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tower.ts
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tower.ts
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/// <reference path="./base.ts" />
const towerCtors = [
// {
// dn: 'Test_Tower',
// c: 'TestTower',
// od: 0,
// n: 't_test',
// p: [1],
// r: (_lvl?: number) => 1000,
// a: (_lvl?: number) => 1e16,
// h: (_lvl?: number) => 15,
// s: (_lvl?: number) => 1,
// bctor: 'TestTower.TestBullet'
// },
{
dn: '弓箭塔',
c: 'MaskManTower',
od: 1,
n: 'archer0',
n2: 'archer1',
n3: 'archer2',
n4: 'archer3',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 180
else return Math.ceil(Math.pow(1.1, +p) * 10)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 0.8 + 180,
a: (lvl: number) => lvl * 2 + 2,
h: (_lvl?: number) => 1,
s: (lvl: number) => Math.floor(lvl / 20) + 2,
bctor: 'NormalArrow',
bn: 'normal_arrow',
bn2: 'flame_arrow'
},
{
dn: '加农炮塔',
c: 'CannonShooter',
od: 2,
n: 'cannon0',
n2: 'cannon1',
n3: 'cannon2',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 170
else return Math.ceil(Math.pow(1.1, +p) * 15)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 0.75 + 120,
a: (lvl: number) => lvl * 2 + 2,
h: (lvl: number) => 0.7 + lvl * 0.004,
s: (_lvl?: number) => 1,
expr: (lvl: number) => Math.min(20 + lvl, 80),
expatk: (atk: number) => atk * 4.4 + 120,
bdatk: (atk: number) => atk * 1.1,
bdatk2: (atk: number) => atk * 1.6,
bdatk3: (atk: number) => atk * 2.1,
bdatk4: (atk: number) => atk * 2.6,
bdatk5: (atk: number) => atk * 3.1,
bditv: (_lvl?: number) => 80,
bddur: (_lvl?: number) => 15000,
bctor: 'CannonBullet',
bctor2: 'ClusterBomb',
bctor3: 'ClusterBombEx'
},
{
dn: '冰霜塔',
c: 'FrostTower',
od: 3,
n: 'ice',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 70
else return Math.ceil(Math.pow(1.1, +p) * 320)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 2.5 + 100,
a: (_lvl?: number) => 0,
h: (_lvl?: number) => Infinity,
s: (_lvl?: number) => 0,
// speed reduction
sr: (lvl: number) => Tools.MathFx.naturalLogFx(0.1, 0.12)(lvl)
},
{
dn: '毒气塔',
c: 'PoisonTower',
od: 4,
n: 'poison_t',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 190
else return Math.ceil(Math.pow(1.1, +p) * 50)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 0.8 + 100,
a: (lvl: number) => Math.round(lvl / 20 + 2),
h: (lvl: number) => 2.1 + lvl * 0.1,
s: (_lvl?: number) => 1,
patk: (lvl: number) => lvl * 4 * Math.max(lvl / 25, 1) + 90,
pitv: (lvl: number) => Math.max(600 - lvl * 20, 50),
pdur: (_lvl?: number) => 5000,
bctor: 'PoisonCan'
},
{
dn: '电能塔',
c: 'TeslaTower',
od: 5,
n: 'tesla0',
n2: 'tesla1',
n3: 'tesla2',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 180
else return Math.ceil(Math.pow(1.1, +p) * 105)
}
}
) as ArrayLike<number>,
r: (_lvl?: number) => 70,
a: (lvl: number) => 18 + Math.round((lvl / 2 + 3) * (lvl / 2 + 3)),
h: (lvl: number) => 0.75 + lvl * 0.01,
s: (_lvl?: number) => 0
},
{
dn: '魔法塔',
c: 'BlackMagicTower',
od: 6,
n: 'magic0',
n2: 'magic1',
n3: 'magic2',
n4: 'magic3',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 150
