import tianshuConfig from "./config.js"; import { lib, game, ui, get, ai, _status } from "../../../noname.js"; export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) { if (!lib.config.extension_术樱包_tianShuOff) return; let tianshu = new Object(); const state = { difficulty: "normal", stageIndex: 0, selectedSkills: {}, selectedSkillSet: {}, difficultyBossMap: {}, originalBossMap: {}, playerSideIds: {}, roundStartPlayer: null, roundStartSeat: 0, originalIsRoundFilter: null, roundFilterInstalled: false, originalGameCheck: null, checkHookInstalled: false, corpseChooseCleanup: null, corpseChooseEvent: null, initialBoss: null, virtualIdol: null, running: false, pendingSpawn: false, clearingStage: false, }; // 生成玩家的稳定标识,用于跨死亡/复活状态追踪玩家方成员。 const getPlayerKey = player => player ? (player.playerid || player.dataset?.position || player.name || "") : ""; // 获取菜单中选择的虚拟偶像配置。 const getVirtualIdolConfig = () => lib.config[tianshuConfig.settings.virtualIdolConfigKey] || "random"; // 判断是否启用虚拟偶像。 const isVirtualIdolEnabled = () => getVirtualIdolConfig() != "off"; // 读取虚拟偶像随机池;仅在菜单选择“随机”时用于筛选可随机角色。 const getVirtualIdolRandomPool = () => { const list = lib.config[tianshuConfig.settings.virtualIdolRandomPoolConfigKey]; if (!Array.isArray(list) || !list.length) return tianshuConfig.virtualIdolList; const pool = list.map(key => tianshuConfig.virtualIdols?.[key]).filter(id => typeof id == "string" && tianshuConfig.virtualIdolList.includes(id)); return pool.length ? pool : tianshuConfig.virtualIdolList; }; // 根据菜单选择获取本局虚拟偶像角色 id。 const getSelectedVirtualIdol = () => { const key = getVirtualIdolConfig(); if (key == "random") return getVirtualIdolRandomPool().randomGet(); const value = tianshuConfig.virtualIdols?.[key]; if (Array.isArray(value)) return value.randomGet ? value.randomGet() : value[Math.floor(Math.random() * value.length)]; return value || null; }; // 判断是否启用第三个 Boss。 const shouldAddExtraBoss = () => Boolean(lib.config[tianshuConfig.settings.addBossConfigKey]); // 根据 Boss 数量返回实战确认后的 Boss 座位 const getBossSeats = () => shouldAddExtraBoss() ? [5, 6, 7] : [5, 7]; // 根据 Boss 数量返回虚拟偶像座位;未启用时返回 null。 const getVirtualIdolSeat = () => !isVirtualIdolEnabled() ? null : (shouldAddExtraBoss() ? 4 : 6); // 从 config 中获取所有虚拟偶像角色 id。 const getVirtualIdolIds = () => tianshuConfig.virtualIdolList || Object.values(tianshuConfig.virtualIdols).flat(); // 判断指定角色是否为虚拟偶像。 const isVirtualIdol = player => Boolean(player && (getVirtualIdolIds().includes(player.name1) || getVirtualIdolIds().includes(player.name))); // 判断指定角色是否为当前关卡实际召唤的 Boss;玩家变身为同名动态武将时不会被误判。 const isCurrentStageBoss = player => Boolean(player?.storage?.shuYing_tianshu_stageBoss && player.storage.shuYing_tianshu_stageIndex == state.stageIndex); // 判断指定角色是否属于开局捕获的玩家方。 const isCapturedPlayerSide = player => Boolean(getPlayerKey(player) && state.playerSideIds[getPlayerKey(player)]); // 获取玩家方角色列表,可按是否存活、是否包含虚拟偶像过滤。 const getPlayerSidePlayers = ({ aliveOnly = true, includeVirtual = true } = {}) => { const list = aliveOnly ? game.players : game.players.concat(game.dead); return list.filter(current => { if (!current || !isCapturedPlayerSide(current)) return false; if (!includeVirtual && isVirtualIdol(current)) return false; if (aliveOnly && !game.players.includes(current)) return false; return true; }); }; // 判断玩家方是否还有非虚拟偶像角色存活,供死亡事件中避开通用列表过滤。 const hasAliveRealPlayerSide = () => game.players.some(current => current && isCapturedPlayerSide(current) && !isVirtualIdol(current)); // 将虚拟偶像登记为玩家方 AI 队友。 