room.extra.tin 23 KB

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  1. #nop 房间信息解析模块;
  2. load-module basic/title;
  3. event.Define {map/ArriveDock} {无参} {$MODULE} {已经抵达码头};
  4. event.Define {map/ArriveCoachPark} {无参} {$MODULE} {已经抵达马车行};
  5. event.Define {map/fix/room} {无参} {$MODULE} {修复房间信息};
  6. event.Define {map/fix/obj} {无参} {$MODULE} {修复物品信息};
  7. event.HandleOnce {map/init} {pkuxkx/map/room} {map} {pkuxkx.map.Room.init};
  8. #alias {pkuxkx.map.Room.init} {
  9. set area_detail;
  10. };
  11. #alias {map.Room.Watch} {
  12. #local dungeon {?:\[(\S{3,10})副本\]|};
  13. #local nation {?:[ ]+\[(大宋|大元|大理|大夏)国\]|};
  14. #local pkzone {?:[ ]+(杀戮场)|};
  15. #local terrain {?:[ ]+\[(都城|城市|城内|村镇|野外|门派|帮派|阴间|(\S+)势力范围)\]|};
  16. #local save {?:[ ]+\[(存盘点)\]|};
  17. #local store {?:[ ]+\[(玩家储物柜)\]|};
  18. #local group {?:[ ]+\[(\S+)\]|};
  19. #local mark {?:[ ]+((?:㊣|★|☆|\s)*)|};
  20. #local undef {?:[ ]+\[未定义\]|};
  21. #class map.Room.Watch open;
  22. #action {{*UTF8}{?:^}{.{1,9}?\S}{$dungeon} -{$nation}{$pkzone}{$terrain}{$save}{$store}{$group}{$mark}{$undef}{| \[副本\]}$} {
  23. #local ret {@map.GMCP.Confirm{}};
  24. #if { @isFalse{$gMapRoom[allDone]} } {
  25. map.Room.getInfo.done;
  26. };
  27. #local keep {};
  28. #if { &ret[gmcp][] > 0 } {
  29. #local keep[direction] {here};
  30. #local keep[gmcp] {$ret[gmcp]};
  31. };
  32. #elseif { "$ret[cmd]" == "look" } {
  33. #if { "$ret[exit]" != "" } {
  34. #local keep {
  35. {direction} {$ret[exit]}
  36. };
  37. };
  38. #else {
  39. #local keep {
  40. {area} {$gMapRoom[area]}
  41. {node} {$gMapRoom[node]}
  42. {nodeLinks} {$gMapRoom[nodeLinks]}
  43. {coach} {$gMapRoom[coach]}
  44. {coachLinks}{$gMapRoom[coachLinks]}
  45. {direction} {here}
  46. {gmcp} {$gMapRoom[gmcp]}
  47. };
  48. };
  49. };
  50. #local room {
  51. {name}{%%1}
  52. {dungeon}{%%2}
  53. {nation}{%%3}
  54. {pkzone}{@if{{"%%4" == "杀戮场"};true;false}}
  55. {terrain}{%%5}
  56. {save}{@if{{"%%7" == "存盘点"};true;false}}
  57. {store}{@if{{"%%8" == "玩家储物柜"};true;false}}
  58. {group}{%%9}
  59. {mark}{@str.Split{{%%10};{{ +}};{;}}}
  60. {cmd}{$ret[cmd]}
  61. {look}{$ret[exit]}
  62. {gmcp}{$ret[gmcp]}
  63. $keep
  64. };
  65. #local room {$room};
  66. #local here {0};
  67. #if { "$room[direction]" == "here" } {
  68. #local here {@map.Here{}};
  69. };
  70. #local header {%%99};
  71. #if { @option.IsEnable{MapDebug} } {
  72. #local optional {};
  73. #if { "$room[mark]" != "" } {#cat optional { <175>标记<299> $room[mark] }};
  74. #if { @isTrue{$room[save]} } {#cat optional { <129><存盘点><299>}};
  75. #if { @isTrue{$room[store]} } {#cat optional { <139><储物柜><299>}};
