541 lines
22 KiB
JavaScript
541 lines
22 KiB
JavaScript
import { lib, game, ui, get, _status } from "../../../noname.js";
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import config from "./config.js";
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import {
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completeNode,
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createRun,
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enterNextAct,
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generateActMap,
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getNodeEncounter,
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getSelectableNodes,
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insertStoryNode,
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nextRandom,
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} from "./state.js";
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const MODE_ID = config.modeId;
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const STYLE_PATH = `${lib.assetURL}extension/术樱包/mengsan`;
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const copy = value => JSON.parse(JSON.stringify(value));
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const persistModeStorage = async () => {
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lib.storage.version = lib.version;
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if (lib.db) {
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await game.putDB("data", MODE_ID, copy(lib.storage));
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}
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else {
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localStorage.setItem(`${lib.configprefix}${MODE_ID}`, JSON.stringify(lib.storage));
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}
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};
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const saveRun = async run => {
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try {
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lib.storage[config.saveKey] = copy(run);
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await persistModeStorage();
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}
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catch (error) {
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delete lib.storage[config.saveKey];
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try {
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await persistModeStorage();
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}
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catch {}
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alert("梦三存档失败,当前征程存档已清空。请查看控制台错误。");
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console.error("梦三存档失败:", error);
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throw error;
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}
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};
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const clearRun = async () => {
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delete lib.storage[config.saveKey];
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await persistModeStorage();
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};
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const createOverlay = (title, className = "") => {
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const overlay = ui.create.div(`.mengsan-overlay-shuying${className ? `.${className}` : ""}`, ui.window);
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const panel = ui.create.div(".mengsan-panel-shuying", overlay);
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ui.create.div(".mengsan-title-shuying", title, panel);
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return { overlay, panel };
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};
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const chooseButtons = (title, choices, description = "") => new Promise(resolve => {
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const { overlay, panel } = createOverlay(title);
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if (description) ui.create.div(".mengsan-description-shuying", description, panel);
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const buttons = ui.create.div(".mengsan-choice-list-shuying", panel);
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choices.forEach(choice => {
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const button = ui.create.div(".mengsan-choice-shuying", buttons);
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button.innerHTML = `<div class="mengsan-choice-name-shuying">${choice.name}</div>${choice.description ? `<div class="mengsan-choice-description-shuying">${choice.description}</div>` : ""}`;
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if (choice.disabled) button.classList.add("disabled");
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button.addEventListener(lib.config.touchscreen ? "touchend" : "click", event => {
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event.preventDefault();
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if (choice.disabled || overlay.dataset.resolved) return;
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overlay.dataset.resolved = "true";
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overlay.remove();
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resolve(choice.id);
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});
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});
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});
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const chooseRun = async savedRun => {
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if (!savedRun || savedRun.status != "running") return "new";
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const act = config.acts[savedRun.actIndex];
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return chooseButtons("梦三", [
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{
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id: "continue",
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name: "继续征程",
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description: `${act?.name || "未知区域"} · 已通过 ${savedRun.statistics?.completedNodes || 0} 个节点`,
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},
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{
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id: "new",
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name: "新的开始",
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description: "覆盖当前征程并重新生成第一关地图",
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},
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], "Demo 采用单一自动存档。节点完成后才会覆盖检查点。" );
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};
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const chooseCharacter = async () => {
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const choices = config.characters.filter(name => lib.character[name]).map(name => ({
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id: name,
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name: get.translation(name),
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description: lib.translate[`${name}_title`] || "作为本次征程的角色",
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}));
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return chooseButtons("选择角色", choices.length ? choices : [{ id: "re_zhaoyun", name: "赵云" }]);
