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-- SPDX-License-Identifier: GPL-3.0-or-later
---@class StoryData: Object
local Story = class("Story")
local Map = require "packages/wdtx/Map"
Story.TypeStoryEnd = "storyend"
Story.TypeNormal = "normal"
Story.TypeChoices = "choices"
Story.TypeFight = "fight"
Story.ChoiceNormal = "choicenormal"
Story.ChoiceEvent = "choiceevent"
Story.ChoiceBranchEvent = "choicebranchevent"
Story.TalkLeftPos = 1
Story.TalkRightPos = 1
Story.ContinueStory = "继续"
Story.FightStory = "战斗"
Story.NextStory = "下一章"
-- Story.MapChoices= {
-- normonster = "战斗",
-- elitemonster = "战斗",
-- box = "打开看看",
-- boss = "战斗",
-- shop = "进去看看",
-- otherevents = "过去试试",
-- rest = "休息一下"
-- }
Story.StatusNormal = 0
Story.StatusDeath = 1
Story.StatusEnd = 2
Story.StatusContinue = 3
Story.StatusObserve = 4
Story.StatusChoice = 5
Story.StatusFight = 6
function Story:initialize(player,data,obj)
self.player = player
self.wdtxobj = obj
self.id = 1
self.dialogconfig = data.dialogconfig
self.events = data.events
self.status = 0
self.eventlen = 0
self.curinfo = {}
self.dialogdata = {
normonster = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方发现普通怪物"}},
choices = {"战斗"},
eventchc = {1}
}
},
elitemonster = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方发现精英怪物"}},
choices = {"战斗"},
eventchc = {1}
}
},
boss = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方发现BOSS"}},
choices = {"战斗"},
eventchc = {1}
}
},
box = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方发现宝箱"}},
choices = {"打开"},
eventchc = {1}
}
},
shop = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方发现商店"}},
choices = {"进入"},
eventchc = {1}
}
},
otherevents = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有情况。"}},
choices = {"去看看"},
eventchc = {1}
}
},
rest = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有个休息地方"}},
choices = {"休息一下"},
eventchc = {1}
}
},
addmaxhp = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="找到了💖,体力上限+1"}},
choices = {"注入灵魂"},
eventchc = {1}
}
},
["getcd-wdtx__peach"] = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有张卡牌【桃】"}},
choices = {"获得","离开"},
eventchc = {1,1}
}
},
["getcd-wdtx__analeptic"] = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有张卡牌【酒】"}},
choices = {"获得","离开"},
eventchc = {1,1}
}
},
["getcd-wdtx__slash"] = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有张卡牌【杀】"}},
choices = {"获得","离开"},
eventchc = {1,1}
}
},
["getcd-wdtx__archery_attack"] = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有张卡牌【万箭齐发】"}},
choices = {"获得","离开"},
eventchc = {1,1}
}
},
["getcd-wdtx__savage_assault"] = {
{dialog = {{talkers={1,self.player.general,2,"hxfc_author"},say="前方有张卡牌【南蛮入侵】"}},
choices = {"获得","离开"},
eventchc = {1,1}
}
},
}
end
function Story:resetProgress()
self.eventlen = 0
end
function Story:getCurProgress()
return self.eventlen / Map.ColumnDeep
end
function Story:getEvent()
return self.events[1]
end
function Story:getDialog()
local dialogcfg = self.dialogconfig[1]
return dialogcfg or nil
end
function Story:addEvents(evts)
table.insertTable(self.events,evts)
end
------------可以自动调节剧情事件栈-----------
function Story:addEvent(evtname,pos)
table.insert(self.events,pos,evtname)
end
function Story:addDialog(dialog,pos)
table.insert(self.dialogconfig,pos,dialog)
end
function Story:addNewStory(evtname,dialog,pos)
-- p(evtname)
-- p(dialog)
-- p(pos)
-- dbg()
self:addEvent(evtname,pos)
self:addDialog(dialog,pos)
-- p(self.events)
-- p(self.dialogconfig[1])
-- dbg()
end
function Story:addSubDialog(subdialog,rootpos,subpos)
table.insert(self.dialogconfig[rootpos],subpos,subdialog)
end
------------可以自动调节剧情事件栈-----------
function Story:setID(id)
self.id = id
end
function Story:getID()
return self.id
end
function Story:setStatus(status)
self.status = status
end
function Story:getStatus()
return self.status
end
function Story:getDioalogData()
end
--刷新剧情内容
function Story:refreshStory(evts)
self:addEvents(evts)
self.eventlen = self.eventlen + 1
for i,evt in ipairs(self.events) do
if not self.dialogconfig[i] then
local data = table.clone(self.dialogdata[evt])
if string.startsWith(evt,"getcd") then
local cname = evt:split("-")
cname = cname[#cname]
local cards = self.wdtxobj:findCards({[cname] = 1},self.player.room.void)
local upcard = Fk:getCardById(cards[1])
self.wdtxobj:upCardMark(upcard)
data[1].cid = cards[1]
end
table.insert(self.dialogconfig,data)
end
end
-- p(self.events)
-- p(self.dialogconfig)
-- dbg()
end
--移除当前剧情
function Story:removeStory()
table.remove(self.dialogconfig,1)
local curevent = table.remove(self.events,1)
if curevent == "boss" then
self:resetProgress()
end
end
function Story:setCurInfo(data)
self.curinfo = data
end
function Story:getCurInfo()
return self.curinfo
end
return Story
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