#nop 房间信息解析模块; load-module basic/title; VAR {当前房间ID} gMapHereID {0}; VAR {当前房间信息} gMapRoom {}; option.Define {ShowRoomView} {Bool} {是否显示房间风景} {false}; option.Define {MapDebug} {Bool} {房间信息解析调试开关} {false}; event.Define {map/GotRoomInfo} {无参} {$MODULE} {已经获取到房间信息,并储存到 gMapRoom 全局变量。}; event.Define {map/ArriveDock} {无参} {$MODULE} {已经抵达码头}; event.Define {map/ArriveCoachPark} {无参} {$MODULE} {已经抵达马车行}; event.HandleOnce {map/init} {map/room} {map} {map.Room.Watch}; #alias {map.Room.Watch} { #local nation {?:[ ]+\[(大宋|大元|大理|大夏)国\]|}; #local terrain {?:[ ]+\[(都城|城市|城内|村镇|野外|门派|帮派|阴间|(\S+)势力范围)\]|}; #local save {?:[ ]+\[(存盘点)\]|}; #local store {?:[ ]+\[(玩家储物柜)\]|}; #local group {?:[ ]+\[(\S+)\]|}; #local mark {?:[ ]+((?:㊣|★|☆|\s)*)|}; #local undef {?:[ ]+\[未定义\]|}; #class map.Room.Watch open; #action {^%* -{$nation}{$terrain}{$save}{$store}{$group}{$mark}{$undef}%s{?:房间名颜色代码: ([0-9;]+)|}$} { #local ret {@map.GMCP.Confirm{}}; #local keep {}; #if { &ret[gmcp][] > 0 } { #local keep[direction] {here}; }; #elseif { "$ret[cmd]" == "look" } { #if { "$ret[exit]" != "" } { #local keep { {direction} {$ret[exit]} }; }; #else { #local keep { {area} {$gMapRoom[area]} {node} {$gMapRoom[node]} {nodeLinks} {$gMapRoom[nodeLinks]} {coach} {$gMapRoom[coach]} {coachLinks}{$gMapRoom[coachLinks]} {direction} {here} }; }; }; #local room { {name}{%%1} {nation}{%%2} {terrain}{%%3} {save}{@if{{"%%5" == "存盘点"};true;false}} {store}{@if{{"%%6" == "玩家储物柜"};true;false}} {group}{%%7} {mark}{@str.Split{{%%8};{{ +}};{;}}} {cmd}{$ret[cmd]} {look}{$ret[exit]} {gmcp}{$ret[gmcp]} $keep }; map.Room.getInfo {$room}; }; #class map.Room.Watch close; }; #alias {map.StopWatchRoom} { #class map.Room.Watch kill; }; #alias {map.Room.getInfo} { #local args {%1}; #var gMapRoom {}; #var gMapRoom[id] {}; #nop 房间ID; #var gMapRoom[name] {$args[name]}; #nop 房间名称; #var gMapRoom[colorName] {}; #nop 带颜色的房间名称; #var gMapRoom[nation] {$args[nation]}; #nop 房间国家,大宋/大理/大元/大夏; #var gMapRoom[terrain] {$args[terrain]}; #nop 房间地段,包含村落和城墙; #var gMapRoom[save] {$args[save]}; #nop 是否为存盘点; #var gMapRoom[store] {$args[store]}; #nop 是否为玩家储物柜; #var gMapRoom[group] {$args[group]}; #nop 帮派名称,非帮派驻地留空; #var gMapRoom[village] {}; #nop 村落名称(仅村落有效); #var gMapRoom[mark] {$args[mark]}; #nop 帮派名称,非帮派驻地留空; #var gMapRoom[prev] {$args[prev]}; #nop 上一个房间 ID; #var gMapRoom[entry] {$args[entry]}; #nop 房间入口,是用哪个方向指令进入本房间的; #var gMapRoom[cmd] {$args[cmd]}; #nop 本条房间信息是用何种命令获得; #var gMapRoom[look] {$args[look]}; #nop 如果是 look 命令,那么 look 的是哪个方向; #var gMapRoom[gmcp] {$args[gmcp]}; #nop GMCP.Move 信息; #var gMapRoom[area] {$args[area]}; #nop 房间所在区域; #var gMapRoom[map] {}; #nop 房间小地图; #var gMapRoom[maphere] {}; #nop 周围地形图; #var gMapRoom[desc] {}; #nop 房间文字描述; #var gMapRoom[descEnd] {false}; #nop 房间文字描述已结束(目前以空行标识); #var gMapRoom[view] {}; #nop 房间的风景(非文字描述); #var gMapRoom[fog] {false}; #nop 是否有雾; #var gMapRoom[exits] {}; #nop 出口列表; #var gMapRoom[colorExits] {}; #nop 带颜色的出口; #var gMapRoom[exitHint] {}; #nop 出口所连接的房间; #var