fixed # 补全梦三怪物、卡牌

fixed # 修复天书乱斗中,过关技能不会重置次数的问题
This commit is contained in:
2026-10-03 04:42:19 +08:00
parent b005a7ff15
commit c448da39c2
131 changed files with 5021 additions and 246 deletions
+13 -7
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@@ -1,6 +1,6 @@
// Candidate external coordinator. Finish callbacks return a boolean, NEVER a drain promise.
const copy = value => JSON.parse(JSON.stringify(value));
export function createBattleFlow({settlement, chooseReward, showMap, showEnding, quiesce, releaseSkills = async () => {}, presentVictory = async () => {}}) {
export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMap, showEnding, quiesce, releaseSkills = async () => {}, presentVictory = async () => {}}) {
let state = "map", active = null, work = null, job = null, error = null;
async function drive() {
try {
@@ -13,16 +13,20 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
await presentVictory(copy(job.pending));
job.victoryPresented = true;
}
if (job.pending.state !== "chosen") {
// Also reopen a legacy chosen defeat: it never had a recovery choice.
if (job.pending.state !== "chosen" ||
(job.pending.outcome === "defeat" && !job.pending.failureAction)) {
state = "choosing";
if (!job.hasChoice) {
job.choiceId = job.pending.outcome === "defeat" ? null
job.choiceId = job.pending.outcome === "defeat" ? await chooseDefeat()
: await chooseReward(copy(job.pending.choices), {
boss: job.pending.boss,
fixedRewards: copy(job.pending.fixedRewards || []),
rewardPackage: copy(job.pending.rewardPackage || null),
});
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");
if (job.pending.outcome !== "defeat" && !job.pending.rewardPackage &&
job.choiceId !== null &&
!job.pending.choices.some(c => c.id === job.choiceId && c.kind !== "gold")) throw new Error("Invalid reward selection");
job.hasChoice = true;
}
job.pending = await settlement.choose(job.input.run.runId, job.pending.id, job.choiceId);
@@ -47,7 +51,9 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
job.nextNode = await showMap(mapRun);
job.committed.run = mapRun;
}
else await showEnding(job.committed.route, copy(job.committed.run));
else if (!["retry", "new"].includes(job.committed.route)) {
await showEnding(job.committed.route, copy(job.committed.run));
}
job.delivered = true;
}
state = job.committed.route === "map" ? "map" : "ended";
@@ -73,7 +79,7 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
state = "starting";
try {
await quiesce();
active = {session, run, node:copy(node), encounter:copy(encounter)};job = null;work = null;
active = {session, run, retryRun:copy(run), node:copy(node), encounter:copy(encounter)};job = null;work = null;
// start MUST schedule only; it must not await the battle root's completion.
state = "battle"; start();
} catch (cause) { state = "blocked"; error = cause; throw cause; }
@@ -82,7 +88,7 @@ export function createBattleFlow({settlement, chooseReward, showMap, showEnding,
if (state !== "battle" || session !== active.session) return false;
if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown outcome");
if (!Number.isInteger(defeatedEnemies) || defeatedEnemies < 0) throw new Error("Invalid defeated enemy count");
job = {input:{run:copy(active.run),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
job = {input:{run:copy(active.run),retryRun:copy(active.retryRun),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
state = "stopping";
active.session.requestStop();
launch();
+85 -21
View File
@@ -8,7 +8,7 @@ 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, logRewardPackage = () => {},
enterNextAct, createRun, now = Date.now, logRewardPackage = () => {},
}) {
const readRun = () => store.read()[config.saveKey];
function current(storage, runId) {
@@ -25,9 +25,9 @@ export function createBattleSettlement({
return Object.freeze({
readRun,
// Persist fixed candidates before opening choice UI. No mutation of the live run.
async prepare({run: snapshot, node, encounter, hp, outcome = "victory"}) {
async prepare({run: snapshot, retryRun, node, encounter, hp, outcome = "victory"}) {
if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome");
if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.skipRandomReward && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result");
if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.rewardPackage && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result");
const id = idFor(snapshot, node);
return store.update(storage => {
const run = current(storage, snapshot.runId);
@@ -42,7 +42,7 @@ export function createBattleSettlement({
}
// Battle may have changed RNG/card state since the last checkpoint.
