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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
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@@ -0,0 +1,57 @@
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// 普通数值;网页SVG:开始→俯冲→啄击→俯冲。领地意识在回合结束结算。
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export const BYRDONIS_CHARACTER = "mengsan_byrdonis_shuying";
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export const BYRDONIS_MOVES = Object.freeze({
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swoop: Object.freeze({ id: "swoop", name: "俯冲", damage: 17 }),
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peck: Object.freeze({ id: "peck", name: "啄击", damage: 3, hits: 3 }),
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});
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const turnsOf = state => {
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const turns = state.turnsTaken ?? 0;
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if (!Number.isSafeInteger(turns) || turns < 0) throw new RangeError("多尼斯异鸟行动记录无效");
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return turns;
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};
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export const selectByrdonisMove = (state = {}) => turnsOf(state) % 2 ? BYRDONIS_MOVES.peck : BYRDONIS_MOVES.swoop;
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export function recordByrdonisAction(state = {}, advance = true) {
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const turns = turnsOf(state);
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if (typeof advance !== "boolean" || advance && turns === Number.MAX_SAFE_INTEGER) throw new RangeError("多尼斯异鸟行动推进无效");
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return { turnsTaken: turns + (advance ? 1 : 0) };
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}
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export function rollByrdonisHp(random) {
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const value = random();
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if (!Number.isFinite(value) || value < 0 || value >= 1) throw new RangeError("多尼斯异鸟随机数必须在[0,1)内");
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return 81 + Math.floor(value * 4);
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}
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export const isByrdonis = player => player?.name === BYRDONIS_CHARACTER && player.storage?.mengsanCamp_shuying === "enemy";
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const bindings = new WeakMap();
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export function initializeByrdonis(player, current = null) {
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if (!isByrdonis(player)) return false;
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if (current?.session.active && bindings.get(player)?.battle !== current) {
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const entry = { battle: current };
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current.session.ownResource(entry, () => {
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if (bindings.get(player) !== entry) return;
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bindings.delete(player);
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delete player.storage.mengsanByrdonisState_shuying;
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delete player.storage.mengsanByrdonisIntent_shuying;
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player.removeSkill("mengsan_territorial_shuying");
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player.removeSkill("mengsan_raider_strength_shuying");
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});
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bindings.set(player, entry);
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}
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player.storage.mengsanByrdonisState_shuying = { turnsTaken: 0 };
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player.storage.mengsanByrdonisIntent_shuying = null;
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player.storage.mengsanTerritorial_shuying = 1;
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player.addSkill("mengsan_territorial_shuying");
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player.markSkill("mengsan_territorial_shuying");
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return true;
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}
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export function resolveTerritorial(player, current) {
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if (!isByrdonis(player) || !player.isAlive() || !current?.session.active) return false;
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const layers = player.storage.mengsanTerritorial_shuying ?? 0;
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const strength = player.storage.mengsanStrength_shuying ?? 0;
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if (!Number.isSafeInteger(layers) || layers < 0 || !Number.isSafeInteger(strength) ||
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!Number.isSafeInteger(strength + layers)) throw new RangeError("领地意识或力量数值无效");
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if (!layers) return false;
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player.storage.mengsanStrength_shuying = strength + layers;
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player.addSkill("mengsan_raider_strength_shuying");
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player.markSkill("mengsan_raider_strength_shuying");
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return true;
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}
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