From 178e1d871444f723a7d5a8bec5844a73bda7f553 Mon Sep 17 00:00:00 2001 From: GJJ-Desktop <810131285@qq.com> Date: Sat, 3 Oct 2026 01:16:35 +0800 Subject: [PATCH] =?UTF-8?q?=E5=8F=91=E5=B8=83=E5=92=B8=E9=B1=BC=E5=96=B5?= =?UTF-8?q?=E5=96=B5=E6=88=AA=E5=9B=BE=E8=BE=85=E5=8A=A9=E5=B7=A5=E5=85=B7?= =?UTF-8?q?=E5=85=AC=E5=BC=80=E7=89=88?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 37 + README.md | 26 + out/triggers.csv | 898 +++++++++++++++++++++++ tool/README.md | 26 + tool/launcher.js | 106 +++ tool/lib/cdp.js | 97 +++ tool/lib/data.js | 216 ++++++ tool/lib/files.js | 145 ++++ tool/lib/ops.js | 1335 +++++++++++++++++++++++++++++++++++ tool/lib/photo-state.js | 120 ++++ tool/lib/probe-game.js | 11 + tool/lib/processes.js | 9 + tool/lib/safety.js | 43 ++ tool/lib/story-cache.js | 78 ++ tool/lib/story-position.js | 82 +++ tool/lib/trainer.js | 148 ++++ tool/server.js | 497 +++++++++++++ tool/web/app.js | 1046 +++++++++++++++++++++++++++ tool/web/index.html | 335 +++++++++ tool/web/style.css | 308 ++++++++ tool/使用须知.md | 76 ++ tool/停止面板.bat | 5 + tool/发布清单.json | 33 + tool/启动.bat | 15 + unpacked/data/MapInfos.json | 1 + unpacked/data/System.json | 1 + 26 files changed, 5694 insertions(+) create mode 100644 .gitignore create mode 100644 README.md create mode 100644 out/triggers.csv create mode 100644 tool/README.md create mode 100644 tool/launcher.js create mode 100644 tool/lib/cdp.js create mode 100644 tool/lib/data.js create mode 100644 tool/lib/files.js create mode 100644 tool/lib/ops.js create mode 100644 tool/lib/photo-state.js create mode 100644 tool/lib/probe-game.js create mode 100644 tool/lib/processes.js create mode 100644 tool/lib/safety.js create mode 100644 tool/lib/story-cache.js create mode 100644 tool/lib/story-position.js create mode 100644 tool/lib/trainer.js create mode 100644 tool/server.js create mode 100644 tool/web/app.js create mode 100644 tool/web/index.html create mode 100644 tool/web/style.css create mode 100644 tool/使用须知.md create mode 100644 tool/停止面板.bat create mode 100644 tool/发布清单.json create mode 100644 tool/启动.bat create mode 100644 unpacked/data/MapInfos.json create mode 100644 unpacked/data/System.json diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..c041bd4 --- /dev/null +++ b/.gitignore @@ -0,0 +1,37 @@ +# 本机配置、日志和存档不提交。 +/tool/config.json +/tool/.server-runtime.json +/tool/index/ +/backups/ +/backup_save_*/ +**/save/ +*.rmmzsave +*.log +*.tmp +*.bak +.last_backup + +# 运行环境另行下载。 +/nwjs-sdk-*/ +*.zip + +# 仅提交运行必需的结构索引,排除完整提取数据。 +/out/* +!/out/triggers.csv +/unpacked/* +!/unpacked/data/ +/unpacked/data/* +!/unpacked/data/System.json +!/unpacked/data/MapInfos.json + +# 开发资料和本地备份。 +/probe/ +/dumpapp/ +/samples/ +/_同步前备份_*/ +/_撤回误改留档_*/ +/claude-update-*/ +/公开发布/ +Thumbs.db +desktop.ini +.DS_Store diff --git a/README.md b/README.md new file mode 100644 index 0000000..2050f68 --- /dev/null +++ b/README.md @@ -0,0 +1,26 @@ +# 咸鱼喵喵截图辅助工具:简单使用方法 + +一个在浏览器里操作的本地辅助工具,支持剧情全文搜索、传送、播放对白、角色摆拍,以及角色数值和背包调整,方便回看剧情和截图。 + +需要 Windows、已安装的《咸鱼喵喵》、[Node.js 22 或更新版本](https://nodejs.org/),以及 [NW.js SDK 0.64.1(Windows x64)](https://dl.nwjs.io/v0.64.1/nwjs-sdk-v0.64.1-win-x64.zip)。发布包不含游戏本体、存档、完整剧本和上述运行环境;无需 npm install。 + +1. 将包内的 `aitemp截图工具` 文件夹放进游戏安装目录,与游戏的 `package.json` 同级。可从 Steam 的“管理 → 浏览本地文件”找到游戏目录。 +2. 解压 NW.js SDK,把 `nwjs-sdk-v0.64.1-win-x64` 文件夹放进 `aitemp截图工具`。确认路径如下,别多套一层文件夹: + + ```text + 游戏目录/ + package.json + aitemp截图工具/ + tool/启动.bat + nwjs-sdk-v0.64.1-win-x64/nw.exe + out/triggers.csv + unpacked/data/... + ``` + +3. 先在原游戏中正常保存一次并退出。双击 `tool/启动.bat`,首次选择 **1:只启动面板**,在“存档与沙盒”页创建游戏副本。副本需要额外磁盘空间,默认放在游戏所在盘的 `Nyaruru_shots` 文件夹。 +4. 副本创建完成后,再次双击 `启动.bat`,工具会备份存档并启动副本游戏。在游戏里正常读档进入地图,确认面板顶部连接的是沙盒。 +5. 在面板搜索台词或故事编号,按需要选择“前往”“运行过场”或“只播台词”;摆拍后可点“撤销场景还原”。全文台词在连接游戏后自动读取,断开连接后清空。 + +面板默认地址为 `http://127.0.0.1:8787`。用完双击 `tool/停止面板.bat`,游戏窗口另行关闭。升级前先退出旧面板和游戏。 + +建议始终在沙盒里使用:剧情操作可能改变进度,自动存档和手动保存照常生效。“全部还原”会解除临时效果和锁定,但不会回退已经改过的数值、背包或剧情进度;摆拍状态也不保证能通过读档完整恢复。详细说明见包内 `tool/使用须知.md`。 diff --git a/out/triggers.csv b/out/triggers.csv new file mode 100644 index 0000000..252f6b1 --- /dev/null +++ b/out/triggers.csv @@ -0,0 +1,898 @@ +故事序号,来源,地图,事件ID,事件名,坐标,页,触发方式,条件,位置,备注 +0,JS:_storyId=,,,,,,,,js/nya/nya_achieves.js:656, +0,JS:_storyId=,,,,,,,,js/nya/nya_achieves.js:787, +0,JS:_beforeDestoryTime=,,,,,,,,js/nya/nya_ai.js:8896, +0,JS:_beforeDestoryTime=,,,,,,,,js/nya/nya_ai.js:8916, +0,JS:_floatMessageStoryID=,,,,,,,,js/nya/nya_effect.js:179, +0,JS:_floatMessageStoryID=,,,,,,,,js/nya/nya_effect.js:325, +0,JS:_storyTime=,,,,,,,,js/nya/nya_game.js:5154, +0,JS:storyWaitTime=,,,,,,,,js/nya/nya_statem_ext.js:5653, +0,JS:storyModeStep=,,,,,,,,js/nya/nya_statem_ext.js:14494, +0,JS:storyModeStep=,,,,,,,,js/nya/nya_statem_ext.js:14617, +1,地图事件,Map004.json MAP004,1,EV001,"(0,0)",1/4,自动执行,无条件,, +1,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:3027, +1,JS:storyModeStep=,,,,,,,,js/nya/nya_statem_ext.js:14621, +2,地图事件,Map012.json MAP012,4,EV004,"(4,11)",1/3,按确定键,无条件,, +2,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:3027, +2,JS:storyModeStep=,,,,,,,,js/nya/nya_statem_ext.js:14625, +3,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:3440, +3,JS:storyModeStep=,,,,,,,,js/nya/nya_statem_ext.js:14605, +4,JS:lockTextBalloon(),,,,,,,,js/nya/nya_game.js:3827, +4,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:3911, +5,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:3911, +7,地图事件,Map012.json MAP012,6,EV006,"(1,0)",1/8,自动执行,开关[第一天夜晚莉莉亚回家](需ON),, +10,地图事件,Map004.json MAP004,3,EV003,"(4,6)",1/1,按确定键,无条件,, +11,地图事件,Map004.json MAP004,4,EV004,"(3,4)",1/4,按确定键,无条件,, +11,地图事件,Map004.json MAP004,4,EV004,"(3,4)",2/4,按确定键,开关[前往天空区域](需ON),, +11,地图事件,Map004.json MAP004,4,EV004,"(3,4)",2/4,按确定键,开关[前往天空区域](需ON),, +12,地图事件,Map004.json MAP004,5,EV005,"(1,4)",1/6,按确定键,无条件,, +13,地图事件,Map004.json MAP004,5,EV005,"(1,4)",2/6,按确定键,独立开关A=ON,, +15,地图事件,Map006.json MAP006,9,EV009,"(0,0)",1/3,自动执行,无条件,, +16,地图事件,Map006.json MAP006,9,EV009,"(0,0)",1/3,自动执行,无条件,, +17,地图事件,Map006.json MAP006,9,EV009,"(0,0)",1/3,自动执行,无条件,, +18,地图事件,Map006.json MAP006,9,EV009,"(0,0)",1/3,自动执行,无条件,, +18,JS数组(浮动消息),,,,,,,,js/nya/nya_game_system.js:7284, +19,地图事件,Map006.json MAP006,7,EV007,"(13,9)",1/2,按确定键,无条件,, +20,地图事件,Map006.json MAP006,12,EV012,"(22,9)",1/2,按确定键,无条件,, +21,地图事件,Map006.json MAP006,12,EV012,"(22,9)",1/2,按确定键,无条件,, +22,地图事件,Map006.json MAP006,13,EV013,"(31,9)",1/2,按确定键,无条件,, +34,地图事件,Map007.json MAP007,5,EV005,"(24,9)",1/2,按确定键,无条件,, +34,地图事件,Map007.json MAP007,7,EV007,"(26,9)",1/2,按确定键,无条件,, +35,地图事件,Map007.json MAP007,5,EV005,"(24,9)",1/2,按确定键,无条件,, +35,地图事件,Map007.json MAP007,7,EV007,"(26,9)",1/2,按确定键,无条件,, +36,地图事件,Map010.json MAP010,2,EV002,"(6,6)",1/2,按确定键,无条件,, +39,地图事件,Map009.json MAP009,3,EV003,"(4,9)",1/16,按确定键,无条件,, +40,公共事件,,3,初遇幽暗森林,,,公共事件#3,开关[开场白完成],, +41,公共事件,,3,初遇幽暗森林,,,公共事件#3,开关[开场白完成],, +43,地图事件,Map007.json 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MAP358,4,EV004,"(1,0)",1/3,自动执行,开关[喵可莉最终对白演出](需ON),, +625,地图事件,Map191.json MAP191,5,EV005,"(30,6)",1/2,按确定键,无条件,, +626,地图事件,Map348.json MAP348,11,EV011,"(3,0)",2/2,自动执行,开关[莉伊被喵露露消灭](需ON),, +628,地图事件,Map348.json MAP348,12,EV012,"(15,10)",1/1,按确定键,开关[莉伊被喵露露消灭](需ON),, +629,地图事件,Map350.json MAP350,4,EV004,"(2,7)",1/3,事件接触,开关[传送魔法失效](需ON),, +630,地图事件,Map349.json MAP349,9,EV009,"(29,12)",1/2,按确定键,无条件,, +632,图片名引用,Map350.json,,,,,,,/events/pages/list/parameters 中的 #632#28#ffffff#4#000000, +632,图片名引用,Map350.json,,,,,,,/events/pages/list/parameters 中的 #632#28#ffffff#4#000000, +633,地图事件,Map350.json MAP350,12,EV012,"(7,7)",1/9,自动执行,开关[魔女被击败](需ON),,魔女被击败后,喵露露强杀魔女路线和莉伊喵可莉路线都在这里事件触发 +634,地图事件,Map350.json MAP350,12,EV012,"(7,7)",5/9,自动执行,开关[演出莉伊阻止校长](需ON),,请到事件14查看,魔女被击败后,莉伊喵可莉路线首先在14事件触发 / 在喵可莉结局中,14事件执行完毕才会到本事件执行 / 但本事件的附加特效在14事件执行过程中就有了 / 250开关预先会打开 / CG +635,图片名引用,Map350.json,,,,,,,/events/pages/list/parameters 中的 #635#28#ffffff#4#000000, +636,图片名引用,Map350.json,,,,,,,/events/pages/list/parameters 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`package.json` 同级。可从 Steam 的“管理 → 浏览本地文件”找到游戏目录。 +2. 解压 NW.js SDK,把 `nwjs-sdk-v0.64.1-win-x64` 文件夹放进 `aitemp截图工具`。确认路径如下,别多套一层文件夹: + + ```text + 游戏目录/ + package.json + aitemp截图工具/ + tool/启动.bat + nwjs-sdk-v0.64.1-win-x64/nw.exe + out/triggers.csv + unpacked/data/... + ``` + +3. 先在原游戏中正常保存一次并退出。双击 `tool/启动.bat`,首次选择 **1:只启动面板**,在“存档与沙盒”页创建游戏副本。副本需要额外磁盘空间,默认放在游戏所在盘的 `Nyaruru_shots` 文件夹。 +4. 副本创建完成后,再次双击 `启动.bat`,工具会备份存档并启动副本游戏。在游戏里正常读档进入地图,确认面板顶部连接的是沙盒。 +5. 在面板搜索台词或故事编号,按需要选择“前往”“运行过场”或“只播台词”;摆拍后可点“撤销场景还原”。全文台词在连接游戏后自动读取,断开连接后清空。 + +面板默认地址为 `http://127.0.0.1:8787`。用完双击 `tool/停止面板.bat`,游戏窗口另行关闭。升级前先退出旧面板和游戏。 + +建议始终在沙盒里使用:剧情操作可能改变进度,自动存档和手动保存照常生效。“全部还原”会解除临时效果和锁定,但不会回退已经改过的数值、背包或剧情进度;摆拍状态也不保证能通过读档完整恢复。详细说明见包内 `tool/使用须知.md`。 diff --git a/tool/launcher.js b/tool/launcher.js new file mode 100644 index 0000000..119d4ab --- /dev/null +++ b/tool/launcher.js @@ -0,0 +1,106 @@ +const fs = require('fs'); +const path = require('path'); +const net = require('net'); +const { spawn } = require('child_process'); +const readline = require('readline/promises'); +const { readConfig, samePath } = require('./lib/safety'); +const FILES = require('./lib/files'); +const { CdpClient } = require('./lib/cdp'); +const { OPS } = require('./lib/ops'); +const TOOL = __dirname, AITEMP = path.dirname(TOOL), GAME = path.dirname(AITEMP); +const sleep = ms => new Promise(r => setTimeout(r, ms)); +async function listening(port) { + return new Promise(resolve => { + const s = net.connect({ host: '127.0.0.1', port }); + const finish = yes => { s.destroy(); resolve(yes); }; + s.once('connect', () => finish(true)); s.once('error', () => finish(false)); s.setTimeout(1000, () => finish(false)); + }); +} +async function panel(config, matchConfig = true) { + const r = await fetch(`http://127.0.0.1:${config.webPort}/api/health`, { signal: AbortSignal.timeout(1500) }); + const data = await r.json(); + if (!r.ok || data.version !== 2 || !data.toolDir || !samePath(data.toolDir, TOOL) || (matchConfig && JSON.stringify(data.config) !== JSON.stringify(config))) { + throw new Error('面板端口运行的是旧服务、其他版本或旧配置。请先关闭那个面板服务,再重新启动'); + } + return data; +} +async function main() { + if (Number(process.versions.node.split('.')[0]) < 22) throw new Error('需要 Node.js 22 或更新版本'); + const config = readConfig(path.join(TOOL, 'config.json'), { cdpPort: 9223, sandboxDir: path.join(path.parse(GAME).root, 'Nyaruru_shots'), webPort: 8787 }, GAME); + if (process.argv.includes('--stop')) { + const runtimeFile = path.join(TOOL, '.server-runtime.json'); + const port = fs.existsSync(runtimeFile) ? JSON.parse(fs.readFileSync(runtimeFile, 'utf8')).port : config.webPort; + await panel({ ...config, webPort: port }, false); + await fetch(`http://127.0.0.1:${port}/api/shutdown`, { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: '{}' }); + console.log('控制面板服务已停止,游戏窗口保留'); return; + } + const runtimeFile = path.join(TOOL, '.server-runtime.json'); + if (fs.existsSync(runtimeFile)) { + const runtime = JSON.parse(fs.readFileSync(runtimeFile, 'utf8')); + if (runtime.port !== config.webPort && await listening(runtime.port)) { + await panel({ ...config, webPort: runtime.port }, false); + throw new Error('旧面板仍在原端口运行,请先双击“停止面板.bat”,再重新启动'); + } + } + console.log('咸鱼喵喵 · 截图辅助工具\n调试端口 ' + config.cdpPort + ' / 面板端口 ' + config.webPort); + const panelRunning = await listening(config.webPort); + if (panelRunning) await panel(config); + const status = FILES.sandboxStatus(GAME, config.sandboxDir, AITEMP); + let target = status.ready ? config.sandboxDir : null; + if (!status.ready) { + console.log('沙盒尚不可用:' + status.reason + '\n[1] 只启动面板,创建沙盒\n[2] 启动原版游戏\n[3] 退出'); + const rl = readline.createInterface({ input: process.stdin, output: process.stdout }); + let choice; try { choice = (await rl.question('请选择(默认 1):')).trim(); } finally { rl.close(); } + if (choice === '3') { console.log('已退出'); return; } + if (choice === '2') target = GAME; + else if (choice && choice !== '1') throw new Error('无效选择,已退出'); + } + if (target) { + const occupied = await listening(config.cdpPort); + if (occupied) { + const client = new CdpClient(config.cdpPort); + try { + const info = await client.evalJson(OPS.selfPath()); + if (!info.ok || !info.gameDir || !samePath(info.gameDir, target) || !info.saveDir || !samePath(info.saveDir, path.join(target, 'save'))) { + throw new Error('调试端口上的游戏与目标不符。期望:' + target + ';实际:' + (info.gameDir || '未知')); + } + } catch (e) { throw new Error('未启动面板:不能确认已有游戏实例。' + e.message); } + finally { client.close(); } + } + const backup = FILES.backupSaves(path.join(AITEMP, 'backups'), target, samePath(target, GAME) ? 