room.extra.tin 22 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 {?:\[(\S{3,10})\]|};
  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}$} {
  22. #local ret {@map.GMCP.Confirm{}};
  23. #if { @isFalse{$gMapRoom[allDone]} } {
  24. map.Room.getInfo.done;
  25. };
  26. #local keep {};
  27. #if { &ret[gmcp][] > 0 } {
  28. #local keep[direction] {here};
  29. };
  30. #elseif { "$ret[cmd]" == "look" } {
  31. #if { "$ret[exit]" != "" } {
  32. #local keep {
  33. {direction} {$ret[exit]}
  34. };
  35. };
  36. #else {
  37. #local keep {
  38. {area} {$gMapRoom[area]}
  39. {node} {$gMapRoom[node]}
  40. {nodeLinks} {$gMapRoom[nodeLinks]}
  41. {coach} {$gMapRoom[coach]}
  42. {coachLinks}{$gMapRoom[coachLinks]}
  43. {direction} {here}
  44. };
  45. };
  46. };
  47. #local room {
  48. {name}{%%1}
  49. {dungeon}{%%2}
  50. {nation}{%%3}
  51. {terrain}{%%4}
  52. {save}{@if{{"%%6" == "存盘点"};true;false}}
  53. {store}{@if{{"%%7" == "玩家储物柜"};true;false}}
  54. {group}{%%8}
  55. {mark}{@str.Split{{%%9};{{ +}};{;}}}
  56. {cmd}{$ret[cmd]}
  57. {look}{$ret[exit]}
  58. {gmcp}{$ret[gmcp]}
  59. $keep
  60. };
  61. #local room {$room};
  62. #local here {0};
  63. #if { "$room[direction]" == "here" } {
  64. #local here {@map.Here{}};
  65. };
  66. #local header {%%99};
  67. #if { @option.IsEnable{MapDebug} } {
  68. #local optional {};
  69. #if { "$room[mark]" != "" } {#cat optional { <175>标记<299> $room[mark] }};
  70. #if { @isTrue{$room[save]} } {#cat optional { <129><存盘点><299>}};
  71. #if { @isTrue{$room[store]} } {#cat optional { <139><储物柜><299>}};
  72. #if { "$room[group]" != "" } {#cat optional { <175>帮派驻地<299> $room[group]}};
  73. #if { $here > 0 } {#cat optional { <129>定位结果<299> <159>@map.Here{RID}<299>}};
  74. #echo {<175>房间名称<299> %s <175>国家<299> %s <175>地段<299> %s%s}
  75. {$room[name]} {$room[nation]} {$room[terrain]} $optional;
  76. };
  77. #elseif { $here > 0 } {
  78. #if { "@map.FollowState{}" == "Normal" } {
  79. #local here {<159>@map.Here{RID}<299>};
  80. };
  81. #else {
  82. #local here {<259>GPS 无信号<299>};
  83. };
  84. #local width {@math.Min{@prompt.ScreenWidth{};90}};
  85. #local space {@str.Space{@math.Eval{$width - @str.Width{{$header}} - @str.Width{$here}}}};
  86. #echo {%s %s %s} {$header} {$space} {$here};
  87. };
  88. #else {
  89. #echo {%s} {$header};
  90. };
  91. #line gag;
  92. map.Room.getInfo {$room};
  93. };
  94. #class map.Room.Watch close;
  95. };
  96. #alias {map.Room.getInfo} {
  97. #local args {%1};
  98. #var gMapRoom {};
  99. #var gMapRoom[id] {}; #nop 房间ID;
  100. #var gMapRoom[name] {$args[name]}; #nop 房间名称;
  101. #var gMapRoom[colorName] {}; #nop 带颜色的房间名称;
  102. #var gMapRoom[dungeon] {$args[dungeon]}; #nop 副本名称;
  103. #var gMapRoom[nation] {$args[nation]}; #nop 房间国家,大宋/大理/大元/大夏;
  104. #var gMapRoom[terrain] {$args[terrain]}; #nop 房间地段,包含村落和城墙;
