this.inherits(ROOM);
this.name = "第一层"
this.desc = "这里是武道塔的内部,塔身已经石迹斑驳,但是仍然耸立挺拔。四周都是坚固的石壁,不知道什么原因留下一些横七竖八的刀刻剑痕,你想细看却觉得眼睛被刺得发疼。";
this.exits = { "up": "wudao/up", "out": "wudao/men" };
this.max_item_count = 1;
this.on_before_enter = function (me) {
var level = (me.query_temp("wd_level") || 0) + 1;
var name = UTIL.to_c(level);
this.name = "第" + name + "层";
var npc = null;
if (level > 99) return this.refresh();
// if (level == 100 || me.query_temp('wudao_o')) {
// npc = NPC.CLONE( "pub/wudao_boss");
// npc.die = this.on_die_boss;
// this.name = "第" + name + "层";
// npc.init_from(me);
// } else {
npc = NPC.CLONE("pub/wudao");
npc.init_from(me, level);
if (level >= 90) {
me.clear_combat_prop();
me.clear_status();
}
npc.die = this.on_die2;
// }
npc.environment = this;
this.items.length = 0;
this.items.push(npc);
this.refresh();
//this.item_changed(npc, true);
}
this.on_enter = function (me) {
me.die = this.on_die1;
let npc = this.items[0];
if (npc && !npc.is_player) {
me.send(npc.name + ':这位' + me.call() + ",请了。");
// me.clear_status();
npc.do_kill(me);
}
}
this.on_die1 = function (me) {
if (this.on_die && this.on_die(me) == false) {
this.hp = 1;
return false;
}
var level = this.query_temp("wd_level", 0) + 1;
if (level >= 90) {
this.hp = this.max_hp;
this.mp = this.max_mp;
var npc = this.environment.find_by_path("pub/wudao");
npc && npc.destroy();
this.moveto('wudao/men');
this.notify("你的挑战失败了。");
} else {
this.hp = 1;
this.notify("你的挑战失败了。");
var npc = this.environment.find_by_path("pub/wudao");
if (npc) {
npc.end_fight();
npc.full();
}
}
}
this.on_die_boss = function (me) {
me.notify("恭喜你战胜了" + this.name + "。");
this.on_reward(me);
const count = me.query_temp('wd_s', 0) + 99;
const max = WORLD.DATA.query_temp("wudao_max", 0);
if (count > max) {
WORLD.DATA.set_temp("wudao_max", count);
WORLD.DATA.set_temp("wudao_max_user", me.name);
COMMAND.DO("rumor", "听说" + me.name + "战胜了" + this.name + "。");
me.environment.parent.notify_update();
}
me.environment.item_changed(this, false, this.name + "离开了。");
}
this.on_die2 = function (me) {
me.notify("恭喜你战胜了武道塔守护者,你现在可以进入下一层。");
USERTASK.GET('wudao').on_finish(me);
const count = me.add_temp("wd_level", 1);
me.notify("你挑战的最高纪录更新到" + count + "层。");
const max = WORLD.DATA.query_temp("wudao_max", 0);
if (count > max) {
WORLD.DATA.set_temp("wudao_max", count);
WORLD.DATA.set_temp("wudao_max_user", me.name);
COMMAND.DO("rumor", "听说" + me.name + "战胜了武道塔" + UTIL.to_c(count) + "层的守护者。");
me.environment.parent.notify_update();
if (count > 60) {
let speed = me.add_temp('wd_lim', 1, 120000);
if (speed >= 3) {
me.is_busy = 1000;
}
}
}
me.environment.item_changed(this, false, this.name + "离开了。");
me.environment.reward(me, count);
if (count === 1) {
me.set_temp('wd_tm', Math.floor(Date.now() / 100000));
me.send('\n你首次战胜了武道塔守护者,守门人视你为武道新星,每天可从任务栏领取奖励。');
}
}
this.reward = function (me, count) {
if (count > 100) count = 100;
var lv = 1000 + count * 100;
me.add_exp(lv, lv);
var items = [];
items.push({
obj: ["book/bc#" + FAMILIES.NONE.query_skill(this.random(count / 20) + 1).id],
odds: 2000
});
items = OBJ.create_by_odds(items);
for (var i = 0; i < items.length; i++) {
var item = me.add_obj(items[i]);
count = items[i].count || 1;
if (item) {
me.send("你获得了" + UTIL.to_c(count) + item.unit + item.color_name + "。");
}
}
}
this.reward3 = function (me, count) {
var items = [];
if (count > 100) count = 100;
var lv = 10000 + count * 1000;
me.add_exp(lv, lv);
items.push({
obj: ["st/xuanjing"],
count: 10
});
items.push({
obj: ["st/st_gre#2", "st/st_red#2", "st/st_yel#2", "st/st_blu#2"]
});
items = OBJ.create_by_odds(items);
for (var i = 0; i < items.length; i++) {
var item = me.add_obj(items[i]);
count = items[i].count || 1;
if (item) {
me.send("你获得了" + UTIL.to_c(count) + item.unit + item.color_name + "。");
}
}
}
this.on_leave = function (me, dir) {
var level = me.query_temp("wd_level", 0) + 1;
if (me.query_temp('wudao_o')) level = 100;
var npc = this.find_by_path(level == 100 ? "pub/wudao_boss" : "pub/wudao");
if (dir == "up") {
if (npc) {
// if (level < 100) {
return me.notify_fail(npc.name + "对你说道:打败我,你就可以上去。");
// }
// var ws = me.query_temp('wudao_s', 0);
// var wd = me.query_temp('wd', 0);
// if (!ws || !wd) return me.notify_fail(npc.name + "对你说道:打败我,你就可以上去。");
// if ((wd - ws > 0))
// return me.notify_fail(npc.name + "对你说道:打败我,你就可以上去。");
// else {
// me.moveto('wudao/ding');
// me.notify_fail(npc.name + "对你说道:你可以上去。");
// return false;
// }
}
if (this.items.length > 1) {
let npcs = [];
for (let item of this.items) {
if (!item.is_player) {
npcs.push(item);
}
}
for (let item of npcs) {
item.destroy();
}
}
// if (level === 100) {
// return me.notify_fail('暂未开放。');
// }
if (level >= 100) {
me.moveto('wudao/ding');
} else {
me.moveto('wudao/ta');
}
return false;
} else {
if (npc) this.items.remove(npc);
me.die = USER.prototype.die;
}
}