else return Math.ceil(Math.pow(1.1, +p) * 200)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 1 + 140,
a: (lvl: number) => 5000 + Math.round((lvl + 4) * (lvl + 4)),
a2: (lvl: number) => 9000 + Math.round((lvl + 8) * (lvl + 8)),
a3: (lvl: number) => 15000 + Math.round((lvl + 16) * (lvl + 16)),
a4: (lvl: number) => 42000 + Math.round((lvl + 32) * (lvl + 32)),
h: (_lvl?: number) => 0.125,
s: (_lvl?: number) => 1,
ide: (lvl: number) => lvl * 0.004 + 0.01,
idr: (lvl: number) => 10000 + 100 * lvl
},
{
dn: '激光塔',
c: 'LaserTower',
od: 7,
n: 'laser0',
n2: 'laser1',
n3: 'laser2',
n4: 'laser3',
n5: 'laser4',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 150
else return Math.ceil(Math.pow(1.1, +p) * 500)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 0.55 + 90,
a: (lvl: number) => Math.round(lvl * 3 + 10),
h: (_lvl?: number) => 0.8,
h2: (_lvl?: number) => 1,
s: (_lvl?: number) => 1,
s2: (lvl: number) => Math.floor(lvl / 30) + 1,
s3: (lvl: number) => Math.floor(lvl / 28) + 3,
lsd: (_lvl?: number) => 90, // laser swipe distance
fatk: (lvl: number) => Math.pow(lvl, 1.05) * 10 + 160,
fw: (lvl: number) => 40 + Math.floor(lvl / 8)
},
{
dn: '航母',
c: 'CarrierTower',
od: 8,
n: 'carrier0',
n1: 'carrier1',
n2: 'carrier2',
cn: 'plane_1',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 200
else return Math.ceil(Math.pow(1.1, +p) * 1000)
}
}
) as ArrayLike<number>,
r: (_lvl?: number) => 150,
a: (lvl: number) => 125 + lvl * 8 + lvl * lvl * 0.1,
h: (lvl: number) => 0.8 + lvl * 0.01,
s: (_lvl?: number) => 1,
child: (lvl: number) => 1 + Math.floor(lvl / 20),
spd: (_lvl?: number) => 5
},
{
dn: '飞刃塔',
c: 'EjectBlade',
od: 9,
n: 'knife0',
p: new Proxy(
{},
{
get(_t, p: string, _r) {
if (p === 'length') return 280
else return Math.ceil(Math.pow(1.1, +p) * 2000)
}
}
) as ArrayLike<number>,
r: (lvl: number) => lvl * 0.8 + 160,
a: (lvl: number) => lvl * 5.5 + 20,
h: (lvl: number) => 0.5 + lvl * 0.0225,
s: (_lvl?: number) => 1,
bt: (lvl: number) => Math.round(lvl / 18) + 1,
dfpb: (lvl: number) => 0.5 + lvl * 0.0075,
bctor: 'Blade',
bn: 'blade_gear'
}
]
class _TowerManager {
private static independentCtors = ['_Jet']
static towerCtors = towerCtors
static rankPostfixL1 = '老兵'
static rankPostfixL2 = '身经百战'
static rankPostfixL3 = '大师'
static TestTower: typeof towerCtors[0]
static CannonShooter: typeof towerCtors[0]
static MaskManTower: typeof towerCtors[0]
static FrostTower: typeof towerCtors[0]
static PoisonTower: typeof towerCtors[0]
static TeslaTower: typeof towerCtors[0]
static BlackMagicTower: typeof towerCtors[0]
static LaserTower: typeof towerCtors[0]
static CarrierTower: typeof towerCtors[0]
static EjectBlade: typeof towerCtors[0]
public towers: TowerBase[] = []
public independentTowers: TowerBase[] = []
public towerChangeHash = -1
Factory(towerName: string, position: Position, image: string | ImageBitmap | AnimationSprite, bulletImage: Optional<ImageBitmap>, radius: number, ...extraArgs: any[]) {
const nt = new (eval(towerName))(position, image, bulletImage, radius, ...extraArgs) as TowerBase
