830 lines
42 KiB
JavaScript
830 lines
42 KiB
JavaScript
import tianshuConfig from "./config.js";
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import { lib, game, ui, get, ai, _status } from "../../../noname.js";
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export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
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if (!lib.config.extension_术樱包_tianShuOff) return;
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let tianshu = new Object();
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const state = {
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difficulty: "normal",
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stageIndex: 0,
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currentBosses: [],
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selectedSkills: {},
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selectedSkillSet: {},
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playerSideIds: {},
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roundStartPlayer: null,
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roundStartSeat: 0,
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originalIsRoundFilter: null,
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roundFilterInstalled: false,
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originalGameCheck: null,
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checkHookInstalled: false,
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corpseChooseCleanup: null,
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corpseChooseEvent: null,
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initialBoss: null,
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virtualIdol: null,
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running: false,
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pendingSpawn: false,
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clearingStage: false,
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};
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// 生成玩家的稳定标识,用于跨死亡/复活状态追踪玩家方成员。
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const getPlayerKey = player => player ? (player.playerid || player.dataset?.position || player.name || "") : "";
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// 获取菜单中选择的虚拟偶像配置。
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const getVirtualIdolConfig = () => lib.config[tianshuConfig.settings.virtualIdolConfigKey] || "random";
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// 判断是否启用虚拟偶像。
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const isVirtualIdolEnabled = () => getVirtualIdolConfig() != "off";
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// 读取虚拟偶像随机池;仅在菜单选择“随机”时用于筛选可随机角色。
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const getVirtualIdolRandomPool = () => {
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const list = lib.config[tianshuConfig.settings.virtualIdolRandomPoolConfigKey];
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if (!Array.isArray(list) || !list.length) return tianshuConfig.virtualIdolList;
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const pool = list.map(key => tianshuConfig.virtualIdols?.[key]).filter(id => typeof id == "string" && tianshuConfig.virtualIdolList.includes(id));
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return pool.length ? pool : tianshuConfig.virtualIdolList;
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};
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// 根据菜单选择获取本局虚拟偶像角色 id。
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const getSelectedVirtualIdol = () => {
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const key = getVirtualIdolConfig();
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if (key == "random") return getVirtualIdolRandomPool().randomGet();
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const value = tianshuConfig.virtualIdols?.[key];
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if (Array.isArray(value)) return value.randomGet ? value.randomGet() : value[Math.floor(Math.random() * value.length)];
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return value || null;
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};
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// 判断是否启用第三个 Boss。
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const shouldAddExtraBoss = () => Boolean(lib.config[tianshuConfig.settings.addBossConfigKey]);
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// 根据 Boss 数量返回实战确认后的 Boss 座位
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const getBossSeats = () => shouldAddExtraBoss() ? [5, 6, 7] : [5, 7];
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// 根据 Boss 数量返回虚拟偶像座位;未启用时返回 null。
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const getVirtualIdolSeat = () => !isVirtualIdolEnabled() ? null : (shouldAddExtraBoss() ? 4 : 6);
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// 从 config 中获取所有虚拟偶像角色 id。
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const getVirtualIdolIds = () => tianshuConfig.virtualIdolList || Object.values(tianshuConfig.virtualIdols).flat();
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// 判断指定角色是否为虚拟偶像。
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const isVirtualIdol = player => Boolean(player && (getVirtualIdolIds().includes(player.name1) || getVirtualIdolIds().includes(player.name)));
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// 判断指定角色是否属于当前关卡 Boss 列表。
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const isCurrentStageBoss = player => Boolean(player && (state.currentBosses.includes(player.name1) || state.currentBosses.includes(player.name)));
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// 判断指定角色是否属于开局捕获的玩家方。
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const isCapturedPlayerSide = player => Boolean(getPlayerKey(player) && state.playerSideIds[getPlayerKey(player)]);
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// 获取玩家方角色列表,可按是否存活、是否包含虚拟偶像过滤。
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const getPlayerSidePlayers = ({ aliveOnly = true, includeVirtual = true } = {}) => {
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const list = aliveOnly ? game.players : game.players.concat(game.dead);
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return list.filter(current => {
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if (!current || !isCapturedPlayerSide(current)) return false;