  105. #var gMapRoom[save] {$args[save]}; #nop 是否为存盘点;
  106. #var gMapRoom[store] {$args[store]}; #nop 是否为玩家储物柜;
  107. #var gMapRoom[group] {$args[group]}; #nop 帮派名称,非帮派驻地留空;
  108. #var gMapRoom[village] {}; #nop 村落名称(仅村落有效);
  109. #var gMapRoom[mark] {$args[mark]}; #nop 帮派名称,非帮派驻地留空;
  110. #var gMapRoom[prev] {$args[prev]}; #nop 上一个房间 ID;
  111. #var gMapRoom[entry] {$args[entry]}; #nop 房间入口,是用哪个方向指令进入本房间的;
  112. #var gMapRoom[cmd] {$args[cmd]}; #nop 本条房间信息是用何种命令获得;
  113. #var gMapRoom[look] {$args[look]}; #nop 如果是 look 命令,那么 look 的是哪个方向;
  114. #var gMapRoom[gmcp] {$args[gmcp]}; #nop GMCP.Move 信息;
  115. #var gMapRoom[area] {$args[area]}; #nop 房间所在区域;
  116. #var gMapRoom[map] {}; #nop 房间小地图;
  117. #var gMapRoom[maphere] {}; #nop 周围地形图;
  118. #var gMapRoom[desc] {}; #nop 房间文字描述;
  119. #var gMapRoom[descEnd] {false}; #nop 房间文字描述已结束(目前以空行标识);
  120. #var gMapRoom[view] {}; #nop 房间的风景(非文字描述);
  121. #var gMapRoom[fog] {false}; #nop 是否有雾;
  122. #var gMapRoom[exits] {}; #nop 出口列表;
  123. #var gMapRoom[colorExits] {}; #nop 带颜色的出口;
  124. #var gMapRoom[exitHint] {}; #nop 出口所连接的房间;
  125. #var gMapRoom[existShown] {false}; #nop 出口信息已出现;
  126. #var gMapRoom[lookable] {}; #nop 你可以看看(look)的东西;
  127. #var gMapRoom[colorItems] {}; #nop 带颜色的房间特殊物品;
  128. #var gMapRoom[getable] {}; #nop 你可以获取(get)的东西;
  129. #var gMapRoom[objs] {}; #nop 房间物品,不包含生物;
  130. #var gMapRoom[npcs] {}; #nop 房间NPC, 不包含非生物和玩家;
  131. #var gMapRoom[players] {}; #nop 房间玩家,不包含非生物和NPC;
  132. #var gMapRoom[dock] {}; #nop 是否为渡口;
  133. #var gMapRoom[funcs] {}; #nop 房间功能,领悟,睡觉,吃喝,买卖,等等;
  134. #var gMapRoom[node] {$args[node]}; #nop 节点名称,非节点留空;
  135. #var gMapRoom[nodeLinks] {$args[nodeLinks]}; #nop 通过本节点可以抵达的节点列表,非节点留空;
  136. #var gMapRoom[coach] {$args[coach]}; #nop 马车行名称,非马车行留空;
  137. #var gMapRoom[coachLinks] {$args[coachLinks]}; #nop 通过本车行可以抵达的车行列表,非节点留空;
  138. #var gMapRoom[direction] {$args[direction]}; #nop 该房间所在的方位,如果是当前位置则为 here;
  139. #var gMapRoom[allDone] {false}; #nop 房间信息已收集完毕;
  140. #local color {@buffer.RawLine{}};
  141. #replace color {<{/|}H2>} {};
  142. #replace color {%S - %*$} {&1};
  143. #replace color {\e[2;37;0m} {};
  144. #replace color {%S[%u]} {&1};
  145. #var gMapRoom[colorName] {$color};
  146. #class map.Room.getInfo open;
  147. event.HandleOnce {GA} {map/room} {map} {map.Room.getInfo.done};
  148. #action {{*UTF8}{^\s{4}((.*)(\p{Han}+).*\([A-Z][a-z A-Z']*\).*)}{|ID=map/Room/getInfo/objs}$} {
  149. #local obj {@ParseTitle{%%2}};
  150. event.Emit {map/fix/obj};
  151. #if { "$obj[title]" == "船老大" } {
  152. #if { "$gMapRoom[river]" == "长江" } {
  153. #var gMapRoom[dock] {GuoJiang};
  154. };
  155. #elseif { "$gMapRoom[river]" == "黄河" } {
  156. #var gMapRoom[dock] {GuoHe};
  157. };
  158. #else {
  159. #var gMapRoom[dock] {YellBoat};
  160. };
  161. #if { "$obj[type]" != "NPC" } {
  162. #local obj[type] {NPC};
