noname/mode/chess.js

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50 KiB
JavaScript
Executable File
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'use strict';
mode.chess={
canvasUpdates2:[],
element:{
card:{
moveTo:function(player,method){
this.fixed=true;
if(this.parentNode==ui.arena){
var rect=player.getBoundingClientRect();
this.style.left=(rect.left+8)+'px';
this.style.top=(rect.top+8)+'px';
}
else{
this.style.left='';
this.style.top='';
this.dataset.position=player.dataset.position;
}
if(method=='flip'){
this.style.transition='all 0.5s';
this.style.webkitTransform='rotate'+(Math.random()<0.5?'X':'Y')+'(180deg) perspective(1000px)';
}
else if(method=='rotate'){
this.style.transition='all 0.5s';
this.style.webkitTransform='rotate(180deg)';
}
return this;
},
},
player:{
createRangeShadow:function(num,move){
num++;
var shadows=this.parentNode.getElementsByClassName('playergrid');
while(shadows.length){
shadows[0].remove();
}
for(var i=1-num;i<num;i++){
for(var j=1-num+Math.abs(i);j<num-Math.abs(i);j++){
if(this.movable(i,j)){
var grid=ui.create.playergrid(this,i,j);
if(move){
grid.listen(ui.click.playergrid);
ui.movegrids.push(grid);
}
else{
grid.classList.add('temp');
}
}
}
}
},
chooseToMove:function(num,prompt){
var next=game.createEvent('chooseToMove');
next.num=num||1;
next.player=this;
next.content=lib.element.playerproto.chooseToMove;
next.prompt=prompt;
return next;
},
move:function(x,y){
var xy=this.getXY();
return this.moveTo(x+xy[0],y+xy[1]);
},
moveTo:function(x,y){
if(x>=ui.chesswidth){
x=ui.chesswidth-1;
}
if(y>=ui.chessheight){
y=ui.chessheight-1;
}
// console.log(x,y);
var pos=y*ui.chesswidth+x;
if(!lib.posmap[pos]){
delete lib.posmap[this.dataset.position];
this.dataset.position=pos;
lib.posmap[pos]=this;
this.chessFocus();
}
return this;
},
chessFocus:function(){
if(ui.chess._chessdrag) return;
if(_status.chessscrolling) return;
var player=this;
var dx=0,dy=0;
if(player.offsetLeft-ui.chessContainer.scrollLeft<14){
dx=player.offsetLeft-ui.chessContainer.scrollLeft-14;
}
else if(player.offsetLeft-ui.chessContainer.scrollLeft>ui.chessContainer.offsetWidth-134){
dx=player.offsetLeft-ui.chessContainer.scrollLeft-ui.chessContainer.offsetWidth+134;
}
if(player.offsetTop-ui.chessContainer.scrollTop<14){
dy=player.offsetTop-ui.chessContainer.scrollTop-14;
}
else if(player.offsetTop+ui.chess.offsetTop-ui.chessContainer.scrollTop>ui.chessContainer.offsetHeight-134){
dy=player.offsetTop+ui.chess.offsetTop-ui.chessContainer.scrollTop-ui.chessContainer.offsetHeight+134;
}
if(_status.currentChessFocus){
clearInterval(_status.currentChessFocus);
}
var count=12;
var ddx=Math.floor(dx/12);
var ddy=Math.floor(dy/12);
if(dx||dy){
_status.currentChessFocus=setInterval(function(){
if(count--){
ui.chessContainer.scrollLeft+=ddx;
ui.chessContainer.scrollTop+=ddy;
}
else{
ui.chessContainer.scrollLeft+=dx%12;
ui.chessContainer.scrollTop+=dy%12;
clearInterval(_status.currentChessFocus);
delete _status.currentChessFocus;
}
},16);
}
},
getXY:function(){
var pos=parseInt(this.dataset.position);
var x=pos%ui.chesswidth;
var y=Math.floor(pos/ui.chesswidth);
return [x,y];
},
getDataPos:function(x,y){
var xy=this.getXY();
if(typeof x!='number') x=0;
if(typeof y!='number') y=0;
x+=xy[0];
y+=xy[1];
return x+y*ui.chesswidth;
},
getNeighbour:function(x,y){
return lib.posmap[this.getDataPos(x,y)]||null;
},
movable:function(x,y){
var xy=this.getXY();
if(xy[0]+x<0) return false;
if(xy[1]+y<0) return false;
if(xy[0]+x>=ui.chesswidth) return false;
if(xy[1]+y>=ui.chessheight) return false;
return !this.getNeighbour(x,y);
},
moveRight:function(){
if(this.movable(1,0)){
this.move(1,0);
return true;
}
return false;
},
moveLeft:function(){
if(this.movable(-1,0)){
this.move(-1,0);
return true;
}
return false;
},
moveUp:function(){
if(this.movable(0,-1)){
this.move(0,-1);
return true;
}
return false;
},
moveDown:function(){
if(this.movable(0,1)){
this.move(0,1);
return true;
}
return false;
},
dieAfter:function(source){
var player=this;
delete lib.posmap[player.dataset.position];
setTimeout(function(){
player.delete();
},500);
for(var i=0;i<ui.phasequeue.length;i++){
if(ui.phasequeue[i].link==player){
ui.phasequeue[i].remove();
ui.phasequeue.splice(i,1);
break;
}
}
for(var i=1;i<game.players.length;i++){
if(game.players[i].side!=game.players[0].side){
if(source&&source.side!=player.side){
source.draw();
}
return;
}
}
game.over(game.me.side==game.players[0].side);
},
$draw:function(num){
return this.$gainmod(num);
},
$drawx:function(num){
var cards,node;
if(get.itemtype(num)=='cards'){
cards=num;
num=cards.length;
}
else if(get.itemtype(num)=='card'){
cards=[num];
num=1;
}
if(cards){
cards=cards.slice(0);
node=cards.shift().copy('drawing','thrown');
}
else{
node=ui.create.div('.card.drawing.thrown');
}
node.fixed=true;
game.$randomMove(this,node,100,30);
node.dataset.position=this.dataset.position;
