@sdd330dev/jy-skill 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +148 -0
- package/LICENSE +21 -0
- package/README.md +177 -0
- package/SKILL.md +208 -0
- package/assets/characters/0.json +56 -0
- package/assets/characters/1.json +60 -0
- package/assets/characters/10.json +56 -0
- package/assets/characters/100.json +38 -0
- package/assets/characters/101.json +38 -0
- package/assets/characters/102.json +38 -0
- package/assets/characters/103.json +38 -0
- package/assets/characters/104.json +38 -0
- package/assets/characters/105.json +38 -0
- package/assets/characters/106.json +38 -0
- package/assets/characters/107.json +38 -0
- package/assets/characters/108.json +38 -0
- package/assets/characters/109.json +38 -0
- package/assets/characters/11.json +56 -0
- package/assets/characters/110.json +38 -0
- package/assets/characters/12.json +52 -0
- package/assets/characters/13.json +56 -0
- package/assets/characters/14.json +52 -0
- package/assets/characters/15.json +56 -0
- package/assets/characters/16.json +56 -0
- package/assets/characters/17.json +52 -0
- package/assets/characters/18.json +43 -0
- package/assets/characters/19.json +56 -0
- package/assets/characters/2.json +56 -0
- package/assets/characters/20.json +56 -0
- package/assets/characters/200.json +48 -0
- package/assets/characters/201.json +48 -0
- package/assets/characters/202.json +56 -0
- package/assets/characters/21.json +52 -0
- package/assets/characters/22.json +52 -0
- package/assets/characters/23.json +56 -0
- package/assets/characters/24.json +43 -0
- package/assets/characters/25.json +52 -0
- package/assets/characters/26.json +56 -0
- package/assets/characters/27.json +52 -0
- package/assets/characters/28.json +52 -0
- package/assets/characters/29.json +52 -0
- package/assets/characters/3.json +60 -0
- package/assets/characters/30.json +52 -0
- package/assets/characters/300.json +38 -0
- package/assets/characters/301.json +38 -0
- package/assets/characters/31.json +56 -0
- package/assets/characters/32.json +47 -0
- package/assets/characters/33.json +47 -0
- package/assets/characters/34.json +52 -0
- package/assets/characters/35.json +56 -0
- package/assets/characters/36.json +52 -0
- package/assets/characters/37.json +52 -0
- package/assets/characters/38.json +56 -0
- package/assets/characters/39.json +52 -0
- package/assets/characters/4.json +56 -0
- package/assets/characters/40.json +56 -0
- package/assets/characters/41.json +52 -0
- package/assets/characters/42.json +52 -0
- package/assets/characters/43.json +52 -0
- package/assets/characters/44.json +52 -0
- package/assets/characters/45.json +56 -0
- package/assets/characters/46.json +56 -0
- package/assets/characters/47.json +47 -0
- package/assets/characters/48.json +52 -0
- package/assets/characters/49.json +38 -0
- package/assets/characters/5.json +60 -0
- package/assets/characters/50.json +38 -0
- package/assets/characters/51.json +38 -0
- package/assets/characters/52.json +38 -0
- package/assets/characters/53.json +38 -0
- package/assets/characters/54.json +38 -0
- package/assets/characters/55.json +38 -0
- package/assets/characters/56.json +38 -0
- package/assets/characters/57.json +38 -0
- package/assets/characters/58.json +38 -0
- package/assets/characters/59.json +38 -0
- package/assets/characters/6.json +56 -0
- package/assets/characters/60.json +38 -0
- package/assets/characters/61.json +38 -0
- package/assets/characters/62.json +38 -0
- package/assets/characters/63.json +38 -0
- package/assets/characters/64.json +38 -0
- package/assets/characters/65.json +38 -0
- package/assets/characters/66.json +38 -0
- package/assets/characters/67.json +38 -0
- package/assets/characters/68.json +38 -0
- package/assets/characters/69.json +38 -0
- package/assets/characters/7.json +64 -0
- package/assets/characters/70.json +38 -0
- package/assets/characters/71.json +38 -0
- package/assets/characters/72.json +38 -0
- package/assets/characters/73.json +38 -0
- package/assets/characters/74.json +38 -0
- package/assets/characters/75.json +38 -0
- package/assets/characters/76.json +38 -0
- package/assets/characters/77.json +38 -0
- package/assets/characters/78.json +38 -0
- package/assets/characters/79.json +38 -0
- package/assets/characters/8.json +60 -0
- package/assets/characters/80.json +38 -0
- package/assets/characters/81.json +38 -0
- package/assets/characters/82.json +38 -0
- package/assets/characters/83.json +38 -0
- package/assets/characters/84.json +38 -0
- package/assets/characters/85.json +38 -0
- package/assets/characters/86.json +38 -0
- package/assets/characters/87.json +38 -0
- package/assets/characters/88.json +38 -0
- package/assets/characters/89.json +38 -0
- package/assets/characters/9.json +56 -0
- package/assets/characters/90.json +38 -0
