room.tin 19 KB

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  1. #nop 房间信息解析模块;
  2. load-module basic/title;
  3. VAR {当前房间ID} gMapHereID {0};
  4. VAR {当前房间信息} gMapRoom {};
  5. option.Define {ShowRoomView} {Bool} {是否显示房间风景} {false};
  6. option.Define {MapDebug} {Bool} {房间信息解析调试开关} {false};
  7. event.Define {map/GotRoomInfo} {无参} {$MODULE} {已经获取到房间信息,并储存到 gMapRoom 全局变量。};
  8. event.Define {map/ArriveDock} {无参} {$MODULE} {已经抵达码头};
  9. event.Define {map/ArriveCoachPark} {无参} {$MODULE} {已经抵达马车行};
  10. event.HandleOnce {map/init} {map/room} {map} {map.Room.Watch};
  11. #alias {map.Room.Watch} {
  12. #local dungeon {?:\[(\S{3,10})\]|};
  13. #local nation {?:[ ]+\[(大宋|大元|大理|大夏)国\]|};
  14. #local terrain {?:[ ]+\[(都城|城市|城内|村镇|野外|门派|帮派|阴间|(\S+)势力范围)\]|};
  15. #local save {?:[ ]+\[(存盘点)\]|};
  16. #local store {?:[ ]+\[(玩家储物柜)\]|};
  17. #local group {?:[ ]+\[(\S+)\]|};
  18. #local mark {?:[ ]+((?:㊣|★|☆|\s)*)|};
  19. #local undef {?:[ ]+\[未定义\]|};
  20. #class map.Room.Watch open;
  21. #action {{*UTF8}{?:^}{.{1,9}?\S}{$dungeon} -{$nation}{$terrain}{$save}{$store}{$group}{$mark}{$undef}$} {
  22. #local ret {@map.GMCP.Confirm{}};
  23. #local keep {};
  24. #if { &ret[gmcp][] > 0 } {
  25. #local keep[direction] {here};
  26. };
  27. #elseif { "$ret[cmd]" == "look" } {
  28. #if { "$ret[exit]" != "" } {
  29. #local keep {
  30. {direction} {$ret[exit]}
  31. };
  32. };
  33. #else {
  34. #local keep {
  35. {area} {$gMapRoom[area]}
  36. {node} {$gMapRoom[node]}
  37. {nodeLinks} {$gMapRoom[nodeLinks]}
  38. {coach} {$gMapRoom[coach]}
  39. {coachLinks}{$gMapRoom[coachLinks]}
  40. {direction} {here}
  41. };
  42. };
  43. };
  44. #local room {
  45. {name}{%%1}
  46. {dungeon}{%%2}
  47. {nation}{%%3}
  48. {terrain}{%%4}
  49. {save}{@if{{"%%6" == "存盘点"};true;false}}
  50. {store}{@if{{"%%7" == "玩家储物柜"};true;false}}
  51. {group}{%%8}
  52. {mark}{@str.Split{{%%9};{{ +}};{;}}}
  53. {cmd}{$ret[cmd]}
  54. {look}{$ret[exit]}
  55. {gmcp}{$ret[gmcp]}
  56. $keep
  57. };
  58. map.Room.getInfo {$room};
  59. };
  60. #class map.Room.Watch close;
  61. };
  62. #alias {map.StopWatchRoom} {
  63. #class map.Room.Watch kill;
  64. };
  65. #alias {map.Room.getInfo} {
  66. #local args {%1};
  67. #var gMapRoom {};
  68. #var gMapRoom[id] {}; #nop 房间ID;
  69. #var gMapRoom[name] {$args[name]}; #nop 房间名称;
  70. #var gMapRoom[colorName] {}; #nop 带颜色的房间名称;
  71. #var gMapRoom[dungeon] {$args[dungeon]}; #nop 房间名称;
  72. #var gMapRoom[nation] {$args[nation]}; #nop 房间国家,大宋/大理/大元/大夏;
  73. #var gMapRoom[terrain] {$args[terrain]}; #nop 房间地段,包含村落和城墙;
  74. #var gMapRoom[save] {$args[save]}; #nop 是否为存盘点;