this.parentNode.appendChild(node);
ui.refresh(node);
node.style.webkitTransform='';
setTimeout(function(){
node.remove();
},1000);
var that=this;
if(num&&num>1){
if(cards){
that.$draw(cards)
}
else{
that.$draw(num-1)
}
}
},
$gainmod:function(num){
var cards,node;
if(get.itemtype(num)=='cards'){
cards=num;
num=cards.length;
}
else if(get.itemtype(num)=='card'){
cards=[num];
num=1;
}
if(cards){
cards=cards.slice(0);
node=cards.shift().copy('thrown','hidden');
}
else{
node=ui.create.div('.card.thrown.hidden');
}
node.fixed=true;
game.$randomMove(this,node,100,30);
var ot=node.style.webkitTransform;
node.style.webkitTransform+='scale(0.6)';
node.dataset.position=this.dataset.position;
this.parentNode.appendChild(node);
ui.refresh(node);
node.show();
node.style.webkitTransform=ot;
setTimeout(function(){
node.style.webkitTransform='';
node.delete();
},500);
var that=this;
if(num&&num>1){
if(cards){
that.$gain(cards)
}
else{
that.$gain(num-1)
}
}
},
$throw:function(card,time){
this.chessFocus();
if(get.itemtype(card)=='cards'){
for(var i=0;i<card.length;i++){
this.$throw(card[i],time);
}
}
else{
if(card==undefined||card.length==0) return;
var node=card.copy('thrown','hidden');
node.dataset.position=this.dataset.position;
this.parentNode.appendChild(node);
ui.refresh(node);
node.show();
game.$randomMove(this,node,100,30);
if(time!=undefined){
node.fixed=true;
setTimeout(function(){node.delete()},time);
}
}
},
$givemod:function(card,player){
this.chessFocus();
var from=this;
if(get.itemtype(card)=='cards'){
for(var i=0;i<card.length;i++){
from.$givemod(card[i],player);
}
}
else if(typeof card=='number'&&card>=0){
for(var i=0;i<card;i++){
from.$givemod('',player);
}
}
else{
var node;
if(get.itemtype(card)=='card'){
node=card.copy('card','thrown',false);
}
else{
node=ui.create.div('.card.thrown');
}
node.dataset.position=this.dataset.position;
node.fixed=true;
node.hide();
this.parentNode.appendChild(node);
ui.refresh(node);
node.show();
game.$randomMove(this,node,100,30);
setTimeout(function(){
node.removeAttribute('style');
node.dataset.position=player.dataset.position;
node.delete();
},700);
}
},
$throwxy:function(card,left,top,transform){
var node=card.copy('thrown');
var rect=this.getBoundingClientRect();
node.style.left=(rect.left+8)+'px';
node.style.top=(rect.top+8)+'px';
node.hide();
node.style.transitionProperty='left,top,opacity';
if(transform){
node.style.webkitTransform='rotate('+(Math.random()*16-8)+'deg)';
}
ui.arena.appendChild(node);
ui.refresh(node);
node.show();
node.style.left=left;
node.style.top=top;
return node;
},
$phaseJudge:function(card){
var clone=card.copy('thrown',this.parentNode).animate('judgestart');
var player=this;
clone.style.opacity=0.6;
clone.style.left=(Math.random()*100-50+ui.chessContainer.scrollLeft+ui.chessContainer.offsetWidth/2-52)+'px';
clone.style.top=(Math.random()*80-40+ui.chessContainer.scrollTop+ui.chessContainer.offsetHeight/2-52-ui.chessContainer.offsetTop)+'px';
game.delay();
game.linexy([
clone.offsetLeft+clone.offsetWidth/2,
clone.offsetTop+clone.offsetHeight/2,
player.offsetLeft+player.offsetWidth/2,
player.offsetTop+player.offsetHeight/2
],{opacity:0.5,dashed:true},true);
}
},
playerproto:{
chooseToMove:function(){
"step 0"
event.switchToAuto=function(){
if(ui.movegrids){
while(ui.movegrids.length){
ui.movegrids.shift().delete();
}
}
var list=[];
var randomMove=['moveUp','moveDown','moveLeft','moveRight'];
for(var iwhile=0;iwhile<num;iwhile++){
var targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].side!=player.side){
targets.push(game.players[i]);
}
}
targets.sort(function(a,b){
return get.distance(player,a)-get.distance(player,b);
});
while(targets.length){
var target=targets.shift();
var txy=target.getXY();
var pxy=player.getXY();
if(Math.random()<0.5){
if(txy[0]>pxy[0]&&randomMove.contains('moveRight')){
if(player.moveRight()){
event.moved=true;break;
}
}
else if(txy[0]<pxy[0]&&randomMove.contains('moveLeft')){
if(player.moveLeft()){
event.moved=true;break;
}
}
if(txy[1]>pxy[1]&&randomMove.contains('moveDown')){
if(player.moveDown()){
event.moved=true;break;
}
}
else if(txy[1]<pxy[1]&&randomMove.contains('moveUp')){
if(player.moveUp()){
event.moved=true;break;
}
}
}
else{
if(txy[1]>pxy[1]&&randomMove.contains('moveDown')){
if(player.moveDown()){
event.moved=true;break;
}
}
else if(txy[1]<pxy[1]&&randomMove.contains('moveUp')){
if(player.moveUp()){
event.moved=true;break;
}
}
if(txy[0]>pxy[0]&&randomMove.contains('moveRight')){
if(player.moveRight()){
event.moved=true;break;
}
}
else if(txy[0]<pxy[0]&&randomMove.contains('moveLeft')){
if(player.moveLeft()){
event.moved=true;break;
}
}
}
if(targets.length==0){
if(randomMove.length){
var list=randomMove.slice(0);
while(list.length){
var thismove=list.randomRemove();
if(player[thismove]()){
event.moved=true;
switch(thismove){
case 'moveUp':randomMove.remove('moveDown');break;
