Merge pull request #1110 from copcap/dev-inf-power
为无名杀「单挑」模式中增加来自海外服的「无限火力」的副模式
This commit is contained in:
commit
d07f437098
596
mode/single.js
596
mode/single.js
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@ -207,6 +207,23 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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card[2]=='wuxie'&&card[0]=='diamond'&&card[1]==12) lib.card.list.splice(i--,1);
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}
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}
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else if(_status.mode=='wuxianhuoli'){
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var list=[];
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if(_status.connectMode) list=get.charactersOL();
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else{
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var list=[];
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for(var i in lib.character){
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if(!lib.filter.characterDisabled2(i)&&!lib.filter.characterDisabled(i)) list.push(i);
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}
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}
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game.countPlayer2(function(current){
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list.remove(current.name);
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list.remove(current.name1);
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list.remove(current.name2);
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});
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_status.characterlist=list;
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game.broadcast(list=>_status.characterlist=list,list);
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}
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if(_status.connectMode){
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lib.configOL.number=2;
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game.randomMapOL();
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@ -242,6 +259,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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game.gameDraw(game.zhu,function(player){
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if(_status.mode=='dianjiang') return 4;
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if(_status.mode=='wuxianhuoli') return 4;
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if(_status.mode=='normal') return player==game.zhu?3:4;
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if(_status.mode=='changban') return player==game.fan?5:4;
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if(player.hasSkill('cuorui')){
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@ -250,6 +268,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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}
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return player.maxHp;
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});
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if(_status.connectMode&&lib.configOL.change_card) game.replaceHandcards(game.players.slice(0));
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'step 4'
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game.phaseLoop(game.zhu);
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},
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game:{
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@ -375,11 +395,125 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},500);
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});
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},
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chooseCharacterWuxianhuoli(){
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const next=game.createEvent('chooseCharacter');
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next.showConfig=true;
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next.setContent(function(){
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'step 0'
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ui.arena.classList.add('choose-character');
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lib.init.onfree();
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var num=[0,1].randomGet();
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game.players[num].identity='zhu';
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game.players[1-num].identity='fan';
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game.broadcastAll(function(p,t){
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p.enemy=t;t.enemy=p;
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},game.players[0],game.players[1]);
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for(var i=0;i<game.players.length;i++){
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game.players[i].showIdentity();
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}
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game.globalBuff=['wuxianhuoli_weisuoyuwei'];
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const randomBuff=[
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'liuanhuaming',
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'duoduoyishan',
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'xushidaifa',
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'mianmianjudao'
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].randomGet();
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game.globalBuff.add(`wuxianhuoli_${randomBuff}`);
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'step 1'