const base = copy(snapshot); delete base.battleFlow;
const bondGrowth = settleBondBattle(base);
const bondGrowth = settleBondBattle(base, node);
if (outcome === "victory") {
base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
@@ -50,21 +50,68 @@ export function createBattleSettlement({
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
// Persist guaranteed gold alongside loot; award it once in the chosen result.
const choices = outcome === "victory" && !encounter.rewardPackage
? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
const rewardPackage = outcome === "victory" && encounter.rewardPackage
? prepareRewardPackage(base, encounter.rewardPackage,
getRandomRewardChoices) : null;
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};
run.battleFlow.pending.rewardPackage = copy(rewardPackage);
if (outcome === "victory" && !rewardPackage) {
run.battleFlow.pending.rewardMode = "one-or-skip";
}
if (outcome === "defeat") {
const beforeBattle = retryRun || run;
if (beforeBattle.runId !== run.runId ||
beforeBattle.actIndex !== run.actIndex ||
beforeBattle.revision !== run.revision) throw new Error("Stale retry checkpoint");
run.battleFlow.pending.retryRun = copy(beforeBattle);
run.battleFlow.pending.retryRun.battleFlow = {
receipts:copy(run.battleFlow.receipts), pending:null,
};
run.battleFlow.pending.retryNode = copy(node);
run.battleFlow.pending.retryEncounter = copy(encounter);
}
return run.battleFlow.pending;
});
},
async choose(runId, id, choiceId) {
return store.update(storage => {
const {item} = pending(storage, runId, id);
const {run, item} = pending(storage, runId, id);
if (item.outcome === "defeat") {
const action = typeof choiceId === "string" ? choiceId : choiceId?.action;
if (!["retry", "new"].includes(action)) throw new Error("Invalid defeat action");
if (item.failureAction) {
if (item.failureAction !== action ||
(action === "new" && item.choiceId.character !== choiceId.character)) {
throw new Error("Defeat choice already locked");
}
return item;
}
if (action === "new") {
if (!config.characters.includes(choiceId.character) || typeof createRun !== "function") {
throw new Error("Invalid new journey character");
}
// Generate once in the chosen checkpoint; a commit retry must not reroll it.
item.nextRun = createRun(choiceId.character);
if (!item.nextRun || item.nextRun.status !== "running" || item.nextRun.runId === runId) {
throw new Error("Invalid new journey");
}
item.result = copy(item.base);
item.result.status = "failed";
} else {
// Old pending saves have no retryRun: retain their last successful save.
item.result = copy(item.retryRun || run);
item.result.status = "running";
item.result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null};
item.retryNode ||= copy(run.map?.nodes.find(node => node.id === item.nodeId));
if (!item.retryNode || item.retryNode.completed) throw new Error("Missing retry battle node");
}
item.state = "chosen"; item.choiceId = copy(choiceId);
item.failureAction = action; item.route = action; item.completedAt = now();
return item;
}
if (item.state === "chosen") {
const sameChoice = item.rewardPackage
? item.choiceId?.cardId === choiceId?.cardId &&
@@ -80,16 +127,24 @@ export function createBattleSettlement({
applyRewardPackage(result, item.rewardPackage, choiceId,
applyReward);
}
const choice = item.choices.find(c => c.id === choiceId);
if (!item.rewardPackage && item.choices.length && choiceId !== null) {
if (!choice) throw new Error("Reward is not a fixed candidate");
if (choice.kind === "gold") {
if (!Number.isSafeInteger(choice.amount) || choice.amount < 0) throw new Error("Invalid pending gold reward");
result.player.gold += choice.amount;
result.statistics.goldEarned += choice.amount;
} else applyReward(result, choice.effectId || choice.id);
} else if (!item.rewardPackage && choiceId !== null) throw new Error("Unexpected reward selection");
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
if (!item.rewardPackage) {
const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold");
if (choiceId !== null && !reward) {
throw new Error("Choose one pending reward or skip");
}
// This result is persisted before commit; retries never credit gold twice.