case 'moveDown':randomMove.remove('moveUp');break;
case 'moveLeft':randomMove.remove('moveRight');break;
case 'moveRight':randomMove.remove('moveLeft');break;
}
break;
}
}
if(!event.moved) return;
}
else{
return;
}
}
}
if(lib.skill._chessmove.ai.result.player(player)<=0) break;
}
};
if(event.isMine()){
if(event.prompt){
event.dialog=ui.create.dialog(event.prompt);
}
var resume=function(){
if(ui.movegrids){
while(ui.movegrids.length){
ui.movegrids.shift().delete();
}
}
event.result={bool:false};
game.resume();
};
if(event.phasing){
event.custom.replace.confirm=resume;
}
else{
event.control=ui.create.control('取消',resume);
}
game.pause();
ui.movegrids=[];
player.createRangeShadow(num,true);
for(var i=0;i<ui.movegrids.length;i++){
var grid=ui.movegrids[i];
if(game.isChessNeighbour(grid,player)) continue;
for(var j=0;j<ui.movegrids.length;j++){
if(game.isChessNeighbour(grid,ui.movegrids[j])) break;
}
if(j==ui.movegrids.length) grid.remove();
}
}
else{
event.switchToAuto();
}
"step 1"
if(event.moved){
game.delay();
event.result={
bool:true,
move:player.dataset.position
}
}
if(!event.result){
event.result={
bool:false
}
}
if(event.control){
event.control.close();
}
if(event.dialog){
event.dialog.close();
}
}
}
},
game:{
minskin:true,
singleHandcard:true,
isChessNeighbour:function(a,b){
if(a&&a.dataset){
a=a.dataset.position;
}
if(b&&b.dataset){
b=b.dataset.position;
}
var ax=a%ui.chesswidth;
var ay=Math.floor(a/ui.chesswidth);
var bx=b%ui.chesswidth;
var by=Math.floor(b/ui.chesswidth);
if(ax==bx&&Math.abs(ay-by)==1) return true;
if(ay==by&&Math.abs(ax-bx)==1) return true;
return false;
},
$randomMove:function(player,node,length,rand){
length=length+Math.random()*rand;
var ang=Math.random()*360;
ang*=Math.PI/180;
var tx=length*Math.cos(ang);
var ty=length*Math.sin(ang);
var rect=player.getBoundingClientRect();
if(rect.left<=80){
tx=Math.abs(tx);
}
else if(rect.left+rect.width+80>=ui.chessContainer.offsetWidth){
tx=-Math.abs(tx);
}
if(rect.top<=80){
ty=Math.abs(ty);
}
else if(rect.top+rect.height+80>=ui.chessContainer.offsetHeight){
ty=-Math.abs(ty);
}
node.style.webkitTransform='translate('+tx+'px,'+ty+'px)';
},
draw2:function(func){
lib.canvasUpdates2.push(func);
if(!lib.status.canvas2){
lib.status.canvas2=true;
game.update(game.updateCanvas2);
}
},
updateCanvas2:function(time){
if(lib.canvasUpdates2.length===0){
lib.status.canvas2=false;
return false;
}
ui.canvas2.width=ui.chess.offsetWidth;
ui.canvas2.height=ui.chess.offsetHeight;
ui.canvas2.style.left=0;
ui.canvas2.style.top=0;
var ctx=ui.ctx2;
ctx.shadowBlur=5;
ctx.shadowColor='rgba(0,0,0,0.3)';
ctx.fillStyle='white';
ctx.strokeStyle='white';
ctx.lineWidth=3;
ctx.save();
for(var i=0;i<lib.canvasUpdates2.length;i++){
ctx.restore();
ctx.save();
var update=lib.canvasUpdates2[i];
if(!update.starttime){
update.starttime=time;
}
if(update(time-update.starttime,ctx)===false){
lib.canvasUpdates2.splice(i--,1);
}
}
},
start:function(){
var next=game.createEvent('game',false);
next.content=function(){
"step 0"
for(var i in lib.skill){
if(lib.skill[i].changeSeat){
lib.skill[i]={};
if(lib.translate[i+'_info']){
lib.translate[i+'_info']='此模式下不可用';
}
}
}
lib.init.css('layout/mode','chess');
ui.chesssheet=document.createElement('style');
document.head.appendChild(ui.chesssheet);
ui.create.arena();
ui.create.cards();
game.finishCards();
if(get.config('chess_character')){
delete lib.character.swd_linyue;
for(var i in lib.chess_character){
lib.character[i]=lib.chess_character[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
}
}
ui.chessContainer=ui.create.div('#chess-container',ui.arena);
ui.chessContainer.ontouchmove = ui.click.touchScroll;
ui.chessContainer.style.WebkitOverflowScrolling='touch';
ui.chess=ui.create.div('#chess',ui.chessContainer);
ui.canvas2=document.createElement('canvas');
ui.chess.appendChild(ui.canvas2);
ui.ctx2=ui.canvas2.getContext('2d');
game.me=ui.create.player();
game.chooseCharacter();
"step 1"
ui.arena.classList.add('chess');
var num=Math.round((_status.mylist.length+_status.enemylist.length)/2);
var friend,enemy;
var side=Math.random()<0.5;
switch(num){
case 2:ui.chessheight=5;break;
case 3:ui.chessheight=5;break;
case 4:ui.chessheight=6;break;
case 6:ui.chessheight=7;break;
case 8:ui.chessheight=8;break;
}
ui.chesswidth=Math.round(ui.chessheight*1.5);
ui.chess.style.height=148*ui.chessheight+'px';
ui.chess.style.width=148*ui.chesswidth+'px';
ui.chess.addEventListener('mousedown',function(e){
if(Array.isArray(e.path)){
for(var i=0;i<e.path.length;i++){
var itemtype=get.itemtype(e.path[i]);
if(itemtype=='button'||itemtype=='card'||itemtype=='player'){
return;
}
}
}
this._chessdrag=[e,this.parentNode.scrollLeft,this.parentNode.scrollTop];
});
ui.chess.addEventListener('mouseleave',function(){
this._chessdrag=null;
});
ui.chess.addEventListener('mouseup',function(){
if(this._chessdrag){
this._chessdrag=null;
