fixed # 移除依赖身份模式

This commit is contained in:
2026-10-05 21:45:35 +08:00
parent 6a9350d06c
commit 623f53a1d2
5 changed files with 101 additions and 55 deletions
+1 -1
View File
@@ -5,7 +5,7 @@ import initShuYingMenu from "./menu.js";
export const type = "extension";
export let shuYing = new Object();
const shuYingLocalVersion = "2.0.2.3-rc.1";
const shuYingLocalVersion = "2.0.2.3-rc.2";
shuYing.name = "术樱包";
shuYing.editable = false;
+16
View File
@@ -2,6 +2,22 @@
`register.js` 是扩展加载入口,`mode.js` 负责组装模式、注册技能并连接各领域模块,`config.js` 提供模式配置。发布器和外部扩展应继续从 `register.js` 加载,避免依赖内部文件路径。
梦三独立组装模式,不加载或继承身份模式。敌我关系统一由
`battle/camps.js` 读取角色的 `storage.mengsanCamp_shuying`:主角、支援和
羁绊助战为 `ally`,怪物及敌方援军为 `enemy`。`side` 与梦三专属的
`identity` 标记只用于核心及界面兼容,不赋予主公、忠臣或反贼规则。
技能应使用 `isFriendOf` / `isEnemyOf`、`getFriends` / `getEnemies` 或
`get.attitude` 判断敌我。基础态度为同阵营及自身 `+8`、对立阵营 `-8`,
未设置有效阵营的其他对象为 `0`;剧情切换阵营后按新阵营判断。
`get.effect`、`get.effect_use`、`get.damageEffect`、`get.recoverEffect` 和
牌价值、技能效果修正继续使用核心算法,并通过上述态度计算行动收益。
有益效果不一律视为正收益,伤害也不一律视为负收益,仍遵循技能自己的 AI 配置。
梦三不启用主公技,初始技能及动态授予技能均按此限制处理。阵营始终公开,
出牌或技能的 `logAi` / `addExpose` 调用不推断隐藏身份;击杀不附加身份奖惩,
胜负与奖励沿用梦三关卡和结算流程。
| 目录 | 职责 |
| --- | --- |
| `battle/` | 战斗会话、回合、结算、费用与通用战斗效果 |
+54
View File
@@ -0,0 +1,54 @@
// 阵营是梦三敌我关系的唯一来源;side/identity 仅供核心及界面兼容。
export const battleCamp = player => {
const camp = player?.storage?.mengsanCamp_shuying;
return camp === "ally" || camp === "enemy" ? camp : null;
};
export const campFriend = (from, to) => Boolean(from && to &&
(from === to || (battleCamp(from) !== null && battleCamp(from) === battleCamp(to))));
export const campEnemy = (from, to) => Boolean(from && to && from !== to &&
battleCamp(from) !== null && battleCamp(to) !== null &&
battleCamp(from) !== battleCamp(to));
// get.attitude 会继续处理混乱、技能态度修正;get.effect 等沿用核心收益计算。
export const campAttitude = (from, to) =>
campFriend(from, to) ? 8 : campEnemy(from, to) ? -8 : 0;
export function setBattleCamp(player, camp) {
if (camp !== "ally" && camp !== "enemy") throw new Error("梦三战斗阵营无效:" + camp);
player.storage.mengsanCamp_shuying = camp;
player.side = camp === "enemy";
player.identity = `mengsan_${camp}_shuying`;
player.isZhu = false;
player.setIdentity(player.identity);
player.identityShown = true;
player.ai.shown = 1;
player.classList.add("mengsan-hide-identity-shuying");
}
export function createCampPlayerMethods(game) {
return {
isFriendOf(player) { return campFriend(this, player); },
isEnemyOf(player) { return campEnemy(this, player); },
getEnemies(filter, includeDie) {
return game[includeDie ? "filterPlayer2" : "filterPlayer"](player =>
campEnemy(this, player) && (typeof filter !== "function" || filter(player)));
},
getFriends(filter, includeDie) {
const includeSelf = filter === true;
return game[includeDie ? "filterPlayer2" : "filterPlayer"](player =>
(player !== this || includeSelf) && campFriend(this, player) &&
(typeof filter !== "function" || filter(player)));
},
// 阵营始终公开,不根据行动收益推断隐藏身份或积累暴露值。
logAi() { this.ai.shown = 1; },
addExpose() { return this; },
showIdentity() {
const camp = battleCamp(this);
if (camp) setBattleCamp(this, camp);
},
isZhu2() { return false; },
hasZhuSkill() { return false; },
};
}
+2 -3
View File
@@ -2,11 +2,10 @@ import { applyMengsanDebuff } from "../monsters/artifact-status.js";
import { applyTangled } from "../monsters/vine-tangled.js";
import { attackHitCount, outgoingAttackDamage } from "./intent-damage.js";
import { beginDeathBlow, isDeathBlowIntent } from "./death-blow.js";
import { campEnemy } from "./camps.js";
export const getIntentHostiles = (game, source) =>
game.players.filter(target => target !== source && target.isAlive() &&
target.storage?.mengsanCamp_shuying !==
source.storage?.mengsanCamp_shuying);
game.players.filter(target => target.isAlive() && campEnemy(source, target));