;(this.constructor as typeof _TowerManager).independentCtors.includes(nt.constructor.name) ? this.independentTowers.push(nt) : this.towers.push(nt)
return nt
}
run(monsters: MonsterBase[]) {
this.towers.forEach(t => {
if (t.gem) t.gem.tickHook(t, monsters)
t.run(monsters)
})
this.independentTowers.forEach(t => {
t.run(monsters)
})
}
render(ctx: WrappedCanvasRenderingContext2D) {
this.towers.forEach(t => t.render(ctx as CanvasRenderingContext2D))
}
rapidRender(ctxRapid: WrappedCanvasRenderingContext2D, monsters: MonsterBase[]) {
this.towers.forEach(t => t.rapidRender(ctxRapid as CanvasRenderingContext2D, monsters))
this.independentTowers.forEach(t => t.rapidRender(ctxRapid as CanvasRenderingContext2D, monsters))
}
makeHash() {
const c = _.sumBy(this.towers, 'level')
const l = this.towers.length
return c + l + c * l
}
/**
* - 塔自身很少需要重绘,所以仅在必要时重绘塔图层
* - 此函数检测塔是否存在数量或登记的变化,并通知上层框架重绘
*/
scanSwipe(emitCallback: typeof Game.prototype.emitMoney) {
this.towers = this.towers.filter(t => {
if (t.isSold) {
emitCallback(t.sellingPrice)
t.destroy()
}
return !t.isSold
})
this.independentTowers = this.independentTowers.filter(t => {
if (t.isSold) {
emitCallback(t.sellingPrice)
t.destroy()
}
return !t.isSold
})
const currentTowerChangeHash = this.makeHash()
const needRender = currentTowerChangeHash !== this.towerChangeHash
// console.log('currentTowerChangeHash', currentTowerChangeHash, 'needRender', needRender)
this.towerChangeHash = currentTowerChangeHash
return needRender
}
get totalDamage() {
return this.towers.concat(this.independentTowers).reduce((cv, pv) => cv + pv.__total_damage, 0)
}
get totalKill() {
return this.towers.concat(this.independentTowers).reduce((cv, pv) => cv + pv.__kill_count, 0)
}
}
const TowerManager = new Proxy(_TowerManager, {
get: function (target, property, receiver) {
if (typeof property === 'string' && /[A-Z]/.test(property[0]!)) {
const tryFind = target.towerCtors.find(tc => tc.c === property)
if (tryFind) {
return tryFind
}
}
return Reflect.get(target, property, receiver)
}
})
class TestTower extends TowerBase {
rapidRender(): void {}
static TestBullet = class _TestBullet extends BulletBase {
constructor(position: Position, atk: number, target: MonsterBase) {
super(position, 3, 0, null, 'rgba(15,44,11,1)', atk, 50, target)
}
}
constructor(position: Position, image: string | AnimationSprite | ImageBitmap, _b_image: any, radius: number) {
super(position, radius, 0, null, image, TowerManager.TestTower.p, TowerManager.TestTower.a, TowerManager.TestTower.h, TowerManager.TestTower.s, TowerManager.TestTower.r)
this.canInsertGem = false
this.bulletCtorName = TowerManager.TestTower.bctor!
this.name = TowerManager.TestTower.dn
this.description = 'TOWER FOR TEST DAMAGE'
}
}
class CannonShooter extends TowerBase {
rapidRender(): void {}
// static informationDesc = new Map(Array.from(TowerBase.informationDesc).concat([
// ['爆炸半径', '炮弹发生爆炸的伤害范围,单位是像素'],
// ]))
private static rankUpDesc1 = '\n+ 爆炸范围和伤害得到加强'
private static rankUpDesc2 = '\n+ 射程得到大幅加强'
private static rankUpDesc3 = '\n+ 命中后向四周抛出小型炸弹'
private static rankUpDesc4 = '\n+ 小型炸弹将分裂两次'
private levelEpdRngFx = TowerManager.CannonShooter.expr!
