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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
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import { heldRelics } from "./definitions.js";
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export function createRelicBattle(run, { active, draw, log }) {
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const relics = heldRelics(run);
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let started = false, turns = 0, firstLoss = false;
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let openingHandBonus = 0, pendingHpDraw = null;
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const seenTurns = new WeakSet();
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const usable = () => started && active();
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const drawEffect = async relic => {
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if (!usable()) return;
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if (turns === 0) openingHandBonus += relic.amount;
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log(relic, `额外摸${relic.amount}张牌`);
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await draw(relic.amount);
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};
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return {
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get openingHandBonus() { return openingHandBonus; },
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get openingDraw() {
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return relics.filter(relic => relic.effect === "openingDraw")
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.reduce((sum, relic) => sum + relic.amount, 0);
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},
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async start() {
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if (started || !active()) return;
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started = true;
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for (const relic of relics) {
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if (relic.effect === "openingDraw") await drawEffect(relic);
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}
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if (pendingHpDraw) {
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const relic = pendingHpDraw;
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pendingHpDraw = null;
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await drawEffect(relic);
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}
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},
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async turnStart(event) {
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if (!usable() || seenTurns.has(event)) return;
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seenTurns.add(event);
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turns++;
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for (const relic of relics) {
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if ((relic.effect === "earlyTurnDraw" &&
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turns <= relic.turns) ||
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(relic.effect === "periodicTurnDraw" &&
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turns % relic.turns === 0)) await drawEffect(relic);
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}
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},
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async loseHp(event) {
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if (!active() || firstLoss || !(event.num < 0)) return;
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const relic = relics.find(item =>
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item.effect === "firstHpLossDraw");
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if (!relic) return;
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firstLoss = true;
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if (!started) {
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pendingHpDraw = relic;
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return;
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}
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await drawEffect(relic);
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},
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status(relic) {
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if (relic.effect === "firstHpLossDraw") {
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return firstLoss ? "本场已触发" : "本场尚未触发";
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}
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if (relic.effect === "earlyTurnDraw") {
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return `本场已开始${turns}个自身回合`;
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}
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if (relic.effect === "periodicTurnDraw") {
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return `回合计数:${turns % relic.turns}/${relic.turns}`;
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}
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if (relic.effect === "openingDraw") {
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return started ? "本场已触发" : "等待战斗开始";
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}
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return "持续持有";
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},
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};
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}
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export function applyBattleEndRelics(run, outcome) {
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if (outcome !== "victory" || !(run.player.hp > 0)) return 0;
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const amount = heldRelics(run).filter(relic =>
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relic.effect === "battleHeal").reduce((sum, relic) =>
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sum + relic.amount, 0);
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const before = run.player.hp;
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run.player.hp = Math.min(run.player.maxHp ?? before,
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before + amount);
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return run.player.hp - before;
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}
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export function createRelicSkills(getBattle, getOwner) {
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return {
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mengsan_relics_shuying: {
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trigger: { global: ["phaseBegin", "changeHp"] },
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forced: true, silent: true, popup: false, priority: 100,
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filter(event) {
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const battle = getBattle(), owner = getOwner();
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return Boolean(battle?.session.active && battle.relics &&
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owner?.hp > 0 && event.player === owner &&
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(event.name === "phase" || event.num < 0));
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},
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async content(event, trigger) {
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const battle = getBattle();
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if (!battle?.session.active) return;
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if (event.triggername === "phaseBegin") {
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await battle.relics.turnStart(trigger);
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} else await battle.relics.loseHp(trigger);
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},
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},
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};
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}
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