// 梦三的模式牌定义:复制标准/军争的实体牌定义,不改动原牌包。 // 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, 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])))]; const sourceCard = name => standard.card[name] || extra.card[name]; const sourceText = name => extra.translate[`${name}_info`] || standard.translate[`${name}_info`]; export function createMengsanCards() { const card = {}; const translate = {}; for (const name of names) { const source = sourceCard(name); if (!source) throw new Error(`梦三牌定义缺失:${name}`); const copy = { ...source, mengsanCost_shuying: cardCost({ name }) }; // 卡牌本身校验费用;响应和濒死救援不属于主动出牌。 if (source.enable || source.type === "equip" || source.type === "delay") { copy.enable = function (used, player, event) { if (isActiveCardUse(event || _status.event, player) && !canPayCard(player, used)) return false; return typeof source.enable === "function" ? source.enable.call(this, used, player, event) : source.enable ?? true; }; } const prompt = source.cardPrompt; const costLabel = name === "shan" || name === "wuxie" ? "响应不消耗费用" : `主动使用消耗${copy.mengsanCost_shuying}费用`; copy.cardPrompt = function (used) { const detail = typeof prompt === "function" ? prompt.call(this, used) : prompt; return `梦三:${costLabel}。${detail || sourceText(name) || ""}`; }; const nativeText = sourceText(name); if (nativeText) translate[`${name}_info`] = `梦三:${costLabel}。${nativeText}`; card[name] = copy; } // 【杀】的基础伤害由牌内容决定,而不是事后追加伤害的角色技能。 const nativeSha = sourceCard("sha"); card.sha.baseDamage = SHA_DAMAGE; card.sha.content = async function (event, trigger, player) { if (typeof event.baseDamage !== "number") event.baseDamage = SHA_DAMAGE; if (cardUpgradeLevel(event.card)) { event.baseDamage += cardUpgradeRule("sha").damage - SHA_DAMAGE; } return nativeSha.content.call(this, event, trigger, player); }; card.sha.usable = Infinity; card.sha.cardPrompt = used => { const damage = cardUpgradeLevel(used) ? cardUpgradeRule("sha").damage : SHA_DAMAGE; return `梦三:主动使用消耗1费用;目标须使用【闪】,` + `否则受到${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。"; card.taoyuan.content = async function (event) { await event.target.recover(8); }; translate.taoyuan_info = "梦三:主动使用消耗2费用。所有角色各回复8点生命。"; card.taoyuan.cardPrompt = () => translate.taoyuan_info; for (const name of ["nanman", "wanjian", "juedou"]) { const nativeContent = sourceCard(name).content; card[name].baseDamage = TRICK_DAMAGE; card[name].content = async function (event, trigger, player) { if (typeof event.baseDamage !== "number") event.baseDamage = TRICK_DAMAGE; return nativeContent.call(this, event, trigger, player); }; const detail = { nanman: "所有其他角色须打出【杀】,否则受到4点伤害。", wanjian: "所有其他角色须打出【闪】,否则受到4点伤害。", juedou: "目标与你轮流打出【杀】;未能打出的一方受到4点伤害。", }[name]; translate[`${name}_info`] = `梦三:主动使用消耗${cardCost({ name })}费用。${detail}`; card[name].cardPrompt = () => translate[`${name}_info`]; } // 火攻通过当前牌事件的 baseDamage 传入 damage("fire")。 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。 card.shandian.effect = async function (event, trigger, player, result) { if (result.bool === false) await player.damage(12, "thunder", "nosource"); else player.addJudgeNext(event.card); }; 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: [...names, "mengsan_zhongsha"] }; }