}
});
ui.chess.addEventListener('mousemove',function(e){
if(this._chessdrag){
this.parentNode.scrollLeft=this._chessdrag[1]-e.x+this._chessdrag[0].x;
this.parentNode.scrollTop=this._chessdrag[2]-e.y+this._chessdrag[0].y;
_status.clicked=true;
}
e.preventDefault();
});
ui.chessContainer.addEventListener('mousewheel',function(){
if(_status.currentChessFocus){
clearInterval(_status.currentChessFocus);
delete _status.currentChessFocus;
}
});
ui.chessscroll1=ui.create.div('.chessscroll.left',ui.chessContainer);
ui.chessscroll2=ui.create.div('.chessscroll.right',ui.chessContainer);
var chessscroll=function(){
var direction=this.direction;
var speed=get.config('chessscroll_speed');
if(!speed) return;
var interval=setInterval(function(){
ui.chessContainer.scrollLeft+=speed*direction;
},16);
_status.chessscrolling=interval;
};
var leavescroll=function(){
if(_status.chessscrolling){
clearInterval(_status.chessscrolling);
delete _status.chessscrolling;
}
};
ui.chessscroll1.direction=-1;
ui.chessscroll1.addEventListener('mouseenter',chessscroll);
ui.chessscroll1.addEventListener('mouseleave',leavescroll);
ui.chessscroll2.direction=1;
ui.chessscroll2.addEventListener('mouseenter',chessscroll);
ui.chessscroll2.addEventListener('mouseleave',leavescroll);
for(var i=0;i<ui.chesswidth;i++){
for(var j=0;j<ui.chessheight;j++){
var pos='[data-position="'+(i+j*ui.chesswidth)+'"]';
ui.chesssheet.sheet.insertRule('#arena.chess #chess>.player'+pos+
'{left:'+(14+i*148)+'px;top:'+(14+j*148)+'px}',0);
ui.chesssheet.sheet.insertRule('#arena.chess #chess>.card'+pos+
'{left:'+(22+i*148)+'px;top:'+(22+j*148)+'px}',0);
ui.chesssheet.sheet.insertRule('#arena.chess #chess>.popup'+pos+
'{left:'+(19+i*148)+'px;top:'+(142+j*148)+'px}',0);
}
}
var grids=[];
var gridnum=ui.chessheight*ui.chesswidth;
for(var i=0;i<gridnum;i++){
grids.push(i);
}
while(_status.mylist.length){
friend=ui.create.player().animate('start');
friend.init(_status.mylist.shift());
friend.side=side;
friend.setIdentity('friend');
friend.node.identity.dataset.color=get.translation(side+'Color');
game.players.push(friend);
ui.chess.appendChild(friend);
friend.dataset.position=grids.randomRemove();
lib.posmap[friend.dataset.position]=friend;
}
while(_status.enemylist.length){
enemy=ui.create.player().animate('start');
enemy.init(_status.enemylist.shift());
enemy.side=!side;
enemy.setIdentity('enemy');
enemy.node.identity.dataset.color=get.translation(!side+'Color');
game.players.push(enemy);
ui.chess.appendChild(enemy);
enemy.dataset.position=grids.randomRemove();
lib.posmap[enemy.dataset.position]=enemy;
}
lib.setPopped(ui.create.system('查看手牌',null,true),function(){
var uiintro=ui.create.dialog('hidden');
var added=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].side==game.me.side&&game.players[i]!=game.me){
added=true;
uiintro.add(get.translation(game.players[i]));
var cards=game.players[i].get('h');
if(cards.length){
uiintro.add(cards,true);
}
else{
uiintro.add('(无)');
}
}
}
if(!added){
uiintro.add('无队友');
}
return uiintro;
});
ui.create.system('显示距离',function(){
if(!game.me.isAlive()) return;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=game.me){
var dist=get.distance(game.me,game.players[i],'pure');
var dist2=get.distance(game.me,game.players[i]);
var nature=dist>7?'thunder':'';
game.players[i].popup('距离:'+dist2+'/'+dist,nature);
}
}
},true);
ui.create.me();
ui.create.fakeme();
ui.chessinfo=ui.create.div('.fakeme.player',ui.me);
ui.chessinfo.ontouchmove = ui.click.touchScroll;
ui.chessinfo.style.WebkitOverflowScrolling='touch';
game.arrangePlayers();
"step 2"
ui.control.style.display='';
var p;
for(var i=0;i<game.players.length;i++){
if(game.players[i].side){
p=game.players[i];
break;
}
}
game.gameDraw(p);
game.phaseLoop(p);
game.setChessInfo(p);
}
},
setChessInfo:function(p){
if(!p){
if(ui.phasequeue&&ui.phasequeue.length){
p=ui.phasequeue[0].link;
}
else{
p=game.me;
}
}
ui.chessinfo.innerHTML='';
ui.phasequeue=[];
for(var i=0;i<game.players.length;i++){
var node=ui.create.div('.avatar',ui.chessinfo);
node.style.backgroundImage=p.node.avatar.style.backgroundImage;
node.link=p;
node.listen(game.clickChessInfo);
p.instance=node;
if(_status.currentPhase==p){
node.classList.add('glow2');
}
ui.phasequeue.push(node);
p=p.next;
}
},
clickChessInfo:function(e){
if(this.link.isAlive()){
this.link.chessFocus();
if(this.link.classList.contains('selectable')||
this.link.classList.contains('selected')){
this.link.click();
}
// ui.click.target.call(this.link,e);
e.stopPropagation();
}
},
chooseCharacter:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.ai=function(player,list){
if(get.config('double_character')){
player.init(list[0],list[1]);
}
else{
player.init(list[0]);
}
}
next.content=function(){
"step 0"
var i;
var list=[];
var bosslist=[];
event.list=list;
for(i in lib.character){
if(lib.character[i][4].contains('minskin')) continue;