  163. #list gMapRoom[npcs] add {{$obj}};
  164. };
  165. };
  166. #list gMapRoom[objs] add {{$obj}};
  167. #if { @option.IsEnable{MapDebug} } {
  168. #local type {$obj[type]};
  169. #switch {"$type"} {
  170. #case {"NPC"} {#local type {<134>房间 NPC}};
  171. #case {"物品"} {#local type {<164>房间物品}};
  172. #case {"玩家"} {#local type {<174>房间玩家}};
  173. #default {#local type {<164>房间物品}};
  174. };
  175. #if { @isFalse{$gMapRoom[existShown]} } {
  176. #var gMapRoom[existShown] {true};
  177. #echo {%s} {<134>房间出口<299> @slist.JoinAs{{@slist.FromList{$gMapRoom[gmcp][出口信息]}};{<179>%s<299>};{ }}};
  178. };
  179. #local name {$obj[name]};
  180. #if { "$obj[colorName]" != "" } {
  181. #local name {$obj[colorName]};
  182. };
  183. #if { "$obj[emoji]" != "" } {
  184. #local name {$name<299>{<139>$obj[emoji] <299>}};
  185. };
  186. #echo {<164>$type<299> %-18s<299> <169>%-16s<299> %s [%s] %s}
  187. {$name} {$obj[id]} {{$obj[title]}} {$obj[nick]}
  188. {@slist.Join{{$obj[status1];$obj[status2]}}};
  189. #if { "$obj[desc]" != "" } {
  190. #echo {<164> <070> %s} {$obj[desc]};
  191. };
  192. #line gag;
  193. };
  194. } {9.9};
  195. #action {^%+4s你可以看看(look):%*。$} {
  196. #local lookable {@str.Split{{%%2};{{,|,}}}};
  197. #var gMapRoom[lookable] {$lookable};
  198. #local raw {@buffer.RawLine{}};
  199. #replace raw {<{\e\[([0-9\e\[m;]+)m([^>]+)\e\[2;37;0m}>} {@map.Room.colorItems{colorItems;{{color}{&2}{name}{&3}}}};
  200. #local item {};
  201. #foreach {$lookable} {item} {
  202. #list gMapRoom[objs] add {{
  203. {id} {$item}
  204. {type} {lookable}
  205. }};
  206. };
  207. #class map.Room.getInfo.map kill;
  208. #class map.Room.getInfo.desc kill;
  209. #if { @option.IsEnable{MapDebug} } {
  210. #echo {%s} {<171>特殊物品<299> {$lookable}};
  211. #line gag;
  212. };
  213. };
  214. #action {^%+4s你可以获取(get):%*。$} {
  215. #local getable {@str.Split{{%%2};{{,|,}}}};
  216. #var gMapRoom[getable] {$getable};
  217. #local item {};
  218. #foreach {$getable} {item} {
  219. #list gMapRoom[objs] add {{
  220. {id} {$item}
  221. {type} {getable}
  222. }};
  223. };
  224. #class map.Room.getInfo.map kill;
  225. #class map.Room.getInfo.desc kill;
  226. #if { @option.IsEnable{MapDebug} } {
  227. #echo {%s} {<171>动态物品<299> {$getable}};
  228. #line gag;
  229. };
  230. };
  231. #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。$} {
  232. #var gMapRoom[group] {%%3};
  233. #if { @option.IsEnable{MapDebug} } {
  234. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],有商店};
  235. #line gag;
  236. };
  237. } {3};
  238. #action {^%+4s这里正是%*的产业$} {
  239. #var gMapRoom[group] {%%2};
  240. #if { @option.IsEnable{MapDebug} } {
  241. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group],无商店};
  242. #line gag;
  243. };
  244. } {4};
  245. #action {^%+4s这里建起了一大片宅子,气势恢宏,不知道主人是谁。$} {
  246. #var gMapRoom[group] {UNKNOWN};