  75. #var gMapRoom[store] {$args[store]}; #nop 是否为玩家储物柜;
  76. #var gMapRoom[group] {$args[group]}; #nop 帮派名称,非帮派驻地留空;
  77. #var gMapRoom[village] {}; #nop 村落名称(仅村落有效);
  78. #var gMapRoom[mark] {$args[mark]}; #nop 帮派名称,非帮派驻地留空;
  79. #var gMapRoom[prev] {$args[prev]}; #nop 上一个房间 ID;
  80. #var gMapRoom[entry] {$args[entry]}; #nop 房间入口,是用哪个方向指令进入本房间的;
  81. #var gMapRoom[cmd] {$args[cmd]}; #nop 本条房间信息是用何种命令获得;
  82. #var gMapRoom[look] {$args[look]}; #nop 如果是 look 命令,那么 look 的是哪个方向;
  83. #var gMapRoom[gmcp] {$args[gmcp]}; #nop GMCP.Move 信息;
  84. #var gMapRoom[area] {$args[area]}; #nop 房间所在区域;
  85. #var gMapRoom[map] {}; #nop 房间小地图;
  86. #var gMapRoom[maphere] {}; #nop 周围地形图;
  87. #var gMapRoom[desc] {}; #nop 房间文字描述;
  88. #var gMapRoom[descEnd] {false}; #nop 房间文字描述已结束(目前以空行标识);
  89. #var gMapRoom[view] {}; #nop 房间的风景(非文字描述);
  90. #var gMapRoom[fog] {false}; #nop 是否有雾;
  91. #var gMapRoom[exits] {}; #nop 出口列表;
  92. #var gMapRoom[colorExits] {}; #nop 带颜色的出口;
  93. #var gMapRoom[exitHint] {}; #nop 出口所连接的房间;
  94. #var gMapRoom[existShown] {false}; #nop 出口信息已出现;
  95. #var gMapRoom[lookable] {}; #nop 你可以看看(look)的东西;
  96. #var gMapRoom[objs] {}; #nop 房间物品,不包含生物;
  97. #var gMapRoom[items] {}; #nop 房间特殊物品;
  98. #var gMapRoom[colorItems] {}; #nop 带颜色的房间特殊物品;
  99. #var gMapRoom[dynItems] {}; #nop 房间动态物品;
  100. #var gMapRoom[npcs] {}; #nop 房间NPC, 不包含非生物和玩家;
  101. #var gMapRoom[players] {}; #nop 房间玩家,不包含非生物和NPC;
  102. #var gMapRoom[dock] {}; #nop 是否为渡口;
  103. #var gMapRoom[funcs] {}; #nop 房间功能,领悟,睡觉,吃喝,买卖,等等;
  104. #var gMapRoom[node] {$args[node]}; #nop 节点名称,非节点留空;
  105. #var gMapRoom[nodeLinks] {$args[nodeLinks]}; #nop 通过本节点可以抵达的节点列表,非节点留空;
  106. #var gMapRoom[coach] {$args[coach]}; #nop 马车行名称,非马车行留空;
  107. #var gMapRoom[coachLinks] {$args[coachLinks]};#nop 通过本车行可以抵达的车行列表,非节点留空;
  108. #var gMapRoom[direction] {$args[direction]}; #nop 该房间所在的方位,如果是当前位置则为 here;
  109. #local color {@buffer.RawLine{}};
  110. #replace color {%S - %*$} {&1};
  111. #replace color {\e[2;37;0m} {};
  112. #replace color {%S[%u]} {&1};
  113. #var gMapRoom[colorName] {$color};
  114. #if { @option.IsEnable{MapDebug} } {
  115. #local optional {};
  116. #if { "$gMapRoom[mark]" != "" } {#cat optional { <175>标记<299> $gMapRoom[mark] }};
  117. #if { @isTrue{$gMapRoom[save]} } {#cat optional { <129><存盘点><299>}};
  118. #if { @isTrue{$gMapRoom[store]} } {#cat optional { <139><储物柜><299>}};
  119. #if { "$gMapRoom[group]" != "" } {#cat optional { <175>帮派驻地<299> $gMapRoom[group]}};
  120. #echo {<175>房间名称<299> %s <175>国家<299> %s <175>地段<299> %s%s}
  121. {$gMapRoom[name]} {$gMapRoom[nation]} {$gMapRoom[terrain]} $optional;
  122. #line gag;
  123. };