  76. #if { "$room[group]" != "" } {#cat optional { <175>帮派驻地<299> $room[group]}};
  77. #if { $here > 0 } {#cat optional { <129>定位结果<299> <159>@map.Here{RID}<299>}};
  78. #echo {<175>房间名称<299> %s <175>国家<299> %s <175>地段<299> %s%s}
  79. {$room[name]} {$room[nation]} {$room[terrain]} $optional;
  80. };
  81. #elseif { $here > 0 } {
  82. #if { "@map.FollowState{}" == "Normal" } {
  83. #local here {<159>@map.Here{RID}<299>};
  84. };
  85. #else {
  86. #local here {<259>GPS 无信号<299>};
  87. };
  88. #local width {@math.Min{@prompt.ScreenWidth{};90}};
  89. #local space {@str.Space{@math.Eval{$width - @str.Width{{$header}} - @str.Width{$here}}}};
  90. #echo {%s %s %s} {$header} {$space} {$here};
  91. };
  92. #else {
  93. #echo {%s} {$header};
  94. };
  95. #line gag;
  96. map.Room.getInfo {$room};
  97. };
  98. #class map.Room.Watch close;
  99. };
  100. #alias {map.Room.getInfo} {
  101. #local args {%1};
  102. #var gMapRoom {};
  103. #var gMapRoom[id] {}; #nop 房间ID;
  104. #var gMapRoom[name] {$args[name]}; #nop 房间名称;
  105. #var gMapRoom[colorName] {}; #nop 带颜色的房间名称;
  106. #var gMapRoom[dungeon] {$args[dungeon]}; #nop 副本名称;
  107. #var gMapRoom[pkzone] {$args[pkzone]}; #nop 杀戮场标记;
  108. #var gMapRoom[nation] {$args[nation]}; #nop 房间国家,大宋/大理/大元/大夏;
  109. #var gMapRoom[terrain] {$args[terrain]}; #nop 房间地段,包含村落和城墙;
  110. #var gMapRoom[save] {$args[save]}; #nop 是否为存盘点;
  111. #var gMapRoom[store] {$args[store]}; #nop 是否为玩家储物柜;
  112. #var gMapRoom[group] {$args[group]}; #nop 帮派名称,非帮派驻地留空;
  113. #var gMapRoom[village] {}; #nop 村落名称(仅村落有效);
  114. #var gMapRoom[mark] {$args[mark]}; #nop 帮派名称,非帮派驻地留空;
  115. #var gMapRoom[prev] {$args[prev]}; #nop 上一个房间 ID;
  116. #var gMapRoom[entry] {$args[entry]}; #nop 房间入口,是用哪个方向指令进入本房间的;
  117. #var gMapRoom[cmd] {$args[cmd]}; #nop 本条房间信息是用何种命令获得;
  118. #var gMapRoom[look] {$args[look]}; #nop 如果是 look 命令,那么 look 的是哪个方向;
  119. #var gMapRoom[gmcp] {$args[gmcp]}; #nop GMCP.Move 信息;
  120. #var gMapRoom[area] {$args[area]}; #nop 房间所在区域;
  121. #var gMapRoom[map] {}; #nop 房间小地图;
  122. #var gMapRoom[maphere] {}; #nop 周围地形图;
  123. #var gMapRoom[desc] {}; #nop 房间文字描述;
  124. #var gMapRoom[descEnd] {false}; #nop 房间文字描述已结束(目前以空行标识);
  125. #var gMapRoom[view] {}; #nop 房间的风景(非文字描述);
  126. #var gMapRoom[fog] {false}; #nop 是否有雾;
  127. #var gMapRoom[exits] {}; #nop 出口列表;
  128. #var gMapRoom[colorExits] {}; #nop 带颜色的出口;
  129. #var gMapRoom[exitHint] {}; #nop 出口所连接的房间;
  130. #var gMapRoom[existShown] {false}; #nop 出口信息已出现;
  131. #var gMapRoom[lookable] {}; #nop 你可以看看(look)的东西;
  132. #var gMapRoom[colorItems] {}; #nop 带颜色的房间特殊物品;
  133. #var gMapRoom[getable] {}; #nop 你可以获取(get)的东西;
  134. #var gMapRoom[objs] {}; #nop 房间物品,不包含生物;
