// ==UserScript==
// @name wsmud_Raid
// @namespace cqv
// @version 0.4.0
// @date 23/12/2018
// @modified 28/12/2018
// @homepage https://gf.qytechs.cn/zh-CN/scripts/375851
// @description 武神传说 MUD
// @author Bob.cn
// @match http://game.wsmud.com/*
// @match http://www.wsmud.com/*
// @run-at document-end
// @grant unsafeWindow
// @grant GM_getValue
// @grant GM_setValue
// ==/UserScript==
(function () {
'use strict';
var WG = unsafeWindow.WG;
var messageAppend = undefined;
var messageClear = undefined;
var Role = {
id: undefined,
hp: 0,
maxHp: 0,
mp: 0,
maxMp: 0,
status: [],
equipments: [],
init: function() {
WG.add_hook("login", function(data) {
Role.id = data.id;
Role.status = [];
});
Role._monitorHpMp();
Role._monitorStatus();
Role._monitorEquipments();
Role._monitorSkillCD();
Role._monitorLocation();
Role._monitorItemsInRoom();
},
hasStatus: function(s) {
return Role.status.indexOf(s) != -1;
},
isFree: function() {
return !Role.hasStatus("busy") && !Role.hasStatus("faint") && !Role.hasStatus("rash");
},
atPath: function(p) {
switch (arguments.length) {
case 0:
return Role._roomPath;
case 1:
return p == Role._roomPath;
}
},
inRoom: function(n) {
switch (arguments.length) {
case 0:
return Role._roomName;
case 1:
return n == Role._roomName;
}
},
renew: function(callback) {
if (!Role.isFree) {
window.setTimeout(function() { Role.renew(callback) }, 2000);
return;
}
switch (Role._renewStatus) {
case "resting":
WG.go("扬州城-武庙");
if (Role._renewHookIndex) WG.remove_hook(Role._renewHookIndex);
Role._renewHookIndex = WG.add_hook("text", function(data) {
let patt1 = new RegExp("你运功完毕,深深吸了口气,站了起来。");
let count1 = patt1.exec(data.msg);
if (count1) {
Role._renewStatus = "dazuo finish"; return;
}
let patt2 = new RegExp("你目前气血充沛,没有受到任何伤害。|你疗伤完毕,深深吸了口气,脸色看起来好了很多。");
let count2 = patt2.exec(data.msg);
if (count2) {
Role._renewStatus = "liaoshang finish"; return;
}
});
Role._renewStatus = "liaoshang doing";
WG.Send("stopstate;liaoshang");
break;
case "liaoshang finish":
if (Role.mp/Role.maxMp < 0.7) {
Role._lastWeapon = Role.equipments[0];
Role._renewStatus = "dazuo doing";
WG.Send("stopstate;dazuo");
}
break;
case "liaoshang doing":
case "dazuo doing":
case "dazuo finish":
break;
}
if (Role._renewStatus == "liaoshang finish" || Role._renewStatus == "dazuo finish") {
if (Role._renewStatus == "liaoshang finish") {
if (callback) callback();
} else if (Role._renewStatus == "dazuo finish") {
window.setTimeout(function() {
WG.Send("stopstate");
Role.getDressed([Role._lastWeapon]);
if (callback) callback();
}, 4500);
}
WG.remove_hook(Role._renewHookIndex);
Role._renewHookIndex = undefined;
Role._renewStatus = "resting";
return;
}
window.setTimeout(function() { Role.renew(callback); }, 2000);
},
cleanBag: function(callback) {
WG.clean_all();
if (callback) callback();
},
getDressed: function(equipments) {
for (var i = equipments.length - 1; i >= 0; i--) {
let e = equipments[i];
if (e == null) {
WG.Send("uneq " + Role.equipments[i]);
} else {
WG.Send("eq " + e);
}
}
},
hasCoolingSkill: function() {
return Role._coolingSkills.length > 0;
},
findItem: function(name) {
console.log(Role._itemsInRoom);
return Role._itemsInRoom[name];
},
_renewHookIndex: undefined,
_renewStatus: "resting",
_coolingSkills: [],
_itemsInRoom: {},
_monitorHpMp: function() {
WG.add_hook(["items", "sc", "itemadd"], function(data) {
switch (data.type) {
case "items":
if (data.items == undefined) break;
for (var i = data.items.length - 1; i >= 0; i--) {
let item = data.items[i]
if (item.id == Role.id) {
Role.hp = item.hp;
Role.maxHp = item.max_hp;
Role.mp = item.mp;
Role.maxMp = item.max_mp;
break;
}
}
break;
case "itemadd":
case "sc":
if (data.id != Role.id) break;
if (data.hp != undefined) Role.hp = data.hp;
if (data.max_hp != undefined) Role.maxHp = data.max_hp;
if (data.mp != undefined) Role.mp = data.mp;
if (data.max_mp != undefined) Role.maxMp = data.max_mp;
break;
}
});
},
_monitorStatus: function() {
WG.add_hook(["items", "status", "itemadd"], function(data) {
switch (data.type) {
case "items":
if (data.items == undefined) break;
for (var i = data.items.length - 1; i >= 0; i--) {
let item = data.items[i];
if (item.id != Role.id) continue;
if (item.status == undefined) break;
Role.status = [];
for (var j = item.status.length - 1; j >= 0; j--) {
let s = item.status[j];
Role.status.push(s.sid);
}
break;
}
break;
case "status":
if (data.id != Role.id) break;
if (data.action == "add") {
Role.status.push(data.sid);
} else if (data.action == "remove") {
let index = Role.status.indexOf(data.sid);
if (index == -1) return;
Role.status.splice(index,1);
}
break;
case "itemadd":
if (data.id != Role.id) break;
if (data.status == undefined) break;
Role.status = [];
for (var k = data.status.length - 1; k >= 0; k--) {
let s = data.status[k];
Role.status.push(s.sid);
}
break;
}
});
},
_monitorEquipments: function() {
WG.add_hook("dialog", function(data) {
if (data.dialog != "pack") return;
if (data.eqs != undefined) {
for (var i = 0; i < data.eqs.length; i++) {
let eq = data.eqs[i];