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_status.characterChoice={
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zhu:_status.characterlist.randomRemove(6),
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fan:_status.characterlist.randomRemove(6),
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};
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const dialog=[
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'请选择出场武将',
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'<div class="text center">本局游戏Buff</div>',
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];
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game.globalBuff.forEach((buff,ind)=>{
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dialog.add(`<div class="text">「${ind===0?'固定':'随机'}」 ${get.translation(buff)}:${get.skillInfoTranslation(buff)}</div>`);
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});
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dialog.add([_status.characterChoice[game.me.identity],'character']);
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game.me.chooseButton(true,dialog);
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'step 2'
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game.me.init(result.links[0]);
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_status.characterChoice[game.me.identity].removeArray(result.links);
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var list=_status.characterChoice[game.me.enemy.identity].randomRemove(1);
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game.me.enemy.init(list[0]);
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[game.me,game.me.enemy].forEach(current=>{
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if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
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current.storage.rawHp=1;
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current.storage.rawMaxHp=1;
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}
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current.hp=10;
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current.maxHp=10;
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current.hujia=0;
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current.update();
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});
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game.globalBuff.forEach(buff=>{
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game.addGlobalSkill(buff);
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});
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game.addGlobalSkill('wuxianhuoli_task');
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_status.wuxianhuoliProgress=0;
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_status.wuxianhuoliLevel=0;
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const func=()=>{
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ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
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ui.wuxianhuoliProgress.innerHTML='任务进度(0/3)';
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const showTasks=()=>{
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if(ui.wuxianhuoliInfo) return;
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ui.wuxianhuoliInfo=ui.create.system('无限火力·信息',null,true);
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ui.wuxianhuoliInfo.currentProgress=0;
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ui.wuxianhuoliInfo.currentLevel=0;
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lib.setPopped(ui.wuxianhuoliInfo,()=>{
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var uiintro=ui.create.dialog('hidden');
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uiintro.add(`<div class="text center" style="font-size:18px"><b>任务列表</b></div>`);
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if(typeof _status.wuxianhuoliLevel!=='number'){
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uiintro.add(`<div class="text center" style="font-size:12px">未获取当前进度,请于一名角色受伤后再查看</div>`);
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}
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else if(_status.wuxianhuoliLevel<2){
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uiintro.add(`<div class="text center">全场角色造成${_status.wuxianhuoliLevel===0?3:5}点伤害(当前${_status.wuxianhuoliProgress}点)</div>\
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<div class="text center">奖励:获得一个技能,摸两张牌</div>`);
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}
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else{
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uiintro.add(`<div class="text center">所有任务已完成,无后续任务</div>`);
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}
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uiintro.add(`<div class="text center" style="font-size:18px"><b>全局Buff</b></div>`);
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uiintro.add(`<div class="text">${game.globalBuff.map((buff,ind)=>{
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return get.translation(buff)+':'+get.skillInfoTranslation(buff);
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}).join('<br>')}</div>`);
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var ul=uiintro.querySelector('ul');
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if(ul) ul.style.width='180px';
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uiintro.add(ui.create.div('.placeholder'));
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return uiintro;
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},250);