  124. #class map.Room.getInfo open;
  125. event.HandleOnce {GA} {map/room} {map} {map.Room.getInfo.done};
  126. #action {{*UTF8}{^\s{4}((.*)(\p{Han}+).*\([A-Z][a-z A-Z']*\).*)}{|ID=map/Room/getInfo/objs}$} {
  127. #local obj {@ParseTitle{%%2}};
  128. #local name {$obj[name]};
  129. #local type {房间物品};
  130. #if { "$obj[title]" == "船老大" } {
  131. #list gMapRoom[npcs] add {{$obj}};
  132. #var gMapRoom[dock] {dock};
  133. #local type {房间 NPC};
  134. };
  135. #else {
  136. #list gMapRoom[objs] add {{$obj}};
  137. };
  138. #if { @option.IsEnable{MapDebug} } {
  139. #if { @isFalse{$gMapRoom[existShown]} } {
  140. #var gMapRoom[existShown] {true};
  141. #echo {%s} {<134>房间出口<299> @slist.JoinAs{{@slist.FromList{$gMapRoom[gmcp][出口信息]}};{<179>%s<299>};{ }}};
  142. };
  143. #if { "$obj[emoji]" != "" } {
  144. #local name {$name<299>{<139>$obj[emoji]<299>}};
  145. };
  146. #echo {<164>$type<299> %-18s<299> <169>%-16s<299> %s [%s] %s}
  147. {$name} {$obj[id]} {{$obj[title]}} {$obj[nick]}
  148. {@slist.Join{{$obj[status1];$obj[status2]}}};
  149. #line gag;
  150. };
  151. } {9.9};
  152. #action {^%+4s你可以看看(look):%*。$} {
  153. #local items {@str.Split{{%%2};{{,|,}}}};
  154. #var gMapRoom[items] {$items};
  155. #local raw {@buffer.RawLine{}};
  156. #replace raw {<{\e\[([0-9\e\[m;]+)m([^>]+)\e\[2;37;0m}>} {@map.Room.colorItems{colorItems;{{color}{&2}{name}{&3}}}};
  157. #class map.Room.getInfo.map kill;
  158. #class map.Room.getInfo.desc kill;
  159. #if { @option.IsEnable{MapDebug} } {
  160. #echo {%s} {<171>特殊物品<299> {$items}};
  161. #line gag;
  162. };
  163. };
  164. #action {^%+4s你可以获取(get):%*。$} {
  165. #local items {@str.Split{{%%2};{{,|,}}}};
  166. #var gMapRoom[dynItems] {$items};
  167. #class map.Room.getInfo.map kill;
  168. #class map.Room.getInfo.desc kill;
  169. #if { @option.IsEnable{MapDebug} } {
  170. #echo {%s} {<171>动态物品<299> {$items}};
  171. #line gag;
  172. };
  173. };
  174. #action {^%+4s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。$} {
  175. #var gMapRoom[group] {%%3};
  176. #if { @option.IsEnable{MapDebug} } {
  177. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],有商店};
  178. #line gag;
  179. };
  180. } {3};
  181. #action {^%+4s这里正是%*的产业$} {
  182. #var gMapRoom[group] {%%2};
  183. #if { @option.IsEnable{MapDebug} } {
  184. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],无商店};
  185. #line gag;
  186. };
  187. } {4};
  188. #action {^%+4s这里建起了一大片宅子,气势恢宏,不知道主人是谁。$} {
  189. #var gMapRoom[group] {UNKNOWN};
  190. #if { @option.IsEnable{MapDebug} } {
  191. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group]};
  192. #line gag;
  193. };
  194. } {4};