  247. #if { @option.IsEnable{MapDebug} } {
  248. #echo {%s} {<175>帮派驻地<299> $gMapRoom[group]};
  249. #line gag;
  250. };
  251. } {4};
  252. #action {^%+4s这里是%*通往外界的唯一道路。$} {
  253. #var gMapRoom[terrain] {村落出口};
  254. #var gMapRoom[village] {%%2};
  255. #if { @option.IsEnable{MapDebug} } {
  256. #echo {%s} {<175>村落出口<299> <599><119>%%2<299>};
  257. #line gag;
  258. };
  259. };
  260. #action {^%+4s这里是%+3..4u的一处%*。} {
  261. #var gMapRoom[terrain] {村落内部};
  262. #var gMapRoom[village] {%%2};
  263. #if { @option.IsEnable{MapDebug} } {
  264. #echo {%s} {<175>村落内部<299> %%2};
  265. #line gag;
  266. };
  267. };
  268. #action {^%+4s这里是%*的一段城墙。$} {
  269. #var gMapRoom[terrain] {城墙};
  270. #var gMapRoom[desc] {@str.Trim{%%0}};
  271. #if { @option.IsEnable{MapDebug} } {
  272. #echo {%s} {<175>城 墙<299> %%2};
  273. #line gag;
  274. };
  275. };
  276. #action {^%+4s这里是一处%*,人迹罕至,也不知道你怎么会来到这里的。$} {
  277. #var gMapRoom[terrain] {随机地图};
  278. #if { @option.IsEnable{MapDebug} } {
  279. #echo {%s} {<175>随机地图<299>};
  280. #line gag;
  281. };
  282. };
  283. #action {^%+4s这里显然经常有人经过,地上被踩出了路。$} {
  284. #var gMapRoom[terrain] {迷宫通道};
  285. #if { @option.IsEnable{MapDebug} } {
  286. #echo {%s} {<175>迷宫通道<299> <599><129>发现足迹<299>};
  287. #line gag;
  288. };
  289. };
  290. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}停在岸边,随时可以出发。$} {
  291. map.room.mark-river %%2;
  292. };
  293. #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。$} {
  294. map.room.mark-river %%2;
  295. };
  296. #action {^%+4s{长江渡船|黄河渡船|渡船|羊皮筏}刚刚离开驶向对岸,需要一些时间才能回来。$} {
  297. map.room.mark-river %%2;
  298. };
  299. #alias {map.room.mark-river} {
  300. #local boat {%%1};
  301. #switch {"$boat"} {
  302. #case {"长江渡船"} {#var gMapRoom[river] {长江}};
  303. #case {"{黄河渡船|渡船|羊皮筏}"} {#var gMapRoom[river] {黄河}};
  304. #default {errLog 发现不明渡船「$boat」,请联系开发者。};
  305. };
  306. #var gMapRoom[dock] {YellBoat};
  307. #if { @option.IsEnable{MapDebug} } {
  308. #echo {%s} {<175>大河渡口<299> 此处有「<130>$boat<299>」可供渡过「<120>$gMapRoom[river]<299>」。};
  309. #line gag;
  310. };
  311. };
  312. #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} %*$} {
  313. #local desc {%%2};
  314. #if { "$desc" == "%*浓雾%*" } {
  315. #var gMapRoom[fog] {true};
  316. #var gMapRoom[exitStr] {};
  317. };
  318. #else {
  319. #var gMapRoom[exitStr] {%%3};
  320. };
  321. #var gMapRoom[existShown] {true};
  322. #class map.Room.getInfo.map kill;
  323. #class map.Room.getInfo.desc kill;
  324. #if { @option.IsEnable{MapDebug} } {#line gag};
  325. #local raw {@buffer.RawLine{}};
  326. #var gMapRoom[colorExitStr] {$raw};
  327. #if { "$gMapRoom[exitStr]" == "%*。" } {
  328. map.parseExit;
  329. #return;
  330. };
  331. #class map.Room.getInfo.exit open;
  332. #local exitCharsets {和|、|[a-z A-Z]};
  333. #action {^{($exitCharsets)+}$} {
  334. #local raw {@buffer.RawLine{}};