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};
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showTasks();
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var dialog=ui.create.dialog('hidden','forcebutton');
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dialog.add(`任务一`);
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dialog.addText(`任务:全场角色共计造成3点伤害<br>奖励:获得一个技能,摸两张牌`);
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dialog.add(`任务二<div class="text center" style="font-size:10px">(完成任务一后解锁)</div>\
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<div class="text center">任务:全场角色共计造成5点伤害<br>奖励:获得一个技能,摸两张牌</div>`);
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dialog.open();
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setTimeout(()=>{
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dialog.close();
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},3000);
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};
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game.broadcastAll(func);
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game.delay(0,3000);
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'step 3'
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_status.characterlist.addArray(Object.values(_status.characterChoice).flat());
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setTimeout(function(){
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ui.arena.classList.remove('choose-character');
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},500);
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});
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},
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chooseCharacter:function(){
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if(_status.mode=='dianjiang'){
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game.chooseCharacterDianjiang();
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return;
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}
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if(_status.mode=='wuxianhuoli'){
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game.chooseCharacterWuxianhuoli();
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return;
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}
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var next=game.createEvent('chooseCharacter');
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next.showConfig=true;
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next.setContent(function(){
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@ -612,11 +746,168 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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},game.fan,result.links[0],event.videoId);
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});
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},
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chooseCharacterWuxianhuoliOL(){
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var next=game.createEvent('chooseCharacter');
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next.showConfig=true;
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next.setContent(function(){
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'step 0'
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ui.arena.classList.add('choose-character');
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var num=[0,1].randomGet();
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game.players[num].identity='zhu';
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game.players[1-num].identity='fan';
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game.broadcastAll(function(p,t){
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p.enemy=t;t.enemy=p;
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},game.players[0],game.players[1]);
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for(var i=0;i<game.players.length;i++){
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game.players[i].showIdentity();
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}
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game.globalBuff=['wuxianhuoli_weisuoyuwei'];
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const randomBuff=[
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'liuanhuaming',
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'duoduoyishan',
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'xushidaifa',
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'mianmianjudao'
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].randomGet();
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game.globalBuff.add(`wuxianhuoli_${randomBuff}`);
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const setBuff=buff=>{game.globalBuff=buff};
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game.broadcast(setBuff,game.globalBuff);
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if(!_status.postReconnect.wuxianhuoliBuff) _status.postReconnect.wuxianhuoliBuff=[setBuff,[]];
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_status.postReconnect.wuxianhuoliBuff[1].addArray(game.globalBuff);
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'step 1'
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_status.characterChoice={
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zhu:_status.characterlist.randomRemove(6),
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fan:_status.characterlist.randomRemove(6),
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};
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const list=['zhu','fan'].map(identity=>{