gMapRoom[existShown] {false}; #nop 出口信息已出现; #var gMapRoom[lookable] {}; #nop 你可以看看(look)的东西; #var gMapRoom[objs] {}; #nop 房间物品,不包含生物; #var gMapRoom[items] {}; #nop 房间特殊物品; #var gMapRoom[colorItems] {}; #nop 带颜色的房间特殊物品; #var gMapRoom[dynItems] {}; #nop 房间动态物品; #var gMapRoom[npcs] {}; #nop 房间NPC, 不包含非生物和玩家; #var gMapRoom[players] {}; #nop 房间玩家,不包含非生物和NPC; #var gMapRoom[dock] {}; #nop 是否为渡口; #var gMapRoom[funcs] {}; #nop 房间功能,领悟,睡觉,吃喝,买卖,等等; #var gMapRoom[node] {$args[node]}; #nop 节点名称,非节点留空; #var gMapRoom[nodeLinks] {$args[nodeLinks]}; #nop 通过本节点可以抵达的节点列表,非节点留空; #var gMapRoom[coach] {$args[coach]}; #nop 马车行名称,非马车行留空; #var gMapRoom[coachLinks] {$args[coachLinks]};#nop 通过本车行可以抵达的车行列表,非节点留空; #var gMapRoom[direction] {$args[direction]}; #nop 该房间所在的方位,如果是当前位置则为 here; #local color {@buffer.RawLine{}}; #replace color {%S - %*$} {&1}; #replace color {\e[2;37;0m} {}; #var gMapRoom[colorName] {$color}; #if { @option.IsEnable{MapDebug} } { #local optional {}; #if { "$gMapRoom[mark]" != "" } {#cat optional { <175>标记<299> $gMapRoom[mark] }}; #if { @isTrue{$gMapRoom[save]} } {#cat optional { <129><存盘点><299>}}; #if { @isTrue{$gMapRoom[store]} } {#cat optional { <139><储物柜><299>}}; #if { "$gMapRoom[group]" != "" } {#cat optional { <175>帮派驻地<299> $gMapRoom[group]}}; #echo {<175>房间名称<299> %s <175>国家<299> %s <175>地段<299> %s%s} {$gMapRoom[name]} {$gMapRoom[nation]} {$gMapRoom[terrain]} $optional; #line gag; }; #class map.Room.getInfo open; event.HandleOnce {GA} {map/room} {map} {map.Room.getInfo.done}; #action {{*UTF8}{^\s{4}((.*)(\p{Han}+).*\([A-Z][a-z A-Z']*\).*)}{|ID=map/Room/getInfo/objs}$} { #local obj {@ParseTitle{%%2}}; #local name {$obj[name]}; #local type {房间物品}; #if { "$obj[title]" == "船老大" } { #list gMapRoom[npcs] add {{$obj}}; #var gMapRoom[dock] {dock}; #local type {房间 NPC}; }; #else { #list gMapRoom[objs] add {{$obj}}; }; #if { @option.IsEnable{MapDebug} } { #if { @isFalse{$gMapRoom[existShown]} } { #var gMapRoom[existShown] {true}; #echo {%s} {<134>房间出口<299> @slist.JoinAs{{@slist.FromList{$gMapRoom[gmcp][出口信息]}};{<179>%s<299>};{ }}}; }; #if { "$obj[emoji]" != "" } { #local name {$name<299>{<139>$obj[emoji]<299>}}; }; #echo {<164>$type<299> %-18s<299> <169>%-16s<299> %s [%s] %s} {$name} {$obj[id]} {{$obj[title]}} {$obj[nick]} {@slist.Join{{$obj[status1];$obj[status2]}}}; #line gag; }; } {9.9}; #action {^%s你可以看看(look):%*。$} { #local items {@str.Split{{%%2};{{,|,}}}}; #var gMapRoom[items] {$items}; #local raw {@buffer.RawLine{}}; #replace raw {<{\e\[([0-9\e\[m;]+)m([^>]+)\e\[2;37;0m}>} {@map.Room.colorItems{colorItems;{{color}{&2}{name}{&3}}}}; #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<171>特殊物品<299> {$items}}; #line gag; }; }; #action {^%s你可以获取(get):%*。$} { #local items {@str.Split{{%%2};{{,|,}}}}; #var gMapRoom[dynItems] {$items}; #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<171>动态物品<299> {$items}}; #line gag; }; }; #action {^%s这里正是{举世闻名|声威赫赫|名震天下}的%*的产业,你可以进店(shop)逛逛。