  195. #action {^%+4s这里是%*通往外界的唯一道路。$} {
  196. #var gMapRoom[terrain] {村落出口};
  197. #var gMapRoom[village] {%%2};
  198. #if { @option.IsEnable{MapDebug} } {
  199. #echo {%s} {<175>村落出口<299> <599><119>%%2<299>};
  200. #line gag;
  201. };
  202. };
  203. #action {^%+4s这里是%+3..4u的一处%*。} {
  204. #var gMapRoom[terrain] {村落内部};
  205. #var gMapRoom[village] {%%2};
  206. #if { @option.IsEnable{MapDebug} } {
  207. #echo {%s} {<175>村落内部<299> %%2};
  208. #line gag;
  209. };
  210. };
  211. #action {^%+4s这里是%*的一段城墙。$} {
  212. #var gMapRoom[terrain] {城墙};
  213. #if { @option.IsEnable{MapDebug} } {
  214. #echo {%s} {<175>城 墙<299> %%2};
  215. #line gag;
  216. };
  217. };
  218. #action {^%+4s这里是一处%*,人迹罕至,也不知道你怎么会来到这里的。$} {
  219. #var gMapRoom[terrain] {随机地图};
  220. #if { @option.IsEnable{MapDebug} } {
  221. #echo {%s} {<175>随机地图<299>};
  222. #line gag;
  223. };
  224. };
  225. #action {^%+4s这里显然经常有人经过,地上被踩出了路。$} {
  226. #var gMapRoom[terrain] {迷宫通道};
  227. #if { @option.IsEnable{MapDebug} } {
  228. #echo {%s} {<175>迷宫通道<299> <599><129>发现足迹<299>};
  229. #line gag;
  230. };
  231. };
  232. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}停在岸边,随时可以出发。$} {
  233. map.room.mark-river %2;
  234. };
  235. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}正在驶回,马上就要靠岸了。$} {
  236. map.room.mark-river %2;
  237. };
  238. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}刚刚离开驶向对岸,需要一些时间才能回来。$} {
  239. map.room.mark-river %2;
  240. };
  241. #alias {map.room.mark-river} {
  242. #local boat {%%1};
  243. #switch {"$boat"} {
  244. #case {"长江渡船"} {#var gMapRoom[river] {长江}};
  245. #case {"{黄河渡船|渡船|羊皮筏}"} {#var gMapRoom[river] {黄河}};
  246. };
  247. #if { @option.IsEnable{MapDebug} } {
  248. #echo {%s} {<175>大河渡口<299> $gMapRoom[river]};
  249. #line gag;
  250. };
  251. };
  252. #action {^%+4s{这里(?:明显|所有|唯一)的(?:出口|方向)有|浓雾中你觉得似乎有出口通往} %*$} {
  253. #local desc {%%2};
  254. #if { "$desc" == "%*浓雾%*" } {
  255. #var gMapRoom[fog] {true};
  256. #var gMapRoom[exitStr] {};
  257. };
  258. #else {
  259. #var gMapRoom[exitStr] {%%3};
  260. };
  261. #var gMapRoom[existShown] {true};
  262. #class map.Room.getInfo.map kill;
  263. #class map.Room.getInfo.desc kill;
  264. #if { @option.IsEnable{MapDebug} } {#line gag};
  265. #local raw {@buffer.RawLine{}};
  266. #var gMapRoom[colorExitStr] {$raw};
  267. #if { "$gMapRoom[exitStr]" == "%*。" } {
  268. map.parseExit;
  269. #return;
  270. };
  271. #class map.Room.getInfo.exit open;
  272. #local exitCharsets {和|、|[a-z A-Z]};
  273. #action {^{($exitCharsets)+}$} {
  274. #local raw {@buffer.RawLine{}};
  275. #cat gMapRoom[exitStr] {%%%1};
  276. #cat gMapRoom[colorExitStr] {$raw};
