noname/mode/archive/boss.js

330 lines
9.2 KiB
JavaScript
Executable File

mode.boss={
game:{
load:function(){
var next=game.createEvent('load',false);
next.content=function(){
"step 0"
game.import('identity');
"step 1"
delete lib.config.current_mode.change_identity;
ui.create.arena();
ui.auto.hide();
ui.create.cards();
game.finishCards();
game.delay();
"step 2"
game.prepareGame();
"step 3"
var player=_status.first||game.zhu;
event.trigger('gameStart');
game.gameDraw(player);
game.bossPhaseLoop(player);
}
},
bossPhaseLoop:function(){
var next=game.createEvent('phaseLoop');
next.player=game.zhu;
next.content=function(){
"step 0"
if(player.classList.contains('chongzheng')){
player.classList.remove('chongzheng');
}
else{
player.phase();
}
"step 1"
if(_status.level.chongzheng!=undefined&&event.player==game.zhu){
for(var i=0;i<game.dead.length;i++){
if(game.dead[i].hp<0) game.dead[i].hp=0;
if(game.dead[i].storage.boss_chongzheng<_status.level.chongzheng){
game.dead[i].storage.boss_chongzheng++;
if(game.dead[i].hp<game.dead[i].maxHp){
game.dead[i].hp++;
}
else{
var sort=lib.config.sort_card(card);
if(lib.config.reverse_sort) sort=-sort;
var position=sort>0?player.node.handcards1:player.node.handcards2;
card.fix();
var j=0;
if(lib.config.strict_sort){
for(j=0;j<position.childNodes.length;j++){
if(lib.config.reverse_sort){
if(sort<lib.config.sort_card(position.childNodes[j])) break;
}
else{
if(sort>lib.config.sort_card(position.childNodes[j])) break;
}
}
}
card.animate('start');
position.insertBefore(card,position.childNodes[j]);
}
game.dead[i].update();
}
else{
game.dead[i].revive();
game.dead[i].classList.add('chongzheng');
game.dead[i].hp=game.dead[i].maxHp;
if(game.dead[i].hp<4){
game.dead[i].draw(3);
}
else{
game.dead[i].draw(2);
}
i--;
}
}
}
if(_status.loopType==1){
if(event.player==game.zhu){
if(_status.next==undefined) _status.next=game.zhu.next;
event.player=_status.next;
}
else{
if(player.next==game.zhu){
_status.next=game.zhu.next;
}
else{
_status.next=player.next;
}
event.player=game.zhu;
}
}
else{
var players,i;
if(game.players.contains(event.player.next)==false){
players=get.players(lib.sort.position);
if(players[players.length-1].position<event.player.position){
event.player=game.me;
}
else{
for(i=0;i<game.players.length;i++){
if(game.players[i].position>=event.player.position){
event.player=game.players[i];break;
}
}
}
}
else{
event.player=event.player.next;
}
}
event.goto(0);
}
},
prepareGame:function(){
var next=game.createEvent('prepareGame',false);
next.showConfig=true;
next.ai=function(player,list){
player.init(list[0]);
};
next.content=function(){
"step 0"
var i;
var dialog=ui.create.dialog();
for(i=0;i<lib.scene.length;i++){
var node=ui.create.div('.caption');
if(lib.scene[i].title){
node.innerHTML=lib.scene[i].title;
node.level=i;
node.addEventListener('click',function(){
_status.level=this.level;
while(ui.dialogs.length){
ui.dialogs[0].close();
}
while(ui.controls.length){
ui.controls[0].close();
}
game.resume();
})
}
dialog.add(node);
}
dialog.add(ui.create.div('.placeholder'));
dialog.add(ui.create.div('.placeholder'));
dialog.add(ui.create.div('.placeholder'));
ui.identity=ui.create.control(lib.storage.mode||'random_identity',function(link,node){
if(node.link=='random_identity'){
node.link='only_boss';
node.innerHTML=get.translation('only_boss');
game.save('mode','only_boss');
}
else if(node.link=='only_boss'){
node.link='not_boss';
node.innerHTML=get.translation('not_boss');
game.save('mode','not_boss');
}
else if(node.link=='not_boss'){
node.link='random_identity';
node.innerHTML=get.translation('random_identity');
game.save('mode','random_identity');
}
});
// ui.identity.link=lib.storage.mode||'random_identity';
game.pause();
"step 1"