const markVirtualIdolAsPlayerSide = player => { if (!player) return; player.side = false; player.identity = "cai"; player.setIdentity?.("cai"); game.addVideo?.("setIdentity", player, "cai"); const key = getPlayerKey(player); if (key) state.playerSideIds[key] = true; }; // 获取玩家方 1 号位,用于首轮起手和回合游标修正。 const getPlayerSeatOne = () => { const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false }); players.sort((a, b) => (Number(a.dataset.position) || 0) - (Number(b.dataset.position) || 0)); return players[0] || null; }; // 获取开局保存的玩家方 1 号位;该角色即使阵亡,也作为天书乱斗的理论轮起点。 const getTianshuRoundStartPlayer = () => { if (state.roundStartPlayer) return state.roundStartPlayer; return getPlayerSeatOne(); }; // 当理论 1 号位阵亡时,选其后第一个仍存活的玩家方角色作为 roundStart 触发兜底。 const getAliveRoundStartFallback = () => { const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false }); if (!players.length) return null; const baseSeat = Number(state.roundStartSeat || getTianshuRoundStartPlayer()?.dataset?.position || 0); players.sort((a, b) => { const seatA = Number(a.dataset.position) || 0; const seatB = Number(b.dataset.position) || 0; const offsetA = seatA >= baseSeat ? seatA - baseSeat : seatA + 100 - baseSeat; const offsetB = seatB >= baseSeat ? seatB - baseSeat : seatB + 100 - baseSeat; return offsetA - offsetB; }); return players[0] || null; }; // 判断某个即将进入回合的角色是否会被天书规则视为新一轮起点。 const isTianshuRoundStartTrigger = player => { const roundStart = getTianshuRoundStartPlayer(); if (!roundStart || !player) return false; if (player == roundStart) return true; if (!game.players.includes(roundStart)) return player == getAliveRoundStartFallback(); return false; }; // 安装天书专用轮起点判断。1号位活着时按1号位;1号位死亡时按其后的首个存活玩家方角色推进轮数。 const installTianshuRoundFilter = () => { if (!state.roundFilterInstalled) { state.originalIsRoundFilter = _status.isRoundFilter || null; state.roundFilterInstalled = true; } _status.isRoundFilter = (event, player) => { if (isTianshuRoundStartTrigger(player)) return true; return state.originalIsRoundFilter ? state.originalIsRoundFilter(event, player) : false; }; }; // 获取天书奖励选择的主控视角;game.me 在 Boss 模式换控后不一定是玩家方 1 号位。 const getMainControlPlayer = () => game.me?._trueMe || getPlayerSeatOne() || game.me; // 从当前事件链向上查找指定名称的父事件。 const getParentEvent = name => { let evt = _status.event; while (evt && evt.name != name) evt = evt.parent; return evt || null; }; // 将 boss 模式 phaseLoop 游标设置到目标角色前一位,使下一轮轮到目标角色。 const setPhaseLoopBefore = target => { if (!target) return; const phaseLoop = getParentEvent("phaseLoop"); if (phaseLoop) phaseLoop.player = target.previous || target.previousSeat || target; _status.roundStart = getTianshuRoundStartPlayer() || target; installTianshuRoundFilter(); if (game.bossinfo) game.bossinfo.loopType = 1; }; // 结束当前 phase 事件,把后续行动权交给指定角色;保留旧版重置轮数与阶段的做法。 const finishCurrentPhaseTo = target => { if (!target) return; const phase = _status.event?.getParent ? _status.event.getParent("phase") : getParentEvent("phase"); if (phase) { if (typeof game.resetSkills == "function") game.resetSkills(); let current = _status.event; let guard = 20; while (current && current != phase && guard-- > 0) { current.finish(); current.untrigger(true); current = current.getParent ? current.getParent() : current.parent; } phase.finish(); phase.untrigger(true); } const phaseLoop = _status.event?.getParent ? _status.event.getParent("phaseLoop") : getParentEvent("phaseLoop"); if (phaseLoop) phaseLoop.player = target.previous || target.previousSeat || target; if (_status.event) { _status.event.player = target; _status.event.step = 0; } const roundStart = getTianshuRoundStartPlayer() || target; _status.roundStart = roundStart; installTianshuRoundFilter(); game.phaseNumber = 1; game.roundNumber = isTianshuRoundStartTrigger(target) ? 