  135. #var gMapRoom[npcs] {}; #nop 房间NPC, 不包含非生物和玩家;
  136. #var gMapRoom[players] {}; #nop 房间玩家,不包含非生物和NPC;
  137. #var gMapRoom[dock] {}; #nop 是否为渡口;
  138. #var gMapRoom[funcs] {}; #nop 房间功能,领悟,睡觉,吃喝,买卖,等等;
  139. #var gMapRoom[node] {$args[node]}; #nop 节点名称,非节点留空;
  140. #var gMapRoom[nodeLinks] {$args[nodeLinks]}; #nop 通过本节点可以抵达的节点列表,非节点留空;
  141. #var gMapRoom[coach] {$args[coach]}; #nop 马车行名称,非马车行留空;
  142. #var gMapRoom[coachLinks] {$args[coachLinks]}; #nop 通过本车行可以抵达的车行列表,非节点留空;
  143. #var gMapRoom[direction] {$args[direction]}; #nop 该房间所在的方位,如果是当前位置则为 here;
  144. #var gMapRoom[allDone] {false}; #nop 房间信息已收集完毕;
  145. #local color {@buffer.RawLine{}};
  146. #replace color {<{/|}H2>} {};
  147. #replace color {%S - %*$} {&1};
  148. #replace color {\e[2;37;0m} {};
  149. #replace color {%S[%u]} {&1};
  150. #var gMapRoom[colorName] {$color};
  151. #class map.Room.getInfo open;
  152. event.HandleOnce {GA} {map/room} {map} {map.Room.getInfo.done};
  153. #action {{*UTF8}{^\s{4}((.*)(\p{Han}+).*\([A-Z][a-z A-Z']*\).*)}{|ID=map/Room/getInfo/objs}$} {
  154. #local obj {@ParseTitle{%%2}};
  155. event.Emit {map/fix/obj};
  156. #if { "$obj[title]" == "船老大" } {
  157. #if { "$gMapRoom[river]" == "长江" } {
  158. #var gMapRoom[dock] {GuoJiang};
  159. };
  160. #elseif { "$gMapRoom[river]" == "黄河" } {
  161. #var gMapRoom[dock] {GuoHe};
  162. };
  163. #else {
  164. #var gMapRoom[dock] {YellBoat};
  165. };
  166. #if { "$obj[type]" != "NPC" } {
  167. #local obj[type] {NPC};
  168. #list gMapRoom[npcs] add {{$obj}};
  169. };
  170. };
  171. #list gMapRoom[objs] add {{$obj}};
  172. #if { @option.IsEnable{MapDebug} } {
  173. #local type {$obj[type]};
  174. #switch {"$type"} {
  175. #case {"NPC"} {#local type {<134>房间 NPC}};
  176. #case {"物品"} {#local type {<164>房间物品}};
  177. #case {"玩家"} {#local type {<174>房间玩家}};
  178. #default {#local type {<164>房间物品}};
  179. };
  180. #if { @isFalse{$gMapRoom[existShown]} } {
  181. #var gMapRoom[existShown] {true};
  182. #echo {%s} {<134>房间出口<299> @slist.JoinAs{{@slist.FromList{$gMapRoom[gmcp][出口信息]}};{<179>%s<299>};{ }}};
  183. };
  184. #local name {$obj[name]};
  185. #if { "$obj[colorName]" != "" } {
  186. #local name {$obj[colorName]};
  187. };
  188. #if { "$obj[emoji]" != "" } {
  189. #local name {$name<299>{<139>$obj[emoji] <299>}};
  190. };
  191. #echo {<164>$type<299> %-18s<299> <169>%-16s<299> %s [%s] %s}
  192. {$name} {$obj[id]} {{$obj[title]}} {$obj[nick]}
  193. {@slist.Join{{$obj[status1];$obj[status2]}}};
  194. #if { "$obj[desc]" != "" } {
  195. #echo {<164> <070> %s} {$obj[desc]};
  196. };
  197. #line gag;
  198. };
  199. } {9.9};
  200. #action {^%+4s你可以看看(look):%*。$} {
  201. #local lookable {@str.Split{{%%2};{{,|,}}}};