if (eq != null && eq.id != null) {
Role.equipments.push(eq.id);
} else {
Role.equipments.push(null);
}
}
} else if (data.uneq != undefined) {
Role.equipments[data.uneq] = null;
} else if (data.eq != undefined) {
Role.equipments[data.eq] = data.id;
} else {
return;
}
});
},
_monitorSkillCD: function() {
WG.add_hook("dispfm", function(data) {
let timestamp = Date.parse(new Date());
let mark = data.id + "_" + timestamp;
Role._coolingSkills.push(mark);
window.setTimeout(function() {
let index = Role._coolingSkills.indexOf(mark);
if (index != -1) Role._coolingSkills.splice(index,1);
}, data.distime);
});
},
_monitorLocation: function() {
WG.add_hook("room", function(data) {
Role._roomName = data.name;
Role._roomPath = data.path;
});
},
_monitorItemsInRoom: function() {
WG.add_hook(["items", "itemadd"], function(data) {
switch (data.type) {
case "items":
if (data.items == undefined) break;
Role._itemsInRoom = {};
for (var i = 0; i < data.items.length; i++) {
let item = data.items[i];
if (item.name == undefined || item.id == undefined) continue;
Role._itemsInRoom[item.name] = item.id;
}
break;
case "itemadd":
if (data.name == undefined || data.id == undefined) break;
Role._itemsInRoom[data.name] = data.id;
break;
}
});
},
};
var Config = {
hpThresholdInDungeon: function() {
return GM_getValue(Role.id + "@hpThresholdInRaid", "50");
},
setHpThresholdInDungeon: function(value) {
GM_setValue(Role.id + "@hpThresholdInRaid", value);
},
waitSkillCD: function() {
return GM_getValue(Role.id + "@waitSkillCD", "no");
},
setWaitSkillCD: function(value) {
GM_setValue(Role.id + "@waitSkillCD", value);
},
/*
hpThresholdInRaid: function(raid) {
return GM_getValue(Role.id + "@hpThresholdInRaid@" + raid, "50");
},
setHpThresholdInRaid: function(raid, value) {
GM_setValue(Role.id + "@hpThresholdInRaid@" + raid, value);
},
waitSkillCD: function(raid) {
return GM_getValue(Role.id + "@waitSkillCD@" + raid, "no");
},
setWaitSkillCD: function(raid, value) {
GM_setValue(Role.id + "@waitSkillCD@" + raid, value);
},
*/
wudaota: {
autoToFloor: function() {
return GM_getValue(Role.id + "@wudao.autoToFloor", 0);
},
setAutoToFloor: function(value) {
GM_setValue(Role.id + "@wudao.autoToFloor", value);
},
fastCombatOpening: function() {
return GM_getValue(Role.id + "@wudao.fastCombatOpening", "no");
},
setFastCombatOpening: function(value) {
GM_setValue(Role.id + "@wudao.fastCombatOpening", value);
},
hpThresholdInRaid: function() {
return GM_getValue(Role.id + "@wudao.hpThresholdInRaid", "50");
},
setHpThresholdInRaid: function(value) {
GM_setValue(Role.id + "@wudao.hpThresholdInRaid", value);
},
waitSkillCDFrom: function() {
return GM_getValue(Role.id + "@wudao.waitSkillCDFrom", 100);
},
setWaitSkillCDFrom: function(value) {
GM_setValue(Role.id + "@wudao.waitSkillCDFrom", value);
},
},
};
/* ------------------------ CmdExecuter ------------------------ *\
\* ------------------------------------------------------------- */
function CmdExecuter(cmds, willStartExecute, didFinishExecute, willPerformCmd, didPerformCmd, interval) {
this.cmds = cmds;
this.willStartExecute = willStartExecute;
this.didFinishExecute = didFinishExecute;
this.willPerformCmd = willPerformCmd;
this.didPerformCmd = didPerformCmd;
this.interval = interval ? interval : 2000;
}
CmdExecuter.prototype.execute = function() {
if (this.isWorking) return;
this.isWorking = true;
if (this.willStartExecute) this.willStartExecute();
this._performCmd(0);
};
CmdExecuter.prototype._performCmd = function(index) {
if (index >= this.cmds.length) {
this._finishExecute();
return;
}
if (!Role.isFree()) { this._delayPerformCmd(index); return; }
var cmd = this.cmds[index];
if (this.willPerformCmd) {
var lastCmd = null;
if (index > 0) lastCmd = this.cmds[index - 1];
let valid = this.willPerformCmd(lastCmd, cmd);
if (!valid) { this._delayPerformCmd(index); return; }
cmd = valid;
}
// @开头,虚命令,不真正执行
if (cmd.indexOf("@") == -1) {
console.log("执行命令:" + cmd);
WG.Send(cmd);
}
if (this.didPerformCmd) { this.didPerformCmd(cmd); }
// [exit] 保留命令,立即退出执行器
if (cmd.indexOf("[exit]") != -1) {
this._finishExecute();
return;
} else {
this._delayPerformCmd(index + 1);
}
};
CmdExecuter.prototype._delayPerformCmd = function(index) {
let executer = this;
window.setTimeout(function() {
executer._performCmd(index);
}, executer.interval);
};
CmdExecuter.prototype._finishExecute = function() {
this.isWorking = false;
if (this.didFinishExecute) this.didFinishExecute();
};
/* ------------------------ Workflow ------------------------ *\
\* ---------------------------------------------------------- */
function WorkItem(identifier, run) {
this.identifier = identifier;
this.run = run;
}
WorkItem.prototype.setDidFinish = function(didFinish) {
this.didFinish = didFinish;
};
var WorkItemCenter = {
register: function(value, key) {
if (typeof value == "function") {
WorkItemCenter._items[key] = value;
} else {
WorkItemCenter._items[value.identifier] = value;
}
},
take: function(key) {
return WorkItemCenter._items[key];
},
allKey: function() {
return []; // ...