  277. #if { @option.IsEnable{MapDebug} } {#line gag};
  278. };
  279. #action {^{($exitCharsets)*}。$} {
  280. #class map.Room.getInfo.exit kill;
  281. #local raw {@buffer.RawLine{}};
  282. #cat gMapRoom[exitStr] {%%%1};
  283. #cat gMapRoom[colorExitStr] {$raw};
  284. map.parseExit;
  285. } {4};
  286. #class map.Room.getInfo.exit close;
  287. };
  288. #action {^%+4s这里没有任何明显的出口。$} {
  289. #class map.Room.getInfo.map kill;
  290. #class map.Room.getInfo.desc kill;
  291. #var gMapRoom[existShown] {true};
  292. #var {gMapRoom[exits]} {};
  293. #if { @option.IsEnable{MapDebug} } {
  294. #line gag;
  295. #echo {%s} {<134>房间出口<299> %%0};
  296. };
  297. };
  298. #action {^%+4s「%*」: %*{|ID=map/Room/getInfo/weather}$} {
  299. #var gMapRoom[season] {%%2};
  300. #var gMapRoom[weather] {%%3};
  301. #class map.Room.getInfo.map kill;
  302. #class map.Room.getInfo.desc kill;
  303. #if { @option.IsEnable{MapDebug} } {
  304. #echo {%s} {<174>时令季节<299> %%2 <174>天气信息<299> %%3};
  305. #line gag;
  306. };
  307. };
  308. #action {{*UTF8}{^ (\p{Han}+)等(.*)人\(users\)也在此处。$}} {
  309. #if { @option.IsEnable{MapDebug} } {
  310. #echo {<164>房间玩家<299> 仍有%s等 %d 人。} {%%2} {@math.ParseCN{%%3}};
  311. #line gag;
  312. };
  313. };
  314. #alias {map.parseExit} {
  315. #local exitList {$gMapRoom[exitStr]};
  316. #unvar gMapRoom[exitStr];
  317. #replace exitList {、} {;};
  318. #replace exitList { 和 } {;};
  319. #replace exitList {。} {};
  320. #replace exitList { } {};
  321. #local exitList {@slist.Sort{$exitList}};
  322. #var gMapRoom[exits] {$exitList};
  323. #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}}}};
  324. #unvar gMapRoom[colorExitStr];
  325. #if { @option.IsEnable{MapDebug} } {
  326. #local exitStr {$gMapRoom[exits]};
  327. #if { &gMapRoom[exitHint][] > 0 } {
  328. #local template {VALUE<299>(<129>\@if{{"\$gMapRoom[exitHint][VALUE]" == ""};{N/A};{\$gMapRoom[exitHint][VALUE]}}<299>)};
  329. #local exitStr {@fp.Transform{{$exitStr};{$template}}};
  330. };
  331. #local exitStr {@slist.JoinAs{{$exitStr};{<179>%s<299>};{ }}};
  332. #echo {%s} {<134>房间出口<299> $exitStr};
  333. };
  334. };
  335. #alias {map.Room.getInfo.done} {
  336. #local __unused {%%0};
  337. #class map.Room.getInfo kill;
  338. #class map.Room.getInfo.map kill;
  339. #class map.Room.getInfo.desc kill;
  340. #unvar gMapRoom[descEnd];
  341. #unvar gMapRoom[existShown];
  342. #if { @slist.Contains{{$gMapRoom[items]};{<ferry>}} } {
  343. #var gMapRoom[dock] {ride};
  344. };
  345. #nop 同步事件以允许插件修改房间信息。;
  346. event.Emit {map/GotRoomInfo};
  347. };
  348. #func {map.Room.colorItems} {
  349. #local key {%%1};