- package/assets/characters/91.json +38 -0
- package/assets/characters/92.json +38 -0
- package/assets/characters/93.json +38 -0
- package/assets/characters/94.json +38 -0
- package/assets/characters/95.json +38 -0
- package/assets/characters/96.json +38 -0
- package/assets/characters/97.json +38 -0
- package/assets/characters/98.json +38 -0
- package/assets/characters/99.json +38 -0
- package/assets/characters/index.json +584 -0
- package/assets/game-config.json +855 -0
- package/assets/items.json +1060 -0
- package/assets/skills.json +829 -0
- package/assets/templates.json +127 -0
- package/package.json +80 -0
- package/references/agent-handbook.md +308 -0
- package/references/game-design.md +124 -0
- package/references/player-guide.md +176 -0
- package/scripts/config-loader.ts +408 -0
- package/scripts/game-engine.ts +617 -0
- package/scripts/game-logic.ts +153 -0
- package/scripts/game-types.ts +46 -0
- package/scripts/install-skill.mjs +115 -0
- package/scripts/persistence.ts +135 -0
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/**
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* 金庸群侠传 · 游戏引擎
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*
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* 智能体唯一入口:所有游戏操作通过本文件导出函数执行。
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*/
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import {
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calculateDamage as calcDamage,
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getExpForLevel,
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calculateMpCost,
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calculatePoisonDamage,
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calculateHurtDamage,
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DEFAULT_ATTRIBUTES,
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MAX_STAMINA,
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MAX_LEVEL,
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} from './game-logic';
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import {
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initConfigs,
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getTemplates,
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getMap,
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getItem,
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getSkill,
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getSkillAttackAtLevel,
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getDialog,
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getEnemyTemplate,
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isWeapon,
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isArmor,
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isConsumable,
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} from './config-loader';
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import type { GameState, BattleEnemy, Character } from './game-types';
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import {
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loadGameState as persistenceLoadGameState,
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saveGameState,
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deleteSave,
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loadOrCreateGame as persistenceLoadOrCreateGame,
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getSavePath,
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} from './persistence';
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import type { LoadGameResult } from './persistence';
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export type { GameState, BattleEnemy, Character, LoadGameResult };
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export { saveGameState, deleteSave, getSavePath };
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initConfigs();
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function autoSave(state: GameState): void {
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saveGameState(state);
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}
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// ============================================================================
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// 初始化
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// ============================================================================
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function buildCharacter(name: string): Character {
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const tpl = getTemplates();
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const attrs = { ...DEFAULT_ATTRIBUTES };