for (const gold of item.choices.filter(c => c.kind === "gold")) {
if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward");
result.player.gold += gold.amount;
result.statistics.goldEarned += gold.amount;
}
if (reward) {
applyReward(result, reward.effectId || reward.id);
}
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
} else {
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
}
if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed");
route = item.boss && !enterNextAct(result) ? "victory" : "map";
} else result.status = "failed";
@@ -111,6 +166,14 @@ export function createBattleSettlement({
const {run, item} = pending(storage, runId, id);
if (item.state !== "chosen") throw new Error("Durable chosen result required");
const result = copy(item.result);
if (item.route === "retry") {
// A failed attempt does not complete this node or add its victory receipt.
result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null,
retry:{node:copy(item.retryNode), encounter:copy(item.retryEncounter || null)}};
storage[config.saveKey] = result;
return {route:"retry", run:result, retryNode:copy(item.retryNode),
retryEncounter:copy(item.retryEncounter || null), duplicate:false};
}
result.battleFlow = {receipts:[...run.battleFlow.receipts, id], pending:null};
if (item.route === "map") storage[config.saveKey] = result;
else {
@@ -118,12 +181,13 @@ export function createBattleSettlement({
profile.completedRuns ||= [];
if (!profile.completedRuns.some(r => r.runId === runId)) {
if (item.route === "victory") profile.wins = (profile.wins || 0) + 1;
profile.completedRuns.push({runId, settlementId:id, outcome:item.route, character:result.player.character,
profile.completedRuns.push({runId, settlementId:id, outcome:item.route === "new" ? "defeat" : item.route, character:result.player.character,
completedNodes:result.statistics.completedNodes, goldEarned:result.statistics.goldEarned, completedAt:item.completedAt});
}
delete storage[config.saveKey]; // Same transaction as profile; never a second clear write.
if (item.route === "new") storage[config.saveKey] = copy(item.nextRun);
else delete storage[config.saveKey]; // Same transaction as profile; never a second clear write.
}
return {route:item.route, run:result, duplicate:false};
return {route:item.route, run:item.route === "new" ? copy(item.nextRun) : result, duplicate:false};
});
},
});
+39 -7
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@@ -1,15 +1,22 @@
// 梦三独有的出牌经济,不修改 noname 的全局牌定义。
import { isAttackCard } from "../monsters/vine-tangled.js";
import { _status } from "../../../../noname.js";
import { cardUpgradeLevel, cardUpgradeRule } from "../cards/upgrades.js";
export const PLAYER_ENERGY = 3;
export const PLAYER_HAND_LIMIT = 3;
export const SHA_DAMAGE = 6;
export const TRICK_DAMAGE = 4;
const COSTS = Object.freeze({ sha: 1, mengsan_zhongsha: 2,
const COSTS = Object.freeze({ sha: 1, mengsan_zhongsha: 2, mengsan_fangyu: 1, mengsan_fennu: 0,
mengsan_feijianhuixuanbiao: 1, mengsan_jianbingdaji: 1, mengsan_quanshenzhuangji: 1, mengsan_rongrongzhiquan: 1, mengsan_shandianpili: 1, mengsan_shuangchongdaji: 1, mengsan_tiezhanbo: 1, mengsan_touchui: 1, mengsan_tupo: 1, mengsan_yubeidaji: 1, mengsan_wanmeidaji: 2, mengsan_yujin: 2, mengsan_fangxue: 0, mengsan_jianyi: 1, mengsan_pomie: 1, mengsan_songjianwushi: 1,
tao: 1, jiu: 1, shan: 0, wuxie: 0,
juedou: 2, nanman: 2, wanjian: 2, taoyuan: 2 });
export const cardCost = card => COSTS[card?.name] ?? 1;
export const cardCost = (card, player = null) => {
const rule = cardUpgradeLevel(card) ? cardUpgradeRule(card.name) : null;
const base = rule?.cost ?? COSTS[card?.name] ?? 1;
return base + (player?.storage?.mengsanTangled_shuying > 0 && isAttackCard(card) ? 1 : 0);
};
export const isActiveCardUse = (event, player) => {
if (!event || !player) return false;
@@ -17,7 +24,7 @@ export const isActiveCardUse = (event, player) => {