},
_items: {},
};
WorkItemCenter.register(new WorkItem("回满状态", function() {
let item = this;
Role.renew(function() {
item.didFinish();
});
}));
WorkItemCenter.register(new WorkItem("清理背包", function() {
let item = this;
Role.cleanBag(function() {
item.didFinish();
});
}));
WorkItemCenter.register(new WorkItem("通用结束动作", function() {
WG.go("练功房");
let item = this;
window.setTimeout(function() {
WG.Send("stopstate;dazuo");
item.didFinish();
}, 2000);
}));
WorkItemCenter.register(new WorkItem("等待技能冷却", function() {
var timer;
let item = this;
timer = window.setInterval(function() {
if (!Role.hasCoolingSkill()) {
window.clearInterval(timer);
item.didFinish();
}
}, 1000);
}));
var Workflow = {
name: undefined,
items: [],
willStartWorkflow: undefined,
didFinishWorkflow: undefined,
willStartWorkItem: undefined, // optional: function(item.identifier)
didFinishWorkItem: undefined, // optional: function(item.identifier)
start: function() {
WG.Send('stopstate');
WG.stopAllAuto();
messageClear()
messageAppend("正在运行工作流 " + Workflow.name + "...");
messageAppend("* 运行工作流期间会暂时关闭 自动Boss 和 自动婚宴。");
messageAppend("* 如需要立即中断,请刷新网页。");
if (Workflow.willStartWorkflow) Workflow.willStartWorkflow();
Workflow._start(0);
},
_start: function(number) {
if (number >= Workflow.items.length) {
Workflow._finish();
return;
}
let item = Workflow.items[number];
item.setDidFinish(function() {
if (Workflow.didFinishWorkItem) Workflow.didFinishWorkItem(item.identifier);
messageAppend("▶ " + item.identifier + "执行完毕。");
window.setTimeout(function() {
Workflow._start(number + 1);
}, 2000);
});
if (Workflow.willStartWorkItem) Workflow.willStartWorkItem(item.identifier);
messageAppend("▷ 正在运行 " + item.identifier + "...");
item.run();
},
_finish: function() {
let name = Workflow.name;
Workflow.name = undefined;
Workflow.items = [];
Workflow.willStart = undefined;
let didFinishWorkflow = Workflow.didFinishWorkflow;
Workflow.didFinish = undefined;
Workflow.willStartWorkItem = undefined;
Workflow.didFinishWorkItem = undefined;
messageAppend("顺利完成工作流 " + name + "。");
WG.reSetAllAuto();
if (didFinishWorkflow) didFinishWorkflow();
}
};
/* ------------------------ Dungeon ------------------------ *\
\* --------------------------------------------------------- */
function Dungeon(name, description, cmds, enemyNames, willStartDungeon, didFinishDungeon, willPerformCmd, didPerformCmd) {
this.name = name;
this.description = description;
this.cmds = cmds;
this.enemyNames = enemyNames;
this.willStartDungeon = willStartDungeon;
this.didFinishDungeon = didFinishDungeon;
this.willPerformCmd = willPerformCmd;
var totalCmds = this.cmds.slice(); totalCmds.push("cr;cr over");
let dungeon = this;
let didFinishExecute = function() {
if (dungeon.didFinishDungeon) dungeon.didFinishDungeon();
};
let executerWillPerformCmd = function(lastCmd, cmd) {
return dungeon._willPerformCmd(lastCmd, cmd);
};
this.executer = new CmdExecuter(
totalCmds,
undefined,
didFinishExecute,
executerWillPerformCmd,
didPerformCmd,
2000
);
}
Dungeon.prototype.enter = function() {
this._reset();
this._hookIndexes.push(this._monitorEnemy());
this._hookIndexes.push(this._monitorAddEnemy());
this._hookIndexes.push(this._monitorEnemyDie());
if (this.willStartDungeon) { this.willStartDungeon(); }
this.executer.execute();
};
Dungeon.prototype._reset = function() {
this._hookIndexes = [];
this._liaoshangDoing = false;
this._waitingSkillCD = false;
this._noneEnemy = false;
this._enemyIds = undefined; // 当前房间的敌人id
this._enemyCounter = 0; // 当前房间剩余的敌人
};
Dungeon.prototype._willPerformCmd = function(lastCmd, cmd) {
if (this._enemyCounter > 0) {
this._killEnemy();
return null;
}
if (this._liaoshangDoing) {
if (Role.hp/Role.maxHp < 0.99) {
return null;
} else {
this._liaoshangDoing = false;
WG.Send("stopstate");
}
}
if (Role.hp/Role.maxHp < Config.hpThresholdInDungeon()/100 && !this._noneEnemy) {
WG.Send("liaoshang");
this._liaoshangDoing = true;
return null;
}
// #开头,表明执行完此命令将会遇到 Boss
if (cmd.indexOf("#") != -1) {
if (Config.waitSkillCD() == "yes" && Role.hasCoolingSkill()) {
if (!this._waitingSkillCD) {
messageAppend("! 前方高能,等待技能冷却再战...");
this._waitingSkillCD = true;
}
return null;
}
cmd = cmd.substring(1);
}
this._waitingSkillCD = false;
// $结尾,表明之后的命令不再会遇敌
if (cmd.indexOf("$") != -1) {
this._noneEnemy = true;
cmd = cmd.substring(0, cmd.length - 1);
}
if (this.willPerformCmd) cmd = this.willPerformCmd(lastCmd, cmd);
return cmd;
};
Dungeon.prototype._killEnemy = function() {
if (this._enemyIds == undefined) { return }
for (var i = 0; i < this._enemyIds.length; i++) {
let enemyId = this._enemyIds[i];
WG.Send("kill " + enemyId);
}
};
Dungeon.prototype._monitorEnemy = function() {
let dungeon = this;
let index = WG.add_hook("items", function(data) {
if (data.items == undefined) return;
var enemyIds = [];
for (var i = 0; i < data.items.length; i++) {
let item = data.items[i];
if (item.id == undefined || item.name == undefined) continue;
if (dungeon.enemyNames.indexOf(item.name) >= 0) {
enemyIds.push(item.id);
}
}
dungeon._enemyIds = enemyIds;
dungeon._enemyCounter = enemyIds.length;
});
return index;
};
Dungeon.prototype._monitorAddEnemy = function() {
let dungeon = this;
let index = WG.add_hook("itemadd", function(data) {
if (data.name == undefined) return;