0 : 1; _status.paused = false; if (phase) { game.broadcastAll?.(() => { _status.paused = false; }); } }; // 开局捕获玩家方成员,避免后续 game.boss 变化导致阵营误判。 const capturePlayerSide = () => { state.playerSideIds = {}; const initialBoss = state.initialBoss || game.boss; game.players.forEach(current => { if (!current || current == initialBoss || current == game.boss) return; if (initialBoss && current.isFriendOf(initialBoss)) return; const key = getPlayerKey(current); if (key) state.playerSideIds[key] = true; }); if (state.virtualIdol) markVirtualIdolAsPlayerSide(state.virtualIdol); const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false }); players.sort((a, b) => (Number(a.dataset.position) || 0) - (Number(b.dataset.position) || 0)); state.roundStartPlayer = players[0] || null; state.roundStartSeat = Number(state.roundStartPlayer?.dataset?.position) || 0; if (state.roundStartPlayer) _status.roundStart = state.roundStartPlayer; installTianshuRoundFilter(); }; // 开局按配置召唤虚拟偶像,并固定到预留座位。 const spawnVirtualIdol = () => { if (!isVirtualIdolEnabled() || state.virtualIdol) return null; const name = getSelectedVirtualIdol(); const seat = getVirtualIdolSeat(); if (!name || seat == null) return null; const idol = game.addFellow(seat, name, "zoominanim"); idol.dataset.position = seat; state.virtualIdol = idol; markVirtualIdolAsPlayerSide(idol); game.arrangePlayers(); return idol; }; // 按设置在过关时复活虚拟偶像;虚拟偶像不参与玩家复活配置。 const reviveVirtualIdolIfNeeded = async () => { const idol = state.virtualIdol; if (!idol || !lib.config[tianshuConfig.settings.virtualIdolReviveConfigKey] || !idol.isDead()) return; if (idol.maxHp <= 0) return; await idol.revive(Math.max(1, idol.maxHp)); markVirtualIdolAsPlayerSide(idol); }; // 开局弹出难度选择,并把难度写入运行状态与全局状态。 const chooseDifficulty = async (player = game.me) => { const keys = Object.keys(tianshuConfig.difficulties); const controls = keys.map(key => tianshuConfig.difficulties[key].name); const result = await player.chooseControl(controls).set("prompt", "请选择天书乱斗难度").set("ai", () => 0).forResult(); state.difficulty = keys[Math.max(0, controls.indexOf(result.control))] || "normal"; _status[tianshuConfig.settings.difficultyStatusKey] = state.difficulty; }; // 在指定座位创建当前难度的动态 Boss;初始主 Boss 已静默死亡,所以关卡 Boss 全部使用忠臣身份。 const addStageBoss = (position, originalName) => { const name = state.difficultyBossMap[originalName] || originalName; const boss = game.addFellow(position, name, "zoominanim"); boss.dataset.position = position; boss.side = true; boss.identity = "zhong"; boss.setIdentity(boss.identity); boss.storage.shuYing_tianshu_stageBoss = true; boss.storage.shuYing_tianshu_stageIndex = state.stageIndex; boss.storage.shuYing_tianshu_originalBossName = originalName; game.addVideo("setIdentity", boss, boss.identity); if (game.playerMap) game.playerMap[boss.dataset.position] = boss; game.arrangePlayers(); return boss; }; const getConfigNumber = value => { if (value === null || value === undefined || value === "") return null; const num = Number(value); return Number.isFinite(num) ? num : null; }; // 将动态难度武将 ID 还原为 config.js 中使用的原始 Boss ID。 const getBossConfigName = source => { if (typeof source == "string") return state.originalBossMap[source] || source; const name = source?.storage?.shuYing_tianshu_originalBossName || source?.name1 || source?.name || ""; return state.originalBossMap[name] || name; }; // 读取当前 Boss 在当前难度下的数值配置;单 Boss 配置覆盖默认难度配置。 