private levelEpdAtkFx = TowerManager.CannonShooter.expatk!
private levelBrnAtkFx = TowerManager.CannonShooter.bdatk!
private levelBrnItvFx = TowerManager.CannonShooter.bditv!
private levelBrnDurFx = TowerManager.CannonShooter.bddur!
private extraExplosionDamage = 0
private extraExplosionRange = 0
/**
* 爆炸伤害倍率
*/
private extraExplosionDamageRatio = 1
/**
* 爆炸范围倍率
*/
private extraExplosionRangeRatio = 1
private extraRange = 0
private extraBulletV = 0
private inner_desc_init = '发射火炮,在命中后会爆炸\n+ 附加灼烧效果'
constructor(position: Position, image: string | AnimationSprite | ImageBitmap, _b_img: any, radius: number) {
super(
position,
radius,
1,
'rgba(156,43,12,.5)',
image,
TowerManager.CannonShooter.p,
TowerManager.CannonShooter.a,
TowerManager.CannonShooter.h,
TowerManager.CannonShooter.s,
TowerManager.CannonShooter.r
)
this.bulletCtorName = TowerManager.CannonShooter.bctor!
this.name = TowerManager.CannonShooter.dn
this.description = this.inner_desc_init
}
override levelUp(currentMoney: number) {
const ret = super.levelUp(currentMoney)
if (ret !== 0) {
switch (this.level) {
case 5:
this.rankUp()
this.name = '榴弹塔'
this.image = Game.callImageBitMap(TowerManager.CannonShooter.n2!)
this.description += CannonShooter.rankUpDesc1
this.borderStyle = 'rgba(206,43,12,.7)'
this.extraExplosionDamage = 100
this.extraExplosionRange = 10
this.extraBulletV = 2
this.levelBrnAtkFx = TowerManager.CannonShooter.bdatk2!
break
case 10:
this.rankUp()
this.name = '导弹塔'
this.image = Game.callImageBitMap(TowerManager.CannonShooter.n3!)
this.description += CannonShooter.rankUpDesc2
this.borderStyle = 'rgba(246,43,12,.9)'
this.extraExplosionDamage = 150
this.extraRange = 100
this.extraBulletV = 14
this.levelBrnAtkFx = TowerManager.CannonShooter.bdatk3!
break
case 15:
this.rankUp()
this.name = '集束炸弹塔'
this.description += CannonShooter.rankUpDesc3
this.extraExplosionDamage = 200
this.extraRange = 150
this.extraExplosionRange = 20
this.bulletCtorName = TowerManager.CannonShooter.bctor2!
this.levelBrnAtkFx = TowerManager.CannonShooter.bdatk4!
break
case 30:
this.rankUp()
this.name = '云爆塔'
this.description += CannonShooter.rankUpDesc4
this.extraExplosionDamage = 250
this.extraRange = 200
this.extraExplosionRange = 30
this.bulletCtorName = TowerManager.CannonShooter.bctor3!
this.levelBrnAtkFx = TowerManager.CannonShooter.bdatk5!