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if (!includeVirtual && isVirtualIdol(current)) return false;
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if (aliveOnly && !game.players.includes(current)) return false;
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return true;
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});
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};
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// 判断玩家方是否还有非虚拟偶像角色存活,供死亡事件中避开通用列表过滤。
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const hasAliveRealPlayerSide = () => game.players.some(current => current && isCapturedPlayerSide(current) && !isVirtualIdol(current));
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// 将虚拟偶像登记为玩家方 AI 队友。
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const markVirtualIdolAsPlayerSide = player => {
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if (!player) return;
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player.side = false;
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player.identity = "cai";
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player.setIdentity?.("cai");
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game.addVideo?.("setIdentity", player, "cai");
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const key = getPlayerKey(player);
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if (key) state.playerSideIds[key] = true;
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};
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// 获取玩家方 1 号位,用于首轮起手和回合游标修正。
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const getPlayerSeatOne = () => {
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const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false });
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players.sort((a, b) => (Number(a.dataset.position) || 0) - (Number(b.dataset.position) || 0));
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return players[0] || null;
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};
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// 获取开局保存的玩家方 1 号位;该角色即使阵亡,也作为天书乱斗的理论轮起点。
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const getTianshuRoundStartPlayer = () => {
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if (state.roundStartPlayer) return state.roundStartPlayer;
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return getPlayerSeatOne();
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};
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// 当理论 1 号位阵亡时,选其后第一个仍存活的玩家方角色作为 roundStart 触发兜底。
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const getAliveRoundStartFallback = () => {
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const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false });
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if (!players.length) return null;
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const baseSeat = Number(state.roundStartSeat || getTianshuRoundStartPlayer()?.dataset?.position || 0);
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players.sort((a, b) => {
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const seatA = Number(a.dataset.position) || 0;
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const seatB = Number(b.dataset.position) || 0;
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const offsetA = seatA >= baseSeat ? seatA - baseSeat : seatA + 100 - baseSeat;
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const offsetB = seatB >= baseSeat ? seatB - baseSeat : seatB + 100 - baseSeat;
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return offsetA - offsetB;
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});
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return players[0] || null;
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};
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// 判断某个即将进入回合的角色是否会被天书规则视为新一轮起点。
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const isTianshuRoundStartTrigger = player => {
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const roundStart = getTianshuRoundStartPlayer();
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if (!roundStart || !player) return false;
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if (player == roundStart) return true;
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if (!game.players.includes(roundStart)) return player == getAliveRoundStartFallback();
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return false;
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};
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// 安装天书专用轮起点判断。1号位活着时按1号位;1号位死亡时按其后的首个存活玩家方角色推进轮数。
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const installTianshuRoundFilter = () => {
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if (!state.roundFilterInstalled) {
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state.originalIsRoundFilter = _status.isRoundFilter || null;
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state.roundFilterInstalled = true;
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}
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_status.isRoundFilter = (event, player) => {
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if (isTianshuRoundStartTrigger(player)) return true;
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return state.originalIsRoundFilter ? state.originalIsRoundFilter(event, player) : false;
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};
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};
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// 获取天书奖励选择的主控视角;game.me 在 Boss 模式换控后不一定是玩家方 1 号位。
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const getMainControlPlayer = () => game.me?._trueMe || getPlayerSeatOne() || game.me;
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// 从当前事件链向上查找指定名称的父事件。
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const getParentEvent = name => {
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let evt = _status.event;
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while (evt && evt.name != name) evt = evt.parent;
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return evt || null;
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};
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// 将 boss 模式 phaseLoop 游标设置到目标角色前一位,使下一轮轮到目标角色。
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const setPhaseLoopBefore = target => {
