// 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"; import { cardDefinitions } from "./card-definitions.js"; import { cleanCardDescription } from "./description.js"; import { DAZED_NAME, dazedDefinition } from "./status-cards.js"; import { SLIMED_NAME, slimedDefinition } from "./slimed-card.js"; import { INFECTION_NAME, infectionDefinition } from "./infection-card.js"; import { WOUND_NAME, woundDefinition } from "./wound-card.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({ cardPacks, isBattleActive = () => true } = {}) { 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。`; }; 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${SHA_DAMAGE}点伤害。每回合使用次数不限。`; card.tao.content = async function (event) { await event.target.recover(8); }; translate.tao_info = "梦三:主动使用消耗1费用,回复8点生命;濒死救援不消耗费用,同样回复8点生命。"; card.taoyuan.content = async function (event) { await event.target.recover(8); }; translate.taoyuan_info = "梦三:主动使用消耗2费用。所有角色各回复8点生命。"; card.taoyuan.cardPrompt = () => translate.taoyuan_info; for (const name of ["nanman", "wanjian", "juedou"]) { const nativeContent = sourceCard(name).content; card[name].baseDamage = TRICK_DAMAGE; card[name].content = async function (event, trigger, player) { if (typeof event.baseDamage !== "number") event.baseDamage = TRICK_DAMAGE; return nativeContent.call(this, event, trigger, player); }; const detail = { nanman: "所有其他角色须打出【杀】,否则受到4点伤害。", wanjian: "所有其他角色须打出【闪】,否则受到4点伤害。", juedou: "目标与你轮流打出【杀】;未能打出的一方受到4点伤害。", }[name]; translate[`${name}_info`] = `梦三:主动使用消耗${cardCost({ name })}费用。${detail}`; card[name].cardPrompt = () => translate[`${name}_info`]; } // 火攻通过当前牌事件的 baseDamage 传入 damage("fire")。 card.huogong.baseDamage = TRICK_DAMAGE; translate.huogong_info = "梦三:主动使用消耗1费用。令一名有手牌的角色展示一张手牌;若你弃置同花色牌,对其造成4点火焰伤害。"; card.huogong.cardPrompt = () => translate.huogong_info; // 闪电属于延时锦囊,其命中伤害在 effect 中显式写死为3,需要独立覆写。 card.shandian.effect = async function (event, trigger, player, result) { if (result.bool === false) await player.damage(12, "thunder", "nosource"); else player.addJudgeNext(event.card); }; translate.shandian_info = "梦三:主动使用消耗1费用。若判定为黑桃2~9,目标受到12点雷电伤害;否则移至下家的判定区。"; card.shandian.cardPrompt = () => translate.shandian_info; card[WOUND_NAME] = { ...woundDefinition }; translate[WOUND_NAME] = "伤口"; translate[`${WOUND_NAME}_info`] = woundDefinition.cardPrompt(); card[INFECTION_NAME] = { ...infectionDefinition }; translate[INFECTION_NAME] = "感染"; translate[`${INFECTION_NAME}_info`] = infectionDefinition.cardPrompt(); card[SLIMED_NAME] = { ...slimedDefinition }; translate[SLIMED_NAME] = "黏液"; translate[`${SLIMED_NAME}_info`] = slimedDefinition.cardPrompt(); card[DAZED_NAME] = { ...dazedDefinition }; translate[DAZED_NAME] = "晕眩"; translate[`${DAZED_NAME}_info`] = dazedDefinition.cardPrompt(); if (cardPacks) { Object.assign(card, cardPacks.cards); Object.assign(translate, cardPacks.translate); } for (const [name, definition] of Object.entries(card)) { const classification = cardDefinitions[name]; definition.cardType = classification?.cardType ?? (definition.type === "status" ? "status" : null); definition.rarity = classification?.rarity ?? definition.rarity ?? (definition.type === "status" ? "status" : "common"); definition.mengsanPower_shuying = definition.cardType === "power" || !definition.cardType && Boolean(definition.mengsanPower_shuying); const infoKey = `${name}_info`; if (typeof translate[infoKey] === "string") { translate[infoKey] = cleanCardDescription(translate[infoKey]); } if (typeof definition.cardPrompt !== "function") continue; const prompt = definition.cardPrompt; definition.cardPrompt = function (used) { return cleanCardDescription(prompt.call(this, used)); }; } return { card, translate, names:[...new Set([...names, ...(cardPacks?.names || [])])] }; }