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};
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const nodeColor = {
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battle: "#9d4937",
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elite: "#7e3f79",
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event: "#477aa6",
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story: "#8c6a34",
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rest: "#3f8560",
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shop: "#a27b35",
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boss: "#a62727",
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};
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const showMap = run => new Promise(resolve => {
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const act = config.acts[run.actIndex];
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const selectable = getSelectableNodes(run);
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const selectableIds = new Set(selectable.map(node => node.id));
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const { overlay, panel } = createOverlay(act.name, "mengsan-map-overlay-shuying");
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panel.classList.add("mengsan-map-panel-shuying");
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const status = ui.create.div(".mengsan-map-status-shuying", panel);
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status.innerHTML = `体力:${run.player.hp == null ? "未初始化" : `${run.player.hp}/${run.player.maxHp}`} 金币:${run.player.gold} 牌组:${run.player.deck.length}`;
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const map = ui.create.div(".mengsan-map-shuying", panel);
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const svg = document.createElementNS("http://www.w3.org/2000/svg", "svg");
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svg.classList.add("mengsan-lines-shuying");
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svg.setAttribute("viewBox", "0 0 100 100");
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svg.setAttribute("preserveAspectRatio", "none");
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svg.setAttribute("aria-hidden", "true");
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map.appendChild(svg);
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const nodeMap = new Map(run.map.nodes.map(node => [node.id, node]));
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run.map.edges.forEach(edge => {
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const source = nodeMap.get(edge[0]);
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const target = nodeMap.get(edge[1]);
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if (!source || !target) return;
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const line = document.createElementNS("http://www.w3.org/2000/svg", "line");
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line.setAttribute("x1", source.x);
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line.setAttribute("y1", source.y);
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line.setAttribute("x2", target.x);
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line.setAttribute("y2", target.y);
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if (source.completed) line.classList.add("completed");
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if (source.dynamic || target.dynamic) line.classList.add("dynamic");
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svg.appendChild(line);
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});
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run.map.nodes.forEach(node => {
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const button = ui.create.div(".mengsan-node-shuying", map);
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button.style.left = `${node.x}%`;
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button.style.top = `${node.y}%`;
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button.style.setProperty("--node-color", nodeColor[node.type] || "#666");
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button.innerHTML = `<span>${config.nodeNames[node.type] || node.type}</span>`;
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button.dataset.nodeId = node.id;
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if (node.completed) button.classList.add("completed");
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else if (selectableIds.has(node.id)) button.classList.add("selectable");
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else button.classList.add("locked");
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button.addEventListener(lib.config.touchscreen ? "touchend" : "click", event => {
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event.preventDefault();
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if (!selectableIds.has(node.id) || overlay.dataset.resolved) return;
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overlay.dataset.resolved = "true";
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overlay.remove();
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resolve(node);
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});
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});
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});
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const createCardInstance = (run, name = "sha", upgrade = 0, affixes = []) => ({
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id: `mengsan_card_${Date.now()}_${Math.floor(nextRandom(run) * 1e6)}`,
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suit: ["spade", "heart", "club", "diamond"][Math.floor(nextRandom(run) * 4)],
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number: 1 + Math.floor(nextRandom(run) * 13),
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name,
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nature: null,
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upgrade,
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affixes: affixes.slice(),
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});
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const applyReward = (run, rewardId) => {
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const player = run.player;
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switch (rewardId) {
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case "card_sha":
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player.deck.push(createCardInstance(run, "sha"));
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break;
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case "card_tao":
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player.deck.push(createCardInstance(run, "tao"));
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break;
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case "upgrade": {
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const card = player.deck[Math.floor(nextRandom(run) * player.deck.length)];
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if (card) card.upgrade = Number(card.upgrade || 0) + 1;
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break;
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}
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case "heal":
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player.hp = Math.min(player.maxHp, player.hp + 2);
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break;
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case "max_hp":
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player.maxHp++;