const getBossDifficultyConfig = player => { const defaultConfig = tianshuConfig.bossDifficulty?.default?.[state.difficulty] || {}; const bossConfig = tianshuConfig.bossDifficulty?.bosses?.[getBossConfigName(player)]?.[state.difficulty] || {}; return Object.assign({}, defaultConfig, bossConfig); }; // 补充技能只读取当前难度配置,不跨难度继承低难度技能。 const getBossDifficultySkills = player => { const defaultSkills = tianshuConfig.bossDifficulty?.default?.[state.difficulty]?.skills || []; const bossConfig = tianshuConfig.bossDifficulty?.bosses?.[getBossConfigName(player)]?.[state.difficulty] || {}; const bossSkills = []; if (Array.isArray(bossConfig.skills)) bossSkills.addArray(bossConfig.skills); const skills = []; for (const skill of defaultSkills.concat(bossSkills)) { if (skill && !skills.includes(skill)) skills.push(skill); } return skills; }; // 根据原始武将和当前难度,生成包含准确体力、上限及追加技能的隐藏动态武将。 const createDifficultyBossCharacter = originalName => { const original = lib.character[originalName]; if (!original) return null; const source = get.convertedCharacter(original); const data = {}; for (const [key, value] of Object.entries(source)) { data[key] = value && typeof value == "object" ? get.copy(value) : value; } const config = getBossDifficultyConfig(originalName); const maxHp = getConfigNumber(config.maxHp); const maxHpBonus = getConfigNumber(config.maxHpBonus) || 0; const hp = getConfigNumber(config.hp); const hpBonus = getConfigNumber(config.hpBonus) || 0; data.maxHp = Math.max(1, maxHp ?? source.maxHp + maxHpBonus); data.hp = Math.min(Math.max(1, hp ?? source.hp + hpBonus), data.maxHp); data.skills = source.skills.slice(); data.skills.addArray(getBossDifficultySkills(originalName)); data.isHiddenBoss = true; data.isBossAllowed = true; data.isAiForbidden = true; data.tempname = Array.isArray(source.tempname) ? source.tempname.slice() : []; data.tempname.add(originalName); return get.convertedCharacter(data); }; // 难度选择后一次性注册本局全部动态 Boss,供召唤、变身及武将牌技能读取共同使用。 const prepareDifficultyBossCharacters = () => { state.difficultyBossMap = {}; state.originalBossMap = {}; const names = tianshuConfig.stages.flatMap(stage => stage?.bosses || []); for (const originalName of Array.from(new Set(names))) { const character = createDifficultyBossCharacter(originalName); if (!character) continue; const dynamicName = `${originalName}_tianshu_${state.difficulty}`; state.difficultyBossMap[originalName] = dynamicName; state.originalBossMap[dynamicName] = originalName; lib.character[dynamicName] = character; lib.translate[dynamicName] = lib.translate[originalName] || get.translation(originalName); if (lib.translate[`${originalName}_ab`]) lib.translate[`${dynamicName}_ab`] = lib.translate[`${originalName}_ab`]; if (lib.translate[`${originalName}_prefix`]) lib.translate[`${dynamicName}_prefix`] = lib.translate[`${originalName}_prefix`]; if (lib.characterIntro?.[originalName]) lib.characterIntro[dynamicName] = lib.characterIntro[originalName]; if (lib.characterTitle?.[originalName]) lib.characterTitle[dynamicName] = lib.characterTitle[originalName]; lib.config.forbidai?.add(dynamicName); lib.hiddenCharacters?.add(dynamicName); lib.skilllist.addArray(character.skills); } }; // 让开局占位主 Boss 静默死亡,避免作为关卡 Boss 参与后续流程。 