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fixed # 补全部分卡牌
fixed # 修复部分已知BUG
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@@ -0,0 +1,66 @@
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import { createRaiderTrioBattlePlan } from "./raider-trio.js";
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import { createInkletBattlePlan } from "./inklet-group.js";
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import { createNibbitPairBattlePlan } from "./nibbit-pair.js";
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import { createKinBattlePlan } from "./kin-group.js";
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const monsters = Object.freeze({
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crawler: "mengsan_fuzzy_wurm_crawler_shuying", nibbit: "mengsan_nibbit_shuying",
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shrinker: "mengsan_shrinker_beetle_shuying", leafS: "mengsan_leaf_slime_s_shuying",
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leafM: "mengsan_leaf_slime_m_shuying", twigS: "mengsan_twig_slime_s_shuying",
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twigM: "mengsan_twig_slime_m_shuying", cubex: "mengsan_cubex_construct_shuying",
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flyconid: "mengsan_flyconid_shuying", jaxfruit: "mengsan_snapping_jaxfruit_shuying",
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fogmog: "mengsan_fogmog_shuying", mawler: "mengsan_mawler_shuying",
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strangler: "mengsan_slithering_strangler_shuying", vine: "mengsan_vine_shambler_shuying",
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byrdonis: "mengsan_byrdonis_shuying", effigy: "mengsan_bygone_effigy_shuying",
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phrog: "mengsan_phrog_parasite_shuying", vantom: "mengsan_vantom_shuying",
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beast: "mengsan_ceremonial_beast_shuying",
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});
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const group = (id, name, variants, tier = "normal") => ({
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id: `act1.encounter.${id}`, name, tier,
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variants: variants.map(members => members.map((member, index) => ({
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id: `enemy_${index + 1}`, character: monsters[member], camp: "enemy",
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tier, hand: 4, inheritSkills: false,
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}))),
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});
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const single = (id, name, member, tier) => group(id, name, [[member]], tier);
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const custom = (id, name, createBattlePlan, tier = "normal") => ({id: `act1.encounter.${id}`, name, tier, createBattlePlan});
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// 一个条目是一种遭遇;条目中的 variants 等概率选一组,同组成员同时上场。
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const weak = [
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single("weak.crawler", "毛绒伏地虫", "crawler"),
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single("weak.nibbit", "小啃兽", "nibbit"),
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single("weak.shrinker", "缩小甲虫", "shrinker"),
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group("weak.slimes", "史莱姆三只", [["leafS", "leafM", "twigS"], ["leafS", "twigM", "twigS"]]),
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];
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const strong = [
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single("strong.cubex", "立柱构造体", "cubex"),
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group("strong.slimeFlyconid", "中型史莱姆与飞蝇菌子", [["leafM", "flyconid"], ["twigM", "flyconid"]]),
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group("strong.jaxfruitFlyconid", "闪光贾克斯果与飞蝇菌子", [["jaxfruit", "flyconid"]]),
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single("strong.fogmog", "雾菇", "fogmog"),
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custom("strong.inklets", "墨宝三只", createInkletBattlePlan),
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single("strong.mawler", "蛮兽", "mawler"),
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custom("strong.nibbits", "小啃兽双只", createNibbitPairBattlePlan),
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group("strong.shrinkerCrawler", "缩小甲虫与毛绒伏地虫", [["shrinker", "crawler"]]),
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custom("strong.raiders", "劫掠者团伙", createRaiderTrioBattlePlan),
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group("strong.slimes", "史莱姆四只", [["leafM", "twigM", "leafS", "twigS"]]),
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group("strong.stranglerParty", "蛇行扼杀者与同行怪物", [
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["jaxfruit", "strangler"], ["leafM", "strangler"], ["twigM", "strangler"],
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["leafS", "twigS", "strangler"],
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]),
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single("strong.vine", "藤蔓蹒跚者", "vine"),
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];
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const elite = [
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single("elite.byrdonis", "多尼斯异鸟", "byrdonis", "elite"),
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single("elite.effigy", "旧日雕像", "effigy", "elite"),
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single("elite.phrog", "异蛙寄生虫", "phrog", "elite"),
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];
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const boss = [
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single("boss.vantom", "墨影幻灵", "vantom", "boss"),
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single("boss.beast", "仪式兽", "beast", "boss"),
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custom("boss.kin", "同族神官与两名信徒", createKinBattlePlan, "boss"),
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];
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export const encounterPools = Object.freeze(Object.fromEntries(
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Object.entries({weak, strong, elite, boss}).map(([key, entries]) => [key, Object.freeze(entries.map(entry => entry.id))]),
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));