if(lib.config.forbidai.contains(i)) continue;
if(lib.config.forbidall.contains(i)) continue;
if(lib.config.forbidchess.contains(i)) continue;
if(get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
if(lib.character[i][4].contains('boss')){
bosslist.push(i);
}
else{
list.push(i);
}
}
list.randomSort();
var bosses=ui.create.div('.buttons');
event.bosses=bosses;
var bossbuttons=ui.create.buttons(bosslist,'character',bosses);
var addToButton=function(){
if(ui.cheat2&&ui.cheat2.backup) return;
_status.event.dialog.content.childNodes[1].innerHTML=
ui.selected.buttons.length+'/'+_status.event.selectButton();
};
var clickedBoss=false;
var clickBoss=function(){
clickedBoss=true;
var num=bosses.querySelectorAll('.glow').length;
if(this.classList.contains('glow')){
this.classList.remove('glow');
num--;
}
else{
if(num<4){
this.classList.add('glow');
num++;
}
}
for(var i=0;i<bosses.childElementCount;i++){
if(num>=4&&!bosses.childNodes[i].classList.contains('glow')){
bosses.childNodes[i].classList.add('forbidden');
}
else{
bosses.childNodes[i].classList.remove('forbidden');
}
}
if(num){
if(!event.asboss){
event.asboss=ui.create.control('应战',function(){
_status.boss=true;
ui.click.ok();
});
}
}
else{
if(event.asboss){
event.asboss.close();
delete event.asboss;
}
}
addToButton();
};
for(var i=0;i<bossbuttons.length;i++){
bossbuttons[i].classList.add('noclick');
bossbuttons[i].listen(clickBoss);
}
var dialog=ui.create.dialog('选择出场角色');
dialog.classList.add('fullwidth');
dialog.classList.add('fullheight');
dialog.add('0/'+get.config('battle_number'));
dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
if(bossbuttons.length){
dialog.add('挑战魔王');
dialog.add(bosses);
}
ui.control.style.transition='all 0s';
ui.control.style.top='calc(100% - 30px)';
var next=game.me.chooseButton(dialog,true);
next._triggered=null;
next.selectButton=function(){
var bossnum=bosses.querySelectorAll('.glow').length;
if(bossnum){
return 3*bossnum;
}
return get.config('battle_number');
};
next.custom.add.button=addToButton;
next.custom.add.window=function(clicked){
if(clicked) return;
if(clickedBoss){
clickedBoss=false;
}
else{
for(var i=0;i<bosses.childElementCount;i++){
bosses.childNodes[i].classList.remove('forbidden');
bosses.childNodes[i].classList.remove('glow');
}
if(event.asboss){
event.asboss.close();
delete event.asboss;
}
}
addToButton();
}
event.changeDialog=function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
list.randomSort();
_status.event.dialog.close();
var dialog=ui.create.dialog('选择出场角色');
_status.event.dialog=dialog;
dialog.classList.add('fullwidth');
dialog.classList.add('fullheight');
dialog.add('0/'+_status.event.selectButton());
dialog.add([list.slice(0,get.config('battle_number')*4+5),'character']);
if(bossbuttons.length){
dialog.add('挑战魔王');
dialog.add(bosses);
}
game.uncheck();
game.check();
};
ui.create.cheat=function(){
ui.cheat=ui.create.control('更换',event.changeDialog);
};
event.dialogxx=ui.create.characterDialog();
event.dialogxx.classList.add('fullwidth');
event.dialogxx.classList.add('fullheight');
ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
this.dialog.close();
_status.event.dialog=this.backup;
this.backup.open();
delete this.backup;
game.uncheck();
game.check();
if(ui.cheat2x){
ui.cheat2x.close();
delete ui.cheat2x;
}
}
else{
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=_status.event.parent.dialogxx;
this.dialog=_status.event.dialog;
this.dialog.open();
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 1"
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
if(ui.cheat2x){
ui.cheat2x.close();
delete ui.cheat2x;
}
if(event.asboss){
event.asboss.close();
delete ui.asboss;
}
ui.control.style.display='none';
ui.control.style.top='';
ui.control.style.transition='';
_status.mylist=result.links.slice(0);
for(var i=0;i<result.links.length;i++){
event.list.remove(result.links[i]);
}
var glows=event.bosses.querySelectorAll('.glow');
if(glows.length){
_status.enemylist=[];
for(var i=0;i<glows.length;i++){
_status.enemylist.push(glows[i].link);
}
if(_status.boss){
var temp=_status.mylist;
_status.mylist=_status.enemylist;
_status.enemylist=temp;
for(var i=_status.enemylist.length;i<_status.mylist.length*3;i++){
_status.enemylist.push(event.list.randomRemove());
}
}
}
else{
event.list.randomSort();
_status.enemylist=event.list.slice(0,result.links.length);
}
}
},
modeSwapPlayer:function(player){
game.me.node.avatar.classList.remove('glow2');
player.node.avatar.classList.add('glow2');
game.swapControl(player);
player.chessFocus();
ui.create.fakeme();
}
},
skill:{
cangming:{
enable:'phaseUse',
usable:1,
unique:true,
filter:function(event,player){
if(player.isTurnedOver()) return false;
var suits=[];
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
suits.add(get.suit(hs[i]));
if(suits.length>=4) return true;
}
return false;
},
