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