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export const encounters = Object.fromEntries([...weak, ...strong, ...elite, ...boss].map(entry => [entry.id, entry]));
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@@ -2,9 +2,11 @@ import liubeiOpening, { openingRewards } from "./stories/liubei-opening.js";
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import actMap from "./map.js";
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import { rewardPools } from "./rewards.js";
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import forestAmbush from "./stories/forest-ambush.js";
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import { encounters } from "./encounters.js";
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export default {
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map: actMap,
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encounters,
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nodeContents: {
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[forestAmbush.id]: forestAmbush,
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[liubeiOpening.id]: liubeiOpening,
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@@ -0,0 +1,10 @@
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import { KIN_PRIEST_CHARACTER, KIN_FOLLOWER_CHARACTER } from "../../../monsters/kin-intent.js";
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// 一名神官、两名信徒;用角色默认/入场随机HP,不把超过99的神官HP写入关卡覆盖值。
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export function createKinBattlePlan() {
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return { units: [
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{ id: "kin_priest", character: KIN_PRIEST_CHARACTER, camp: "enemy", tier: "boss", hand: 4, inheritSkills: false },
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{ id: "kin_follower_1", character: KIN_FOLLOWER_CHARACTER, camp: "enemy", tier: "normal", hand: 4, inheritSkills: false, kinOwner: "kin_priest", after: "kin_priest" },
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{ id: "kin_follower_2", character: KIN_FOLLOWER_CHARACTER, camp: "enemy", tier: "normal", hand: 4, inheritSkills: false, kinOwner: "kin_priest", after: "kin_follower_1" },
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], rules: [] };
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}
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@@ -1,6 +1,12 @@
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import { encounterPools } from "./encounters.js";
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const act1Map = {
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id: "act1",
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name: "第一关·初梦",
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endsCurrentContent: true,
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completionDialogue: [
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{ type: "narrator", text: "战斗还未完结,等待后续更新。" },
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],
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floorNodes: [
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1, 4, 4, 4, 4, 4, 4, 4, 4,
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4, 4, 4, 4, 4, 4, 4, 1,
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@@ -10,6 +16,7 @@ const act1Map = {
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3, 3, 3, 3, 3, 3, 3, 1,
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],
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nodeWeights: { battle: 50, elite: 15, event: 15, rest: 10, shop: 10 },
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encounterPools,
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requiredFloors: { 2: "battle", 10: "chest", 16: "rest" },
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chestRewardPool: "act1.pool.chest",
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fixedNodes: [
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@@ -27,8 +34,9 @@ const act1Map = {
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"mengsan_nibbit_shuying", "mengsan_nibbit_pair_shuying", "mengsan_cubex_construct_shuying", "mengsan_shrinker_beetle_shuying", "mengsan_twig_slime_m_shuying", "mengsan_twig_slime_s_shuying", "mengsan_leaf_slime_m_shuying", "mengsan_leaf_slime_s_shuying", "mengsan_slithering_strangler_shuying", "mengsan_snapping_jaxfruit_shuying", "mengsan_fuzzy_wurm_crawler_shuying",
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"mengsan_inklet_shuying",
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],
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eliteEnemies: ["re_xiahoudun", "re_zhangliao", "re_xuzhu", "mengsan_byrdonis_shuying", "mengsan_bygone_effigy_shuying", "mengsan_phrog_parasite_shuying"],
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boss: "re_lvbu",
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eliteEnemies: ["mengsan_byrdonis_shuying", "mengsan_bygone_effigy_shuying", "mengsan_phrog_parasite_shuying"],
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boss: "mengsan_vantom_shuying",
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bossEnemies: ["mengsan_vantom_shuying", "mengsan_kin_priest_shuying", "mengsan_ceremonial_beast_shuying"],
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baseGold: 20,
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};
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@@ -59,6 +59,7 @@ const forestAmbush = {
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},
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],
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rewardPool: "act1.pool.story.scoutGift",
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allowSharedCardRewards: true,
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rewardTitle: "斥候的谢礼(三选一)",
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flags: {
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"story.act1.helpedScout": true,
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@@ -97,6 +98,7 @@ const forestAmbush = {
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],
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},
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rewardPool: "act1.pool.story.ambushLoot",
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allowSharedCardRewards: true,
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rewardTitle: "伏兵战利品(三选一)",
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description: "击败伏兵后,从随机出现的三个奖励中选择一个。",
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},
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