Rindro-Sqr/Project/FatalismStone/FatalismStone_Stone.nut

267 lines
12 KiB
Plaintext

/*
文件名:FatalismStone_Stone.nut
路径:Project/FatalismStone/FatalismStone_Stone.nut
创建日期:2025-06-20 19:57
文件用途:
*/
//属性标签表
FatalismStone_AttrTagLst <- {};
FatalismStone_AttrTagLst["[physical attack]"] <- "力量";
FatalismStone_AttrTagLst["[magical attack]"] <- "智力";
FatalismStone_AttrTagLst["[physical defense]"] <- "体力";
FatalismStone_AttrTagLst["[magical defense]"] <- "精神";
FatalismStone_AttrTagLst["[equipment physical attack]"] <- "物理攻击";
FatalismStone_AttrTagLst["[equipment magical attack]"] <- "魔法攻击";
FatalismStone_AttrTagLst["[separate attack]"] <- "独立攻击";
FatalismStone_AttrTagLst["[equipment physical defense]"] <- "物理防御";
FatalismStone_AttrTagLst["[equipment magical defense]"] <- "魔法防御";
FatalismStone_AttrTagLst["[physical critical hit]"] <- "物理暴击";
FatalismStone_AttrTagLst["[magical critical hit]"] <- "魔法暴击";
FatalismStone_AttrTagLst["[attack speed]"] <- "攻击速度";
FatalismStone_AttrTagLst["[cast speed]"] <- "施法速度";
FatalismStone_AttrTagLst["[move speed]"] <- "移动速度";
FatalismStone_AttrTagLst["[fire attack]"] <- "火属性强化";
FatalismStone_AttrTagLst["[water attack]"] <- "冰属性强化";
FatalismStone_AttrTagLst["[light attack]"] <- "光属性强化";
FatalismStone_AttrTagLst["[dark attack]"] <- "暗属性强化";
FatalismStone_AttrTagLst["[fire resistance]"] <- "火属性抗性";
FatalismStone_AttrTagLst["[water resistance]"] <- "冰属性抗性";
FatalismStone_AttrTagLst["[light resistance]"] <- "光属性抗性";
FatalismStone_AttrTagLst["[dark resistance]"] <- "暗属性抗性";
FatalismStone_AttrTagDrawOrder <- ["[physical attack]", "[magical attack]", "[physical defense]", "[magical defense]", "[equipment physical attack]", "[equipment magical attack]", "[separate attack]", "[equipment physical defense]", "[equipment magical defense]", "[physical critical hit]", "[magical critical hit]", "[attack speed]", "[cast speed]", "[move speed]", "[fire attack]", "[water attack]", "[light attack]", "[dark attack]", "[fire resistance]", "[water resistance]", "[light resistance]", "[dark resistance]"]
class FatalismStone_Stone {
//唯一ID
Uuid = null;
//魂石ID
Id = null;
//数据
Info = null;
//显示偏移位置
XPos = 0;
YPos = 0;
//魂石类型
Stone_Type = null;
//完成Flag
isSuccess = false;
//唯一属性加载Flag
isInitializeData = false;
//唯一属性请求Flag
isInitializeRequestData = false;
constructor(Arg) {
if (Arg != null) {
//如果传入了Id
if (typeof Arg == "integer") {
if (FatalismStoneLst.rawin(Arg)) {
local Buf = FatalismStoneLst.rawget(Arg);
if (typeof Buf == "string") {
Buf = InitData(Buf);
FatalismStoneLst.rawset(Arg, Buf);
}
Initialize(Buf);
Id = Arg;
} else printf("FatalismStone_Stone:没有找到Id为" + Arg + "的魂石");
}
isSuccess = true;
}
}
//显示
function Show(obj, X, Y) {
if (!isSuccess) return;
//绘制品级图框
FatalismStone_StoneImg["icon_Frame"].DrawPng(Info["rarity"], X - 1, Y - 1);
//绘制图标
FatalismStone_StoneImg[Info.icon.img].DrawPng(Info.icon.index, X + 2, Y + 2);
//前景特效
if (Info.rawin("front effect")) Rindro_BaseToolClass.T_DrawDynamicAni(obj, Info["front effect"], X, Y, "ItemEff" + Info["front effect"]);
}
//悬停
function HoverShow(X, Y) {
if (!isSuccess) return;
if (!isInitializeRequestData) {
isInitializeRequestData = true;
Rindro_BaseToolClass.SendPackEx({
op = 21000011,
uuid = Uuid
})
}
//基础长度50
local Height = 50;
Height += Info.Attribute.len() * 14; //计算属性带来的高度加成