const killInitialBossSilently = async () => { const boss = state.initialBoss; if (!boss || boss.isDead() || boss.storage.shuYing_tianshu_initialBossKilled) return; boss.storage.shuYing_tianshu_initialBossKilled = true; boss.storage.shuYing_tianshu_ignoreDie = true; if (_status.roundStart == boss) _status.roundStart = boss.next || boss.getNext() || game.players[0]; game.broadcastAll(player => { player.classList.add("dead"); player.removeLink(); player.classList.remove("turnedover"); player.classList.remove("out"); player.node.count.innerHTML = "0"; player.node.hp.hide(); player.node.equips.hide(); player.node.count.hide(); if (player.previous && player.next) { player.previous.next = player.next; player.next.previous = player.previous; } game.players.remove(player); game.dead.add(player); _status.dying.remove(player); player.hp = 0; player.update(); }, boss); boss.hide(); game.addVideo("hidePlayer", boss); }; // 隐藏已经阵亡的当前关卡 BOSS 尸体;在召唤下一关前执行,避免尸体继续占用视觉布局。 const hideCurrentStageBossCorpses = () => { game.dead.filter(player => player?.storage?.shuYing_tianshu_stageBoss && player.storage.shuYing_tianshu_stageIndex == state.stageIndex).forEach(player => { player.storage.shuYing_tianshu_hiddenBossCorpse = true; player.hide(); game.addVideo("hidePlayer", player); }); }; // 获取当前事件可选的隐藏 Boss 尸体;仅当本次选择只面向阵亡角色时返回列表。 const getHiddenBossCorpseTargets = event => { if (!event?.filterTarget) return []; const card = get.card(); const skillInfo = event.skill ? get.info(event.skill) : null; const cardInfo = card ? get.info(card) : null; if (!event.deadTarget && !skillInfo?.deadTarget && !cardInfo?.deadTarget) return []; const canSelect = target => { try { return Boolean(event.filterTarget(card, event.player, target)); } catch (e) { return false; } }; if (game.players.some(canSelect)) return []; return game.dead.filter(player => player?.storage?.shuYing_tianshu_hiddenBossCorpse && canSelect(player)); }; // 在纯阵亡目标选择时提供独立列表,避免隐藏尸体因同座位或 UI 扩展而互相遮挡。 const addHiddenBossCorpseChooseButton = event => { const main = getMainControlPlayer(); const canOperate = Boolean(event?.player && (event.isMine?.() || !_status.connectMode && main && event.player.isUnderControl?.(true, main))); const corpses = canOperate && !event.shuYing_tianshu_corpseButton ? getHiddenBossCorpseTargets(event) : []; if (!corpses.length) return; let dialog = null; let control = null; let closed = false; const closeDialog = () => { if (dialog) { dialog.close(); dialog = null; } }; const cleanup = () => { if (closed) return; closed = true; closeDialog(); if (control) { control.close(); control = null; } delete event.shuYing_tianshu_corpseButton; if (state.corpseChooseEvent == event) { state.corpseChooseEvent = null; state.corpseChooseCleanup = null; } }; const refreshRows = () => { if (!dialog) return; dialog.content.querySelectorAll(".shuYing-tianshu-corpse-row").forEach(row => { row.style.outline = ui.selected.targets.includes(row.link) ? "2px solid #f6d365" : ""; }); }; const chooseTarget = target => { const max = get.select(event.selectTarget)[1]; if (ui.selected.targets.includes(target)) ui.selected.targets.remove(target); else { if (max == 1) ui.selected.targets.length = 0; ui.selected.targets.add(target); } refreshRows(); if (typeof event.custom?.add?.target == "function") event.custom.add.target(); game.check(); if (max == 1 && ui.selected.targets.includes(target)) { closeDialog(); ui.click.ok(); } }; const openDialog = () => { closeDialog(); dialog = ui.create.dialog("hidden"); dialog.classList.add("fullwidth"); dialog.style.maxWidth = "560px"; dialog.style.border = "1px solid rgba(246,211,101,0.75)"; dialog.style.boxShadow = "0 0 18px rgba(0,0,0,0.65)"; dialog.add('