break
case 40:
this.rankUp()
Object.defineProperty(this, 'extraExplosionDamage', {
enumerable: true,
get() {
return 250 + Math.floor((this.level - 40) * 30)
}
})
this.name += ` ${TowerManager.rankPostfixL1}I`
break
case 50:
this.rankUp()
this.name = this.name!.replace('I', 'II')
break
case 60:
this.rankUp()
this.name = this.name!.replace('II', 'III')
break
case 70:
this.rankUp()
this.name = this.name!.replace('III', 'IV')
this.extraExplosionDamageRatio = 1.5
break
case 80:
this.rankUp()
this.name = this.name!.replace('IV', 'V')
this.extraExplosionDamageRatio = 1.5 * 1.5
break
case 90:
this.rankUp()
this.name = this.name!.replace(TowerManager.rankPostfixL1, TowerManager.rankPostfixL2).replace('V', 'I')
this.extraExplosionDamageRatio = 1.5 * 1.5 * 1.5
this.extraExplosionRangeRatio = 1.1
break
case 100:
this.rankUp()
this.name = this.name!.replace('I', 'II')
this.extraExplosionDamageRatio = 1.5 * 1.5 * 1.5 * 1.5
this.extraExplosionRangeRatio = 1.2
break
}
}
return ret
}
/**
* 爆炸范围
*/
get EpdRng() {
return this.getRelativeRange((this.levelEpdRngFx(this.level) + this.extraExplosionRange) * this.extraExplosionRangeRatio)
}
/**
* 爆炸伤害
*/
get EpdAtk() {
return (this.levelEpdAtkFx(this.Atk) + this.extraExplosionDamage) * this.extraExplosionDamageRatio
}
/**
* 灼烧伤害
*/
get BrnAtk() {
return this.levelBrnAtkFx(this.Atk)
}
/**
* 灼烧间隔 ms
*/
get BrnItv() {
return this.levelBrnItvFx(this.level)
}
/**
* 灼烧持续 ms
*/
get BrnDur() {
return this.levelBrnDurFx(this.level)
}
override get Rng() {
return super.Rng + this.getRelativeRange(this.extraRange)
}
override get informationSeq() {
return super.informationSeq.concat([
['爆炸半径', Tools.roundWithFixed(this.EpdRng, 1) + ''],
['爆炸伤害', Tools.chineseFormatter(this.EpdAtk, 3)],
['每跳灼烧伤害', Math.round(this.BrnAtk) + ''],
['灼烧伤害频率', Tools.roundWithFixed(this.BrnItv / 1000, 1) + ' 秒'],
['灼烧持续', Tools.roundWithFixed(this.BrnDur / 1000, 1) + ' 秒']
])
}
override produceBullet() {
if (this.target) {
this.bulletCtl.Factory(
this.recordDamage.bind(this),
this.bulletCtorName,
this.position.copy().dithering(this.radius),
this.Atk,
this.target,
this.bulletImage,
this.EpdAtk,
this.EpdRng,
this.BrnAtk,
this.BrnItv,
this.BrnDur,
this.extraBulletV,
this.calculateDamageRatio.bind(this)
)
}
}
}
class MaskManTower extends TowerBase {
rapidRender(): void {}
private static rankUpDesc1 = '\n+ 射程和攻击力得到加强'
private static rankUpDesc2 = '\n+ 暴击能力得到大幅加强\n+ 有 $‰ 的几率直接杀死目标'
private static rankUpDesc3 = '\n+ 命中的箭矢将有几率束缚敌人'
private multipleTarget: Array<Optional<MonsterBase>> = []
private extraRange = 0
private extraHaste = 0
private extraPower = 0
private extraArrow = 0
private trapChance = 0
private trapDuration = 0
private extraBulletV = 0
private inner_desc_init = '每次向多个敌人射出箭矢\n+ 有几率暴击\n+ 拥有固定 30%的护甲穿透'
private critChance = 0.1
private critDamageRatio = 2
private secKillChance = 0
constructor(position: Position, image: string | AnimationSprite | ImageBitmap, b_image: ImageBitmap, radius: number) {
super(
position,
radius,
1,
'rgba(26,143,12,.3)',
image,
TowerManager.MaskManTower.p,
TowerManager.MaskManTower.a,
TowerManager.MaskManTower.h,
TowerManager.MaskManTower.s,
TowerManager.MaskManTower.r
)
this.bulletCtorName = TowerManager.MaskManTower.bctor!