  202. #var gMapRoom[lookable] {$lookable};
  203. #local raw {@buffer.RawLine{}};
  204. #replace raw {<{\e\[([0-9\e\[m;]+)m([^>]+)\e\[2;37;0m}>} {@map.Room.colorItems{colorItems;{{color}{&2}{name}{&3}}}};
  205. #local item {};
  206. #foreach {$lookable} {item} {
  207. #list gMapRoom[objs] add {{
  208. {id} {$item}
  209. {type} {lookable}
  210. }};
  211. };
  212. #class map.Room.getInfo.map kill;
  213. #class map.Room.getInfo.desc kill;
  214. #if { @option.IsEnable{MapDebug} } {
  215. #echo {%s} {<171>特殊物品<299> {$lookable}};
  216. #line gag;
  217. };
  218. };
  219. #action {^%+4s你可以获取(get):%*。$} {
  220. #local getable {@str.Split{{%%2};{{,|,}}}};
  221. #var gMapRoom[getable] {$getable};
  222. #local item {};
  223. #foreach {$getable} {item} {
  224. #list gMapRoom[objs] add {{
  225. {id} {$item}
  226. {type} {getable}
  227. }};
  228. };
  229. #class map.Room.getInfo.map kill;
  230. #class map.Room.getInfo.desc kill;
  231. #if { @option.IsEnable{MapDebug} } {
  232. #echo {%s} {<171>动态物品<299> {$getable}};
  233. #line gag;
  234. };
  235. };
  236. #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。$} {
  237. #var gMapRoom[group] {%%3};
  238. #if { @option.IsEnable{MapDebug} } {
  239. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],有商店};
  240. #line gag;
  241. };
  242. } {3};
  243. #action {^%+4s这里正是%*的产业$} {
  244. #var gMapRoom[group] {%%2};
  245. #if { @option.IsEnable{MapDebug} } {
  246. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],无商店};
  247. #line gag;
  248. };
  249. } {4};
  250. #action {^%+4s这里建起了一大片宅子,气势恢宏,不知道主人是谁。$} {
  251. #var gMapRoom[group] {UNKNOWN};
  252. #if { @option.IsEnable{MapDebug} } {
  253. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group]};
  254. #line gag;
  255. };
  256. } {4};
  257. #action {^%+4s这里是%*通往外界的唯一道路。$} {
  258. #var gMapRoom[terrain] {村落出口};
  259. #var gMapRoom[village] {%%2};
  260. #if { @option.IsEnable{MapDebug} } {
  261. #echo {%s} {<175>村落出口<299> <599><119>%%2<299>};
  262. #line gag;
  263. };
  264. };
  265. #action {^%+4s这里是%+3..4u的一处$gMapRoom[name]。} {
  266. #var gMapRoom[terrain] {村落内部};
  267. #var gMapRoom[village] {%%2};
  268. #if { @option.IsEnable{MapDebug} } {
  269. #echo {%s} {<175>村落内部<299> %%2};
  270. #line gag;
  271. };
  272. };
  273. #action {^%+4s这里是%*的一段城墙。$} {
  274. #var gMapRoom[terrain] {城墙};
  275. #var gMapRoom[desc] {@str.Trim{%%0}};
  276. #if { @option.IsEnable{MapDebug} } {
  277. #echo {%s} {<175>城 墙<299> %%2};
  278. #line gag;
  279. };
  280. };
  281. #action {^%+4s这里是一处%*,人迹罕至,也不知道你怎么会来到这里的。$} {
  282. #var gMapRoom[terrain] {随机地图};
  283. #if { @option.IsEnable{MapDebug} } {
