fixed # 新增羁绊系统

fixed # 新增遗物系统
fixed # 梦三模式下移除护甲上限限制
This commit is contained in:
2026-09-30 14:33:17 +08:00
parent f2da9bce65
commit 82d80397b6
45 changed files with 2403 additions and 130 deletions
+17
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@@ -7,11 +7,28 @@
| `battle/` | 战斗会话、回合、结算、费用与通用战斗效果 |
| `monsters/` | 怪物阶级、牌堆默认值和各怪物意图选择 |
| `cards/` | 卡牌定义、词缀、生成和个人牌堆 |
| `relics/` | 遗物(道具)定义、持有规则、战斗触发及资源待补清单 |
| `bonds/` | NPC 羁绊、助战选择、成长与意图配置、默认牌库及濒死状态 |
| `progression/` | 征程状态、存档、剧情选择和奖励逻辑 |
| `content/` | 章节、遭遇、剧本、角色与内容注册表 |
| `ui/` | 地图、对话、意图、奖励、图鉴及样式 |
| `assets/intent/` | 意图图标 |
| `assets/cards/` | 梦三专属卡面 |
| `assets/portraits/` | 角色立绘 |
| `docs/` | 战斗和关卡配置说明 |
新增功能优先放入所属领域;界面代码放在 `ui/`,怪物行动逻辑放在 `monsters/`。跨领域引用使用相对路径,避免新增一个涵盖所有功能的扁平 `runtime/` 目录。模块资源文件随 `tools/generate_manifest.py` 自动收录,发布入口仍为 `mengsan/register.js`。
梦三【杀】消耗 1 费用,基础伤害为 6;其他锦囊的基础伤害仍为 4。
【重杀】(`mengsan_zhongsha`)是普通战斗奖励池中的通用基本牌:
消耗 2 费用,对攻击范围内的一名其他角色直接造成 8 点伤害,
然后给予存活目标 2 层易伤,每回合使用次数不限。
易伤沿用既有规则:受到攻击伤害增加 50%(向上取整),
目标每个自身回合结束减少 1 层;本次新施加的易伤不放大本次伤害。
强化规则集中在 `cards/upgrades.js`,未配置的牌不可强化。
【杀】最多强化一次,伤害由 6 变为 9;【重杀】最多强化一次,
伤害由 8 变为 10,易伤由 2 层变为 3 层,费用均不变。
随机强化只选尚未满级、可强化且没有“永恒”词缀的牌。
没有候选牌时禁用休息节点的磨砺,并从随机奖励中排除强化。
旧存档不重写:历史超限等级按当前上限结算,未配置牌的历史等级不生效。
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+2 -1
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@@ -87,7 +87,7 @@ export function grantSupport(run, rewardId, spec) {
supports.push({ id: `support_${number}`, rewardId, category: spec.category || "item", unit: copy(spec.unit), battles });
}
export function buildBattlePlan(encounter, run) {
export function buildBattlePlan(encounter, run, bondUnit = null) {
const plan = copy(encounter.battlePlan || {
units: [{ id: "enemy_1", character: encounter.enemy, camp: "enemy", tier: encounter.tier || "normal", hand: 4 }], rules: [],
});
@@ -98,6 +98,7 @@ export function buildBattlePlan(encounter, run) {
assert(support.battles === -1 || (Number.isInteger(support.battles) && support.battles > 0), "支援持续场数无效");
plan.units.push({ ...copy(support.unit), id: support.id });
}
if (bondUnit) plan.units.unshift(copy(bondUnit));
validateBattlePlan(plan);
return plan;
}
+10 -2
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@@ -16,7 +16,11 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
if (job.pending.state !== "chosen") {
state = "choosing";
if (!job.hasChoice) {
job.choiceId = job.pending.outcome === "defeat" || !job.pending.choices.length ? null : await chooseReward(copy(job.pending.choices), { boss: job.pending.boss });
job.choiceId = job.pending.outcome === "defeat" ? null
: await chooseReward(copy(job.pending.choices), {
boss: job.pending.boss,
fixedRewards: copy(job.pending.fixedRewards || []),
});
if (job.pending.outcome !== "defeat" && job.pending.choices.length && job.choiceId !== null && !job.pending.choices.some(c => c.id === job.choiceId)) throw new Error("Invalid reward selection");
job.hasChoice = true;
}
@@ -37,7 +41,11 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
await quiesce();
if (!job.delivered) {
state = "presenting";
if (job.committed.route === "map") job.nextNode = await showMap(copy(job.committed.run));
if (job.committed.route === "map") {
const mapRun = copy(job.committed.run);
job.nextNode = await showMap(mapRun);
job.committed.run = mapRun;
}
else await showEnding(job.committed.route, copy(job.committed.run));
job.delivered = true;
}
+7 -1
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@@ -1,4 +1,7 @@
// Candidate settlement adapter. Dependencies are the current mode/state reward functions.
import { applyBattleEndRelics } from "../relics/battle.js";
import { settleBondBattle } from "../bonds/state.js";
const copy = value => JSON.parse(JSON.stringify(value));
const idFor = (run, node) => JSON.stringify([run.runId, run.actIndex, node.id]);
export function createBattleSettlement({store, config, getRandomRewardChoices, applyReward, completeNode, enterNextAct, now = Date.now}) {
@@ -34,16 +37,19 @@ export function createBattleSettlement({store, config, getRandomRewardChoices, a
}
// Battle may have changed RNG/card state since the last checkpoint.
const base = copy(snapshot); delete base.battleFlow;
const bondGrowth = settleBondBattle(base);
if (outcome === "victory") {
base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
}
const relicRecovery = hp > 0
? applyBattleEndRelics(base, outcome) : 0;
const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, encounter.rewardPool).filter(c => c.name) : [];
if (outcome === "victory" && !encounter.skipRandomReward && !rewards.length) throw new Error("Empty battle reward pool");
// Persist the configured amount as a candidate, never as automatic victory income.
const choices = outcome === "victory" && !encounter.skipRandomReward
? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
run.battleFlow.pending = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(encounter.fixedRewards || []), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, outcome};
run.battleFlow.pending = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(encounter.fixedRewards || []), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, outcome, relicRecovery, bondGrowth};
return run.battleFlow.pending;
});
},
+4 -2
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@@ -2,9 +2,11 @@
import { _status } from "../../../../noname.js";
export const PLAYER_ENERGY = 3;
export const PLAYER_HAND_LIMIT = 3;
export const SHA_DAMAGE = 4;
export const SHA_DAMAGE = 6;
export const TRICK_DAMAGE = 4;
const COSTS = Object.freeze({ sha: 1, tao: 1, jiu: 1, shan: 0, wuxie: 0,
const COSTS = Object.freeze({ sha: 1, mengsan_zhongsha: 2,
tao: 1, jiu: 1, shan: 0, wuxie: 0,
juedou: 2, nanman: 2, wanjian: 2, taoyuan: 2 });
export const cardCost = card => COSTS[card?.name] ?? 1;
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@@ -0,0 +1,53 @@
import { attackHitCount, outgoingAttackDamage } from "./intent-damage.js";
import { beginDeathBlow, isDeathBlowIntent } from "./death-blow.js";
export const getIntentHostiles = (game, source) =>
game.players.filter(target => target !== source && target.isAlive() &&
target.storage?.mengsanCamp_shuying !==
source.storage?.mengsanCamp_shuying);
export function createIntentExecutor(game, getActiveBattle) {
const active = source => source.isAlive() &&
Boolean(getActiveBattle()?.session.active);
const applyDebuff = (target, move) => {
if (!move.debuff) return;
const frail = move.debuff === "脆弱";
const key = frail ? "mengsanFrail_shuying" :
"mengsanVulnerable_shuying";
target.storage[key] = (target.storage[key] || 0) + move.stacks;
target.addSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
target.markSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
};
return async (source, move) => {
for (const target of getIntentHostiles(game, source)) {
if (!active(source)) break;
if (!target.isAlive()) continue;
if (isDeathBlowIntent(move)) {
await beginDeathBlow(source, target, move);
continue;
}
if (move.damage != null) {
for (let hitIndex = 0; hitIndex < attackHitCount(move); hitIndex++) {
if (!target.isAlive() || !active(source)) break;
const hit = target.damage(
outgoingAttackDamage(move, source), source);
hit.mengsanAttack_shuying = true;
hit.mengsanScriptedSkill_shuying = true;
await hit;
}
}
if (target.isAlive() && active(source)) applyDebuff(target, move);
}
if (!active(source)) return;
if (move.block) await source.changeHujia(move.block);
if (!active(source)) return;
if (move.strength) {
source.storage.mengsanStrength_shuying =
(source.storage.mengsanStrength_shuying || 0) + move.strength;
source.addSkill("mengsan_raider_strength_shuying");
source.markSkill("mengsan_raider_strength_shuying");
}
};
}
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@@ -0,0 +1,42 @@
import { createCardData } from "../cards/card-data.js";
import { bondDefinitions } from "./definitions.js";
import { ensureBonds, markBondDown } from "./state.js";
import { getBondIntents } from "./intents.js";
export function initializeBondUnit(player, spec, run) {
if (!spec.bondId) return null;
const portrait = bondDefinitions[spec.bondId].portrait;
if (player.node?.avatar) {
player.node.avatar.style.backgroundImage = portrait ?
`url("${portrait}")` : "none";
}
player.storage.mengsanBond_shuying = {
id: spec.bondId, draw: spec.draw, handLimit: spec.handLimit,
intents: getBondIntents(spec).map(move => ({ ...move })),
turnsTaken: 0, intent: null,
};
player.storage.mengsanMaxEnergy_shuying = spec.energy;
player.storage.mengsanEnergy_shuying = spec.energy;
if (run.bondBattle?.id === spec.bondId) run.bondBattle.arrived = true;
return {
createDeck(prefix) {
return spec.deck.map((entry, index) => {
const card = typeof entry === "string" ? { name: entry } : entry;
return createCardData({
...card, id: `${prefix}_${index}`,
suit: card.suit ||
["spade", "heart", "club", "diamond"][index % 4],
number: card.number || index % 13 + 1,
}, { enemy: true });
});
},
};
}
export function recordBondDeath(player, run, log) {
const id = player.storage?.mengsanBond_shuying?.id;
if (!id || !run) return;
if (ensureBonds(run).npcs[id]?.down) return;
markBondDown(run, id);
log(`${bondDefinitions[id].name}已退出战斗,羁绊状态:濒死`);
}
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@@ -0,0 +1,59 @@
import { getBondIntents } from "./intents.js";
export const DEFAULT_BOND_DECK = Object.freeze([
"sha", "sha", "sha", "shan", "shan", "tao", "wuzhong",
]);
export function getBondDeck(definition) {
const deck = definition.deck;
return deck == null || Array.isArray(deck) && !deck.length ?
[...DEFAULT_BOND_DECK] : deck;
}
const emptyGrowth = () => Array.from({ length: 10 }, () => ({
maxHp: null,
hand: null,
draw: null,
handLimit: null,
energy: null,
skills: null,
}));
export const bondDefinitions = {
guanyu: {
name: "关羽", character: "guanyu", portrait: null,
deck: null, intents: null, growth: emptyGrowth(),
},
zhangfei: {
name: "张飞", character: "zhangfei", portrait: null,
deck: null, intents: null, growth: emptyGrowth(),
},
};
export function getBondCombat(id, level) {
const definition = bondDefinitions[id];
if (!definition || !Number.isInteger(level) || level < 1 || level > 10) {
return null;
}
const stats = definition.growth[level - 1];
if (!stats || !["maxHp", "hand", "draw", "handLimit", "energy"]
.every(key => Number.isInteger(stats[key]) && stats[key] >= 0)
|| stats.maxHp < 1 || stats.energy < 1
|| !Array.isArray(stats.skills)
|| !stats.skills.every(skill => typeof skill === "string" && skill)) {
return null;
}
const skills = new Set();
for (const growth of definition.growth.slice(0, level)) {
for (const skill of growth.skills || []) skills.add(skill);
}
return {
id: `bond_${id}`, bondId: id, character: definition.character,
camp: "ally", after: "player", inheritSkills: false,
hp: stats.maxHp, maxHp: stats.maxHp, hand: stats.hand,
draw: stats.draw, handLimit: stats.handLimit, energy: stats.energy,
skills: [...skills],
deck: getBondDeck(definition),
intents: getBondIntents(definition).map(move => ({ ...move })),
};
}
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@@ -0,0 +1,64 @@
import { createIntentExecutor } from "../battle/intent-effects.js";
import { isStunned } from "../battle/stun-intent.js";
export const DEFAULT_BOND_INTENTS = Object.freeze([
Object.freeze({ id: "assist_strike", name: "援击", damage: 6 }),
Object.freeze({ id: "assist_combo", name: "连击", damage: 3, hits: 2 }),
Object.freeze({ id: "assist_guard", name: "整备", block: 5 }),
]);
export function getBondIntents(definition) {
const moves = definition.intents;
if (moves == null || Array.isArray(moves) && !moves.length) {
return DEFAULT_BOND_INTENTS;
}
if (!Array.isArray(moves) || moves.some(move =>
!move || typeof move.id !== "string" || !move.id ||
typeof move.name !== "string" || !move.name ||
!["damage", "block", "strength"].every(key => move[key] == null ||
Number.isInteger(move[key]) && move[key] >= 0) ||
move.hits != null && (!Number.isInteger(move.hits) || move.hits < 1) ||
move.debuff != null && (!["脆弱", "易伤"].includes(move.debuff) ||
!Number.isInteger(move.stacks) || move.stacks < 1) ||
move.intentType != null && move.intentType !== "death_blow" ||
move.intentType === "death_blow" &&
(move.damage == null || (move.hits ?? 1) !== 1) ||
move.damage == null && !move.block && !move.strength && !move.debuff)) {
throw new Error("羁绊 NPC 意图组配置无效");
}
return moves;
}
export function selectBondIntent(combat) {
return combat.intents[combat.turnsTaken % combat.intents.length];
}
export function createBondIntentActions(game, getActiveBattle) {
const executeEffects = createIntentExecutor(game, getActiveBattle);
const planBondIntent = player => {
const combat = player.storage?.mengsanBond_shuying;
if (!combat || !player.isAlive() || isStunned(player) || combat.intent) {
return;
}
combat.intent = selectBondIntent(combat);
game.mengsanSetEnemyIntent_shuying(player, combat.intent);
};
const executeBondIntent = async player => {
const combat = player.storage?.mengsanBond_shuying;
if (!combat?.intent || !player.isAlive() || isStunned(player) ||
!getActiveBattle()?.session.active) return;
const move = combat.intent;
combat.intent = null;
combat.turnsTaken++;
game.mengsanSetEnemyIntent_shuying(player, null);
if (player.storage.mengsanEnergy_shuying < 1) {