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const dialog=[
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'请选择出场武将',
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'<div class="text center">本局游戏Buff</div>',
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];
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game.globalBuff.forEach((buff,ind)=>{
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dialog.add(`<div class="text">「${ind===0?'固定':'随机'}」 ${get.translation(buff)}:${get.skillInfoTranslation(buff)}</div>`);
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});
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dialog.add([_status.characterChoice[identity],'character']);
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return [game[identity],true,dialog];
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});
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game.me.chooseButtonOL(list,function(player,result){
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if(game.online||player==game.me){
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player.init(result.links[0]);
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player.hp=10;
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player.maxHp=10;
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player.hujia=0;
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player.update();
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}
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});
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'step 2'
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for(var i in result){
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var current=lib.playerOL[i];
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if(result[i]=='ai'){
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result[i]=_status.characterChoice[current.identity].randomGets(1);
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}
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else{
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result[i]=result[i].links;
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}
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_status.characterChoice[current.identity].removeArray(result[i]);
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if(!current.name){
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current.init(result[i][0]);
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if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
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current.storage.rawHp=1;
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current.storage.rawMaxHp=1;
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}
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current.hp=10;
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current.maxHp=10;
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current.hujia=0;
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current.update();
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}
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}
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game.broadcast(function(result){
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for(var i in result){
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const current=lib.playerOL[i];
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if(!current.name){
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current.init(result[i][0]);
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if(current.storage.nohp||lib.character[current.name1][4].includes('hiddenSkill')&&!current.noclick){
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current.storage.rawHp=1;
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current.storage.rawMaxHp=1;
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}
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current.hp=10;
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current.maxHp=10;
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current.hujia=0;
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current.update();
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}
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}
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setTimeout(function(){
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ui.arena.classList.remove('choose-character');
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},500);
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},result);
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game.globalBuff.forEach(buff=>{
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game.addGlobalSkill(buff);
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});
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game.addGlobalSkill('wuxianhuoli_task');
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game.broadcastAll(()=>{
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_status.wuxianhuoliProgress=0;
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_status.wuxianhuoliLevel=0;
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});
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const func=()=>{
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ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
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ui.wuxianhuoliProgress.innerHTML='任务进度(0/3)';
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const showTasks=()=>{
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if(ui.wuxianhuoliInfo) return;
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ui.wuxianhuoliInfo=ui.create.system('无限火力·信息',null,true);