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if (!target) return;
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const phaseLoop = getParentEvent("phaseLoop");
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if (phaseLoop) phaseLoop.player = target.previous || target.previousSeat || target;
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_status.roundStart = getTianshuRoundStartPlayer() || target;
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installTianshuRoundFilter();
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if (game.bossinfo) game.bossinfo.loopType = 1;
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};
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// 结束当前 phase 事件,把后续行动权交给指定角色;保留旧版重置轮数与阶段的做法。
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const finishCurrentPhaseTo = target => {
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if (!target) return;
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const phase = _status.event?.getParent ? _status.event.getParent("phase") : getParentEvent("phase");
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if (phase) {
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if (typeof game.resetSkills == "function") game.resetSkills();
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let current = _status.event;
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let guard = 20;
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while (current && current != phase && guard-- > 0) {
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current.finish();
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current.untrigger(true);
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current = current.getParent ? current.getParent() : current.parent;
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}
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phase.finish();
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phase.untrigger(true);
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}
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const phaseLoop = _status.event?.getParent ? _status.event.getParent("phaseLoop") : getParentEvent("phaseLoop");
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if (phaseLoop) phaseLoop.player = target.previous || target.previousSeat || target;
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if (_status.event) {
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_status.event.player = target;
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_status.event.step = 0;
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}
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const roundStart = getTianshuRoundStartPlayer() || target;
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_status.roundStart = roundStart;
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installTianshuRoundFilter();
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game.phaseNumber = 1;
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game.roundNumber = isTianshuRoundStartTrigger(target) ? 0 : 1;
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_status.paused = false;
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if (phase) {
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game.broadcastAll?.(() => {
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_status.paused = false;
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});
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}
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};
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// 开局捕获玩家方成员,避免后续 game.boss 变化导致阵营误判。
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const capturePlayerSide = () => {
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state.playerSideIds = {};
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const initialBoss = state.initialBoss || game.boss;
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game.players.forEach(current => {
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if (!current || current == initialBoss || current == game.boss) return;
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if (initialBoss && current.isFriendOf(initialBoss)) return;
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const key = getPlayerKey(current);
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if (key) state.playerSideIds[key] = true;
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});
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if (state.virtualIdol) markVirtualIdolAsPlayerSide(state.virtualIdol);
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const players = getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false });
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players.sort((a, b) => (Number(a.dataset.position) || 0) - (Number(b.dataset.position) || 0));
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state.roundStartPlayer = players[0] || null;
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state.roundStartSeat = Number(state.roundStartPlayer?.dataset?.position) || 0;
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if (state.roundStartPlayer) _status.roundStart = state.roundStartPlayer;
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installTianshuRoundFilter();
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};
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// 开局按配置召唤虚拟偶像,并固定到预留座位。
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const spawnVirtualIdol = () => {
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if (!isVirtualIdolEnabled() || state.virtualIdol) return null;
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const name = getSelectedVirtualIdol();
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const seat = getVirtualIdolSeat();
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if (!name || seat == null) return null;
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const idol = game.addFellow(seat, name, "zoominanim");
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idol.dataset.position = seat;
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state.virtualIdol = idol;
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markVirtualIdolAsPlayerSide(idol);
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game.arrangePlayers();
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return idol;
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};
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// 按设置在过关时复活虚拟偶像;虚拟偶像不参与玩家复活配置。