$} { #var gMapRoom[group] {%%3}; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<171>帮派驻地<299> $gMapRoom[group],有商店}; #line gag; }; } {3}; #action {^%s这里正是%*的产业$} { #var gMapRoom[group] {%%2}; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<171>帮派驻地<299> $gMapRoom[group],无商店}; #line gag; }; } {4}; #action {^%s这里建起了一大片宅子,气势恢宏,不知道主人是谁。$} { #var gMapRoom[group] {UNKNOWN}; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<171>帮派驻地<299> $gMapRoom[group]}; #line gag; }; } {4}; #action {^%s这里是%*通往外界的唯一道路。$} { #var gMapRoom[terrain] {村落}; #var gMapRoom[village] {%%2}; }; #action {^%s这里是%*的一段城墙。$} { #var gMapRoom[terrain] {城墙}; }; #action {^%*这里是一处%*,人迹罕至,也不知道你怎么会来到这里的。$} { #var gMapRoom[terrain] {随机地图}; }; #action {^%s{长江渡船|黄河渡船|渡船|羊皮筏}停在岸边,随时可以出发。$} { map.room.mark-river %2; }; #action {^%s{长江渡船|黄河渡船|渡船|羊皮筏}正在驶回,马上就要靠岸了。$} { map.room.mark-river %2; }; #action {^%s{长江渡船|黄河渡船|渡船|羊皮筏}刚刚离开驶向对岸,需要一些时间才能回来。$} { map.room.mark-river %2; }; #alias {map.room.mark-river} { #local boat {%%1}; #switch {"$boat"} { #case {"长江渡船"} {#var gMapRoom[river] {长江}}; #case {"{黄河渡船|渡船|羊皮筏}"} {#var gMapRoom[river] {黄河}}; }; }; #action {^%s{这里(?:明显|所有|唯一)的(?:出口|方向)有|浓雾中你觉得似乎有出口通往} %*$} { #local desc {%%2}; #if { "$desc" == "%*浓雾%*" } { #var gMapRoom[fog] {true}; #var gMapRoom[exitStr] {}; }; #else { #var gMapRoom[exitStr] {%%3}; }; #var gMapRoom[existShown] {true}; #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #if { @option.IsEnable{MapDebug} } {#line gag}; #local raw {@buffer.RawLine{}}; #var gMapRoom[colorExitStr] {$raw}; #if { "$gMapRoom[exitStr]" == "%*。" } { map.parseExit; #return; }; #class map.Room.getInfo.exit open; #local exitCharsets {和|、|[a-z A-Z]}; #action {^{($exitCharsets)+}$} { #local raw {@buffer.RawLine{}}; #cat gMapRoom[exitStr] {%%%1}; #cat gMapRoom[colorExitStr] {$raw}; #if { @option.IsEnable{MapDebug} } {#line gag}; }; #action {^{($exitCharsets)*}。$} { #class map.Room.getInfo.exit kill; #local raw {@buffer.RawLine{}}; #cat gMapRoom[exitStr] {%%%1}; #cat gMapRoom[colorExitStr] {$raw}; map.parseExit; } {4}; #class map.Room.getInfo.exit close; }; #action {^%s这里没有任何明显的出口。$} { #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #var gMapRoom[existShown] {true}; #var {gMapRoom[exits]} {}; #if { @option.IsEnable{MapDebug} } { #line gag; #echo {%s} {<134>房间出口<299> %%0}; }; }; #action {^%s「%*」: %*{|ID=map/Room/getInfo/weather}$} { #var gMapRoom[season] {%%2}; #var gMapRoom[weather] {%%3}; #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<174>时令季节<299> %%2 <174>天气信息<299> %%3}; #line gag; }; }; #action {{*UTF8}{^ (\p{Han}+)等(.*)人\(users\)也在此处。$}} { #if { @option.IsEnable{MapDebug} } { #echo {<164>房间玩家<299> 仍有%s等 %d 人。} {%%2} {@math.ParseCN{%%3}}; #line gag; }; }; #alias {map.parseExit} { #local exitList {$gMapRoom[exitStr]}; #unvar gMapRoom[exitStr]; #replace exitList {、} {;}; #replace exitList { 和 } {;}; #replace exitList {。