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return {
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name,
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level: 1,
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exp: 0,
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hp: attrs.maxHp,
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maxHp: attrs.maxHp,
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mp: attrs.maxMp,
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maxMp: attrs.maxMp,
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stamina: MAX_STAMINA,
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poison: 0,
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hurt: 0,
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attributes: attrs,
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equipment: { weapon: null, armor: null },
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skills: [...(tpl.defaultCharacter.skills ?? ['基本拳法'])],
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skillLevels: Object.fromEntries(
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(tpl.defaultCharacter.skills ?? ['基本拳法']).map((s) => [s, 0]),
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),
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};
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}
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export function createNewGame(name: string): GameState {
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const tpl = getTemplates();
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return {
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character: buildCharacter(name),
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team: [],
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inventory: {
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silver: tpl.defaultInventory.silver,
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items: tpl.defaultInventory.items.map((i) => ({ ...i })),
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},
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location: tpl.startLocation ?? '小村',
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week: 1,
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flags: {},
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visitedMaps: [tpl.startLocation ?? '小村'],
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completedQuests: [],
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};
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}
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export function loadGameState(): GameState | null {
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return persistenceLoadGameState();
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}
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export function loadOrCreateGame(
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createNewGameFn: (name: string) => GameState,
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name = '主角',
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): LoadGameResult {
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return persistenceLoadOrCreateGame(createNewGameFn, name);
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}
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export function restartGame(name = '主角'): GameState {
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deleteSave();
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const state = createNewGame(name);
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saveGameState(state);
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return state;
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}
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// ============================================================================
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// 状态查询
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// ============================================================================
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export function getStatus(state: GameState): string {
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const c = state.character;
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const expLine =
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c.level >= MAX_LEVEL
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? `经验: ${c.exp}(已满级)`
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: `经验: ${c.exp}/${getExpForLevel(c.level + 1)}`;
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return [
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`👤 ${c.name} | Lv.${c.level} | ${expLine}`,
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`❤️ ${c.hp}/${c.maxHp} | 💠 ${c.mp}/${c.maxMp} | ⚡ ${c.stamina}/${MAX_STAMINA}`,
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c.poison > 0 ? `🧪 中毒: ${c.poison}` : null,
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c.hurt > 0 ? `💊 受伤: ${c.hurt}` : null,
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`💰 ${state.inventory.silver} | 📍 ${state.location} | 📅 第${state.week}周`,
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]
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.filter(Boolean)
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.join('\n');
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}
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export function getLocationInfo(state: GameState): string {
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const map = getMap(state.location);
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if (!map) return '当前位置未知';
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const lines = [`📍 ${state.location}`];
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if (map.connections.length > 0) {
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lines.push(`可前往: ${map.connections.join('、')}`);
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}
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if (map.npcs.length > 0) {
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lines.push(`人物: ${map.npcs.join('、')}`);
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}
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if (map.shops.length > 0) {
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lines.push(`可购: ${map.shops.join('、')}`);
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}
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if (map.encounterRate && map.encounterRate > 0) {
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lines.push('此地行路需当心,或有歹人埋伏');
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}
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return lines.join('\n');
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}
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export function getInventory(state: GameState): string {
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const items = state.inventory.items;
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if (items.length === 0) return `💰 银两: ${state.inventory.silver}\n\n📦 背包空空如也`;
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const lines = items.map((i) => `- ${i.name} ×${i.count}`);
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return `💰 银两: ${state.inventory.silver}\n\n📦 物品:\n${lines.join('\n')}`;
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}
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export function getSkills(state: GameState): string {
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const skills = state.character.skills;
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if (skills.length === 0) return '🥋 还没有学会任何武功';
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return `🥋 武功:\n${skills.map((s) => `- ${s}`).join('\n')}`;
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}
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// ============================================================================
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// 移动
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// ============================================================================
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export function moveTo(
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state: GameState,
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destination: string,
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): { success: boolean; message: string; encounter?: string } {
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const map = getMap(state.location);
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if (!map) return { success: false, message: '当前位置未知' };
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if (destination === 'random') {
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if (map.connections.length === 0) {
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return { success: false, message: '无处可去' };
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}
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destination = map.connections[Math.floor(Math.random() * map.connections.length)];
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}
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if (!map.connections.includes(destination)) {
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return { success: false, message: `从${state.location}无法直达${destination}` };
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}
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state.location = destination;
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state.character.stamina = Math.max(0, state.character.stamina - 5);
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state.week++;
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advanceWeekEffects(state);
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if (!state.visitedMaps.includes(destination)) {
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state.visitedMaps.push(destination);
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}
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const destMap = getMap(destination);
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let encounter: string | undefined;
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if (
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destMap?.encounterRate &&
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destMap.encounterRate > 0 &&
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destMap.encounterEnemies &&
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destMap.encounterEnemies.length > 0 &&
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Math.random() * 100 < destMap.encounterRate
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) {
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const pool = destMap.encounterEnemies;
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encounter = pool[Math.floor(Math.random() * pool.length)];
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}
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autoSave(state);
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let message = `你来到了${destination}`;
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if (encounter) {
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message += `。暗处传来脚步声——似乎有${encounter}埋伏!`;
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}
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return { success: true, message, encounter };
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}
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// ============================================================================
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// NPC 交互
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// ============================================================================
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export function talkTo(state: GameState, npcName: string): { success: boolean; message: string } {
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const map = getMap(state.location);
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if (!map) return { success: false, message: '当前位置未知' };
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if (npcName === 'random') {
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if (map.npcs.length === 0) return { success: false, message: '这里没有人' };
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npcName = map.npcs[Math.floor(Math.random() * map.npcs.length)];
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}
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if (!map.npcs.includes(npcName)) {
|
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233
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+
return { success: false, message: `${state.location}没有${npcName}` };
|
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234
|
+
}
|
|
235
|
+
|
|
236
|
+
const dialogId = map.npcDialogs[npcName];
|
|
237
|
+
if (dialogId) {
|
|
238
|
+
const dialog = getDialog(dialogId);
|
|
239
|
+
if (dialog) {
|
|
240
|
+
return { success: true, message: `${dialog.speaker}:「${dialog.text}」` };
|
|
241
|
+
}
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
return { success: true, message: `你和${npcName}聊了起来` };
|
|
245
|
+
}
|
|
246
|
+
|
|
247
|
+
// ============================================================================
|
|
248
|
+
// 商店
|
|
249
|
+
// ============================================================================
|
|
250
|
+
|
|
251
|
+
export function buyItem(state: GameState, itemName: string): { success: boolean; message: string } {
|
|
252
|
+
const item = getItem(itemName);
|
|
253
|
+
if (!item) return { success: false, message: `没有${itemName}出售` };
|
|
254
|
+
|
|
255
|
+
const map = getMap(state.location);
|
|
256
|
+
if (!map || !map.shops.includes(itemName)) {
|
|
257
|
+
return { success: false, message: `${state.location}没有卖${itemName}` };
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
if (state.inventory.silver < item.price) {
|
|
261
|
+
return {
|
|
262
|
+
success: false,
|
|
263
|
+
message: `银两不足,需要${item.price},只有${state.inventory.silver}`,
|
|
264
|
+
};
|
|
265
|
+
}
|
|
266
|
+
|
|
267
|
+
state.inventory.silver -= item.price;
|
|
268
|
+
const existing = state.inventory.items.find((i) => i.name === itemName);
|
|
269
|
+
if (existing) {
|
|
270
|
+
existing.count++;
|
|
271
|
+
} else {
|
|
272
|
+
state.inventory.items.push({
|
|
273
|
+
id: String(item.id),
|
|
274
|
+
name: itemName,
|
|
275
|
+
count: 1,
|
|
276
|
+
});
|
|
277
|
+
}
|
|
278
|
+
|
|
279
|
+
autoSave(state);
|
|
280
|
+
return { success: true, message: `购买了${itemName},花费${item.price}银两` };
|
|
281
|
+
}
|
|
282
|
+
|
|
283
|
+
// ============================================================================
|
|
284
|
+
// 物品
|
|
285
|
+
// ============================================================================
|
|
286
|
+
|
|
287
|
+
export function useItem(state: GameState, itemName: string): { success: boolean; message: string } {
|
|
288
|
+
const inv = state.inventory.items.find((i) => i.name === itemName);
|
|
289
|
+
if (!inv || inv.count <= 0) {
|
|
290
|
+
return { success: false, message: `没有${itemName}` };
|
|
291
|
+
}
|
|
292
|
+
|
|
293
|
+
const item = getItem(itemName);
|
|
294
|
+
if (!item || !isConsumable(item)) {
|
|
295
|
+
return { success: false, message: `${itemName}无法使用` };
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
const c = state.character;
|
|
299
|
+
const parts: string[] = [];
|
|
300
|
+
let hpGain = 0;
|
|
301
|
+
let mpGain = 0;
|
|
302
|
+
let staminaGain = 0;
|
|
303
|
+
let poisonReduced = 0;
|
|
304
|
+
|
|
305
|
+
if (item.useAddHp > 0) {
|
|
306
|
+
hpGain = Math.min(item.useAddHp, c.maxHp - c.hp);
|
|
307
|
+
if (hpGain > 0) parts.push(`恢复${hpGain}生命`);
|
|
308
|
+
}
|
|
309
|
+
if (item.useAddMp > 0) {
|
|
310
|
+
mpGain = Math.min(item.useAddMp, c.maxMp - c.mp);
|
|
311
|
+
if (mpGain > 0) parts.push(`恢复${mpGain}内力`);
|
|
312
|
+
}
|
|
313
|
+
if (item.useAddStamina > 0) {
|
|
314
|
+
staminaGain = Math.min(item.useAddStamina, MAX_STAMINA - c.stamina);
|
|
315
|
+
if (staminaGain > 0) parts.push(`恢复${staminaGain}体力`);
|
|
316
|
+
}
|
|
317
|
+
if (item.useDePoison > 0 && c.poison > 0) {
|
|
318
|
+
poisonReduced = Math.min(item.useDePoison, c.poison);
|
|
319
|
+
parts.push('解除中毒');
|
|
320
|
+
}
|
|
321
|
+
|
|
322
|
+
if (hpGain + mpGain + staminaGain + poisonReduced === 0) {
|
|
323
|
+
if (item.useDePoison > 0 && c.poison <= 0) {
|
|
324
|
+
return { success: false, message: '你没有中毒,无需使用解毒丸' };
|
|
325
|
+
}
|
|
326
|
+
return { success: false, message: `${itemName}当前无需使用` };
|
|
327
|
+
}
|
|
328
|
+
|
|
329
|
+
c.hp += hpGain;
|
|
330
|
+
c.mp += mpGain;
|
|
331
|
+
c.stamina += staminaGain;
|
|
332
|
+
c.poison -= poisonReduced;
|
|
333
|
+
|
|
334
|
+
inv.count--;
|
|
335
|
+
if (inv.count <= 0) {
|
|
336
|
+
state.inventory.items = state.inventory.items.filter((i) => i.name !== itemName);
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
autoSave(state);
|
|
340
|
+
return { success: true, message: `使用${itemName},${parts.join(',')}` };
|
|
341
|
+
}
|
|
342
|
+
|
|
343
|
+
// ============================================================================
|
|
344
|
+
// 装备
|
|
345
|
+
// ============================================================================
|
|
346
|
+
|
|
347
|
+
export function equipItem(
|
|
348
|
+
state: GameState,
|
|
349
|
+
itemName: string,
|
|
350
|
+
): { success: boolean; message: string } {
|
|
351
|
+
const inv = state.inventory.items.find((i) => i.name === itemName);
|
|
352
|
+
if (!inv || inv.count <= 0) {
|
|
353
|
+
return { success: false, message: `没有${itemName}` };
|
|
354
|
+
}
|
|
355
|
+
|
|
356
|
+
const item = getItem(itemName);
|
|
357
|
+
if (!item) return { success: false, message: `未知物品${itemName}` };
|
|
358
|
+
|
|
359
|
+
if (isWeapon(item)) {
|
|
360
|
+
state.character.equipment.weapon = itemName;
|
|
361
|
+
autoSave(state);
|
|
362
|
+
return { success: true, message: `装备了${itemName}` };
|
|
363
|
+
}
|
|
364
|
+
|
|
365
|
+
if (isArmor(item)) {
|
|
366
|
+
state.character.equipment.armor = itemName;
|
|
367
|
+
autoSave(state);
|
|
368
|
+
return { success: true, message: `装备了${itemName}` };
|
|
369
|
+
}
|
|
370
|
+
|
|
371
|
+
return { success: false, message: `${itemName}不可装备` };
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
// ============================================================================
|
|
375
|
+
// 武功
|
|
376
|
+
// ============================================================================
|
|
377
|
+
|
|
378
|
+
export function learnSkill(
|
|
379
|
+
state: GameState,
|
|
380
|
+
skillName: string,
|
|
381
|
+
): { success: boolean; message: string } {
|
|
382
|
+
if (!getSkill(skillName)) {
|
|
383
|
+
return { success: false, message: `江湖上没有${skillName}这门武功` };
|
|
384
|
+
}
|
|
385
|
+
if (state.character.skills.includes(skillName)) {
|
|
386
|
+
return { success: false, message: `已经学会了${skillName}` };
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
state.character.skills.push(skillName);
|
|
390
|
+
state.character.skillLevels[skillName] = 0;
|
|
391
|
+
autoSave(state);
|
|
392
|
+
return { success: true, message: `学会了${skillName}` };
|
|
393
|
+
}
|
|
394
|
+
|
|
395
|
+
// ============================================================================
|
|
396
|
+
// 休息
|
|
397
|
+
// ============================================================================
|
|
398
|
+
|
|
399
|
+
export function rest(state: GameState): { success: boolean; message: string } {
|
|
400
|
+
state.character.hp = state.character.maxHp;
|
|
401
|
+
state.character.mp = state.character.maxMp;
|
|
402
|
+
state.character.stamina = MAX_STAMINA;
|
|
403
|
+
state.character.poison = 0;
|
|
404
|
+
state.character.hurt = 0;
|
|
405
|
+
|
|
406
|
+
autoSave(state);
|
|
407
|
+
return { success: true, message: '休息完毕,状态全满' };
|
|
408
|
+
}
|
|
409
|
+
|
|
410
|
+
// ============================================================================
|
|
411
|
+
// 战斗
|
|
412
|
+
// ============================================================================
|
|
413
|
+
|
|
414
|
+
export function startBattle(
|
|
415
|
+
state: GameState,
|
|
416
|
+
enemyName: string,
|
|
417
|
+
): { success: boolean; message: string; enemies?: BattleEnemy[] } {
|
|
418
|
+
const entry = getTemplates().enemies[enemyName];
|
|
419
|
+
const template = getEnemyTemplate(enemyName);
|
|
420
|
+
if (!template) {
|
|
421
|
+
return { success: false, message: `没有遇到${enemyName}` };
|
|
422
|
+
}
|
|
423
|
+
|
|
424
|
+
const solo =
|
|
425
|
+
(entry && 'solo' in entry && entry.solo === true) ||
|
|
426
|
+
enemyName === '老虎' ||
|
|
427
|
+
enemyName === '毒蛇';
|
|
428
|
+
const count = solo ? 1 : Math.floor(Math.random() * 3) + 1;
|
|
429
|
+
const enemies: BattleEnemy[] = Array.from({ length: count }, (_, i) => ({
|
|
430
|
+
name: count === 1 ? enemyName : `${enemyName}${i + 1}`,
|
|
431
|
+
hp: template.hp,
|
|
432
|
+
maxHp: template.hp,
|
|
433
|
+
attack: template.attack,
|
|
434
|
+
defence: template.defence,
|
|
435
|
+
}));
|
|
436
|
+
|
|
437
|
+
return { success: true, message: `⚔️ 遭遇${count}个${enemyName}!`, enemies };
|
|
438
|
+
}
|
|
439
|
+
|
|
440
|
+
export function attackEnemy(
|
|
441
|
+
state: GameState,
|
|
442
|
+
enemies: BattleEnemy[],
|
|
443
|
+
targetIndex: number,
|
|
444
|
+
): { message: string; enemyDefeated: boolean; playerDamage: number } {
|
|
445
|
+
const target = enemies[targetIndex];
|
|
446
|
+
if (!target || target.hp <= 0) {
|
|
447
|
+
return { message: '目标无效', enemyDefeated: false, playerDamage: 0 };
|
|
448
|
+
}
|
|
449
|
+
|
|
450
|
+
const damage = calcDamage(
|
|
451
|
+
getEffectiveAttack(state),
|
|
452
|
+
0,
|
|
453
|
+
target.defence,
|
|
454
|
+
state.character.attributes.ambidextrous,
|
|
455
|
+
state.character.attributes.martialKnowledge,
|
|
456
|
+
);
|
|
457
|
+
|
|
458
|
+
target.hp = Math.max(0, target.hp - damage);
|
|
459
|
+
state.character.stamina = Math.max(0, state.character.stamina - 3);
|
|
460
|
+
|
|
461
|
+
const defeated = target.hp <= 0;
|
|
462
|
+
if (defeated) {
|
|
463
|
+
grantBattleExp(state, target.maxHp);
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
autoSave(state);
|
|
467
|
+
return {
|
|
468
|
+
message: `攻击${target.name},造成${damage}点伤害${defeated ? ',击败!' : ''}`,
|
|
469
|
+
enemyDefeated: defeated,
|
|
470
|
+
playerDamage: 0,
|
|
471
|
+
};
|
|
472
|
+
}
|
|
473
|
+
|
|
474
|
+
export function useSkillInBattle(
|
|
475
|
+
state: GameState,
|
|
476
|
+
enemies: BattleEnemy[],
|
|
477
|
+
skillName: string,
|
|
478
|
+
targetIndex: number,
|
|
479
|
+
): { success: boolean; message: string } {
|
|
480
|
+
if (!state.character.skills.includes(skillName)) {
|
|
481
|
+
return { success: false, message: `没有学会${skillName}` };
|
|
482
|
+
}
|
|
483
|
+
|
|
484
|
+
const skill = getSkill(skillName);
|
|
485
|
+
if (!skill) return { success: false, message: `未知武功${skillName}` };
|
|
486
|
+
|
|
487
|
+
const target = enemies[targetIndex];
|
|
488
|
+
if (!target || target.hp <= 0) {
|
|
489
|
+
return { success: false, message: '目标无效' };
|
|
490
|
+
}
|
|
491
|
+
|
|
492
|
+
const levelIndex = state.character.skillLevels[skillName] ?? 0;
|
|
493
|
+
const mpCost = calculateMpCost(skill.mpCost, levelIndex);
|
|
494
|
+
if (state.character.mp < mpCost) {
|
|
495
|
+
return { success: false, message: `内力不足,需要${mpCost}点内力` };
|
|
496
|
+
}
|
|
497
|
+
|
|
498
|
+