this.bulletImage = b_image
this.name = TowerManager.MaskManTower.dn
this.description = this.inner_desc_init
}
enhanceCrit(chanceDelta = 0.05, ratioDelta = 1) {
if (this.critChance < 0.75) this.critChance += chanceDelta
this.critDamageRatio += ratioDelta
}
override levelUp(currentMoney: number) {
const ret = super.levelUp(currentMoney)
if (ret !== 0) {
switch (this.level) {
case 5:
this.rankUp()
this.name = '弩箭塔'
this.image = Game.callImageBitMap(TowerManager.MaskManTower.n2!)
this.description += MaskManTower.rankUpDesc1
this.borderStyle = 'rgba(26,143,12,.5)'
this.extraRange = 160
this.extraPower = 10
this.extraBulletV = 2
break
case 10:
this.rankUp()
this.name = '火枪塔'
this.image = Game.callImageBitMap(TowerManager.MaskManTower.n3!)
this.secKillChance = 0.003
this.description += MaskManTower.rankUpDesc2.replace('$', Math.round(this.secKillChance * 1000) + '')
this.borderStyle = 'rgba(26,203,12,.7)'
this.enhanceCrit(0.15, 6)
this.extraPower = 20
this.extraBulletV = 4
break
case 15:
this.rankUp()
this.name = '精灵神射手塔'
this.description += MaskManTower.rankUpDesc3
this.image = Game.callImageBitMap(TowerManager.MaskManTower.n4!)
this.borderStyle = 'rgba(26,255,12,.9)'
this.enhanceCrit(0.1)
this.extraRange = 180
this.trapChance = 5 // 5%
this.trapDuration = 3000 // 3 second
this.extraBulletV = 8
Object.defineProperty(this, 'extraHaste', {
enumerable: true,
get() {
return 0.5 + (this.level - 15) * 0.004
}
})
// Object.defineProperty(this, 'extraArrow', {
// enumerable: true,
// get() {
// return Math.round(10 + this.level / 4)
// }
// })
this.extraArrow = 16
break
case 20:
this.rankUp()
this.name += ` ${TowerManager.rankPostfixL1}I`
this.enhanceCrit(0.05, 2)
break
case 30:
this.rankUp()
this.name = this.name!.replace('I', 'II')
this.enhanceCrit()
this.trapChance = 6
this.trapDuration = 3500
break
case 40:
this.rankUp()
this.name = this.name!.replace('II', 'III')
this.enhanceCrit()
this.trapChance = 7
this.trapDuration = 4000
break
case 50:
this.rankUp()
this.name = this.name!.replace('III', 'IV')
this.enhanceCrit()
this.trapChance = 7.5
this.trapDuration = 4300
break
case 60:
this.rankUp()
this.name = this.name!.replace('IV', 'V')
this.enhanceCrit()
this.trapChance = 8
this.trapDuration = 4400
break
case 70:
this.rankUp()
this.name = this.name!.replace(TowerManager.rankPostfixL1, TowerManager.rankPostfixL2).replace('V', 'I')
this.enhanceCrit(0.05, 2)
this.trapChance = 9
this.trapDuration = 4500
break
case 80:
this.rankUp()
this.name = this.name!.replace('I', 'II')
this.enhanceCrit()
this.trapChance = 10
break
case 90:
this.rankUp()
this.name = this.name!.replace('II', 'III')
this.enhanceCrit()
break
}
}
return ret
}
override get DPS() {
return super.DPS * (this.critChance * this.critDamageRatio + 1 - this.critChance)
}
override get informationSeq() {
return super.informationSeq.concat([
['暴击率', Tools.roundWithFixed(this.critChance * 100, 1) + '%'],
['暴击伤害', Tools.roundWithFixed(this.critDamageRatio * 100, 0) + '%']
])
}
override get Rng() {
return super.Rng + this.getRelativeRange(this.extraRange)
}
override get HstPS() {
return super.HstPS + this.extraHaste
}
override get Atk() {
return super.Atk + this.extraPower
}
override get Slc() {
return super.Slc + this.extraArrow
}
isThisTargetAvailable(target: Optional<MonsterBase>) {
if (!target || target.isDead) return false
else return this.inRange(target)
}
override reChooseTarget(targetList: MonsterBase[], index: number) {
for (const t of _.shuffle(targetList)) {
if (this.inRange(t)) {
this.multipleTarget[index] = t
return
}
}
this.multipleTarget[index] = null
}
override produceBullet(idx: number) {
if (this.multipleTarget[idx]) {
const ratio = this.calculateDamageRatio(this.multipleTarget[idx]!)
