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package ftbt
import (
"testing"
"fmt"
"os"
)
type TestUI struct {
opt int
}
var test_ui [2]TestUI
var test_uis [2]UISelect
/* DoTech triger before HPDown, Loc.. */
func (ui TestUI) DoTech (itech, p_src, p_obj, l_obj int) {
x, y := Loc2XY (l_obj)
fmt.Printf ("%s 发动 %s 技能, 目标位置 (%d, %d)", people[p_src].name, gtech[itech].name, x, y)
if p_obj != -1 {
fmt.Printf (", 目标人物 %s", people[p_obj].name)
}
fmt.Printf ("\n")
}
func (ui TestUI) HPDown (ip, loc, hp, dhp int) {
x, y := Loc2XY (loc)
fmt.Printf ("位于 (%d, %d) 的 %s 体力从 %d 下降 %d\n", x, y, people[ip].name, hp, dhp)
}
func (ui TestUI) PeopleIn (ip, loc int) {
x, y := Loc2XY (loc)
fmt.Printf ("%s 加入战斗位置 (%d, %d)\n", people[ip].name, x, y)
}
func (ui TestUI) PeopleOut (ip, loc int) {
x, y := Loc2XY (loc)
fmt.Printf ("%s 从位置 (%d, %d) 撤退\n", people[ip].name, x, y)
}
/* PeopleMove trigger after PeopleStep */
func (ui TestUI) PeopleMove (ip, loc_start, loc_end int) {
x1, y1 := Loc2XY (loc_start)
x2, y2 := Loc2XY (loc_end)
name := people[ip].name
fmt.Printf ("%s 从位置 (%d, %d) 移动到位置 (%d, %d)\n", name, x1, y1, x2, y2)
}
func (ui TestUI) PeopleStep (ip, loc, dir int) {
dir_str := []string {"右", "左", "下", "上"}
name := people[ip].name
x, y := Loc2XY (loc)
fmt.Printf ("%s 从位置 (%d, %d) 向 %s 移动一步\n", name, x, y, dir_str[dir])
}
/* att_def: 0: att; 1: def */
func (ui TestUI) LocBuf (loc, att_def, val, dur int) {
ad_str := []string{"攻击", "防御"}
x, y := Loc2XY (loc)
fmt.Printf ("位置 (%d, %d) 获得 %s 辅助值 %d, 辅助时长 %d\n", x, y, ad_str[att_def], val, dur)
}
func (ui TestUI) LocFly (loc, weight, dur int) {
x, y := Loc2XY (loc)
fmt.Printf ("位置 (%d, %d) 获得飞行辅助, 移动消耗 %d, 辅助时长 %d\n", x, y, weight, dur)
}
func (ui TestUI) LocDisableLong (loc, dur int) {
x, y := Loc2XY (loc)
fmt.Printf ("位置 (%d, %d) 获得远程无效辅助, 辅助时长 %d\n", x, y, dur)
}
func (ui TestUI) DrawMap () {
var vname, dname, pname string
fmt.Printf ("%6s", " Map")
for x := 0; x < MAP_SIZE[0]; x ++ {
fmt.Printf ("%6d", x)
}
fmt.Println ()
for y := 0; y < MAP_SIZE[1]; y ++ {
fmt.Printf ("%6d", y)
for x := 0; x < MAP_SIZE[0]; x ++ {
i := XY2Loc (x, y)
dname = " " + dx_name[gmap[i].dx]
if gmap[i].path_last_loc == -2 {
vname = "*"
} else {
vname = ""
}
fmt.Printf ("%5s%1s", dname, vname)
}
fmt.Printf ("\n")
fmt.Printf ("%6s", "")
for x := 0; x < MAP_SIZE[0]; x ++ {
i := XY2Loc (x, y)
fmt.Printf ("%6d", gmap[i].weight)
}
fmt.Printf ("\n")
fmt.Printf ("%6s", "")
for x := 0; x < MAP_SIZE[0]; x ++ {
i := XY2Loc (x, y)
ip := gmap[i].people
if ip == -1 {
pname = " "
} else {
pname = " " + people[ip].name
}
fmt.Printf ("%6s", pname)
}
fmt.Printf ("\n")
}
}
func (ui TestUI) ShowLoc (x, y int) {
if x < 0 || x >= MAP_SIZE[0] || y < 0 || y >= MAP_SIZE[1] {
fmt.Println ("输入错误")
return
}
iloc := XY2Loc (x, y)
loc := gmap[iloc]
opt := ui.opt
fmt.Printf ("位置 (%d, %d) 的辅助信息:\n", x, y)
fmt.Printf (" 攻击辅助, 值 %d, 时长 %d\n", loc.buf_value[opt][0], loc.buf_dur[opt][0])
fmt.Printf (" 防御辅助, 值 %d, 时长 %d\n", loc.buf_value[opt][1], loc.buf_dur[opt][1])
fmt.Printf (" 飞行辅助, 消耗 %d, 时长 %d\n", loc.fly_weight[opt], loc.fly_weight_dur[opt])
fmt.Printf (" 远程无效辅助: %v, 时长 %d\n", loc.disable_long[opt], loc.disable_long_dur[opt])
}
func (ui TestUI) ShowPeople (ip int) {
if ip < 0 || ip >= len (people) {
fmt.Println ("输入错误")
return
}
p := people[ip]
fmt.Printf ("人员 %s 的信息:\n", p.name)
fmt.Printf (" 操作方: %d\n", p.opt)
fmt.Printf (" 攻击: %d\n", p.abi)
fmt.Printf (" 防御: %d\n", p.def)
fmt.Printf (" 体力: %d\n", p.hp)
fmt.Printf (" 技术:")
for _, itech := range p.tech {
fmt.Printf ("%s ", gtech[itech].name)
}
fmt.Printf("\n")
fmt.Printf (" 速度: %d\n", p.speed)