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ui.wuxianhuoliInfo.currentProgress=0;
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ui.wuxianhuoliInfo.currentLevel=0;
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lib.setPopped(ui.wuxianhuoliInfo,()=>{
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var uiintro=ui.create.dialog('hidden');
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uiintro.add(`<div class="text center" style="font-size:18px"><b>任务列表</b></div>`);
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if(typeof _status.wuxianhuoliLevel!=='number'){
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uiintro.add(`<div class="text center" style="font-size:12px">未获取当前进度,请于一名角色受伤后再查看</div>`);
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}
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else if(_status.wuxianhuoliLevel<2){
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uiintro.add(`<div class="text center">全场角色造成${_status.wuxianhuoliLevel===0?3:5}点伤害(当前${_status.wuxianhuoliProgress}点)</div>\
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<div class="text center">奖励:获得一个技能,摸两张牌</div>`);
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}
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else{
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uiintro.add(`<div class="text center">所有任务已完成,无后续任务</div>`);
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}
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uiintro.add(`<div class="text center" style="font-size:18px"><b>全局Buff</b></div>`);
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uiintro.add(`<div class="text">${game.globalBuff.map((buff,ind)=>{
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return get.translation(buff)+':'+get.skillInfoTranslation(buff);
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}).join('<br>')}</div>`);
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var ul=uiintro.querySelector('ul');
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if(ul) ul.style.width='180px';
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uiintro.add(ui.create.div('.placeholder'));
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return uiintro;
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},250);
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};
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showTasks();
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if(!_status.postReconnect.wuxianhuoliShowTasks) _status.postReconnect.wuxianhuoliShowTasks=[showTasks,[]];
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const dialog=ui.create.dialog('hidden','forcebutton');
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dialog.add(`任务一`);
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dialog.addText(`任务:全场角色共计造成3点伤害<br>奖励:获得一个技能,摸两张牌`);
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dialog.add(`任务二<div class="text center" style="font-size:10px">(完成任务一后解锁)</div>\
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<div class="text center">任务:全场角色共计造成5点伤害<br>奖励:获得一个技能,摸两张牌</div>`);
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dialog.open();
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setTimeout(()=>{
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dialog.close();
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},3000);
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};
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game.broadcastAll(func);
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game.delay(0,3000);
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'step 3'
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_status.characterlist.addArray(Object.values(_status.characterChoice).flat());
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setTimeout(function(){
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ui.arena.classList.remove('choose-character');
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},500);
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});
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},
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chooseCharacterOL:function(){
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if(_status.mode=='dianjiang'){
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game.chooseCharacterDianjiangOL();
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return;
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}
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if(_status.mode=='wuxianhuoli'){
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game.chooseCharacterWuxianhuoliOL();
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return;
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}
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var next=game.createEvent('chooseCharacter');
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next.setContent(function(){
|
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"step 0"
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|
@ -1138,6 +1429,297 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
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}
|
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},
|
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},
|
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wuxianhuoli_weisuoyuwei:{
|
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trigger:{player:'phaseZhunbeiBegin'},
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forced:true,
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silent:true,
