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