game.log(player, "费用不足,未发动羁绊意图", move.name);
return;
}
player.storage.mengsanEnergy_shuying--;
getActiveBattle()?.energyUI.get(player)?.();
game.log(player, "消耗1费用发动羁绊意图", move.name);
await executeEffects(player, move);
};
return { planBondIntent, executeBondIntent };
}
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@@ -0,0 +1,73 @@
import { bondDefinitions, getBondCombat } from "./definitions.js";
export const bondProbability = level => (level - 1) / 9;
export function ensureBonds(run) {
return run.player.bonds ||= { selected: null, npcs: {} };
}
export function meetBond(run, id, level = 1) {
if (!Object.hasOwn(bondDefinitions, id) || !Number.isInteger(level)
|| level < 1 || level > 10) throw new Error("羁绊 NPC 或等级无效");
const bonds = ensureBonds(run);
if (bonds.npcs[id]) return false;
bonds.npcs[id] = { level, progress: 0, down: false };
return true;
}
export function initializeInnateBonds(run) {
ensureBonds(run);
if (run.player.character === "mengsan_liubei_shuying") {
meetBond(run, "guanyu", 8);
meetBond(run, "zhangfei", 8);
}
}
export function selectBond(run, id) {
const bonds = ensureBonds(run);
if (id !== null && !Object.hasOwn(bonds.npcs, id)) {
throw new Error("尚未结识该 NPC");
}
bonds.selected = id;
}
export function rescueBond(run, id) {
const npc = ensureBonds(run).npcs[id];
if (!npc?.down) return false;
npc.down = false;
return true;
}
export function markBondDown(run, id) {
const npc = ensureBonds(run).npcs[id];
if (npc) npc.down = true;
}
export function prepareBondBattle(run, random) {
const bonds = ensureBonds(run);
const id = bonds.selected;
const npc = bonds.npcs[id];
run.bondBattle = npc ? { id, arrived: false } : null;
if (!npc || npc.down) return null;
const combat = getBondCombat(id, npc.level);
if (!combat || random() >= bondProbability(npc.level)) return null;
return combat;
}
export function settleBondBattle(run) {
const battle = run.bondBattle;
if (!battle) return null;
const npc = ensureBonds(run).npcs[battle.id];
if (!npc) throw new Error("助战羁绊记录丢失");
const gain = battle.arrived ? 50 : 25;
if (npc.level < 10) {
npc.progress += gain;
while (npc.progress >= 100 && npc.level < 10) {
npc.progress -= 100;
npc.level++;
}
}
if (npc.level === 10) npc.progress = 0;
run.bondBattle = null;
return { id: battle.id, gain, level: npc.level, progress: npc.progress };
}
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@@ -1,4 +1,5 @@
import { cardDefinitions, canAcquireCard } from "./card-definitions.js";
import { cardUpgradeRule } from "./upgrades.js";
const suits = ["spade", "heart", "club", "diamond"];
@@ -14,6 +15,7 @@ export function createCardData(spec, { character, enemy = false, registry = card
!Number.isInteger(spec.number) || spec.number < 1 || spec.number > 13 ||
(spec.nature != null && typeof spec.nature !== "string") ||
!Number.isInteger(spec.upgrade ?? 0) || (spec.upgrade ?? 0) < 0 ||
(spec.upgrade ?? 0) > (cardUpgradeRule(spec.name)?.maxLevel || 0) ||
!Array.isArray(spec.affixes ?? []) || !(spec.affixes ?? []).every(value => typeof value === "string")) {
throw new Error(`梦三牌数据无效:${spec.name}`);
}
+1
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@@ -2,6 +2,7 @@
// 新增武将专属牌时填写 owner 为该武将 ID;通用牌填写 owner: null。
const definitions = [
{ name: "sha", category: "damage", owner: null },
{ name: "mengsan_zhongsha", category: "damage", owner: null },
{ name: "shan", category: "utility", owner: null },
{ name: "tao", category: "recovery", owner: null },
{ name: "jiu", category: "recovery", owner: null },
+69 -7
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@@ -2,8 +2,10 @@
// 保留原牌名,以兼容原有牌的响应、装备技能及转化牌引用。
import standard from "../../../../card/standard.js";
import extra from "../../../../card/extra.js";
import { _status } from "../../../../noname.js";
import { cardCost, canPayCard, isActiveCardUse, SHA_DAMAGE } from "../battle/combat-rules.js";
import { _status, game } from "../../../../noname.js";
import { cardCost, canPayCard, isActiveCardUse, SHA_DAMAGE,
TRICK_DAMAGE } from "../battle/combat-rules.js";
import { cardUpgradeLevel, cardUpgradeRule } from "./upgrades.js";
const packs = [standard, extra];
const names = [...new Set(packs.flatMap(pack => pack.list.map(entry => entry[2])))];
@@ -40,11 +42,71 @@ export function createMengsanCards() {
card.sha.baseDamage = SHA_DAMAGE;
card.sha.content = async function (event, trigger, player) {
if (typeof event.baseDamage !== "number") event.baseDamage = SHA_DAMAGE;
if (cardUpgradeLevel(event.card)) {
event.baseDamage += cardUpgradeRule("sha").damage - SHA_DAMAGE;
}
return nativeSha.content.call(this, event, trigger, player);
};
card.sha.usable = Infinity;
card.sha.cardPrompt = () => `梦三:主动使用消耗1费用;目标须使用【闪】,否则受到${SHA_DAMAGE}点伤害。`;
card.sha.cardPrompt = used => {
const damage = cardUpgradeLevel(used)
? cardUpgradeRule("sha").damage : SHA_DAMAGE;
return `梦三:主动使用消耗1费用;目标须使用【闪】,` +
`否则受到${damage}点伤害。每回合使用次数不限。` +
(cardUpgradeLevel(used) ? "已强化(上限1次)。" :
"可强化1次:伤害变为9点。");
};
translate.sha_info = `梦三:主动使用消耗1费用。出牌阶段,对攻击范围内的一名角色使用;其须使用【闪】,否则受到${SHA_DAMAGE}点伤害。每回合使用次数不限。`;
card.mengsan_zhongsha = {
type: "basic",
fullskin: true,
image: "ext:术樱包/mengsan/assets/cards/mengsan_zhongsha.png",
mengsanCost_shuying: cardCost({ name: "mengsan_zhongsha" }),
enable(used, player, event) {
return !isActiveCardUse(event || _status.event, player) ||
canPayCard(player, used);
},
usable: Infinity,
selectTarget: 1,
range: nativeSha.range,
filterTarget: nativeSha.filterTarget,
async content(event, trigger, player) {
const target = event.target;
const effect = cardUpgradeLevel(event.card)
? cardUpgradeRule("mengsan_zhongsha")
: { damage: 8, vulnerable: 2 };
const damage = target.damage(effect.damage, player);
damage.mengsanAttack_shuying = true;
await damage;
if (!target.isAlive()) return;
target.storage.mengsanVulnerable_shuying =
(target.storage.mengsanVulnerable_shuying || 0) +
effect.vulnerable;
target.addSkill("mengsan_vulnerable_shuying");
target.markSkill("mengsan_vulnerable_shuying");
game.log(target, `获得${effect.vulnerable}层易伤`);
},
ai: { order: 4, result: { target: -1.5 },
tag: { damage: 1 } },
cardPrompt(used) {
const effect = cardUpgradeLevel(used)
? cardUpgradeRule("mengsan_zhongsha")
: { damage: 8, vulnerable: 2 };
return "梦三:主动使用消耗2费用。对攻击范围内的" +
`一名其他角色造成${effect.damage}点伤害,然后给予其` +
`${effect.vulnerable}层易伤。受到攻击伤害增加50%` +
"(向上取整),每个自身回合结束减少1层。" +
"每回合使用次数不限。" + (cardUpgradeLevel(used)
? "已强化(上限1次)。" :
"可强化1次:10点伤害、3层易伤。");
},
};
translate.mengsan_zhongsha = "重杀";
translate.mengsan_zhongsha_info =
"梦三:主动使用消耗2费用。出牌阶段,对攻击范围内的" +
"一名其他角色造成8点伤害,然后给予其2层易伤。" +
"易伤使受到的攻击伤害增加50%(向上取整)," +
"每个自身回合结束减少1层。每回合使用次数不限。";
// 【桃】的回复量也由梦三牌本体提供;救援仍不消耗费用。
card.tao.content = async function (event) { await event.target.recover(8); };
translate.tao_info = "梦三:主动使用消耗1费用,回复8点生命;濒死救援不消耗费用,同样回复8点生命。";
@@ -53,9 +115,9 @@ export function createMengsanCards() {
card.taoyuan.cardPrompt = () => translate.taoyuan_info;
for (const name of ["nanman", "wanjian", "juedou"]) {
const nativeContent = sourceCard(name).content;
card[name].baseDamage = SHA_DAMAGE;
card[name].baseDamage = TRICK_DAMAGE;
card[name].content = async function (event, trigger, player) {
if (typeof event.baseDamage !== "number") event.baseDamage = SHA_DAMAGE;
if (typeof event.baseDamage !== "number") event.baseDamage = TRICK_DAMAGE;
return nativeContent.call(this, event, trigger, player);
};
const detail = {
@@ -67,7 +129,7 @@ export function createMengsanCards() {
card[name].cardPrompt = () => translate[`${name}_info`];
}
// 火攻通过当前牌事件的 baseDamage 传入 damage("fire")。
card.huogong.baseDamage = SHA_DAMAGE;
card.huogong.baseDamage = TRICK_DAMAGE;
translate.huogong_info = "梦三:主动使用消耗1费用。令一名有手牌的角色展示一张手牌;若你弃置同花色牌,对其造成4点火焰伤害。";
card.huogong.cardPrompt = () => translate.huogong_info;
// 闪电属于延时锦囊,其命中伤害在 effect 中显式写死为3,需要独立覆写。
@@ -77,5 +139,5 @@ export function createMengsanCards() {
};
translate.shandian_info = "梦三:主动使用消耗1费用。若判定为黑桃2~9,目标受到12点雷电伤害;否则移至下家的判定区。";
card.shandian.cardPrompt = () => translate.shandian_info;
return { card, translate, names };
return { card, translate, names: [...names, "mengsan_zhongsha"] };
}
+12 -3
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@@ -2,6 +2,7 @@
// DIY must access ui piles inside the acting player's engine event, never cache global nodes.
import { cardCost } from "../battle/combat-rules.js";
import { AFFIX_INFO } from "./affixes.js";
import { createHandUpgradeBadges } from "../ui/hand-upgrade.js";
export function installPersonalPiles(session, owner, battle, run, resources, env) {
@@ -14,6 +15,7 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
// Detached nodes: engine get.position recognises these IDs; no duplicate document IDs.
draw.id = "cardPile"; discard.id = "discardPile";
const owned = new Set(), restores = [], costBadges = new Map();
const upgradeBadges = createHandUpgradeBadges(document);
const strict = env.strict !== false;
let released = false, forcedOwner = false;
const personal = () => {
@@ -47,6 +49,10 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
badge.textContent = "";
badge.dataset.mengsanCost = cost;
}
function showHandBadges(card) {
showCost(card);
if (env.showCosts) upgradeBadges.refresh(card);
}
function adopt(card, data) {
if (owned.has(card)) return;
owned.add(card); resources.card(card);
@@ -57,7 +63,7 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
// Retired affixes from old saves must not acquire new battle behaviour.
card.storage.mengsanCard_shuying.affixes = (card.storage.mengsanCard_shuying.affixes || []).filter(key => key !== "annihilate");
}
if (data) showCost(card);
if (data) showHandBadges(card);
// Existing foreign/generated cards retain their original destruction semantics.
if (!data) return;
card.destroyLog = false;
@@ -90,11 +96,13 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
const handObserver = new MutationObserver(mutations => {
if (released) return;
for (const mutation of mutations) for (const card of mutation.addedNodes) {
if (card.classList?.contains("card")) showCost(card);
if (card.classList?.contains("card")) showHandBadges(card);
}
});
for (const zone of handZones) {
for (const card of zone.childNodes) if (card.classList?.contains("card")) showCost(card);
for (const card of zone.childNodes) {
if (card.classList?.contains("card")) showHandBadges(card);
}
handObserver.observe(zone, { childList: true });
}
session.ownResource(handObserver, () => {
@@ -104,6 +112,7 @@ export function installPersonalPiles(session, owner, battle, run, resources, env
delete card.dataset.mengsanCost;
}
costBadges.clear();
upgradeBadges.dispose();
});
const publicDiscard = ui.discardPile;
for (const [key, node] of [["cardPile", draw], ["discardPile", discard]]) {
+38
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@@ -0,0 +1,38 @@
const upgrades = Object.freeze({
sha: Object.freeze({ maxLevel: 1, damage: 9 }),
mengsan_zhongsha: Object.freeze({ maxLevel: 1, damage: 10,
vulnerable: 3 }),
});
export const cardUpgradeRule = name =>
Object.hasOwn(upgrades, name) ? upgrades[name] : null;
export function cardUpgradeLevel(card) {
const data = card?.storage?.mengsanCard_shuying || card;
if (!data || data.name !== card?.name) return 0;
const limit = cardUpgradeRule(card.name)?.maxLevel || 0;
return Number.isInteger(data.upgrade) && data.upgrade > 0
? Math.min(data.upgrade, limit) : 0;
}
export function canUpgradeCard(card) {
const rule = cardUpgradeRule(card?.name);
const level = card?.upgrade ?? 0;
return Boolean(rule && Number.isInteger(level) && level >= 0 &&
level < rule.maxLevel && !card.affixes?.includes("eternal"));
}
export const hasUpgradeableCard = deck =>
Array.isArray(deck) && deck.some(canUpgradeCard);
export function upgradeRandomCard(deck, random) {
const eligible = Array.isArray(deck) ? deck.filter(canUpgradeCard) : [];
if (!eligible.length) return null;
const value = random();
if (!Number.isFinite(value) || value < 0 || value >= 1) {
throw new RangeError("梦三强化随机数必须位于[0, 1)");
}
const card = eligible[Math.floor(value * eligible.length)];
card.upgrade = (card.upgrade || 0) + 1;
return card;
}
+3
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@@ -1,5 +1,8 @@
import { relicRewardIds } from "../../../relics/definitions.js";
export const rewardPools = {
"act1.pool.chest": [
...relicRewardIds,
"shared.reward.item.handCharm",
"shared.reward.maxHp",
"shared.reward.support.scout",
+6 -2
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@@ -2,7 +2,8 @@
export function createScenarioCharacters(Character) {
return {
mengsan_liubei_shuying: new Character({ sex: "male", group: "han", hp: 50, maxHp: 50,
skills: [], img: "image/character/re_liubei.jpg" }),
skills: ["mengsan_taoyuan_bond_shuying"],
img: "image/character/re_liubei.jpg" }),
// 国战男性普通小兵使用原生 shibing1 立绘;实际战斗生命由怪物类或关卡配置决定。
mengsan_soldier_shuying: new Character({ sex: "male", group: "qun", hp: 4, maxHp: 4,
skills: [], img: "image/character/shibing1.jpg" }),
@@ -23,7 +24,10 @@ export function createScenarioCharacters(Character) {
};
}
export const scenarioTranslations = {
mengsan_liubei_shuying: "界刘备", mengsan_liubei_shuying_title: "50/50生命 · 无初始技能",
mengsan_liubei_shuying: "界刘备",
mengsan_liubei_shuying_title: "50/50生命 · 先天桃园羁绊",
mengsan_taoyuan_bond_shuying: "桃园羁绊",
mengsan_taoyuan_bond_shuying_info: "先天:本征程初始结识关羽、张飞,二人羁绊均为8级。可在行军菜单中指定一名助战角色;战斗结束,到场增加50%升级进度,未到场增加25%。",