'original' : 'sandbox'); + console.log('存档已备份并校验:' + backup.name); + if (!occupied) { + const nw = path.join(AITEMP, 'nwjs-sdk-v0.64.1-win-x64', 'nw.exe'); + if (!fs.existsSync(nw)) throw new Error('缺少 SDK 版 NW.js 0.64.1:' + nw + '\n下载:https://dl.nwjs.io/v0.64.1/nwjs-sdk-v0.64.1-win-x64.zip'); + const child = spawn(nw, [target, '--remote-debugging-port=' + config.cdpPort], { cwd: path.dirname(nw), detached: true, stdio: 'ignore', windowsHide: true }); + await new Promise((resolve, reject) => { child.once('spawn', resolve); child.once('error', reject); }); child.unref(); + const client = new CdpClient(config.cdpPort); + let ready = false; + try { + for (let i = 0; i < 20; i++) { + try { + const info = await client.evalJson(OPS.selfPath()); + if (!info.ok || !info.gameDir || !samePath(info.gameDir, target) || !info.saveDir || !samePath(info.saveDir, path.join(target, 'save'))) throw new Error('实际游戏路径不符'); + ready = true; break; + } catch { client.close(); await sleep(500); } + } + } finally { client.close(); } + if (!ready) throw new Error('游戏未能就绪或实例身份不符,未启动面板。请检查游戏窗口'); + } + console.log('当前游戏:' + target); + } + if (!panelRunning) { + const log = fs.openSync(path.join(TOOL, 'server.log'), 'a'); + const child = spawn(process.execPath, [path.join(TOOL, 'server.js')], { cwd: TOOL, detached: true, stdio: ['ignore', log, log], windowsHide: true }); + await new Promise((resolve, reject) => { child.once('spawn', resolve); child.once('error', reject); }); child.unref(); fs.closeSync(log); + let ready = false; + for (let i = 0; i < 20; i++) { try { await panel(config); ready = true; break; } catch { await sleep(300); } } + if (!ready) throw new Error('面板启动失败,请查看 tool/server.log'); + } + const url = `http://127.0.0.1:${config.webPort}`; + const browser = spawn('rundll32.exe', ['url.dll,FileProtocolHandler', url], { detached: true, stdio: 'ignore', windowsHide: true }); + browser.on('error', () => console.log('请手动打开:' + url)); browser.unref(); + console.log('面板已就绪:' + url + (target ? '' : '\n本次没有启动游戏。创建沙盒后再次运行启动.bat')); +} +if (require.main === module) main().catch(e => { console.error('\n启动停止:' + e.message); process.exitCode = 1; }); +module.exports = { main, listening, panel }; diff --git a/tool/lib/cdp.js b/tool/lib/cdp.js new file mode 100644 index 0000000..3652cfd --- /dev/null +++ b/tool/lib/cdp.js @@ -0,0 +1,97 @@ +// 单连接 CDP 客户端,要求 Node.js 22+(内置 fetch / WebSocket)。 +const RECONNECT_DELAY_MS = 3000; +class CdpClient { + constructor(port = 9223) { + this.port = port; this.ws = null; this.sessionId = null; + this._id = 0; this._pending = new Map(); this._connecting = null; this.generation = 0; + } + get base() { return `http://127.0.0.1:${this.port}`; } + async isAlive() { + try { + const r = await fetch(`${this.base}/json/version`, { signal: AbortSignal.timeout(1500) }); + return r.ok && !!(await r.json()).webSocketDebuggerUrl; + } catch { return false; } + } + connect() { + if (this.ws?.readyState === 1 && this.sessionId) return Promise.resolve(); + if (this._connecting) return this._connecting; + const generation = ++this.generation; + const attempt = this._connect(generation); + this._connecting = attempt; + attempt.finally(() => { if (this._connecting === attempt) this._connecting = null; }).catch(() => {}); + return attempt; + } + async _connect(generation) { + let ws; + try { + const r = await fetch(`${this.base}/json/version`, { signal: AbortSignal.timeout(3000) }); + if (!r.ok) throw new Error('调试端口没有返回 CDP 信息'); + const v = await r.json(); + if (this.generation !== generation) throw new Error('连接已取消'); + ws = new WebSocket(v.webSocketDebuggerUrl); + this.ws = ws; + await new Promise((resolve, reject) => { + const timer = setTimeout(() => { reject(new Error('连接游戏超时')); try { ws.close(); } catch {} }, 4000); + const fail = () => { clearTimeout(timer); reject(new Error('无法建立游戏调试连接')); }; + ws.onopen = () => { clearTimeout(timer); resolve(); }; + ws.onerror = fail; ws.onclose = fail; + }); + if (this.generation !== generation) throw new Error('连接已取消'); + ws.onmessage = ev => { + let msg; try { msg = JSON.parse(ev.data); } catch { return; } + const p = this._pending.get(msg.id); + if (p && p.ws === ws) { + this._pending.delete(msg.id); clearTimeout(p.timer); + if (msg.error) p.reject(new Error(JSON.stringify(msg.error))); else p.resolve(msg.result); + } + if (msg.method === 'Target.detachedFromTarget' && msg.params?.sessionId === this.sessionId && this.ws === ws) this.close(); + }; + ws.onclose = () => this._drop(ws, new Error('游戏连接已断开')); + ws.onerror = () => { this._drop(ws, new Error('游戏调试连接出错')); try { ws.close(); } catch {} }; + const { targetInfos } = await this._send('Target.getTargets', {}, false); + const pages = targetInfos.filter(t => t.type === 'page' && /\/index\.html?(?:[?#]|$)/i.test(t.url || '')); + if (pages.length !== 1) throw new Error('无法唯一识别游戏主页面,请关闭多余游戏窗口'); + const { sessionId } = await this._send('Target.attachToTarget', { targetId: pages[0].targetId, flatten: true }, false); + if (this.ws !== ws || this.generation !== generation) throw new Error('连接已更换'); + this.sessionId = sessionId; + } catch (e) { + if (ws) { this._drop(ws, e); try { ws.close(); } catch {} } + throw e; + } + } + _drop(ws, error) { + for (const [id, p] of this._pending) if (p.ws === ws) { + clearTimeout(p.timer); p.reject(error); this._pending.delete(id); + } + if (this.ws === ws) { this.ws = null; this.sessionId = null; } + } + _send(method, params = {}, session = true) { + const ws = this.ws; + if (!ws || ws.readyState !== 1) return Promise.reject(new Error('游戏连接已断开')); + const id = ++this._id, payload = { id, method, params }; + if (session && this.sessionId) payload.sessionId = this.sessionId; + return new Promise((resolve, reject) => { + const timer = setTimeout(() => { this._pending.delete(id); reject(new Error(`CDP 调用超时: ${method};不要立即重复操作,请先检查游戏状态`)); }, 20000); + this._pending.set(id, { resolve, reject, timer, ws }); + try { ws.send(JSON.stringify(payload)); } + catch (e) { clearTimeout(timer); this._pending.delete(id); reject(e); } + }); + } + async eval(expression) { + await this.connect(); + const res = await this._send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise: true }); + if (res.exceptionDetails) throw new Error(res.exceptionDetails.exception?.description || res.exceptionDetails.text); + return res.result?.value; + } + async evalJson(expression) { + const value = await this.eval(expression); + return typeof value === 'string' ? JSON.parse(value) : value; + } + async screenshot() { await this.connect(); return (await this._send('Page.captureScreenshot', { format: 'png' })).data; } + close() { + ++this.generation; this._connecting = null; + const ws = this.ws; + if (ws) { this._drop(ws, new Error('游戏连接已关闭或切换')); try { ws.close(); } catch {} } + } +} +module.exports = { CdpClient, RECONNECT_DELAY_MS }; diff --git a/tool/lib/data.js b/tool/lib/data.js new file mode 100644 index 0000000..ad6e491 --- /dev/null +++ b/tool/lib/data.js @@ -0,0 +1,216 @@ +// 静态数据加载 +// +// 数据来源全部是**之前分析阶段已产出的本地文件**(aitemp/out 和 aietmp/unpacked), +// 工具运行时只读它们,不碰游戏目录里的任何文件。 +// +// unpacked/data/System.json → 360 个开关的中文名 +// unpacked/data/MapInfos.json → 393 张地图 +// out/triggers.csv → 897 条剧情触发点(其中 731 条有坐标) +// +// ⚠️ **台词不在这里。** 这是"C 方案"(见开发文档 12.5)的核心约定: +// 随包分发的只有**结构索引**(哪里有个触发点), +// 一个字创作内容都不带。台词在连上游戏后从 `$dataStory` 实时读, +// 只存在于内存,**绝不落盘**(读取逻辑在 lib/ops.js 的 readStoryIndex)。 +// +// 历史:早期版本这里有个 loadStoryIndex(),启动时读 ../out/story.json +// (1.9 MB,全部 870 条剧情的完整台词)。那是作者的原创剧本, +// 随包外传等于分发游戏内容,发布版必须去掉。 + +const fs = require('fs'); +const path = require('path'); + +/** 极简 CSV 解析(RFC4180:支持引号包裹、字段内逗号、双引号转义) */ +function parseCsv(text) { + const rows = []; + let row = [], field = '', inQuotes = false; + // 去掉 BOM + if (text.charCodeAt(0) === 0xFEFF) text = text.slice(1); + for (let i = 0; i < text.length; i++) { + const c = text[i]; + if (inQuotes) { + if (c === '"') { + if (text[i + 1] === '"') { field += '"'; i++; } + else inQuotes = false; + } else field += c; + } else if (c === '"') { + inQuotes = true; + } else if (c === ',') { + row.push(field); field = ''; + } else if (c === '\n') { + row.push(field); rows.push(row); row = []; field = ''; + } else if (c !== '\r') { + field += c; + } + } + if (field !== '' || row.length) { row.push(field); rows.push(row); } + return rows; +} + +function readJson(file) { + return JSON.parse(fs.readFileSync(file, 'utf8')); +} + +/** + * 载入每张地图的 BGM 名,用来做**粗略的区域提示**。 + * + * 游戏的地图在 MapInfos.json 里只有 "MAP170" 这种编号,没有地点名 + * (Map*.json 里的 displayName 和 meta 都是空的)。 + * 但 BGM 文件名有区分度:cave(24张) / black_forest(26张) / lake(23张)… + * 所以拿它当"这片区域大概是什么"的线索,聊胜于无。 + */ +const AREA_NAMES = { + cave: '洞窟', black_forest: '黑森林', lake: '湖畔', + town: '城镇', boss: 'Boss 战', title: '标题', +}; + +function loadMapAreas(dataDir) { + const areas = new Map(); + let files; + try { files = fs.readdirSync(dataDir); } catch { return areas; } + + for (const f of files) { + const m = /^Map(\d+)\.json$/.exec(f); + if (!m) continue; + try { + const d = readJson(path.join(dataDir, f)); + const bgm = (d.bgm && d.bgm.name) || ''; + if (bgm) areas.set(Number(m[1]), AREA_NAMES[bgm] || bgm); + } catch { /* 个别地图文件损坏不影响整体 */ } + } + return areas; +} + +/** + * 载入全部静态数据。 + * @param {string} baseDir aitemp 目录 + */ +function loadAll(baseDir) { + const outDir = path.join(baseDir, 'out'); + const dataDir = path.join(baseDir, 'unpacked', 'data'); + + // ---- 开关 ---- + const sys = readJson(path.join(dataDir, 'System.json')); + const switches = []; + const switchNameToId = new Map(); + for (let i = 1; i < sys.switches.length; i++) { + const name = sys.switches[i]; + if (name === undefined || name === null) continue; + switches.push({ id: i, name: String(name) }); + // 同名开关极少见,出现时保留首个 + if (!switchNameToId.has(String(name))) switchNameToId.set(String(name), i); + } + + // ---- 变量 ---- + const variables = []; + for (let i = 1; i < sys.variables.length; i++) { + const name = sys.variables[i]; + if (name === undefined || name === null) continue; + variables.push({ id: i, name: String(name) }); + } + + // ---- 地图 ---- + const mapInfos = readJson(path.join(dataDir, 'MapInfos.json')); + const maps = mapInfos + .filter(m => m && m.id) + .map(m => ({ id: m.id, name: String(m.name || ''), parentId: m.parentId || 0 })); + + // ---- 区域名 ---- + // 台词**不在这里**:它由 server.js 在连上游戏后从 $dataStory 实时补进内存 + const mapAreas = loadMapAreas(dataDir); + + // ---- 剧情触发点 ---- + const csvPath = path.join(outDir, 'triggers.csv'); + const raw = parseCsv(fs.readFileSync(csvPath, 'utf8')); + const header = raw[0]; + const col = (row, key) => row[header.indexOf(key)] ?? ''; + + const triggers = []; + for (let i = 1; i < raw.length; i++) { + const r = raw[i]; + if (!r || r.length < 2) continue; + + // 地图字段形如 "Map004.json MAP004",从中取出数字 ID + const mapField = col(r, '地图'); + const mapMatch = /Map0*(\d+)\.json/i.exec(mapField); + const mapId = mapMatch ? Number(mapMatch[1]) : null; + + // 坐标字段形如 "(0,0)" + const coordField = col(r, '坐标'); + const coordMatch = /\(\s*(\d+)\s*,\s*(\d+)\s*\)/.exec(coordField); + const x = coordMatch ? Number(coordMatch[1]) : null; + const y = coordMatch ? Number(coordMatch[2]) : null; + + const condition = col(r, '条件').trim(); + + // 条件里引用的开关名(形如 开关[第一天夜晚莉莉亚回家](需ON)) + const needSwitchNames = []; + for (const m of condition.matchAll(/开关\[([^\]]+)\]/g)) needSwitchNames.push(m[1]); + const needVarNames = []; + for (const m of condition.matchAll(/变量\[([^\]]+)\]/g)) needVarNames.push(m[1]); + + const storyId = Number(col(r, '故事序号')) || 0; + + triggers.push({ + storyId, + source: col(r, '来源'), + mapId, + mapArea: mapId !== null ? (mapAreas.get(mapId) || '') : '', + eventId: col(r, '事件ID'), + eventName: col(r, '事件名'), + x, y, + page: col(r, '页'), + pageIndex: /^\d+\//.test(col(r, '页')) ? Number(col(r, '页').split('/')[0]) - 1 : null, + triggerType: col(r, '触发方式'), + condition, + needSwitchNames, + needVarNames, + // ⚠️ 这里**故意没有** line / speaker / lineCount —— 只有 storyId。 + // UI 上那句台词预览由 server.js 在拼响应时从内存里的台词表补上 + // (见 /api/triggers),没连游戏时就是空的,前端退回显示地图+坐标。 + // 有地图和坐标的才能"一键前往" + actionable: mapId !== null && x !== null && y !== null, + }); + } + + // 仅合并完全相同的候选;不同事件、页和条件必须保留。 + const seen = new Set(); + const uniqueTriggers = []; + for (const t of triggers) { + const k = `${t.storyId}|${t.mapId}|${t.eventId}|${t.page}|${t.x}|${t.y}|${t.condition}`; + if (seen.has(k)) continue; + seen.add(k); + uniqueTriggers.push(t); + } + + // ---- 常用开关:被触发点条件引用到的那些 ---- + // 这是"截图工作真正会用到的开关"的精确集合,用来做开关面板的默认视图 + const commonSwitchIds = []; + for (const name of new Set(uniqueTriggers.flatMap(t => t.needSwitchNames))) { + const id = switchNameToId.get(name); + if (id !