Height += Info["basic explain"] ? 10 + (L_sq_GetStringDrawArray(Info["basic explain"], 204).len() * 14) : 0;
//防止超出屏幕右测和下方
if ((X + 205) > getroottable().Rindro_Scr_Width) X = getroottable().Rindro_Scr_Width - 215;
if ((Y + 10 + Height) > 600) Y = 600 - Height - 10;
Rindro_BaseToolClass.DrawNineBox(X + 10, Y + 10, 204, Height, "interface/lenheartwindowcommon.img", 387); //背景框
//绘制名字
L_sq_DrawCode(Info["name"], X + 17, Y + 17, Info.rarityColor, 1, 0);
//绘制洗炼度
DrawCultivationDegree(X, Y);
//绘制分割线
Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 50);
local DrawPos = 0;
//绘制基础属性
foreach(Pos, Key in FatalismStone_AttrTagDrawOrder) {
if (Info.Attribute.rawin(Key)) {
local Value = Info.Attribute.rawget(Key);
local Color = sq_RGBA(255, 255, 255, 255);
if (Key.find("speed") || Key.find("critical")) {
Color = sq_RGBA(104, 213, 237, 255);
Value += "%";
}
if (Key == "[physical attack]" || Key == "[magical attack]" || Key == "[physical defense]" || Key == "[magical defense]") Color = sq_RGBA(104, 213, 237, 255);
if (Key == "[fire attack]" || Key == "[water attack]" || Key == "[light attack]" || Key == "[dark attack]") Color = sq_RGBA(179, 107, 255, 255);
if (Key == "[fire resistance]" || Key == "[water resistance]" || Key == "[light resistance]" || Key == "[dark resistance]") Color = sq_RGBA(179, 107, 255, 255);
if (Key == "[equipment physical attack]" || Key == "[equipment magical attack]" || Key == "[separate attack]") Color = sq_RGBA(255, 0, 240, 255);
L_sq_DrawCode(FatalismStone_AttrTagLst.rawget(Key) + ": " + Value, X + 16, Y + 56 + DrawPos * 14, Color, 1, 0);
DrawPos++;
}
}
//绘制描述
Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 60 + Info.Attribute.len() * 14);
if (Info["basic explain"]) {
local Buf = L_sq_GetStringDrawArray(Info["basic explain"], 204);
foreach(i, v in Buf) {
L_sq_DrawCode(v, X + 16, Y + 65 + Info.Attribute.len() * 14 + i * 14, sq_RGBA(150, 150, 150, 255), 1, 0);
}
}
}
//绘制洗练度
function DrawCultivationDegree(X, Y) {
//绘制洗练度
L_sq_DrawCode("魂石洗练度: ", X + 16, Y + 34, sq_RGBA(104, 237, 161, 255), 1, 0);
FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(0, X + 80, Y + 38, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
L_sq_DrawCode(Info.cultivationDegree + "%", X + 194 - LenheartTextClass.GetStringLength(Info.cultivationDegree.tostring()) / 2, Y + 36, sq_RGBA(255, 255, 255, 255), 1, 0);
setClip(X + 85, Y + 41, X + 85 + (68 * Info.cultivationDegree / 100.0 * 1.36).tointeger(), Y + 41 + 6);
FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(1, X + 85, Y + 41, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
releaseClip(); //裁切结束
}
//读取魂石数据
function InitData(Path) {
return Rindro_Script.GetFileData("fatalismstone/" + Path, function(DataTable, Data) {
DataTable.Attribute <- {};
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[rarity]" || Key == "[stone type]" || Key == "[move wav]" || Key == "[front effect]" || Key == "[back effect]") {
DataTable[Key.slice(1, -1)] <- Data.Get();
} else if (Key == "[basic explain]" || Key == "[name]") {
DataTable[Key.slice(1, -1)] <- Sq_ConvertWideChar(Data.Get(), "big5");
} else if (Key == "[icon]") {
DataTable.icon <- {
img = Data.Get(),
index = Data.Get()
}
} else if (FatalismStone_AttrTagLst.rawin(Key)) {
DataTable.Attribute.rawset(Key, [Data.Get(), Data.Get()]);
}
}
});
}
//初始化魂石
function Initialize(Pr) {