let inPhaseUse = false;
for (let current = event; current && !seen.has(current); current = current.parent) {
seen.add(current);
if (current.name === "dying" || current.name === "chooseToRespond") return false;
if (current.name === "dying" || current.name === "respond" || current.name === "chooseToRespond") return false;
if (current.name === "chooseToUse" && (current.respondTo || String(current.type || "").startsWith("respond"))) return false;
if (current.name === "phaseUse" && current.player === player) inPhaseUse = true;
}
@@ -26,10 +33,35 @@ export const isActiveCardUse = (event, player) => {
_status.currentPhase === player);
};
export const canPayCard = (player, card) => (player?.storage?.mengsanEnergy_shuying ?? Infinity) >= cardCost(card);
// 仅授权破灭的这一条原生选择/使用父链及同一张实体牌;副本和其他使用不免费。
const freeUses = new WeakMap();
export function authorizeFreeCardUse(player, card, choice, valid) {
const entries = freeUses.get(player) || new Set();
freeUses.set(player, entries);
const entry = { card, choice, valid }; entries.add(entry);
return () => { entries.delete(entry); if (!entries.size) freeUses.delete(player); };
}
function isFreeCardUse(player, card, event) {
for (const entry of freeUses.get(player) || []) {
if (!entry.valid() || card?.name !== entry.card.name ||
!(card === entry.card || card?.cards?.includes(entry.card))) continue;
const seen = new Set();
for (let current = event; current && !seen.has(current); current = current.parent) {
seen.add(current);
if (current.name === "useCard" && (current.player !== player ||
current.cards?.length !== 1 || current.cards[0] !== entry.card)) break;
if (current === entry.choice) return true;
}
}
return false;
}
export const payCard = (player, card) => {
if (!canPayCard(player, card)) return false;
player.storage.mengsanEnergy_shuying -= cardCost(card);
export const canPayCard = (player, card, event = _status.event) =>
isFreeCardUse(player, card, event) || (player?.storage?.mengsanEnergy_shuying ?? Infinity) >= cardCost(card, player);
export const payCard = (player, card, event = _status.event) => {
if (isFreeCardUse(player, card, event)) return true;
if (!canPayCard(player, card, event)) return false;
player.storage.mengsanEnergy_shuying -= cardCost(card, player);
return true;
};
+5 -2
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@@ -1,3 +1,6 @@
import { slowAttackDamage } from "../monsters/effigy-slow.js";
import { shrinkAttackDamage } from "../monsters/shrinker-status.js";
export function attackHitCount(intent) {
const hits = intent.hits ?? 1;
if (!Number.isInteger(hits) || hits < 1) {
@@ -16,7 +19,7 @@ export function outgoingAttackDamage(intent, source) {
if (source?.storage?.mengsanWeak_shuying > 0) {
damage = Math.floor(damage * 0.75);
}
return damage;
return shrinkAttackDamage(damage, source);
}
export function previewAttackDamage(intent, source, target) {
@@ -24,5 +27,5 @@ export function previewAttackDamage(intent, source, target) {
if (target?.storage?.mengsanVulnerable_shuying > 0) {
damage = Math.ceil(damage * 1.5);
}
return damage;
return slowAttackDamage(damage, target);
}
+4 -8
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@@ -1,3 +1,5 @@
import { applyMengsanDebuff } from "../monsters/artifact-status.js";
import { applyTangled } from "../monsters/vine-tangled.js";
import { attackHitCount, outgoingAttackDamage } from "./intent-damage.js";
import { beginDeathBlow, isDeathBlowIntent } from "./death-blow.js";
@@ -11,14 +13,8 @@ export function createIntentExecutor(game, getActiveBattle) {
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");
if (move.debuff === "缠结") { applyTangled(getActiveBattle(), target, move.stacks); return; }
applyMengsanDebuff(target, move.debuff === "脆弱" ? "frail" : "vulnerable", move.stacks);
};
return async (source, move) => {
for (const target of getIntentHostiles(game, source)) {