filterCard:function(card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(suit==get.suit(ui.selected.cards[i])) return false;
}
return true;
},
selectCard:4,
check:function(card){
return 10-ai.get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
target.goMad();
if(!player.isTurnedOver()){
player.turnOver();
}
player.addSkill('cangming2');
},
ai:{
order:10,
effect:{
player:function(card,player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) break;
}
}
if(num<=1) return;
if(_status.currentPhase==player&&player.num('h')<player.hp&&player.hp>=6){
if(typeof card=='string') return;
if(card.name=='wuzhong') return;
if(card.name=='shunshou') return;
if(card.name=='yuanjiao') return;
if(card.name=='yiyi') return;
if(!player.skills.contains('cangming2')) return [0,0,0,0];
}
}
},
result:{
target:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) break;
}
}
if(num<=1) return 0;
return -10;
}
}
},
},
cangming2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
for(var i=0;i<game.players.length;i++){
game.players[i].unMad();
}
player.removeSkill('cangming2');
}
},
boss_moyan:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
content:function(){
"step 0"
event.players=get.players(player);
"step 1"
if(event.players.length){
event.players.shift().damage('fire');
event.redo();
}
},
},
boss_baolin:{
inherit:'juece',
},
boss_qiangzheng:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')) return true;
}
return false;
},
content:function(){
"step 0"
var players=get.players(player);
players.remove(player);
event.players=players;
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.get('h')
if(hs.length){
player.gain(hs.randomGet());
current.$give(1,player);
}
event.redo();
}
}
},
guanchuan:{
trigger:{player:'shaBefore'},
getTargets:function(player,target){
var targets=[];
var pxy=player.getXY();
var txy=target.getXY();
var dx=txy[0]-pxy[0];
var dy=txy[1]-pxy[1];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i]!=target){
var axy=game.players[i].getXY();
var dx2=axy[0]-pxy[0];
var dy2=axy[1]-pxy[1];
if(dx*dx2<0) continue;
if(dy*dy2<0) continue;
if(dx==0){
if(dx2==0){
targets.push(game.players[i]);
}
}
else if(dx2!=0){
if(dy2/dx2==dy/dx){
targets.push(game.players[i]);
}
}
}
}
return targets;
},
filter:function(event,player){
if(event.targets.length!=1) return false;
return lib.skill.guanchuan.getTargets(player,event.targets[0]).length>0;
},
check:function(event,player){
var targets=lib.skill.guanchuan.getTargets(player,event.targets[0]);
var eff=0;
for(var i=0;i<targets.length;i++){
eff+=ai.get.effect(targets[i],event.card,player,player);
}
return eff>0;
},
content:function(){
var targets=lib.skill.guanchuan.getTargets(player,trigger.targets[0]);
for(var i=0;i<targets.length;i++){
trigger.targets.push(targets[i]);
}
player.logSkill('guanchuan',targets);
}
},
sanjiansheji:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>1&&lib.filter.filterCard({name:'sha'},player);
},
filterCard:{name:'sha'},
selectCard:2,
check:function(card){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},player)>0){
num++;
if(num>1) return 8-ai.get.value(card);
}
}
return 0;
},
selectTarget:[1,Infinity],
discard:false,
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target)&&
get.distance(player,target,'pure')<=5;
},
content:function(){
targets.sort(lib.sort.seat);
player.useCard({name:'sha'},cards,targets,'luanjian').animate=false;
},
multitarget:true,
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
var added=false;
if(!player.skills.contains('unequip')){
added=true;
player.skills.push('unequip');
}
var eff=ai.get.effect(target,{name:'sha'},player,target);
if(added){
player.skills.remove('unequip');
}
return eff;
}
},
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h','sha')<2&&player.num('h')<=player.hp){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) return [0,0,0,0];
}
}
}
}
},
}
},
zhiming:{
trigger:{source:'damageBegin'},
filter:function(event,player){
return get.distance(event.player,player,'attack')>1&&event.card&&event.card.name=='sha';
},
forced:true,
content:function(){
trigger.num++;
}
},
lianshe:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'){
return num+get.cardCount(true,player)-get.cardCount('sha',player);
}
},
attackFrom:function(from,to,distance){
return distance-1;
}
},
},
pianyi:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
"step 0"
player.chooseToMove(2,'是否发动【翩仪】?');
"step 1"
if(result.bool){
player.logSkill('pianyi');
}
}
},
lingdong:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return get.cardCount('sha',player)>0;
},
content:function(){
"step 0"
player.chooseToMove(get.cardCount('sha',player),'是否发动【移动射击】?');
"step 1"
if(result.bool){
player.logSkill('lingdong');
}
}
},
_noactpunish:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('noactpunish','phaseAfter');
}
},
noactpunish:{},
_phasequeue:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