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player.hp++;
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break;
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case "item_hand":
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if (!player.items.includes("mengsan_hand_charm_shuying")) {
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player.items.push("mengsan_hand_charm_shuying");
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player.handLimitBonus++;
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}
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break;
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case "skill_yingyong":
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if (!player.permanentSkills.includes("mengsan_yingyong_shuying")) {
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player.permanentSkills.push("mengsan_yingyong_shuying");
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}
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break;
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}
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};
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const chooseBattleReward = async (run, boss) => {
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const choices = boss ? [
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{ id: "skill_yingyong", name: "极品技能·英勇", description: "本次征程永久获得【英勇】" },
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{ id: "item_hand", name: "极品道具·束带", description: "基础手牌上限额外 +1" },
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{ id: "max_hp", name: "极品强化·生机", description: "体力上限与当前体力各 +1" },
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] : [
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{ id: "card_sha", name: "获得一张【杀】", description: "加入独立永久牌组" },
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{ id: "card_tao", name: "获得一张【桃】", description: "加入独立永久牌组" },
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{ id: "upgrade", name: "随机强化", description: "随机一张牌强化一级" },
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];
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const reward = await chooseButtons(boss ? "极品奖励(三选一)" : "战斗奖励(三选一)", choices);
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applyReward(run, reward);
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};
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const finishUtilityNode = async (run, node) => {
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if (node.type == "rest") {
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const choice = await chooseButtons("休息节点", [
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{ id: "heal", name: "休息", description: "回复 2 点体力" },
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{ id: "upgrade", name: "磨砺", description: "随机强化一张卡牌" },
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]);
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applyReward(run, choice);
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}
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else if (node.type == "shop") {
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const price = 20;
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const choice = await chooseButtons("商店 Demo", [
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{ id: "card_sha", name: `购买【杀】(${price}金币)`, description: "加入个人牌组", disabled: run.player.gold < price },
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{ id: "heal", name: `恢复体力(${price}金币)`, description: "回复 2 点体力", disabled: run.player.gold < price },
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{ id: "leave", name: "离开", description: "暂不购买" },
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]);
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if (choice != "leave") {
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run.player.gold -= price;
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applyReward(run, choice);
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}
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}
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else {
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const choice = await chooseButtons("随机事件", [
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{ id: "branch", name: "调查异象", description: "在当前路线后插入一个额外剧情战斗节点" },
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{ id: "gold", name: "收下钱袋", description: "获得 15 金币" },
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]);
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if (choice == "branch") insertStoryNode(run, node.id);
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else {
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run.player.gold += 15;
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run.statistics.goldEarned += 15;
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}
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}
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completeNode(run, node.id);
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await saveRun(run);
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game.reload();
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};
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const shuffleBattlePile = (run, cards) => {
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for (let index = cards.length - 1; index > 0; index--) {
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const target = Math.floor(nextRandom(run) * (index + 1));
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[cards[index], cards[target]] = [cards[target], cards[index]];
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}
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};
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const setupBattle = async (run, node) => {
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const encounter = getNodeEncounter(run, node);
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_status.mengsanRun_shuying = run;
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_status.mengsanNode_shuying = node;
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_status.mengsanEncounter_shuying = encounter;
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_status.mengsanBattle_shuying = {
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resolving: false,
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drawPile: copy(run.player.deck),
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discardPile: [],
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exhaustPile: [],
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};
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shuffleBattlePile(run, _status.mengsanBattle_shuying.drawPile);
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game.prepareArena(2);
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const me = game.me;
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const enemy = game.players.find(current => current != me);
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me.init(run.player.character);
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enemy.init(lib.character[encounter.enemy] ? encounter.enemy : "re_lvbu");
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me.identity = "zhu";
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enemy.identity = "fan";
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me.side = false;
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enemy.side = true;