  350. #local data {%%2};
  351. #replace data[color] {m\e\[} {;};
  352. #var gMapRoom[$key][$data[name]] {$data[color]};
  353. };
  354. #class map.Room.getInfo close;
  355. #class map.Room.getInfo.map open;
  356. #action {^{?:\s{8}}%*{|ID=map/Room/getInfo/minimap}$} {
  357. #local line {%%1};
  358. #replace line {%+1..u%+1..s$} {&1};
  359. #cat gMapRoom[map] {|$line|};
  360. #if { @option.IsEnable{MapDebug} } {
  361. #echo {%s} {<174>地图信息<299> %%1};
  362. #line gag;
  363. };
  364. };
  365. #class map.Room.getInfo.map close;
  366. #class map.Room.getInfo.desc open;
  367. #action {^%*{|ID=map/Room/getInfo/others}$} {
  368. #class map.Room.getInfo.map kill;
  369. #if { @isTrue{$gMapRoom[descEnd]} } {
  370. #if { "%%0" == "%s" && "$gMapRoom[view]" == "" } {
  371. #return;
  372. };
  373. #cat gMapRoom[view] {%%0};
  374. map.Room.ShowView {%%0};
  375. #return;
  376. };
  377. #if { "%%0" == "%s" } {
  378. #var gMapRoom[descEnd] {true};
  379. #return;
  380. };
  381. #local obj {@ParseTitle{%%0}};
  382. #if { &obj[] > 0 } {
  383. #class map.Room.getInfo.desc kill;
  384. #var gMapRoom[descEnd] {true};
  385. #showme @buffer.RawLine{};
  386. #line gag;
  387. #return;
  388. };
  389. #local text {%%0};
  390. #replace {text} {{*UTF8}{\p{Han}}} {};
  391. #local origLen {@str.Len{%%0}};
  392. #local nonHans {@str.Len{$text}};
  393. #if { $origLen > 5 && $nonHans * 2 > $origLen } {
  394. #var gMapRoom[descEnd] {true};
  395. #cat gMapRoom[view] {%%0};
  396. map.Room.ShowView {%%0};
  397. };
  398. #else {
  399. #cat gMapRoom[desc] {@str.Trim{%%0}};
  400. #if { @option.IsEnable{MapDebug} } {
  401. #echo {%s} {<172>房间描述<299> %%0};
  402. #line gag;
  403. };
  404. };
  405. } {9};
  406. #class map.Room.getInfo.desc close;
  407. };
  408. #alias {map.Room.ShowView} {
  409. #if { @option.IsDisable{ShowRoomView} } {
  410. #line gag;
  411. };
  412. #elseif { @option.IsEnable{MapDebug} } {
  413. #echo {%s} {<174>房间风景<299> @Beautify{{%1}}};
  414. #line gag;
  415. };
  416. };
  417. #func {map.Room.GetObjByName} {
  418. #local name {%1};
  419. #local title {@default{%2;%*}};
  420. #local idx {};
  421. #foreach {*gMapRoom[objs][]} {idx} {
  422. #if { "$gMapRoom[objs][$idx][title]" == "$title" && "$gMapRoom[objs][$idx][name]" == "$name" } {
  423. #return {$gMapRoom[objs][$idx]};
  424. };
  425. };
  426. #return {};
  427. };
  428. #func {map.Room.GetObjByID} {
  429. #local id {%1};
  430. #local idx {};
  431. #foreach {*gMapRoom[objs][]} {idx} {
  432. #if { "$gMapRoom[objs][$idx][id]" == "$id" } {
  433. #return {$gMapRoom[objs][$idx]};
  434. };
  435. };
  436. #return {};
  437. };