if (dungeon.enemyNames.indexOf(data.name) == -1) return;
if (dungeon._enemyIds) {
dungeon._enemyIds.push(data.id);
dungeon._enemyCounter += 1;
} else {
dungeon._enemyIds = [data.id];
dungeon._enemyCounter = 1;
}
});
return index;
};
Dungeon.prototype._monitorEnemyDie = function() {
let dungeon = this;
let index = WG.add_hook("sc", function(data) {
if (data.id == undefined || !dungeon._enemyIds) return;
if (WG.inArray(data.id, dungeon._enemyIds) && data.hp == 0) {
dungeon._enemyCounter -= 1;
}
});
return index;
};
// Register Dungeon Work Item
WorkItemCenter.register(function(name, subname) {
let config = DungeonConfig[name]["universal"];
var totalName = name;
var description = config.description;
var cmds = config.cmds;
var enemyNames = config.enemyNames;
var willStartDungeon = config.willStartDungeon;
var didFinishDungeon = config.didFinishDungeon;
var willPerformCmd = config.willPerformCmd;
var didPerformCmd = config.didPerformCmd;
let subconfig = DungeonConfig[name][subname];
if (subconfig) {
totalName = name + "(" + subname + ")";
if (subconfig.description) description = subconfig.description;
if (subconfig.cmds) cmds = subconfig.cmds;
if (subconfig.enemyNames) enemyNames = subconfig.enemyNames;
if (subconfig.willStartDungeon) willStartDungeon = subconfig.willStartDungeon;
if (subconfig.didFinishDungeon) didFinishDungeon = subconfig.didFinishDungeon;
if (subconfig.willPerformCmd) willPerformCmd = subconfig.willPerformCmd;
if (subconfig.didPerformCmd) didPerformCmd = subconfig.didPerformCmd;
}
let dungeon = new Dungeon(
totalName,
description,
cmds,
enemyNames,
willStartDungeon,
undefined,
willPerformCmd,
didPerformCmd
);
let result = new WorkItem(dungeon.name, function() {
if (this.description) messageAppend(this.description);
let item = this;
dungeon.didFinishDungeon = function() {
if (didFinishDungeon) didFinishDungeon();
item.didFinish();
};
dungeon.enter();
});
return result;
}, "扫荡副本");
// Dungeon Config
let DungeonConfig = {
"移花宫": {
"universal": {
enemyNames: [
"花月奴",
"移花宫女弟子",
"移花宫二宫主 涟星",
"移花宫大宫主 邀月",
"移花宫少宫主 花无缺"
],
willStartDungeon: function() {
let index1 = WG.add_hook("item", function(data) {
if (data.desc == undefined) return;
let patt = new RegExp("你数了下大概有\\d(?=朵花。)");
let result = patt.exec(data.desc);
if (result) {
let text = result.toString();
let count = text[text.length - 1];
ToRaid.leftPush = count;
}
});
let index2 = WG.add_hook("exits", function(data) {
if (data.items == undefined || data.items.down == undefined) return;
if (data.items.down == "密道") {
ToRaid.didFindSecretPath = true;
}
});
ToRaid.indexes = [index1, index2];
ToRaid.leftPush = 0;
ToRaid.didFindSecretPath = false;
},
didFinishDungeon: function() {
for (var i = ToRaid.indexes.length - 1; i >= 0; i--) {
let index = ToRaid.indexes[i];
WG.remove_hook(index);
}
},
willPerformCmd: function(lastCmd, cmd) {
if (lastCmd == "look hua" && (ToRaid.leftPush == undefined || ToRaid.leftPush == 0)) {
return null;
}
if (lastCmd == "look bed" && !ToRaid.didFindSecretPath) {
WG.Send("pushstart bed");
for (var i = ToRaid.leftPush - 1; i >= 0; i--) {
WG.Send("pushleft bed");
}
for (var j = 7; j >= 0; j--) {
WG.Send("pushright bed");
}
return null;
}
return cmd;
},
},
"困难": {
cmds: [
"jh fb 22 start2;cr huashan/yihua/shandao 1 0",
"go south;go south;go south;go south;go south;go south;go south",
"go south;go south;go south;go south;go south;go south;go south",
"go south;go south",
"go south",
"#go southeast",
"go northwest;go southwest",
"look hua",
"go southeast",
"look bed",
"go down;fire;go west$",
"look xia;open xia"
],
},
"简单": {
cmds: [
"jh fb 22 start1;cr huashan/yihua/shandao",
"go south;go south;go south;go south;go south;go south;go south",
"go south;go south;go south;go south;go south;go south;go south",
"go south;go south",
"go south",
"#go southeast",
"#go northwest;go southwest",
"look hua",
"go southeast",
"look bed",
"go down;fire;go west$",
"look xia;open xia"
],
},
},
"白驼山": {
"universal": {
cmds: [
"jh fb 19 start3;cr baituo/damen 2 0",
"go north;go north;go north",
"#go north",
"go south;go south;go south;go west;go west;go west",
"go north",
"go north;go north$",
"@wait",
],
enemyNames: [
"白驼山少庄主 欧阳克",
"白衣少女",
"<hiy>西毒</hiy> 欧阳锋",
"毒蛇",
"蟒蛇"
],
},
"组队": { }
},
"燕子坞": {
"universal": {
enemyNames: [
"金凤庄庄主 包不同",
"曼佗罗山庄庄主 王夫人",
"姑苏慕容公子 慕容复",
"慕容博"
],
},
"简单": {
cmds: [
"jh fb 23 start1;cr murong/anbian",
"go east;go east",
"go east;go south;go east;go south;go south",
"go north;go north;go west;go north",
"#go east;go east;go east",
"go west;go north",
"look pai;bai pai;bai pai;bai pai",
"go north",
"search",
"#go south$",
"@wait",
],
},
"困难": {
cmds: [
"jh fb 23 start2;cr murong/anbian 1 0",
"go east;go east",
"go east;go south;go east;go south;go south",
"go north;go north;go west;go north",
"#go east;go east;go east",
"go west;go north",
"look pai;bai pai;bai pai;bai pai",
"go north",
"search",
"#go south$",
"@wait",
],
},
"偷书": {
description: "👏 <hiy>感谢 Airson 提供本副本代码。</hiy>",
cmds: [
"jh fb 23 start1;cr murong/anbian",
"go east;go east$",
"go east;go east;go east;go north",
"look pai;bai pai;bai pai;bai pai",
"go north;search",
],
enemyNames: [
"金凤庄庄主 包不同",
],
},
},
"华山论剑": {
"universal": {
description: "👏 <hiy>感谢 koyodakla、freesunny 对本副本代码提供的帮助。</hiy>",
cmds: [
"jh fb 30 start1;cr huashan/lunjian/leitaixia",
