import { bondDefinitions, getBondCombat } from "./definitions.js"; export const bondProbability = level => { if (!Number.isInteger(level) || level < 1 || level > 10) throw new RangeError("羁绊等级必须为1至10"); return (level - 1) / 9; }; export function bondBattleStatus(battle) { if (battle?.arrived) return "已到场"; return ({opening: "角色专属首战不触发助战", down: "濒死,尚未救助", unconfigured: "本等级战斗配置未补齐", chance: "本场未通过助战概率判定", ready: "本场助战就绪"})[battle?.reason] || "本场未到场"; } export function ensureBonds(run) { const bonds = run.player.bonds ||= { selected: null, npcs: {} }; // 只设置一次默认值;以后主动取消助战或改选张飞均不会被覆盖。 if (run.player.character === "mengsan_liubei_shuying" && bonds.npcs.guanyu && !bonds.innateSelectionInitialized) { if (bonds.selected == null) bonds.selected = "guanyu"; bonds.innateSelectionInitialized = true; } return bonds; } export function meetBond(run, id, level = 1) { if (!Object.hasOwn(bondDefinitions, id) || !Number.isInteger(level) || level < 1 || level > 10) throw new Error("羁绊 NPC 或等级无效"); const bonds = ensureBonds(run); if (bonds.npcs[id]) return false; bonds.npcs[id] = { level, progress: 0, down: false }; return true; } export function initializeInnateBonds(run) { ensureBonds(run); if (run.player.character === "mengsan_liubei_shuying") { meetBond(run, "guanyu", 8); meetBond(run, "zhangfei", 8); ensureBonds(run); } } export function selectBond(run, id) { const bonds = ensureBonds(run); if (id !== null && (!Object.hasOwn(bondDefinitions, id) || !Object.hasOwn(bonds.npcs, id))) { throw new Error("尚未结识该 NPC"); } bonds.selected = id; } export function rescueBond(run, id) { const npc = ensureBonds(run).npcs[id]; if (!npc?.down) return false; npc.down = false; return true; } export function markBondDown(run, id) { const npc = ensureBonds(run).npcs[id]; if (npc) npc.down = true; } // 第一章第一层的角色专属开场:不判定助战,也不累计本场羁绊成长。 const isCharacterOpeningBattle = (run, node) => run.actIndex === 0 && node?.floor === 0; export function prepareBondBattle(run, random, node = null) { const bonds = ensureBonds(run); const id = bonds.selected; const npc = Object.hasOwn(bondDefinitions, id) && Object.hasOwn(bonds.npcs, id) ? bonds.npcs[id] : null; run.bondBattle = npc ? { id, arrived: false, reason: "ready" } : null; if (isCharacterOpeningBattle(run, node)) { if (run.bondBattle) run.bondBattle.reason = "opening"; return null; } if (!npc) return null; if (npc.down) { run.bondBattle.reason = "down"; return null; } const combat = getBondCombat(id, npc.level); if (!combat) { run.bondBattle.reason = "unconfigured"; return null; } if (typeof random !== "function") throw new TypeError("羁绊助战缺少随机数接口"); const roll = random(); if (!Number.isFinite(roll) || roll < 0 || roll >= 1) throw new RangeError("羁绊助战随机数必须在[0,1)内"); if (roll >= bondProbability(npc.level)) { run.bondBattle.reason = "chance"; return null; } return combat; } export function settleBondBattle(run, node = null) { if (isCharacterOpeningBattle(run, node)) { run.bondBattle = null; return null; } const battle = run.bondBattle; if (!battle) return null; const npc = ensureBonds(run).npcs[battle.id]; if (!npc) throw new Error("助战羁绊记录丢失"); if (!Number.isInteger(npc.level) || npc.level < 1 || npc.level > 10 || !Number.isInteger(npc.progress) || npc.progress < 0 || npc.progress >= 100) { throw new Error("羁绊等级或成长进度无效,拒绝结算"); } const gain = battle.arrived ? 50 : 25; if (npc.level < 10) { npc.progress += gain; while (npc.progress >= 100 && npc.level < 10) { npc.progress -= 100; npc.level++; } } if (npc.level === 10) npc.progress = 0; run.bondBattle = null; return { id: battle.id, gain, level: npc.level, progress: npc.progress }; }