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me.setIdentity("zhu");
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enemy.setIdentity("fan");
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me.ai.shown = 1;
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enemy.ai.shown = 1;
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me.storage.mengsanPlayer_shuying = true;
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game.zhu = me;
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if (run.player.maxHp == null) {
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run.player.maxHp = me.maxHp;
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run.player.hp = me.hp;
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}
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me.maxHp = run.player.maxHp;
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me.hp = Math.max(1, Math.min(run.player.hp, me.maxHp));
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me.update();
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run.player.permanentSkills.forEach(skill => {
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if (lib.skill[skill] && !me.hasSkill(skill)) me.addSkill(skill);
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});
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game.addGlobalSkill("mengsan_draw_shuying");
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game.addGlobalSkill("mengsan_card_use_shuying");
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game.syncState();
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_status.event.trigger("gameStart");
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await game.mengsanDraw_shuying(me, 4);
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game.gameDraw(me, current => current == me ? 0 : 4);
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game.phaseLoop(me);
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};
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const createMode = identityMode => {
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const identityElement = identityMode.element || {};
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const identityPlayer = identityElement.player || {};
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return {
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...identityMode,
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name: MODE_ID,
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connect: false,
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start: [
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async () => {
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lib.translate.restart = "返回";
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let run = copy(lib.storage[config.saveKey] || null);
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const action = await chooseRun(run);
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if (action == "new") {
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if (run) {
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const confirmNew = await chooseButtons("确认新的开始", [
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{ id: "cancel", name: "返回", description: "保留当前征程" },
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{ id: "confirm", name: "覆盖存档", description: "当前征程将被清除" },
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]);
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if (confirmNew == "cancel") {
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run = copy(lib.storage[config.saveKey]);
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}
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else {
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const character = await chooseCharacter();
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run = createRun(character);
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await saveRun(run);
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}
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}
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else {
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const character = await chooseCharacter();
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run = createRun(character);
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await saveRun(run);
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}
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}
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const canRefreshOldMap = !run.map?.completedNodeIds?.length && run.map?.layoutVersion != config.mapLayoutVersion;
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if (!run.map || run.map.actIndex != run.actIndex || canRefreshOldMap) {
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run.map = generateActMap(run, run.actIndex);
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await saveRun(run);
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}
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const node = await showMap(run);
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if (["event", "rest", "shop"].includes(node.type)) {
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await finishUtilityNode(run, node);
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return;
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}
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await setupBattle(run, node);
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},
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],
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element: {
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...identityElement,
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player: {
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...identityPlayer,
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getHandcardLimit() {
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if (this.storage?.mengsanPlayer_shuying) {
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const run = _status.mengsanRun_shuying;
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const bonus = Number(run?.player?.handLimitBonus || 0);
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return Math.max(0, Math.min(8, this.hp) + bonus);
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}
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let number = Math.max(this.hp, 0);
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number = game.checkMod(this, number, "maxHandcardBase", this);
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number = game.checkMod(this, number, "maxHandcard", this);
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number = game.checkMod(this, number, "maxHandcardFinal", this);
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return Math.max(0, number);
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},
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},
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},
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game: {
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...(identityMode.game || {}),
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async mengsanPersistRun_shuying(run) {
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await saveRun(run);
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},
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async mengsanClearRun_shuying() {
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await clearRun();
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},