"go up",
"jump bi",
"@get box",
],
enemyNames: [
"<hiy>东邪</hiy> 黄药师",
"<hiy>南帝</hiy> 一灯大师",
"<hiy>西毒</hiy> 欧阳锋",
"<hiy>北丐</hiy> 洪七公",
"<hiy>中神通</hiy> 王重阳"
],
willStartDungeon: function() {
let index = WG.add_hook("itemadd", function(data) {
let corpses = [
"<wht>黄药师的尸体</wht>",
"<wht>一灯大师的尸体</wht>",
"<wht>欧阳锋的尸体</wht>",
"<wht>洪七公的尸体</wht>",
"<wht>王重阳的尸体</wht>"
];
if (data.name != undefined && corpses.indexOf(data.name) != -1) {
ToRaid.remainingBossCount -= 1;
}
});
ToRaid.indexes = [index];
ToRaid.remainingBossCount = 5;
},
didFinishDungeon: function() {
for (var i = ToRaid.indexes.length - 1; i >= 0; i--) {
let index = ToRaid.indexes[i];
WG.remove_hook(index);
}
},
willPerformCmd: function(lastCmd, cmd) {
if (cmd == "jump bi" && ToRaid.remainingBossCount != 0) return null;
if (cmd == "@get box") WG.get_all();
return cmd;
},
},
},
"温府": {
"universal": {
},
">2k闪避": {
description: "👏 <hiy>感谢 JiaQi Wan 提供本副本代码。</hiy>",
cmds: [
"jh fb 23 start2;cr cd/wen/damen",
"look tree;climb tree;go north;go northeast;go north;go north;go northwest;go north",
"look zhuang;tiao zhuang",
"#look zhuang;tiao zhuang",
"go north$",
"@wait",
],
enemyNames: [
"温家老二 温方义",
"温家老三 温方山",
"温家老四 温方施",
"温家老五 温方南",
"温家老大 温方达",
"<hiy>金蛇郎君</hiy> 夏雪宜",
"温家小姐 温仪"
],
}
},
"桃花岛": {
"universal": {
},
"困难": {
cmds: [
"jh fb 18 start2;cr taohua/haitan 1 0",
"go south",
"@look 1",
"@look 5",
"go south;go south",
"go east;go east",
"#go east;go north$",
"@wait"
],
enemyNames: [
"桃花岛四弟子 陆乘风",
"桃花岛大弟子 曲灵风",
"<hiy>东邪</hiy> 黄药师"
],
willStartDungeon: function() {
TaohuaIsland._monitorMaze();
},
didFinishDungeon: function() {
TaohuaIsland._cancelMonitorMaze();
},
willPerformCmd: function(lastCmd, cmd) {
if (cmd == "@look 1") {
if (TaohuaIsland._goCenterCmd) {
return TaohuaIsland._goCenterCmd;
} else {
return null;
}
}
if (cmd == "@look 5") {
if (TaohuaIsland._decodedMaze) {
return TaohuaIsland._outMazeCmd();
} else {
return null;
}
}
return cmd;
}
}
},
"财主家": {
"universal": {
enemyNames: [
"大狼狗",
"管家",
"家丁",
"财主 崔员外",
"财主女儿 崔莺莺"
],
willPerformCmd: function(lastCmd, cmd) {
if (cmd == "@ok") {
return "ok " + Role.findItem("丫鬟");
}
return cmd;
}
},
"简单": {
cmds: [
"jh fb 1 start1;cr yz/cuifu/caizhu",
"go north",
"#go north",
"look men;open men;go east;look gui;search gui",
"@ok",
"go west;go west$",
"go east;go south;go south"
],
},
"困难": {
cmds: [
"jh fb 1 start2;cr yz/cuifu/caizhu 1 0",
"go north",
"#go north",
"look men;open men;go east;look gui;search gui",
"@ok",
"go west;go west$",
"go east;go south;go south"
],
}
},
"星宿海": {
"universal": {
cmds: [
"jh fb 20 start1;cr xingxiu/xxh6",
"go northeast;go north;go northwest",
"#go north$"
],
enemyNames: [
"星宿派二师兄 狮吼子",
"星宿老怪 丁春秋",
],
}
}
};
/* ------------------------ Raid ------------------------ *\
\* ------------------------------------------------------ */
var Raid = {
repeatRun: function(name, subname) {
var theName = name;
if (subname) theName += "(" + subname + ")";
let num = prompt("输入自动【" + theName + "】副本次数,例如:\"1\"", '1');
if (num > 0) {
Raid._repeatTotal = num;
Raid._repeatCounter = 0;
} else {
return;
}
Workflow.name = "自动扫荡副本 <" + theName + ">";
var items = [];
let getDungeon = WorkItemCenter.take("扫荡副本");
let dungeon = getDungeon(name, subname);
for (var i = 0; i < num; i++) {
items.push(WorkItemCenter.take("回满状态"));
items.push(WorkItemCenter.take("清理背包"));
items.push(dungeon);
}
items.push(WorkItemCenter.take("清理背包"));
items.push(WorkItemCenter.take("通用结束动作"));
Workflow.items = items;
Workflow.start();
},
_repeatTotal: 1,
_repeatCounter: 0,
};
var Wudaota2 = {
run: function() {
Workflow.name = "自动扫荡武道塔";
var items = [];
items.push(WorkItemCenter.take("清理背包"));
items.push(Wudaota2._reset);
items.push(Wudaota2._fastFight);
items.push(WorkItemCenter.take("通用结束动作"));
Workflow.items = items;
Workflow.start();
},
_reset: new WorkItem("重置武道塔", function() {
let cmds = [
"jh fam 0 start;jh fam 8 start",
"@reset",
];
let item = this;
let didFinishExecute = function() {
item.didFinish();
};
let willPerformCmd = function(lastCmd, cmd) {
if (cmd == "@reset") {
let butler = Role.findItem("守护人");
return "select " + butler + ";ask1 " + butler;
}
return cmd;
};
let executer = new CmdExecuter(cmds, willStartExecute, didFinishExecute, willPerformCmd);
executer.execute();
}),
_fight: new WorkItem("挑战守护者", function() {
}),
_fastFight: new WorkItem("快速挑战守护者(扫荡符)", function() {
}),
};
/* ------------------------ UI ------------------------ *\
\* ---------------------------------------------------- */
var UI = {
home: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
🎉🎉🎉 恭祝大家 2019 新年快乐、万事如意!<a href="https://gf.qytechs.cn/zh-CN/scripts/375851-wsmud-raid/feedback">(v: ${GM_info.script.version})</a></br>
<div class = "item-commands" >
<span class = "zdy-item yihua" style="width:120px"> 移花宫(简单) </span>
<span class = "zdy-item yihuaH" style="width:120px"> 移花宫(困难) </span>
<span class = "zdy-item lunjian" style="width:120px"> 华山论剑(简单) </span>
<span class = "zdy-item raidSetting" style="width:120px"> ⚙ 副本设置 </span>
<span class = "zdy-item wudaota" style="width:120px"> 🏯 <hio>武道塔</hio> </span>
<span class = "zdy-item xiangyang" style="width:120px"> ⚔ <hiy>守卫襄阳</hiy> </span>
<span class = "zdy-item shortcut" style="width:120px"> 🚀 <hig>捷径</hig> </span>