var current=ui.chessinfo.querySelector('.glow2');
if(current){
current.classList.remove('glow2');
}
for(var i=0;i<ui.phasequeue.length;i++){
if(ui.phasequeue[i].link==player){
ui.phasequeue[i].classList.add('glow2');
ui.chessinfo.scrollTop=ui.phasequeue[i].offsetTop-8;
break;
}
}
}
},
_chessmove:{
enable:'phaseUse',
usable:1,
direct:true,
delay:false,
preservecancel:true,
filter:function(event,player){
var move=player.skills.contains('noactpunish')?2:1;
move=game.checkMod(player,move,'chessMove',player.get('s'));
return move>0;
},
content:function(){
"step 0"
var move=player.skills.contains('noactpunish')?2:1;
move=game.checkMod(player,move,'chessMove',player.get('s'));
player.chooseToMove(move).phasing=true;
"step 1"
if(!result.bool){
player.getStat().skill._chessmove--;
}
},
ai:{
order:5,
result:{
playerx:function(player){
var nh=player.num('h');
if(!player.num('h','sha')&&
!player.num('h','shunshou')&&
!player.num('h','bingliang')){
if(nh<=Math.min(3,player.hp)) return Math.random()-0.3;
else if(nh<=Math.min(2,player.hp)) return Math.random()-0.4;
return Math.random()-0.5;
}
var neighbour;
neighbour=player.getNeighbour(0,1);
if(neighbour&&neighbour.side!=player.side){
if(get.distance(player,neighbour,'attack')<1) return 1;
return 0;
}
neighbour=player.getNeighbour(0,-1);
if(neighbour&&neighbour.side!=player.side){
if(get.distance(player,neighbour,'attack')<1) return 1;
return 0;
}
neighbour=player.getNeighbour(1,0);
if(neighbour&&neighbour.side!=player.side){
if(get.distance(player,neighbour,'attack')<1) return 1;
return 0;
}
neighbour=player.getNeighbour(-1,0);
if(neighbour&&neighbour.side!=player.side){
if(get.distance(player,neighbour,'attack')<1) return 1;
return 0;
}
return 1;
},
player:function(player){
var x=lib.skill._chessmove.ai.result.playerx(player);
if(player.isMad()) return -x;
return x;
}
}
}
},
_chessswap:{
trigger:{player:['phaseBegin','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
forced:true,
priority:100,
popup:false,
filter:function(event,player){
if(event.autochoose&&event.autochoose()) return false;
return player.isUnderControl();
},
content:function(){
game.modeSwapPlayer(player);
},
},
_chesscenter:{
trigger:{player:['phaseBegin','useCardBegin','useSkillBegin','respondBegin','damageBegin','loseHpBegin'],
target:'useCardToBegin'},
forced:true,
priority:100,
popup:false,
content:function(){
player.chessFocus();
},
},
boss_fengxing:{
mod:{
chessMove:function(player,current){
return current+2;
},
attackFrom:function(from,to,current){
return current-2;
},
},
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
}
},
boss_chiyu:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
nodelay:true,
check:function(card){return 8-ai.get.value(card);},
filterTarget:function(card,player,target){
return get.distance(player,target)<=5&&player!=target;
},
filter:function(event,player){
return player.num('h',{color:'red'})>0;
},
selectTarget:-1,
content:function(){
target.damage('fire');
},
line:'fire',
ai:{
order:1,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'fire');
}
}
}
},
boss_tenglong:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:{type:'equip'},
init:function(player){
player.forcemin=true;
},
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 12-ai.get.equipValue(card);
}
return 8-ai.get.equipValue(card);
},
filter:function(event,player){
return player.num('he',{type:'equip'});
},
filterTarget:function(card,player,target){
return player!=target&&get.distance(player,target)<=2;
},
content:function(){
target.damage(3,'fire');
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'fire');
}
}
}
},
boss_wuying:{
mod:{
globalTo:function(from,to,distance){
return distance+2;
},
chessMove:function(player,current){
return current-1;
}
}
},
boss_wushang:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')&&
get.distance(player,game.players[i])<=5){
return true;
}
}
return false;
},
content:function(){
"step 0"
var players=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')&&
get.distance(player,game.players[i])<=5){
players.push(game.players[i]);
}
}
players.sort(lib.sort.seat);
event.players=players;
"step 1"
if(event.players.length){
event.current=event.players.shift();
event.current.chooseCard('神天并地:交给'+get.translation(player)+'一张手牌',true);
}
else{
event.finish();
}
"step 2"
if(result.cards.length){
player.gain(result.cards);
event.current.$give(1,player);
event.goto(1);
}
}
}
},
translate:{
friend:'友',
enemy:'敌',
trueColor:"zhu",
falseColor:"wei",
_chessmove:'移动',
chessscroll_speed_config:'边缘滚动速度',
chess_character_config:'战棋武将',
only_chess_character_config:'只用战棋武将',
chess_caocao:'曹操',
chess_xunyu:'荀彧',
chess_simayi:'司马懿',
chess_xiahoudun:'夏侯惇',
chess_dianwei:'典韦',
chess_xuzhu:'许褚',
chess_zhangliao:'张辽',
chess_jiaxu:'贾诩',
chess_liubei:'刘备',
chess_guanyu:'关羽',
chess_zhangfei:'张飞',
chess_zhaoyun:'赵云',
chess_machao:'马超',
chess_huangzhong:'黄忠',