} {}; #replace exitList { } {}; #local exitList {@slist.Sort{$exitList}}; #var gMapRoom[exits] {$exitList}; #replace gMapRoom[colorExitStr] {{\e\[([0-9\e\[m;]+)m}{[a-z]{2,9}}{\e\[2;37;0m}} {@map.Room.colorItems{colorExits;{{color}{&2}{name}{&3}}}}; #unvar gMapRoom[colorExitStr]; #if { @option.IsEnable{MapDebug} } { #local exitStr {$gMapRoom[exits]}; #if { &gMapRoom[exitHint][] > 0 } { #local template {VALUE<299>(<129>\@if{{"\$gMapRoom[exitHint][VALUE]" == ""};{N/A};{\$gMapRoom[exitHint][VALUE]}}<299>)}; #local exitStr {@fp.Transform{{$exitStr};{$template}}}; }; #local exitStr {@slist.JoinAs{{$exitStr};{<179>%s<299>};{ }}}; #echo {%s} {<134>房间出口<299> $exitStr}; }; }; #alias {map.Room.getInfo.done} { #local __unused {%%0}; #class map.Room.getInfo kill; #class map.Room.getInfo.map kill; #class map.Room.getInfo.desc kill; #unvar gMapRoom[descEnd]; #unvar gMapRoom[existShown]; #if { @slist.Contains{{$gMapRoom[items]};{}} } { #var gMapRoom[dock] {ride}; }; #nop 同步事件以允许插件修改房间信息。; event.Emit {map/GotRoomInfo}; }; #func {map.Room.colorItems} { #local key {%%1}; #local data {%%2}; #replace data[color] {m\e\[} {;}; #var gMapRoom[$key][$data[name]] {$data[color]}; }; #class map.Room.getInfo close; #class map.Room.getInfo.map open; #action {^{?:\s{8}}%*{|ID=map/Room/getInfo/minimap}$} { #local line {%%1}; #replace line {%+1..u%+1..s$} {&1}; #cat gMapRoom[map] {|$line|}; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<174>地图信息<299> %%1}; #line gag; }; }; #class map.Room.getInfo.map close; #class map.Room.getInfo.desc open; #action {^%*{|ID=map/Room/getInfo/others}$} { #class map.Room.getInfo.map kill; #if { @isTrue{$gMapRoom[descEnd]} } { #if { "%%0" == "%s" && "$gMapRoom[view]" == "" } { #return; }; #cat gMapRoom[view] {%%0}; map.Room.ShowView {%%0}; #return; }; #if { "%%0" == "%s" } { #var gMapRoom[descEnd] {true}; #return; }; #local obj {@ParseTitle{%%0}}; #if { &obj[] > 0 } { #class map.Room.getInfo.desc kill; #var gMapRoom[descEnd] {true}; #showme @buffer.RawLine{}; #line gag; #return; }; #local text {%%0}; #replace {text} {{*UTF8}{\p{Han}}} {}; #local origLen {@str.Len{%%0}}; #local nonHans {@str.Len{$text}}; #if { $origLen > 5 && $nonHans * 2 > $origLen } { #var gMapRoom[descEnd] {true}; #cat gMapRoom[view] {%%0}; map.Room.ShowView {%%0}; }; #else { #cat gMapRoom[desc] {@str.Trim{%%0}}; #if { @option.IsEnable{MapDebug} } { #echo {%s} {<172>房间描述<299> %%0}; #line gag; }; }; } {9}; #class map.Room.getInfo.desc close; }; #alias {map.Room.ShowView} { #if { @option.IsDisable{ShowRoomView} } { #line gag; }; #elseif { @option.IsEnable{MapDebug} } { #echo {%s} {<174>房间风景<299> @Beautify{{%1}}}; #line gag; }; }; #func {map.Room.GetObjByName} { #local name {%1}; #local title {@default{%2;%*}}; #local idx {}; #foreach {*gMapRoom[objs][]} {idx} { #if { "$gMapRoom[objs][$idx][title]" == "$title" && "$gMapRoom[objs][$idx][name]" == "$name" } { #return {$gMapRoom[objs][$idx]}; }; }; #return {}; }; #func {map.Room.GetObjByID} { #local id {%1}; #local idx {}; #foreach {*gMapRoom[objs][]} {idx} { #if { "$gMapRoom[objs][$idx][id]" == "$id" } { #return {$gMapRoom[objs][$idx]}; }; }; #return {}; };