== undefined) commonSwitchIds.push(id); + } + commonSwitchIds.sort((a, b) => a - b); + + return { + switches, + variables, + maps, + triggers: uniqueTriggers, + commonSwitchIds, + switchNameToId, + stats: { + switches: switches.length, + variables: variables.length, + maps: maps.length, + triggersTotal: triggers.length, + triggersUnique: uniqueTriggers.length, + triggersActionable: uniqueTriggers.filter(t => t.actionable).length, + commonSwitches: commonSwitchIds.length, + mapAreas: mapAreas.size, + // 注意:storyLoaded / triggersWithLine **不在这里** —— + // 台词要连上游戏才知道,它们是运行时值,由 server.js 的 /api/status 现算。 + }, + }; +} + +module.exports = { loadAll, parseCsv }; diff --git a/tool/lib/files.js b/tool/lib/files.js new file mode 100644 index 0000000..0b6e0c0 --- /dev/null +++ b/tool/lib/files.js @@ -0,0 +1,145 @@ +const fs = require('fs'); +const path = require('path'); +const crypto = require('crypto'); +const { execFile } = require('child_process'); +const { canonical, samePath, contains } = require('./safety'); +const MANIFEST = 'backup-manifest.json'; +const COMPLETE = '.nyaruru-sandbox-complete.json'; +const INCOMPLETE = '.nyaruru-sandbox-incomplete'; +const hash = file => crypto.createHash('sha256').update(fs.readFileSync(file)).digest('hex'); +const saveNames = dir => fs.existsSync(dir) ? fs.readdirSync(dir).filter(n => /\.rmmzsave$/i.test(n)).sort() : []; +function safeFile(dir, name) { + if (path.basename(name) !== name || !/\.rmmzsave$/i.test(name)) throw new Error('非法存档文件名'); + const file = path.join(dir, name), st = fs.lstatSync(file); + if (!st.isFile() || st.isSymbolicLink()) throw new Error('存档必须是普通文件:' + name); + return file; +} +function backupSaves(root, sourceDir, label = 'auto') { + const saveDir = path.join(canonical(sourceDir), 'save'); + if (!fs.existsSync(saveDir) || !samePath(saveDir, path.join(sourceDir, 'save')) || fs.lstatSync(saveDir).isSymbolicLink()) throw new Error('存档目录不存在或是目录链接'); + const names = saveNames(saveDir); + if (!names.length) throw new Error('没有找到 .rmmzsave 存档,未创建空备份'); + fs.mkdirSync(root, { recursive: true }); + const dest = fs.mkdtempSync(path.join(root, `${label.replace(/[^a-z0-9_-]/gi, '')}_${new Date().toISOString().replace(/[:.]/g, '-')}_`)); + // 未完成目录没有 manifest,不会被列为可恢复备份。 + const files = names.map(name => ({ name, sha256: hash(safeFile(saveDir, name)) })); + for (const f of files) fs.copyFileSync(safeFile(saveDir, f.name), path.join(dest, f.name), fs.constants.COPYFILE_EXCL); + if (JSON.stringify(names) !== JSON.stringify(saveNames(saveDir)) || files.some(f => hash(safeFile(saveDir, f.name)) !== f.sha256 || hash(path.join(dest, f.name)) !== f.sha256)) { + throw new Error('备份期间存档发生变化或复制校验失败,请停止存档操作后重试。未完成目录:' + dest); + } + const manifest = { version: 1, sourceDir: canonical(sourceDir), createdAt: new Date().toISOString(), files }; + fs.writeFileSync(path.join(dest, MANIFEST), JSON.stringify(manifest, null, 2), { flag: 'wx' }); + return { dir: dest, name: path.basename(dest), files: files.length, from: saveDir }; +} +function inspectBackup(root, name) { + if (typeof name !== 'string' || name === '.' || name === '..' || /[\\/:]/.test(name)) throw new Error('非法备份名'); + const dir = path.join(root, name); + if (!fs.existsSync(dir) || fs.lstatSync(dir).isSymbolicLink() || !fs.statSync(dir).isDirectory()) throw new Error('备份不存在或是目录链接'); + let manifest = null; + const meta = path.join(dir, MANIFEST); + if (fs.existsSync(meta)) { + manifest = JSON.parse(fs.readFileSync(meta, 'utf8')); + if (!Array.isArray(manifest.files) || !manifest.files.length) throw new Error('备份清单无效'); + } else if (!/^\d{8}_\d{6}$|^[a-z][a-z0-9_-]*_\d{8}_\d{6}$/i.test(name)) { + throw new Error('备份没有完成标记'); + } + const files = manifest ? manifest.files : saveNames(dir).map(name => ({ name })); + if (!files.length || new Set(files.map(f => f.name)).size !== files.length) throw new Error('备份为空或文件重复'); + for (const f of files) { + const digest = hash(safeFile(dir, f.name)); + if (f.sha256 && digest !== f.sha256) throw new Error('备份内容校验失败:' + f.name); + f.sha256 = digest; + } + return { dir, manifest, files }; +} +function listBackups(root) { + if (!fs.existsSync(root)) return []; + return fs.readdirSync(root).flatMap(name => { + try { + const b = inspectBackup(root, name); + return [{ name, files: b.files.length, sourceDir: b.manifest?.sourceDir || null, legacy: !b.manifest, mtime: fs.statSync(b.dir).mtimeMs }]; + } catch { return []; } + }).sort((a, b) => b.mtime - a.mtime); +} +function restoreBackup(root, name, targetDir) { + const b = inspectBackup(root, name); + const target = canonical(targetDir), saveDir = path.join(target, 'save'); + if (fs.existsSync(saveDir) && fs.lstatSync(saveDir).isSymbolicLink()) throw new Error('不能还原到存档目录链接'); + const safety = saveNames(saveDir).length ? backupSaves(root, target, 'prerestore') : null; + const stage = fs.mkdtempSync(path.join(target, '.save-restore-')); + // 保留云配置等非存档文件;存档集合严格来自选中的备份。 + if (fs.existsSync(saveDir)) { + for (const entry of fs.readdirSync(saveDir, { withFileTypes: true })) { + if (entry.isSymbolicLink() || entry.isDirectory()) throw new Error('存档目录含链接或子目录,停止还原'); + if (!/\.rmmzsave$/i.test(entry.name)) fs.copyFileSync(path.join(saveDir, entry.name), path.join(stage, entry.name)); + } + } + for (const f of b.files) { + fs.copyFileSync(path.join(b.dir, f.name), path.join(stage, f.name)); + if (hash(path.join(stage, f.name)) !== f.sha256) throw new Error('还原暂存校验失败'); + } + const old = path.join(target, `.save-before-restore-${crypto.randomUUID()}`); + const hadSave = fs.existsSync(saveDir); + if (hadSave) fs.renameSync(saveDir, old); + try { fs.renameSync(stage, saveDir); } + catch (e) { if (hadSave) fs.renameSync(old, saveDir); throw e; } + return { restored: b.files.length, target: saveDir, safetyBackup: safety?.name || null, previousDirectory: hadSave ? old : null }; +} +function excludedDirs(gameDir, toolDir) { + return fs.readdirSync(gameDir, { withFileTypes: true }).filter(e => e.isDirectory() && ( + /^aitemp/i.test(e.name) || samePath(path.join(gameDir, e.name), toolDir) || fs.existsSync(path.join(gameDir, e.name, 'tool', 'server.js')) + )).map(e => path.join(gameDir, e.name)); +} +function gameFiles(gameDir, excluded) { + const result = []; + function walk(dir, prefix = '') { + for (const e of fs.readdirSync(dir, { withFileTypes: true })) { + const file = path.join(dir, e.name), rel = path.join(prefix, e.name); + if (!prefix && (['save', 'error', 'debug.log'].includes(e.name.toLowerCase()) || /^aitemp/i.test(e.name) || e.name.startsWith('.save-') || excluded.some(d => samePath(d, file)))) continue; + if (e.isSymbolicLink()) throw new Error('游戏目录含链接,无法验证完整副本:' + rel); + if (e.isDirectory()) walk(file, rel); + else if (e.isFile()) result.push({ name: rel, size: fs.statSync(file).size }); + } + } + walk(gameDir); return result; +} +function sandboxStatus(gameDir, sandboxDir, toolDir, checkingCopy = false) { + try { + if (contains(gameDir, sandboxDir) || contains(sandboxDir, gameDir)) return { ready: false, reason: '沙盒路径与原版重叠' }; + if (!fs.existsSync(sandboxDir)) return { ready: false, reason: '尚未创建' }; + if (!checkingCopy && fs.existsSync(path.join(sandboxDir, INCOMPLETE))) return { ready: false, reason: '上次复制尚未完成,请另选空目录重新创建' }; + const required = gameFiles(gameDir, excludedDirs(gameDir, toolDir)); + if (!required.some(f => f.name === 'package.json') || !required.some(f => f.name === 'index.html')) throw new Error('原版游戏目录不完整'); + const bad = required.find(f => { + const dest = path.join(sandboxDir, f.name); + return !fs.existsSync(dest) || !fs.statSync(dest).isFile() || fs.statSync(dest).size !== f.size || !contains(sandboxDir, canonical(dest)); + }); + if (bad) return { ready: false, reason: '副本缺失或大小不符:' + bad.name }; + return { ready: true, legacy: !fs.existsSync(path.join(sandboxDir, COMPLETE)), files: required.length }; + } catch (e) { return { ready: false, reason: e.message }; } +} +function copySandbox(gameDir, sandboxDir, toolDir) { + if (contains(gameDir, sandboxDir) || contains(sandboxDir, gameDir)) throw new Error('沙盒路径与原版重叠'); + if (fs.existsSync(sandboxDir) && fs.readdirSync(sandboxDir).length) throw new Error('目标目录非空,不能覆盖;请选择新的空目录'); + const excluded = excludedDirs(gameDir, toolDir); + const originalSave = path.join(gameDir, 'save'); + const saves = saveNames(originalSave).map(name => ({ name, sha256: hash(safeFile(originalSave, name)) })); + if (!saves.length) throw new Error('原版没有存档,请先正常开始游戏并保存'); + fs.mkdirSync(sandboxDir, { recursive: true }); + fs.writeFileSync(path.join(sandboxDir, INCOMPLETE), new Date().toISOString(), { flag: 'wx' }); + return new Promise((resolve, reject) => { + execFile('robocopy', [gameDir, sandboxDir, '/E', '/XJ', '/NFL', '/NDL', '/NJH', '/NJS', '/NP', '/R:1', '/W:1', '/XF', 'aitemp*', 'debug.log', '/XD', ...excluded, 'error', '.save-*'], + { windowsHide: true, maxBuffer: 32 * 1024 * 1024 }, (err, out, stderr) => { + try { + if (err && !(Number.isInteger(err.code) && err.code <= 7 && err.code >= 0)) throw new Error(stderr || err.message); + const status = sandboxStatus(gameDir, sandboxDir, toolDir, true); + if (!status.ready) throw new Error(status.reason); + if (JSON.stringify(saveNames(originalSave)) !== JSON.stringify(saves.map(f => f.name)) || saves.some(f => hash(safeFile(originalSave, f.name)) !== f.sha256 || hash(safeFile(path.join(sandboxDir, 'save'), f.name)) !== f.sha256)) throw new Error('复制期间存档发生变化或副本校验失败,请退出游戏后重建'); + fs.writeFileSync(path.join(sandboxDir, COMPLETE), JSON.stringify({ createdAt: new Date().toISOString(), files: status.files })); + fs.unlinkSync(path.join(sandboxDir, INCOMPLETE)); + resolve(status); + } catch (e) { reject(e); } + }); + }); +} +module.exports = { backupSaves, listBackups, restoreBackup, inspectBackup, sandboxStatus, copySandbox, excludedDirs }; diff --git a/tool/lib/ops.js b/tool/lib/ops.js new file mode 100644 index 0000000..c0ff91a --- /dev/null +++ b/tool/lib/ops.js @@ -0,0 +1,1335 @@ +const { installPhotoTools } = require('./photo-state'); +const { chooseStoryPosition } = require('./story-position'); +const { installTrainer } = require('./trainer'); +const PHOTO = `const photo = (${installPhotoTools.toString()})();`; +// 游戏操作脚本库 +// +// 这里每个函数都返回一段「将被送进游戏页面执行的 JavaScript 源码」。 +// 之所以存成字符串而非直接执行,是因为这些代码必须在游戏进程里跑, +// 才能访问 $gamePlayer / $gameMap 这些游戏全局对象。 +// +// ⚠️ 关键设计约束(来自 2026-10-02 实机探查,详见 aitemp/探查结果.md): +// 1. 传送必须用 $gamePlayer.locate(x, y),不能手写 _x/_y/_realX/_realY +// —— 后者会漏掉物理引擎的 px/py,导致"画面过去了、碰撞体还在原地" +// 2. 游戏有 4 套坐标系,locate() 内部会一次同步全部 +// 3. 无敌用 lockInvincible()(常驻)而非 makeInvincible()(会自己失效) +// 4. 工具不负责读档 —— CDP 读档会崩(物理网格无法反序列化) + +/** + * 包一层 IIFE,统一处理:游戏未进地图的守卫、异常捕获、JSON 返回格式。 + * + * **用 async IIFE**,因为跨地图传送需要 `await` 等地图加载完 + * (`reserveTransfer` 是异步的,下一个 update 才真正切图)。 + * CDP 那边开了 `awaitPromise: true`,所以返回 Promise 会被自动等待。 + * 同步的操作写成 async 也无妨,只是多包一层 Promise。 + */ +function wrap(body, { needMap = true } = {}) { + const guard = needMap ? ` + if (typeof $gamePlayer === 'undefined' || !$gamePlayer || + typeof $gameMap === 'undefined' || !$gameMap || $gameMap.mapId() === 0 || + (typeof SceneManager !== 'undefined' && SceneManager._scene?.constructor.name !== 'Scene_Map')) { + return JSON.stringify({ ok: false, error: '游戏还没进入地图。请先在游戏里读档或开始游戏。' }); + } + ` : ''; + return `(async function(){ try { ${guard} ${body} } catch (e) { return JSON.stringify({ ok:false, error: String(e && e.message || e) }); } })()`; +} + +/** 游戏里可用的「等一会儿」 */ +const SLEEP = `const sleep = (ms) => new Promise(r => setTimeout(r, ms));`; + +/** + * 防"坠落复位"的公共代码片段。 + * + * 玩家和**莉莉娅是两个独立对象**,任何位置/物理改动都要两边都做 —— + * 只处理玩家的话,同伴会掉进坑里、被坠落复位反复弹回, + * 并且一直播 player_fall 音效(用户实测反馈过)。 + * 机制见开发文档第 6 节。 + */ +const SAFE_CHAR = ` + // 清残留碰撞 + 重置落地锚点,否则 isFallDown() 会一直为真 + const safeChar = (c) => { + if (!c) return; + try { + c.clearImpact && c.clearImpact(); + c._impact = null; + c.clearGrounding && c.clearGrounding(); + c._groundingX = c._terrainGroundingX = c.px; + c._groundingY = c._terrainGroundingY = c.py; + c.vx = 0; c.vy = 0; c._vx = 0; c._vy = 0; + c.dotX = 0; c.dotY = 0; + } catch (e) {} + }; + // 让角色进入悬浮状态(不接触地形,自然不会触发坠落判定) + const floatChar = (c) => { + if (!c) return; + safeChar(c); + try { c.suspendGravity(); c.suspendPhysicsHitTest(); } catch (e) {} + }; + // 莉莉娅在不在(她被移除时不该动她) + const lilyAny = () => typeof $gameLily !== 'undefined' ? $gameLily : null; + const lilyHere = () => { + try { + return (typeof $gameLily !== 'undefined' && $gameLily + && !(($gameLily.isRemove && $gameLily.isRemove()))) ? $gameLily : null; + } catch (e) { return null; } + }; +`; + +const OPS = { + // 发布版独有:从运行时对象表建立全文内存索引,不写文件。 + readStoryIndex() { + return wrap(` + if (typeof $dataStory === 'undefined' || !$dataStory) { + return JSON.stringify({ ok: false, error: '$dataStory 不存在(游戏还没启动完?)' }); + } + const out = {}; + for (const id of Object.keys($dataStory)) { + if (!/^\\d+$/.test(id)) continue; + const seq = $dataStory[id]; + if (!Array.isArray(seq) || !seq.length) continue; + + const lines = []; + for (const c of seq) { + if (!c || c.name !== 'story') continue; + const text = String(c.contents === undefined || c.contents === null ? '' : c.contents).trim(); + if (!text) continue; + if (text.startsWith('#') || text.startsWith('///')) continue; // 指令 / 备注,不是台词 + let speaker = ''; + if (c.speaker !== undefined && c.speaker !== null && c.speaker !== '') { + const a = (typeof $dataActors !== 'undefined' && $dataActors) ? $dataActors[c.speaker] : null; + speaker = (a && a.name) ? String(a.name).trim() : ''; + } + lines.push({ text: text, speaker: speaker }); + } + if (!lines.length) continue; + out[id] = { first: lines[0].text, speaker: lines[0].speaker, count: lines.length, lines, + searchText: lines.map(l => l.text + ' ' + l.speaker).join('\\n') }; + } + if (!Object.keys(out).length) return JSON.stringify({ ok: false, error: '故事表尚未就绪或没有可读台词' }); + return JSON.stringify({ ok: true, index: out, count: Object.keys(out).length }); + `, { needMap: false }); + }, + + trainer(body = null) { + return wrap(`const trainer = (${installTrainer.toString()})(); + return JSON.stringify(${body ? `trainer.change(${JSON.stringify(body)})` : 'trainer.read()'});`); + }, + /** 读取当前游戏状态(供控制面板顶栏显示) */ + snapshot() { + return wrap(` + if (window.__nyaruruPhoto?.touch) window.__nyaruruPhoto.touch(); + if (window.__nyaruruTrainer) window.__nyaruruTrainer.touch(); + const p = $gamePlayer, m = $gameMap; + const mi = $dataMapInfos && $dataMapInfos[m.mapId()]; + let bo = null; + try { bo = p.battleObject(); } catch (e) {} + return JSON.stringify({ + ok: true, + scene: SceneManager._scene && SceneManager._scene.constructor.name, + mapId: m.mapId(), + mapName: mi ? mi.name : ('地图 ' + m.mapId()), + mapSize: [m.width(), m.height()], + x: p._x, + y: p._y, + realX: p._realX, + realY: p._realY, + hp: bo ? bo.hp : null, + gravitySuspended: !!p.isSuspendGravity(), + invincible: !!p.isInvincible(), + noclip: !!p._suspendPhysicsHitTest, + // 莉莉娅在不在画面里(通关后她会一直跟着,可以用开关藏起来) + lilyVisible: (typeof $gameLily !== 'undefined' && $gameLily && $gameLily.isRemove) + ? !$gameLily.isRemove() : null, + tileSize: [m.tileWidth(), m.tileHeight()], + realScale: Graphics._realScale, + canvasSize: [Graphics.width, Graphics.height], + stagedActors: window.__nyaruruPhoto ? window.__nyaruruPhoto.count() : 0, + uiHidden: SceneManager._scene.__nyaruruUiHidden || {message:false, artwork:false, hud:false}, + switchesOn: (function(){ let n=0; for (let i=1;i<$dataSystem.switches.length;i++) if ($gameSwitches.value(i)) n++; return n; })(), + }); + `); + }, + + /** 实机 NW.js 用 chrome-extension URL;身份以 Node 入口和实际存档目录为准。 */ + selfPath() { + return wrap(` + if (window.__nyaruruTrainer) window.__nyaruruTrainer.touch(); + if (!window.__nyaruruIdentity) Object.defineProperty(window, '__nyaruruIdentity', { + value: { maps: new WeakMap(), next: 0, epoch: Date.now().toString(36) + Math.random().toString(36).slice(2) } + }); + const state = window.__nyaruruIdentity; + const player = typeof $gamePlayer !== 'undefined' && $gamePlayer; + if (player && !state.maps.has(player)) state.maps.set(player, ++state.next); + const mapData = typeof $dataMap !== 'undefined' && $dataMap; + if (mapData && !state.maps.has(mapData)) state.maps.set(mapData, ++state.next); + const mapId = typeof $gameMap !== 'undefined' && $gameMap ? $gameMap.mapId() : 0; + const gameDir = require('path').dirname(process.mainModule.filename); + const saveDir = typeof StorageManager !== 'undefined' ? StorageManager.fileDirectoryPath() : ''; + return JSON.stringify({ ok: true, gameDir, saveDir, href: String(location.href), pathname: String(location.pathname), + mapToken: state.epoch + ':' + (player ? state.maps.get(player) : 0) + ':' + mapId + ':' + (mapData ? state.maps.get(mapData) : 0), + mapId, inMap: typeof SceneManager !== 'undefined' && SceneManager._scene?.constructor.name === 'Scene_Map' }); + `, { needMap: false }); + }, + + /** + * 传送到指定格。 + * + * ⚠️ 这个函数处理了一个**实测踩出来的坑**,改动前务必先读 `探查结果.md` 与开发文档第 6 节。 + * + * 游戏的"坠落复位"机制(nya_statem.js:5986): + * isFallDown() 在玩家碰到 type===2 的地形(坑、虚空)时返回 true, + * 然后 updateFallDown() 会播 player_fall 音效并调 revertToLastGroundingPos(), + * 把人弹回 `_terrainGroundingX/Y`(最后一次站在实地上位置)。 + * + * 两个连带问题: + * 1. 传送到坑里 → 立刻触发坠落复位,听起来像"掉出地图被弹回来" + * 2. 如果是传送过来的、在本图从没真正落地过,`_terrainGroundingX/Y` + * 还是**上一张地图的陈值** → 人被扔到画面外,表现为"人物消失" + * + * 所以传送必须做三件事(缺一不可): + * a. 清掉残留碰撞信息,否则 isFallDown() 会一直为 true 而反复触发 + * (穿墙状态下碰撞检测整个跳过,_impact 永远不会被自动清掉) + * b. 把两个"最后落地位置"锚点重置到目标点,让万一触发的复位落在正确位置 + * c. 默认进入"悬浮安全模式"(暂停重力 + 穿墙),从根上不让角色接触地形 + * + * 用户想真正站到地上走动时,调用 land()。 + */ + teleport(x, y, { float = true, mapId = null, story = null } = {}) { + if (x === null || y === null || x === '' || y === '' || !Number.isFinite(Number(x)) || !Number.isFinite(Number(y))) throw new Error('坐标必须是有限数值'); + if (mapId !== null && (!Number.isInteger(Number(mapId)) || Number(mapId) < 1)) throw new Error('地图编号无效'); + return wrap(` + ${SLEEP} + const p = $gamePlayer, m = $gameMap; + const targetMap = ${mapId !== null && mapId !== undefined ? Number(mapId) : 'null'}; + const sameMap = (targetMap === null || targetMap === m.mapId()); + const fromMap = m.mapId(); + const previous = { x: p._x, y: p._y }; + + const tx = Math.max(0, Math.min(m.width() - 1, Math.round(${Number(x)}))); + const ty = Math.max(0, Math.min(m.height() - 1, Math.round(${Number(y)}))); + + if (!sameMap) { + if (typeof $dataMapInfos === 'undefined' || !$dataMapInfos[targetMap]) return JSON.stringify({ok:false,error:'目标地图不存在'}); + if (window.__nyaruruPhoto) window.__nyaruruPhoto.unpinAll(); + // 跨地图:必须走游戏自己的 reserveTransfer,它会触发 + // Game_Map.setup() / completeLoad() 把新地图的事件、 + // 地形、物理网格全部重建好。直接改 mapId 是行不通的。 + // + // ⚠️ 传送前必须关掉对话窗口。链路是这样的: + // updateTransferPlayer() → SceneManager.goto(Scene_Map) + // 而 goto 只在场景"不忙"时生效,Scene_Map.isBusy() 在 + // 消息窗口未关闭时为 true。 + // 实测:残留的对话窗口会让跨地图传送一直卡到超时。 + let closedMessage = false; + try { + closedMessage = $gameMessage.hasText ? $gameMessage.hasText() : false; + if (closedMessage) $gameMessage.clear(); + } catch (e) {} + + p.reserveTransfer(targetMap, tx, ty, 2, 0); // 2=朝下, 0=黑屏渐变 + const t0 = Date.now(); + while (Date.now() - t0 < 12000) { + await sleep(100); + if ($gameMap !== m || $gamePlayer !== p) break; + if (m.mapId() === targetMap && !p.isTransferring() && SceneManager._scene?.constructor.name === 'Scene_Map') break; + } + if ($gameMap !== m || $gamePlayer !== p || m.mapId() !== targetMap || p.isTransferring() || SceneManager._scene?.constructor.name !== 'Scene_Map') { + if (p.clearTransferInfo) p.clearTransferInfo(); + return JSON.stringify({ + ok: false, + error: '跨地图传送超时:目标地图 ' + targetMap + ' 没能加载(当前仍在 ' + m.mapId() + ')。' + + '常见原因是场景被占用(对话窗口、菜单、演出),先在游戏里结束当前操作再试。', + }); + } + // 换图后坐标可能被目标地图的出生点逻辑改过,再定一次位 + const nx = Math.max(0, Math.min(m.width() - 1, Math.round(${Number(x)}))); + const ny = Math.max(0, Math.min(m.height() - 1, Math.round(${Number(y)}))); + p.locate(nx, ny); + } else { + p.locate(tx, ty); + } + + let storyPlacement = null; + const storyRequest = ${JSON.stringify(story ? { eventId: Number(story.eventId), pageIndex: story.pageIndex == null ? null : Number(story.pageIndex), storyId: Number(story.storyId) } : null)}; + if (storyRequest) { + storyPlacement = (${chooseStoryPosition.toString()})({ ...storyRequest, map: m, player: p, data: $dataMap, + sameMap, previous, requested: { x: p._x, y: p._y } }); + if (storyPlacement.ok) p.locate(storyPlacement.x, storyPlacement.y); + else if (sameMap) p.locate(previous.x, previous.y); + } + + // 清零速度,否则残留惯性会让角色传送后立刻滑走 + p.vx = 0; p.vy = 0; + p._vx = 0; p._vy = 0; + p.dotX = 0; p.dotY = 0; + p.setMovementSuccess && p.setMovementSuccess(true); + + // (a) 清掉传送前残留的碰撞信息 —— 尤其是从致命地形带过来的 type===2 + p.clearImpact && p.clearImpact(); + p._impact = null; + p.clearGrounding && p.clearGrounding(); + + // (b) 重置"最后落地位置"锚点,否则坠落复位会把人弹到旧地图的陈值坐标 + p._groundingX = p._terrainGroundingX = p.px; + p._groundingY = p._terrainGroundingY = p.py; + + // (c) 悬浮安全模式 + // ⚠️ 莉莉娅也要一起处理。她是独立对象,只让玩家悬浮的话, + // 同伴会掉进坑里、被坠落复位反复弹回(用户实测反馈过)。 + const floatMode = ${float ? 'true' : 'false'}; + if (floatMode) { + ${SAFE_CHAR} + floatChar(p); + const companion = lilyHere(); + if (!sameMap && storyPlacement?.ok && storyPlacement.controller && companion?.locate) companion.locate(p._x, p._y); + floatChar(companion); + } + + // 检测是否正在播放剧情 / 有事件在跑。 + // 演出期间角色的位置由事件系统接管,会立刻覆盖我们的传送 + // (实测表现为"传到 20 却停在 13")。这种情况必须告诉用户, + // 否则会以为是工具坏了。 + let busy = false; + try { + busy = m.isAnyEventStarting ? m.isAnyEventStarting() : false; + if (!busy && m._updateEvents) { + busy = m._updateEvents.some(e => e && e.isStarting && e.isStarting()); + } + } catch (e) { /* 检测失败不影响传送本身 */ } + + return JSON.stringify({ + ok: storyPlacement?.ok !== false, error: storyPlacement?.error, + positionNote: storyPlacement?.positionNote, + x: p._x, y: p._y, px: p.px, py: p.py, + mapId: m.mapId(), + changedMap: fromMap !== m.mapId(), + float: floatMode, + gravitySuspended: !!p.isSuspendGravity(), + noclip: !!p._suspendPhysicsHitTest, + busy: busy, + }); + `); + }, + + /** + * ★ 直接播放一段剧情序列。 + * + * **为什么需要这个**:通关存档上,NPC 的事件页早就翻到后面去了, + * 或者所需的开关组合已经变了,走过去根本不会触发那段对话。 + * 这条路绕开地图事件和开关条件,直接从指令层调用故事。 + * + * 原理:把一条合成出来的 `call_story` 插件指令喂给地图解释器 + * (`$gameMap._interpreter.setup(list, 0)`),游戏自己就会当它是 + * 事件触发的,正常播放。 + * + * 插件指令参数格式实测为 [插件名, 命令名, 显示文本, 参数对象] —— 4 个元素, + * 参数在**第 3 位**(rmmz_objects.js:11315 的 command357 取的就是 params[3])。 + */ + playStory(storyId) { + return wrap(` + ${SLEEP} + const scenePlayer = $gamePlayer, sceneMap = $gameMap, sceneData = $dataMap; + const stillHere = () => scenePlayer === $gamePlayer && sceneMap === $gameMap && sceneData === $dataMap; + const id = ${Number(storyId)}; + if (!$dataStory || !$dataStory[id] || !$dataStory[id].length) { + return JSON.stringify({ ok: false, error: '找不到故事序列 ' + id }); + } + + // ---- 播放前先彻底清场 ---- + // 如果不清理,上一条剧情的剩余指令会和新剧情排队执行, + // 结果就是"请求播放 #16,画面上显示的却是别的剧情"(实测踩到过)。 + try { + $gameMessage.clear(); + const it = $gameMap._interpreter; + if (it) { + if (it._childInterpreter) it._childInterpreter.clear(); + it.clear(); + } + } catch (e) {} + await sleep(150); // 给游戏一帧时间把窗口收干净 + if (!stillHere()) return JSON.stringify({ok:false,error:'地图或存档已经变化,播放已取消'}); + + // 已经读过的剧情会被游戏标记,某些情况下会走"跳过模式"一闪而过。 + // 显式重置一次,保证按正常速度播放,方便截图。 + try { $gameMessage.resetSkipMode(); } catch (e) {} + + const cmd = { + indent: 0, + code: 357, + parameters: ['NYA.ACHIEVES_Adapter', 'call_story', '调用故事序列', { id: String(id) }], + }; + $gameMap._interpreter.setup([cmd], 0); + + // 等它真的开始播(消息窗口出现文字) + const t1 = Date.now(); + let started = false; + while (Date.now() - t1 < 3000) { + await sleep(80); + if (!stillHere()) return JSON.stringify({ok:false,error:'地图或存档已经变化,播放已取消'}); + if ($gameMessage.hasText && $gameMessage.hasText()) { started = true; break; } + } + + const shownText = ($gameMessage._texts && $gameMessage._texts[0]) || ''; + // 期望的首句台词,来自 $dataStory(第一条 story 指令的 contents) + let expected = ''; + try { + const first = $dataStory[id].find(c => c && c.name === 'story'); + expected = first ? String(first.contents || '') : ''; + } catch (e) {} + + return JSON.stringify({ + ok: true, + started: started, + lines: $dataStory[id].length, + speaker: ($gameMessage._speakerName || ''), + firstText: shownText, + expected: expected, + // 显示的不是这一段,说明有残留剧情串台了 + matched: !expected || shownText.startsWith(expected.slice(0, 8)), + }); + `); + }, + + /** + * ★ 运行整段过场(而不是只念台词)。 + * + * **为什么需要这个**:`playStory()` 只调用 `call_story`,等于跳过了"导演"。 + * 实测反馈是"只有主角和对话框,在和虚空对话" —— 因为那些 NPC 是由 + * 事件页里前面的指令(移动、显示、等待)摆到位的,光念台词当然没人。 + * + * 定位方式:在当前地图上找**哪一页含目标故事的 call_story**, + * 比信任 CSV 里的页码更可靠(页码是 1-based,而且可能和实际不符)。 + * + * 起始位置按**目标指令的缩进**决定(详见函数内注释): + * 在条件分支里就从目标指令开始跑,否则从页头跑。 + */ + runStoryScene(storyId, eventId = null, pageIndex = null) { + return wrap(` + ${SLEEP} + const scenePlayer = $gamePlayer, sceneMap = $gameMap, sceneData = $dataMap; + const stillHere = () => scenePlayer === $gamePlayer && sceneMap === $gameMap && sceneData === $dataMap; + ${SAFE_CHAR} + const id = ${Number(storyId)}; + const m = $gameMap; + + // 找到含这段 call_story 的事件页,**同时记下它在指令列表里的位置和缩进** + let found = null; + for (const ev of m.events()) { + if (!ev) continue; + if (${eventId === null ? 'false' : 'ev.eventId() !