<span class = "zdy-item moreRaid" style="width:120px"> ⛩ <hic>更多副本</hic> </span>
</div>
</div> `;
messageAppend(html);
$(".yihua").on('click',function(){
Raid.repeatRun("移花宫", "简单");
});
$(".yihuaH").on('click', function () {
Raid.repeatRun("移花宫", "困难");
});
$(".lunjian").on('click', function () {
Raid.repeatRun("华山论剑");
});
$(".raidSetting").on('click', function () {
UI.setting();
});
$(".wudaota").on('click', function () {
UI.wudaota();
});
$(".xiangyang").on('click', function () {
UI.xiangyang();
});
$(".shortcut").on('click', function () {
UI.shortcut();
});
$(".moreRaid").on('click', function () {
UI.moreRaid();
});
},
setting: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
⚙ 副本设置</br>
<div class = "item-commands" >
<span style='border:solid 0px gray'>
<label for="liaoshangInRaid">◆ 副本内疗伤,当气血低于: </label><select style='width:80px' id="liaoshangInRaid">
<option value="100">100%</option>
<option value="90">90%</option>
<option value="80">80%</option>
<option value="70">70%</option>
<option value="60">60%</option>
<option value="50">50%</option>
<option value="40">40%</option>
<option value="30">30%</option>
<option value="20">20%</option>
<option value="10">10%</option>
</select>
</span>
<span style='border:solid 0px gray'>
<label for="waitSkillCD">◆ Boss战前等待技能冷却: </label><select style='width:80px' id = "waitSkillCD">
<option value="no">关闭</option>
<option value="yes">开启</option>
</select>
</span>
<!--
<span style='border:solid 0px gray'>
<label for="autoArm">自动换装备&技能: </label><select style='width:80px' id = "autoArm">
<option value="no">关闭</option>
<option value="yes">开启</option>
</select><button>更新为当前</button>
</span>
-->
</div>
<div class = "item-commands" >
<span class = "zdy-item settingBack" style="width:120px"> < 返回 </span>
</div>
</div> `;
messageAppend(html);
$('#liaoshangInRaid').val(Config.hpThresholdInDungeon());
$("#liaoshangInRaid").change(function () {
Config.setHpThresholdInDungeon($("#liaoshangInRaid").val());
});
$('#waitSkillCD').val(Config.waitSkillCD());
$("#waitSkillCD").change(function () {
Config.setWaitSkillCD($("#waitSkillCD").val());
});
$(".settingBack").on('click', function () {
UI.home();
});
},
wudaota: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
🏯 <hio>武道塔</hio>
<!--
<div class = "item-commands" >
<span style='border:solid 0px gray;width:100%'>
<label>◆ 自动战斗到第 </label><input type="number" id="wudaotaAutoToFloor" style="text-align:center;width:60px"><label> 层,</label><label for="wudaotaFastCombatOpening">剩余层扫荡符处理 </label><select style='width:60px' id = "wudaotaFastCombatOpening">
<option value="no">关闭</option>
<option value="yes">开启</option>
</select><label>。</label>
</span>
<span style='border:solid 0px gray;width:100%'>
<label for="wudaotaHpThreshold">◆ 疗伤,当气血小于 </label><select style='width:60px' id="wudaotaHpThreshold">
<option value="100">100%</option>
<option value="90">90%</option>
<option value="80">80%</option>
<option value="70">70%</option>
<option value="60">60%</option>
<option value="50">50%</option>
<option value="40">40%</option>
<option value="30">30%</option>
<option value="20">20%</option>
<option value="10">10%</option>
</select><label>;从第 </label><input type="number" id="wudaotaWaitSkillCDFrom" style="text-align:center;width:60px"><label for="waitSkillCD"> 层开始,战前等待技能冷却。</label>
</span>
</div>
-->
即将到来...
<div class = "item-commands" >
<span class = "zdy-item wudaoBack" style="width:120px"> < 返回 </span>
<!--<span class = "zdy-item wudaoStart" style="width:120px"> 开始爬塔 </span>-->
</div>
</div> `;
messageAppend(html);
$('#wudaotaAutoToFloor').val(Config.wudaota.autoToFloor());
$('#wudaotaAutoToFloor').focusout(function () {
let autoToFloor = $('#wudaotaAutoToFloor').val();
if (autoToFloor >= 0 && autoToFloor <= 100) {
Config.wudaota.setAutoToFloor(autoToFloor);
} else {
$('#wudaotaAutoToFloor').val(Config.wudaota.autoToFloor());
}
});
$('#wudaotaFastCombatOpening').val(Config.wudaota.fastCombatOpening());
$("#wudaotaFastCombatOpening").change(function () {
Config.wudaota.setFastCombatOpening($("#wudaotaFastCombatOpening").val());
});
$('#wudaotaHpThreshold').val(Config.wudaota.hpThresholdInRaid());
$("#wudaotaHpThreshold").change(function () {
Config.wudaota.setHpThresholdInRaid($("#wudaotaHpThreshold").val());
});
$('#wudaotaWaitSkillCDFrom').val(Config.wudaota.waitSkillCDFrom());
$('#wudaotaWaitSkillCDFrom').focusout(function () {
let from = $('#wudaotaWaitSkillCDFrom').val();
if (from >= 0 && from <= 100) {
Config.wudaota.setWaitSkillCDFrom(from);
} else {
$('#wudaotaWaitSkillCDFrom').val(Config.wudaota.waitSkillCDFrom());
}
});
$(".wudaoBack").on('click', function () {
UI.home();
});
$(".wudaoStart").on('click', function () {
Wudaota.run();
});
},
xiangyang: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
⚔ <hiy>守卫襄阳</hiy></br>
<div class = "item-commands" >
<span class = "zdy-item xiangyangBack" style="width:120px"> < 返回 </span>
<span class = "zdy-item xiangyangStart" style="width:120px"> <hiy>提开发建议=></hiy> </span>
</div>
</div> `;
messageAppend(html);
$(".xiangyangBack").on('click', function () {
UI.home();
});
$(".xiangyangStart").on('click', function () {
window.open("https://gf.qytechs.cn/zh-CN/forum/discussion/48858/%E5%AE%88%E5%8D%AB%E8%A5%84%E9%98%B3%E5%BC%80%E5%8F%91%E5%BB%BA%E8%AE%AE/p1?new=1", '_blank').location;