  335. #cat gMapRoom[exitStr] {%%%1};
  336. #cat gMapRoom[colorExitStr] {$raw};
  337. #if { @option.IsEnable{MapDebug} } {#line gag};
  338. };
  339. #action {^{($exitCharsets)*}。$} {
  340. #class map.Room.getInfo.exit kill;
  341. #local raw {@buffer.RawLine{}};
  342. #cat gMapRoom[exitStr] {%%%1};
  343. #cat gMapRoom[colorExitStr] {$raw};
  344. map.parseExit;
  345. } {4};
  346. #class map.Room.getInfo.exit close;
  347. };
  348. #action {^%+4s这里没有任何明显的出口。$} {
  349. #class map.Room.getInfo.map kill;
  350. #class map.Room.getInfo.desc kill;
  351. #var gMapRoom[existShown] {true};
  352. #var {gMapRoom[exits]} {};
  353. #if { @option.IsEnable{MapDebug} } {
  354. #line gag;
  355. #echo {%s} {<134>房间出口<299> %%0};
  356. };
  357. };
  358. #action {^%+4s「%*」: %*{|ID=map/Room/getInfo/weather}$} {
  359. #var gMapRoom[season] {%%2};
  360. #var gMapRoom[weather] {%%3};
  361. #class map.Room.getInfo.map kill;
  362. #class map.Room.getInfo.desc kill;
  363. #if { @option.IsEnable{MapDebug} } {
  364. #echo {%s} {<174>时令季节<299> %%2 <174>天气信息<299> %%3};
  365. #line gag;
  366. };
  367. };
  368. #action {{*UTF8}{^ (\p{Han}+)等(.*)人\(users\)也在此处。$}} {
  369. #if { @option.IsEnable{MapDebug} } {
  370. #echo {<174>房间玩家<299> 仍有%s等 %d 人。} {%%2} {@math.ParseCN{%%3}};
  371. #line gag;
  372. };
  373. };
  374. #alias {map.parseExit} {
  375. #local exitList {$gMapRoom[exitStr]};
  376. #unvar gMapRoom[exitStr];
  377. #replace exitList {、} {;};
  378. #replace exitList { 和 } {;};
  379. #replace exitList {。} {};
  380. #replace exitList { } {};
  381. #local exitList {@slist.Sort{$exitList}};
  382. #var gMapRoom[exits] {$exitList};
  383. #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}}}};
  384. #unvar gMapRoom[colorExitStr];
  385. #if { @option.IsEnable{MapDebug} } {
  386. #local exitStr {$gMapRoom[exits]};
  387. #if { &gMapRoom[exitHint][] > 0 } {
  388. #local template {VALUE<299>(<129>\@if{{"\$gMapRoom[exitHint][VALUE]" == ""};{N/A};{\$gMapRoom[exitHint][VALUE]}}<299>)};
  389. #local exitStr {@fp.Transform{{$exitStr};{$template}}};
  390. };
  391. #local exitStr {@slist.JoinAs{{$exitStr};{<179>%s<299>};{ }}};
  392. #echo {%s} {<134>房间出口<299> $exitStr};
  393. };
  394. };
  395. #alias {map.Room.getInfo.done} {
  396. #local __unused {%%0};
  397. #class map.Room.getInfo kill;
  398. #class map.Room.getInfo.map kill;
  399. #class map.Room.getInfo.desc kill;
  400. #unvar gMapRoom[descEnd];
  401. #unvar gMapRoom[existShown];
  402. #unvar gMapRoom[drawMap];
  403. #var gMapRoom[allDone] {true};
  404. #if { @slist.Contains{{$gMapRoom[lookable]};{<ferry>}} } {
  405. #var gMapRoom[dock] {Ride};
  406. };
  407. #if { @slist.Contains{{$gMapRoom[lookable]};{shalou}} } {
  408. #var gMapRoom[dock] {Shalou};
  409. };
  410. #nop 如果有渡船,则一定可以过河,但如果没有船老大,则只能自己喊。;
  411. #nop 如果有船老大,那么 gMapRoom[dock] 此时应该已经有值了。;