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popup:true,
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charlotte:true,
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async content(_,__,player){
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player.draw();
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},
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mod:{
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cardUsable(card,player,num){
|
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if(card.name=='sha') return num+1;
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},
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},
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},
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wuxianhuoli_duoduoyishan:{
|
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trigger:{global:'phaseEnd'},
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forced:true,
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silent:true,
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popup:true,
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charlotte:true,
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async content(_,__,player){
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player.draw();
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},
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},
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wuxianhuoli_xushidaifa:{
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trigger:{source:'damageBegin1'},
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filter(event,player){
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if(!event.card||event.card.name!=='sha') return false;
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return game.getGlobalHistory('everything',evt=>{
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if(evt.name!=='damage') return false;
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return evt.card&&evt.card.name==='sha';
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}).indexOf(event)===0;
|
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},
|
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forced:true,
|
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silent:true,
|
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popup:true,
|
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charlotte:true,
|
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async content(_,trigger){
|
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trigger.increase('num');
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},
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},
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wuxianhuoli_liuanhuaming:{
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trigger:{
|
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player:'loseAfter',
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global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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filter(event,player){
|
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if(player===_status.currentPhase) return false;
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const evt=event.getl(player);
|
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return evt.cards2&&evt.cards2.length>0;
|
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},
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forced:true,
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silent:true,
|
||||
popup:true,
|
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charlotte:true,
|
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usable:2,
|
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async content(_,__,player){
|
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player.draw();
|
||||
},
|
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},
|
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wuxianhuoli_mianmianjudao:{
|
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trigger:{player:'phaseZhunbeiBegin'},
|
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forced:true,
|
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silent:true,
|
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popup:true,
|
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charlotte:true,
|
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async content(_,__,player){
|
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const cards=[];
|
||||
for(const type of ['basic','trick']){
|
||||
const card=get.cardPile(card=>{
|
||||
const typex=get.type2(card,false);
|
||||
return type===typex;
|
||||
});
|
||||
if(card) cards.add(card);
|
||||
}
|
||||
if(cards.length) player.gain(cards,'gain2');
|
||||
},
|
||||
},
|
||||
wuxianhuoli_task:{
|
||||
trigger:{source:'damageAfter'},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:true,
|
||||
charlotte:true,
|
||||
async content(event,trigger,player){
|
||||
if(!_status.wuxianhuoliProgress) _status.wuxianhuoliProgress=0;
|
||||
if(!_status.wuxianhuoliLevel) _status.wuxianhuoliLevel=0;
|
||||
if(_status.wuxianhuoliLevel>1) return;
|
||||
_status.wuxianhuoliProgress+=trigger.num;
|
||||
game.broadcastAll((num,level)=>{
|
||||
_status.wuxianhuoliProgress=num;
|
||||
_status.wuxianhuoliLevel=level;
|
||||
if(!ui.wuxianhuoliProgress){
|
||||
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
|
||||
}
|
||||
ui.wuxianhuoliProgress.innerHTML='任务进度('+num+'/'+(level===0?3:5)+')';
|
||||
},_status.wuxianhuoliProgress,_status.wuxianhuoliLevel);
|
||||
if(_status.wuxianhuoliProgress<(_status.wuxianhuoliLevel===0?3:5)) return;
|
||||
