// 蛇行扼杀者,普通数值:缠身与等权重随机攻击严格交替。 export const STRANGLER_CHARACTER = "mengsan_slithering_strangler_shuying"; export const STRANGLER_MOVES = Object.freeze({ constrict: Object.freeze({ id: "constrict", name: "缠身", debuff: "紧缠", stacks: 3, constrict: 3 }), thwack: Object.freeze({ id: "thwack", name: "重击", damage: 7, block: 5 }), lash: Object.freeze({ id: "lash", name: "甩动", damage: 12 }), }); const turnsOf = state => { const turns = state.turnsTaken ?? 0; if (!Number.isSafeInteger(turns) || turns < 0) throw new RangeError("扼杀者行动记录无效"); return turns; }; const roll = random => { const value = random(); if (!Number.isFinite(value) || value < 0 || value >= 1) throw new RangeError("扼杀者随机数必须在[0,1)内"); return value; }; export function selectStranglerMove(state = {}, random) { return turnsOf(state) % 2 === 0 ? STRANGLER_MOVES.constrict : roll(random) < 0.5 ? STRANGLER_MOVES.thwack : STRANGLER_MOVES.lash; } export function recordStranglerAction(state = {}, advance = true) { const turns = turnsOf(state); if (typeof advance !== "boolean" || advance && turns === Number.MAX_SAFE_INTEGER) { throw new RangeError("扼杀者行动推进无效"); } return { turnsTaken: turns + (advance ? 1 : 0) }; } export const rollStranglerHp = random => 53 + Math.floor(roll(random) * 3); export const isStrangler = player => player?.name === STRANGLER_CHARACTER && player.storage?.mengsanCamp_shuying === "enemy";