chess_maliang:'马良',
chess_zhugeliang:'诸葛亮',
chess_sunquan:'孙权',
chess_zhouyu:'周瑜',
chess_lvmeng:'吕蒙',
chess_huanggai:'黄盖',
chess_lusu:'鲁肃',
chess_luxun:'陆逊',
chess_ganning:'甘宁',
chess_taishici:'太史慈',
chess_lvbu:'吕布',
chess_sunshangxiang:'孙尚香',
chess_diaochan:'貂蝉',
chess_huatuo:'华佗',
chess_zhangjiao:'张辽',
chess_menghuo:'孟获',
chess_dongzhuo:'董卓',
chess_xingtian:'刑天',
chess_jinchidiao:'金翅雕',
chess_beimingjukun:'北溟巨鲲',
chess_wuzhaojinlong:'五爪金龙',
pianyi:'翩仪',
pianyi_info:'回合结束阶段,若你没有于本回合内造成伤害,你获得一次移动机会',
lingdong:'移动射击',
lingdong_info:'回合结束阶段你可以移动X个格X为你回合内出杀的次数',
lianshe:'连续射击',
lianshe_info:'你的攻击范围+1回合内你回合内每当你使用一张不是杀的牌你可以额外使用一张杀',
zhiming:'致命射击',
zhiming_info:'锁定技,当你使用杀造成伤害时,若你不在目标的攻击范围内,此伤害+1',
sanjiansheji:'散箭射击',
sanjiansheji_info:'你可以将两张杀当杀使用此杀可以指定距离你5格以内任意名目标',
guanchuan:'贯穿射击',
guanchuan_info:'当你使用杀指定惟一的目标后,可将攻击射线内的其他角色也加入目标',
boss_qiangzheng:'强征',
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
boss_baolin:'暴凌',
boss_moyan:'魔焰',
boss_moyan_info:'锁定技,回合结束阶段,你对场上所有角色造成一点火焰伤害',
cangming:'颠动沧溟',
cangming_info:'出牌阶段限一次,你可弃置四张花色不同的手牌并将武将牌翻至背面,然后令所有其他角色进入混乱状态直到你的下一回合开始',
boss_fengxing:'风行',
boss_fengxing_info:'锁定技,你摸牌阶段摸牌数+2你的攻击范围+2你回合内的移动距离+2',
boss_chiyu:'炽羽',
boss_chiyu_info:'出牌阶段限一次你可以弃置一张红色牌对距离5以内的所有其他角色造成一点火焰伤害',
boss_tenglong:'腾龙八齐',
boss_tenglong_info:'你没有装备区出牌阶段限一次你可以弃置一张装备牌对一名距离你2以内的其他角色造成3点火焰伤害',
boss_wushang:'神天并地',
boss_wushang_info:'锁定技回合开始阶段距离你5以内的所有其他角色需交给你一张手牌',
boss_wuying:'无影',
boss_wuying_info:'锁定技,你回合内的移动距离-1计算其他角色与你的距离时始终+2',
},
ui:{
create:{
playergrid:function(player,x,y){
var node=ui.create.div('.player.minskin.playergrid',player.parentNode);
node.link=player;
node.dataset.position=player.getDataPos(x,y);
return node;
},
fakeme:function(){
if(ui.fakeme){
ui.fakeme.delete();
}
ui.fakeme=ui.create.div('.fakeme.avatar',ui.me);
ui.fakeme.style.backgroundImage=game.me.node.avatar.style.backgroundImage;
}
},
click:{
playergrid:function(){
if(!_status.paused) return;
delete lib.posmap[this.link.dataset.position];
this.link.dataset.position=this.dataset.position;
lib.posmap[this.link.dataset.position]=this.link;
if(ui.movegrids){
while(ui.movegrids.length){
ui.movegrids.shift().delete();
}
}
_status.event.result={
bool:true,
move:this.link.dataset.position
};
game.resume();
}
}
},
ai:{
get:{
attitude:function(from,to){
var t=(from.side===to.side?1:-1);
if(from.isMad()){
t=-t;
}
else if(to.isMad()){
t=0;
}
return 6*t;
}
}
},
chess_character:{
// chess_caocao:['male','wei',3,['']],
// chess_xunyu:['male','wei',3,['']],
// chess_simayi:['male','wei',3,['']],
// chess_xiahoudun:['male','wei',3,['']],
// chess_dianwei:['male','wei',3,['']],
// chess_xuzhu:['male','wei',3,['']],
chess_zhangliao:['male','wei',4,['gongji','zhiming']],
// chess_jiaxu:['male','wei',3,['']],
//
// chess_liubei:['male','shu',3,['']],
// chess_guanyu:['male','shu',3,['']],
// chess_zhangfei:['male','shu',3,['']],
// chess_zhaoyun:['male','shu',3,['']],
// chess_machao:['male','shu',3,['']],
chess_huangzhong:['male','shu',4,['sanjiansheji','liegong']],
// chess_maliang:['male','shu',3,['']],
// chess_zhugeliang:['male','shu',3,['']],
//
// chess_sunquan:['male','wu',3,['']],
// chess_zhouyu:['male','wu',3,['qinyin']],
// chess_lvmeng:['male','wu',3,['']],
// chess_huanggai:['male','wu',3,['']],
// chess_lusu:['male','wu',3,['']],
// chess_luxun:['male','wu',3,['']],
// chess_ganning:['male','wu',3,['']],
chess_taishici:['male','wu',4,['gongji','guanchuan','pojun']],
//
// chess_lvbu:['male','qun',3,['']],
chess_sunshangxiang:['female','wu',3,['lingdong','lianshe','gongji']],
chess_diaochan:['female','qun',3,['xingzhui','pianyi']],
chess_huatuo:['male','qun',3,['zhenjiu','mazui']],
// chess_zhangjiao:['male','qun',3,['']],
// chess_menghuo:['male','qun',3,['']],
//
chess_jinchidiao:['male','qun',15,['boss_fengxing','boss_chiyu'],['boss']],
chess_beimingjukun:['male','qun',25,['boss_wuying','cangming'],['boss']],
chess_wuzhaojinlong:['male','qun',30,['boss_tenglong','boss_wushang'],['boss']],
chess_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss']],
chess_xingtian:['male','qun',99,['boss_moyan','wushuang'],['boss']],
},
posmap:{},
help:{
'战棋模式':'<ul><li>n人对战n人的模式由单人控制开始游戏后随机分配位置与出牌顺序<li>'+
'每人在出牌阶段有一次移动的机会若一名角色在移动之前使用过指定其他角色为目标的牌该回合可移动的最大距离为2否则最大距离为1<li>'+
'任何卡牌或技能无法指定位置相隔8个格以上的角色为目标<li>'+
'杀死对方阵营的角色可摸一张牌,杀死本方阵营无惩罚'
},
config:['battle_number','ban_weak','free_choose','change_choice',
function(game,lib,get,ui){
var current=get.config('chess_character');
if(typeof current!=='boolean'){
game.saveConfig('chess_character',true,true);
current=true;
}
return ui.create.switcher('chess_character',current,ui.click.sidebar.local2);
},function(game,lib,get,ui){
var current=get.config('chessscroll_speed');
if(typeof current!=='number'){
game.saveConfig('chessscroll_speed',20,true);
current=20;
}
return ui.create.switcher('chessscroll_speed',[0,10,20,30],current,ui.click.sidebar.local);
}],
}