noname/play/weather.js

231 lines
9.3 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

'use strict';
play.weather={
arenaReady:function(){
if(_status.video||_status.connectMode) return;
_status.weatherchance=parseFloat(lib.config.weather_chance_playpackconfig)||0;
ui.weather=ui.create.system('',null,true);
lib.setPopped(ui.weather,function(){
var uiintro=ui.create.dialog('hidden');
var weatherinfo=get.translation('_weather_'+_status.weather+'_info');
var chancestr=parseInt(_status.weatherchance*100)+'%';
weatherinfo=weatherinfo.replace(/&weather&/,chancestr);
uiintro.add(get.translation('_weather_'+_status.weather));
if(weatherinfo.length<=0){
uiintro.add('<div class="text center">'+weatherinfo+'</div>');
}
else{
uiintro.add('<div class="text center">'+weatherinfo+'</div>');
}
uiintro.add(ui.create.div('.placeholder.slim'));
return uiintro;
},220);
game.changeWeather();
},
skill:{
_weatherchange:{
trigger:{player:'phaseAfter'},
filter:function(){
return ui.weather?true:false;
},
priority:-1,
forced:true,
content:function(){
_status.weatherlife--;
if(_status.weatherlife<=0){
game.changeWeather();
}
}
},
_weather_yu:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='yu') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','hongshui')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('hongshui','black'));
player.popup('雨');
game.log('暴雨引发了洪水');
}
},
_weather_lei:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='lei') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','shandian')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('shandian'));
player.popup('雷');
game.log('打雷了');
}
},
_weather_shuang:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
if(_status.weather!='shuang') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.nature!='fire') return false;
return true;
},
content:function(){
trigger.num--;
player.popup('霜');
game.log('由于温度过低火焰伤害减弱');
}
},
_weather_wu:{
trigger:{target:'useCardToBefore'},
forced:true,
filter:function(event,player){
if(_status.weather!='wu') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.card.name!='sha') return false;
return true;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.popup('雾');
game.log('大雾使',player,'躲避了杀');
}
},
_weather_bao:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='bao') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
content:function(){
player.damage('nosource');
player.popup('雹');
game.log(player,'被冰雹砸中');
}
},
_weather_feng:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(_status.weather!='feng') return false;
if(event.nature!='fire') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
popup:false,
content:function(){
'step 0'
var list=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&get.distance(player,game.players[i])<=1){
list.push(game.players[i]);
}
}
if(list.length){
var target=list.randomGet();
event.target=target;
game.delay();
}
else{
event.finish();
}
'step 1'
if(event.target){
var target=event.target;
game.delay();
target.damage('fire',trigger.source||'nosource');
target.popup('风');
game.log('大风使',target,'受到波及');
}
}
},
_weather_xue:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='xue') return false;
if(Math.random()>_status.weatherchance) return false;
if(lib.config.mode!='chess') return false;
return true;
},
content:function(){
var list=[];
if(player.movable(-1,0)) list.push('moveLeft');
if(player.movable(1,0)) list.push('moveRight');
if(player.movable(0,-1)) list.push('moveUp');
if(player.movable(0,1)) list.push('moveDown');
if(list.length){
player.popup('雪');
game.log('由于地滑,',player,'发生移动');
player[list.randomGet()]();
}
}
}
},
game:{
changeWeather:function(){
var life;
if(_status.weather=='qing'||Math.random()<parseFloat(lib.config.weather_noqing_playpackconfig)){
var weathers=['yu','shuang','bao','wu','xue','feng','lei'];
if(lib.config.mode!='chess'){
weathers.remove('xue');
}
_status.weather=weathers.randomGet();
life=JSON.parse(lib.config.weather_duration_playpackconfig);
}
else{
_status.weather='qing';
life=JSON.parse(lib.config.weather_qingduration_playpackconfig);
}
_status.weatherlife=life[0]+Math.floor(Math.random()*life[1]);
ui.weather.innerHTML=lib.translate['_weather_'+_status.weather];
}
},
weatherAnimation:{
},
translate:{
_weather_qing:'晴',
_weather_qing_info:'没有任何事情发生',
_weather_yu:'雨',
_weather_yu_info:'在一名角色的回合结束后,若场上没有洪水,有&weather&的机率将一张洪水置于其判定区',
_weather_shuang:'霜',
_weather_shuang_info:'每当一名角色受到火焰伤害,有&weather&的机率令此伤害-1',
_weather_wu:'雾',
_weather_wu_info:'所有角色使用的杀有&weather&的机率失效',
_weather_bao:'雹',
_weather_bao_info:'每名角色在回合结束后有&weather&的机率受到一点伤害',
_weather_xue:'雪',
_weather_xue_info:'每名角色在回合结束后有&weather&的机率随机移动1格',
_weather_feng:'风',
_weather_feng_info:'当一名角色受到火焰伤害后,有&weather&的机率令距离其1以内的一名随机角色受到一点火焰伤害',
_weather_lei:'雷',
_weather_lei_info:'在一名角色的回合结束后,若场上没有闪电,有&weather&的机率将一张闪电置于其判定区',
},
help:{
'天气变化':'<ul><li>晴<br>没有任何事情发生<li>雨<br>在一名角色的回合结束后,若场上没有洪水,有一定机率将一张洪水置于其判定区'+
'<li>霜<br>每当一名角色受到火焰伤害,有一定机率令此伤害-1'+
'<li>雾<br>所有角色使用的杀有一定机率失效'+
'<li>雹<br>每名角色在回合结束后有一定机率受到一点伤害'+
'<li>雪<br>战棋模式每名角色在回合结束后有一定机率随机移动1格'+
'<li>风<br>当一名角色受到火焰伤害后有一定机率令距离其1以内的一名随机角色受到一点火焰伤害'+
'<li>雷<br>在一名角色的回合结束后,若场上没有闪电,有一定机率将一张闪电置于其判定区'
}
};