mengsan_soldier_shuying: "士兵",
mengsan_flyconid_shuying: "飞蝇菌子",
mengsan_raider_brute_shuying: "劫掠者暴徒",
+13 -2
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@@ -1,14 +1,23 @@
import { relicRewards, relicRewardIds } from "../../relics/definitions.js";
export const rewards = {
...relicRewards,
"shared.reward.support.scout": {
name: "道具·斥候援令", description: "本次征程后续每场战斗,友方张辽携 4 张手牌参战;重复获得不叠加人数。",
support: { category: "item", battles: -1, unit: { character: "re_zhangliao", camp: "ally", hand: 4 } },
},
"shared.reward.card.sha": { effectId: "card_sha", name: "获得一张【杀】", description: "加入独立永久牌组" },
"shared.reward.card.zhongsha": {
card: { name: "mengsan_zhongsha" }, name: "获得一张【重杀】",
description: "2费:造成8点伤害,然后给予目标2层易伤。",
},
"shared.reward.card.tao": { effectId: "card_tao", name: "获得一张【桃】", description: "加入独立永久牌组" },
"shared.reward.card.wuzhong": { card: { name: "wuzhong" }, name: "获得一张【无中生有】", description: "加入独立永久牌组" },
"shared.reward.card.upgrade": { effectId: "upgrade", name: "随机强化", description: "随机一张牌强化一级" },
"shared.reward.card.upgrade": { effectId: "upgrade", name: "随机强化", description: "随机强化一张尚未满级的可强化牌" },
"shared.reward.heal": { effectId: "heal", name: "整顿伤势", description: "回复 8 点生命" },
"shared.reward.item.handCharm": { effectId: "item_hand", name: "道具·束带", description: "基础手牌上限额外 +1" },
"shared.reward.item.handCharm": { effectId: "item_hand",
relic: "mengsan_hand_charm_shuying", name: "道具·束带",
description: "基础手牌上限额外 +1" },
"shared.reward.skill.heroic": { effectId: "skill_yingyong", name: "极品技能·英勇", description: "本次征程永久获得【英勇】" },
"shared.reward.maxHp": { effectId: "max_hp", name: "极品强化·生机", description: "生命上限与当前生命各 +5" },
};
@@ -16,10 +25,12 @@ export const rewards = {
export const rewardPools = {
"shared.pool.battle.normal": [
"shared.reward.card.sha",
"shared.reward.card.zhongsha",
"shared.reward.card.tao",
"shared.reward.card.wuzhong",
],
"shared.pool.boss.premium": [
...relicRewardIds,
"shared.reward.skill.heroic",
"shared.reward.item.handCharm",
"shared.reward.maxHp",
+3 -2
View File
@@ -4,7 +4,7 @@
- 本模块是梦三玩法规则,不批量修改武将技能源码。
- 主角固定单位 ID:`player`;`ally` 为友方,`enemy` 为敌方。
- `neutral` 仅保留预设,目前配置为中立会报错,不启用中立行为。
- 主角使用个人牌堆;友方支援和敌人仍使用公共牌堆。
- 主角、敌人、羁绊助战使用各自牌堆;其他友方支援使用公共牌堆。
- 没有 `battlePlan` 的旧关卡继续使用原来随机的一名敌人。
- 本版单场累计最多 8 个席位,包含主角、初始单位、奖励支援、以后出现的援军。
@@ -82,7 +82,8 @@ battlePlan: {
再将奖励 ID 加入指定 rewardPools。相同奖励来源不叠加人数;临时次数可累加,永久来源保持永久。
数据保存在 `run.player.supports`,旧存档没有该字段时按空列表处理。
有限次数只随结算事务提交;重载未完成战斗不会额外扣次,重试结算不会重复发放。
行囊的“战斗支援”显示来源名称和持续场数。此版本未实现羁绊系统本身。
行囊的“战斗支援”显示来源名称和持续场数。羁绊助战单独在行军菜单
“羁绊”中管理,规则和配置见 [bonds.md](bonds.md)。
## 已接入的示例
- 林中伏兵“主动追击”:两名初始敌人,第 3 轮必定出现一名敌军援军。
+115
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@@ -0,0 +1,115 @@
# 梦三羁绊与助战
## 当前规则
- 行军菜单 → 羁绊:可结识多名 NPC,但只能指定一名助战;允许不指定。
- 羁绊仅随本次征程保存,新征程重置。刘备先天技能“桃园羁绊”
初始结识 `guanyu`、`zhangfei`,均为 8 级、升级进度 0%,默认未指定助战。
- 普通事件结识默认 1 级、进度 0%。每级助战概率为 `(level - 1) / 9`,
1 级为 0%,10 级为 100%。
- 战前在地图切换助战;开战只判定一次。成功后占玩家下家,AI 自动行动。
原有剧情与道具支援保留,原有 8 席校验和座次代码保留。
- 完成战斗结算:指定 NPC 到场 +50%,未到场 +25%。
濒死、战斗配置未补齐也属于未到场。不要求 NPC 存活,不限定胜利。
退出或重载未完成战斗不增长;重复结算不重复增长。
- 100% 进度升一级并保留溢出,最高 10 级,满级不再积累进度。
升级数值与新增技能从下一场生效。
- 存活 NPC 下一场恢复满血、重建自己的抽牌堆/弃牌堆/消耗牌堆。
抽牌堆耗尽后洗回自身弃牌堆,无可用牌时不使玩家征程失败。
- NPC 在自身出牌阶段前消耗 1 费用执行当前意图,然后照常使用手牌。
意图在开场及玩家新一轮行动时预告,按 NPC 自身已执行次数循环。
NPC 获得的护甲在其下次主循环回合开始时清除,与劫掠者一致。
- 原生死亡结算后离场,存档标记 `down: true`,界面显示“濒死”。
未救助前不能参战,但仍可指定助战并获得未到场的 25% 进度。
- 怪物意图攻击、负面效果作用于全部存活敌对单位,含剧情与道具友军。
每个目标承受完整段数,各自结算易伤、护甲与技能;怪物自身增益只执行一次。
意图伤害数字在目标状态不同时显示伤害范围,护甲仍由伤害流程抵扣。
## 手动补充 NPC
配置位置:`bonds/definitions.js` 的 `bondDefinitions`。
关羽、张飞的 `portrait` 以及 10 个 `growth` 行目前均预留。
成长数值与技能未填写完整前可以结识、选择与成长,但不能参战;
不继承原版武将技能。`deck` 和 `intents` 无需预先填写,已有默认兜底。
`portrait` 为空时不显示原版立绘。
每个成长行的字段:
| 字段 | 含义 |
| --- | --- |
| `maxHp` | 该等级的最大生命,参战时满血,正整数 |
| `hand` | 初始手牌数量,非负整数 |
| `draw` | 自身摸牌阶段摸牌数,非负整数 |
| `handLimit` | 手牌上限,非负整数 |
| `energy` | 每回合费用,正整数 |
| `skills` | 本等级新解锁技能 ID 数组;无新增时填写 `[]`,低等级已解锁技能累计保留 |
`growth[0]` 对应 1 级,`growth[9]` 对应 10 级。数值逐行填写,不自动插值。
当前关卡校验要求生命及初始手牌不超过 99。
`deck` 为该 NPC 独立的基础牌组,填写牌名数组,或 `{name,suit,number}` 数组。
牌名必须已在游戏注册。每场创建新的卡牌实例,不与其他 NPC 或玩家共享实例。
## 默认牌库和意图
`deck` 未填写、为 `null` 或 `[]` 时,使用 `DEFAULT_BOND_DECK`:
3 张【杀】、2 张【闪】、1 张【桃】、1 张【无中生有】,每场独立生成并洗牌。
NPC 的 `intents` 未填写、为 `null` 或 `[]` 时,使用
`bonds/intents.js` 的 `DEFAULT_BOND_INTENTS`,按下列顺序循环:
| 意图 | 效果 |
| --- | --- |
| 援击 | 对每名存活敌对单位造成 6 点攻击伤害 |
| 连击 | 对每名存活敌对单位造成 2 段攻击伤害,每段 3 点 |
| 整备 | 自身获得 5 点护甲 |
默认意图数值不随等级自动插值。NPC 可以在 `bondDefinitions` 中
填写独立的 `intents` 数组来覆盖默认组,例如:
```js
intents: [
{ id: "strike", name: "重击", damage: 8 },
{ id: "break", name: "破阵", damage: 3, hits: 2,
debuff: "易伤", stacks: 1 },
{ id: "guard", name: "坚守", block: 6 },
],
```
每项需要 `id`、`name`,可配置 `damage`、`hits`、`debuff`、`stacks`、
`block`、`strength`。伤害和增益为非负整数,攻击段数为正整数;
负面效果目前支持“脆弱”“易伤”。`intentType: "death_blow"`
可选,但只允许单段攻击,并沿用出牌阶段结束后自身死亡的规则。
显式填写的无效意图会报错,避免将错误配置静默替换成默认值。
所有攻击目标各自结算护甲、易伤及技能;自身护甲、力量增益只执行一次。
费用不足时该项不产生效果,轮次仍向后推进;每场重新从第一项开始。
## 事件结识接口
剧情选项的 `outcome` 可填写:
```js
outcome: {
bonds: ["guanyu", { id: "zhangfei", level: 3 }],
}
```
已结识 NPC 再次结识不会重置等级、进度或濒死状态。
也可从 `bonds/state.js` 导入 `meetBond(run, id, level)`,
在现有事件结算中调用并使用现有征程存档流程保存。
## 救助接口预留
`bonds/state.js` 导出 `rescueBond(run, id)`:
仅解除该 NPC 的濒死标记,返回是否发生状态变化。
当前没有绑定道具或取得途径,菜单仅显示禁用的“救助道具待补充”按钮。
以后接入地图道具时,应在同一次存档中完成道具扣除与状态解除;
不能把此接口作为免费救助按钮。救助后下一场按当前等级满血参战。
## 验证
`tools/test_bonds.mjs` 覆盖初始化、事件重复结识、单选、概率边界、
成长溢出/上限、濒死/救助、独立牌组、结算重复提交和多目标意图。
另覆盖默认牌库与意图兜底、独立循环、费用不足、自定义意图和击晕期间禁止执行。
这些检查不等同于游戏原生战斗运行验证;空缺战斗配置待补充后再实机验收。
+7 -2
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@@ -1,10 +1,15 @@
# 梦三战斗规则(测试阶段)
只影响梦三模式,不修改 noname 的标准/军争原始牌包。`cards/mode-cards.js` 从标准、军争实体牌列表逐一复制模式专属定义,沿用原牌名以保留响应、装备、转化兼容性;图鉴说明在梦三模式覆盖。新征程的界刘备为 50/50 生命,默认每回合摸 2 张、手牌上限 3、回合费用恢复至 3。主动使用牌消耗费用,转化牌按转化后的牌名计费;响应【闪】、救援【桃】等不消耗费用。默认主动牌 1 费,`battle/combat-rules.js` 中列出例外。【杀】1 费、可多次使用,牌定义的基础伤害为 4;【桃】及【桃园结义】回复 8 点生命;【南蛮入侵】、【万箭齐发】、【决斗】、【火攻】基础伤害 4,【闪电】命中伤害 12。其余卡牌保留原有效果,并加上梦三费用与图鉴说明。
只影响梦三模式,不修改 noname 的标准/军争原始牌包。`cards/mode-cards.js` 从标准、军争实体牌列表逐一复制模式专属定义,沿用原牌名以保留响应、装备、转化兼容性;图鉴说明在梦三模式覆盖。新征程的界刘备为 50/50 生命,默认每回合摸 2 张、手牌上限 3、回合费用恢复至 3。主动使用牌消耗费用,转化牌按转化后的牌名计费;响应【闪】、救援【桃】等不消耗费用。默认主动牌 1 费,`battle/combat-rules.js` 中列出例外。【杀】1 费、可多次使用,牌定义的基础伤害为 6;【桃】及【桃园结义】回复 8 点生命;【南蛮入侵】、【万箭齐发】、【决斗】、【火攻】基础伤害 4,【闪电】命中伤害 12。其余卡牌保留原有效果,并加上梦三费用与图鉴说明。
## 怪物
`monsters/monster.js` 的 `Monster` 类统一提供阶级默认值。普通/精英/Boss 分别每回合摸 1/2/3 张、手牌上限 3/5/7、回合费用 2/3/4。每名敌人拥有自己的抽牌堆、弃牌堆与手牌;怪物默认使用阶级牌堆,不再从公共牌堆摸牌。友方支援仍用公共牌堆。
梦三模式护甲不设数值上限,玩家、敌人和友方单位均适用;
调用 `changeHujia` 时传入的上限参数不生效。
护甲增减、伤害抵扣与日志仍沿用引擎流程;脆弱仍使获得护甲
减少 25%(向下取整),劫掠者仍在自身回合开始前清空剩余护甲。
`monsters/monster.js` 的 `Monster` 类统一提供阶级默认值。普通/精英/Boss 分别每回合摸 1/2/3 张、手牌上限 3/5/7、回合费用 2/3/4。每名敌人拥有自己的抽牌堆、弃牌堆与手牌;怪物默认使用阶级牌堆,不再从公共牌堆摸牌。羁绊助战使用各自专属牌堆;其他友方支援仍用公共牌堆。
`HEALTH` 为目前各敌人的独立生命值;新怪物未配置时使用阶级兜底生命值。`OpeningSoldier extends Monster` 是继承示例;新子类在 `MONSTER_TYPES` 注册。关卡单位可以写 `tier`、`hp/maxHp`、`draw`、`handLimit`、`energy`、`deck` 覆盖默认值;`deck` 可为牌名数组(如 `deck:["sha","shan","tao"]`),也可用 `{name,suit,number}` 指定单张牌。牌名必须在 noname 中存在。
+1
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@@ -16,6 +16,7 @@
- 苏双&张世平为一名男性蜀势力武将,暂设无技能、4/4、4张初始手牌,可自行调整。
- `discardEquipment` 弃置指定单位装备区的指定牌;已不在装备区则不重复弃置,不影响其他装备。
- `fixedRewards` 固定获得梅花5的卢一张,加入征程个人牌库;此关关闭随机三选一。奖励与节点完成一起事务提交,重试不会重复发牌。
- 固定奖励与选择奖励共用过关奖励界面,以“固定战利品”/“可选战利品”等文字区分;固定奖励显示名称和说明,点击“领取固定奖励”后继续结算,不能放弃。若同时配置两类奖励,固定奖励全部获得,候选奖励仍择一领取或放弃。
- 初始士兵/支援手牌仍来自公共牌堆;弃掉的敌方的卢走原生弃牌流程,胜利所得的卢是持久牌库新卡,并非再从弃牌区拾取。
- 提前击败敌人允许正常获胜,此时未到第四次回合的支援不会触发。不强行等待、不添加免死。
+131 -26
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@@ -1,10 +1,18 @@
import { createScenarioCharacters, scenarioTranslations } from "./content/scenario-characters.js";
import { createMengsanCards } from "./cards/mode-cards.js";
import { createRelicBattle, createRelicSkills } from "./relics/battle.js";
import { grantRelic, getRelic } from "./relics/definitions.js";
import { mountRelics } from "./ui/relics.js";
import { buildBattlePlan, consumeSupports, createBattleDirector, grantSupport } from "./battle/battle-director.js";
import { installPersonalPiles } from "./cards/personal-piles.js";
import { createMonster } from "./monsters/monster.js";
import { prepareBondBattle } from "./bonds/state.js";
import { initializeBondUnit, recordBondDeath } from "./bonds/battle.js";
import { bondDefinitions } from "./bonds/definitions.js";
import { createBondIntentActions } from "./bonds/intents.js";
import {
createMonsterIntentActions,
getIntentHostiles,
isFlyconid,
isRaider,
} from "./monsters/actions.js";
@@ -37,10 +45,11 @@ import { createBattleSettlement } from "./battle/battle-settlement.js";
import { createBattleFlow, quiesceEngine } from "./battle/battle-flow.js";
import { lib, game, ui, get, _status } from "../../../noname.js";
import config from "./config.js";
import { showMap } from "./ui/map/index.js";
import { showMap as renderMap } from "./ui/map/index.js";
import { getRandomRewardChoices } from "./progression/reward.js";
import { canAcquireCard } from "./cards/card-definitions.js";
import { addCardToDeck, createRandomCardData } from "./cards/card-data.js";
import { hasUpgradeableCard, upgradeRandomCard } from "./cards/upgrades.js";
import { chooseBattleReward } from "./ui/reward-ui.js";
import { applyStoryOutcome, getAvailableStoryChoices } from "./progression/story.js";
import { playDialogue } from "./ui/dialogue.js";
@@ -72,6 +81,7 @@ const saveRun = async run => {
}
};
const clearRun = modeStorage.clearRun;
const showMap = run => renderMap(run, { saveRun });
let battleSequence = 0;
let activeBattle = null;
const reportFlowError = error => { console.error("梦三流程暂停,未自动清档:", error); };
@@ -100,6 +110,13 @@ const createCardInstance = (run, name = "sha", upgrade = 0, affixes = []) =>
const applyReward = (run, rewardId) => {
const player = run.player;
const relicId = config.rewards[rewardId]?.relic;
if (relicId) {
if (grantRelic(run, relicId)) {
game.log(`获得遗物【${getRelic(relicId).name}】`);
}
return;
}
const cardReward = config.rewards[rewardId]?.card;
if (cardReward) {
if (!canAcquireCard(player.character, cardReward.name)) throw new Error(`武将 ${player.character} 无法获得牌:${cardReward.name}`);
@@ -116,9 +133,10 @@ const applyReward = (run, rewardId) => {
addCardToDeck(run, createCardInstance(run, "tao"));
break;
case "upgrade": {
const eligible = player.deck.filter(card => !card.affixes?.includes("eternal"));
const card = eligible[Math.floor(nextRandom(run) * eligible.length)];
if (card) card.upgrade = Number(card.upgrade || 0) + 1;
const card = upgradeRandomCard(player.deck, () => nextRandom(run));
if (card) game.log("梦三:", get.translation(card.name),
"强化至", card.upgrade, "级");
else game.log("梦三:没有可强化卡牌");
break;
}
case "heal":
@@ -129,10 +147,7 @@ const applyReward = (run, rewardId) => {
player.hp += 5;
break;
case "item_hand":
if (!player.items.includes("mengsan_hand_charm_shuying")) {
player.items.push("mengsan_hand_charm_shuying");
player.handLimitBonus++;
}
grantRelic(run, "mengsan_hand_charm_shuying");
break;
case "skill_yingyong":
if (!player.permanentSkills.includes("mengsan_yingyong_shuying")) {
@@ -187,7 +202,11 @@ const finishUtilityNode = async (run, node) => {
if (node.type == "rest") {
const choice = await chooseButtons("休息节点", [
{ id: "heal", name: "休息", description: "回复 8 点生命" },
{ id: "upgrade", name: "磨砺", description: "随机强化一张卡牌" },
{ id: "upgrade", name: "磨砺",
description: hasUpgradeableCard(run.player.deck)
? "随机强化一张尚未满级的可强化牌"
: "没有可强化卡牌",
disabled: !hasUpgradeableCard(run.player.deck) },
]);
applyReward(run, choice);
}
@@ -266,7 +285,8 @@ const initBattleUnit = (player, spec) => {
player.storage.mengsanInitialHand_shuying = spec.hand ?? 4;
for (const skill of spec.skills || []) player.addSkill(skill);
player.update();
return monster;
return monster || initializeBondUnit(player, spec,
_status.mengsanRun_shuying);
};
const installMonsterPile = (player, monster, current) => {
@@ -286,6 +306,8 @@ const {
executeFlyconidIntent,
executeRaiderIntent,
} = createMonsterIntentActions(game, () => activeBattle);
const { planBondIntent, executeBondIntent } =
createBondIntentActions(game, () => activeBattle);
const equipBattleUnit = async (player, spec, resources) => {
for (const info of spec.equipment || []) {
const card = resources.card(game.createCard(info.name, info.suit, info.number, info.nature));
@@ -311,13 +333,17 @@ const createScenario = (plan, current) => {
current.energyUI.set(player,
mountEnergy(player, current.session, document));
current.intentUI.set(player, mountEnemyIntent(player,
current.session, STYLE_PATH, document, () => game.me));
current.session, STYLE_PATH, document,
() => getIntentHostiles(game, player)));
}
for (const participant of [...game.players, ...game.dead]) participant.setSeatNum(Number(participant.dataset.position) + 1);
await equipBattleUnit(player, spec, current.resources);
await player.draw(spec.hand ?? 4);
await game.triggerEnter(player);
if (monster && current.session.active) planEnemyIntent(player, _status.mengsanRun_shuying);
if (monster && current.session.active) {
planEnemyIntent(player, _status.mengsanRun_shuying);
planBondIntent(player);
}
});
await join;
game.log(player, "作为", spec.camp === "ally" ? "友方支援" : "敌方援军", "加入战斗");
@@ -344,7 +370,12 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
// Old saves keep their deck instances, but the retired affix no longer exists.
