "./cards/random-hand-exhaust.js";
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import { createBattleCardCopier } from "./cards/battle-card-copy.js";
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import { createBattleCardReclaimer } from "./cards/battle-card-reclaim.js";
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@@ -335,15 +336,6 @@ const shuffleBattlePile = (run, cards) => {
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}
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};
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const setBattleCamp = (player, camp) => {
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player.storage.mengsanCamp_shuying = camp;
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player.side = camp === "enemy";
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player.identity = player === game.me ? "zhu" : camp === "ally" ? "zhong" : "fan";
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player.setIdentity(player.identity);
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player.identityShown = true;
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player.ai.shown = 1;
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player.classList.add("mengsan-hide-identity-shuying");
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};
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const initBattleUnit = (player, spec) => {
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// 只在实际入场且未指定生命时,用征程随机源抽取各怪物的普通生命范围;资料列表不消耗随机数。
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const monsterSpec = spec.camp === "enemy" && spec.hp == null ?
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@@ -612,7 +604,6 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
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log: message => game.log(message),
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});
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if (!session.active) return;
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game.zhu = me;
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if (run.player.maxHp == null) {
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run.player.maxHp = me.maxHp;
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run.player.hp = me.hp;
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@@ -723,7 +714,6 @@ const registerPlayers = (session, players) => {
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const index = list.indexOf(player); if (index >= 0) list.splice(index, 1);
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}
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if (game.me === player) game.me = null;
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if (game.zhu === player) game.zhu = null;
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player.remove();
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});
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}
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@@ -893,11 +883,10 @@ const startJourney = async () => {
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await routeRun(run);
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};
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const createMode = identityMode => {
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const identityElement = identityMode.element || {};
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const identityPlayer = identityElement.player || {};
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const nativeChangeHujia = identityPlayer.changeHujia || lib.element.Player.prototype.changeHujia;
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const nativeChangeHp = identityPlayer.changeHp || lib.element.Player.prototype.changeHp;
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const createMode = () => {
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const nativeChangeHujia = lib.element.Player.prototype.changeHujia;
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const nativeChangeHp = lib.element.Player.prototype.changeHp;
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const nativeAddSkill = lib.element.Player.prototype.addSkill;
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const cardContext = {
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game, get, lib, random:nextRandom, status:_status, getBattle:()=>activeBattle,
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copyToDiscard: createBattleCardCopier(game, () => activeBattle),
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@@ -921,10 +910,9 @@ const createMode = identityMode => {
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const modeCards = createMengsanCards({cardPacks,isBattleActive:cardContext.isBattleActive});
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return {
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...identityMode,
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name: MODE_ID,
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character: { ...(identityMode.character || {}), ...createScenarioCharacters(lib.element.Character) },
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card: { ...(identityMode.card || {}), ...modeCards.card },
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character: createScenarioCharacters(lib.element.Character),
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card: modeCards.card,
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connect: false,
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start: [
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async () => {
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@@ -933,9 +921,14 @@ const createMode = identityMode => {
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},
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],
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element: {
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...identityElement,
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player: {
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...identityPlayer,
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...createCampPlayerMethods(game),
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addSkill(skill, ...args) {
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// 初始武将技能由核心过滤;同时阻止奖励、剧情等动态授予主公技。
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if (Array.isArray(skill)) skill = skill.filter(name => !lib.skill[name]?.zhuSkill);
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else if (lib.skill[skill]?.zhuSkill) return;
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return nativeAddSkill.call(this, skill, ...args);
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},
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async dieAfter() {
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// 原生死亡已成立;在战斗结算关闭会话前落实斩杀的永久收益。
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if(this.isDead())await cardPacks.onDeath(_status.event);
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@@ -948,11 +941,7 @@ const createMode = identityMode => {
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message => game.log(message));
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game.checkResult();
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},
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dieAfter2() {}, // Identity-mode kill rewards/loyalist penalties do not apply here.
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isFriendOf(player) { return this === player || (this.storage.mengsanCamp_shuying === player?.storage?.mengsanCamp_shuying); },
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isEnemyOf(player) { return Boolean(player && this.storage.mengsanCamp_shuying !== player.storage?.mengsanCamp_shuying); },
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getEnemies(filter, includeDie) { return game[includeDie ? "filterPlayer2" : "filterPlayer"](p => this.isEnemyOf(p) && (!filter || filter(p))); },
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getFriends(filter, includeDie) { const self = filter === true; return game[includeDie ? "filterPlayer2" : "filterPlayer"](p => (p !== this || self) && this.isFriendOf(p) && (typeof filter !== "function" || filter(p))); },
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dieAfter2() {}, // 击杀不额外摸牌或弃牌,奖励由梦三结算流程处理。
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changeHp(num, popup) {
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const next = nativeChangeHp.call(this, num, popup);
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if (activeBattle?.session.active) capInkletHpLoss(this, next);
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@@ -985,7 +974,12 @@ const createMode = identityMode => {
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},
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},
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game: {
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...(identityMode.game || {}),
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getVideoName() {
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const me = game.me;
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const names = [me?.name1 || me?.name, me?.name2].filter(Boolean);
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return [names.map(name => get.translation(name)).join("/") || "梦三",
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"梦三" + (_status.mengsanEncounter_shuying?.name ? " · " + _status.mengsanEncounter_shuying.name : "")];
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},
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mengsanSetEnemyIntent_shuying(player, intent) {
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const update = activeBattle?.intentUI.get(player);
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if (!update) return false;
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@@ -1239,11 +1233,10 @@ const createMode = identityMode => {
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},
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},
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get: {
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...(identityMode.get || {}),
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rawAttitude(from, to) { return from === to || from.storage.mengsanCamp_shuying === to.storage.mengsanCamp_shuying ? 8 : -8; },
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rawAttitude: campAttitude,
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realAttitude: campAttitude,
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},
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skill: {
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...(identityMode.skill || {}),
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...cardPacks.skills,
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...createRelicSkills(() => activeBattle, () => game.me),
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...createRelicCombatSkills(() => activeBattle, () => game.me),
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@@ -1829,7 +1822,10 @@ const createMode = identityMode => {
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},
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},
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translate: {
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...(identityMode.translate || {}),
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mengsan_ally_shuying: "友",
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mengsan_ally_shuying2: "友方",
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mengsan_enemy_shuying: "敌",
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mengsan_enemy_shuying2: "敌方",
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...modeCards.translate,
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...scenarioTranslations,
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mengsan_draw_shuying: "梦三牌组",
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@@ -1912,26 +1908,7 @@ export async function createMengsanMode() {
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const style = lib.init.css(`${STYLE_PATH}/ui`, "style", resolve);
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style.addEventListener("error", resolve, { once: true });
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});
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const identityMode = await new Promise((resolve, reject) => {
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let received = false;
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const receiveMode = mode => {
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if (!mode || typeof mode !== "object" || mode.name !== "identity") {
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reject(new Error("梦三启动失败:未取得有效的身份模式,请检查游戏核心与身份模式文件。"));
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return;
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}
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received = true;
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resolve(mode);
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};
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// 部分核心仅通过回调交付模式;新版也可能返回 Promise。
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const loading = game.loadModeAsync("identity", receiveMode, reject);
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if (loading && typeof loading.then === "function") {
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Promise.resolve(loading).then(mode => {
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// 回调版的 Promise 可能返回 undefined,此时模式已由回调交付。
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if (!received) receiveMode(mode);
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}, reject);
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}
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});
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const mode = createMode(identityMode);
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const mode = createMode();
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mode.splash = "ext:术樱包/pve/images/tianshu.jpg";
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return mode;
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}
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