this.bulletCtl.Factory(
this.recordDamage.bind(this),
this.bulletCtorName,
this.position.copy().dithering(this.radius),
this.Atk * ratio,
this.multipleTarget[idx]!,
this.bulletImage,
this.critChance,
this.critDamageRatio,
this.trapChance,
this.trapDuration,
this.extraBulletV,
Math.random() < this.secKillChance
)
}
}
/**
* 箭塔特有的运行方式
* 箭塔每次向复数目标分别射出箭矢
*/
override run(monsters: MonsterBase[]) {
if (this.canShoot) {
for (let x_i = 0; x_i < this.Slc; x_i++) {
if (!this.isThisTargetAvailable(this.multipleTarget[x_i]!)) {
this.reChooseTarget(monsters, x_i)
}
}
this.shoot(monsters)
}
}
override gemHitHook(idx: number, monsters: MonsterBase[]) {
if (this.gem && this.multipleTarget[idx]) {
this.gem.hitHook(this, this.multipleTarget[idx]!, monsters)
}
}
}
class FrostTower extends TowerBase {
private static rankUpDesc1 = '\n+ 周期性造成范围冻结'
private static rankUpDesc2 = '\n+ 每次冻结都能削减敌方 $% 护甲'
private static rankUpDesc3 = '\n+ 冻结能力加强'
public override canInsertGem = false
private levelSprFx = TowerManager.FrostTower.sr!
private inner_desc_init = '在自身周围形成一个圆形的减速场\n- 无法攻击\n- 无法镶嵌传奇宝石'
// private trackingList: MonsterBase[] = []
private extraEffect = (_ms: MonsterBase[]) => {}
private lastFreezeTime = performance.now()
private armorDecreasingStrength = 0.9
private freezeInterval: number = Infinity
private freezeDuration: number = 0
constructor(position: Position, image: string | AnimationSprite | ImageBitmap, _b_img: any, radius: number) {
super(position, radius, 1, 'rgba(161,198,225,.6)', image, TowerManager.FrostTower.p, TowerManager.FrostTower.a, TowerManager.FrostTower.h, TowerManager.FrostTower.s, TowerManager.FrostTower.r)
this.canInsertGem = false
this.name = TowerManager.FrostTower.dn
this.description = this.inner_desc_init
this.armorDecreasingStrength = 0.9
Tools.ObjectFx.addFinalReadonlyProperty(this, 'exploitsSeq', [])
}
get canFreeze() {
return performance.now() - this.lastFreezeTime > this.freezeInterval
}
get freezeDurationTick() {
return (this.freezeDuration / 1000) * 60
}
/**
* 减速强度
*/
get SPR() {
return this.levelSprFx(this.level)
}
override get informationSeq() {
const removing = ['攻击速度', '伤害', 'DPS', '弹药储备']
return super.informationSeq.filter(line => !removing.some(rm => rm === line[0])).concat([['减速强度', Tools.roundWithFixed(this.SPR * 100, 2) + '%']])
}
override levelUp(currentMoney: number) {
const ret = super.levelUp(currentMoney)
if (ret !== 0) {
switch (this.level) {
case 5:
this.rankUp()
this.name = '暴风雪I'
this.description += FrostTower.rankUpDesc1
this.freezeInterval = 10000
this.freezeDuration = 400
this.extraEffect = monsters => {
if (this.canFreeze) {
monsters.forEach(mst => {
Game.callAnimation('icicle', new Position(mst.position.x - mst.radius, mst.position.y), mst.radius * 2, mst.radius * 2)
mst.registerFreeze(this.freezeDurationTick)