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const reviveVirtualIdolIfNeeded = async () => {
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const idol = state.virtualIdol;
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if (!idol || !lib.config[tianshuConfig.settings.virtualIdolReviveConfigKey] || !idol.isDead()) return;
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if (idol.maxHp <= 0) return;
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await idol.revive(Math.max(1, idol.maxHp));
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markVirtualIdolAsPlayerSide(idol);
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};
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// 开局弹出难度选择,并把难度写入运行状态与全局状态。
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const chooseDifficulty = async (player = game.me) => {
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const keys = Object.keys(tianshuConfig.difficulties);
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const controls = keys.map(key => tianshuConfig.difficulties[key].name);
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const result = await player.chooseControl(controls).set("prompt", "请选择天书乱斗难度").set("ai", () => 0).forResult();
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state.difficulty = keys[Math.max(0, controls.indexOf(result.control))] || "normal";
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_status[tianshuConfig.settings.difficultyStatusKey] = state.difficulty;
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};
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// 在指定座位创建关卡 Boss;初始主 Boss 已静默死亡,所以关卡 Boss 全部使用忠臣身份。
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const addStageBoss = (position, name) => {
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const boss = game.addFellow(position, name, "zoominanim");
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boss.dataset.position = position;
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boss.side = true;
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boss.identity = "zhong";
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boss.setIdentity(boss.identity);
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boss.storage.shuYing_tianshu_stageBoss = true;
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boss.storage.shuYing_tianshu_stageIndex = state.stageIndex;
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game.addVideo("setIdentity", boss, boss.identity);
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if (game.playerMap) game.playerMap[boss.dataset.position] = boss;
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game.arrangePlayers();
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return boss;
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};
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const getConfigNumber = value => {
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if (value === null || value === undefined || value === "") return null;
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const num = Number(value);
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return Number.isFinite(num) ? num : null;
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};
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const getBossConfigName = player => player?.name1 || player?.name || "";
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// 读取当前 Boss 在当前难度下的数值配置;单 Boss 配置覆盖默认难度配置。
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const getBossDifficultyConfig = player => {
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const defaultConfig = tianshuConfig.bossDifficulty?.default?.[state.difficulty] || {};
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const bossConfig = tianshuConfig.bossDifficulty?.bosses?.[getBossConfigName(player)]?.[state.difficulty] || {};
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return Object.assign({}, defaultConfig, bossConfig);
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};
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// 补充技能只读取当前难度配置,不跨难度继承低难度技能。
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const getBossDifficultySkills = player => {
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const defaultSkills = tianshuConfig.bossDifficulty?.default?.[state.difficulty]?.skills || [];
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const bossSkills = tianshuConfig.bossDifficulty?.bosses?.[getBossConfigName(player)]?.[state.difficulty]?.skills || [];
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const skills = [];
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for (const skill of defaultSkills.concat(bossSkills)) {
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if (skill && !skills.includes(skill)) skills.push(skill);
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}
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return skills;
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};
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// Boss 难度数值属于出场面板修正
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const applyBossDifficultyConfig = player => {
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const config = getBossDifficultyConfig(player);
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const maxHp = getConfigNumber(config.maxHp);
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const maxHpBonus = getConfigNumber(config.maxHpBonus) || 0;
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const hp = getConfigNumber(config.hp);
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const hpBonus = getConfigNumber(config.hpBonus) || 0;
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player.maxHp = Math.max(1, maxHp ?? player.maxHp + maxHpBonus);
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player.hp = Math.min(Math.max(0, hp ?? player.hp + hpBonus), player.maxHp);
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for (const skill of getBossDifficultySkills(player)) {
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if (!player.hasSkill(skill)) player.addSkill(skill);
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}
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player.update();
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return config;
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};
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// 让开局占位主 Boss 静默死亡,避免作为关卡 Boss 参与后续流程。
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const killInitialBossSilently = async () => {