== ' + Number(eventId)}) continue; + const data = ev.event(); + if (!data || !data.pages) continue; + data.pages.forEach((pg, idx) => { + if (${pageIndex === null ? 'false' : 'idx !== ' + Number(pageIndex)}) return; + if (found) return; + const list = pg.list || []; + const ci = list.findIndex(c => { + if (c.code !== 357) return false; + const p = c.parameters || []; + if (p[1] !== 'call_story') return false; + const arg = p[p.length - 1]; + return arg && Number(arg.id) === id; + }); + if (ci >= 0) { + found = { + eventId: ev.eventId(), pageIndex: idx, list: list, + name: data.name, cmdIndex: ci, + indent: list[ci].indent || 0, + }; + } + }); + if (found) break; + } + + if (!found) { + return JSON.stringify({ ok: false, error: '当前地图上找不到含故事 ' + id + ' 的事件页。可能触发点在别的地图。' }); + } + + // 清场,避免和正在播的东西打架 + try { + $gameMessage.clear(); + if (m._interpreter) { + if (m._interpreter._childInterpreter) m._interpreter._childInterpreter.clear(); + m._interpreter.clear(); + } + } catch (e) {} + await sleep(200); + if (!stillHere()) return JSON.stringify({ok:false,error:'地图或存档已经变化,播放已取消'}); + + /* + * ★ 从哪儿开始跑,取决于目标指令在不在条件分支里。 + * + * 事件页常常是个"分支选择器":按开关/独立开关挑一条支线播。 + * 例:地图 191 的 EV003 第 0 页,98 条指令里有 358 / 357 / 356 三个 + * call_story 分布在不同分支里。从页头跑会走**游戏状态选中的那条**, + * 于是"点了 356 却播 358"(用户实际踩到)。 + * + * 判据是缩进:顶层指令 indent=0,分支体内的指令 indent>=1。 + * · indent > 0 → 目标在分支里 → **从目标指令开始跑**,保证播的是它 + * · indent = 0 → 目标在顶层 → 从页头跑,前面的摆位/演出也一并执行 + * (地图 6 的 EV009 就是这种:开头一堆 moveTo 把 NPC 摆好,再 call_story) + */ + const insideBranch = found.indent > 0; + + /* + * ★ 让"说话者事件"本身也有身体。 + * + * 事件的形象是**跟着页走**的:页不对,画面上就只有对话框没有人 + * (用户实测反馈"和虚空对话")。 + * + * 这里只处理**触发这段故事的那一个事件**,不做全图扫描 —— + * 实测地图 191 有 4 个事件(EV003/004/006/007)第 0 页都是 + * battleObject 202(同一个 laine_stand),全图拉一遍就会出现 + * **4 个一模一样的莲**(用户反馈"3 个一样的莲,奇奇怪怪的")。 + */ + let speakerBody = null; + let speakerPick = null; // {ev, page},等过场跑起来之后再应用 + try { + const se = m.events().filter(Boolean).find(e => e.eventId() === found.eventId); + if (se && !(se.characterName && se.characterName())) { + const sd = se.event(); + const T = (typeof Game_BattleObject !== 'undefined') && Game_BattleObject._template; + // 返回某一页会给事件什么身体(没有则空串) + const bodyOfPage = (pg) => { + const cn = String((pg.image && pg.image.characterName) || ''); + if (cn) return cn; + const ai = (pg.list || []).find(c => c.code === 357 && (c.parameters || [])[1] === 'ai'); + if (ai) { + const a = (ai.parameters || []).slice(-1)[0]; + const bo = a && a.battleObject; + if (bo !== undefined && bo !== '' && bo !== '0') { + const t = T && T[bo]; + const s = t && (t.standingImage || t.movingImage); + if (s) return String(s); + } + } + return ''; + }; + + let proper = -1; + try { proper = se.findProperPageIndex ? se.findProperPageIndex() : -1; } catch (e) {} + let pick = -1; + // 优先"条件本来就该选中的那页",否则第一个有身体的页 + if (proper >= 0 && sd.pages[proper] && bodyOfPage(sd.pages[proper])) pick = proper; + else { + for (let i = 0; i < sd.pages.length; i++) { + if (bodyOfPage(sd.pages[i])) { pick = i; break; } + } + } + + if (pick >= 0) { + speakerPick = { ev: se, page: pick }; + } else { + speakerBody = { forced: false, reason: '这个事件的任何一页都没有立绘,救不了' }; + } + } else if (se) { + speakerBody = { forced: false, sprite: String(se.characterName()), reason: '本来就有身体' }; + } + } catch (e) { + speakerBody = { error: String(e && e.message || e) }; + } + + m._interpreter.setup(found.list, found.eventId); + if (insideBranch) m._interpreter._index = found.cmdIndex; + + // 等对话窗口出现(过场前面可能先有移动、等待等指令) + const t0 = Date.now(); + let started = false; + while (Date.now() - t0 < 8000) { + await sleep(100); + if (!stillHere()) return JSON.stringify({ok:false,error:'地图或存档已经变化,播放已取消'}); + if ($gameMessage.hasText && $gameMessage.hasText()) { started = true; break; } + } + + /* + * ★ 补身体必须放在**过场跑起来之后**,不能提前。 + * + * 过场前面的指令会改开关/变量 → 触发 Game_Map.requestRefresh() → + * 游戏下一帧把所有事件的页号**重算一遍**,提前设好的页会被冲掉。 + * 实测踩到:设完页、跑完过场,角色的身体又没了(开发文档第 6 节)。 + * 等对话窗口出现(过场已跑完、正等着玩家按键)再设,就稳了。 + */ + if (speakerPick) { + ${PHOTO} + const se = speakerPick.ev; + photo.pin(se, speakerPick.page); + speakerBody = { page: speakerPick.page, sprite: String(se.characterName()), forced: true, pinned: true, spriteFixed: true }; + + /* + * ★ 把玩家挪开一格。 + * + * 传送是把玩家送到"触发点坐标",而说话者事件通常**就站在那个坐标上** + * —— 两个人重叠,画面上只看得到玩家(实测:莲在 (4,5),玩家也在 (4,5), + * 截图里完全没有莲)。 + * + * ⚠️ 挪动必须走**和 teleport 一样的清理流程**,不能只 locate()。 + * 实测只 locate() 会让玩家掉进坑里、被坠落复位反复弹回 + * (用户反馈"主角掉下去一直被传送回来又继续掉下去")。 + * 原因见开发文档第 6 节:残留的 _impact + 陈旧的落地锚点会让 + * isFallDown() 恒为真。这里照抄 teleport 里那套安全动作。 + */ + const p = $gamePlayer; + if (se._x === p._x && se._y === p._y) { + /* + * ⚠️ 方向**优先左右**,不要优先上下。 + * + * 这类游戏是"站在某一行地板上"的表现方式:往下挪一格等于 + * 站到地板**里面**,画面上主角会显得陷进去、和对方不在一个高度 + * (用户实测反馈"主角明显和莲不在一个高度上面…在地板下面")。 + * 同一行左右相邻才是自然站位。 + */ + const dirs = [[-1, 0], [1, 0], [0, -1], [0, 1]]; // 左 右 上 下 + for (const [dx, dy] of dirs) { + const nx = se._x + dx, ny = se._y + dy; + if (nx < 0 || ny < 0 || nx >= m.width() || ny >= m.height()) continue; + + p.locate(nx, ny); + // 用和 teleport 同一套安全处理(清残留碰撞 + 重置锚点 + 悬浮) + floatChar(p); + // 莉莉娅跟着一起处理,否则她会掉下去、坠落复位反复触发 + const lh = lilyHere(); + if (lh) { floatChar(lh); } + speakerBody.playerMovedTo = [nx, ny]; + break; + } + } + // 主角可能刚从同一格让开,必须按最终站位给摆拍说话者定朝向。 + photo.facePlayer?.(se); + } + + const played = String($gameMessage._storyId || ''); + + return JSON.stringify({ + ok: true, + started: started, + eventId: found.eventId, + eventName: found.name, + pageIndex: found.pageIndex, + commands: found.list.length, + // 从哪开始跑的,以及播出来的是不是用户选的那段 + insideBranch: insideBranch, + startAt: insideBranch ? found.cmdIndex : 0, + startIndex: insideBranch ? found.cmdIndex : 0, + // 说话者事件的身体有没有被补上(只有触发这段故事的那一个事件) + speakerBody: speakerBody, + playedStoryId: played, + matched: played === String(id), + // 在分支里时前面那些摆位指令被跳过了,场景里的 NPC 可能不全 + skippedSetup: insideBranch ? found.cmdIndex : 0, + speaker: ($gameMessage._speakerName || ''), + firstText: ($gameMessage._texts && $gameMessage._texts[0]) || '', + }); + `); + }, + + /** + * 扫描本图"本该可见却没出现"的事件。 + * + * 两种情况都算(判据来自开发文档第 6 节 的实测结论): + * 1. **被抹除**:`_erased === true`。游戏把 RM 原版的选页函数改成了 + * `_pageIndex = this._erased ? -1 : this.findProperPageIndex()`, + * 所以被抹除的事件页号被钉死在 -1,**补开关永远救不回来** + * (`Game_Event.updateParallel` → `command214`「暂时消除事件」) + * 2. **页号没选中带立绘的那页**:当前页没立绘,但别的页有 + * + * 只列出**至少有一页带立绘**的事件 —— 任何页都没立绘的(身体来自运行时 AI) + * 是救不了的,列出来只会误导用户(见开发文档第 6 节 情况 B)。 + */ + scanLostEvents() { + return wrap(` + const m = $gameMap; + const lost = []; + const visible = []; + + // ⚠️ 判断"事件现在有没有身体"必须用 characterName(),不能只看 + // page.image.characterName —— 实测地图 45 的 EV005 等事件, + // image 是空的,身体是通过事件页里的 ai 指令 + // ({"battleObject":"61"})在运行时挂上去的。 + // 只看 image 会把明明在场的角色误报成"丢失"(踩过)。 + const bodyOf = (ev) => { + try { return String(ev.characterName ? ev.characterName() : ''); } + catch (e) { return ''; } + }; + + // 把 battleObject 编号解析成真实立绘名。 + // 事件页里的 ai 指令存的是 {"battleObject":"202"} 这种编号, + // 直接给用户看等于没说 —— 实测用户拿到"battleObject 202"完全没法判断 + // 该不该拉出来。真正的立绘名在战斗对象模板的 standingImage 里。 + const resolveSprite = (bo) => { + try { + const T = (typeof Game_BattleObject !== 'undefined') && Game_BattleObject._template; + const t = T && T[bo]; + const s = t && (t.standingImage || t.movingImage); + return s ? String(s) : ('battleObject ' + bo); + } catch (e) { return 'battleObject ' + bo; } + }; + + for (const ev of m.events()) { + if (!ev) continue; + const d = ev.event(); + if (!d || !d.pages || !d.pages.length) continue; + + // 当前就看得见 → 记下来,不算丢失 + if (bodyOf(ev)) { + visible.push({ id: ev.eventId(), sprite: bodyOf(ev), x: ev._x, y: ev._y }); + continue; + } + + // 找出所有"有图像的页"。判据放宽到两种: + // a. 页自带的 image(characterName / tileId) + // b. 页的指令里有 ai 配置(battleObject)—— 运行时才长出身体 + const spritePages = []; + d.pages.forEach((pg, i) => { + const cn = String((pg.image && pg.image.characterName) || ''); + if (cn) { spritePages.push({ page: i, sprite: cn, via: 'image' }); return; } + const ai = (pg.list || []).find(c => c.code === 357 + && (c.parameters || [])[1] === 'ai'); + if (ai) { + const arg = (ai.parameters || [])[(ai.parameters || []).length - 1]; + const bo = arg && arg.battleObject; + if (bo !== undefined && bo !== '' && bo !== '0') { + spritePages.push({ page: i, sprite: resolveSprite(bo), via: 'ai', battleObject: bo }); + } + } + }); + if (!spritePages.length) continue; // 任何页都没身体 → 救不了,不列 + + let proper = -1; + try { proper = ev.findProperPageIndex ? ev.findProperPageIndex() : -1; } catch (e) {} + const erased = !!ev._erased; + + // 建议页:优先"条件本来就该选中的那页",否则第一个有身体的页 + const hit = spritePages.find(s => s.page === proper) || spritePages[0]; + + lost.push({ + id: ev.eventId(), + name: d.name, + x: ev._x, y: ev._y, + erased: erased, + currentPage: ev._pageIndex, + properPage: proper, + suggestPage: hit.page, + suggestSprite: hit.sprite, + suggestVia: hit.via, + spritePages: spritePages, + }); + } + + return JSON.stringify({ + ok: true, mapId: m.mapId(), + lost: lost, count: lost.length, + visible: visible, visibleCount: visible.length, + }); + `); + }, + + /** + * 强行把事件切到指定页,让它带着立绘出现。 + * + * ⚠️ 三条实测得来的硬性约束(开发文档第 6 节): + * 1. **页号必须做边界检查** —— 越界时 `setupPageSettings()` 会抛 + * `TypeError: Cannot read properties of undefined (reading 'image')` + * 2. 静态摆拍由 photo-state 管理,冻结事件更新;撤销时恢复原始字段。 + * 3. **要清 `_erased`** —— 否则下一次 refresh 会把它打回 -1 + * + * 这是**摆拍**:被抹除的事件强行拉出来,它不会执行任何指令, + * 只是一个站着的立绘。UI 上必须跟用户说清楚。 + */ + forcePage(eventId, pageIndex) { + return wrap(` + const m = $gameMap; + const id = ${Number(eventId)}; + const want = ${Number(pageIndex)}; + + const ev = m.events().filter(Boolean).find(e => e.eventId() === id); + if (!ev) return JSON.stringify({ ok: false, error: '本图找不到事件 ' + id }); + + const d = ev.event(); + if (!d || !d.pages) return JSON.stringify({ ok: false, error: '事件 ' + id + ' 没有页数据' }); + + // (1) 边界检查 —— 不做的话会抛异常 + const n = d.pages.length; + if (!Number.isInteger(want) || want < 0 || want >= n) { + return JSON.stringify({ ok: false, error: '页号越界:' + want + '(该事件共 ' + n + ' 页,合法范围 0~' + (n - 1) + ')' }); + } + + ${PHOTO} + const wasErased = !!ev._erased; + photo.pin(ev, want); + + const cn = String(ev.characterName ? ev.characterName() : ''); + + return JSON.stringify({ + ok: true, + id: id, name: d.name, + page: ev._pageIndex, + sprite: cn, + wasErased: wasErased, + visible: !!cn, + pinned: true, + warning: wasErased + ? '这个事件原本被游戏自己抹除了,强拉出来只是"站着的立绘",不会执行任何指令' + : '', + }); + `); + }, + + /** + * 一键还原本图所有"丢失"的角色(扫描 + 逐个强切)。 + * + * ⚠️ 这是**摆拍**。调用方应当: + * - 在 UI 上明确标注 + * - 提示摆拍状态不保证跨读档恢复,保存由用户决定。 + */ + restoreLostCast({ includeHidden = false } = {}) { + return wrap(` + ${PHOTO} + const m = $gameMap; + const results = []; + const skipped = []; + + const bodyOf = (ev) => { try { return String(ev.characterName ? ev.characterName() : ''); } catch (e) { return ''; } }; + + for (const ev of m.events()) { + if (!ev) continue; + const d = ev.event(); + if (!d || !d.pages || !d.pages.length) continue; + + const spritePages = []; + d.pages.forEach((pg, i) => { + const cn = String((pg.image && pg.image.characterName) || ''); + if (cn) { spritePages.push({ page: i, sprite: cn, via: 'image' }); return; } + const ai = (pg.list || []).find(c => c.code === 357 && (c.parameters || [])[1] === 'ai'); + if (ai) { + const arg = (ai.parameters || [])[(ai.parameters || []).length - 1]; + const bo = arg && arg.battleObject; + if (bo !== undefined && bo !== '' && bo !== '0') { + spritePages.push({ page: i, sprite: 'battleObject ' + bo, via: 'ai' }); + } + } + }); + if (!spritePages.length) continue; + + if (bodyOf(ev)) continue; // 已经看得见 + + const wasErased = !!ev._erased; + let proper = -1; + try { proper = ev.findProperPageIndex ? ev.findProperPageIndex() : -1; } catch (e) {} + + // ★ 区分两种情况: + // 1. 被抹除的(wasErased)—— 该在场上却被游戏删了,拉出来是**正当恢复** + // 2. 没被抹除、但游戏选的页没身体 —— 游戏是**有意**不显示它 + // (比如剧情推进到后面了,这个 NPC 本来就该退场) + // 强拉出来会凭空多出人物,画面上是没发生过的事。 + // 默认不动它们,除非调用方明确要求。 + if (!wasErased && !${includeHidden ? 'true' : 'false'}) { + skipped.push({ + id: ev.eventId(), name: d.name, + properPage: proper, + reason: '游戏有意隐藏(不是被抹除)', + }); + continue; + } + + const pick = spritePages.find(s => s.page === proper) || spritePages[0]; + photo.pin(ev, pick.page); + + results.push({ + id: ev.eventId(), name: d.name, + page: pick.page, sprite: pick.sprite, via: pick.via, + wasErased: wasErased, + x: ev._x, y: ev._y, + }); + } + + // 检查"多个事件显示成同一个立绘"的情况。 + // 实测地图 191 有 4 个事件(EV003/004/006/007)第 0 页都是同一个 + // battleObject —— 全拉出来会变成好几个一模一样的人(用户反馈过 + // "3 个一样的莲,奇奇怪怪的")。这里如实报出来,别让用户自己数。 + const bySprite = {}; + for (const r of results) { bySprite[r.sprite] = (bySprite[r.sprite] || 0) + 1; } + const duplicates = Object.keys(bySprite) + .filter(k => bySprite[k] > 1) + .map(k => ({ sprite: k, count: bySprite[k] })); + + return JSON.stringify({ + ok: true, + restored: results.length, + list: results, + erasedCount: results.filter(r => r.wasErased).length, + skipped: skipped, + skippedCount: skipped.length, + duplicates: duplicates, + includeHidden: ${includeHidden ? 'true' : 'false'}, + }); + `); + }, + + /** + * 取消本图所有"钉住"的页号,让游戏恢复自己选页。 + * + * 强切页现在是靠**覆盖 `findProperPageIndex`** 实现的,所以会一直生效 + * (扛得住开关/变量变动引起的重算)。用完想恢复原状时调这个。 + */ + unpinPages() { + return wrap(` + const n = window.__nyaruruPhoto ? window.__nyaruruPhoto.unpinAll() : 0; + return JSON.stringify({ok:true,unpinned:n}); + `); + }, + + /** + * 把当前游戏状态存进指定槽。允许摆拍时保存,不承诺跨读档恢复摆拍。 + * + * 存档是 zlib + main.y() 加密的,外部改不了;但可以让**游戏自己存** —— + * `DataManager.saveGame()` 走的就是游戏自己的加密路径。 + * 实测无弹窗、不需要玩家交互、`_globalInfo` 立即更新(开发文档第 6 节)。 + * + * ⚠️ **会覆盖该槽位原有的进度。** 调用方必须先备份、并让用户明确选槽。 + * 实测 24 个槽位(0=自动存档,1~23 手动)在用户的档里全满,没有空槽可用。 + * + * 注意:这是"存"不是"读"。读档仍然必须走游戏自己的标题界面(见开发文档第 3 节)。 + */ + savePhotoSlot(slot) { + return wrap(` + ${SLEEP} + const s = ${Number(slot)}; + const max = DataManager.maxSavefiles(); + if (!Number.isInteger(s) || s < 1 || s > max) { + return JSON.stringify({ ok: false, error: '槽位越界:' + s + '(合法范围 1~' + max + ',0 是自动存档槽)' }); + } + try { + const pending = [], originalZip = StorageManager.saveZip, originalObject = StorageManager.saveObject; + StorageManager.saveZip = function(...args) { const job = originalZip.apply(this, args); pending.push(Promise.resolve(job)); return job; }; + StorageManager.saveObject = function(...args) { const job = originalObject.apply(this, args); pending.push(Promise.resolve(job)); return job; }; + try { + $gameSystem.onBeforeSave(); + SceneManager.snapForBackground(); + await DataManager.saveGame(s); + for (let i = 0; i < pending.length; i++) await pending[i]; + } finally { StorageManager.saveZip = originalZip; StorageManager.saveObject = originalObject; } + return JSON.stringify({ + ok: true, slot: s, + mapId: $gameMap.mapId(), + x: $gamePlayer._x, y: $gamePlayer._y, + }); + } catch (e) { + return JSON.stringify({ ok: false, error: '存档失败: ' + String(e && e.message || e) }); + } + `); + }, + + /** + * 拍照辅助:隐藏 / 显示画面上的各种 UI。 + * + * 三个开关互不影响,各自可以 null(表示"别动它"): + * message —— 对话框(消息窗口 + 选项窗口) + * artwork —— 立绘 + * hud —— 游戏 HUD(血条、小地图、Boss 条、存档条等) + * + * ⚠️ 与 `closeMessage()` 的区别: + * - `closeMessage()` 是**真的关掉**对话(清空消息、停掉剧情),关了就回不来了 + * - 这个只是**把窗口藏起来**,随时能显示回来。想拍"有对话框"和"没对话框" + * 两张对照图,用这个。 + * + * 实现上是直接改 `visible`。游戏每帧不会强制改回来(实测), + * 但如果窗口自己重开了(比如新的对话),需要再调一次。 + */ + setUiHidden(opts = {}) { + const m = opts.message, a = opts.artwork, h = opts.hud; + const arg = (v) => (v === null || v === undefined) ? 'null' : (v ? 'true' : 'false'); + return wrap(` + const sc = SceneManager._scene; + if (!sc || sc.constructor.name !== 'Scene_Map') { + return JSON.stringify({ ok: false, error: '当前不在地图场景(请先读档进入游戏)' }); + } + + // 游戏 HUD 的字段名(实测自 Scene_Map,见开发文档 4.x) + const HUD = ['_floatingSoftGuideBar','_weaponChange','_damageDigit','_playerBar', + '_enemyBar','_smallMap','_bossBar','_autoSaveBar','_skipStory', + '_ornamentsUI','_battleBar','_bossRushPanel','_taskNotificationBar', + '_notificationBar','_bossDestination','_playerFloatingTips', + '_zxCArtwork','_mapThumbnailBig','_artwork']; + + const put = (v, visible) => { if (v && typeof v === 'object') v.visible = visible; }; + const applied = {}; + + const wantMsg = ${arg(m)}; + if (wantMsg !== null) { + put(sc._messageWindow, !wantMsg); + put(sc._choiceWindow, !wantMsg); + put(sc._eventItemWindow, !wantMsg); + applied.message = wantMsg; + } + + const wantArt = ${arg(a)}; + if (wantArt !== null) { + // ⚠️ 立绘不能只改父容器的 visible —— Sprite_Artwork 自己的状态机 + // 每帧会把它改回来(实测 1.8 秒内恢复 true)。 + // 必须连**子精灵**一起藏,那个不会被改回去。 + put(sc._artwork, !wantArt); + let n = 0; + if (sc._artwork && sc._artwork.children) { + for (const c of sc._artwork.children) { + if (c && c.visible !== undefined) { c.visible = !wantArt; n++; } + } + } + applied.artwork = wantArt; + applied.artworkParts = n; + } + + const wantHud = ${arg(h)}; + if (wantHud !== null) { + let n = 0; + for (const k of HUD) { + if (k === '_artwork') continue; // 立绘单独控制 + if (sc[k] && typeof sc[k] === 'object' && sc[k].visible !== undefined) { + sc[k].visible = !wantHud; n++; + } + } + applied.hud = wantHud; + applied.hudCount = n; + } + + sc.__nyaruruUiHidden = { ...(sc.__nyaruruUiHidden || {message:false,artwork:false,hud:false}) }; + for (const k of ['message','artwork','hud']) if (applied[k] !== undefined) sc.__nyaruruUiHidden[k] = applied[k]; + return JSON.stringify({ ok: true, applied: applied, state: sc.__nyaruruUiHidden }); + `); + }, + + /** + * 莉莉娅(跟随的同伴)显示 / 隐藏。 + * + * 用的是游戏自己的 API —— 插件指令 `setLilyPartner` 内部就是 + * `$gameLily.setRemove(args.open !== "true")`(NYA.EVENT.AI_Adapter.js:1293)。 + * + * ⚠️ 如果原场景里莉莉娅本来就该在场,把她藏起来会让画面和原作不符。 + * UI 上要说清楚这一点。 + */ + setLily(show) { + return wrap(` + if (typeof $gameLily === 'undefined' || !$gameLily) { + return JSON.stringify({ ok: false, error: '当前没有莉莉娅这个对象' }); + } + $gameLily.setRemove(${show ? 'false' : 'true'}); + return JSON.stringify({ ok: true, visible: !$gameLily.isRemove() }); + `); + }, + + /** + * 关掉当前的消息窗口,并停掉正在播放的剧情。 + * 截完图收尾用 —— 否则对话窗口会一直挂在那儿等输入。 + */ + closeMessage() { + return wrap(` + let closed = false; + try { + closed = $gameMessage.hasText ? $gameMessage.hasText() : false; + $gameMessage.clear(); + } catch (e) {} + + // 解释器可能卡在等待消息的状态,一起清掉,否则它会继续跑后面的指令 + try { + const it = $gameMap._interpreter; + if (it) { + if (it._childInterpreter) it._childInterpreter.clear(); + if (it.isRunning()) it.clear(); + } + } catch (e) {} + + return JSON.stringify({ ok: true, hadMessage: closed }); + `); + }, + + /** + * 探测当前位置脚下是什么,供"落地"判断安不安全。 + * + * 实现要点(都是踩过坑才写对的): + * 1. 用 hitPreview(0, dy) 从当前位置往下逐段测碰撞(它会临时挪动碰撞体再还原) + * 2. **必须用 `o.terrain === true` 过滤出地形**。直接取第一个碰撞对象是错的—— + * 同伴角色($gameLily)常常和玩家重叠,会把"撞到同伴"误判成"脚下有地面"。 + * 实测:Game_Terrain 的 terrain 为 true,玩家和同伴都是 false。 + * 3. 步进用 1/4 格。用 1/2 格会跳过薄地形(实测同一位置 1/2 格测得 336px、 + * 1/4 格测得 312px,差了半格多)。 + * 4. type === 2 是"碰到会掉血/复位"的致命地形(坑、虚空) + */ + probeGround() { + return wrap(` + const p = $gamePlayer, m = $gameMap; + const th = m.tileHeight(); + const step = Math.max(8, Math.round(th / 4)); + const maxScan = (m.height() - p._y) * th + th; + let found = null, hazard = false, scanned = 0; + + for (let dy = 0; dy <= maxScan; dy += step) { + scanned++; + const hit = p.hitPreview(0, dy); + if (!hit || !hit.length) continue; + + // 只看地形,忽略角色和道具(否则会被同伴挡出误判) + const terrains = hit.filter(o => o && o.terrain === true); + if (!terrains.length) continue; + + if (terrains.some(o => o.type === 2)) hazard = true; + else found = dy; + break; + } + + return JSON.stringify({ + ok: true, + distance: found, // 距脚下实地的像素数,null 表示没找到 + hazard: hazard, // 正下方是致命地形 + clear: found !== null && !hazard, + scanned: scanned, + step: step, + }); + `); + }, + + /** + * 落地:让人从悬浮状态站到实地上。 + * 先探测脚下,正下方是坑就拒绝执行并说明原因,避免再踩一次坠落复位。 + */ + land() { + return wrap(` + const p = $gamePlayer, m = $gameMap; + const th = m.tileHeight(); + const step = Math.max(8, Math.round(th / 4)); + const maxScan = (m.height() - p._y) * th + th; + let found = null, hazard = false; + + for (let dy = 0; dy <= maxScan; dy += step) { + const hit = p.hitPreview(0, dy); + if (!hit || !hit.length) continue; + const terrains = hit.filter(o => o && o.terrain === true); + if (!terrains.length) continue; + if (terrains.some(o => o.type === 2)) hazard = true; + else found = dy; + break; + } + + if (hazard) { + return JSON.stringify({ ok: false, error: '当前位置正下方是陷阱地形(掉下去会被弹回原位)。横向挪几格再试。' }); + } + if (found === null) { + return JSON.stringify({ ok: false, error: '当前位置下方没有可站立的地面(可能是无底洞)。横向挪几格再试。' }); + } + + // 恢复碰撞;锚点设到落点,确保万一出岔子也落在附近而不是旧地图的位置 + p.resumePhysicsHitTest(); + p.clearImpact && p.clearImpact(); + p._impact = null; + p._groundingX = p._terrainGroundingX = p.px; + p._groundingY = p._terrainGroundingY = p.py; + p.resumeGravity(); + + ${SAFE_CHAR} + const lily = lilyAny(); + let lilyLanded = !lily, warning = ''; + if (lily) { + let safe = !!(lily.isRemove && lily.isRemove()); + for (let dy = 0; !safe && dy <= Math.max(0, (m.height() - lily._y) * th + th); dy += step) { + const hits = (lily.hitPreview(0, dy) || []).filter(o => o && o.terrain === true); + if (hits.length) { safe = !hits.some(o => o.type === 2); break; } + } + if (safe) { safeChar(lily); lily.resumeGravity(); lily.resumePhysicsHitTest(); lilyLanded = true; } + else { floatChar(lily); warning = '主角已落地;莉莉娅脚下不安全,仍保持悬浮。请移动到安全地面再点落地'; } + } + return JSON.stringify({ ok: true, dropDistance: found, lilyLanded, warning }); + `); + }, + + /** 读取所有开关的当前值(360 个布尔,数据量很小) */ + readSwitches() { + return wrap(` + const out = {}; + for (let i = 1; i < $dataSystem.switches.length; i++) { + out[i] = $gameSwitches.value(i) ? 1 : 0; + } + return JSON.stringify({ ok: true, values: out }); + `); + }, + + /** 设置单个开关 */ + setSwitch(id, value) { + return wrap(` + const id = ${Number(id)}; + $gameSwitches.setValue(id, ${value ? 'true' : 'false'}); + return JSON.stringify({ ok: true, id: id, value: $gameSwitches.value(id) }); + `); + }, + + /** 批量设置开关(杀手锏功能"一键满足条件"会用到) */ + setSwitches(pairs) { + return wrap(` + const pairs = ${JSON.stringify(pairs)}; + const done = []; + for (const [id, v] of pairs) { + $gameSwitches.setValue(Number(id), !!v); + done.push([id, $gameSwitches.value(Number(id))]); + } + return JSON.stringify({ ok: true, applied: done.length }); + `); + }, + + /** + * 关重力 / 开重力。 + * ⚠️ 莉莉娅要一起处理:她是独立对象,只关玩家的重力,同伴会掉下去 + * 并触发坠落复位循环(用户实测反馈过)。 + */ + setGravity(suspended) { + const on = suspended ? 'true' : 'false'; + return wrap(` + ${SAFE_CHAR} + const p = $gamePlayer; + const lh = lilyAny(); + if (${on}) { + floatChar(p); + if (lh) floatChar(lh); + } else { + p.resumeGravity(); + p.resumePhysicsHitTest(); + if (lh) { lh.resumeGravity(); lh.resumePhysicsHitTest(); } + } + return JSON.stringify({ + ok: true, + suspended: !!p.isSuspendGravity(), + lilyTouched: !!lh, + }); + `); + }, + + /** 无敌开关(用 lockInvincible,常驻且不会让角色闪烁) */ + setInvincible(on) { + return wrap(` + const p = $gamePlayer; + if (${on ? 'true' : 'false'}) { p.lockInvincible(); } + else { p.unlockInvincible(); } + return JSON.stringify({ ok: true, invincible: !!p.isInvincible() }); + `); + }, + + /** + * 穿墙(屏蔽碰撞检测)。 + * + * ⚠️ 关闭穿墙时必须清一次残留碰撞:穿墙期间碰撞检测整个被跳过 + * (nya_physics.js:744 直接 return),`_impact` 不会被自动清理。 + * 如果残留的是 type===2 的致命地形,恢复碰撞后 isFallDown() 会立刻为 true, + * 角色会被坠落复位弹走。这里顺手清掉。 + */ + setNoclip(on) { + return wrap(` + ${SAFE_CHAR} + const p = $gamePlayer; + for (const c of [p, lilyAny()]) { + if (!c) continue; + safeChar(c); + if (${on ? 'true' : 'false'}) c.suspendPhysicsHitTest(); + else c.resumePhysicsHitTest(); + } + return JSON.stringify({ok:true,noclip:!!p._suspendPhysicsHitTest}); + `); + }, + + /** + * 一键还原所有作弊状态 —— 断开连接前、或工具出错后用它兜底。 + * 同样要清残留碰撞,理由见 setNoclip 的注释。 + */ + restoreAll() { + return wrap(` + ${SAFE_CHAR} + const p = $gamePlayer; + const lh = lilyAny(); + if (window.__nyaruruPhoto) window.__nyaruruPhoto.unpinAll(); + if (window.__nyaruruTrainer) window.__nyaruruTrainer.clear(); + // 玩家和莉莉娅都要清 —— 只清玩家的话,同伴会继续坠落复位循环 + for (const c of [p, lh]) { + if (!c) continue; + safeChar(c); + try { c.resumeGravity(); c.resumeFriction(); } catch (e) {} + try { c.unlockInvincible(); } catch (e) {} + try { c.resumePhysicsHitTest(); } catch (e) {} + } + return JSON.stringify({ + ok: true, gravity: !p.isSuspendGravity(), + noclip: !!p._suspendPhysicsHitTest, + invincible: !!p.isInvincible(), + lilyTouched: !!lh, + }); + `); + }, + + /** + * 列出当前地图上的所有事件(用于"从事件列表选点"传送)。 + * + * 光返回 `EV058` 这种内部编号对用户毫无意义(和"地图170"一个毛病), + * 所以这里多挖两样东西交给服务端加工: + * + * storyIds —— 从事件页的 `call_story` 插件指令里读出的故事序号。 + * 指令参数结构实测为: + * ["NYA.ACHIEVES_Adapter", "call_story", "调用故事序列", {"id":"92"}] + * 服务端拿它去查台词,把事件变成「台词」— 说话人 + * + * sprite —— 事件用的角色图名,能说明这是什么东西。 + * 实测有 ;moving_platform_upper(移动平台)、 + * ;cat_coin_copper(铜币)这类可读的名字。 + * + * 当前页触发类型(trigger)说明它是怎么被触发的:按确定键 / 玩家接触 / 自动执行… + */ + listEvents() { + return wrap(` + const m = $gameMap; + const TRIG = { 0: '按确定键', 1: '玩家接触', 2: '事件接触', 3: '自动执行', 4: '并行' }; + const list = []; + + for (const ev of m.events()) { + if (!ev) continue; + const data = ev.event(); + const storyIds = []; + + if (data && data.pages) { + for (const page of data.pages) { + for (const c of (page.list || [])) { + if (c.code !== 357) continue; // 357 = 插件指令 + const p = c.parameters || []; + if (p[1] !== 'call_story') continue; + // 故事序号在最后一个参数的 id 字段里 + const arg = p[p.length - 1]; + if (arg && arg.id !