});
},
moreRaid: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
⛩ <hic>更多副本</hic></br>
<div class = "item-commands" >
<span class = "zdy-item moreRaidBack" style="width:120px"> < 返回 </span>
<span class = "zdy-item whiteteam" style="width:120px"> 白驼山(组队) </span>
<span class = "zdy-item yanziwu" style="width:120px"> 燕子坞(简单) </span>
<span class = "zdy-item yanziwuH" style="width:120px"> 燕子坞(困难) </span>
<span class = "zdy-item yanziwuT" style="width:120px"> 燕子坞偷书 </span>
<span class = "zdy-item taohuaH" style="width:120px"> 桃花岛(困难) </span>
<span class = "zdy-item wenfuH" style="width:120px"> 温府(>2k闪避) </span>
<span class = "zdy-item caizhujia" style="width:120px"> 财主家(简单) </span>
<span class = "zdy-item caizhujiaH" style="width:120px"> 财主家(困难) </span>
<span class = "zdy-item xingxiuhai" style="width:120px"> 星宿海 </span>
</div>
</div> `;
messageAppend(html);
$(".moreRaidBack").on('click', function () {
UI.home();
});
$(".whiteteam").on('click', function () {
Raid.repeatRun("白驼山", "组队");
});
$(".yanziwu").on('click',function(){
Raid.repeatRun("燕子坞", "简单");
});
$(".yanziwuH").on('click', function () {
Raid.repeatRun("燕子坞", "困难");
});
$(".yanziwuT").on('click', function () {
Raid.repeatRun("燕子坞", "偷书");
});
$(".taohuaH").on('click', function () {
Raid.repeatRun("桃花岛", "困难");
});
$(".wenfuH").on('click', function () {
Raid.repeatRun("温府", ">2k闪避");
});
$(".caizhujia").on('click', function () {
Raid.repeatRun("财主家", "简单");
});
$(".caizhujiaH").on('click', function () {
Raid.repeatRun("财主家", "困难");
});
$(".xingxiuhai").on('click', function () {
Raid.repeatRun("星宿海");
});
},
shortcut: function() {
messageClear();
var html = `
<div style='text-align:center;width:100%'>
🚀 <hig>捷径</hig></br>
<div class = "item-commands" >
<span class = "zdy-item shortcutBack" style="width:120px"> < 返回 </span>
<span class = "zdy-item outMaze" style="width:120px"> 走出桃花林 </span>
<span class = "zdy-item zhoubotong" style="width:120px"> 找到周伯通 </span>
</div>
</div> `;
messageAppend(html);
$(".shortcutBack").on('click', function () {
UI.home();
});
$(".outMaze").on('click', function () {
WG.Send('stopstate');
TaohuaIsland.outMaze();
});
$(".zhoubotong").on('click', function () {
WG.Send('stopstate');
TaohuaIsland.zhoubotong();
});
}
};
var ToRaid = { menu :UI.home };
var TaohuaIsland = {
outMaze: function() {
if (!Role.atPath("taohua/haitan")) {
messageAppend("只有在 桃花岛的海滩 才能使用此虫洞。");
return;
}
Executer.interval = 1000;
Executer.cmds = [
"go south",
"@look 1",
"@look 5"
];
Executer.willPerformCmd = function(lastCmd, cmd) {
if (cmd == "@look 1") {
if (TaohuaIsland._goCenterCmd) {
return TaohuaIsland._goCenterCmd;
} else {
return null;
}
}
if (cmd == "@look 5") {
if (TaohuaIsland._decodedMaze) {
return TaohuaIsland._outMazeCmd();
} else {
return null;
}
}
return cmd;
};
Executer.didFinishExecute = TaohuaIsland._cancelMonitorMaze;
TaohuaIsland._monitorMaze();
Executer.execute();
},
zhoubotong: function() {
if (!Role.atPath("taohua/wofang")) {
messageAppend("只有在 蓉儿的卧室 才能使用此虫洞。");
return;
}
Executer.interval = 1000;
Executer.cmds = [
"go south;go west;go west;go west;go north;go north;go north",
"go west;go east;go west;go east;go west",
"go south",
"@look 1",
"@look 5",
"@go 2",
"@go 3",
"@go 4",
"@go 6",
"@go 7",
"@go 8",
];
let index = WG.add_hook("exits", function(data) {
if (TaohuaIsland._lastCoord == undefined || TaohuaIsland._lastCoord == [0, 0]) return;
if (Object.keys(data.items).length != 4) return;
for(var key in data.items) {
if (data.items[key] != "桃花林") return;
}
let normalExistMap = [
[["north", "northeast", "east"], ["east", "north", "south"], ["east", "south", "southeast"],],
[["east", "north", "west"], [], ["west", "east", "south"],],
[["west", "northwest", "north"], ["west", "south", "north"], ["west", "southwest", "south"],]
];
let x = TaohuaIsland._lastCoord[0] + 1;
let y = TaohuaIsland._lastCoord[1] + 1;
let normalExists = normalExistMap[x][y];
for(var key2 in data.items) {
if (normalExists.indexOf(key2) != -1) continue;
TaohuaIsland._goCave = "go " + key2;
return;
}
});
Executer.willPerformCmd = function(lastCmd, cmd) {
if (TaohuaIsland._goCave) return TaohuaIsland._goCave + ";go west;[exit]";
var number = 0;
switch (cmd) {
case "@look 1":
if (TaohuaIsland._goCenterCmd) {
return TaohuaIsland._goCenterCmd;
} else {
return null;
}
break;
case "@look 5":
if (!TaohuaIsland._decodedMaze) return null;
break;
case "@go 2":
TaohuaIsland._lastCoord = TaohuaIsland._mazeCoords[2];
TaohuaIsland._lastGo = TaohuaIsland._mazePath(TaohuaIsland._lastCoord);
return TaohuaIsland._lastGo;
case "@go 3": number = 3; break;
case "@go 4": number = 4; break;
case "@go 6": number = 6; break;
case "@go 7": number = 7; break;
case "@go 8": number = 8; break;
}
if (number != 0) {
let back = TaohuaIsland._mazeBackPath(TaohuaIsland._lastGo);
TaohuaIsland._lastCoord = TaohuaIsland._mazeCoords[number];
TaohuaIsland._lastGo = TaohuaIsland._mazePath(TaohuaIsland._lastCoord);
return back + ";" + TaohuaIsland._lastGo;
}
return cmd;
};
Executer.didFinishExecute = function() {
TaohuaIsland._lastCoord = undefined;
TaohuaIsland._lastGo = undefined;
TaohuaIsland._goCave = undefined;
TaohuaIsland._cancelMonitorMaze();
};
TaohuaIsland._monitorMaze();
Executer.execute();
},
_outMazeCmd: function() {
var cmd = "";