})
this.lastFreezeTime = performance.now()
}
}
break
case 10:
this.rankUp()
this.name = '暴风雪II'
this.description += FrostTower.rankUpDesc2.replace('$', Math.round((1 - this.armorDecreasingStrength) * 100) + '')
this.freezeInterval = 5000
this.freezeDuration = 600
this.extraEffect = monsters => {
if (this.canFreeze) {
monsters.forEach(mst => {
Game.callAnimation('icicle', new Position(mst.position.x - mst.radius, mst.position.y), mst.radius * 2, mst.radius * 2)
mst.registerFreeze(this.freezeDurationTick)
if (mst.inner_armor > 1) {
mst.inner_armor *= this.armorDecreasingStrength
} else {
mst.inner_armor = 0
}
})
this.lastFreezeTime = performance.now()
}
}
break
case 15:
this.rankUp()
this.name = '暴风雪III'
this.description += FrostTower.rankUpDesc3
this.freezeInterval = 4400
this.freezeDuration = 800
break
case 20:
this.rankUp()
this.name = '暴风雪IV'
this.freezeInterval = 4200
this.freezeDuration = 860
break
case 25:
this.rankUp()
this.name = '暴风雪V'
this.freezeInterval = 4000
this.freezeDuration = 880
break
case 30:
this.rankUp()
this.name = '暴风雪VI'
this.freezeInterval = 3800
this.freezeDuration = 900
break
case 35:
this.rankUp()
this.name = '暴风雪VII'
this.freezeInterval = 3600
this.freezeDuration = 920
break
}
}
return ret
}
override run(monsters: MonsterBase[]) {
const inRanged = monsters.filter((mst: MonsterBase) => {
const i = this.inRange(mst)
if (i) {
if (mst.speedRatio === 1 || 1 - this.SPR < mst.speedRatio) mst.speedRatio = 1 - this.SPR
} else {
// console.log('out of forst range')
mst.speedRatio !== 1 ? (mst.speedRatio = 1) : void 0
}
return i
})
this.extraEffect(inRanged)
}
override render(ctx: CanvasRenderingContext2D) {
super.render(ctx)
// super.renderRange(ctx, 'rgba(185,205,246,.03)')
}
rapidRender(context: CanvasRenderingContext2D) {
if (this.canFreeze) return
context.fillStyle = 'rgba(25,25,25,.3)'
Tools.renderSector(context, this.position.x, this.position.y, this.radius, 0, Math.PI * 2 * (1 - (performance.now() - this.lastFreezeTime) / this.freezeInterval), false).fill()
}
}
class PoisonTower extends TowerBase {
rapidRender(): void {}
private levelPatkFx = TowerManager.PoisonTower.patk!
private levelPitvFx = TowerManager.PoisonTower.pitv!
private levelPdurFx = TowerManager.PoisonTower.pdur!
private extraBulletV = 0
private inner_desc_init = '发射毒气弹持续杀伤,总是积极切换目标\n+ 攻击速度很快\n+ 附加中毒效果\n+ 无视防御的伤害'
constructor(position: Position, image: string | AnimationSprite | ImageBitmap, _bimg: any, radius: number) {
super(position, radius, 1, 'rbga(45,244,12,.4)', image, TowerManager.PoisonTower.p, TowerManager.PoisonTower.a, TowerManager.PoisonTower.h, TowerManager.PoisonTower.s, TowerManager.PoisonTower.r)
this.bulletCtorName = TowerManager.PoisonTower.bctor!
this.name = TowerManager.PoisonTower.dn
this.description = this.inner_desc_init
}