  284. #echo {%s} {<175>随机地图<299>};
  285. #line gag;
  286. };
  287. };
  288. #action {^%+4s这里显然经常有人经过,地上被踩出了路。$} {
  289. #var gMapRoom[terrain] {迷宫通道};
  290. #if { @option.IsEnable{MapDebug} } {
  291. #echo {%s} {<175>迷宫通道<299> <599><129>发现足迹<299>};
  292. #line gag;
  293. };
  294. };
  295. #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。$} {
  296. map.room.mark-river %%2;
  297. };
  298. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}正在驶回,马上就要靠岸了。$} {
  299. map.room.mark-river %%2;
  300. };
  301. #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。$} {
  302. map.room.mark-river %%2;
  303. };
  304. #alias {map.room.mark-river} {
  305. #local boat {%%1};
  306. #switch {"$boat"} {
  307. #case {"长江渡船"} {#var gMapRoom[river] {长江}};
  308. #case {"{黄河渡船|渡船|羊皮筏}"} {#var gMapRoom[river] {黄河}};
  309. #default {errLog 发现不明渡船「$boat」,请联系开发者。};
  310. };
  311. #var gMapRoom[dock] {YellBoat};
  312. #if { @option.IsEnable{MapDebug} } {
  313. #echo {%s} {<175>大河渡口<299> 此处有「<130>$boat<299>」可供渡过「<120>$gMapRoom[river]<299>」。};
  314. #line gag;
  315. };
  316. };
  317. #action {^%+4s{这里(?:明显|所有|唯一)的(?:出口|方向)有|浓雾中你觉得似乎有出口通往} %*$} {
  318. #local desc {%%2};
  319. #if { "$desc" == "%*浓雾%*" } {
  320. #var gMapRoom[fog] {true};
  321. #var gMapRoom[exitStr] {};
  322. };
  323. #else {
  324. #var gMapRoom[exitStr] {%%3};
  325. };
  326. #var gMapRoom[existShown] {true};
  327. #class map.Room.getInfo.map kill;
  328. #class map.Room.getInfo.desc kill;
  329. #if { @option.IsEnable{MapDebug} } {#line gag};
  330. #local raw {@buffer.RawLine{}};
  331. #var gMapRoom[colorExitStr] {$raw};
  332. #if { "$gMapRoom[exitStr]" == "%*。" } {
  333. map.parseExit;
  334. #return;
  335. };
  336. #class map.Room.getInfo.exit open;
  337. #local exitCharsets {和|、|[a-z A-Z]};
  338. #action {^{($exitCharsets)+}$} {
  339. #local raw {@buffer.RawLine{}};
  340. #cat gMapRoom[exitStr] {%%%1};
  341. #cat gMapRoom[colorExitStr] {$raw};
  342. #if { @option.IsEnable{MapDebug} } {#line gag};
  343. };
  344. #action {^{($exitCharsets)*}。$} {
  345. #class map.Room.getInfo.exit kill;
  346. #local raw {@buffer.RawLine{}};
  347. #cat gMapRoom[exitStr] {%%%1};
  348. #cat gMapRoom[colorExitStr] {$raw};
  349. map.parseExit;
  350. } {4};
  351. #class map.Room.getInfo.exit close;
  352. };
  353. #action {^%+4s这里没有任何明显的出口。$} {
  354. #class map.Room.getInfo.map kill;
  355. #class map.Room.getInfo.desc kill;
  356. #var gMapRoom[existShown] {true};
  357. #var {gMapRoom[exits]} {};
  358. #if { @option.IsEnable{MapDebug} } {
  359. #line gag;
  360. #echo {%s} {<134>房间出口<299> %%0};
  361. };
  362. };
  363. #action {^%+4s「%*」: %*{|ID=map/Room/getInfo/weather}$} {