var level=lib.scene[_status.level];
_status.level=level;
event.list=[];
var identityList=['zhu'];
for(i=0;i<level.versus;i++) identityList.push('fan');
ui.create.players(identityList.length);
ui.create.me();
if(lib.storage.mode!='only_boss'){
for(i=0;i<identityList.length;i++){
identityList.sort(lib.sort.random);
}
if(lib.storage.mode=='not_boss'){
while(identityList[0]=='zhu'){
identityList.sort(lib.sort.random);
}
}
}
for(i=0;i<game.players.length;i++){
game.players[i].identity=identityList[i];
game.players[i].setIdentity(game.players[i].identity)
if(identityList[i]=='zhu'){
game.zhu=game.players[i];
}
}
for(i in lib.character){
if(level.forbid&&level.forbid.contains(i)) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('boss')) continue;
event.list.push(i);
}
event.list.sort(lib.sort.random);
game.zhu.init(level.boss);
if(game.zhu!=game.me){
var player=game.zhu.next;
while(player!=game.me){
event.ai(player,event.list.splice(0,6));
player=player.next;
}
var list=event.list.splice(0,6);
var dialog=ui.create.dialog('选择角色',[list,'character']);
game.me.chooseButton(dialog,true);
ui.create.cheat=function(){
ui.cheat=ui.create.control('更换',function(){
event.list=event.list.concat(list);
event.list.sort(lib.sort.random);
list=event.list.splice(0,6);
_status.event.dialog.close();
_status.event.dialog=ui.create.dialog('选择角色',[list,'character']);
game.uncheck();
game.check();
});
}
ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
this.dialog.close();
ui.dialog=this.backup;
ui.dialogs.unshift(this.backup);
ui.arena.appendChild(this.backup);
_status.event.dialog=this.backup;
game.uncheck();
game.check();
}
else{
list=[];
for(i in lib.character){
list.push(i);
}
var groupSort=function(name){
if(lib.character[name][1]=='wei') return 0;
if(lib.character[name][1]=='shu') return 1;
if(lib.character[name][1]=='wu') return 2;
if(lib.character[name][1]=='qun') return 3;
}
list.sort(function(a,b){
return groupSort(a)-groupSort(b);
});
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=ui.create.dialog('自由选将',[list,'character']);
this.dialog=_status.event.dialog;
game.uncheck();
game.check();
}
});
}
if(!ui.cheat&&get.config('change_choice'))
ui.create.cheat();
if(!ui.cheat2&&get.config('free_choose'))
ui.create.cheat2();
}
"step 2"
ui.auto.show();
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
var level=_status.level;
_status.loopType=level.loopType||0;
if(result.buttons) game.me.init(result.buttons[0].link);
event.list.remove(game.me.name);
for(var i=0;i<game.players.length;i++){
if(game.players[i].name==undefined){
event.ai(game.players[i],event.list.splice(0,6))
}
}
if(level.global){
for(var i=0;i<level.global.length;i++){
for(var j=0;j<game.players.length;j++){
game.players[j].skills.add(level.global[i]);
}
lib.skill.global.add(level.global[i]);
}
}
if(level.disable){
for(var i=0;i<level.disable.length;i++){
for(var j=0;j<game.players.length;j++){
game.players[j].skills.remove(level.disable[i]);
}
lib.skill.global.remove(level.disable[i]);
}
}
if(level.remove){
for(var i=0;i<level.remove.length;i++){
for(var j=0;j<lib.card.list.length;j++){
if(lib.card.list[j][2]==level.remove[i]){
lib.card.list.splice(0,1);i--;
}
}
}
}
if(level.maxShuffle) _status.maxShuffle=level.maxShuffle;
if(level.prepare) level.prepare();
}
},
},
element:{
player:{
dieAfter:function(){
if(this==game.zhu) game.checkResult();
else if(get.population('fan')==0) game.checkResult();
else this.storage.boss_chongzheng=0;
}
}
},
translate:{
start:'开始',
choose_level:'选择关卡',
random_identity:'随机分配',
only_boss:'只当魔王',
not_boss:'不当魔王',
fan:'人',
zhu:'魔',
nianrui:'年瑞',
qixiang1:'祺祥',
qixiang2:'祺祥',
nianrui_info:'摸牌阶段,你额外摸两张牌',
qixiang1_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
},
}