export const KIN_PRIEST_CHARACTER = "mengsan_kin_priest_shuying"; export const KIN_FOLLOWER_CHARACTER = "mengsan_kin_follower_shuying"; export const KIN_PRIEST_MOVES = Object.freeze({ frailty: Object.freeze({ id: "frailty", name: "脆弱法球", damage: 8, debuff: "脆弱", stacks: 1 }), weakness: Object.freeze({ id: "weakness", name: "虚弱法球", damage: 8, debuff: "虚弱", stacks: 1 }), beam: Object.freeze({ id: "beam", name: "灵魂光束", damage: 3, hits: 3 }), ritual: Object.freeze({ id: "ritual", name: "黑暗仪式", strength: 2 }), }); export const KIN_FOLLOWER_MOVES = Object.freeze({ slash: Object.freeze({ id: "slash", name: "快斩", damage: 5 }), boomerang: Object.freeze({ id: "boomerang", name: "回旋镖", damage: 2, hits: 2 }), dance: Object.freeze({ id: "dance", name: "力量之舞", strength: 2 }), }); const priestCycle = Object.freeze(Object.values(KIN_PRIEST_MOVES)); const followerCycle = Object.freeze(Object.values(KIN_FOLLOWER_MOVES)); const turnsOf = state => { const turns = state.turnsTaken ?? 0; if (!Number.isSafeInteger(turns) || turns < 0) throw new RangeError("同族小队行动记录无效"); return turns; }; export const selectKinPriestMove = (state = {}) => priestCycle[turnsOf(state) % priestCycle.length]; export const selectKinFollowerMove = (state = {}) => followerCycle[turnsOf(state) % followerCycle.length]; export function recordKinAction(state = {}, advance = true) { const turns = turnsOf(state); if (typeof advance !== "boolean" || advance && turns === Number.MAX_SAFE_INTEGER) throw new RangeError("同族小队行动推进无效"); return { turnsTaken: turns + (advance ? 1 : 0) }; } export function rollKinFollowerHp(random) { const value = random(); if (!Number.isFinite(value) || value < 0 || value >= 1) throw new RangeError("同族信徒随机数必须在[0,1)内"); return 58 + Math.floor(value * 2); } export const isKinPriest = player => player?.name === KIN_PRIEST_CHARACTER && player.storage?.mengsanCamp_shuying === "enemy"; export const isKinFollower = player => player?.name === KIN_FOLLOWER_CHARACTER && player.storage?.mengsanCamp_shuying === "enemy"; export const isKinActor = player => isKinPriest(player) || isKinFollower(player); export function canActKin(game, current, player) { if (!current?.session.active || !player?.isAlive() || !isKinActor(player)) return false; if (isKinPriest(player)) return true; const owner = player.storage.mengsanKinOwner_shuying; return Boolean(owner && game.players.some(p => p.isAlive() && isKinPriest(p) && p.storage.mengsanUnitId_shuying === owner)); } const bindings = new WeakMap(); export function initializeKin(player, spec = {}, current = null) { if (!isKinActor(player)) return false; if (isKinFollower(player) && spec.kinOwner != null && (typeof spec.kinOwner !== "string" || !/^[\w.-]+$/.test(spec.kinOwner))) throw new TypeError("同族信徒的神官ID无效"); 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.mengsanKinState_shuying; delete player.storage.mengsanKinIntent_shuying; delete player.storage.mengsanKinOwner_shuying; player.removeSkill("mengsan_kin_minion_shuying"); player.removeSkill("mengsan_raider_strength_shuying"); }); bindings.set(player, entry); } player.storage.mengsanKinState_shuying = { turnsTaken: 0 }; player.storage.mengsanKinIntent_shuying = null; if (isKinFollower(player)) { player.storage.mengsanKinOwner_shuying = spec.kinOwner ?? null; player.addSkill("mengsan_kin_minion_shuying"); player.markSkill("mengsan_kin_minion_shuying"); } return true; } export function clearKinOwnerIntents(game, current, priest) { if (!current?.session.active || !isKinPriest(priest)) return; for (const player of game.players) { if (!isKinFollower(player) || player.storage.mengsanKinOwner_shuying !== priest.storage.mengsanUnitId_shuying) continue; player.storage.mengsanKinIntent_shuying = null; game.mengsanSetEnemyIntent_shuying(player, null); } }