this.inherits(COMMAND);
this.command = "sx";
this.allow_busy = true;
this.allow_state = true;
this.allow_die = true;
this.regex = /^(\w+)(?:\s+(\w+))?(?:\s+(\w+))?$/;
this.enter = function (me, type, par1, par2) {
if (type === 'greet') {
this.do_greet(me);
} else {
this.do_manage(me, par1, par2);
}
}
this.do_greet = function (me) {
let npc = me.family.first_npc;
if (!npc) return me.send('首席目前不在线。');
if (me.level > 5) return me.notify("堂堂武神大人就不要凑热闹了好吧。");
if (npc.family != me.family) {
return me.notify("你又不是" + npc.family.name + "弟子,凑什么热闹。");
}
if (WORLD.DATA.query_temp(npc.family.id + "_top") == me.id) {
return me.notify("你自己就是" + npc.title + ",凑什么热闹。");
}
if (me.query_temp('qingan')) return me.notify("每天请一次安就可以了,多了会惹人烦的。");
var user = WORLD.getUser(WORLD.DATA.query_temp(npc.family.id + "_top"));
var userexp = npc.exp || Number.MAX_VALUE;
if (user) userexp = user.exp;
var ch = npc.gender == 1 ? "师兄" : "师姐";
if (me.query_age() > npc.age) {
ch = npc.gender == 1 ? "师弟" : "师妹";
}
var val = 10000 + me.level * 10000;
me.set_temp('qingan', 1, UTIL.diff_time());
//UTIL.add_task(me, 'qa', 1);
if (userexp < me.exp) {
me.send_room("$N向$n拱手道:" + npc.name + "" + ch + "好。", npc);
// if (WORLD.is_server(me) && userexp < me.exp * 0.9) {
// WORLD.DATA.add_temp(fam.id + '_greetings', parseInt(val / 2));
// }
} else {
me.send_room("$N向$n恭恭敬敬的一鞠躬:" + npc.name + "" + ch + ",神功盖世,千秋万代。", npc);
}
me.add_exp(val, val);
}
this.check_power = function (me, npc) {
if (npc.family != me.family) {
return me.notify_fail("你又不是" + npc.family.name + "弟子,凑什么热闹。");
}
if (WORLD.DATA.query_temp(npc.family.id + "_top") !== me.id) {
return me.notify_fail("你不是" + npc.title + ",不能更改设置。");
}
return true;
}
// this.add_action('manage1', null, function (me, paras) {
// if (!this.check_power(me)) return;
// if (WORLD.DATA.query_temp(this.family.id + "_buff", 0))
// return me.send('今天已经设置过增益效果了。');
// console.log(paras)
// });
this.do_manage = function (me, par1, par2) {
let npc = me.family.first_npc;
if (!npc) return me.send('你的门派还没有首席弟子。');
if (!this.check_power(me, npc)) return;
if (par1) {
if (par1 === 'buff')
return this.manage_buff(me, par2);
if (par1 === 'battle')
return this.manage_battle(me, par2);
}
me.send("你是" + npc.title + ",可以更改一些设置。");
me.send_commands('sx manage buff', '设置增益', 'sx manage battle', '发起门派战争');
}
this.manage_buff = function (me, par2) {
let buff = me.family.query_temp("buff", 0);
if (buff >= 1)
return me.send('今天已经设置过门派增益了。');
if (!par2) {
me.send('你可以设置以下增益效果,持续一小时:');
return me.send_commands('sx manage buff xue', '学习效率+20%',
'sx manage buff lianxi', '练习效率+20%',
'sx manage buff dazuo', '打坐效率+20%');
}
let msg = null;
switch (par2) {
case "xue":
me.family.add_temp("study_per", 20, 3600000);
msg = "学习效率";
break;
case "lianxi":
me.family.add_temp("lianxi_per", 20, 3600000);
msg = "练习效率";
break;
case "dazuo":
me.family.add_temp("dazuo_per", 20, 3600000);
msg = "打坐效率";
break;
default:
return;
}
me.family.add_temp("buff", 1, UTIL.diff_time());
me.send('设置完成,全体门派增益效果:' + msg + '+20%');