game.broadcastAll(()=>{
|
||||
_status.wuxianhuoliProgress=0;
|
||||
_status.wuxianhuoliLevel++;
|
||||
});
|
||||
let next;
|
||||
const send=(skills,refreshable,stop=false)=>{
|
||||
let next=game.createEvent('wuxianhuoli_reward',false);
|
||||
next.setContent(lib.skill.wuxianhuoli_task.contentx);
|
||||
next.set('skills',skills);
|
||||
next.set('refreshable',refreshable);
|
||||
next.set('includeOut',true);
|
||||
if(!stop) game.resume();
|
||||
return next;
|
||||
};
|
||||
const sendback=(result,player)=>{
|
||||
if(!result) result={};
|
||||
if(!result.control&&(typeof result.index!=='number'||result.index<0)){
|
||||
result.index=0;
|
||||
}
|
||||
results.push([player,result]);
|
||||
};
|
||||
const ai_targets=[],results=[],players=game.players.slice(),skillsMap={};
|
||||
let withme=false,withol=false,withai=false;
|
||||
for(const current of players){
|
||||
if(_status.connectMode) current.showTimer();
|
||||
const skills=get.info('wuxianhuoli_task').getSkills();
|
||||
const refreshable=!current.storage.wuxianhuoli_refreshed;
|
||||
skillsMap[current.playerid]=skills;
|
||||
if(current.isOnline()){
|
||||
withol=true;
|
||||
current.send(send,skills,refreshable);
|
||||
current.wait(sendback);
|
||||
}
|
||||
else if(current==game.me){
|
||||
withme=true;
|
||||
next=send(skills,refreshable,true);
|
||||
if(_status.connectMode) game.me.wait(sendback);
|
||||
}
|
||||
else{
|
||||
ai_targets.push(current);
|
||||
}
|
||||
}
|
||||
if(ai_targets.length){
|
||||
for(let i=0;i<ai_targets.length;i++){
|
||||
const current=ai_targets[i];
|
||||
if(players.includes(current)){
|
||||
sendback({index:0},current);
|
||||
ai_targets.splice(i--,1);
|
||||
}
|
||||
}
|
||||
if(ai_targets.length){
|
||||
ai_targets.randomSort();
|
||||
setTimeout(function(){
|
||||
event.interval=setInterval(function(){
|
||||
const current=ai_targets.shift();
|
||||
if(players.includes(current)){
|
||||
sendback({index:0},current);
|
||||
}
|
||||
if(!ai_targets.length){
|
||||
clearInterval(event.interval);
|
||||
if(withai) game.resume();
|
||||
}
|
||||
},_status.connectMode?750:75);
|
||||
},500);
|
||||
}
|
||||
}
|
||||
if(withme){
|
||||
let result=await next.forResult();
|
||||
if(_status.connectMode){
|
||||
game.me.unwait(result,game.me);
|
||||
}
|
||||
else{
|
||||
if(!result) result={};
|
||||
if(!result.control&&(typeof result.index!=='number'||result.index<0)){
|
||||
result.index=0;
|
||||
}
|
||||
results.push([game.me,result]);
|
||||
}
|
||||
}
|
||||
if(withol&&!event.resultOL){
|
||||
await new Promise((resolve)=>{
|
||||
const interval=setInterval(()=>{
|
||||
if(results.length===players.length){
|
||||
resolve();
|
||||
clearInterval(interval);
|
||||
}
|
||||
},4);
|
||||
});
|
||||
}
|
||||
if(ai_targets.length>0){
|
||||
withai=true;
|
||||
await new Promise((resolve)=>{
|
||||
const interval=setInterval(()=>{
|
||||
if(results.length===players.length){
|
||||
resolve();
|
||||
clearInterval(interval);
|
||||
}
|
||||
},4);
|
||||
});
|
||||
}
|
||||
if(_status.connectMode){
|
||||
for(var i of players) i.hideTimer();
|
||||
}
|
||||
const entries=[];
|
||||
for(const res of results){
|
||||
const target=res[0],result=res[1];
|
||||
if(!target||!result) continue;
|
||||
let skill=result.control;
|
||||
if(!skill) skill=skillsMap[target.playerid][result.index];
|
||||
if(result.refreshed) target.storage.wuxianhuoli_refreshed=true;
|
||||
entries.push([target,skill]);
|
||||
}
|
||||
entries.sort((a,b)=>lib.sort.seat(a[0],b[0]));
|
||||
for(const entry of entries){
|
||||
entry[0].popup(entry[1]);
|
||||
await entry[0].addSkills(entry[1]);
|
||||
}
|
||||
for(const entry of entries){
|
||||
await entry[0].draw(2,'nodelay');
|
||||
}
|
||||
game.broadcastAll((num,level)=>{
|
||||
if(level===2&&ui.wuxianhuoliProgress){
|
||||
ui.wuxianhuoliProgress.innerHTML='';
|
||||
return;
|
||||
}
|
||||
if(!ui.wuxianhuoliProgress){
|
||||
ui.wuxianhuoliProgress=get.is.phoneLayout()?ui.create.div('.touchinfo.left',ui.window):ui.create.div(ui.gameinfo);
|
||||
}
|
||||
ui.wuxianhuoliProgress.innerHTML='任务进度('+num+'/'+(level===0?3:5)+')';
|
||||
},_status.wuxianhuoliProgress,_status.wuxianhuoliLevel);
|
||||
await game.asyncDelay();
|
||||
},
|
||||
getSkills(num=6){
|
||||
let allList=_status.characterlist.slice(0);
|
||||
let list=[];
|
||||
let skills=[];
|
||||
let map=[];
|
||||
let entries=[];
|
||||
allList.randomSort();
|
||||
for(let i=0;i<allList.length;i++){
|
||||
let name=allList[i];
|
||||
let skills2=lib.character[name][3].slice();
|
||||
skills2.randomSort();
|
||||
outer:for(let j=0;j<skills2.length;j++){
|
||||
let list2=[skills2[j]];
|
||||
game.expandSkills(list2);
|
||||
for(let k=0;k<list2.length;k++){
|
||||
let info=lib.skill[list2[k]];
|
||||
if(!info||info.silent||info.juexingji||info.hiddenSkill||info.dutySkill||info.zhuSkill||info.unique||info.groupSkill) continue;
|
||||
if(info.ai&&(info.ai.combo||info.ai.notemp||info.ai.neg)) continue;
|
||||
list.add(name);
|
||||
if(!map[name]) map[name]=[];
|
||||
map[name].push(skills2[j]);
|
||||
skills.add(skills2[j]);
|
||||
entries.push([name,skills2[j]]);
|
||||
break outer;
|
||||
}
|
||||
}
|
||||
if(list.length>=num) break;
|
||||
}
|
||||
return skills;
|
||||
},
|
||||
async contentx(event){
|
||||
_status.noclearcountdown=true;
|
||||
const controls=[link=>{
|
||||
const evt=get.event();
|
||||
evt.result={refresh:true};
|
||||
event.control.classList.add('disabled');
|
||||
event.control.firstChild.innerText='刷新(1/1)';
|
||||
game.resume();
|
||||
}];
|
||||
event.control=ui.create.control(controls.concat(['刷新(0/1)','stayleft']));
|
||||
if(!event.refreshable){
|
||||
event.control.classList.add('disabled');
|
||||
event.control.firstChild.innerText='刷新(1/1)';