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const boss = state.initialBoss;
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if (!boss || boss.isDead() || boss.storage.shuYing_tianshu_initialBossKilled) return;
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boss.storage.shuYing_tianshu_initialBossKilled = true;
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boss.storage.shuYing_tianshu_ignoreDie = true;
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if (_status.roundStart == boss) _status.roundStart = boss.next || boss.getNext() || game.players[0];
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game.broadcastAll(player => {
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player.classList.add("dead");
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player.removeLink();
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player.classList.remove("turnedover");
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player.classList.remove("out");
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player.node.count.innerHTML = "0";
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player.node.hp.hide();
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player.node.equips.hide();
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player.node.count.hide();
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if (player.previous && player.next) {
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player.previous.next = player.next;
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player.next.previous = player.previous;
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}
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game.players.remove(player);
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game.dead.add(player);
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_status.dying.remove(player);
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player.hp = 0;
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player.update();
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}, boss);
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boss.hide();
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game.addVideo("hidePlayer", boss);
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};
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// 隐藏已经阵亡的当前关卡 BOSS 尸体;在召唤下一关前执行,避免尸体继续占用视觉布局。
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const hideCurrentStageBossCorpses = () => {
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game.dead.filter(player => player?.storage?.shuYing_tianshu_stageBoss && player.storage.shuYing_tianshu_stageIndex == state.stageIndex).forEach(player => {
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player.storage.shuYing_tianshu_hiddenBossCorpse = true;
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player.hide();
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game.addVideo("hidePlayer", player);
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});
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};
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// 获取当前事件可选的隐藏 Boss 尸体;仅当本次选择只面向阵亡角色时返回列表。
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const getHiddenBossCorpseTargets = event => {
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if (!event?.filterTarget) return [];
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const card = get.card();
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const skillInfo = event.skill ? get.info(event.skill) : null;
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const cardInfo = card ? get.info(card) : null;
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if (!event.deadTarget && !skillInfo?.deadTarget && !cardInfo?.deadTarget) return [];
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const canSelect = target => {
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try {
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return Boolean(event.filterTarget(card, event.player, target));
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} catch (e) {
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return false;
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}
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};
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if (game.players.some(canSelect)) return [];
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return game.dead.filter(player => player?.storage?.shuYing_tianshu_hiddenBossCorpse && canSelect(player));
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};
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// 在纯阵亡目标选择时提供独立列表,避免隐藏尸体因同座位或 UI 扩展而互相遮挡。
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const addHiddenBossCorpseChooseButton = event => {
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const main = getMainControlPlayer();
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const canOperate = Boolean(event?.player && (event.isMine?.() || !_status.connectMode && main && event.player.isUnderControl?.(true, main)));
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const corpses = canOperate && !event.shuYing_tianshu_corpseButton ? getHiddenBossCorpseTargets(event) : [];
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if (!corpses.length) return;
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let dialog = null;
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let control = null;
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let closed = false;
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const closeDialog = () => {
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if (dialog) {
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dialog.close();
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dialog = null;
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}
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};
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const cleanup = () => {
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if (closed) return;
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closed = true;
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closeDialog();
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if (control) {
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control.close();
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control = null;
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}