  364. #var gMapRoom[season] {%%2};
  365. #var gMapRoom[weather] {%%3};
  366. #class map.Room.getInfo.map kill;
  367. #class map.Room.getInfo.desc kill;
  368. #if { @option.IsEnable{MapDebug} } {
  369. #echo {%s} {<174>时令季节<299> %%2 <174>天气信息<299> %%3};
  370. #line gag;
  371. };
  372. };
  373. #action {{*UTF8}{^ (\p{Han}+)等(.*)人\(users\)也在此处。$}} {
  374. #if { @option.IsEnable{MapDebug} } {
  375. #echo {<174>房间玩家<299> 仍有%s等 %d 人。} {%%2} {@math.ParseCN{%%3}};
  376. #line gag;
  377. };
  378. };
  379. #alias {map.parseExit} {
  380. #local exitList {$gMapRoom[exitStr]};
  381. #unvar gMapRoom[exitStr];
  382. #replace exitList {、} {;};
  383. #replace exitList { 和 } {;};
  384. #replace exitList {。} {};
  385. #replace exitList { } {};
  386. #local exitList {@slist.Sort{$exitList}};
  387. #var gMapRoom[exits] {$exitList};
  388. #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}}}};
  389. #unvar gMapRoom[colorExitStr];
  390. #if { @option.IsEnable{MapDebug} } {
  391. #local exitStr {$gMapRoom[exits]};
  392. #if { &gMapRoom[exitHint][] > 0 } {
  393. #local template {VALUE<299>(<129>\@if{{"\$gMapRoom[exitHint][VALUE]" == ""};{N/A};{\$gMapRoom[exitHint][VALUE]}}<299>)};
  394. #local exitStr {@fp.Transform{{$exitStr};{$template}}};
  395. };
  396. #local exitStr {@slist.JoinAs{{$exitStr};{<179>%s<299>};{ }}};
  397. #echo {%s} {<134>房间出口<299> $exitStr};
  398. };
  399. };
  400. #alias {map.Room.getInfo.done} {
  401. #local __unused {%%0};
  402. #class map.Room.getInfo kill;
  403. #class map.Room.getInfo.map kill;
  404. #class map.Room.getInfo.desc kill;
  405. #unvar gMapRoom[descEnd];
  406. #unvar gMapRoom[existShown];
  407. #unvar gMapRoom[drawMap];
  408. #var gMapRoom[allDone] {true};
  409. #if { @slist.Contains{{$gMapRoom[lookable]};{<ferry>}} } {
  410. #var gMapRoom[dock] {Ride};
  411. };
  412. #if { @slist.Contains{{$gMapRoom[lookable]};{shalou}} } {
  413. #var gMapRoom[dock] {Shalou};
  414. };
  415. #nop 如果有渡船,则一定可以过河,但如果没有船老大,则只能自己喊。;
  416. #nop 如果有船老大,那么 gMapRoom[dock] 此时应该已经有值了。;
  417. #if { "$gMapRoom[river]" == "{长江|黄河}" && "$gMapRoom[dock]" == "" } {
  418. #var gMapRoom[dock] {YellBoat};
  419. };
  420. #nop 同步事件以允许插件修改房间信息。;
  421. event.Emit {map/fix/room};
  422. #nop 同步事件以确保连续行走时及时处理回调。;
  423. event.Emit {map/GotRoomInfo};
  424. #if { @option.IsEnable{DrawRoomMap} } {
  425. map.Room.DrawMap {$gMapRoom};
  426. };
  427. };
  428. #func {map.Room.colorItems} {
  429. #local key {%%1};
  430. #local data {%%2};
  431. #replace data[color] {m\e\[} {;};
  432. #var gMapRoom[$key][$data[name]] {$data[color]};
  433. };
  434. #class map.Room.getInfo close;
  435. #class map.Room.getInfo.map open;