== undefined) { + const n = Number(arg.id); + if (!Number.isNaN(n)) storyIds.push(n); + } + } + } + } + + let sprite = ''; + try { sprite = ev.characterName ? ev.characterName() : ''; } catch (e) {} + + // 事件还没被激活时 _trigger 是 null(_pageIndex 为 -1), + // 这时退回读第一页的 trigger,避免显示成 "null" + let trigCode = ev._trigger; + if (trigCode === null || trigCode === undefined) { + const firstPage = data && data.pages && data.pages.find(p => p); + trigCode = firstPage ? firstPage.trigger : null; + } + + list.push({ + id: ev.eventId(), + name: data ? data.name : '(无名)', + x: ev._x, y: ev._y, + trigger: TRIG[trigCode] !== undefined ? TRIG[trigCode] : (trigCode === null ? '未激活' : String(trigCode)), + sprite: String(sprite || '').replace(/^;/, ''), + storyIds: [...new Set(storyIds)], + // 被游戏自己抹除的事件(开发文档第 6 节):页号钉死在 -1, + // 走过去也触发不了,开关怎么补都没用 —— 只能走"运行过场" + erased: !!ev._erased, + pageIndex: ev._pageIndex, + }); + } + return JSON.stringify({ ok: true, events: list, mapId: m.mapId() }); + `); + }, +}; + +module.exports = { OPS, wrap }; diff --git a/tool/lib/photo-state.js b/tool/lib/photo-state.js new file mode 100644 index 0000000..59c47ae --- /dev/null +++ b/tool/lib/photo-state.js @@ -0,0 +1,120 @@ +// 此函数在游戏上下文中运行。记录留在 window 的非枚举属性中,不进入存档。 +function installPhotoTools() { + if (window.__nyaruruPhoto) { window.__nyaruruPhoto.touch?.(); return window.__nyaruruPhoto; } + const records = new Map(); + let lastTouch = Date.now(); + const refreshSprite = ev => { + const walk = node => { + if (!node) return; + if (node._character === ev && node.setCharacterBitmap) { + node._characterName = ev.bitmapName ? ev.bitmapName() : ev.characterName(); + node._characterIndex = ev.characterIndex(); + node._tileId = ev.tileId(); + if (node._tileId) node.setTileBitmap(); else node.setCharacterBitmap(); + // 换位图会重置为整张图;角色帧号即使没变,也必须重新裁切。 + // 图片异步加载完成时还会重置一次,因此在加载回调中刷新游戏自己的帧逻辑。 + const bitmap = node._contentSprite ? node._contentSprite.bitmap : node.bitmap; + const refreshFrame = () => { + const current = node._contentSprite ? node._contentSprite.bitmap : node.bitmap; + if (node._character !== ev || current !== bitmap) return; + node._framePos = -1; + if (node.updateFrame) node.updateFrame(); + }; + node._framePos = -1; + if (bitmap && bitmap.addLoadListener) bitmap.addLoadListener(refreshFrame); + else refreshFrame(); + } + for (const child of node.children || []) walk(child); + }; + try { walk(SceneManager._scene); } catch { /* 精灵尚未建立时由下一帧刷新 */ } + }; + const settle = (ev, page) => { + const ai = ev.event?.().pages?.[page]?.list?.find(c => c.code === 357 && c.parameters?.[1] === 'ai')?.parameters?.[3]; + // 只有原页明确要求贴地的角色参与;飞行角色、固定摆件及无近处地面保持原位。 + if (String(ai?.smoothfloor) !== 'true' || String(ai?.skipSmoothfloor) === 'true' || String(ai?.fix) === 'true' || !ev.hitPreview || !ev.locate) return; + const th = $gameMap.tileHeight(), tw = $gameMap.tileWidth(); + for (let dy = 0; dy <= th; dy++) { + const hits = (ev.hitPreview(0, dy) || []).filter(o => o?.terrain === true); + if (!hits.length) continue; + if (hits.some(o => o.type === 2)) return; + const drop = Math.max(0, dy - 1); // 停在地形外侧,不能把碰撞体塞进地板。 + if (!drop) return; + const x = ev.tileXToCenterX ? (ev.px - ev.tileXToCenterX(0)) / tw : (ev._realX ?? ev._x); + const y = ev.tileYToCenterY ? (ev.py + drop - ev.tileYToCenterY(0)) / th : (ev._realY ?? ev._y) + drop / th; + ev.locate(x, y); + ev.clearImpact?.(); ev.clearGrounding?.(); + ev._groundingX = ev._terrainGroundingX = ev.px; + ev._groundingY = ev._terrainGroundingY = ev.py; + return; + } + }; + const unpin = ev => { + const record = records.get(ev); + if (!record) return; + // 还原被我们覆盖的自有字段和方法,包括原始 _erased、解释器及物理状态。 + for (const key of Reflect.ownKeys(ev)) if (!Object.hasOwn(record, key)) delete ev[key]; + Object.defineProperties(ev, record); + records.delete(ev); + refreshSprite(ev); + }; + const api = { + touch: () => { lastTouch = Date.now(); }, + count: () => records.size, + facePlayer(ev) { + if (!records.has(ev) || typeof $gamePlayer === 'undefined' || !ev.setDirection) return; + const dx = $gamePlayer.px - ev.px; + if (!Number.isFinite(dx) || Math.abs(dx) < 1) return; + const fixed = ev._directionFix; + try { ev._directionFix = false; ev.setDirection(dx < 0 ? 4 : 6); } + finally { ev._directionFix = fixed; } + }, + unpinAll() { + const n = records.size; + for (const ev of [...records.keys()]) unpin(ev); + if ($gameMap?.requestRefresh) $gameMap.requestRefresh(); + return n; + }, + pin(ev, page) { + if (records.has(ev)) unpin(ev); + const record = Object.getOwnPropertyDescriptors(ev); + records.set(ev, record); + try { + // setupPageSettings 会写 statemMembers,隔离这层避免污染撤销快照。 + if (ev._statemMembers) ev._statemMembers = { ...ev._statemMembers }; + ev._erased = false; + ev._pageIndex = page; + ev.setupPageSettings(); + settle(ev, page); + for (const name of ['start', 'update', 'updateParallel', 'checkEventTriggerAuto', 'checkEventTriggerTouch', 'physicsTriggerTouch', 'refresh']) { + Object.defineProperty(ev, name, { value() {}, configurable: true, writable: true }); + } + // 只更新图片帧,不调用 Game_Event.update(其中包含 AI、移动和事件触发)。 + Object.defineProperty(ev, 'update', { configurable: true, writable: true, value() { + if (typeof ImageFrame !== 'undefined' && this.updateFrameAnimation) { + this.updateFrameAnimation(ImageFrame.info(this.characterName())); + } + } }); + Object.defineProperty(ev, 'findProperPageIndex', { value: () => page, configurable: true, writable: true }); + ev._starting = false; ev._trigger = null; ev._interpreter = null; ev._moveType = 0; + ev.physics = false; ev.fix = true; + ev.vx = ev.vy = ev._vx = ev._vy = 0; + api.facePlayer(ev); + refreshSprite(ev); + } catch (e) { unpin(ev); throw e; } + }, + }; + Object.defineProperty(window, '__nyaruruPhoto', { value: api, configurable: true }); + // 面板关闭或断线后两分钟撤销摆拍,恢复事件原有行为。 + if (typeof setInterval === 'function') setInterval(() => { + if (records.size && Date.now() - lastTouch > 120000) api.unpinAll(); + }, 10000); + // 不拦截游戏的手动或自动存档;摆拍跨读档的限制由面板提示。 + // 正常切图或读档会结束摆拍,清除旧地图的记录。 + for (const [object, name] of [[Game_Map.prototype, 'setup'], [DataManager, 'extractSaveContents']]) { + const original = object[name]; + if (typeof original !== 'function') continue; + object[name] = function(...args) { api.unpinAll(); return original.apply(this, args); }; + } + return api; +} +module.exports = { installPhotoTools }; diff --git a/tool/lib/probe-game.js b/tool/lib/probe-game.js new file mode 100644 index 0000000..b916177 --- /dev/null +++ b/tool/lib/probe-game.js @@ -0,0 +1,11 @@ +// 与启动器、服务端一致:读取实际游戏及存档目录,不解析页面 URL。 +const { CdpClient } = require('./cdp'); +const { OPS } = require('./ops'); +async function probe(port) { + if (!Number.isInteger(port) || port < 1024 || port > 65535) throw new Error('端口无效'); + const c = new CdpClient(port); + try { const r = await c.evalJson(OPS.selfPath()); if (!r.ok || !r.gameDir) throw new Error(r.error || '无法识别游戏'); return r; } + finally { c.close(); } +} +if (require.main === module) probe(Number(process.argv[2])).then(r => console.log(r.gameDir)).catch(e => { console.error(e.message); process.exitCode = 1; }); +module.exports = { probe }; diff --git a/tool/lib/processes.js b/tool/lib/processes.js new file mode 100644 index 0000000..1455e6d --- /dev/null +++ b/tool/lib/processes.js @@ -0,0 +1,9 @@ +const { execFile } = require('child_process'); +async function assertGamesStopped() { + if (process.platform !== 'win32') throw new Error('当前平台无法核实游戏进程,停止还原'); + const script = '[Console]::OutputEncoding=[System.Text.Encoding]::UTF8; @(Get-CimInstance Win32_Process -ErrorAction Stop | Where-Object { $_.Name -match "^(nw|Nyaruru).*\\.exe$" } | Select-Object ProcessId,Name) | ConvertTo-Json -Compress'; + const text = await new Promise((resolve, reject) => execFile('powershell.exe', ['-NoProfile', '-NonInteractive', '-Command', script], { windowsHide: true, timeout: 6000, encoding: 'utf8' }, (e, out) => e ? reject(new Error('无法检查游戏进程,停止还原:' + e.message)) : resolve(out))); + const rows = text.trim() ? JSON.parse(text) : []; + if ((Array.isArray(rows) ? rows : [rows]).length) throw new Error('请先退出游戏及 NW.js 游戏窗口,再还原存档,避免运行中的游戏把旧状态写回'); +} +module.exports = { assertGamesStopped }; diff --git a/tool/lib/safety.js b/tool/lib/safety.js new file mode 100644 index 0000000..d13dfd4 --- /dev/null +++ b/tool/lib/safety.js @@ -0,0 +1,43 @@ +// 启动器与服务端共用的路径、配置校验。 +const fs = require('fs'); +const path = require('path'); + +function canonical(input) { + if (typeof input !== 'string' || !path.isAbsolute(input)) throw new Error('必须填写绝对路径'); + let p = path.resolve(input); + const tail = []; + while (!fs.existsSync(p)) { + const parent = path.dirname(p); + if (parent === p) throw new Error('目录所在磁盘不存在'); + tail.unshift(path.basename(p)); p = parent; + } + return path.join(fs.realpathSync.native(p), ...tail); +} +function samePath(a, b) { return canonical(a).toLowerCase() === canonical(b).toLowerCase(); } +function contains(a, b) { + const rel = path.relative(canonical(a).toLowerCase(), canonical(b).toLowerCase()); + return rel === '' || (!rel.startsWith('..' + path.sep) && rel !== '..' && !path.isAbsolute(rel)); +} +function validateConfig(config, gameDir) { + const next = { ...config }; + for (const key of ['cdpPort', 'webPort']) { + const n = Number(next[key]); + if (!Number.isInteger(n) || n < 1024 || n > 65535) throw new Error(`${key} 必须是 1024~65535 的整数`); + next[key] = n; + } + if (next.cdpPort === next.webPort) throw new Error('游戏调试端口和控制面板端口不能相同'); + next.sandboxDir = canonical(String(next.sandboxDir || '').trim()); + if (contains(gameDir, next.sandboxDir) || contains(next.sandboxDir, gameDir)) { + throw new Error('沙盒与原版目录必须完全分开,不能相同,也不能互相包含'); + } + return next; +} +function readConfig(file, defaults, gameDir) { + let patch = {}; + if (fs.existsSync(file)) { + try { patch = JSON.parse(fs.readFileSync(file, 'utf8')); } + catch { throw new Error('config.json 损坏,请修正配置后重试;不会静默换用其他目录'); } + } + return validateConfig({ ...defaults, ...patch }, gameDir); +} +module.exports = { canonical, samePath, contains, validateConfig, readConfig }; diff --git a/tool/lib/story-cache.js b/tool/lib/story-cache.js new file mode 100644 index 0000000..dd3aaba --- /dev/null +++ b/tool/lib/story-cache.js @@ -0,0 +1,78 @@ +// 发布版专用。全文索引只存在于内存,不读写台词文件。 +class StoryCache { + constructor(cdp, ops, triggers, { retryMs = 3000, maxAttempts = 4, now = Date.now } = {}) { + Object.assign(this, { cdp, ops, triggers, retryMs, maxAttempts, now }); + this.revision = 0; + this.reset(); + } + key() { + return this.cdp.ws?.readyState === 1 && this.cdp.sessionId + ? `${this.cdp.port}:${this.cdp.generation}:${this.cdp.sessionId}` : null; + } + reset(key = null) { + this.connection = key; + this.index = null; + this.pending = null; + this.attempts = 0; + this.nextTryAt = 0; + this.error = ''; + this.at = 0; + ++this.revision; + } + sync() { + const key = this.key(); + if (key !== this.connection) this.reset(key); + return key; + } + status() { + const key = this.sync(); + const loaded = !!this.index; + return { + state: !key ? 'disconnected' : loaded ? 'ready' : this.pending ? 'loading' + : this.error ? (this.attempts >= this.maxAttempts ? 'error' : 'retrying') : 'waiting', + loaded, revision: this.revision, connection: key, error: this.error, + attempts: this.attempts, at: this.at, + count: loaded ? Object.keys(this.index).length : 0, + triggersWithLine: loaded ? this.triggers.filter(t => this.index[String(t.storyId)]).length : 0, + }; + } + get(id) { this.sync(); return this.index?.[String(id)] || null; } + async ensure({ force = false } = {}) { + let key = this.sync(); + if (!key) { + if (!(await this.cdp.isAlive())) return null; + try { await this.cdp.connect(); } catch { this.sync(); return null; } + key = this.sync(); + } + if (!key) return null; + if (this.pending) return this.pending; + if (force) { this.reset(key); } + else if (this.index || this.attempts >= this.maxAttempts || this.now() < this.nextTryAt) return this.index; + const revision = this.revision; + ++this.attempts; + const task = (async () => { + try { + const result = await this.cdp.evalJson(this.ops.readStoryIndex()); + if (this.key() !== key || this.revision !== revision) return null; + if (!result?.ok || !result.index || !Object.keys(result.index).length) { + throw new Error(result?.error || '故事表尚未就绪或没有可读台词'); + } + this.index = result.index; + this.error = ''; + this.at = this.now(); + ++this.revision; + return this.index; + } catch (e) { + if (this.key() !== key || this.revision !