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delete event.shuYing_tianshu_corpseButton;
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if (state.corpseChooseEvent == event) {
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state.corpseChooseEvent = null;
|
|
state.corpseChooseCleanup = null;
|
|
}
|
|
};
|
|
const refreshRows = () => {
|
|
if (!dialog) return;
|
|
dialog.content.querySelectorAll(".shuYing-tianshu-corpse-row").forEach(row => {
|
|
row.style.outline = ui.selected.targets.includes(row.link) ? "2px solid #f6d365" : "";
|
|
});
|
|
};
|
|
const chooseTarget = target => {
|
|
const max = get.select(event.selectTarget)[1];
|
|
if (ui.selected.targets.includes(target)) ui.selected.targets.remove(target);
|
|
else {
|
|
if (max == 1) ui.selected.targets.length = 0;
|
|
ui.selected.targets.add(target);
|
|
}
|
|
refreshRows();
|
|
if (typeof event.custom?.add?.target == "function") event.custom.add.target();
|
|
game.check();
|
|
if (max == 1 && ui.selected.targets.includes(target)) {
|
|
closeDialog();
|
|
ui.click.ok();
|
|
}
|
|
};
|
|
const openDialog = () => {
|
|
closeDialog();
|
|
dialog = ui.create.dialog("hidden");
|
|
dialog.classList.add("fullwidth");
|
|
dialog.style.maxWidth = "560px";
|
|
dialog.style.border = "1px solid rgba(246,211,101,0.75)";
|
|
dialog.style.boxShadow = "0 0 18px rgba(0,0,0,0.65)";
|
|
dialog.add('<div class="text center" style="font-size:20px;line-height:28px;color:#f6d365;text-shadow:0 0 5px #000;margin:4px 0 10px;">选择隐藏Boss尸体</div>');
|
|
dialog.add('<div class="text center" style="font-size:13px;line-height:20px;color:#ddd;margin-bottom:6px;">点击列表项后直接指定对应阵亡Boss</div>');
|
|
corpses.forEach(target => {
|
|
const stage = Number(target.storage.shuYing_tianshu_stageIndex || 0) + 1;
|
|
const row = ui.create.div(".shuYing-tianshu-corpse-row", dialog.content);
|
|
row.link = target;
|
|
row.style.cssText = "display:flex;align-items:center;justify-content:space-between;gap:12px;box-sizing:border-box;margin:7px auto;padding:10px 14px;width:86%;max-width:500px;border:1px solid rgba(246,211,101,0.55);background:rgba(20,16,14,0.82);color:#f6d365;text-align:left;line-height:22px;cursor:pointer;border-radius:6px;box-shadow:inset 0 0 10px rgba(246,211,101,0.08);";
|
|
row.innerHTML = `<span style="font-size:18px;white-space:nowrap;overflow:hidden;text-overflow:ellipsis;">${get.translation(target)}</span><span style="font-size:13px;color:#ffffff;opacity:0.9;white-space:nowrap;">第${stage}关 / 已阵亡</span>`;
|
|
row.listen(() => chooseTarget(target));
|
|
});
|
|
dialog.open();
|
|
refreshRows();
|
|
};
|
|
const createControl = () => {
|
|
if (closed || event.finished || event.shuYing_tianshu_corpseButton) return;
|
|
control = ui.create.control("隐藏Boss", openDialog);
|
|
event.shuYing_tianshu_corpseButton = control;
|
|
};
|
|
setTimeout(createControl, 0);
|
|
event.custom ??= { add: {}, replace: {} };
|
|
event.custom.add ??= {};
|
|
const oldAddTarget = event.custom.add.target;
|
|
event.custom.add.target = function () {
|
|
createControl();
|
|
if (typeof oldAddTarget == "function") oldAddTarget.apply(this, arguments);
|
|
};
|
|
const oldAddConfirm = event.custom.add.confirm;
|
|
event.custom.add.confirm = function (bool) {
|
|
if (bool === false || bool === true) cleanup();
|
|
if (typeof oldAddConfirm == "function") oldAddConfirm.apply(this, arguments);
|
|
};
|
|
const oldOnResult = event.onresult;
|
|
event.onresult = function () {
|
|
cleanup();
|
|
if (typeof oldOnResult == "function") oldOnResult.apply(this, arguments);
|
|
};
|
|
state.corpseChooseEvent = event;
|
|
state.corpseChooseCleanup = cleanup;
|
|
};
|
|
// 当选择事件被 restore、切换或通过点击屏幕取消时,清理上一次隐藏 Boss 按钮。
|
|
const cleanupStaleCorpseChooseButton = event => {
|
|
if (!state.corpseChooseCleanup || !state.corpseChooseEvent) return;
|
|
if (state.corpseChooseEvent != event || !getHiddenBossCorpseTargets(event).length) state.corpseChooseCleanup();
|
|
};
|
|
// 包装 game.check,从统一目标检查入口补充隐藏 Boss 尸体选择按钮,兼容 chooseToUse/chooseTarget 等多种事件。
|
|
const installHiddenBossCorpseCheckHook = () => {
|
|
if (state.checkHookInstalled) return;
|
|
state.originalGameCheck = game.check;
|
|
state.checkHookInstalled = true;
|
|
game.check = function (event = _status.event) {
|
|
const result = arguments.length ? state.originalGameCheck.apply(this, arguments) : state.originalGameCheck.call(this, event);
|
|
cleanupStaleCorpseChooseButton(event);
|
|
if (state.running) addHiddenBossCorpseChooseButton(event);
|
|
return result;
|
|
};
|
|
};
|
|
// 召唤指定关卡的 Boss,并完成初始 Boss 静默退场和难度强化。
|
|
const spawnStage = async (stageIndex = state.stageIndex) => {
|
|
state.stageIndex = stageIndex;
|
|
state.clearingStage = false;
|
|
const pool = tianshuConfig.stages[stageIndex]?.bosses?.slice() || [];
|
|
const bosses = [];
|
|
const bossCount = Math.min(shouldAddExtraBoss() ? 3 : 2, pool.length);
|
|
while (bosses.length < bossCount) {
|
|
const boss = pool.randomRemove();
|
|
if (boss) bosses.push(boss);
|
|
}
|
|
state.currentBosses = bosses.slice();
|
|
const seats = getBossSeats();
|
|
if (stageIndex == 0) await killInitialBossSilently();
|
|
bosses.forEach((boss, index) => {
|
|
addStageBoss(seats[index] || 8, boss);
|
|
});
|
|
game.arrangePlayers();
|
|
for (const player of game.players.filter(current => isCurrentStageBoss(current))) {
|
|
const config = applyBossDifficultyConfig(player);
|
|
const startCards = getConfigNumber(config.startCards);
|
|
if (startCards === null) continue;
|
|
const needCards = startCards - player.countCards("h");
|
|
if (needCards > 0) {
|
|
const cards = get.cards(needCards);
|
|
player.directgain(cards);
|
|
if (!Array.isArray(player._start_cards)) player._start_cards = [];
|
|
player._start_cards.addArray(cards);
|
|
}
|
|
}
|
|
};
|
|
// 读取玩家当前武将牌上自带的技能,避免过关奖励重复刷出本体技能。
|
|
const getCharacterCardSkills = player => {
|
|
const skills = [];
|
|
for (const name of [player?.name, player?.name1, player?.name2]) {
|
|
if (!name || !lib.character[name]) continue;
|
|
const character = lib.character[name];
|
|
const characterSkills = Array.isArray(character) ? character[3] : character.skills;
|
|
if (Array.isArray(characterSkills)) skills.addArray(characterSkills);
|
|
}
|
|
return skills;
|
|
};
|
|
// 从全武将技能中构建可供指定玩家过关选择的技能池。
|
|
const getAllSkillPool = player => {
|
|
const skills = [];
|
|
const banned = tianshuConfig.skillPool.banned || [];
|
|
const ownCharacterSkills = getCharacterCardSkills(player);
|
|
for (const name in lib.character) {
|
|
const character = lib.character[name];
|
|
if (!character || lib.filter.characterDisabled(name) || name.indexOf("boss_") == 0) continue;
|
|