x, y := Loc2XY (p.loc)
fmt.Printf (" 位置: (%d, %d)\n", x, y)
fmt.Printf (" 是否完成行动: %v\n", p.is_finish)
}
func (ui TestUI) ShowTech (itech int) {
tech_class_name := []string {
"攻击",
"攻击辅助",
"防御辅助",
"飞行辅助",
"远程无效辅助",
}
if itech < 0 || itech >= len (gtech) {
fmt.Println ("输入错误")
return
}
tech := gtech[itech]
fmt.Printf ("技能 %s 的信息:\n", tech.name)
fmt.Printf (" 类型: %s\n", tech_class_name[tech.class])
fmt.Printf (" 是否远程: %v\n", tech.is_long)
fmt.Printf (" AOE 范围: %d\n", tech.aoe_range)
fmt.Printf (" AOE 比例: %d%%\n", tech.aoe_ratio)
fmt.Printf (" AOE 误伤: %v\n", tech.aoe_self)
fmt.Printf (" 持续时间: %d 回合\n", tech.duration)
fmt.Printf (" 支持地形:")
for i, dname := range dx_name {
if tech.dx[i] {
fmt.Printf (" %s ", dname)
}
}
fmt.Printf ("\n")
fmt.Printf (" 效果值: %d\n", tech.value)
}
func (ui TestUI) SelObj (status SelObjStatus, itech int, valid_loc []int) int {
ui.DrawMap ()
var msg string
switch status {
case SOS_PEOPLE:
msg = "请选择操作角色 (X Y): (-1 1: 回合结束) (-1 0: 退出)"
case SOS_MOVE_OBJ:
msg = "请选择移动目的地 (X Y): (-1 0: 取消)"
case SOS_TECH_OBJ:
msg = fmt.Sprintf ("请为技术 %s 选择目标 (X Y): (-1 0: 放弃)", gtech[itech].name)
}
for {
fmt.Printf ("%s \n (-2 0 查看地形)\n (-3 ip 查看人物)\n (-4 itech 查看技术)\n", msg)
var x, y, cx, cy int
fmt.Scan (&x, &y)
if y < 0 || y >= MAP_SIZE[1] {
fmt.Println ("输入错误")
continue
}
switch {
case x == -1 :
if status == SOS_PEOPLE && y == 1 {
return -2
} else {
return -1
}
case x == -2 :
fmt.Println ("请输入查询位置 (X Y):")
fmt.Scan (&cx, &cy)
ui.ShowLoc (cx, cy)
case x == -3 :
ui.ShowPeople (y)
case x == -4 :
ui.ShowTech (y)
case x >= 0:
return XY2Loc (x, y)
}
}
}
func (ui TestUI) SelTech (ip int) int {
ui.DrawMap ()
fmt.Printf ("请选择使用技能:\n")
fmt.Printf (" %d : %s\n", -1, "取消")
for i, itech := range people[ip].tech {
fmt.Printf (" %d : %s\n", i, gtech[itech].name)
}
ntech := len (people[ip].tech)
var itech int
fmt.Scan (&itech)
if itech < 0 || itech >= ntech {
return -1
} else {
return itech
}
}
func (ui TestUI) Confirm (msg string) bool {
yes_str := []string {"Y", "y", "Yes", "yes", "YES"}
no_str := []string {"N", "n", "No", "no", "NO"}
for {
fmt.Printf ("确认 %s 吗 (Y/N)?", msg)
var q_str string
n, _ := fmt.Scan ("%s", &q_str)
if n != 1 {
continue
}
for _, str := range yes_str {
if q_str == str {
return true
}
}
for _, str := range no_str {
if q_str == str {
return false
}
}
}
}
func (ui TestUI) LoadMapDone () {
fmt.Println ("地图加载完成")
ui.DrawMap ()
}
func (ui TestUI) GameStart () {
fmt.Println ("游戏开始")
}
func (ui TestUI) TurnStart (opt int) {
fmt.Printf ("操作方 %d 回合开始\n", opt)
}
/* win_opt == -1: 退出*/
func (ui TestUI) GameOver (win_opt int) {
if win_opt == -1 {
fmt.Printf ("退出游戏\n")
} else {
ui.DrawMap ()
fmt.Printf ("操作方 %d 获胜\n", win_opt)
}
}
func InitTestUI () {
for i := 0; i < 2; i ++ {
test_ui[i].opt = i
test_uis[i] = test_ui[i]
}
}
func TestFtbtCui (t * testing.T) {
ftech, err := os.Open ("test.tech")
if err != nil {
fmt.Println ("无法打开测试技术文件");
return
}
fmap, err := os.Open ("test.map")
if err != nil {
fmt.Println ("无法打开测试关卡文件");
return
}
InitTestUI ()
is_err := Init (test_ui[0], test_uis, ftech, fmap, "")
if is_err {
fmt.Printf ("初始化错误\n")
return
}
Do()
}
func TestNCCui (t * testing.T) {
ftech, err := os.Open ("star.tech")
if err != nil {
panic ("cannot open tech file")
}
fmap, err := os.Open ("m1.map")
if err != nil {
panic ("cannot open map file")
}
ui_note := InitNCursesUI ()
var ui_sel [2]UISelect
for i := 0; i < 1; i ++ {
ui_sel[i] = InitNCursesUISelect (i, ui_note)
}
is_err := Init (ui_note, ui_sel, ftech, fmap, "")
if is_err {
fmt.Printf ("初始化错误\n")
return
}
Do()
}
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