for (const card of run.player.deck) if (Array.isArray(card.affixes)) card.affixes = card.affixes.filter(key => key !== "annihilate");
if (encounter.requiredCharacter && run.player.character !== encounter.requiredCharacter) throw new Error("该关卡仅限指定主角,请开始刘备的新征程");
const plan = buildBattlePlan(encounter, run);
const bondUnit = prepareBondBattle(run, () => nextRandom(run));
const plan = buildBattlePlan(encounter, run, bondUnit);
if (run.bondBattle) {
game.log(`羁绊助战:${bondDefinitions[run.bondBattle.id].name},${
bondUnit ? "本场将到场" : "本场未到场"}`);
}
for (const spec of [...plan.units, ...plan.rules.flatMap(r => r.effects.filter(e => e.type === "spawn").map(e => e.unit))]) {
if (!lib.character[spec.character]) throw new Error("关卡武将未加载:" + spec.character);
for (const skill of spec.skills || []) if (!lib.skill[skill]) throw new Error("关卡技能未加载:" + skill);
@@ -397,7 +428,13 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
participants.forEach((player, index) => {
if (monsters[index]) currentBattle.intentUI.set(player,
mountEnemyIntent(player, session, STYLE_PATH, document,
() => game.me));
() => getIntentHostiles(game, player)));
});
participants.forEach(player => {
if (player.storage.mengsanBond_shuying) {
currentBattle.energyUI.set(player,
mountEnergy(player, session, document));
}
});
activeBattle.director = createScenario(plan, currentBattle);
activeBattle.director.bind("player", me);
@@ -414,6 +451,14 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
me.maxHp = run.player.maxHp;
me.hp = Math.max(1, Math.min(run.player.hp, me.maxHp));
me.update();
currentBattle.relics = createRelicBattle(run, {
active: () => session.active && me.hp > 0,
draw: number => game.mengsanDraw_shuying(me, number),
log: (relic, effect) => {
game.log(me, `遗物【${relic.name}】发动:${effect}`);
currentBattle.relicUI?.refresh();
},
});
run.player.permanentSkills.forEach(skill => {
if (lib.skill[skill] && !me.hasSkill(skill)) me.addSkill(skill);
});
@@ -422,10 +467,12 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
"mengsan_card_affixes_shuying", "mengsan_scenario_shuying",
"mengsan_card_payment_shuying", "mengsan_monster_draw_shuying",
"mengsan_flyconid_action_shuying", "mengsan_raider_action_shuying",
"mengsan_bond_action_shuying",
"mengsan_raider_card_strength_shuying",
"mengsan_death_blow_finish_shuying",
"mengsan_stun_skip_shuying", "mengsan_stun_recover_shuying",
"mengsan_stun_clear_shuying",
"mengsan_relics_shuying",
]) {
if (!lib.skill.global.includes(skill)) {
game.addGlobalSkill(skill);
@@ -433,6 +480,7 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
}
}
activeBattle.pilesUI = mountBattlePiles(session, _status.mengsanBattle_shuying);
currentBattle.relicUI = mountRelics(session, run, currentBattle.relics);
activeBattle.gmUI = mountGMManager(session, me, activeBattle.personalPiles, _status.mengsanBattle_shuying, resources, game);
for (let index = 0; index < plan.units.length; index++) await equipBattleUnit(participants[index], plan.units[index], resources);
game.syncState();
@@ -444,6 +492,8 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
await game.mengsanDraw_shuying(me, 4);
if (!session.active) return;
activeBattle.personalPiles.drawInnate();
await currentBattle.relics.start();
if (!session.active) return;
await playDialogue(encounter.openingDialogue, { run, title: encounter.name || "开场剧情" });
if (!session.active) return;
await currentBattle.director.start();
@@ -456,16 +506,21 @@ const prepareBattle = async (run, node, encounter, session, resources) => {
loop.setContent(async event => runPhaseLoop(event, me, session, {game, lib, _status, get, beforeTurn: async player => {
if (player === me && !openingHandChecked) {
openingHandChecked = true;
currentBattle.personalPiles.trimOpeningHand(4);
currentBattle.personalPiles.trimOpeningHand(
4 + currentBattle.relics.openingHandBonus);
}
if (isRaider(player) && player.hujia > 0) await player.changeHujia(-player.hujia);
if ((isRaider(player) || player.storage.mengsanBond_shuying) &&
player.hujia > 0) await player.changeHujia(-player.hujia);
if (player.storage.mengsanMaxEnergy_shuying != null) {
player.storage.mengsanEnergy_shuying = player.storage.mengsanMaxEnergy_shuying;
currentBattle.energyUI.get(player)?.();
}
await currentBattle.director.beforeTurn(player);
if (player === me && session.active) {
for (const enemy of game.players) planEnemyIntent(enemy, run);
for (const participant of game.players) {
planEnemyIntent(participant, run);
planBondIntent(participant);
}
}
game.checkResult();
}}));
@@ -489,9 +544,25 @@ const registerPlayers = (session, players) => {
};
const makeFlow = (releaseSkills = async () => {}) => createBattleFlow({
releaseSkills,
presentVictory: pending => playDialogue(pending.victoryDialogue, { run: pending.base, title: "战后剧情" }),
presentVictory: pending => {
if (pending.bondGrowth) {
const growth = pending.bondGrowth;
game.log(`羁绊【${bondDefinitions[growth.id].name}】进度增加${
growth.gain}%,当前${growth.level}级(${growth.progress}%)`);
}
if (pending.relicRecovery > 0) {
game.log(`遗物【燃烧之血】战后回复${pending.relicRecovery}点生命`);
}
return playDialogue(pending.victoryDialogue,
{ run: pending.base, title: "战后剧情" });
},
settlement:createBattleSettlement({store:modeStorage, config, getRandomRewardChoices, applyReward, completeNode, enterNextAct}),
chooseReward:chooseBattleReward,
chooseReward: (choices, options) => chooseBattleReward(choices, {
...options,
fixedRewards: options.fixedRewards.map(id => ({
...config.rewards[id], id,
})),
}),
showMap,
showEnding:async route => { game.over(route === "victory"); },
quiesce:() => quiesceEngine(_status),
@@ -499,10 +570,15 @@ const makeFlow = (releaseSkills = async () => {}) => createBattleFlow({
const requestBattleFinish = outcome => {
const current = activeBattle;
if (!current) return false;
for (const player of game.dead) {
recordBondDeath(player, _status.mengsanRun_shuying,
message => game.log(message));
}
const accepted = current.flow.requestFinish({session:current.session, hp:game.me?.hp || 0, outcome, defeatedEnemies:current.director?.defeatedEnemies ?? 1});
if (accepted) {
current.pilesUI?.dispose();
current.gmUI?.dispose();
current.relicUI?.dispose();
stopBattleTurn(current.session, _status.eventManager);
if (_status.mengsanBattle_shuying) _status.mengsanBattle_shuying.resolving = true;
current.finished();
@@ -627,18 +703,22 @@ const createMode = identityMode => {
...identityElement,
player: {
...identityPlayer,
dieAfter() { game.checkResult(); },
dieAfter() {
recordBondDeath(this, _status.mengsanRun_shuying,
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))); },
changeHujia(num, type, limit) {
changeHujia(num, type) {
// 脆弱只削减正向获得的护甲,不改变受伤时消耗护甲的数值。
if (this.storage?.mengsanFrail_shuying > 0 && (num == null || num > 0) && type !== "damage") {
num = Math.floor((num ?? 1) * 0.75);
}
return nativeChangeHujia.call(this, num, type, limit);
return nativeChangeHujia.call(this, num, type, false);
},
getHandcardLimit() {
if (this.storage?.mengsanPlayer_shuying) {
@@ -647,6 +727,9 @@ const createMode = identityMode => {
return PLAYER_HAND_LIMIT + bonus;
}
if (this.storage?.mengsanMonster_shuying) return this.storage.mengsanMonster_shuying.handLimit;
if (this.storage?.mengsanBond_shuying) {
return this.storage.mengsanBond_shuying.handLimit;
}
let number = Math.max(this.hp, 0);
number = game.checkMod(this, number, "maxHandcardBase", this);
number = game.checkMod(this, number, "maxHandcard", this);
@@ -755,6 +838,11 @@ const createMode = identityMode => {
},
skill: {
...(identityMode.skill || {}),
...createRelicSkills(() => activeBattle, () => game.me),
mengsan_taoyuan_bond_shuying: {
locked: true, mark: true, marktext: "义",
intro: { content: "先天结识关羽、张飞,初始羁绊均为8级。助战角色在行军菜单中选择。" },
},
mengsan_card_payment_shuying: {
forced: true, silent: true, popup: false,
firstDo: true, priority: 10000,
@@ -775,10 +863,14 @@ const createMode = identityMode => {
mengsan_monster_draw_shuying: {
trigger: { player: "phaseDrawBegin2" },
forced: true, silent: true, popup: false,
filter(event, player) { return Boolean(player.storage?.mengsanMonster_shuying); },
filter(event, player) {
return Boolean(player.storage?.mengsanMonster_shuying ||
player.storage?.mengsanBond_shuying);
},
async content(event, trigger, player) {
trigger.num = isStunned(player) ? 0 :
player.storage.mengsanMonster_shuying.draw;
(player.storage.mengsanMonster_shuying ||
player.storage.mengsanBond_shuying).draw;
},
},
mengsan_flyconid_action_shuying: {
@@ -797,11 +889,24 @@ const createMode = identityMode => {
event.player.storage.mengsanRaiderIntent_shuying); },
async content(event, trigger) { await executeRaiderIntent(trigger.player); },
},
mengsan_bond_action_shuying: {
trigger: { global: "phaseUseBefore" },
forced: true, silent: true, popup: false, priority: 100,
filter(event) {
return Boolean(activeBattle?.session.active &&
!isStunned(event.player) &&
event.player.storage?.mengsanBond_shuying?.intent);
},
async content(event, trigger) {
await executeBondIntent(trigger.player);
},
},
mengsan_raider_card_strength_shuying: {
trigger: { source: "damageBegin1" },
forced: true, silent: true, popup: false, priority: 90,
filter(event, player) { return Boolean(activeBattle?.session.active &&
isRaider(player) && player.storage.mengsanStrength_shuying > 0 &&
(isRaider(player) || player.storage.mengsanBond_shuying) &&
player.storage.mengsanStrength_shuying > 0 &&
event.card && !event.mengsanScriptedSkill_shuying); },
async content(event, trigger, player) {
trigger.num += player.storage.mengsanStrength_shuying;
@@ -993,7 +1098,7 @@ const createMode = identityMode => {
},
config: {},
help: {
梦三: "梦三:玩家和敌方怪物各有独立牌堆与弃牌堆,友方支援仍使用公共牌堆。主动出牌消耗费用,转化牌按转化后牌名计费;响应不耗费。DIY须在技能所属角色事件内访问牌堆,不可缓存公共牌堆节点。",
梦三: "梦三:玩家、敌方怪物和羁绊助战各有独立牌堆与弃牌堆,其他友方支援使用公共牌堆。主动出牌消耗费用,转化牌按转化后牌名计费;响应不耗费。DIY须在技能所属角色事件内访问牌堆,不可缓存公共牌堆节点。",
},
};
};
+5 -54
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@@ -1,8 +1,5 @@
import {
attackHitCount,
outgoingAttackDamage,
} from "../battle/intent-damage.js";
import { beginDeathBlow, isDeathBlowIntent } from "../battle/death-blow.js";
import { createIntentExecutor } from "../battle/intent-effects.js";
export { getIntentHostiles } from "../battle/intent-effects.js";
import { isStunned } from "../battle/stun-intent.js";
import { nextRandom } from "../progression/state.js";
import { selectFlyconidMove, recordFlyconidAction } from "./flyconid-intent.js";
@@ -21,6 +18,7 @@ export const isRaider = player =>
isRaiderCharacter(player.name);
export function createMonsterIntentActions(game, getActiveBattle) {
const executeEffects = createIntentExecutor(game, getActiveBattle);
const planEnemyIntent = (player, run) => {
if (!player?.isAlive() || isStunned(player)) return;
if (isFlyconid(player)) {
@@ -39,30 +37,6 @@ export function createMonsterIntentActions(game, getActiveBattle) {
}
};
const applyIntentDebuff = (target, move) => {
if (!move.debuff) return;
const frail = move.debuff === "脆弱";
const key = frail ? "mengsanFrail_shuying" :
"mengsanVulnerable_shuying";
target.storage[key] = (target.storage[key] || 0) + move.stacks;
target.addSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
target.markSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
};
const dealIntentDamage = async (source, target, move) => {
if (move.damage == null) return;
for (let index = 0; index < attackHitCount(move); index++) {
if (!target.isAlive() || !source.isAlive()) break;
const hit = target.damage(
outgoingAttackDamage(move, source), source);
hit.mengsanAttack_shuying = true;
hit.mengsanScriptedSkill_shuying = true;
await hit;
}
};
const executeFlyconidIntent = async player => {
const move = player.storage.mengsanFlyconidIntent_shuying;
if (!move) return;
@@ -80,16 +54,7 @@ export function createMonsterIntentActions(game, getActiveBattle) {
player.storage.mengsanEnergy_shuying--;
getActiveBattle()?.energyUI.get(player)?.();
game.log(player, "消耗1费用发动", move.name);
const target = game.me;
if (!target?.isAlive() || !player.isAlive()) return;
if (isDeathBlowIntent(move)) {
await beginDeathBlow(player, target, move);
return;
}
await dealIntentDamage(player, target, move);
if (target.isAlive() && player.isAlive()) {
applyIntentDebuff(target, move);
}
await executeEffects(player, move);
};
const executeRaiderIntent = async player => {
@@ -106,21 +71,7 @@ export function createMonsterIntentActions(game, getActiveBattle) {
player.storage.mengsanEnergy_shuying--;
getActiveBattle()?.energyUI.get(player)?.();
game.log(player, "消耗1费用发动", move.name);
const target = game.me;
if (!target?.isAlive() || !player.isAlive()) return;
await dealIntentDamage(player, target, move);
if (target.isAlive() && player.isAlive()) {
applyIntentDebuff(target, move);
}
if (!player.isAlive() || !getActiveBattle()?.session.active) return;
if (move.block) await player.changeHujia(move.block);
if (move.strength) {
player.storage.mengsanStrength_shuying =
(player.storage.mengsanStrength_shuying || 0) +
move.strength;
player.addSkill("mengsan_raider_strength_shuying");
player.markSkill("mengsan_raider_strength_shuying");
}
await executeEffects(player, move);
};
return {
+2 -2
View File
@@ -8,9 +8,9 @@ const TIER_RULES = Object.freeze({
});
const BASE_DECKS = Object.freeze({
normal: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "tao", "jiu", "guohe", "sha"]),
normal: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "tao", "jiu", "sha"]),
elite: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "jiu", "juedou", "wuzhong", "guohe"]),
boss: Object.freeze(["sha", "sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "tao", "jiu", "jiu", "juedou", "wuzhong", "guohe"]),
boss: Object.freeze(["sha", "sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "jiu", "juedou", "wuzhong", "guohe"]),
});
const HEALTH = Object.freeze({
+9
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@@ -1,9 +1,18 @@
import config from "../config.js";
import { nextRandom } from "./state.js";
import { canAcquireCard } from "../cards/card-definitions.js";
import { hasUpgradeableCard } from "../cards/upgrades.js";
import { canAcquireRelic } from "../relics/definitions.js";
export const rewardCardName = reward => reward?.card?.name || ({ card_sha: "sha", card_tao: "tao" })[reward?.effectId] || null;
export const canAcquireReward = (run, reward) => {
if (reward?.relic) return canAcquireRelic(run, reward.relic);
if (reward?.effectId === "item_hand") {
return canAcquireRelic(run, "mengsan_hand_charm_shuying");
}
if (reward?.effectId === "upgrade") {
return hasUpgradeableCard(run?.player?.deck);
}
const name = rewardCardName(reward);
return !name || canAcquireCard(run?.player?.character, name);
};
+2
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@@ -1,5 +1,6 @@
import { createStartingDeck } from "../cards/starting-deck.js";
import config from "../config.js";
import { initializeInnateBonds } from "../bonds/state.js";
import { RAIDER_TRIO_ENCOUNTER, createRaiderTrioBattlePlan } from "../content/acts/act1/raider-trio.js";
const hashText = text => {
@@ -177,6 +178,7 @@ export const createRun = character => {
},
storyFlags: {},
};
initializeInnateBonds(run);
run.map = generateActMap(run, 0);
return run;
};
+6
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@@ -1,3 +1,5 @@
import { meetBond } from "../bonds/state.js";
export const getAvailableStoryChoices = (run, content) => {
const flags = run.storyFlags || {};
return (content?.choices || []).filter(choice => {
@@ -9,5 +11,9 @@ export const getAvailableStoryChoices = (run, content) => {
export const applyStoryOutcome = (run, outcome = {}) => {
if (!run.storyFlags) run.storyFlags = {};
Object.assign(run.storyFlags, outcome.flags || {});
for (const bond of outcome.bonds || []) {
meetBond(run, typeof bond === "string" ? bond : bond.id,
typeof bond === "string" ? 1 : bond.level ?? 1);
}
return outcome;
};
+17
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@@ -0,0 +1,17 @@
# 遗物资源待补清单
当前所有遗物的 `image` 均为 `null`,使用文字名称和效果说明,
不会加载不存在的图片。后续图片统一放入 `mengsan/assets/relics/`,
补齐时更新 `definitions.js` 并接入展示;本次不生成占位图片。
| 遗物 | 稳定 ID | 建议图片文件名 | 状态 |
| --- | --- | --- | --- |
| 燃烧之血 | `mengsan_burning_blood_shuying` | `burning_blood.png` | 待提供 |
| 蛇之戒指 | `mengsan_snake_ring_shuying` | `snake_ring.png` | 待提供 |
| 长蛇戒指 | `mengsan_long_snake_ring_shuying` | `long_snake_ring.png` | 待提供 |
| 千年积木 | `mengsan_millennium_puzzle_shuying` | `millennium_puzzle.png` | 待提供 |
| 摆动球 | `mengsan_pendulum_shuying` | `pendulum.png` | 待提供 |
| 束带(既有道具) | `mengsan_hand_charm_shuying` | `hand_charm.png` | 待提供 |
建议使用统一尺寸的透明背景 PNG,实际尺寸和视觉风格在资源制作时确定。