  436. #action {^{?:\s{8}}%*{|ID=map/Room/getInfo/minimap}$} {
  437. #local line {%%1};
  438. #replace line {%+1..u%+1..s$} {&1};
  439. #cat gMapRoom[map] {|$line|};
  440. #if { @option.IsEnable{DrawRoomMap} } {
  441. #line gag;
  442. };
  443. #elseif { @option.IsEnable{MapDebug} } {
  444. #echo {%s} {<174>地图信息<299> %%1};
  445. #line gag;
  446. };
  447. };
  448. #class map.Room.getInfo.map close;
  449. #class map.Room.getInfo.desc open;
  450. #action {^%*{|ID=map/Room/getInfo/others}$} {
  451. #class map.Room.getInfo.map kill;
  452. #if { @isTrue{$gMapRoom[descEnd]} } {
  453. #if { "%%0" == "%s" && "$gMapRoom[view]" == "" } {
  454. #return;
  455. };
  456. #cat gMapRoom[view] {%%0};
  457. map.Room.ShowView {%%0};
  458. #return;
  459. };
  460. #if { "%%0" == "%s" } {
  461. #var gMapRoom[descEnd] {true};
  462. #return;
  463. };
  464. #local obj {@ParseTitle{%%0}};
  465. #if { &obj[] > 0 } {
  466. #class map.Room.getInfo.desc kill;
  467. #var gMapRoom[descEnd] {true};
  468. #showme @buffer.RawLine{};
  469. #line gag;
  470. #return;
  471. };
  472. #local text {%%0};
  473. #replace {text} {{*UTF8}{\p{Han}}} {};
  474. #local origLen {@str.Len{%%0}};
  475. #local nonHans {@str.Len{$text}};
  476. #if { $origLen > 5 && $nonHans * 3 / 2 > $origLen } {
  477. #var gMapRoom[descEnd] {true};
  478. #cat gMapRoom[view] {%%0};
  479. map.Room.ShowView {%%0};
  480. };
  481. #else {
  482. #if { @option.IsEnable{DrawRoomMap} && "$gMapRoom[desc]" == "" } {
  483. map.Room.DrawMap {@map.Here{ROOM}};
  484. };
  485. #cat gMapRoom[desc] {@str.Trim{%%0}};
  486. #if { @option.IsEnable{MapDebug} } {
  487. #echo {%s} {<172>房间描述<299> %%0};
  488. #line gag;
  489. };
  490. };
  491. } {9};
  492. #class map.Room.getInfo.desc close;
  493. };
  494. ///=== {
  495. // ## map.Room.GetObj <物品 ID 及数量,表格>
  496. // 从房间捡起物品,但限制背包中的数量,防止过于贪婪。
  497. // };
  498. #alias {map.Room.GetObj} {
  499. #local dict {%1};
  500. #local nop {1};
  501. #local id {};
  502. #foreach {*dict[]} {id} {
  503. #local amount {$dict[$id]};
  504. #if { "@map.Room.GetObjByID{$id}" != "" && @char.backpack.Amount{Item;$id} < $amount } {
  505. #local nop {0}; get $id;
  506. };
  507. };
  508. #if { ! $nop } {i2};
  509. };
  510. ///=== {
  511. // #@ map.Room.exits
  512. // 获取 gMapRoom 变量中的出口信息。结果承诺将按照字母排序。
  513. // 没有 fullme 的时候,移动时看不到出口,但可以从 GMCP 里获取。
  514. // };
  515. #func {map.Room.exits} {
  516. #local exits {$gMapRoom[exits]};
  517. #if { "$exits" != "" } {
  518. #return {$exits};
  519. };
  520. #if { &gMapRoom[gmcp][出口信息][] == 0 } {
  521. #return {};
  522. };
  523. #local exits {$gMapRoom[gmcp][出口信息][%*]};
  524. #return {@slist.Sort{$exits}};
  525. };