|
||||
}
|
||||
let refreshed=false,result;
|
||||
while(true){
|
||||
const skills=event.skills.slice(3*refreshed,3*(refreshed+1));
|
||||
const next=game.me.chooseControl(skills).set('choiceList',skills.map(skill=>{
|
||||
return '<div class="skill">【'+get.translation(lib.translate[skill+'_ab']||get.translation(skill).slice(0,2))+'】</div>'+
|
||||
'<div>'+get.skillInfoTranslation(skill,game.me)+'</div>';
|
||||
})).set('displayIndex',false).set('prompt','选择获得一个技能');
|
||||
result=await next.forResult();
|
||||
if(!result.refresh) break;
|
||||
refreshed=true;
|
||||
}
|
||||
if(event.control) event.control.close();
|
||||
delete _status.noclearcountdown;game.stopCountChoose();
|
||||
event.result={control:result.control,refreshed};
|
||||
},
|
||||
},
|
||||
},
|
||||
singleTranslate:{
|
||||
xiahouyuan:'夏侯渊',
|
||||
|
@ -1161,6 +1743,18 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
normal2:'新1v1',
|
||||
changban2:'血战长坂坡',
|
||||
dianjiang2:'点将单挑',
|
||||
wuxianhuoli2:'无限火力',
|
||||
|
||||
wuxianhuoli_weisuoyuwei:'为所欲为',
|
||||
wuxianhuoli_weisuoyuwei_info:'①准备阶段,你摸一张牌。②你使用【杀】的次数上限+1。',
|
||||
wuxianhuoli_duoduoyishan:'多多益善',
|
||||
wuxianhuoli_duoduoyishan_info:'一名角色的回合结束时,你摸一张牌。',
|
||||
wuxianhuoli_xushidaifa:'蓄势待发',
|
||||
wuxianhuoli_xushidaifa_info:'当你于一回合首次造成渠道为【杀】的伤害时,此伤害+1。',
|
||||
wuxianhuoli_liuanhuaming:'柳暗花明',
|
||||
wuxianhuoli_liuanhuaming_info:'每回合限两次。当你于回合外失去牌后,你摸一张牌。',
|
||||
wuxianhuoli_mianmianjudao:'面面俱到',
|
||||
wuxianhuoli_mianmianjudao_info:'准备阶段,你从牌堆或弃牌堆中获得基本牌和锦囊牌各一张。',
|
||||
|
||||
wanrong:'婉容',
|
||||
wanrong_info:'当你成为【杀】的目标后,你可以摸一张牌。',
|
||||
|
@ -1191,6 +1785,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
|||
help:{
|
||||
'血战长坂':'<div style="margin:10px">游戏规则</div><ul style="margin-top:0"><li>选将阶段<br>双方在游戏开始时由系统随机分配身份。分配到先手身份的玩家优先出牌,分配到后手身份的玩家优先选将。<br>双方各自随机获得3名暗置武将,同时从将池中随机选出6名明置武将,由后手玩家开始,按照一次1张-2张-2张-1张的顺序,轮流选择获得明置武将。之后双方各从自己的6名武将中选择2名分别作为主将和副将进行游戏。<li>胜利条件<br>对方死亡。'+
|
||||
'<li>双将规则<br>双将主将决定角色的性别和势力,体力上限为主副将体力上限的平均值,向下取整。体力上限为3的角色可在游戏开始后更换一次起始手牌。<li>牌堆<br>牌堆中移除【木牛流马】【闪电】,♣花色的【藤甲】和【无懈可击 ♦️Q】️</ul>',
|
||||
'无限火力':'<div style="margin:10px">1v1火力全开模式</div><ul style="margin-top:0">(来自三国杀国际服)<li>所有角色的初始体力值和体力上限均为10,护甲均为0<li>每局游戏会有一个固定的Buff和一个随机的Buff,对所有角色生效'+
|
||||
'<li>游戏全程会有两个任务,分别为“所有角色造成3点伤害”和“所有角色造成5点伤害”,在任务一完成后才会解锁任务二。<br>每当任务完成时,系统会发放奖励:所有角色观看三个随机的技能并获得其中一个(每名角色每局有一次刷新的机会),然后摸两张牌。',
|
||||
}
|
||||
};
|
||||
});
|
||||
|
|
|
@ -1021,6 +1021,7 @@ export class Get extends Uninstantable {
|
|||
case 'normal': return '新1v1';
|
||||
case 'changban': return '血战长坂坡';
|
||||
case 'dianjiang': return '点将单挑';
|
||||
case 'wuxianhuoli': return '无限火力';
|
||||
}
|
||||
}
|
||||
if (config.mode == 'identity') {
|
||||
|
|
|
@ -1922,9 +1922,12 @@ export const Content = {
|
|||
}
|
||||
while (player != end);
|
||||
event.changeCard = get.config('change_card');
|
||||
if (_status.connectMode || (lib.config.mode == 'doudizhu' && _status.mode == 'online') || lib.config.mode != 'identity' && lib.config.mode != 'guozhan' && lib.config.mode != 'doudizhu') {
|
||||
event.changeCard = 'disabled';
|
||||
}
|
||||
if (_status.connectMode ||
|
||||
(lib.config.mode == 'single' && _status.mode != 'wuxianhuoli') ||
|
||||
(lib.config.mode == 'doudizhu' && _status.mode == 'online') ||
|
||||
lib.config.mode != 'identity' && lib.config.mode != 'guozhan' && lib.config.mode != 'doudizhu' && lib.config.mode != 'single') {
|
||||
event.changeCard = 'disabled';
|
||||
}
|
||||
"step 1";
|
||||
if (event.changeCard != 'disabled' && !_status.auto) {
|
||||
event.dialog = ui.create.dialog('是否使用手气卡?');
|
||||
|
|
|
@ -6933,9 +6933,11 @@ export class Library extends Uninstantable {
|
|||
normal: '新1v1',
|
||||
dianjiang: '点将单挑',
|
||||
changban: '血战长坂坡',
|
||||
wuxianhuoli: '无限火力',
|
||||
},
|
||||
restart: true,
|
||||
frequent: true,
|
||||
intro: '血战长坂坡和无限火力模式详见帮助',
|
||||
},
|
||||
connect_enable_jin: {
|
||||
name: '启用晋势力武将',
|
||||
|
@ -6943,6 +6945,12 @@ export class Library extends Uninstantable {
|
|||
restart: true,
|
||||
frequent: true,
|
||||
},
|
||||
connect_change_card: {
|
||||
name: '启用手气卡',
|
||||
init: false,
|
||||
frequent: true,
|
||||
restart: true,
|
||||
},
|
||||
update: function (config, map) {
|
||||
if (config.connect_single_mode != 'normal') {
|
||||
map.connect_enable_jin.hide();
|
||||
|
@ -6950,6 +6958,12 @@ export class Library extends Uninstantable {
|
|||
else {
|
||||
map.connect_enable_jin.show();
|
||||
}
|
||||
if (config.connect_single_mode != 'wuxianhuoli') {
|
||||
map.connect_change_card.hide();
|
||||
}
|
||||
else {
|
||||
map.connect_change_card.show();
|
||||
}
|
||||
},
|
||||
},
|
||||
config: {
|
||||
|
@ -6960,9 +6974,11 @@ export class Library extends Uninstantable {
|
|||
normal: '新1v1',
|
||||
dianjiang: '点将单挑',
|
||||
changban: '血战长坂坡',
|
||||
wuxianhuoli: '无限火力',
|
||||
},
|
||||
restart: true,
|
||||
frequent: true,
|
||||
intro: '血战长坂坡和无限火力模式详见帮助',
|
||||
},
|
||||
enable_jin: {
|
||||
name: '启用晋势力武将',
|
||||
|
@ -6970,6 +6986,16 @@ export class Library extends Uninstantable {
|
|||
restart: true,
|
||||
frequent: true,
|
||||
},
|
||||
change_card: {
|
||||
name: '开启手气卡',
|
||||
init: 'disabled',
|
||||
item: {
|
||||
disabled: '禁用',
|
||||
once: '一次',
|
||||
twice: '两次',
|
||||
unlimited: '无限',
|
||||
}
|
||||
},
|
||||
update: function (config, map) {
|
||||
if (config.single_mode != 'normal') {
|
||||
map.enable_jin.hide();
|
||||
|
@ -6977,6 +7003,12 @@ export class Library extends Uninstantable {
|
|||
else {
|
||||
map.enable_jin.show();
|
||||
}
|
||||
if (config.single_mode != 'wuxianhuoli') {
|
||||
map.change_card.hide();
|
||||
}
|
||||
else {
|
||||
map.change_card.show();
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue