labag 1.2.2 → 2.0.0
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/dist/index.d.ts +3 -9
- package/dist/index.js +190 -160
- package/dist/labag.d.ts +78 -0
- package/dist/labag.js +222 -0
- package/dist/mode.d.ts +30 -0
- package/dist/mode.js +51 -0
- package/dist/pattern.d.ts +22 -0
- package/dist/pattern.js +32 -0
- package/dist/test.d.ts +1 -0
- package/dist/test.js +35 -0
- package/dist/types/index.d.ts +18 -0
- package/dist/types/index.js +2 -0
- package/dist/utils/RandInt.d.ts +7 -1
- package/dist/utils/RandInt.js +9 -4
- package/package.json +1 -1
- package/src/index.ts +190 -179
- package/src/labag.ts +239 -0
- package/src/mode.ts +61 -0
- package/src/pattern.ts +31 -0
- package/src/test.ts +37 -0
- package/src/types/index.ts +28 -0
- package/src/utils/randInt.ts +8 -0
- package/tsconfig.json +13 -13
- package/src/types/BaseLaBaG.ts +0 -193
- package/src/types/JsonLaBaG.ts +0 -70
- package/src/types/LaBaG.ts +0 -37
- package/src/types/Mode.ts +0 -13
- package/src/types/P.ts +0 -40
- package/src/types/PlayLaBaG.ts +0 -80
- package/src/utils/RandInt.ts +0 -3
- package/src/utils/data.ts +0 -12
package/dist/index.d.ts
CHANGED
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@@ -1,9 +1,3 @@
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import { LaBaG
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import { JsonLaBaG } from "./types/JsonLaBaG";
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import { P, PData } from "./types/P";
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import { parseScore, verifyScore } from './utils/data';
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declare const PDatas: Record<string, PData>;
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declare const Modes: Record<Exclude<ModeNames, "Normal">, Mode>;
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export { OneDataType, AllDataType, LaBaG, PlayLaBaG, JsonLaBaG, Modes, ModeNames, P, PData, PDatas, parseScore, verifyScore, };
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import { LaBaG } from "./labag";
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declare const labag: LaBaG;
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export default labag;
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package/dist/index.js
CHANGED
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@@ -1,178 +1,208 @@
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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const
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const
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const
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rates: { Normal: 36, SuperHHH: 19, GreenWei: 36, PiKaChu: 36 },
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scores: [800, 400, 180],
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},
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Hhh: {
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name: "阿禾",
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code: "B",
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rates: { Normal: 24, SuperHHH: 5, GreenWei: 24, PiKaChu: 24 },
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scores: [1500, 800, 300],
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},
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Hentai: {
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name: "猥褻男",
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code: "C",
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rates: { Normal: 17, SuperHHH: 19, GreenWei: 17, PiKaChu: 17 },
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scores: [2500, 1200, 500],
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},
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Handsun: {
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name: "文傑",
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code: "D",
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rates: { Normal: 12, SuperHHH: 19, GreenWei: 12, PiKaChu: 12 },
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scores: [2900, 1450, 690],
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},
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Kachu: {
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name: "皮卡丘",
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code: "E",
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rates: { Normal: 8, SuperHHH: 19, GreenWei: 8, PiKaChu: 8 },
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scores: [12000, 8000, 1250],
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},
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Rrr: {
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name: "館長",
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code: "F",
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rates: { Normal: 3, SuperHHH: 19, GreenWei: 3, PiKaChu: 3 },
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scores: [20000, 12000, 2500],
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},
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};
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exports.PDatas = PDatas;
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Object.values(PDatas).forEach((pd) => {
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new P_1.P(pd.name, pd.code, pd.scores, pd.rates);
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});
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const Modes = {
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// 超級阿禾
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SuperHHH: {
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InMode: false,
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Rate: 15,
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Times: 0,
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Score: 0,
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RandNum: 0,
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Random() {
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this.RandNum = (0, RandInt_1.RandInt)(1, 100);
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const labag_1 = require("./labag");
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const mode_1 = require("./mode");
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const randInt_1 = require("./utils/randInt");
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const labag = new labag_1.LaBaG();
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const modes = [
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[
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false,
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"superhhh",
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{
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gss: 19,
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hhh: 5,
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hentai: 19,
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handson: 19,
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kachu: 19,
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rrr: 19,
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},
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{
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gameStart: (_, mode) => {
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mode.active = false;
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mode.variable.times = 0;
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},
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roundStart: (_, mode) => {
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if (!mode.active)
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return;
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mode.variable.score = 0;
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mode.variable.times -= 1;
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},
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rollSlots: (_, mode) => {
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mode.variable.randNum = (0, randInt_1.randInt)(1, 100);
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},
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roundEnd: (game, mode) => {
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const { patterns } = game;
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const { variable } = mode;
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let hhhCount = 0;
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let allHHH = true;
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for (const p of patterns) {
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if (p?.name === "hhh")
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hhhCount++;
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else
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allHHH = false;
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}
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if (Modes.PiKaChu.InMode) {
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Modes.PiKaChu.InMode = false;
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if (mode.active) {
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if (allHHH) {
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variable.times += 2;
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}
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if (variable.times <= 0) {
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mode.active = false;
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}
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}
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else {
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if (variable.randNum <= variable.rate && hhhCount > 0) {
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mode.active = true;
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variable.times += 6;
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for (let i = 0; i < patterns.length; i++) {
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if (patterns[i]?.name === "hhh") {
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patterns[i] = variable.pattern;
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}
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}
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}
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}
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}
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},
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},
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{
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times: 0,
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rate: 15,
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score: 0,
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randNum: 0,
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pattern: {
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name: "superhhh",
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scores: [1500, 800, 300],
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},
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],
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[
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"greenwei",
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{
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gss: 36,
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hhh: 24,
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hentai: 17,
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handson: 12,
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kachu: 8,
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rrr: 3,
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},
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{
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gameStart: (_, mode) => {
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mode.active = false;
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mode.variable.times = 0;
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},
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roundStart: (_, mode) => {
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if (!mode.active)
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return;
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mode.variable.times -= 1;
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},
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rollSlots: (_, mode) => {
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mode.variable.randNum = (0, randInt_1.randInt)(1, 100);
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},
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calculateScore: (game, mode) => {
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if (mode.active) {
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game.marginScore = Math.round(game.marginScore * 3);
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}
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},
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roundEnd: (game, mode) => {
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const { patterns } = game;
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const { variable } = mode;
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let gssCount = 0;
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let allGSS = true;
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for (const p of patterns) {
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if (p?.name === "gss")
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gssCount++;
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else
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allGSS = false;
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}
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if (Modes.PiKaChu.InMode) {
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Modes.PiKaChu.InMode = false;
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variable.count += gssCount;
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if (mode.active) {
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if (allGSS) {
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variable.times += 1;
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}
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if (variable.times <= 0) {
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mode.active = false;
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}
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return;
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}
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else
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if (
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else {
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let activated = false;
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if (variable.randNum <= variable.rate && allGSS) {
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activated = true;
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variable.times += 2;
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}
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else if (variable.count >= 20) {
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activated = true;
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variable.times += 2;
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variable.count -= 20;
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}
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if (activated) {
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mode.active = true;
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for (let i = 0; i < patterns.length; i++) {
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if (patterns[i]?.name === "gss") {
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patterns[i] = variable.pattern;
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}
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}
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}
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},
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{
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times: 0,
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rate: 35,
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randNum: 0,
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count: 0,
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pattern: {
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name: "greenwei",
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scores: [800, 400, 180],
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},
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],
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"pikachu",
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{
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gss: 36,
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hhh: 24,
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hentai: 17,
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handson: 12,
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kachu: 8,
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rrr: 3,
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},
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{
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gameStart: (_, mode) => {
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},
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roundEnd: (game, mode) => {
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if (!game.isRunning() &&
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mode.active = true;
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game.played -= 5;
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mode.variable.times += 1;
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}
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}
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},
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},
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{
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times: 0,
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pattern: {
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name: "pikachu",
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scores: [12000, 8000, 1250],
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},
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+
},
|
|
190
|
+
],
|
|
191
|
+
[
|
|
192
|
+
true,
|
|
193
|
+
"normal",
|
|
194
|
+
{
|
|
195
|
+
gss: 36,
|
|
196
|
+
hhh: 24,
|
|
197
|
+
hentai: 17,
|
|
198
|
+
handson: 12,
|
|
199
|
+
kachu: 8,
|
|
200
|
+
rrr: 3,
|
|
175
201
|
},
|
|
176
|
-
|
|
177
|
-
|
|
178
|
-
|
|
202
|
+
],
|
|
203
|
+
];
|
|
204
|
+
for (const modeArgs of modes) {
|
|
205
|
+
const mode = new mode_1.Mode(...modeArgs);
|
|
206
|
+
labag.addMode(mode);
|
|
207
|
+
}
|
|
208
|
+
exports.default = labag;
|
package/dist/labag.d.ts
ADDED
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
import { Mode } from "./mode";
|
|
2
|
+
import { Pattern, LaBaGEvent } from "./types";
|
|
3
|
+
/**
|
|
4
|
+
* 拉霸遊戲的主要類別。
|
|
5
|
+
*/
|
|
6
|
+
export declare class LaBaG {
|
|
7
|
+
/** 總遊玩次數限制 */
|
|
8
|
+
times: number;
|
|
9
|
+
/** 已遊玩次數 */
|
|
10
|
+
played: number;
|
|
11
|
+
/** 當前進行的輪次 */
|
|
12
|
+
rounds: number;
|
|
13
|
+
/** 當前分數 */
|
|
14
|
+
score: number;
|
|
15
|
+
/** 邊際分數 */
|
|
16
|
+
marginScore: number;
|
|
17
|
+
/** 當前轉出的圖案組合 */
|
|
18
|
+
patterns: [Pattern | null, Pattern | null, Pattern | null];
|
|
19
|
+
/** 遊戲模式列表 */
|
|
20
|
+
modes: Mode[];
|
|
21
|
+
/** 事件監聽器列表 */
|
|
22
|
+
eventListeners: Record<LaBaGEvent, ((game: LaBaG) => void)[]>;
|
|
23
|
+
/**
|
|
24
|
+
* 初始化拉霸遊戲。
|
|
25
|
+
* @param times - 總遊玩次數,預設為 30。
|
|
26
|
+
*/
|
|
27
|
+
constructor(times?: number);
|
|
28
|
+
/**
|
|
29
|
+
* 觸發指定事件。
|
|
30
|
+
* @param event - 要觸發的事件名稱。
|
|
31
|
+
*/
|
|
32
|
+
private emit;
|
|
33
|
+
/**
|
|
34
|
+
* 新增事件監聽器。
|
|
35
|
+
* @param event - 事件名稱。
|
|
36
|
+
* @param listener - 監聽器函式。
|
|
37
|
+
*/
|
|
38
|
+
addEventListener(event: LaBaGEvent, callbackFn: (game: LaBaG) => void): void;
|
|
39
|
+
/**
|
|
40
|
+
* 新增遊戲模式。
|
|
41
|
+
* @param mode - 要新增的模式。
|
|
42
|
+
*/
|
|
43
|
+
addMode(mode: Mode): void;
|
|
44
|
+
/**
|
|
45
|
+
* 檢查遊戲是否正在進行中(未達次數上限)。
|
|
46
|
+
* @returns 如果遊戲仍在進行中則返回 true,否則返回 false。
|
|
47
|
+
*/
|
|
48
|
+
isRunning(): boolean;
|
|
49
|
+
/**
|
|
50
|
+
* 取得目前遊戲的相關設定
|
|
51
|
+
*/
|
|
52
|
+
getCurrentConfig(): {
|
|
53
|
+
modes: Mode[];
|
|
54
|
+
ranges: {
|
|
55
|
+
threshold: number;
|
|
56
|
+
pattern: Pattern;
|
|
57
|
+
}[];
|
|
58
|
+
};
|
|
59
|
+
/**
|
|
60
|
+
* 初始化遊戲狀態。
|
|
61
|
+
*/
|
|
62
|
+
init(): void;
|
|
63
|
+
/**
|
|
64
|
+
* 新的一小輪開始。
|
|
65
|
+
*/
|
|
66
|
+
private roundStart;
|
|
67
|
+
/**
|
|
68
|
+
* 轉動拉霸機,產生隨機圖案。
|
|
69
|
+
*/
|
|
70
|
+
private rollSlots;
|
|
71
|
+
/**
|
|
72
|
+
* 計算分數。
|
|
73
|
+
*/
|
|
74
|
+
private calculateScore;
|
|
75
|
+
private roundEnd;
|
|
76
|
+
private gameOver;
|
|
77
|
+
play(): void;
|
|
78
|
+
}
|
package/dist/labag.js
ADDED
|
@@ -0,0 +1,222 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.LaBaG = void 0;
|
|
4
|
+
const pattern_1 = require("./pattern");
|
|
5
|
+
const randInt_1 = require("./utils/randInt");
|
|
6
|
+
/**
|
|
7
|
+
* 拉霸遊戲的主要類別。
|
|
8
|
+
*/
|
|
9
|
+
class LaBaG {
|
|
10
|
+
/** 總遊玩次數限制 */
|
|
11
|
+
times;
|
|
12
|
+
/** 已遊玩次數 */
|
|
13
|
+
played;
|
|
14
|
+
/** 當前進行的輪次 */
|
|
15
|
+
rounds;
|
|
16
|
+
/** 當前分數 */
|
|
17
|
+
score;
|
|
18
|
+
/** 邊際分數 */
|
|
19
|
+
marginScore;
|
|
20
|
+
/** 當前轉出的圖案組合 */
|
|
21
|
+
patterns;
|
|
22
|
+
/** 遊戲模式列表 */
|
|
23
|
+
modes;
|
|
24
|
+
/** 事件監聽器列表 */
|
|
25
|
+
eventListeners;
|
|
26
|
+
/**
|
|
27
|
+
* 初始化拉霸遊戲。
|
|
28
|
+
* @param times - 總遊玩次數,預設為 30。
|
|
29
|
+
*/
|
|
30
|
+
constructor(times = 30) {
|
|
31
|
+
this.times = times;
|
|
32
|
+
this.played = 0;
|
|
33
|
+
this.rounds = 0;
|
|
34
|
+
this.score = 0;
|
|
35
|
+
this.marginScore = 0;
|
|
36
|
+
this.patterns = [null, null, null];
|
|
37
|
+
this.modes = [];
|
|
38
|
+
this.eventListeners = {
|
|
39
|
+
gameOver: [],
|
|
40
|
+
gameStart: [],
|
|
41
|
+
roundStart: [],
|
|
42
|
+
roundEnd: [],
|
|
43
|
+
rollSlots: [],
|
|
44
|
+
calculateScore: [],
|
|
45
|
+
};
|
|
46
|
+
}
|
|
47
|
+
/**
|
|
48
|
+
* 觸發指定事件。
|
|
49
|
+
* @param event - 要觸發的事件名稱。
|
|
50
|
+
*/
|
|
51
|
+
emit(event) {
|
|
52
|
+
this.eventListeners[event].forEach((fn) => fn(this));
|
|
53
|
+
}
|
|
54
|
+
/**
|
|
55
|
+
* 新增事件監聽器。
|
|
56
|
+
* @param event - 事件名稱。
|
|
57
|
+
* @param listener - 監聽器函式。
|
|
58
|
+
*/
|
|
59
|
+
addEventListener(event, callbackFn) {
|
|
60
|
+
this.eventListeners[event].push(callbackFn);
|
|
61
|
+
}
|
|
62
|
+
/**
|
|
63
|
+
* 新增遊戲模式。
|
|
64
|
+
* @param mode - 要新增的模式。
|
|
65
|
+
*/
|
|
66
|
+
addMode(mode) {
|
|
67
|
+
this.modes.push(mode);
|
|
68
|
+
// 註冊特定模式的監聽器
|
|
69
|
+
Object.entries(mode.eventListener).forEach(([event, listener]) => {
|
|
70
|
+
if (listener) {
|
|
71
|
+
this.addEventListener(event, (game) => listener(game, mode));
|
|
72
|
+
}
|
|
73
|
+
});
|
|
74
|
+
}
|
|
75
|
+
/**
|
|
76
|
+
* 檢查遊戲是否正在進行中(未達次數上限)。
|
|
77
|
+
* @returns 如果遊戲仍在進行中則返回 true,否則返回 false。
|
|
78
|
+
*/
|
|
79
|
+
isRunning() {
|
|
80
|
+
return this.played < this.times;
|
|
81
|
+
}
|
|
82
|
+
/**
|
|
83
|
+
* 取得目前遊戲的相關設定
|
|
84
|
+
*/
|
|
85
|
+
getCurrentConfig() {
|
|
86
|
+
const activeModes = this.modes.filter((m) => m.active);
|
|
87
|
+
if (activeModes.length === 0) {
|
|
88
|
+
console.warn("目前沒有啟用中的模式,無法轉動拉霸機。");
|
|
89
|
+
return { modes: activeModes, ranges: [] };
|
|
90
|
+
}
|
|
91
|
+
// 合併所有啟用中模式的機率設定
|
|
92
|
+
const combinedRates = {
|
|
93
|
+
gss: 0,
|
|
94
|
+
hhh: 0,
|
|
95
|
+
hentai: 0,
|
|
96
|
+
handson: 0,
|
|
97
|
+
kachu: 0,
|
|
98
|
+
rrr: 0,
|
|
99
|
+
};
|
|
100
|
+
activeModes.forEach((mode) => {
|
|
101
|
+
Object.entries(mode.rates).forEach(([patternName, rate]) => {
|
|
102
|
+
combinedRates[patternName] += rate;
|
|
103
|
+
});
|
|
104
|
+
});
|
|
105
|
+
// 預先計算合併後的區間
|
|
106
|
+
const ranges = [];
|
|
107
|
+
let acc = 0;
|
|
108
|
+
for (const pattern of pattern_1.patterns) {
|
|
109
|
+
const rate = combinedRates[pattern.name];
|
|
110
|
+
if (rate !== undefined) {
|
|
111
|
+
acc += rate;
|
|
112
|
+
ranges.push({ threshold: acc, pattern });
|
|
113
|
+
}
|
|
114
|
+
}
|
|
115
|
+
return { modes: activeModes, ranges };
|
|
116
|
+
}
|
|
117
|
+
/**
|
|
118
|
+
* 初始化遊戲狀態。
|
|
119
|
+
*/
|
|
120
|
+
init() {
|
|
121
|
+
this.played = 0;
|
|
122
|
+
this.score = 0;
|
|
123
|
+
this.marginScore = 0;
|
|
124
|
+
this.patterns = [null, null, null];
|
|
125
|
+
this.rounds = 0;
|
|
126
|
+
this.emit("gameStart");
|
|
127
|
+
}
|
|
128
|
+
/**
|
|
129
|
+
* 新的一小輪開始。
|
|
130
|
+
*/
|
|
131
|
+
roundStart() {
|
|
132
|
+
this.played += 1;
|
|
133
|
+
this.rounds += 1;
|
|
134
|
+
this.marginScore = 0;
|
|
135
|
+
this.emit("roundStart");
|
|
136
|
+
}
|
|
137
|
+
/**
|
|
138
|
+
* 轉動拉霸機,產生隨機圖案。
|
|
139
|
+
*/
|
|
140
|
+
rollSlots() {
|
|
141
|
+
const { ranges } = this.getCurrentConfig();
|
|
142
|
+
const rangesAcc = ranges.length > 0 ? ranges[ranges.length - 1].threshold : 0;
|
|
143
|
+
// 產生 3 個隨機數字
|
|
144
|
+
const randomNums = [
|
|
145
|
+
(0, randInt_1.randInt)(1, rangesAcc),
|
|
146
|
+
(0, randInt_1.randInt)(1, rangesAcc),
|
|
147
|
+
(0, randInt_1.randInt)(1, rangesAcc),
|
|
148
|
+
];
|
|
149
|
+
randomNums.forEach((num, index) => {
|
|
150
|
+
// 根據預先計算的區間找到對應的圖案
|
|
151
|
+
const match = ranges.find((r) => num <= r.threshold);
|
|
152
|
+
if (match) {
|
|
153
|
+
this.patterns[index] = match.pattern;
|
|
154
|
+
}
|
|
155
|
+
else {
|
|
156
|
+
this.patterns[index] = null;
|
|
157
|
+
}
|
|
158
|
+
});
|
|
159
|
+
this.emit("rollSlots");
|
|
160
|
+
}
|
|
161
|
+
/**
|
|
162
|
+
* 計算分數。
|
|
163
|
+
*/
|
|
164
|
+
calculateScore() {
|
|
165
|
+
const [p1, p2, p3] = this.patterns;
|
|
166
|
+
if (!p1 || !p2 || !p3) {
|
|
167
|
+
console.warn("圖案未正確生成,無法計算分數。");
|
|
168
|
+
return;
|
|
169
|
+
}
|
|
170
|
+
if (p1.name === p2.name && p2.name === p3.name) {
|
|
171
|
+
// 三個圖案相同
|
|
172
|
+
this.marginScore += p1.scores[0];
|
|
173
|
+
}
|
|
174
|
+
else if (p1.name === p2.name ||
|
|
175
|
+
p2.name === p3.name ||
|
|
176
|
+
p1.name === p3.name) {
|
|
177
|
+
// 兩個圖案相同
|
|
178
|
+
if (p1.name === p2.name) {
|
|
179
|
+
this.marginScore += p1.scores[1];
|
|
180
|
+
this.marginScore += p3.scores[2];
|
|
181
|
+
}
|
|
182
|
+
else if (p2.name === p3.name) {
|
|
183
|
+
this.marginScore += p2.scores[1];
|
|
184
|
+
this.marginScore += p1.scores[2];
|
|
185
|
+
}
|
|
186
|
+
else {
|
|
187
|
+
this.marginScore += p1.scores[1];
|
|
188
|
+
this.marginScore += p2.scores[2];
|
|
189
|
+
}
|
|
190
|
+
this.marginScore = Math.round(this.marginScore / 1.4);
|
|
191
|
+
}
|
|
192
|
+
else {
|
|
193
|
+
// 三個圖案皆不同
|
|
194
|
+
this.marginScore += p1.scores[2];
|
|
195
|
+
this.marginScore += p2.scores[2];
|
|
196
|
+
this.marginScore += p3.scores[2];
|
|
197
|
+
this.marginScore = Math.round(this.marginScore / 3);
|
|
198
|
+
}
|
|
199
|
+
this.emit("calculateScore");
|
|
200
|
+
}
|
|
201
|
+
roundEnd() {
|
|
202
|
+
this.score += this.marginScore;
|
|
203
|
+
this.emit("roundEnd");
|
|
204
|
+
}
|
|
205
|
+
gameOver() {
|
|
206
|
+
this.emit("gameOver");
|
|
207
|
+
}
|
|
208
|
+
play() {
|
|
209
|
+
if (!this.isRunning()) {
|
|
210
|
+
console.warn("遊戲次數已達上限,無法繼續遊玩。");
|
|
211
|
+
return;
|
|
212
|
+
}
|
|
213
|
+
this.roundStart();
|
|
214
|
+
this.rollSlots();
|
|
215
|
+
this.calculateScore();
|
|
216
|
+
this.roundEnd();
|
|
217
|
+
if (!this.isRunning()) {
|
|
218
|
+
this.gameOver();
|
|
219
|
+
}
|
|
220
|
+
}
|
|
221
|
+
}
|
|
222
|
+
exports.LaBaG = LaBaG;
|