const skillAttack = getSkillAttackAtLevel(skillName, levelIndex);
|
|
499
|
+
const damage = calcDamage(
|
|
500
|
+
getEffectiveAttack(state),
|
|
501
|
+
skillAttack,
|
|
502
|
+
target.defence,
|
|
503
|
+
state.character.attributes.ambidextrous,
|
|
504
|
+
state.character.attributes.martialKnowledge,
|
|
505
|
+
);
|
|
506
|
+
|
|
507
|
+
target.hp = Math.max(0, target.hp - damage);
|
|
508
|
+
state.character.mp = Math.max(0, state.character.mp - mpCost);
|
|
509
|
+
state.character.stamina = Math.max(0, state.character.stamina - 3);
|
|
510
|
+
|
|
511
|
+
const defeated = target.hp <= 0;
|
|
512
|
+
if (defeated) {
|
|
513
|
+
grantBattleExp(state, target.maxHp);
|
|
514
|
+
}
|
|
515
|
+
|
|
516
|
+
autoSave(state);
|
|
517
|
+
return {
|
|
518
|
+
success: true,
|
|
519
|
+
message: `使用${skillName}攻击${target.name},造成${damage}点伤害${defeated ? ',击败!' : ''}`,
|
|
520
|
+
};
|
|
521
|
+
}
|
|
522
|
+
|
|
523
|
+
export function enemyAttack(
|
|
524
|
+
state: GameState,
|
|
525
|
+
enemies: BattleEnemy[],
|
|
526
|
+
): { message: string; playerDefeated: boolean } {
|
|
527
|
+
const aliveEnemies = enemies.filter((e) => e.hp > 0);
|
|
528
|
+
if (aliveEnemies.length === 0) return { message: '', playerDefeated: false };
|
|
529
|
+
|
|
530
|
+
const enemy = aliveEnemies[Math.floor(Math.random() * aliveEnemies.length)];
|
|
531
|
+
const damage = Math.max(1, enemy.attack - getEffectiveDefence(state));
|
|
532
|
+
|
|
533
|
+
state.character.hp = Math.max(0, state.character.hp - damage);
|
|
534
|
+
|
|
535
|
+
autoSave(state);
|
|
536
|
+
return {
|
|
537
|
+
message: `${enemy.name}攻击你,造成${damage}点伤害`,
|
|
538
|
+
playerDefeated: state.character.hp <= 0,
|
|
539
|
+
};
|
|
540
|
+
}
|
|
541
|
+
|
|
542
|
+
// ============================================================================
|
|
543
|
+
// 状态辅助(原 game-state.ts 合并)
|
|
544
|
+
// ============================================================================
|
|
545
|
+
|
|
546
|
+
export function advanceWeek(state: GameState): void {
|
|
547
|
+
state.week++;
|
|
548
|
+
advanceWeekEffects(state);
|
|
549
|
+
autoSave(state);
|
|
550
|
+
}
|
|
551
|
+
|
|
552
|
+
function advanceWeekEffects(state: GameState): void {
|
|
553
|
+
if (state.character.poison > 0) {
|
|
554
|
+
const dmg = calculatePoisonDamage(state.character.poison);
|
|
555
|
+
state.character.hp = Math.max(1, state.character.hp - dmg);
|
|
556
|
+
}
|
|
557
|
+
if (state.character.hurt > 0) {
|
|
558
|
+
const dmg = calculateHurtDamage(state.character.hurt);
|
|
559
|
+
state.character.hp = Math.max(1, state.character.hp - dmg);
|
|
560
|
+
}
|
|
561
|
+
}
|
|
562
|
+
|
|
563
|
+
export function isDead(state: GameState): boolean {
|
|
564
|
+
return state.character.hp <= 0;
|
|
565
|
+
}
|
|
566
|
+
|
|
567
|
+
// ============================================================================
|
|
568
|
+
// 内部
|
|
569
|
+
// ============================================================================
|
|
570
|
+
|
|
571
|
+
function getEffectiveAttack(state: GameState): number {
|
|
572
|
+
let attack = state.character.attributes.attack;
|
|
573
|
+
const weapon = state.character.equipment.weapon;
|
|
574
|
+
if (weapon) {
|
|
575
|
+
const item = getItem(weapon);
|
|
576
|
+
if (item) attack += item.addAttack;
|
|
577
|
+
}
|
|
578
|
+
return attack;
|
|
579
|
+
}
|
|
580
|
+
|
|
581
|
+
function getEffectiveDefence(state: GameState): number {
|
|
582
|
+
let defence = state.character.attributes.defence;
|
|
583
|
+
const armor = state.character.equipment.armor;
|
|
584
|
+
if (armor) {
|
|
585
|
+
const item = getItem(armor);
|
|
586
|
+
if (item) defence += item.addDefence;
|
|
587
|
+
}
|
|
588
|
+
return defence;
|
|
589
|
+
}
|
|
590
|
+
|
|
591
|
+
function grantBattleExp(state: GameState, enemyMaxHp: number): void {
|
|
592
|
+
state.character.exp += 10 + enemyMaxHp / 10;
|
|
593
|
+
checkLevelUp(state);
|
|
594
|
+
}
|
|
595
|
+
|
|
596
|
+
function checkLevelUp(state: GameState): void {
|
|
597
|
+
const c = state.character;
|
|
598
|
+
let needed = getExpForLevel(c.level + 1);
|
|
599
|
+
|
|
600
|
+
while (c.exp >= needed && c.level < MAX_LEVEL) {
|
|
601
|
+
c.level++;
|
|
602
|
+
c.exp -= needed;
|
|
603
|
+
|
|
604
|
+
const iq = c.attributes.iq;
|
|
605
|
+
const attrGain = Math.floor(Math.random() * (Math.floor((iq - 10) / 20) + 2)) + 1;
|
|
606
|
+
|
|
607
|
+
c.maxHp += (c.attributes.hpInc + Math.floor(Math.random() * 4)) * 3;
|
|
608
|
+
c.maxMp += (9 - attrGain) * 4;
|
|
609
|
+
c.attributes.attack += attrGain;
|
|
610
|
+
c.attributes.agility += attrGain;
|
|
611
|
+
c.attributes.defence += attrGain;
|
|
612
|
+
|
|
613
|
+
c.hp = c.maxHp;
|
|
614
|
+
c.mp = c.maxMp;
|
|
615
|
+
needed = getExpForLevel(c.level + 1);
|
|
616
|
+
}
|
|
617
|
+
}
|