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async mengsanFailRun_shuying(reason = "征程失败") {
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if (_status.mengsanEnding_shuying) return;
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_status.mengsanEnding_shuying = true;
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await clearRun();
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game.log(reason);
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game.over(false);
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},
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async mengsanDraw_shuying(player, number = 1) {
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if (!player?.storage?.mengsanPlayer_shuying || number <= 0) return [];
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const battle = _status.mengsanBattle_shuying;
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const run = _status.mengsanRun_shuying;
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if (!battle || battle.drawPile.length + battle.discardPile.length < number) {
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await game.mengsanFailRun_shuying("个人牌堆与弃牌堆不足,挑战失败");
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return [];
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}
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const result = [];
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while (result.length < number) {
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if (!battle.drawPile.length) {
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battle.drawPile = battle.discardPile.splice(0);
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shuffleBattlePile(run, battle.drawPile);
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game.log(player, "洗切了个人弃牌堆");
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}
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const data = battle.drawPile.shift();
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const card = game.createCard(data.name, data.suit, data.number, data.nature);
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card.storage.mengsanCard_shuying = copy(data);
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card.destroyLog = false;
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card.destroyed = (current, position) => {
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if (position != "discardPile") return false;
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const info = copy(current.storage.mengsanCard_shuying);
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if (info.affixes?.includes("annihilate") && current.storage.mengsanUsed_shuying) battle.exhaustPile.push(info);
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else battle.discardPile.push(info);
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return true;
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};
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if (data.affixes?.includes("annihilate")) card.addGaintag("湮灭");
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if (data.upgrade) card.addGaintag(`强化+${data.upgrade}`);
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result.push(card);
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}
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player.directgain(result);
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player.$draw(result.length);
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game.log(player, "从个人牌堆摸了", get.cnNumber(result.length), "张牌");
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return result;
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},
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async mengsanFinishBattle_shuying() {
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const battle = _status.mengsanBattle_shuying;
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if (!battle || battle.resolving || _status.mengsanEnding_shuying) return;
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battle.resolving = true;
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game.pause();
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const run = _status.mengsanRun_shuying;
|
|
const node = _status.mengsanNode_shuying;
|
|
const encounter = _status.mengsanEncounter_shuying;
|
|
run.player.hp = Math.max(1, game.me.hp);
|
|
run.player.gold += encounter.gold;
|
|
run.statistics.goldEarned += encounter.gold;
|
|
run.statistics.defeatedEnemies++;
|
|
await chooseBattleReward(run, encounter.boss);
|
|
completeNode(run, node.id);
|
|
if (encounter.boss) {
|
|
if (!enterNextAct(run)) {
|
|
const profile = copy(lib.storage[config.profileKey] || { wins: 0, completedRuns: [] });
|
|
profile.wins++;
|
|
profile.completedRuns.push({
|
|
runId: run.runId,
|
|
character: run.player.character,
|
|
completedNodes: run.statistics.completedNodes,
|
|
goldEarned: run.statistics.goldEarned,
|
|
completedAt: Date.now(),
|
|
});
|
|
lib.storage[config.profileKey] = profile;
|
|
delete lib.storage[config.saveKey];
|
|
await persistModeStorage();
|
|
game.over(true);
|
|
return;
|
|
}
|
|
}
|
|
await saveRun(run);
|
|
game.reload();
|
|
},
|
|
checkResult() {
|
|
if (_status.mengsanEnding_shuying || _status.mengsanBattle_shuying?.resolving) return;
|
|
if (!game.me || game.me.isDead()) {
|
|
game.mengsanFailRun_shuying("角色死亡,征程结束");
|
|
return;
|
|
}
|
|
const hasEnemy = game.players.some(current => current != game.me && current.side === true && current.isAlive());
|
|
if (!hasEnemy) game.mengsanFinishBattle_shuying();
|
|
},
|
|
},
|
|
skill: {
|
|
...(identityMode.skill || {}),
|
|
mengsan_draw_shuying: {
|
|
trigger: { player: "drawBegin" },
|
|
firstDo: true,
|
|
forced: true,
|
|
silent: true,
|
|
priority: 10000,
|
|
filter(event, player) {
|
|
return Boolean(player.storage?.mengsanPlayer_shuying && event.num > 0);
|
|
},
|
|
async content(event, trigger, player) {
|
|
const number = trigger.num;
|
|
trigger.cancel();
|
|
await game.mengsanDraw_shuying(player, number);
|
|
},
|
|
},
|
|
mengsan_card_use_shuying: {
|
|
trigger: { global: "useCard1" },
|
|
forced: true,
|
|
silent: true,
|
|
popup: false,
|
|
filter(event) {
|
|
return event.player?.storage?.mengsanPlayer_shuying && event.cards?.some(card => card.storage?.mengsanCard_shuying);
|
|
},
|
|
async content(event, trigger) {
|
|
trigger.cards.forEach(card => {
|
|
if (card.storage?.mengsanCard_shuying) card.storage.mengsanUsed_shuying = true;
|
|
});
|
|
},
|
|
},
|
|
mengsan_yingyong_shuying: {
|
|
trigger: { source: "damageBegin1" },
|
|
forced: true,
|
|
usable: 1,
|
|
filter(event, player) {
|
|
return Boolean(event.card && _status.currentPhase == player);
|
|
},
|
|
async content(event, trigger) {
|
|
trigger.num++;
|
|
},
|
|
},
|
|
},
|
|
translate: {
|
|
...(identityMode.translate || {}),
|
|
mengsan_draw_shuying: "梦三牌组",
|
|
mengsan_card_use_shuying: "梦三词缀",
|
|
mengsan_yingyong_shuying: "英勇",
|
|
mengsan_yingyong_shuying_info: "锁定技,每回合限一次,你于自己的回合内使用牌造成的伤害+1。",
|
|
},
|
|
config: {},
|
|
help: {
|
|
梦三: "梦三 Demo:每次完成节点后保存检查点;玩家使用个人牌组,敌人继续使用 noname 公共牌堆。",
|
|
},
|
|
};
|
|
};
|
|
|
|
export default async function initMengsan() {
|
|
if (lib.config.all.mode.includes(MODE_ID)) return;
|
|
await new Promise(resolve => {
|
|
const style = lib.init.css(STYLE_PATH, "style", resolve);
|
|
style.addEventListener("error", resolve, { once: true });
|
|
});
|
|
const identityMode = await game.loadModeAsync("identity");
|
|
const mode = createMode(identityMode);
|
|
mode.splash = "ext:术樱包/pve/images/tianshu.jpg";
|
|
game.addMode(MODE_ID, mode, {
|
|
translate: "梦三",
|
|
config: {},
|
|
extension: "术樱包",
|
|
});
|
|
}
|