图片仅负责外观,不承载名称、效果或触发计数。
+89
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@@ -0,0 +1,89 @@
# 梦三遗物(道具)
本目录负责遗物定义、持有规则与战斗效果管理。
已实现五件新遗物,并接入既有“束带”。图片暂缺,清单见 [ASSETS.md](ASSETS.md)。
## 已实现的遗物
| 遗物 | 效果 |
| --- | --- |
| 燃烧之血 | 胜利结算后回复 6 点生命,不超过上限;失败不回血 |
| 蛇之戒指 | 每场战斗开始额外摸 2 张,开场手牌整理不会移除这两张 |
| 长蛇戒指 | 每场战斗第 1~3 个自身回合开始,各额外摸 2 张 |
| 千年积木 | 每场战斗首次实际生命减少且仍存活时摸 3 张;纯护甲损失不触发 |
| 摆动球 | 每场战斗第 3、6、9……个自身回合开始额外摸 1 张 |
| 束带 | 原有手牌上限 +1,重复获得不叠加 |
遗物互相独立:同时持有两种戒指时,开场和前三回合效果分别触发。
所有回合计数按玩家自身实际开始的回合计算,不计敌方和支援回合,
不使用界面显示的全局轮数。每场战斗重置计数及“首次损失生命”标记。
额外摸牌沿用个人牌堆规则;牌堆与弃牌堆不足时仍按原规则挑战失败。
### 获得、保存和查看
- 五件新遗物加入共享 Boss 奖励池及第一章宝箱奖励池;
后续章节使用共享 Boss 奖励池的宝箱也可出现它们。
- 角色默认不携带新遗物;未新增商店价格或精英掉落规则。
- 持有记录沿用 `run.player.items`,已持有遗物会从随机奖励中排除。
- `definitions.js` 提供注册、资格检查和去重获得;旧“束带”ID 与效果保留。
- `battle.js` 管理战斗计数、摸牌效果及战后回血;战斗运行状态不写入征程。
- 战后回血写入结算候选快照,之后才领取奖励,重试、重复提交和读档
复用快照,不再次回血;刚从本场奖励获得的燃烧之血从下一场生效。
- 战斗中的“遗物”按钮显示名称、效果与触发状态;地图行囊显示持有详情。
- 获得和效果触发使用游戏日志反馈;没有图片时只显示文字。
## 参考来源
- [杀戮尖塔 2 中文百科:遗物](https://sts2.huijiwiki.com/wiki/%E9%81%97%E7%89%A9)
- 查阅日期:2026-09-30。
- 页面直连返回 403;以下概述依据搜索索引返回的该页正文整理。
本文概述机制,不复制完整遗物列表、具体效果或图片。
## 网页中的遗物概念
遗物是单局游戏中获得并持续持有的物品,会影响牌组构筑、
手牌管理和其他玩法。这里的“永久”指当前这一局,
不代表跨新征程永久保留。
- 每个角色拥有自己的初始遗物,此外也有通用和角色专属遗物。
- 获得途径包括击败精英或 Boss、宝箱、商店、部分事件和先古之民。
- 已经持有的遗物不会再次出现。
- 通常不能主动移除;部分事件可以交换或移除遗物。
- 部分特殊遗物可以失效,但失效后仍保留在持有列表中。
- 页面按稀有度或获取类别区分初始、普通、罕见、稀有、
商店、先古之民、事件及其他遗物。
## 接入前的项目背景
接入前,项目已有以下零散道具逻辑:
| 位置 | 现有职责 |
| --- | --- |
| `../progression/state.js` | 新征程创建 `player.items` 和手牌上限加成数据 |
| `../mode.js` | 获得“束带”时记录道具 ID,手牌上限加成增加 1,重复获得不叠加 |
| `../content/shared/rewards.js` | 配置“束带”和“斥候援令”等奖励 |
| `../battle/battle-director.js` | 管理援令带来的支援单位与重复来源处理 |
| `../ui/map/renderer.js` | 行囊展示永久道具,数量读取 `player.items` |
“斥候援令”走支援管理流程,不能仅凭奖励名中的“道具”
认定它已经进入 `player.items` 或统一遗物系统。
## 设计约定与后续扩展
1. 将“遗物”作为本征程持续持有道具的统一概念,
与手牌、装备牌、消耗品及临时战斗状态分别管理。
2. 每个遗物定义稳定 ID、名称、说明、图标、角色限制、
获取类别及效果规则;具体三国题材名称与数值另行配置。
3. 根据效果需要提供获得时、战斗开始、回合开始、出牌后、
战斗结束等触发时机;不能假定所有遗物只提供固定属性加成。
4. 获得前统一检查角色资格和是否已持有,
默认不重复获取;失效、交换和移除规则由具体遗物明确声明。
5. 将持有记录和需要跨战斗保存的计数写入征程存档,
战斗内计数由战斗会话管理,读档不重复执行“获得时”效果。
6. 先以“束带”作为接入现有机制的候选,保留它当前的效果与去重行为;
“斥候援令”需要明确与支援系统的关系,再决定如何接入。
7. 获得提示、持有列表、说明与触发反馈放在 `../ui/`,
图片建议放在 `../assets/relics/`;本目录负责遗物自身规则。
资源、稀有度、精英掉落、商店价格、角色初始遗物以及特殊交换或移除
规则仍待后续配置;本次保留原道具与存档字段,不引入独立遗物存档副本。
+105
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import { heldRelics } from "./definitions.js";
export function createRelicBattle(run, { active, draw, log }) {
const relics = heldRelics(run);
let started = false, turns = 0, firstLoss = false;
let openingHandBonus = 0, pendingHpDraw = null;
const seenTurns = new WeakSet();
const usable = () => started && active();
const drawEffect = async relic => {
if (!usable()) return;
if (turns === 0) openingHandBonus += relic.amount;
log(relic, `额外摸${relic.amount}张牌`);
await draw(relic.amount);
};
return {
get openingHandBonus() { return openingHandBonus; },
get openingDraw() {
return relics.filter(relic => relic.effect === "openingDraw")
.reduce((sum, relic) => sum + relic.amount, 0);
},
async start() {
if (started || !active()) return;
started = true;
for (const relic of relics) {
if (relic.effect === "openingDraw") await drawEffect(relic);
}
if (pendingHpDraw) {
const relic = pendingHpDraw;
pendingHpDraw = null;
await drawEffect(relic);
}
},
async turnStart(event) {
if (!usable() || seenTurns.has(event)) return;
seenTurns.add(event);
turns++;
for (const relic of relics) {
if ((relic.effect === "earlyTurnDraw" &&
turns <= relic.turns) ||
(relic.effect === "periodicTurnDraw" &&
turns % relic.turns === 0)) await drawEffect(relic);
}
},
async loseHp(event) {
if (!active() || firstLoss || !(event.num < 0)) return;
const relic = relics.find(item =>
item.effect === "firstHpLossDraw");
if (!relic) return;
firstLoss = true;
if (!started) {
pendingHpDraw = relic;
return;
}
await drawEffect(relic);
},
status(relic) {
if (relic.effect === "firstHpLossDraw") {
return firstLoss ? "本场已触发" : "本场尚未触发";
}
if (relic.effect === "earlyTurnDraw") {
return `本场已开始${turns}个自身回合`;
}
if (relic.effect === "periodicTurnDraw") {
return `回合计数:${turns % relic.turns}/${relic.turns}`;
}
if (relic.effect === "openingDraw") {
return started ? "本场已触发" : "等待战斗开始";
}
return "持续持有";
},
};
}
export function applyBattleEndRelics(run, outcome) {
if (outcome !== "victory" || !(run.player.hp > 0)) return 0;
const amount = heldRelics(run).filter(relic =>
relic.effect === "battleHeal").reduce((sum, relic) =>
sum + relic.amount, 0);
const before = run.player.hp;
run.player.hp = Math.min(run.player.maxHp ?? before,
before + amount);
return run.player.hp - before;
}
export function createRelicSkills(getBattle, getOwner) {
return {
mengsan_relics_shuying: {
trigger: { global: ["phaseBegin", "changeHp"] },
forced: true, silent: true, popup: false, priority: 100,
filter(event) {
const battle = getBattle(), owner = getOwner();
return Boolean(battle?.session.active && battle.relics &&
owner?.hp > 0 && event.player === owner &&
(event.name === "phase" || event.num < 0));
},
async content(event, trigger) {
const battle = getBattle();
if (!battle?.session.active) return;
if (event.triggername === "phaseBegin") {
await battle.relics.turnStart(trigger);
} else await battle.relics.loseHp(trigger);
},
},
};
}
+60
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const entries = [
{ id: "mengsan_burning_blood_shuying", name: "燃烧之血",
description: "战斗结束后回复6点生命,不能超过生命上限。",
effect: "battleHeal", amount: 6 },
{ id: "mengsan_snake_ring_shuying", name: "蛇之戒指",
description: "每场战斗开始时,额外摸2张牌。",
effect: "openingDraw", amount: 2 },
{ id: "mengsan_long_snake_ring_shuying", name: "长蛇戒指",
description: "每场战斗的前3个自身回合开始时,额外摸2张牌。",
effect: "earlyTurnDraw", amount: 2, turns: 3 },
{ id: "mengsan_millennium_puzzle_shuying", name: "千年积木",
description: "每场战斗首次实际损失生命且仍存活时,摸3张牌。",
effect: "firstHpLossDraw", amount: 3 },
{ id: "mengsan_pendulum_shuying", name: "摆动球",
description: "每场战斗每到第3个自身回合开始时,额外摸1张牌。",
effect: "periodicTurnDraw", amount: 1, turns: 3 },
{ id: "mengsan_hand_charm_shuying", name: "束带",
description: "基础手牌上限额外+1;重复获得不叠加。",
effect: "handLimit", amount: 1 },
];
export const relicDefinitions = Object.freeze(Object.fromEntries(
entries.map(entry => [entry.id, Object.freeze({ ...entry,
owner: null, image: null })])));
export const getRelic = id => Object.hasOwn(relicDefinitions, id)
? relicDefinitions[id] : null;
export const heldRelics = run => [...new Set(run?.player?.items || [])]
.map(getRelic).filter(Boolean);
export function canAcquireRelic(run, id) {
const relic = getRelic(id);
return Boolean(run?.player && relic &&
(relic.owner === null || relic.owner === run.player.character) &&
!run.player.items?.includes(id));
}
export function grantRelic(run, id) {
if (!getRelic(id)) throw new Error(`梦三遗物未注册:${id}`);
if (!canAcquireRelic(run, id)) return false;
run.player.items ||= [];
run.player.items.push(id);
const relic = getRelic(id);
if (relic.effect === "handLimit") {
run.player.handLimitBonus = (run.player.handLimitBonus || 0) +
relic.amount;
}
return true;
}
export const relicRewardIds = entries.filter(entry =>
entry.effect !== "handLimit").map(entry => `shared.reward.relic.${entry.id}`);
export const relicRewards = Object.fromEntries(relicRewardIds.map(id => {
const relicId = id.slice("shared.reward.relic.".length);
const relic = getRelic(relicId);
return [id, { relic: relicId, name: `遗物·${relic.name}`,
description: relic.description }];
}));
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import { bondDefinitions, getBondCombat, getBondDeck }
from "../bonds/definitions.js";
import { getBondIntents } from "../bonds/intents.js";
import { bondProbability, ensureBonds, selectBond } from "../bonds/state.js";
export function renderBonds(parent, run, saveRun, onBusy = () => {}) {
const bonds = ensureBonds(run);
const root = document.createElement("div");
root.className = "mengsan-bonds-shuying";
parent.appendChild(root);
const text = (tag, content, target = root) => {
const node = document.createElement(tag);
node.textContent = content;
target.appendChild(node);
return node;
};
const status = text("p", "");
status.setAttribute("role", "status");
const buttons = [];
let saving = false;
const choose = async id => {
if (saving) return;
saving = true;
onBusy(true);
const previous = bonds.selected;
for (const button of buttons) button.disabled = true;
status.textContent = "正在保存助战选择…";
try {
selectBond(run, id);
await saveRun(run);
const updated = renderBonds(parent, run, saveRun, onBusy);
root.replaceWith(updated);
updated.querySelector('button[aria-pressed="true"]')
?.focus({ preventScroll: true });
} catch (error) {
selectBond(run, previous);
status.textContent = "保存失败,请重试。";
console.error("梦三助战选择保存失败", error);
for (const button of buttons) button.disabled = false;
} finally {
saving = false;
onBusy(false);
}
};
const clear = text("button", "不指定助战");
clear.type = "button";
clear.setAttribute("aria-pressed", String(bonds.selected === null));
clear.addEventListener("click", () => choose(null));
buttons.push(clear);
if (!Object.keys(bonds.npcs).length) text("p", "尚未结识羁绊 NPC。");
for (const [id, npc] of Object.entries(bonds.npcs)) {
const definition = bondDefinitions[id];
if (!definition) continue;
const card = document.createElement("section");
card.className = "mengsan-bond-card-shuying";
root.appendChild(card);
text("h3", definition.name, card);
const ready = Boolean(getBondCombat(id, npc.level));
const state = npc.down ? "濒死 · 等待救助" :
ready ? "可助战" : "战斗配置待补";
text("p", `${state}${npc.down && !ready ?
" · 战斗配置待补" : ""}`, card);
text("p", `羁绊 ${npc.level} 级 · 助战概率 ${
(bondProbability(npc.level) * 100).toFixed(2)}%`, card);
const progress = text("progress", "", card);
progress.max = 100;
progress.value = npc.level === 10 ? 100 : npc.progress;
progress.setAttribute("aria-label", `${definition.name}升级进度`);
text("p", npc.level === 10 ? "羁绊已满级" :
`升级进度 ${npc.progress}% / 100%`, card);
const button = text("button", bonds.selected === id ?
"已指定助战" : "指定助战", card);
button.type = "button";
button.setAttribute("aria-pressed", String(bonds.selected === id));
button.addEventListener("click", () => choose(id));
buttons.push(button);
const combat = getBondCombat(id, npc.level);
text("p", combat ? `生命 ${combat.maxHp} · 初始手牌 ${combat.hand}` :
"生命、初始手牌及技能等待配置。", card);
text("p", `独立牌库 ${getBondDeck(definition).length} 张 · 意图 ${
getBondIntents(definition).map(move => move.name).join(" → ")}`,
card);
if (npc.down) {
const rescue = text("button", "救助道具待补充", card);
rescue.type = "button";
rescue.disabled = true;
}
}
text("p", "指定 NPC 后,每场战斗结束:到场 +50%,未到场 +25%。");
return root;
}
+14 -4
View File
@@ -1,5 +1,6 @@
import { lib, get, ui } from "../../../../noname.js";
import { AFFIX_INFO } from "../cards/affixes.js";
import { cardUpgradeLevel, cardUpgradeRule } from "../cards/upgrades.js";
const suits = { spade: "♠ 黑桃", heart: "♥ 红桃", club: "♣ 梅花", diamond: "♦ 方块" };
const types = { basic: "基本牌", trick: "锦囊牌", delay: "延时锦囊", equip: "装备牌" };
@@ -20,9 +21,12 @@ export function describeLibraryCard(card) {
number: ({ 1: "A", 11: "J", 12: "Q", 13: "K" })[card.number] || String(card.number ?? "—"),
nature: nature || "无属性", type: types[info?.type] || "未知类别",
red: card.suit === "heart" || card.suit === "diamond",
description: text(lib.translate[`${card.name}_info`] || "暂无卡牌介绍。"),
description: text(cardUpgradeRule(card.name) && info?.cardPrompt
? info.cardPrompt(card)
: lib.translate[`${card.name}_info`] || "暂无卡牌介绍。"),
affixes: (Array.isArray(card.affixes) ? card.affixes : []).filter(key => key !== "annihilate").map(key => affixes[key] || `词缀:${translate(key)}`),
upgrade: Number.isFinite(card.upgrade) ? card.upgrade : 0,
upgrade: cardUpgradeLevel(card),
upgradeLimit: cardUpgradeRule(card.name)?.maxLevel || 0,
available: Boolean(info),
};
}
@@ -49,13 +53,17 @@ function preview(card, details, parent) {
const art = element("div", "ms-deck-art", null, face);
element("span", "ms-deck-glyph", details.name, art);
const imageName = lib.card[card.name]?.cardimage || card.name;
const modeImage = lib.card[card.name]?.image;
const localArt = typeof modeImage === "string" &&
/^ext:术樱包\/mengsan\/assets\/cards\/[a-z0-9_]+\.png$/.test(modeImage)
? modeImage.replace(/^ext:/, "extension/") : null;
// Only mode-standard local art paths; unknown or missing art keeps the text fallback.
if (/^[a-zA-Z0-9_]+$/.test(imageName)) {
const image = element("img", "ms-deck-image", null, art);
image.alt = "";
image.loading = "lazy";
image.addEventListener("error", () => image.remove(), { once: true });
image.src = `${lib.assetURL || ""}image/card/${imageName}.png`;
image.src = `${lib.assetURL || ""}${localArt || `image/card/${imageName}.png`}`;
}
element("strong", "ms-deck-name", details.name, face);
element("span", "ms-deck-meta", `${details.type} · ${details.nature}`, face);
@@ -110,7 +118,9 @@ export function openCardLibrary(run, options = {}) {
element("h4", "", "卡牌介绍", copy);
element("p", "ms-deck-rules", details.description, copy);
if (!details.available) element("p", "ms-deck-warning", "该卡牌定义未加载;保留存档记录,不删除此牌。", copy);
if (details.upgrade) element("p", "", `强化等级:${details.upgrade}(实际效果以玩法规则为准)`, copy);
element("p", "", details.upgradeLimit
? `强化:${details.upgrade}/${details.upgradeLimit}`
: "此牌不可强化", copy);
for (const affix of details.affixes) element("p", "ms-deck-rules", affix, copy);
body.scrollTop = 0; backButton.focus();
}
+38
View File
@@ -0,0 +1,38 @@
import { cardUpgradeLevel } from "../cards/upgrades.js";
export function createHandUpgradeBadges(document) {
const badges = new Map();
return {
refresh(card) {
if (!card?.name) return;
const level = cardUpgradeLevel(card);
let badge = badges.get(card) || Array.from(card.children || [])
.find(child => child.classList?.contains(
"mengsan-hand-upgrade-shuying"));
if (!level) {
badge?.remove();
badges.delete(card);
delete card.dataset.mengsanUpgrade;
return;
}
if (!badge) {
badge = document.createElement("span");
badge.className = "mengsan-hand-upgrade-shuying";
badge.setAttribute("role", "img");
}
if (badge.parentNode !== card) card.appendChild(badge);
badge.textContent = "";
badge.dataset.mengsanUpgrade = String(level);
badge.setAttribute("aria-label", `已强化${level}次`);
card.dataset.mengsanUpgrade = String(level);
badges.set(card, badge);
},
dispose() {
for (const [card, badge] of badges) {
badge.remove();
delete card.dataset.mengsanUpgrade;
}
badges.clear();
},
};
}
+11 -4
View File
@@ -114,11 +114,17 @@ export function mountEnemyIntent(player, session, assetBase, document,
if (deathBlow && hits !== 1) {
throw new RangeError("濒死一击只能造成一次伤害");
}
const damage = previewAttackDamage(intent, player, getTarget());
const target = getTarget();
const targets = Array.isArray(target) ? target : [target];
const damages = (targets.length ? targets : [null]).map(
current => previewAttackDamage(intent, player, current));
const damage = Math.max(...damages);
const minimum = Math.min(...damages);
const range = minimum === damage ? String(damage) :
`${minimum}~${damage}`;
const tier = deathBlow ? null :
attackIconForDamage(damage * hits);
const damageText = hits > 1 ? `${damage}×${hits}` :
String(damage);
const damageText = hits > 1 ? `${range}×${hits}` : range;
if (amount.textContent !== damageText) {
amount.textContent = damageText;
}
@@ -126,7 +132,7 @@ export function mountEnemyIntent(player, session, assetBase, document,
`${assetBase}/assets/intent/Intent_death_blow.png` :
`${assetBase}/assets/intent/Intent_attack_${tier}.png`;
if (icon.getAttribute("src") !== src) icon.src = src;
effects.push(`${deathBlow ? "Death Blow" : "Attack"}: ${damage} damage${hits > 1 ? ` × ${hits} hits` : ""}`);
effects.push(`${deathBlow ? "Death Blow" : "Attack"}: ${range} damage${hits > 1 ? ` × ${hits} hits` : ""}`);
}
if (hasDebuff) {
const label = intent.debuff === "脆弱" ? "Frail" :
@@ -143,6 +149,7 @@ export function mountEnemyIntent(player, session, assetBase, document,
effects.push("Unknown");
}
const label = effects.join(", ");
badge.title = "攻击与负面效果作用于所有存活敌对角色;伤害按各目标状态计算,护甲另行抵扣。";
if (badge.getAttribute("aria-label") !== label) badge.setAttribute("aria-label", label);
badge.hidden = false;
};
+24 -8
View File
@@ -2,6 +2,8 @@ import { openCardLibrary } from "../card-library.js";
import { askMenu, openModeSelection } from "../navigation.js";
import { ui, get } from "../../../../../noname.js";
import config from "../../config.js";
import { getRelic } from "../../relics/definitions.js";
import { renderBonds } from "../bonds.js";
import { getSelectableNodes } from "../../progression/state.js";
// Original vector pictograms; no external image/font requests.