for (var i = 2; i <= 9; i++) {
let coord = TaohuaIsland._mazeCoords[i];
let go = TaohuaIsland._mazePath(coord);
if (i == 9) {
cmd += go + ";" + go;
} else {
cmd += go + ";" + TaohuaIsland._mazeBackPath(go) + ";";
}
}
cmd += ";go south";
return cmd;
},
_mazePath: function(coord) {
let pathMap = [
["go southwest", "go west", "go northwest"],
["go south", "", "go north"],
["go southeast", "go east", "go northeast"]
];
let x = coord[0] + 1;
let y = coord[1] + 1;
return pathMap[x][y];
},
_mazeBackPath: function(path) {
let backMap = {
"": "",
"go southwest": "go northeast",
"go west": "go east",
"go northwest": "go southeast",
"go south": "go north",
"go north": "go south",
"go southeast": "go northwest",
"go east": "go west",
"go northeast": "go southwest"
};
return backMap[path];
},
_monitorMaze: function() {
TaohuaIsland._mazeCoords = [
[2, 2], // unused
[2, 2],
[2, 2],
[2, 2],
[2, 2],
[0, 0],
[2, 2],
[2, 2],
[2, 2],
[2, 2]
];
TaohuaIsland._atFirst = false;
TaohuaIsland._goCenterCmd = undefined;
TaohuaIsland._decodedMaze = false;
let index1 = WG.add_hook(["room", "exits"], function(data) {
if (TaohuaIsland._goCenterCmd != undefined) return;
if (data.type == "room") {
if (data.desc == undefined) return;
let patt = new RegExp("四周栽了大概有一棵桃树");
let result = patt.exec(data.desc);
if (result) TaohuaIsland._atFirst = true;
} else if (data.type == "exits") {
if (data.items == undefined) return;
if (TaohuaIsland._atFirst) {
if (data.items.north && data.items.south) {
if (data.items.west) {
TaohuaIsland._mazeCoords[1] = [1, 0];
TaohuaIsland._goCenterCmd = "go west"
} else {
TaohuaIsland._mazeCoords[1] = [-1, 0];
TaohuaIsland._goCenterCmd = "go east"
}
} else if (data.items.west && data.items.east) {
if (data.items.north) {
TaohuaIsland._mazeCoords[1] = [0, -1];
TaohuaIsland._goCenterCmd = "go north"
} else {
TaohuaIsland._mazeCoords[1] = [0, 1];
TaohuaIsland._goCenterCmd = "go south"
}
}
}
}
});
let index2 = WG.add_hook("room", function(data) {
if (TaohuaIsland._decodedMaze) return;
if (data.desc == undefined) return;
let patt = new RegExp("(?<=能看到东南方向大概有).(?=棵桃树)");
let count = patt.exec(data.desc);
if (!count) return;
switch (count.toString()) {
case "二": TaohuaIsland._mazeCoords[2] = [1, -1]; break;
case "四": TaohuaIsland._mazeCoords[4] = [1, -1]; break;
case "六": TaohuaIsland._mazeCoords[6] = [1, -1]; break;
case "八": TaohuaIsland._mazeCoords[8] = [1, -1]; break;
}
TaohuaIsland._mazeCoords[9] = [-TaohuaIsland._mazeCoords[1][0], -TaohuaIsland._mazeCoords[1][1]];
while (true) {
if (TaohuaIsland._mazeCoords[2][0] != 2) {
TaohuaIsland._mazeCoords[8] = [-TaohuaIsland._mazeCoords[2][0], -TaohuaIsland._mazeCoords[2][1]];
}
if (TaohuaIsland._mazeCoords[8][0] != 2) {
if (TaohuaIsland._mazeCoords[8][0] == TaohuaIsland._mazeCoords[1][0]) {
TaohuaIsland._mazeCoords[6] = [TaohuaIsland._mazeCoords[8][0], -TaohuaIsland._mazeCoords[8][1]];
} else {
TaohuaIsland._mazeCoords[6] = [-TaohuaIsland._mazeCoords[8][0], TaohuaIsland._mazeCoords[8][1]];
}
}
if (TaohuaIsland._mazeCoords[6][0] != 2) {
TaohuaIsland._mazeCoords[4] = [-TaohuaIsland._mazeCoords[6][0], -TaohuaIsland._mazeCoords[6][1]];
}
if (TaohuaIsland._mazeCoords[4][0] != 2) {
if (TaohuaIsland._mazeCoords[4][0] == TaohuaIsland._mazeCoords[9][0]) {
TaohuaIsland._mazeCoords[2] = [TaohuaIsland._mazeCoords[4][0], -TaohuaIsland._mazeCoords[4][1]];
} else {
TaohuaIsland._mazeCoords[2] = [-TaohuaIsland._mazeCoords[4][0], TaohuaIsland._mazeCoords[4][1]];
}
}
if (TaohuaIsland._mazeCoords[2][0] != 2
&& TaohuaIsland._mazeCoords[4][0] != 2
&& TaohuaIsland._mazeCoords[6][0] != 2
&& TaohuaIsland._mazeCoords[8][0] != 2) {
break;
}
}
if (TaohuaIsland._mazeCoords[8][0] == TaohuaIsland._mazeCoords[4][0]) {
TaohuaIsland._mazeCoords[3] = [TaohuaIsland._mazeCoords[8][0], 0];
} else {
TaohuaIsland._mazeCoords[3] = [0, TaohuaIsland._mazeCoords[8][1]];
}
TaohuaIsland._mazeCoords[7] = [-TaohuaIsland._mazeCoords[3][0], -TaohuaIsland._mazeCoords[3][1]];
TaohuaIsland._decodedMaze = true;
});
TaohuaIsland._mazeHookIndexes = [index1, index2];
},
_cancelMonitorMaze: function() {
for (var i = TaohuaIsland._mazeHookIndexes.length - 1; i >= 0; i--) {
let index = TaohuaIsland._mazeHookIndexes[i];
WG.remove_hook(index);
}
},
};
let ChineseToNumber = {
run: function(text) {
var rtn = 0;
var section = 0;
var number = 0;
var secUnit = false;
var str = text.split('');
for (var i = 0; i < str.length; i++) {
var num = ChineseToNumber.chnNumChar[str[i]];
if (typeof num !== 'undefined') {
number = num;
if (i === str.length - 1){
section += number;
}
}else{
var unit = ChineseToNumber.chnNameValue[str[i]].value;
secUnit = ChineseToNumber.chnNameValue[str[i]].secUnit;
if (secUnit){
section = (section + number) * unit;
rtn += section;
section = 0;
} else {
section += (number * unit);
}
number = 0;
}
}
return rtn + section;
},
chnNumChar: {
零:0,
一:1,
二:2,
三:3,
四:4,
五:5,
六:6,
七:7,
八:8,
九:9
},
chnNameValue: {
十:{value:10, secUnit:false},
百:{value:100, secUnit:false},
千:{value:1000, secUnit:false},
万:{value:10000, secUnit:true},
亿:{value:100000000, secUnit:true}
}
};
$(document).ready(function () {
WG = unsafeWindow.WG;
messageAppend = unsafeWindow.messageAppend;
messageClear = unsafeWindow.messageClear;
unsafeWindow.ToRaid = ToRaid;
unsafeWindow.Role = Role;
Role.init();
});
})();