const characterSkills = Array.isArray(character) ? character[3] : character.skills;
|
|
if (!Array.isArray(characterSkills)) continue;
|
|
const list = characterSkills.slice();
|
|
for (const skill of characterSkills) {
|
|
const info = get.info(skill);
|
|
if (!info) continue;
|
|
if (typeof info.derivation == "string") list.add(info.derivation);
|
|
else if (Array.isArray(info.derivation)) list.addArray(info.derivation);
|
|
}
|
|
for (const skill of list) {
|
|
if (skills.includes(skill) || banned.includes(skill) || state.selectedSkillSet[skill] || ownCharacterSkills.includes(skill)) continue;
|
|
const info = get.info(skill);
|
|
if (!info || info.charlotte || info.equipSkill || info.cardSkill || info.ruleSkill || info.temp || info.sub || info.silent) continue;
|
|
if (info.unique || info.juexingji || info.limited || info.zhuSkill || info.hiddenSkill || info.dutySkill || info.boss || info.superCharlotte) continue;
|
|
if (skill.includes("_boss") || skill.startsWith("boss_") || skill.startsWith("_") || skill.includes("_sub")) continue;
|
|
skills.push(skill);
|
|
}
|
|
}
|
|
return skills;
|
|
};
|
|
// 单人控制规则下,可由主视角玩家代替同阵营 AI 选择过关奖励技能。
|
|
const getRewardSkillChooser = player => {
|
|
const main = getMainControlPlayer();
|
|
const underControl = Boolean(main && typeof player.isUnderControl == "function" && player.isUnderControl(true, main));
|
|
const tianshuSingleControl = Boolean(main && !_status.connectMode && lib.config.mode == "boss" && isCapturedPlayerSide(player) && !isVirtualIdol(player));
|
|
let chooser = player;
|
|
if (lib.config.extension_术樱包_giveAiSkill && main && player != main && (underControl || tianshuSingleControl)) chooser = main;
|
|
return chooser;
|
|
};
|
|
// 让指定玩家从 UI 中选择一个奖励技能。
|
|
const chooseRewardSkill = async (player, choices) => {
|
|
const chooser = getRewardSkillChooser(player);
|
|
const controls = choices.map(skill => get.translation(skill));
|
|
const result = await chooser.chooseControl(controls)
|
|
.set("prompt", `<span style="color:#f6d365">${get.translation(player)}</span> 请选择获得一个技能`)
|
|
.set("choiceList", choices.map(skill => `<div class="skill" style="white-space:normal;word-break:break-all;line-height:22px;">【${get.translation(skill)}】</div><div class="popup text" style="width:calc(100% - 10px);display:inline-block;white-space:normal;word-break:break-all;">${lib.translate[`${skill}_info`] || "暂无技能描述"}</div>`))
|
|
.set("displayIndex", false)
|
|
.set("ai", () => controls[0])
|
|
.forResult();
|
|
const index = controls.indexOf(result.control);
|
|
return choices[index] || null;
|
|
};
|
|
// 过关后让每个存活玩家方角色依次选择奖励技能。
|
|
const chooseSkillsForStageClear = async () => {
|
|
for (const player of getPlayerSidePlayers({ aliveOnly: true, includeVirtual: false })) {
|
|
const pool = getAllSkillPool(player);
|
|
const choices = [];
|
|
while (choices.length < tianshuConfig.reward.skillChoiceCount && pool.length) {
|
|
const choice = pool.randomRemove();
|
|
if (choice) choices.push(choice);
|
|
}
|
|
if (!choices.length) continue;
|
|
const skill = await chooseRewardSkill(player, choices);
|
|
if (!skill || !choices.includes(skill)) continue;
|
|
await player.addSkill(skill);
|
|
const id = getPlayerKey(player);
|
|
state.selectedSkills[id] ??= [];
|
|
state.selectedSkills[id].push(skill);
|
|
state.selectedSkillSet[skill] = true;
|
|
player.storage.shuYing_tianshu_selectedSkills = state.selectedSkills[id].slice();
|
|
game.log(player, "获得了技能", `#g【${get.translation(skill)}】`);
|
|
}
|
|
};
|
|
// 获取 1 号位上家的最终 Boss,用于让 Boss 回合结束后立刻回到 1 号位玩家。
|
|
const getFinalBossBeforeSeatOne = () => {
|
|
const firstPlayer = getPlayerSeatOne();
|
|
if (!firstPlayer) return game.boss || null;
|
|
const target = firstPlayer.previous || game.boss || null;
|
|
return target;
|
|
};
|
|
// 完成关卡清算:发奖励、选技能、进入下一关或结束游戏。
|
|
const clearStage = async () => {
|
|
if (state.clearingStage) return;
|
|
state.clearingStage = true;
|
|
if (state.stageIndex >= tianshuConfig.stages.length - 1) {
|
|
game.over(game.me !== game.boss);
|
|
return;
|
|
}
|
|
await reviveVirtualIdolIfNeeded();
|
|
if (lib.config[tianshuConfig.settings.revivePlayersConfigKey]) {
|
|
const deadPlayers = getPlayerSidePlayers({ aliveOnly: false, includeVirtual: false }).filter(player => player.isDead());
|
|
const reviveConfig = {
|
|
hard: { hp: 4, cards: 4 },
|
|
nightmare: { hp: 1, cards: 2 },
|
|
}[state.difficulty] || null;
|
|
for (const player of deadPlayers) {
|
|
if (player.maxHp <= 0) continue;
|
|
const hp = reviveConfig ? Math.min(player.maxHp, reviveConfig.hp) : Math.max(1, player.maxHp);
|
|
await player.revive(Math.max(1, hp));
|
|
if (reviveConfig?.cards) {
|
|
const needCards = reviveConfig.cards - player.countCards("h");
|
|
if (needCards > 0) await player.draw(needCards);
|
|
}
|
|
}
|
|
}
|
|
for (const player of getPlayerSidePlayers({ aliveOnly: true, includeVirtual: true })) {
|
|
if (tianshuConfig.reward.stageRecover) await player.recover(tianshuConfig.reward.stageRecover);
|
|
if (tianshuConfig.reward.stageDraw) await player.draw(tianshuConfig.reward.stageDraw);
|
|
}
|
|
await chooseSkillsForStageClear();
|
|
await game.washCard();
|
|
hideCurrentStageBossCorpses();
|
|
const currentTurnPlayer = getParentEvent("phase")?.player || _status.currentPhase;
|
|
state.stageIndex++;
|
|
await spawnStage(state.stageIndex);
|
|
let nextTurnTarget = null;
|
|
if (currentTurnPlayer && isCapturedPlayerSide(currentTurnPlayer)) {
|
|
if (isVirtualIdol(currentTurnPlayer)) {
|
|
nextTurnTarget = getFinalBossBeforeSeatOne();
|
|
}
|
|
else {
|
|
const next = currentTurnPlayer.next;
|
|
nextTurnTarget = next && !next.isDead() && isCapturedPlayerSide(next) && !isVirtualIdol(next) ? next : getFinalBossBeforeSeatOne();
|
|
}
|
|
}
|
|
if (nextTurnTarget) finishCurrentPhaseTo(nextTurnTarget);
|
|
};
|
|
// 处理 Boss 死亡事件:击杀奖励、隐藏尸体、判断是否清关。
|
|
const handleBossDie = async event => {
|
|
const deadBoss = event.player;
|
|
if (!isCurrentStageBoss(deadBoss)) return;
|
|
if (deadBoss.storage.shuYing_tianshu_bossDieHandled) return;
|
|
deadBoss.storage.shuYing_tianshu_bossDieHandled = true;
|
|
const stageCleared = !state.currentBosses.some(name => game.players.some(current => current.name1 == name || current.name == name));
|
|
const finalCleared = stageCleared && state.stageIndex >= tianshuConfig.stages.length - 1;
|
|
if (!finalCleared && event.source && event.source.isIn()) {
|
|
if (event.source.hp < event.source.maxHp) await event.source.recover(tianshuConfig.reward.killRecover);
|
|
else await event.source.draw(tianshuConfig.reward.killDrawIfFullHp);
|
|
}
|
|
if (!stageCleared) return;