@@ -88,15 +90,16 @@ const getTraversedEdgeIds = map => {
return traversed;
};
export const showMap = run => new Promise(resolve => {
export const showMap = (run, { saveRun } = {}) => new Promise(resolve => {
const act = config.acts[run.actIndex];
const selectable = getSelectableNodes(run);
const selectableIds = new Set(selectable.map(node => node.id));
const traversedEdgeIds = getTraversedEdgeIds(run.map);
const { overlay, panel, header } = createMapOverlay(act.name);
let closeCardLibrary = null;
let savingBonds = false;
const finish = result => {
if (overlay.dataset.resolved) return;
if (overlay.dataset.resolved || savingBonds) return;
overlay.dataset.resolved = "true";
document.removeEventListener("keydown", handleEscape);
closeCardLibrary?.();
@@ -173,7 +176,7 @@ export const showMap = run => new Promise(resolve => {
exitCopy.append(exitName, exitDescription);
exitButton.appendChild(exitCopy);
exitButton.addEventListener("click", async () => {
if (exitButton.disabled) return;
if (exitButton.disabled || savingBonds) return;
exitButton.disabled = true;
try {
const result = await askMenu("返回模式选择?", "保留上次完成节点的存档,未完成内容不会提交。", [
@@ -189,6 +192,7 @@ export const showMap = run => new Promise(resolve => {
menuFooter.appendChild(exitButton);
const setMenuOpen = open => {
if (savingBonds) return;
if (open) renderMainMenu();
menuLayer.hidden = !open;
menuTrigger.setAttribute("aria-expanded", String(open));
@@ -214,7 +218,7 @@ export const showMap = run => new Promise(resolve => {
return button;
};
const showMenuPage = (title, subtitle, render) => {
const showMenuPage = (title, subtitle, render, focusSelector = null) => {
menuTitle.textContent = title;
menuContent.replaceChildren();
const intro = ui.create.div(".mengsan-map-menu-page-intro-shuying", menuContent);
@@ -229,7 +233,11 @@ export const showMap = run => new Promise(resolve => {
back.appendChild(label);
back.addEventListener("click", renderMainMenu);
menuContent.appendChild(back);
requestAnimationFrame(() => back.focus());
requestAnimationFrame(() => {
const target = focusSelector ?
menuContent.querySelector(focusSelector) : back;
target?.focus({ preventScroll: Boolean(focusSelector) });
});
};
const renderBackpack = parent => {
@@ -260,8 +268,9 @@ export const showMap = run => new Promise(resolve => {
}
values.forEach(value => {
const row = ui.create.div(".mengsan-map-inventory-row-shuying", list);
createText("", get.translation(value) || value, row);
createText("", "已获得", row);
const relic = getRelic(value);
createText("", relic?.name || get.translation(value) || value, row);
createText("", relic?.description || "已获得", row);
});
};
const supports = run.player.supports || [];
@@ -273,7 +282,7 @@ export const showMap = run => new Promise(resolve => {
createText("", config.rewards[support.rewardId]?.name || get.translation(support.unit.character), row);
createText("", support.battles === -1 ? "本次征程持续生效" : `剩余 ${support.battles} 场`, row);
}
appendNames("永久道具", run.player.items, "尚未获得永久道具。");
appendNames("遗物(道具)", run.player.items, "尚未获得遗物。");
appendNames("永久技能", run.player.permanentSkills, "尚未获得永久技能。");
};
@@ -289,6 +298,13 @@ export const showMap = run => new Promise(resolve => {
menuContent.replaceChildren();
createMenuAction({ icon: "map", name: "继续行军", description: "关闭菜单并返回当前路线", onClick: () => setMenuOpen(false) });
createMenuAction({ icon: "bag", name: "行囊", description: `查看牌组、道具与永久技能 · ${run.player.deck.length}张牌`, onClick: () => showMenuPage("行囊", "本次征程携带的资源", renderBackpack) });
createMenuAction({ icon: "book", name: "羁绊", description: "查看羁绊等级、成长进度与助战角色", onClick: () => showMenuPage("羁绊", "本次征程的同行之谊 · 仅可指定一名助战", parent => renderBonds(parent, run, saveRun, busy => {
savingBonds = busy;
closeMenu.disabled = busy;
exitButton.disabled = busy;
const back = menuContent.querySelector(".mengsan-map-menu-back-shuying");
if (back) back.disabled = busy;
}), ".mengsan-bonds-shuying button") });
createMenuAction({ icon: "book", name: "图鉴", description: "查看已发现的敌人、事件与奖励 · 开发中", onClick: () => showMenuPage("图鉴", "征程见闻与收集记录", parent => renderPlaceholder(parent, "后续将收录已发现的节点、敌人和奖励。")) });
createMenuAction({ icon: "record", name: "征程记录", description: `已通过 ${run.statistics?.completedNodes || 0} 个节点`, onClick: () => showMenuPage("征程记录", "本次征程的阶段统计", parent => {
const list = ui.create.div(".mengsan-map-record-list-shuying", parent);
+81
View File
@@ -0,0 +1,81 @@
import { ui } from "../../../../noname.js";
import { heldRelics } from "../relics/definitions.js";
export function mountRelics(session, run, battleRelics) {
let dialog = null, list = null, previousFocus = null, disposed = false;
const relics = heldRelics(run);
const button = document.createElement("button");
button.type = "button";
button.className = "mengsan-battle-piles-button-shuying " +
"mengsan-battle-relics-button-shuying";
button.textContent = `遗物 ${relics.length}`;
button.setAttribute("aria-haspopup", "dialog");
ui.window.appendChild(button);
const close = () => {
if (!dialog) return;
const current = dialog;
dialog = null; list = null;
if (current.open) current.close();
current.remove();
if (previousFocus?.isConnected) previousFocus.focus();
};
const refresh = () => {
if (!list) return;
list.replaceChildren();
if (!relics.length) {
const empty = document.createElement("p");
empty.textContent = "本次征程尚未获得遗物。";
list.appendChild(empty);
}
for (const relic of relics) {
const row = document.createElement("section");
const name = document.createElement("h3");
name.textContent = relic.name;
const description = document.createElement("p");
description.textContent = relic.description;
const status = document.createElement("small");
status.textContent = battleRelics.status(relic);
row.append(name, description, status);
list.appendChild(row);
}
};
button.addEventListener("click", () => {
if (disposed || !session.active || dialog) return;
previousFocus = document.activeElement;
dialog = document.createElement("dialog");
const currentDialog = dialog;
dialog.className = "mengsan-deck-dialog-shuying " +
"mengsan-relic-dialog-shuying";
dialog.setAttribute("aria-label", "遗物(道具)");
const header = document.createElement("header");
header.className = "ms-deck-header";
const title = document.createElement("h2");
title.textContent = "遗物(道具)";
const dismiss = document.createElement("button");
dismiss.type = "button";
dismiss.className = "ms-deck-button";
dismiss.textContent = "关闭";
dismiss.addEventListener("click", close);
header.append(title, dismiss);
list = document.createElement("div");
list.className = "mengsan-relic-list-shuying";
dialog.append(header, list);
dialog.addEventListener("cancel", event => {
event.preventDefault(); close();
});
dialog.addEventListener("close", () => {
if (dialog === currentDialog) close();
});
dialog.addEventListener("keydown", event => event.stopPropagation());
refresh();
document.body.appendChild(dialog);
try { dialog.showModal(); dismiss.focus(); }
catch (error) { close(); throw error; }
});
const dispose = () => {
if (disposed) return;
disposed = true; close(); button.remove();
};
session.ownResource(button, dispose);
return { dispose, refresh };
}
+45 -8
View File
@@ -1,5 +1,6 @@
import { lib, get } from "../../../../noname.js";
import { cardCost } from "../battle/combat-rules.js";
import { cardUpgradeRule } from "../cards/upgrades.js";
import { chooseButtons } from "./flow-ui.js";
const element = (tag, className, text, parent) => {
@@ -23,11 +24,20 @@ const viewCard = choice => {
const name = cardNameOf(choice);
const info = lib.card[name];
const imageName = info?.cardimage || name;
const image = /^[a-zA-Z0-9_]+$/.test(imageName) ? `${lib.assetURL || ""}image/card/${imageName}.png` : null;
const modeImage = info?.image;
const localArt = typeof modeImage === "string" &&
/^ext:术樱包\/mengsan\/assets\/cards\/[a-z0-9_]+\.png$/.test(modeImage)
? modeImage.replace(/^ext:/, "extension/") : null;
const image = localArt ? `${lib.assetURL || ""}${localArt}` :
/^[a-zA-Z0-9_]+$/.test(imageName)
? `${lib.assetURL || ""}image/card/${imageName}.png` : null;
const type = { basic: "基本牌", trick: "锦囊牌", delay: "延时锦囊", equip: "装备牌" }[info?.type] || "卡牌";
return {
name: get.translation(name), type, image, cost: cardCost({ name }),
description: plainText(lib.translate[`${name}_info`] || choice.description || "暂无卡牌介绍。"),
description: plainText(cardUpgradeRule(name) && info?.cardPrompt
? info.cardPrompt(choice.card || { name })
: lib.translate[`${name}_info`] || choice.description ||
"暂无卡牌介绍。"),
};
};
@@ -94,7 +104,11 @@ export function chooseCardDialog(choices, { title = "选择一张牌", allowSkip
// Reusable post-battle choice surface. Each option owns its follow-up; the surface
// only resolves a stable candidate ID (or null) and never awards a reward itself.
export function chooseVictoryOptions(options, { title = "战后抉择", allowSkip = true } = {}) {
export function chooseVictoryOptions(options, {
title = "战后抉择", allowSkip = true,
description = "此役已定,选择下一段征途的收获。",
rewardLabel = "可选战利品",
} = {}) {
if (!Array.isArray(options) || !options.length || options.some(option => !option?.id || !option?.label)) {
return Promise.reject(new TypeError("chooseVictoryOptions requires nonempty options with IDs and labels"));
}
@@ -107,9 +121,9 @@ export function chooseVictoryOptions(options, { title = "战后抉择", allowSki
element("span", "mengsan-reward-overline-shuying", "梦三 · 战后", intro);
element("span", "mengsan-victory-seal-shuying", "胜", intro);
element("h2", "", title, intro);
element("p", "", "此役已定,选择下一段征途的收获。", intro);
element("p", "", description, intro);
const board = element("div", "mengsan-victory-options-shuying", null, stage);
element("span", "mengsan-victory-eyebrow-shuying", "可选战利品", board);
element("span", "mengsan-victory-eyebrow-shuying", rewardLabel, board);
let settled = false, choosing = false;
const finish = id => {
if (settled) return;
@@ -162,8 +176,26 @@ export function chooseVictoryOptions(options, { title = "战后抉择", allowSki
// Gold is a persisted candidate, not an automatic reward. The card pool remains
// a separate Dialog; skipping that Dialog returns to the victory choices.
export function chooseBattleReward(choices) {
if (!Array.isArray(choices) || !choices.length) return Promise.resolve(null);
export function chooseBattleReward(choices, { fixedRewards = [] } = {}) {
if (!Array.isArray(choices)) return Promise.resolve(null);
const fixedDescription = fixedRewards.map(reward =>
`${reward.name || reward.id}${reward.description
? `:${plainText(reward.description)}` : ""}`
).join(";");
if (!choices.length) {
if (!fixedRewards.length) return Promise.resolve(null);
return chooseVictoryOptions([{
id: "claim-fixed-rewards",
label: "领取固定奖励",
description: fixedDescription,
choose: () => null,
}], {
title: "过关奖励",
description: "此役已定,以下固定奖励将全部获得。",
rewardLabel: "固定战利品",
allowSkip: false,
});
}
const gold = choices.find(choice => choice.kind === "gold");
const rewards = choices.filter(choice => choice.kind !== "gold");
const options = [];
@@ -186,5 +218,10 @@ export function chooseBattleReward(choices) {
},
});
}
return chooseVictoryOptions(options);
return chooseVictoryOptions(options, {
title: "过关奖励",
description: fixedRewards.length
? `固定奖励:${fixedDescription}。另可选择一项战利品。`
: "此役已定,可选择一项战利品,也可放弃本次选择。",
});
}
+76
View File
@@ -1387,3 +1387,79 @@ body.mengsan-battle-ui-shuying :is(
.handcards > .card[data-mengsan-cost] > .mengsan-hand-cost-shuying::before {
content: attr(data-mengsan-cost);
}
.handcards > .card[data-mengsan-upgrade] > .mengsan-hand-upgrade-shuying {
position: absolute !important;
top: 4px !important;
right: 4px !important;
z-index: 8 !important;
display: grid !important;
place-items: center;
width: 26px;
height: 20px;
border: 1px solid #86bd85;
border-radius: 4px;
background: #214f36;
box-shadow: 0 1px 3px #0008;
color: #f5ffea;
font: 700 13px/1 "Microsoft YaHei", sans-serif;
pointer-events: none;
}
.handcards > .card[data-mengsan-upgrade] > .mengsan-hand-upgrade-shuying::before {
content: "+" attr(data-mengsan-upgrade);
}
.mengsan-battle-relics-button-shuying { top: 162px; }
.mengsan-relic-dialog-shuying { max-width: 620px; }
.mengsan-relic-list-shuying { overflow-y: auto; padding: 12px 0; }
.mengsan-relic-list-shuying section {
padding: 14px 0;
border-bottom: 1px solid #b9975d55;
}
.mengsan-relic-list-shuying h3 { margin: 0 0 8px; color: #ffe0a1; }
.mengsan-relic-list-shuying p { margin: 0 0 6px; line-height: 1.7; }
.mengsan-relic-list-shuying small { color: #d1bd9c; }
@media (max-height: 500px) {
.mengsan-battle-relics-button-shuying { top: 122px; }
}
.mengsan-bonds-shuying {
display: grid;
gap: 12px;
}
.mengsan-bond-card-shuying {
border: 1px solid rgba(116, 89, 56, .35);
border-radius: 10px;
padding: 16px;
overflow-wrap: anywhere;
}
.mengsan-bonds-shuying p {
margin: 8px 0;
line-height: 1.6;
}
.mengsan-bonds-shuying h3 {
margin: 0 0 8px;
}
.mengsan-bonds-shuying progress {
width: 100%;
accent-color: #8c6a34;
}
.mengsan-bonds-shuying button {
min-height: 44px;
padding: 8px 16px;
border: 1px solid currentColor;
border-radius: 6px;
background: transparent;
color: inherit;
cursor: pointer;
font: inherit;
}
.mengsan-bonds-shuying button[aria-pressed="true"] {
background: rgba(140, 106, 52, .18);
font-weight: bold;
}
.mengsan-bonds-shuying button:disabled {
opacity: .5;
cursor: not-allowed;
}
.mengsan-bonds-shuying button:focus-visible {
outline: 2px solid #8c6a34;
outline-offset: 3px;
}
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import assert from "node:assert/strict";
import { test } from "node:test";
import { bondDefinitions, getBondCombat, getBondDeck, DEFAULT_BOND_DECK }
from "../mengsan/bonds/definitions.js";
import { DEFAULT_BOND_INTENTS, getBondIntents, createBondIntentActions }
from "../mengsan/bonds/intents.js";
import { applyStun, finishStunnedTurn, skipStunnedAction }
from "../mengsan/battle/stun-intent.js";
import { bondProbability, ensureBonds, meetBond, selectBond,
prepareBondBattle, settleBondBattle, markBondDown, rescueBond }
from "../mengsan/bonds/state.js";
import { initializeBondUnit, recordBondDeath }
from "../mengsan/bonds/battle.js";
import { createRun } from "../mengsan/progression/state.js";
import { applyStoryOutcome } from "../mengsan/progression/story.js";
import { buildBattlePlan } from "../mengsan/battle/battle-director.js";
import { createBattleSettlement }
from "../mengsan/battle/battle-settlement.js";
import { createBattleFlow } from "../mengsan/battle/battle-flow.js";
import { createMonsterIntentActions }
from "../mengsan/monsters/actions.js";
import { finishDeathBlow } from "../mengsan/battle/death-blow.js";
import config from "../mengsan/config.js";
const blank = () => ({ player: { character: "other" } });
const withCombat = callback => {
const definition = bondDefinitions.guanyu;
const original = { deck: definition.deck, growth: definition.growth };
definition.deck = ["sha", "shan", "tao"];
definition.growth = Array.from({ length: 10 }, (_, index) => ({
maxHp: 20 + index, hand: 2, draw: 1, handLimit: 4, energy: 3,
skills: index === 0 ? ["test_skill"] : [],
}));
try { return callback(); }
finally { Object.assign(definition, original); }
};
test("Liu Bei starts with two independent level-eight bonds; new runs reset", () => {
const run = createRun("mengsan_liubei_shuying");
assert.equal(run.player.bonds.selected, null);
assert.deepEqual(run.player.bonds.npcs.guanyu,
{ level: 8, progress: 0, down: false });
assert.deepEqual(run.player.bonds.npcs.zhangfei,
{ level: 8, progress: 0, down: false });
run.player.bonds.npcs.guanyu.down = true;
assert.equal(createRun("mengsan_liubei_shuying")
.player.bonds.npcs.guanyu.down, false);
assert.equal(bondProbability(1), 0);
assert.equal(bondProbability(8), 7 / 9);
assert.equal(bondProbability(10), 1);
});
test("event meetings are idempotent and only one companion can be selected", () => {
const run = blank();
applyStoryOutcome(run, { bonds: ["guanyu", { id: "zhangfei", level: 3 }] });
assert.equal(meetBond(run, "guanyu", 8), false);
assert.equal(run.player.bonds.npcs.guanyu.level, 1);
selectBond(run, "guanyu");
selectBond(run, "zhangfei");
assert.equal(run.player.bonds.selected, "zhangfei");
assert.throws(() => selectBond(run, "unknown"));
selectBond(run, null);
assert.equal(prepareBondBattle(run, () => 0), null);
assert.equal(settleBondBattle(run), null);
});
test("unconfigured or down NPCs still gain 25%; overflow and cap are exact", () => {
const run = blank();
meetBond(run, "guanyu");
selectBond(run, "guanyu");
assert.equal(getBondCombat("guanyu", 1), null);
const npc = run.player.bonds.npcs.guanyu;
for (let index = 0; index < 4; index++) {
assert.equal(prepareBondBattle(run, () => 0), null);
assert.equal(settleBondBattle(run).gain, 25);
}
assert.equal(npc.level, 2);
assert.equal(npc.progress, 0);
npc.progress = 75;
run.bondBattle = { id: "guanyu", arrived: true };
assert.equal(settleBondBattle(run).gain, 50);
assert.equal(npc.level, 3);
assert.equal(npc.progress, 25);