  412. #if { "$gMapRoom[river]" == "{长江|黄河}" && "$gMapRoom[dock]" == "" } {
  413. #var gMapRoom[dock] {YellBoat};
  414. };
  415. #nop 同步事件以允许插件修改房间信息。;
  416. event.Emit {map/fix/room};
  417. #nop 同步事件以确保连续行走时及时处理回调。;
  418. event.Emit {map/GotRoomInfo};
  419. #if { @option.IsEnable{DrawRoomMap} } {
  420. map.Room.DrawMap {$gMapRoom};
  421. };
  422. };
  423. #func {map.Room.colorItems} {
  424. #local key {%%1};
  425. #local data {%%2};
  426. #replace data[color] {m\e\[} {;};
  427. #var gMapRoom[$key][$data[name]] {$data[color]};
  428. };
  429. #class map.Room.getInfo close;
  430. #class map.Room.getInfo.map open;
  431. #action {^{?:\s{8}}%*{|ID=map/Room/getInfo/minimap}$} {
  432. #local line {%%1};
  433. #replace line {%+1..u%+1..s$} {&1};
  434. #cat gMapRoom[map] {|$line|};
  435. #if { @option.IsEnable{DrawRoomMap} } {
  436. #line gag;
  437. };
  438. #elseif { @option.IsEnable{MapDebug} } {
  439. #echo {%s} {<174>地图信息<299> %%1};
  440. #line gag;
  441. };
  442. };
  443. #class map.Room.getInfo.map close;
  444. #class map.Room.getInfo.desc open;
  445. #action {^%*{|ID=map/Room/getInfo/others}$} {
  446. #class map.Room.getInfo.map kill;
  447. #if { @isTrue{$gMapRoom[descEnd]} } {
  448. #if { "%%0" == "%s" && "$gMapRoom[view]" == "" } {
  449. #return;
  450. };
  451. #cat gMapRoom[view] {%%0};
  452. map.Room.ShowView {%%0};
  453. #return;
  454. };
  455. #if { "%%0" == "%s" } {
  456. #var gMapRoom[descEnd] {true};
  457. #return;
  458. };
  459. #local obj {@ParseTitle{%%0}};
  460. #if { &obj[] > 0 } {
  461. #class map.Room.getInfo.desc kill;
  462. #var gMapRoom[descEnd] {true};
  463. #showme @buffer.RawLine{};
  464. #line gag;
  465. #return;
  466. };
  467. #local text {%%0};
  468. #replace {text} {{*UTF8}{\p{Han}}} {};
  469. #local origLen {@str.Len{%%0}};
  470. #local nonHans {@str.Len{$text}};
  471. #if { $origLen > 5 && $nonHans * 3 / 2 > $origLen } {
  472. #var gMapRoom[descEnd] {true};
  473. #cat gMapRoom[view] {%%0};
  474. map.Room.ShowView {%%0};
  475. };
  476. #else {
  477. #if { @option.IsEnable{DrawRoomMap} && "$gMapRoom[desc]" == "" } {
  478. map.Room.DrawMap {@map.Here{ROOM}};
  479. };
  480. #cat gMapRoom[desc] {@str.Trim{%%0}};
  481. #if { @option.IsEnable{MapDebug} } {
  482. #echo {%s} {<172>房间描述<299> %%0};
  483. #line gag;
  484. };
  485. };
  486. } {9};
  487. #class map.Room.getInfo.desc close;
  488. };
  489. ///=== {
  490. // ## map.Room.GetObj <物品 ID 及数量,表格>
  491. // 从房间捡起物品,但限制背包中的数量,防止过于贪婪。
  492. // };
  493. #alias {map.Room.GetObj} {
  494. #local dict {%1};
  495. #local nop {1};
  496. #local id {};
  497. #foreach {*dict[]} {id} {
  498. #local amount {$dict[$id]};
  499. #if { "@map.Room.GetObjByID{$id}" != "" && @char.backpack.Amount{Item;$id} < $amount } {
  500. #local nop {0}; get $id;
  501. };
  502. };
  503. #if { ! $nop } {i2};
  504. };