|
|
await clearStage();
|
|
};
|
|
// gameStart 时启动天书乱斗流程,完成难度选择并等待 gameDrawAfter 召唤第一关。
|
|
const startRun = async (player = game.me) => {
|
|
if (state.running) return;
|
|
state.running = true;
|
|
state.initialBoss = game.boss || null;
|
|
installHiddenBossCorpseCheckHook();
|
|
spawnVirtualIdol();
|
|
capturePlayerSide();
|
|
state.pendingSpawn = true;
|
|
await chooseDifficulty(player);
|
|
_status.additionalReward = () => 500;
|
|
["shandian", "huoshan", "hongshui", "fulei", "lebu", "bingliang"].forEach(name => lib.inpile.remove(name));
|
|
Array.from(ui.cardPile.childNodes).forEach(node => {
|
|
if (["huoshan", "hongshui", "fulei", "lebu", "bingliang", "shandian", "muniu"].includes(node.name)) node.remove();
|
|
});
|
|
lib.inpile.sort(lib.sort.card);
|
|
_status.shuYing_Tianshu_Bool = false;
|
|
await game.washCard();
|
|
getPlayerSidePlayers({ aliveOnly: true, includeVirtual: true }).forEach(current => {
|
|
if (!isCurrentStageBoss(current)) current.addSkill("shuYing_Tianshu_Protection");
|
|
});
|
|
};
|
|
|
|
const tianshuRuntime = {
|
|
state,
|
|
startRun,
|
|
// 外部可调用的第一关延迟召唤入口,供调试和旧兼容入口查看。
|
|
spawnPendingStage: async () => {
|
|
if (!state.pendingSpawn) return;
|
|
state.pendingSpawn = false;
|
|
await spawnStage(0);
|
|
setPhaseLoopBefore(getPlayerSeatOne());
|
|
},
|
|
handleBossDie,
|
|
isCurrentStageBoss,
|
|
// 判断角色是否为玩家方成员,默认要求角色仍在场。
|
|
isPlayerSideMember: (player, aliveOnly = true) => Boolean(player && (!aliveOnly || player.isIn()) && isCapturedPlayerSide(player) && !isVirtualIdol(player)),
|
|
// 判断玩家方是否已经全灭。
|
|
isPlayerSideDefeated: () => !hasAliveRealPlayerSide(),
|
|
// 判断角色是否还能触发开局保护。
|
|
canReceiveOpeningProtection: player => Boolean(player && player.isIn() && !isCurrentStageBoss(player) && (isCapturedPlayerSide(player) || isVirtualIdol(player))),
|
|
// 玩家死亡后检查是否达到失败条件。
|
|
checkPlayerDefeat() {
|
|
if (this.isPlayerSideDefeated()) game.over(game.me === game.boss);
|
|
},
|
|
getPlayerSeatOne,
|
|
getVirtualIdolSeat,
|
|
};
|
|
|
|
tianshu.character = {
|
|
tianshu_boss_shuYing: ["male", "qun", 0,
|
|
["shuYing_Skill_Tianshu_Go", "shuYing_Tianshu_NewNoStartCards", "shuYing_Skill_Tianshu_intro1", "shuYing_Skill_Tianshu_intro2", "shuYing_Skill_Tianshu_intro3",
|
|
"shuYing_Skill_Tianshu_intro4", "shuYing_Skill_Tianshu_intro5"],
|
|
["boss", 'ext:术樱包/pve/images/tianshu.jpg']]
|
|
};
|
|
tianshu.init = () => {
|
|
for (let i in lib.character.character) {
|
|
if (lib.character.character[i][4].includes('hiddenboss')) continue;
|
|
lib.character.character.config[i + '_boss_config'] = {
|
|
name: get.translation(i),
|
|
init: true,
|
|
unfrequent: true,
|
|
}
|
|
}
|
|
};
|
|
tianshu.game = {};
|
|
tianshu.boss = {
|
|
tianshu_boss_shuYing:
|
|
{
|
|
chongzheng: 0,
|
|
loopFirst() {
|
|
return getPlayerSeatOne() || game.me;
|
|
},
|
|
checkResult() {
|
|
return false;
|
|
},
|
|
},
|
|
};
|
|
tianshu.skill = {
|
|
shuYing_Skill_Tianshu_Go:
|
|
{
|
|
mode: ["boss"],
|
|
trigger: { global: "gameStart" },
|
|
forced: true,
|
|
popup: false,
|
|
fixed: true,
|
|
unique: true,
|
|
async content(event, trigger, player) {
|
|
await player.smoothAvatar();
|
|
await tianshuRuntime.startRun();
|
|
|
|
game.addGlobalSkill("shuYing_Tianshu_NewSpawnStage");
|
|
game.addGlobalSkill("shuYing_Tianshu_NewBossDie");
|
|
game.addGlobalSkill("shuYing_Tianshu_NewPlayerDie");
|
|
},
|
|
},
|
|
shuYing_Tianshu_NewNoStartCards: {
|
|
mode: ["boss"],
|
|
trigger: { player: "gameDrawBegin" },
|
|
forced: true,
|
|
popup: false,
|
|
charlotte: true,
|
|
priority: 999,
|
|
filter() {
|
|
return Boolean(state.running);
|
|
},
|
|
content(event, trigger, player) {
|
|
const origin = trigger.num;
|
|
trigger.num = current => current == player ? 0 : (typeof origin == "function" ? origin(current) : origin);
|
|
},
|
|
},
|
|
shuYing_Tianshu_NewSpawnStage: {
|
|
mode: ["boss"],
|
|
trigger: { global: "gameDrawAfter" },
|
|
forced: true,
|
|
popup: false,
|
|
charlotte: true,
|
|
filter() {
|
|
return Boolean(state.pendingSpawn);
|
|
},
|
|
async content() {
|
|
if (!state.pendingSpawn) return;
|
|
state.pendingSpawn = false;
|
|
await spawnStage(0);
|
|
setPhaseLoopBefore(getPlayerSeatOne());
|
|
},
|
|
},
|
|
shuYing_Tianshu_NewBossDie: {
|
|
mode: ["boss"],
|
|
trigger: { global: "dieAfter" },
|
|
forced: true,
|
|
popup: false,
|
|
charlotte: true,
|
|
forceDie: true,
|
|
filter(event) {
|
|
return isCurrentStageBoss(event.player);
|
|
},
|
|
async content(event, trigger) {
|
|
await handleBossDie(trigger);
|
|
},
|
|
},
|
|
shuYing_Tianshu_NewPlayerDie: {
|
|
mode: ["boss"],
|
|
trigger: { global: "dieAfter" },
|
|
forced: true,
|
|
popup: false,
|
|
charlotte: true,
|
|
forceDie: true,
|
|
filter(event) {
|
|
return Boolean(event.player && isCapturedPlayerSide(event.player) && !isVirtualIdol(event.player));
|
|
},
|
|
async content(event, trigger) {
|
|
tianshuRuntime.checkPlayerDefeat();
|
|
},
|
|
},
|
|
shuYing_Tianshu_Protection: {
|
|
mode: ["boss"],
|
|
trigger: { player: "damageBefore" },
|
|
forced: true,
|
|
priority: 100,
|
|
charlotte: true,
|
|
popup: false,
|
|
// 仅玩家方/虚拟偶像可触发一次性保护。
|
|
filter(event, player) {
|
|
return Boolean(player && player.isIn() && !isCurrentStageBoss(player) && (isCapturedPlayerSide(player) || isVirtualIdol(player)));
|
|
},
|
|
// 防止本次伤害并移除保护技能。
|
|
async content(event, trigger, player) {
|
|
trigger.cancel();
|
|
player.removeSkill("shuYing_Tianshu_Protection");
|
|
},
|
|
},
|
|
shuYing_Skill_Tianshu_intro1: { nobracket: true },
|
|
shuYing_Skill_Tianshu_intro2: { nobracket: true },
|
|
shuYing_Skill_Tianshu_intro3: { nobracket: true },
|
|
shuYing_Skill_Tianshu_intro4: { nobracket: true },
|
|
shuYing_Skill_Tianshu_intro5: { nobracket: true },
|
|
};
|
|
tianshu.translate = {
|
|
tianshu_boss_shuYing: "天书乱斗",
|
|
shuYing_Skill_Tianshu_Go: "天书乱斗",
|
|
shuYing_Skill_Tianshu_intro1: " 第一关",
|
|
shuYing_Skill_Tianshu_intro1_info: "挑战第一关Boss组合。",
|
|
shuYing_Skill_Tianshu_intro2: " 第二关",
|
|
shuYing_Skill_Tianshu_intro2_info: "挑战第二关Boss组合。",
|
|
shuYing_Skill_Tianshu_intro3: " 第三关",
|
|
shuYing_Skill_Tianshu_intro3_info: "挑战第三关Boss组合。",
|
|
shuYing_Skill_Tianshu_intro4: " 第四关",
|
|
shuYing_Skill_Tianshu_intro4_info: "挑战第四关Boss组合。",
|
|
shuYing_Skill_Tianshu_intro5: " 规则:",
|
|
shuYing_Skill_Tianshu_intro5_info: "共四关。击杀Boss获得奖励;过关后玩家方回复、摸牌并选择技能。",
|
|
shuYing_Tianshu_Protection: "保护",
|
|
shuYing_Tianshu_Protection_info: "锁定技。防止你受到的一次伤害,然后移除此技能。",
|
|
};
|
|
tianshu.perfectPair = {};
|
|
tianshu.characterTitle = {};
|
|
tianshu.characterReplace = {};
|
|
|
|
shuYing.appendExtension("shuYing_pve_tianshu", "天书乱斗", tianshu);
|
|
}
|