markBondDown(run, "guanyu");
prepareBondBattle(run, () => { throw new Error("No draw when down"); });
settleBondBattle(run);
assert.equal(npc.progress, 50);
assert.equal(rescueBond(run, "guanyu"), true);
assert.equal(rescueBond(run, "guanyu"), false);
npc.level = 9;
npc.progress = 75;
run.bondBattle = { id: "guanyu", arrived: true };
settleBondBattle(run);
assert.deepEqual(npc, { level: 10, progress: 0, down: false });
assert.equal(settleBondBattle(run), null);
});
test("one start draw, exclusive lower seat, own deck and native-death state", () => {
withCombat(() => {
const run = blank();
meetBond(run, "guanyu", 8);
selectBond(run, "guanyu");
let draws = 0;
const spec = prepareBondBattle(run, () => { draws++; return 0.1; });
assert.equal(draws, 1);
assert.equal(run.bondBattle.arrived, false);
assert.deepEqual(spec.skills, ["test_skill"]);
assert.equal(spec.inheritSkills, false);
run.player.supports = [{ id: "item_helper", battles: -1,
unit: { character: "zhangfei", camp: "ally" } }];
const plan = buildBattlePlan({ enemy: "enemy" }, run, spec);
assert.equal(plan.units[0].bondId, "guanyu");
assert.equal(plan.units[0].after, "player");
assert.equal(plan.units.length, 3);
const player = { storage: {}, node: { avatar: { style: {} } } };
const combat = initializeBondUnit(player, spec, run);
assert.equal(run.bondBattle.arrived, true);
assert.equal(player.storage.mengsanMonster_shuying, undefined);
const firstDeck = combat.createDeck("battle_1");
const nextDeck = combat.createDeck("battle_2");
firstDeck.pop();
assert.equal(nextDeck.length, 3);
assert.equal(nextDeck[0].id, "battle_2_0");
const logs = [];
recordBondDeath(player, run, message => logs.push(message));
assert.equal(run.player.bonds.npcs.guanyu.down, true);
assert.equal(logs.length, 1);
assert.equal(settleBondBattle(run).gain, 50);
assert.equal(prepareBondBattle(run, () => 0), null);
assert.equal(settleBondBattle(run).gain, 25);
rescueBond(run, "guanyu");
assert.equal(prepareBondBattle(run, () => 0).hp, 27);
assert.equal(prepareBondBattle(run, () => 0.99), null);
});
});
test("configured level one never arrives and level ten always arrives", () => {
withCombat(() => {
const run = blank();
meetBond(run, "guanyu", 1);
selectBond(run, "guanyu");
assert.equal(prepareBondBattle(run, () => 0), null);
assert.equal(settleBondBattle(run).gain, 25);
run.player.bonds.npcs.guanyu.level = 10;
assert.ok(prepareBondBattle(run, () => 0.999999));
assert.throws(() => meetBond(run, "toString"));
assert.throws(() => selectBond(run, "toString"));
});
});
test("omitted or empty decks and intent groups use independent defaults", () => {
withCombat(() => {
const definition = bondDefinitions.guanyu;
const original = { deck: definition.deck, intents: definition.intents };
try {
for (const missing of [undefined, null, []]) {
definition.deck = missing;
definition.intents = missing;
const spec = getBondCombat("guanyu", 8);
assert.deepEqual(spec.deck, [...DEFAULT_BOND_DECK]);
assert.deepEqual(spec.intents, [...DEFAULT_BOND_INTENTS]);
const next = getBondCombat("guanyu", 8);
spec.deck.pop();
spec.intents[0].damage = 99;
assert.equal(next.deck.length, 7);
assert.equal(next.intents[0].damage, 6);
const player = { storage: {} };
const combat = initializeBondUnit(player, next, blank());
assert.equal(combat.createDeck("default").length, 7);
}
assert.equal(getBondCombat("zhangfei", 8), null);
assert.deepEqual(getBondDeck({}), [...DEFAULT_BOND_DECK]);
assert.throws(() => getBondIntents({ intents: [{ damage: -1 }] }));
assert.throws(() => getBondIntents({ intents: [{
id: "unknown", name: "错误效果", debuff: "unknown", stacks: 1,
}] }));
} finally { Object.assign(definition, original); }
});
});
test("completed battle grows once across settlement reload and commit retries", async () => {
let storage = {};
const run = createRun("mengsan_liubei_shuying");
selectBond(run, "guanyu");
run.bondBattle = { id: "guanyu", arrived: true };
markBondDown(run, "guanyu");
storage[config.saveKey] = structuredClone(run);
const store = {
read: () => structuredClone(storage),
update: async mutate => {
const draft = structuredClone(storage);
const result = mutate(draft);
storage = draft;
return structuredClone(result);
},
};
const make = () => createBattleSettlement({ store, config,
getRandomRewardChoices: () => [], applyReward() {},
completeNode: () => true, enterNextAct: () => true });
const input = { run, node: run.map.nodes[0], hp: 20,
encounter: { skipRandomReward: true } };
const pending = await make().prepare(input);
assert.equal(pending.base.player.bonds.npcs.guanyu.progress, 50);
const restored = make();
assert.equal((await restored.prepare(input))
.base.player.bonds.npcs.guanyu.progress, 50);
await restored.choose(run.runId, pending.id, null);
await restored.commit(run.runId, pending.id);
await restored.commit(run.runId, pending.id);
const saved = storage[config.saveKey];
assert.equal(saved.player.bonds.npcs.guanyu.progress, 50);
assert.equal(saved.player.bonds.npcs.guanyu.down, true);
assert.equal(saved.bondBattle, null);
});
test("companion changes on the post-battle map reach the next battle input", async () => {
const run = createRun("mengsan_liubei_shuying");
const node = run.map.nodes[0];
let saved = structuredClone(run);
const pending = { id: "battle", state: "chosen", outcome: "victory" };
const flow = createBattleFlow({
settlement: {
readRun: () => structuredClone(saved),
prepare: async () => pending,
commit: async () => ({ route: "map", run: structuredClone(saved) }),
},
chooseReward: async () => null, quiesce: async () => {},
showMap: async mapRun => {
selectBond(mapRun, "zhangfei");
saved = structuredClone(mapRun);
return node;
},
showEnding: async () => {},
});
const session = { requestStop() {}, drain: async () => {},
dispose: async () => {} };
await flow.enterBattle({ session, run, node,
encounter: {}, start() {} });
assert.equal(flow.requestFinish({ session, hp: 20 }), true);
const next = await flow.wait();
assert.equal(next.run.player.bonds.selected, "zhangfei");
assert.equal(saved.player.bonds.selected, "zhangfei");
});
const actor = (camp, armor = 0, vulnerable = 0) => {
const result = { alive: true, hp: 50, armor, hits: [], skills: [],
storage: { mengsanCamp_shuying: camp,
mengsanEnergy_shuying: 3, mengsanVulnerable_shuying: vulnerable },
isAlive() { return this.alive; },
damage(value) {
if (this.storage.mengsanVulnerable_shuying) value = Math.ceil(value * 1.5);
this.hits.push(value);
const blocked = Math.min(value, this.armor);
this.armor -= blocked;
this.hp -= value - blocked;
return Promise.resolve();
},
addSkill(skill) { this.skills.push(skill); }, markSkill() {},
changeHujia(value) { this.armor += value; },
die() { this.alive = false; },
};
return result;
};
test("NPC previews, pays once and cycles its intent only on its own actions", async () => {
const hero = actor("ally");
const npc = actor("ally");
const enemy = actor("enemy");
const secondEnemy = actor("enemy", 3, 1);
const dead = actor("enemy");
dead.alive = false;
npc.storage.mengsanBond_shuying = {
intents: DEFAULT_BOND_INTENTS, turnsTaken: 0, intent: null,
};
const previews = [], logs = [];
let active = true;
const game = { players: [hero, npc, enemy, secondEnemy, dead],
mengsanSetEnemyIntent_shuying: (who, move) => previews.push(move),
log: (...values) => logs.push(values),
};
const actions = createBondIntentActions(game, () => ({
session: { active }, energyUI: new Map(),
}));
actions.planBondIntent(npc);
actions.planBondIntent(npc);
assert.equal(previews.length, 1);
assert.equal(previews[0].name, "援击");
await actions.executeBondIntent(npc);
assert.deepEqual(enemy.hits, [6]);
assert.deepEqual(secondEnemy.hits, [9]);
assert.equal(hero.hits.length, 0);
assert.equal(dead.hits.length, 0);
assert.equal(npc.storage.mengsanEnergy_shuying, 2);
assert.equal(npc.storage.mengsanBond_shuying.turnsTaken, 1);
await actions.executeBondIntent(npc);
assert.equal(enemy.hits.length, 1);
actions.planBondIntent(npc);
assert.equal(npc.storage.mengsanBond_shuying.intent.name, "连击");
await actions.executeBondIntent(npc);
assert.deepEqual(enemy.hits, [6, 3, 3]);
actions.planBondIntent(npc);
await actions.executeBondIntent(npc);
assert.equal(npc.armor, 5);
assert.equal(enemy.hits.length, 3);
actions.planBondIntent(npc);
assert.equal(npc.storage.mengsanBond_shuying.intent.name, "援击");
await actions.executeBondIntent(npc);
assert.equal(enemy.hits.length, 3);
assert.match(logs.at(-1).join(""), /费用不足/);
actions.planBondIntent(npc);
npc.storage.mengsanEnergy_shuying = 3;
active = false;
await actions.executeBondIntent(npc);
assert.equal(npc.storage.mengsanEnergy_shuying, 3);
});
test("custom NPC intent supports multi-hit debuff and one self buff", async () => {
const npc = actor("ally");
const enemy = actor("enemy");
const otherEnemy = actor("enemy");
const custom = [{ id: "custom", name: "定制意图", damage: 2, hits: 2,
debuff: "易伤", stacks: 2, block: 4, strength: 3 }];
assert.equal(getBondIntents({ intents: custom }), custom);
npc.storage.mengsanBond_shuying = {
intents: custom, turnsTaken: 0, intent: null,
};
const game = { players: [npc, enemy, otherEnemy], log() {},
mengsanSetEnemyIntent_shuying() {} };
const actions = createBondIntentActions(game, () => ({
session: { active: true }, energyUI: new Map(),
}));
actions.planBondIntent(npc);
await actions.executeBondIntent(npc);
assert.deepEqual(enemy.hits, [2, 2]);
assert.deepEqual(otherEnemy.hits, [2, 2]);
assert.equal(enemy.storage.mengsanVulnerable_shuying, 2);
assert.equal(otherEnemy.storage.mengsanVulnerable_shuying, 2);
assert.equal(npc.armor, 4);
assert.equal(npc.storage.mengsanStrength_shuying, 3);
});
test("a stunned NPC cannot execute its preview or spend energy", async () => {
const npc = actor("ally");
const enemy = actor("enemy");
npc.storage.mengsanBond_shuying = {
intents: DEFAULT_BOND_INTENTS, turnsTaken: 0, intent: null,
};
const game = { players: [npc, enemy], log() {},
mengsanSetEnemyIntent_shuying() {} };
const actions = createBondIntentActions(game, () => ({
session: { active: true }, energyUI: new Map(),
}));
actions.planBondIntent(npc);
applyStun(npc, npc.storage.mengsanBond_shuying.intent,
{ recover() {} });
await actions.executeBondIntent(npc);
assert.equal(enemy.hits.length, 0);
assert.equal(npc.storage.mengsanEnergy_shuying, 3);
skipStunnedAction(npc, { cancel() {} });
await finishStunnedTurn(npc);
await actions.executeBondIntent(npc);
assert.deepEqual(enemy.hits, [6]);
});
test("intent attacks hit all hostiles in full; armor and debuffs stay individual", async () => {
const enemy = actor("enemy");
const hero = actor("ally", 3);
const helper = actor("ally", 0, 1);
const otherHelper = actor("ally");
const dead = actor("ally");
dead.alive = false;
const friendly = actor("enemy");
enemy.storage.mengsanRaiderIntent_shuying = {
id: "test", damage: 4, hits: 2, debuff: "脆弱", stacks: 2,
block: 5, strength: 2,
};
const game = { me: hero,
players: [hero, enemy, helper, otherHelper, friendly, dead],
log() {}, mengsanSetEnemyIntent_shuying() {},
};
const actions = createMonsterIntentActions(game, () => ({
session: { active: true }, energyUI: new Map(),
}));
await actions.executeRaiderIntent(enemy);
assert.deepEqual(hero.hits, [4, 4]);
assert.equal(hero.hp, 45);
assert.deepEqual(helper.hits, [6, 6]);
assert.equal(helper.hp, 38);
assert.deepEqual(otherHelper.hits, [4, 4]);
assert.equal(hero.storage.mengsanFrail_shuying, 2);
assert.equal(helper.storage.mengsanFrail_shuying, 2);
assert.equal(friendly.hits.length, 0);
assert.equal(dead.hits.length, 0);
assert.equal(enemy.armor, 5);
assert.equal(enemy.storage.mengsanStrength_shuying, 2);
assert.equal(enemy.storage.mengsanEnergy_shuying, 2);
});
test("death blow hits every hostile then its source dies once", async () => {
const enemy = actor("enemy");
const hero = actor("ally");
const helper = actor("ally");
enemy.storage.mengsanFlyconidIntent_shuying = {
id: "test", intentType: "death_blow", damage: 4,
};
const game = { me: hero, players: [enemy, hero, helper], log() {},
mengsanSetEnemyIntent_shuying() {} };
const actions = createMonsterIntentActions(game, () => ({
session: { active: true }, energyUI: new Map(),
}));
await actions.executeFlyconidIntent(enemy);
assert.deepEqual(hero.hits, [4]);
assert.deepEqual(helper.hits, [4]);
assert.equal(await finishDeathBlow(enemy), true);
assert.equal(await finishDeathBlow(enemy), false);
});
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import assert from "node:assert/strict";
import { readFile } from "node:fs/promises";
import { test } from "node:test";
import { canAcquireCard } from "../mengsan/cards/card-definitions.js";
import { createCardData } from "../mengsan/cards/card-data.js";
import { rewards, rewardPools } from "../mengsan/content/shared/rewards.js";
import * as upgrades from "../mengsan/cards/upgrades.js";
import { canAcquireReward } from "../mengsan/progression/reward.js";
const load = source => import(`data:text/javascript;base64,${
Buffer.from(source).toString("base64")}`);
const rulesSource = await readFile(new URL(
"../mengsan/battle/combat-rules.js", import.meta.url), "utf8");
const rules = await load(rulesSource.replace(
/^import .*;\r?\n/gm, "const _status = {};\n"));
const cardsSource = await readFile(new URL(
"../mengsan/cards/mode-cards.js", import.meta.url), "utf8");
const nativeCard = {
sha: { type: "basic", enable: true, range: () => true,
filterTarget: (card, player, target) => player !== target,
content: async event => { event.observedDamage = event.baseDamage; } },
tao: {}, taoyuan: {}, nanman: {}, wanjian: {}, juedou: {},
huogong: {}, shandian: {},
};
for (const name of ["nanman", "wanjian", "juedou"]) {
nativeCard[name].content = nativeCard.sha.content;
}
globalThis.mengsanCardTest = { rules, nativeCard, upgrades, logs: [] };
const { createMengsanCards } = await load(`
const { rules, nativeCard, upgrades, logs } = globalThis.mengsanCardTest;
const { cardUpgradeLevel, cardUpgradeRule } = upgrades;
const { cardCost, canPayCard, isActiveCardUse, SHA_DAMAGE,
TRICK_DAMAGE } = rules;
const _status = {};
const game = { log: (...args) => logs.push(args) };
const standard = { card: nativeCard, translate: {},
list: Object.keys(nativeCard).map(name => [null, null, name]) };
const extra = { card: {}, translate: {}, list: [] };
${cardsSource.replace(/^import[\s\S]*?;\r?\n/gm, "")}
`);
const { card, translate, names } = createMengsanCards();
globalThis.mengsanCardTest.card = card;
test("sha damage changes without changing trick damage", async () => {
const event = {};
await card.sha.content(event);
assert.equal(event.observedDamage, 6);
assert.equal(card.sha.baseDamage, 6);
assert.match(translate.sha_info, /6点伤害/);
for (const name of ["nanman", "wanjian", "juedou"]) {
const trickEvent = {};
await card[name].content(trickEvent);
assert.equal(trickEvent.observedDamage, 4);
}
assert.equal(card.huogong.baseDamage, 4);
});
test("heavy strike costs two energy and cannot target its user", () => {
const used = { name: "mengsan_zhongsha" };
const player = { storage: { mengsanEnergy_shuying: 1 } };
const event = { name: "phaseUse", player };
assert.equal(rules.cardCost(used), 2);
assert.equal(card.mengsan_zhongsha.enable(used, player, event), false);
player.storage.mengsanEnergy_shuying = 2;
assert.equal(card.mengsan_zhongsha.enable(used, player, event), true);
assert.equal(rules.payCard(player, used), true);
assert.equal(player.storage.mengsanEnergy_shuying, 0);
assert.equal(card.mengsan_zhongsha.filterTarget(used, player, player), false);
});
test("damage resolves before vulnerability; stacks add and dead targets skip", async () => {
for (const [alive, stacks] of [[true, 0], [true, 3], [false, 3]]) {
let settled = false;
const source = {};
const target = {
storage: { mengsanVulnerable_shuying: stacks },
damage(num, player) {
assert.equal(num, 8);
assert.equal(player, source);
assert.equal(this.storage.mengsanVulnerable_shuying, stacks);
const result = Promise.resolve().then(() => {
assert.equal(result.mengsanAttack_shuying, true);
settled = true;
});
return result;
},
isAlive: () => alive,
addSkill(skill) {
assert.equal(settled, true);
assert.equal(skill, "mengsan_vulnerable_shuying");
},
markSkill() {},
};
await card.mengsan_zhongsha.content({ target }, null, source);
assert.equal(target.storage.mengsanVulnerable_shuying,
alive ? stacks + 2 : stacks);
}
});
test("card library and rewards use the extension artwork", async () => {
for (const [file, helper] of [["card-library", "preview"],
["reward-ui", "viewCard"]]) {
const source = await readFile(new URL(
`../mengsan/ui/${file}.js`, import.meta.url), "utf8");
const module = await load(`
const lib = { assetURL: "/game/", translate: {},
card: { mengsan_zhongsha: {
image: "${card.mengsan_zhongsha.image}"
} } };
const get = { translation: name => name };
lib.card.sha = globalThis.mengsanCardTest.card.sha;
lib.card.mengsan_zhongsha.cardPrompt =
globalThis.mengsanCardTest.card.mengsan_zhongsha.cardPrompt;