//深拷贝数据
Info = deepcopy(Pr);
if (!FatalismStone_StoneImg.rawin(Info.icon.img)) {
FatalismStone_StoneImg[Info.icon.img] <- Rindro_Image(Info.icon.img);
}
//提取品级颜色
Info.rarityColor <- GetRarityColor(Info.rarity);
//洗练度
Info.cultivationDegree <- 100.0;
//魂石类型
Stone_Type = Info["stone type"];
}
BackupInfo = null;
//初始化数据
function InitializeData(info) {
//得到洗练度
local Rate = info.Cultivation;
Info.cultivationDegree = (Rate * 100.0);
//计算属性
foreach(Key, value in Info.Attribute) {
local BaseValueArr = FatalismStoneLst[Id].Attribute[Key];
Info.Attribute[Key] = (BaseValueArr[0] + (BaseValueArr[1] - BaseValueArr[0]) * Rate).tointeger();
}
isInitializeData = true;
}
//品级颜色
function GetRarityColor(rarity) {
rarity = rarity;
switch (rarity) {
case 0:
return sq_RGBA(255, 255, 255, 255);
case 1:
return sq_RGBA(104, 213, 237, 255);
case 2:
return sq_RGBA(179, 107, 254, 255);
case 3:
return sq_RGBA(255, 0, 240, 255);
case 4:
return sq_RGBA(255, 177, 0, 255);
case 5:
return sq_RGBA(255, 102, 102, 255);
case 6:
return sq_RGBA(255, 50, 50, 255);
}
}
function SetAttTableFunc(AttTable, Key, CheckKey, SetKey, Value) {
{
if (Key == CheckKey) {
AttTable.rawset(SetKey, Value);
return true;
}
}
}
//获取属性
function GetAttribute() {
if (!Info || !Info.rawin("Attribute") || !Info.Attribute) return null;
local T = {};
foreach(Key, value in Info.Attribute) {
if (SetAttTableFunc(T, Key, "[physical attack]", "strength", value)) continue;
if (SetAttTableFunc(T, Key, "[magical attack]", "intelligence", value)) continue;
if (SetAttTableFunc(T, Key, "[physical defense]", "vitality", value)) continue;
if (SetAttTableFunc(T, Key, "[magical defense]", "spirit", value)) continue;
if (SetAttTableFunc(T, Key, "[equipment physical attack]", "physicalAttack", value)) continue;
if (SetAttTableFunc(T, Key, "[equipment magical attack]", "magicAttack", value)) continue;
if (SetAttTableFunc(T, Key, "[separate attack]", "independentAttack", value)) continue;
if (SetAttTableFunc(T, Key, "[equipment physical defense]", "physicalDefense", value)) continue;
if (SetAttTableFunc(T, Key, "[equipment magical defense]", "magicDefense", value)) continue;
if (SetAttTableFunc(T, Key, "[physical critical hit]", "physicalCritical", value * 10.0)) continue;
if (SetAttTableFunc(T, Key, "[magical critical hit]", "magicCritical", value * 10.0)) continue;
if (SetAttTableFunc(T, Key, "[attack speed]", "attackSpeed", value * 10.0)) continue;
if (SetAttTableFunc(T, Key, "[cast speed]", "releaseSpeed", value * 10.0)) continue;
if (SetAttTableFunc(T, Key, "[move speed]", "moveSpeed", value * 10.0)) continue;
if (SetAttTableFunc(T, Key, "[fire attack]", "fire", value)) continue;
if (SetAttTableFunc(T, Key, "[water attack]", "water", value)) continue;
if (SetAttTableFunc(T, Key, "[light attack]", "light", value)) continue;
if (SetAttTableFunc(T, Key, "[dark attack]", "dark", value)) continue;
if (SetAttTableFunc(T, Key, "[fire resistance]", "fireResistance", value)) continue;
if (SetAttTableFunc(T, Key, "[water resistance]", "waterResistance", value)) continue;
if (SetAttTableFunc(T, Key, "[light resistance]", "lightResistance", value)) continue;
if (SetAttTableFunc(T, Key, "[dark resistance]", "darkResistance", value)) continue;
}
return T;
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("FatalismStone_Obj");