export function createIntentExecutor(game, getActiveBattle) {
const active = source => source.isAlive() &&
+28 -51
View File
@@ -15,6 +15,7 @@ import { ironcladBlocksDraw, ironcladPreservesBlock, afterIroncladDraw, beforeIr
import { afterSharedDraw, beforeSharedBlock, sharedStrengthPenalty } from "./cards/shared-hooks.js";
import { hasCardAffix } from "./cards/intrinsic-affixes.js";
import { createBattleEnergy } from "./cards/battle-energy.js";
import { setBattleCamp, createCampPlayerMethods, campAttitude } from "./battle/camps.js";
import { createRandomHandExhauster } from "./cards/random-hand-exhaust.js";
import { createBattleCardCopier } from "./cards/battle-card-copy.js";
import { createBattleCardReclaimer } from "./cards/battle-card-reclaim.js";
@@ -335,15 +336,6 @@ const shuffleBattlePile = (run, cards) => {
}
};
const setBattleCamp = (player, camp) => {
player.storage.mengsanCamp_shuying = camp;
player.side = camp === "enemy";
player.identity = player === game.me ? "zhu" : camp === "ally" ? "zhong" : "fan";
player.setIdentity(player.identity);
player.identityShown = true;
player.ai.shown = 1;
player.classList.add("mengsan-hide-identity-shuying");
};
const initBattleUnit = (player, spec) => {
// 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。
const monsterSpec = spec.camp === "enemy" && spec.hp == null ?
@@ -612,7 +604,6 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
log: message => game.log(message),
});
if (!session.active) return;
game.zhu = me;
if (run.player.maxHp == null) {
run.player.maxHp = me.maxHp;
run.player.hp = me.hp;
@@ -723,7 +714,6 @@ const registerPlayers = (session, players) => {
const index = list.indexOf(player); if (index >= 0) list.splice(index, 1);
}
if (game.me === player) game.me = null;
if (game.zhu === player) game.zhu = null;
player.remove();
});
}
@@ -893,11 +883,10 @@ const startJourney = async () => {
await routeRun(run);
};
const createMode = identityMode => {
const identityElement = identityMode.element || {};
const identityPlayer = identityElement.player || {};
const nativeChangeHujia = identityPlayer.changeHujia || lib.element.Player.prototype.changeHujia;
const nativeChangeHp = identityPlayer.changeHp || lib.element.Player.prototype.changeHp;
const createMode = () => {
const nativeChangeHujia = lib.element.Player.prototype.changeHujia;
const nativeChangeHp = lib.element.Player.prototype.changeHp;
const nativeAddSkill = lib.element.Player.prototype.addSkill;
const cardContext = {
game, get, lib, random:nextRandom, status:_status, getBattle:()=>activeBattle,
copyToDiscard: createBattleCardCopier(game, () => activeBattle),
@@ -921,10 +910,9 @@ const createMode = identityMode => {
const modeCards = createMengsanCards({cardPacks,isBattleActive:cardContext.isBattleActive});
return {
...identityMode,
name: MODE_ID,
character: { ...(identityMode.character || {}), ...createScenarioCharacters(lib.element.Character) },
card: { ...(identityMode.card || {}), ...modeCards.card },
character: createScenarioCharacters(lib.element.Character),
card: modeCards.card,
connect: false,
start: [
async () => {
@@ -933,9 +921,14 @@ const createMode = identityMode => {
},
],
element: {
...identityElement,
player: {
...identityPlayer,
...createCampPlayerMethods(game),
addSkill(skill, ...args) {
// 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。
if (Array.isArray(skill)) skill = skill.filter(name => !lib.skill[name]?.zhuSkill);
else if (lib.skill[skill]?.zhuSkill) return;
return nativeAddSkill.call(this, skill, ...args);
},
async dieAfter() {
// 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。
if(this.isDead())await cardPacks.onDeath(_status.event);
@@ -948,11 +941,7 @@ const createMode = identityMode => {
message => game.log(message));
game.checkResult();
},
dieAfter2() {}, // Identity-mode kill rewards/loyalist penalties do not apply here.