const ui = {}, AFFIX_INFO = {}, cardCost = () => 2;
const { cardUpgradeLevel, cardUpgradeRule } =
globalThis.mengsanCardTest.upgrades;
${source.replace(/^import .*;\r?\n/gm, "")}
export { ${helper} };
`);
const expected = "/game/extension/术樱包/mengsan/assets/cards/" +
"mengsan_zhongsha.png";
const previous = globalThis.document;
globalThis.document = { createElement: () => ({
children: [], appendChild(child) { this.children.push(child); },
addEventListener() {},
get content() { return { textContent: this.innerHTML || "" }; },
}) };
try {
if (helper === "viewCard") {
assert.equal(module.viewCard({ card: {
name: "mengsan_zhongsha" } }).image, expected);
continue;
}
const face = module.preview({ name: "mengsan_zhongsha" },
{ name: "重杀", suit: "黑桃", number: 7,
affixes: [] }, null);
const art = face.children[1];
assert.equal(art.children[1].src, expected);
const details = module.describeLibraryCard({
name: "mengsan_zhongsha", upgrade: 1 });
assert.match(details.description, /10点伤害.*3层易伤/);
assert.equal(details.upgrade, 1);
assert.equal(details.upgradeLimit, 1);
} finally {
globalThis.document = previous;
}
}
});
test("heavy strike is registered, serializable and obtainable in rewards", () => {
assert.equal(canAcquireCard("mengsan_liubei_shuying", "mengsan_zhongsha"), true);
const data = createCardData({ id: "heavy", name: "mengsan_zhongsha",
suit: "spade", number: 7 }, { character: "mengsan_liubei_shuying" });
assert.equal(data.name, "mengsan_zhongsha");
assert.ok(names.includes(data.name));
assert.ok(rewardPools["shared.pool.battle.normal"].includes(
"shared.reward.card.zhongsha"));
assert.equal(rewards["shared.reward.card.zhongsha"].card.name, data.name);
});
test("only configured cards can upgrade once, excluding eternal cards", () => {
const deck = [
{ name: "sha", upgrade: 0 },
{ name: "mengsan_zhongsha", upgrade: 0 },
{ name: "tao", upgrade: 0 },
{ name: "sha", upgrade: 1 },
{ name: "sha", upgrade: 0, affixes: ["eternal"] },
];
assert.deepEqual(deck.map(upgrades.canUpgradeCard),
[true, true, false, false, false]);
assert.equal(upgrades.upgradeRandomCard(deck, () => 0.9), deck[1]);
assert.equal(deck[1].upgrade, 1);
assert.equal(upgrades.upgradeRandomCard(deck, () => 0), deck[0]);
assert.equal(deck[0].upgrade, 1);
assert.equal(upgrades.hasUpgradeableCard(deck), false);
assert.equal(upgrades.upgradeRandomCard(deck,
() => { throw new Error("empty candidates must not consume RNG"); }), null);
assert.equal(canAcquireReward({ player: { deck } },
{ effectId: "upgrade" }), false);
deck.push({ name: "sha", upgrade: 0 });
assert.equal(canAcquireReward({ player: { deck } },
{ effectId: "upgrade" }), true);
});
test("new card data rejects upgrades on unsupported or full-level cards", () => {
const spec = { id: "upgrade", suit: "spade", number: 7,
name: "sha", upgrade: 1 };
assert.equal(createCardData(spec).upgrade, 1);
assert.throws(() => createCardData({ ...spec, upgrade: 2 }));
assert.throws(() => createCardData({ ...spec, name: "tao" }));
assert.throws(() => createCardData({ ...spec, upgrade: -1 }));
assert.equal(upgrades.cardUpgradeLevel({ name: "sha", upgrade: 5 }), 1);
assert.equal(upgrades.cardUpgradeLevel({ name: "tao", upgrade: 5 }), 0);
});
test("upgraded sha applies nine damage through serialized and runtime data", async () => {
const stored = { name: "sha", upgrade: 1 };
for (const used of [stored,
{ name: "sha", storage: { mengsanCard_shuying: stored } }]) {
const event = { card: used, baseDamage: 6 };
await card.sha.content(event);
assert.equal(event.observedDamage, 9);
assert.match(card.sha.cardPrompt(used), /9点伤害/);
}
const changed = { card: { name: "sha", storage: {
mengsanCard_shuying: { name: "tao", upgrade: 1 } } }, baseDamage: 6 };
await card.sha.content(changed);
assert.equal(changed.observedDamage, 6);
const modified = { card: stored, baseDamage: 7 };
await card.sha.content(modified);
assert.equal(modified.observedDamage, 10);
});
test("upgraded heavy strike deals ten before adding three vulnerability", async () => {
const used = { name: "mengsan_zhongsha", storage: {
mengsanCard_shuying: { name: "mengsan_zhongsha", upgrade: 1 } } };
const target = {
storage: { mengsanVulnerable_shuying: 2 },
damage(num) {
assert.equal(num, 10);
assert.equal(this.storage.mengsanVulnerable_shuying, 2);
return Promise.resolve();
},
isAlive: () => true, addSkill() {}, markSkill() {},
};
await card.mengsan_zhongsha.content({ card: used, target }, null, {});
assert.equal(target.storage.mengsanVulnerable_shuying, 5);
assert.match(card.mengsan_zhongsha.cardPrompt(used), /10点伤害.*3层易伤/);
assert.equal(rules.cardCost(used), 2);
});
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import assert from "node:assert/strict";
import { test } from "node:test";
import { grantRelic, canAcquireRelic, getRelic, heldRelics,
relicRewardIds } from "../mengsan/relics/definitions.js";
import { createRelicBattle, createRelicSkills,
applyBattleEndRelics } from "../mengsan/relics/battle.js";
import { canAcquireReward, getRandomRewardChoices }
from "../mengsan/progression/reward.js";
import { createBattleSettlement }
from "../mengsan/battle/battle-settlement.js";
import config from "../mengsan/config.js";
const id = name => `mengsan_${name}_shuying`;
const newRun = () => ({ runId: "relic_run", actIndex: 0, revision: 1,
randomState: 123,
player: { character: "mengsan_liubei_shuying", hp: 20,
maxHp: 50, items: [], gold: 0, deck: [] },
statistics: { defeatedEnemies: 0, goldEarned: 0 },
map: { nodes: [{ id: "battle", completed: false }] },
});
const grant = (run, ...names) => {
for (const name of names) grantRelic(run, id(name));
};
const runtime = run => {
const draws = [], logs = [];
let running = true;
const battle = createRelicBattle(run, {
active: () => running,
draw: async amount => { draws.push(amount); },
log: (relic, effect) => logs.push([relic.name, effect]),
});
return { battle, draws, logs, stop: () => { running = false; } };
};
test("relics use existing items, reject duplicates and preserve belt saves", () => {
const run = newRun();
assert.equal(grantRelic(run, id("burning_blood")), true);
assert.equal(grantRelic(run, id("burning_blood")), false);
assert.equal(canAcquireRelic(run, id("burning_blood")), false);
assert.throws(() => grantRelic(run, "unknown"));
assert.equal(getRelic("unknown"), null);
run.player.items.push(id("hand_charm"));
run.player.handLimitBonus = 1;
assert.equal(grantRelic(run, id("hand_charm")), false);
assert.equal(run.player.handLimitBonus, 1);
const fresh = newRun();
assert.equal(grantRelic(fresh, id("hand_charm")), true);
assert.equal(fresh.player.handLimitBonus, 1);
const restored = JSON.parse(JSON.stringify(run));
assert.equal(heldRelics(restored).length, 2);
run.player.items.push(id("burning_blood"));
assert.equal(heldRelics(run).length, 2);
});
test("boss and chest relic rewards are available and owned ones disappear", () => {
const run = newRun();
for (const pool of ["shared.pool.boss.premium", "act1.pool.chest"]) {
const choices = getRandomRewardChoices(run, pool, 100);
for (const rewardId of relicRewardIds) {
assert.ok(choices.some(choice => choice.id === rewardId));
}
}
grant(run, "burning_blood");
const rewardId = relicRewardIds.find(value => value.endsWith(
id("burning_blood")));
assert.equal(canAcquireReward(run, config.rewards[rewardId]), false);
assert.equal(getRandomRewardChoices(run,
"shared.pool.boss.premium", 100).some(choice =>
choice.id === rewardId), false);
});
test("opening and own-turn draws stack at exact turns and reset per battle", async () => {
const run = newRun();
grant(run, "snake_ring", "long_snake_ring", "pendulum");
const { battle, draws } = runtime(run);
assert.equal(battle.openingDraw, 2);
await battle.start();
await battle.start();
assert.deepEqual(draws, [2]);
assert.equal(battle.openingHandBonus, 2);
for (let turn = 1; turn <= 6; turn++) {
const event = {};
await battle.turnStart(event);
await battle.turnStart(event);
}
assert.deepEqual(draws, [2, 2, 2, 2, 1, 1]);
const next = runtime(run);
await next.battle.start();
await next.battle.turnStart({});
assert.deepEqual(next.draws, [2, 2]);
});
test("puzzle ignores zero and healing, triggers once, and resets next battle", async () => {
const run = newRun();
grant(run, "millennium_puzzle");
const current = runtime(run);
await current.battle.start();
await current.battle.loseHp({ num: 0 });
await current.battle.loseHp({ num: 6 });
assert.deepEqual(current.draws, []);
const damage = { num: -1 };
await current.battle.loseHp(damage);
await current.battle.loseHp(damage);
await current.battle.loseHp({ num: -3 });
assert.deepEqual(current.draws, [3]);
assert.equal(current.battle.status(getRelic(id("millennium_puzzle"))),
"本场已触发");
const next = runtime(run);
await next.battle.start();
await next.battle.loseHp({ num: -2 });
assert.deepEqual(next.draws, [3]);
});
test("early HP loss waits for pile setup and preserves opening bonus draws", async () => {
const run = newRun();
grant(run, "snake_ring", "millennium_puzzle");
const current = runtime(run);
await current.battle.loseHp({ num: -1 });
assert.deepEqual(current.draws, []);
await current.battle.start();
assert.deepEqual(current.draws, [2, 3]);
assert.equal(current.battle.openingHandBonus, 5);
await current.battle.loseHp({ num: -1 });
assert.deepEqual(current.draws, [2, 3]);
await current.battle.turnStart({});
assert.equal(current.battle.openingHandBonus, 5);
});
test("engine adapter ignores other actors, armor-only loss and dead owner", async () => {
const run = newRun();
grant(run, "millennium_puzzle", "long_snake_ring");
const current = runtime(run);
const owner = { hp: 20 }, session = { active: true };
const adapter = createRelicSkills(() => ({
session, relics: current.battle }), () => owner).mengsan_relics_shuying;
await current.battle.start();
assert.equal(adapter.filter({ player: {}, name: "phase" }), false);
assert.equal(adapter.filter({ player: owner, num: 0 }), false);
assert.equal(adapter.filter({ player: owner, num: -1 }), true);
await adapter.content({ triggername: "phaseBegin" },
{ player: owner, name: "phase" });
await adapter.content({ triggername: "changeHp" },
{ player: owner, num: -1 });
assert.deepEqual(current.draws, [2, 3]);
owner.hp = 0;
assert.equal(adapter.filter({ player: owner, num: -1 }), false);
owner.hp = 20;
session.active = false;
assert.equal(adapter.filter({ player: owner, name: "phase" }), false);
current.stop();
await current.battle.turnStart({});
assert.deepEqual(current.draws, [2, 3]);
});
test("blood healing caps at max HP and never revives a failed run", () => {
const run = newRun();
grant(run, "burning_blood");
assert.equal(applyBattleEndRelics(run, "victory"), 6);
assert.equal(run.player.hp, 26);
run.player.hp = 49;
assert.equal(applyBattleEndRelics(run, "victory"), 1);
assert.equal(run.player.hp, 50);
run.player.hp = 0;
assert.equal(applyBattleEndRelics(run, "defeat"), 0);
assert.equal(run.player.hp, 0);
});
test("settlement prepare, reload and repeated commit heal only once", async () => {
const run = newRun();
grant(run, "burning_blood");
const storage = { run: structuredClone(run) };
const make = () => createBattleSettlement({
store: { read: () => storage,
update: async change => change(storage) },
config: { saveKey: "run", profileKey: "profile" },
getRandomRewardChoices: () => [], applyReward: () => {},
completeNode: result => {
result.map.nodes[0].completed = true;
return true;
},
enterNextAct: () => false,
});
const input = { run, node: run.map.nodes[0], hp: 20,
encounter: { skipRandomReward: true } };
const pending = await make().prepare(input);
assert.equal(pending.base.player.hp, 26);
assert.equal(pending.relicRecovery, 6);
assert.equal((await make().prepare(input)).base.player.hp, 26);
const restored = make();
const selected = await restored.choose(run.runId, pending.id, null);
assert.equal(selected.result.player.hp, 26);
await restored.choose(run.runId, pending.id, null);
await restored.commit(run.runId, pending.id);
assert.equal(storage.run.player.hp, 26);
await restored.commit(run.runId, pending.id);
assert.equal(storage.run.player.hp, 26);
});
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import assert from "node:assert/strict";
import { readFile } from "node:fs/promises";
import { test } from "node:test";
import { createBattleFlow } from "../mengsan/battle/battle-flow.js";
import { createBattleSettlement } from "../mengsan/battle/battle-settlement.js";
const source = (await readFile(new URL(
"../mengsan/ui/reward-ui.js", import.meta.url), "utf8"))
.replace(/^import .*;\r?\n/gm, "");
const rewardUI = await import(`data:text/javascript;base64,${Buffer.from(
`const lib = {}, get = {}, cardCost = () => 0;\n${source}`
).toString("base64")}`);
class Element {
constructor(tag) {
this.tag = tag;
this.children = [];
this.listeners = {};
this.textContent = "";
this.isConnected = true;
}
appendChild(child) { this.children.push(child); }
setAttribute() {}
addEventListener(event, handler) { this.listeners[event] = handler; }
querySelector(tag) {
for (const child of this.children) {
if (child.tag === tag) return child;
const found = child.querySelector(tag);
if (found) return found;
}
return null;
}
focus() {}
showModal() { this.open = true; }
close() { this.open = false; }
remove() { this.isConnected = false; }
get content() {
return { textContent: (this.innerHTML || "").replace(/<[^>]*>/g, "") };
}
get text() {
return [this.textContent, ...this.children.map(child => child.text)]
.join(" ");
}
}
test("fixed rewards share the victory dialog and require confirmation", async () => {
const previous = globalThis.document;
const root = new Element("html");
globalThis.document = {
documentElement: root,
createElement: tag => new Element(tag),
activeElement: new Element("button"),
};
try {
const result = rewardUI.chooseBattleReward([], {
fixedRewards: [
{ id: "dilu", name: "的卢", description: "加入个人牌库。" },
{ id: "heal", name: "整顿伤势", description: "回复生命。" },
],
});
const dialog = root.children[0];
assert.equal(dialog.className, "mengsan-victory-dialog-shuying");
assert.match(dialog.text, /固定战利品.*领取固定奖励.*的卢/);
assert.match(dialog.text, /加入个人牌库。.*整顿伤势:回复生命。/);
assert.doesNotMatch(dialog.text, /放弃本次选择/);
assert.equal(dialog.open, true);
await dialog.querySelector("button").listeners.click();
assert.equal(await result, null);
assert.equal(dialog.isConnected, false);
const choice = rewardUI.chooseBattleReward([
{ id: "gold", kind: "gold", amount: 20 },
], { fixedRewards: [{ id: "dilu", name: "的卢" }] });
const selectable = root.children[1];
assert.equal(selectable.className, dialog.className);
assert.match(selectable.text, /固定奖励:的卢/);
assert.match(selectable.text, /可选战利品.*金币 · 20.*放弃本次选择/);
await selectable.querySelector("button").listeners.click();
assert.equal(await choice, "gold");
const skipped = rewardUI.chooseBattleReward([
{ id: "gold", kind: "gold", amount: 20 },
]);
const optional = root.children[2];
assert.doesNotMatch(optional.text, /固定奖励/);
const skip = optional.children[0].children.at(-1);
assert.equal(skip.textContent, "放弃本次选择");
skip.listeners.click();
assert.equal(await skipped, null);
assert.equal(await rewardUI.chooseBattleReward([]), null);
} finally {
globalThis.document = previous;
}
});
test("fixed reward UI precedes settlement and retry does not award twice", async () => {
const run = {
runId: "run", actIndex: 0, revision: 1,
player: { hp: 4, maxHp: 4, gold: 0 },
statistics: { defeatedEnemies: 0 },
map: { nodes: [{ id: "opening", completed: false }] },
};
const storage = { run: structuredClone(run) };
let awarded = 0, presented = 0, disposed = 0;
const settlement = createBattleSettlement({
store: {
read: () => storage,
update: async change => change(storage),
},
config: { saveKey: "run", profileKey: "profile" },
getRandomRewardChoices: () => { throw Error("Unexpected random reward"); },
applyReward: (result, id) => {
assert.equal(id, "dilu");
awarded++;
result.reward = id;
},
completeNode: result => {
result.map.nodes[0].completed = true;
return true;
},
enterNextAct: () => false,
});
const session = {
requestStop() {}, drain: async () => {},
dispose: async () => {
if (++disposed === 1) throw Error("Cleanup failed");
},
};
const flow = createBattleFlow({
settlement,
chooseReward: async (choices, context) => {
assert.deepEqual(choices, []);
assert.deepEqual(context.fixedRewards, ["dilu"]);
assert.equal(awarded, 0);
presented++;
return null;
},
showMap: async () => null, showEnding: async () => {},
quiesce: async () => {},
});
await flow.enterBattle({
session, run, node: run.map.nodes[0], start() {},
encounter: { skipRandomReward: true, fixedRewards: ["dilu"] },
});
assert.equal(flow.requestFinish({ session, hp: 3 }), true);
await assert.rejects(flow.wait(), /Cleanup failed/);
await flow.retry();
assert.equal(presented, 1);
assert.equal(awarded, 1);
assert.equal(storage.run.reward, "dilu");
assert.equal(storage.run.map.nodes[0].completed, true);
assert.equal(flow.state, "map");
});