me.family.send_channel(me, "已设置全体门派增益效果:" + msg + "+20%");
if (!me.query_temp('qingan')) {
var val = 10000 + me.level * 10000;
me.add_exp(val, val);
me.set_temp('qingan', 1, UTIL.diff_time());
}
}
const FAMS = ['WUDANG', 'SHAOLIN', 'HUASHAN', 'EMEI', 'GAIBANG', 'XIAOYAO'];
this.manage_battle = function (me, par2) {
if (me.family === FAMILIES.NONE)
return me.send('你无门无派,要干什么?');
if (me.family === FAMILIES.SHASHOU)
return this.manage_battle2(me, par2);
if (me.family.battle_family)
return me.send('你的门派正在和' + FAMILIES[me.family.battle_family].name + "进行战争。");
if (me.family.query_temp("sxwar", 0) > 0)
return me.send('今天已经开启过门派战争了。');
if (me.family.query_temp('battle')) {
// let time = me.family.temp["battle"].e - Date.now();
// if (time > 20 * 60000) {
// return me.send("你的门派刚结刚束战争,需要休养。");
// }
return me.send("你的门派刚结刚束战争,需要休养。");
}
if (!par2) {
var str = ["{type:\"cmds\",items:["];
for (var key of FAMS) {
let fam = FAMILIES[key];
if (fam === me.family || fam.battle_family || fam.query_temp('battle')) continue;
if (str.length > 1) str.push(",");
str.push("{cmd:\"sx manage battle ");
str.push(key);
str.push("\",name:\"", "向", fam.name, '宣战');
str.push("\"}");
}
if (str.length == 1) {
return me.notify("当前没有可宣战的门派。");
}
str.push("]}");
me.send('选择你要进攻的门派:');
return me.send(str.join(""));
}
let fam = FAMILIES[par2];
if (!fam || fam === me.family) return me.send('你要进攻哪个门派?');
if (fam.battle_family)
return me.send(fam.name + '正在和' + FAMILIES[fam.battle_family].name + "进行战争。");
if (fam.query_temp('battle'))
return me.send(fam.name + '刚结束战斗,趁人之危非君子所为。');
me.family.set_temp("sxwar", 1, UTIL.diff_time());
me.family.check_battle(me, null, fam);
me.family.send_channel(me, "所有门下弟子听令,开始进攻" + fam.name);
}
this.manage_battle2 = function (me, par2) {
if (me.family.query_temp("sxwar", 0) >= 5)
return me.send('杀手楼每天最多可介入5次其他门派的战争。');
if (me.family.query_temp('battle')) {
return me.send("你的门派正在战斗。");
}
if (!par2) {
var str = ["{type:\"cmds\",items:["];
for (var key of FAMS) {
let fam = FAMILIES[key];
if (fam === me.family || !fam.battle_family) continue;
if (str.length > 1) str.push(",");
str.push("{cmd:\"sx manage battle ");
str.push(key);
str.push("\",name:\"", "进攻", fam.name);
str.push("\"}");
}
if (str.length == 1) {
return me.notify("当前没有正在战斗中的门派。");
}
str.push("]}");
me.send('选择你要趁乱进攻的门派:');
return me.send(str.join(""));
}
let fam = FAMILIES[par2];
if (!fam || fam === me.family) return me.send('你要进攻哪个门派?');
if (!fam.battle_family)
return me.send(fam.name + '没有发生战争,你无法介入 。');
sxwar = me.family.add_temp("sxwar", 1, UTIL.diff_time());
me.family.add_temp('battle', 1, 3600000);
me.family.set_temp('ss_target', fam.id, 3600000);
me.family.send_channel(me, "门下所有杀手听令,开始进攻" + fam.name);
me.send('已选择' + fam.name + '作为目标门派,本日已开启' + sxwar + '/5次。');
EVENTS.add({
id: "SHASHOU_bat",
name: "门派战争",
desc: "你的门派正在进攻" + fam.name + ",击杀对方弟子会获得丰厚奖励。",
time: fam.temp.battle.e,
grade: 2,
command: "进入战场",
check: (me) => me.family === FAMILIES.SHASHOU,
on_command: function (me) {
me.do_command('goto', 'fam3');
}
});
}