isFriendOf(player) { return this === player || (this.storage.mengsanCamp_shuying === player?.storage?.mengsanCamp_shuying); },
isEnemyOf(player) { return Boolean(player && this.storage.mengsanCamp_shuying !== player.storage?.mengsanCamp_shuying); },
getEnemies(filter, includeDie) { return game[includeDie ? "filterPlayer2" : "filterPlayer"](p => this.isEnemyOf(p) && (!filter || filter(p))); },
getFriends(filter, includeDie) { const self = filter === true; return game[includeDie ? "filterPlayer2" : "filterPlayer"](p => (p !== this || self) && this.isFriendOf(p) && (typeof filter !== "function" || filter(p))); },
dieAfter2() {}, // 击杀不额外摸牌或弃牌,奖励由梦三结算流程处理。
changeHp(num, popup) {
const next = nativeChangeHp.call(this, num, popup);
if (activeBattle?.session.active) capInkletHpLoss(this, next);
@@ -985,7 +974,12 @@ const createMode = identityMode => {
},
},
game: {
...(identityMode.game || {}),
getVideoName() {
const me = game.me;
const names = [me?.name1 || me?.name, me?.name2].filter(Boolean);
return [names.map(name => get.translation(name)).join("/") || "梦三",
"梦三" + (_status.mengsanEncounter_shuying?.name ? " · " + _status.mengsanEncounter_shuying.name : "")];
},
mengsanSetEnemyIntent_shuying(player, intent) {
const update = activeBattle?.intentUI.get(player);
if (!update) return false;
@@ -1239,11 +1233,10 @@ const createMode = identityMode => {
},
},
get: {
...(identityMode.get || {}),
rawAttitude(from, to) { return from === to || from.storage.mengsanCamp_shuying === to.storage.mengsanCamp_shuying ? 8 : -8; },
rawAttitude: campAttitude,
realAttitude: campAttitude,
},
skill: {
...(identityMode.skill || {}),
...cardPacks.skills,
...createRelicSkills(() => activeBattle, () => game.me),
...createRelicCombatSkills(() => activeBattle, () => game.me),
@@ -1829,7 +1822,10 @@ const createMode = identityMode => {
},
},
translate: {
...(identityMode.translate || {}),
mengsan_ally_shuying: "友",
mengsan_ally_shuying2: "友方",
mengsan_enemy_shuying: "敌",
mengsan_enemy_shuying2: "敌方",
...modeCards.translate,
...scenarioTranslations,
mengsan_draw_shuying: "梦三牌组",
@@ -1912,26 +1908,7 @@ export async function createMengsanMode() {
const style = lib.init.css(`${STYLE_PATH}/ui`, "style", resolve);
style.addEventListener("error", resolve, { once: true });
});
const identityMode = await new Promise((resolve, reject) => {
let received = false;
const receiveMode = mode => {
if (!mode || typeof mode !== "object" || mode.name !== "identity") {
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。"));
return;
}
received = true;
resolve(mode);
};
// 部分核心仅通过回调交付模式;新版也可能返回 Promise。
const loading = game.loadModeAsync("identity", receiveMode, reject);
if (loading && typeof loading.then === "function") {
Promise.resolve(loading).then(mode => {
// 回调版的 Promise 可能返回 undefined,此时模式已由回调交付。
if (!received) receiveMode(mode);
}, reject);
}
});
const mode = createMode(identityMode);
const mode = createMode();
mode.splash = "ext:术樱包/pve/images/tianshu.jpg";
return mode;
}