== revision) return null; + this.error = String(e.message || e); + this.nextTryAt = this.now() + this.retryMs; + ++this.revision; + return null; + } + })(); + this.pending = task; + try { return await task; } + finally { if (this.pending === task) this.pending = null; } + } +} +module.exports = { StoryCache }; diff --git a/tool/lib/story-position.js b/tool/lib/story-position.js new file mode 100644 index 0000000..83fb0d8 --- /dev/null +++ b/tool/lib/story-position.js @@ -0,0 +1,82 @@ +// 已核对的剧情落脚点。控制事件的位置不一定是角色演出的位置。 +// Map181 EV002 第 5 页将玩家送到 Map182 (11,11),随后由 EV003 自动执行 +// 298/299 -> 305。EV003 本身放在 (0,0),仅用于控制剧情。 +// 此表只有结构坐标,不含台词;发布版可直接共用,无需本地解包数据。 +function storyPosition(trigger) { + const { x, y } = trigger; + const entries = [ + { map: 182, event: 3, page: 0, stories: [298, 299, 305], from: [0, 0], to: [11, 11] }, + // 原游戏 Map006 EV017 第 1 页的入场位置。 + { map: 9, event: 10, page: 5, stories: [449], from: [0, 0], to: [11, 9] }, + // 原游戏 Map301 EV005 第 1 页的村落入口。 + { map: 296, event: 34, page: 5, stories: [449], from: [4, 0], to: [28, 13] }, + // 原游戏 Map004 EV005 第 5 页的梦境入场位置。 + { map: 254, event: 2, page: 0, stories: [467], from: [0, 0], to: [6, 5] }, + ]; + const entry = entries.find(e => Number(trigger.mapId) === e.map && Number(trigger.eventId) === e.event && + trigger.pageIndex !== null && trigger.pageIndex !== undefined && Number(trigger.pageIndex) === e.page && + e.stories.includes(Number(trigger.storyId)) && + x !== null && y !== null && x !== '' && y !== '' && Number(x) === e.from[0] && Number(y) === e.from[1]); + if (entry) { + return { x: entry.to[0], y: entry.to[1], positionNote: `使用原游戏入场位置;剧情控制事件位于 (${entry.from.join(',')})` }; + } + return { x, y }; +} +// 在游戏运行时调用;只读取当前地图与碰撞,不加载/导出台词或解包文件。 +function chooseStoryPosition({ map, player, data, eventId, pageIndex, storyId, sameMap, previous, preferred, requested }) { + const event = data.events?.[eventId]; + const containsStory = page => page.list?.some(c => c.code === 357 && c.parameters?.[1] === 'call_story' && Number(c.parameters[3]?.id) === Number(storyId)); + const page = event?.pages?.[pageIndex] || event?.pages?.find(containsStory); + const hasBody = pg => !!(pg?.image?.characterName || pg?.image?.tileId || pg?.list?.some(c => c.code === 357 && c.parameters?.[1] === 'ai' && Number(c.parameters[3]?.battleObject) > 0)); + if (!page || ![3, 4].includes(page.trigger) || hasBody(page)) return { ok: true, ...requested, controller: false }; + if (!preferred && (requested.x !== event.x || requested.y !== event.y)) preferred = requested; + + const tw = map.tileWidth(), th = map.tileHeight(), step = Math.max(8, Math.floor(th / 4)); + let probes = 0; + const floor = (x, y, depth) => { + x = Math.round(x); y = Math.round(y); + if (!Number.isFinite(x) || !Number.isFinite(y) || x < 0 || y < 0 || x >= map.width() || y >= map.height()) return null; + for (let dy = 0; dy <= Math.min(depth * th, (map.height() - y) * th); dy += step) { + if (++probes > 800) return null; + const hits = (player.hitPreview((x - player._x) * tw, (y - player._y) * th + dy) || []).filter(o => o?.terrain === true); + if (!hits.length) continue; + if (hits.some(o => o.type === 2)) return null; + return { x, y: y + Math.max(0, Math.floor((dy - step) / th)) }; + } + return null; + }; + // 同图已站在正常场景里时,不因点击控制事件而把人重新送到角落。 + let pick = sameMap && previous ? floor(previous.x, previous.y, 1) : null; + let reason = pick ? '保留当前可落地位置' : ''; + if (!pick && preferred) { pick = floor(preferred.x, preferred.y, 2); if (pick) reason = '使用已核实的入场位置'; } + const events = (map.events() || []).filter(e => e && e.eventId() !== Number(eventId)); + const refs = new Set((page.list || []).filter(c => [203, 205, 213].includes(c.code)).map(c => Number(c.parameters?.[0])).filter(id => id > 0)); + const ordered = [ + ...events.filter(e => refs.has(e.eventId())), + ...events.filter(e => e.characterName?.()), + ...events.filter(e => e.event()?.pages?.some(hasBody)), + ]; + const seen = new Set(); + for (const ev of ordered) { + if (pick || probes >= 600) break; + if (seen.has(ev)) continue; + seen.add(ev); + for (const dx of [-1, 1, -2, 2]) { + pick = floor(ev._x + dx, Math.max(0, ev._y - 1), 4); + if (pick) { reason = '按场景人物附近的安全地面定位'; break; } + } + } + // 场景人物不可用时,仅在地图内部做有上限的地形扫描,不猜测原作站位。 + if (!pick) { + const xs = Array.from({ length: Math.min(map.width(), 31) }, (_, i) => Math.round((i + 0.5) * map.width() / Math.min(map.width(), 31))) + .sort((a, b) => Math.abs(a - map.width() / 2) - Math.abs(b - map.width() / 2)); + for (const x of xs) { + if (probes >= 800) break; + pick = floor(x, 0, map.height()); + if (pick) { reason = '按当前地图的安全地面定位'; break; } + } + } + if (!pick) return { ok: false, controller: true, error: '这是无形剧情控制事件,未找到可确认的安全落脚点;已保留悬浮,请手动定位后再运行过场' }; + return { ok: true, ...pick, controller: true, positionNote: reason }; +} +module.exports = { storyPosition, chooseStoryPosition }; diff --git a/tool/lib/trainer.js b/tool/lib/trainer.js new file mode 100644 index 0000000..4ca1e62 --- /dev/null +++ b/tool/lib/trainer.js @@ -0,0 +1,148 @@ +// Injected into the game. Uses NYA's actor inventory/battle values, not RPG Maker HP/gold. +function installTrainer() { + if (window.__nyaruruTrainer) return window.__nyaruruTrainer; + const fields = { coin: '_coin', hp: '_hp', sp: 'sp', zp: 'zp' }; + const locks = new Map(); + const ids = new WeakMap(); + let serial = 0, touched = Date.now(), actors = $gameActors, party = $gameParty; + const id = o => { if (!ids.has(o)) ids.set(o, ++serial); return ids.get(o); }; + const active = () => { + const actor = $gamePlayer.actor(), battle = $gamePlayer.battleObject(); + if (!actor || !battle) throw new Error('当前角色数据尚未就绪'); + return { actor, battle, subject: `${id(actor)}:${id(battle)}:${!!$gamePlayer.isLilyMode()}` }; + }; + const maximum = (field, b) => field === 'coin' ? 99999 : Math.max(0, Math.floor(b['m' + field])); + const integer = (value, max) => { + if (typeof value !== 'number' || !Number.isSafeInteger(value) || value < 0 || value > max) { + throw new Error(`请输入 0~${max} 的整数`); + } + return value; + }; + // Accessor intercepts the actual storage slot, so even lethal damage cannot reach zero + // before a later polling refill. Descriptor flags and the current value survive unlock. + function detach(lock) { + if (!lock.object) return; + const value = lock.value(); + Object.defineProperty(lock.object, fields[lock.field], { ...lock.descriptor, value }); + lock.object = null; + } + function clear() { + for (const lock of locks.values()) detach(lock); + locks.clear(); + } + function sync() { + if (actors !== $gameActors || party !== $gameParty || Date.now() - touched > 120000) { + clear(); actors = $gameActors; party = $gameParty; + } + if (!locks.size) return; + const { actor, battle } = active(); + for (const lock of locks.values()) { + const object = lock.field === 'coin' ? actor : battle; + if (lock.object === object) continue; + detach(lock); + const key = fields[lock.field], descriptor = Object.getOwnPropertyDescriptor(object, key); + if (!descriptor?.configurable || !descriptor.writable || !('value' in descriptor)) { + throw new Error('当前游戏的数值结构不支持锁定'); + } + lock.object = object; lock.descriptor = descriptor; + lock.value = () => Math.min(lock.target, maximum(lock.field, battle)); + Object.defineProperty(object, key, { + configurable: true, enumerable: descriptor.enumerable, + get: () => lock.value(), set: () => {}, + }); + } + } + function touch() { sync(); touched = Date.now(); } + // Only one timer per game page; neither hooks nor lock settings enter save data. + setInterval(() => { try { sync(); } catch { clear(); } }, 100); + + const categories = ['consumables', 'weapons', 'stones', 'ornaments']; + const specials = { + joycoin: ['joyCoinData', 'joyCoinNum', '_joyCoin'], + hpst: ['hpStrengthData', 'hpStrengthNum', '_hpStrengthItem'], + skillst: ['skillStrengthData', 'skillStrengthNum', '_skillStrengthItem'], + }; + const localized = key => String(TextManager[key] ?? key ?? ''); + function read() { + touch(); + const { actor, battle, subject } = active(); + const stats = Object.fromEntries(Object.keys(fields).map(field => [field, { + value: field === 'coin' ? actor.coin() : battle[field], + max: maximum(field, battle), locked: locks.has(field), target: locks.get(field)?.target ?? null, + }])); + const items = []; + for (const type of categories) { + const container = actor['_' + type]; + for (const [key, data] of Object.entries(container.data())) { + const itemId = Number(key); + if (!Number.isSafeInteger(itemId) || itemId < 0 || !data) continue; + items.push({ type, id: itemId, name: localized(data.name), desc: localized(data.desc), + count: type === 'consumables' ? container.itemNum(itemId) : Number(container.isUnlock(itemId)), + max: type === 'consumables' ? container.maxNum(itemId) : 1, + equipped: type === 'weapons' ? container.currentWeapon() === itemId : !!container.isEquip?.(itemId), + }); + } + } + for (const [type, [dataMethod, countMethod]] of Object.entries(specials)) { + const data = actor[dataMethod](); + items.push({ type, id: 0, name: localized(data.name), desc: localized(data.desc), count: actor[countMethod](), max: 99999, equipped: false }); + } + return { ok: true, subject, role: $gamePlayer.isLilyMode() ? '莉莉娅' : actor.name(), stats, items }; + } + function change(body) { + touch(); + const { actor, battle, subject } = active(); + if (body.subject !== subject) throw new Error('操作角色已变化,请刷新角色与背包后重试'); + if (body.action === 'stat') { + const field = body.field; + if (!Object.prototype.hasOwnProperty.call(fields, field)) throw new Error('未知数值'); + if (body.locked !== undefined && typeof body.locked !== 'boolean') throw new Error('锁定参数无效'); + if (body.locked === false) { + const old = locks.get(field); + if (old) { detach(old); locks.delete(field); } + return read(); + } + const value = integer(body.value, maximum(field, battle)); + if (field === 'hp' && battle.hp === 0 && value > 0) throw new Error('角色已倒下,请先在游戏里复活或读档,再修改血量'); + const old = locks.get(field), keepLocked = body.locked === true || !!old; + if (old) { detach(old); locks.delete(field); } + if (field === 'coin') { + const delta = value - actor.coin(); + if (delta >= 0) actor.addCoin(delta); else actor.deductCoin(-delta); + } else battle['add' + field[0].toUpperCase() + field.slice(1)](value - battle[field]); + if (keepLocked) { + locks.set(field, { field, target: value, object: null }); + try { sync(); } catch (e) { clear(); throw e; } + } + } else if (body.action === 'item') { + const { type } = body; + const itemId = integer(body.id, 99999); + if (Object.prototype.hasOwnProperty.call(specials, type)) { + if (itemId !== 0) throw new Error('物品编号无效'); + actor[specials[type][2]] = integer(body.count, 99999); + } else { + if (!categories.includes(type)) throw new Error('物品分类无效'); + const container = actor['_' + type], data = container.data(); + if (!Object.prototype.hasOwnProperty.call(data, itemId) || !data[itemId]) throw new Error('物品不存在'); + const max = type === 'consumables' ? (body.overCap === true ? 99999 : container.maxNum(itemId)) : 1; + const count = integer(body.count, max); + if (type === 'consumables') container.add(itemId, count - container.itemNum(itemId), body.overCap === true); + else if (count) container.unlock(itemId); + else if (type === 'weapons') { + const remaining = container._unlock.filter(n => n !== itemId); + if (!remaining.length) throw new Error('至少需要保留一件武器,避免游戏攻击时找不到武器'); + if (container.currentWeapon() === itemId) { actor.changeWeapon(remaining[0]); $gamePlayer.setWeaponChange(); } + container._unlock = remaining; + } else if (type === 'ornaments') container.remove(itemId); + else { + if (container.isEquip(itemId)) container.equip(itemId); + container._unlock = container._unlock.filter(n => n !== itemId); + } + } + } else throw new Error('未知修改操作'); + return read(); + } + return window.__nyaruruTrainer = { read, change, touch, clear }; +} + +module.exports = { installTrainer }; diff --git a/tool/server.js b/tool/server.js new file mode 100644 index 0000000..2784cec --- /dev/null +++ b/tool/server.js @@ -0,0 +1,497 @@ +// 咸鱼喵喵 · 截图辅助工具 —— 本地服务 +// +// 职责: +// 1. 给浏览器提供一个控制面板页面 +// 2. 通过 CDP 把面板上的操作转成游戏里的 JavaScript +// 3. 管存档备份 / 恢复、沙盒副本 +// +// 安全: +// - 只监听 127.0.0.1,同一个 WiFi 下的别人连不上 +// - 不改程序和素材;明确选择后可保存/还原存档,复制沙盒。 + +const http = require('http'); +const fs = require('fs'); +const path = require('path'); + +const { CdpClient } = require('./lib/cdp.js'); +const { OPS } = require('./lib/ops.js'); +const { storyPosition } = require('./lib/story-position'); +const { loadAll } = require('./lib/data.js'); +const { StoryCache } = require('./lib/story-cache'); +const SAFETY = require('./lib/safety'); +const FILES = require('./lib/files'); +const { assertGamesStopped } = require('./lib/processes'); + +// ---------- 路径与配置 ---------- +const TOOL_DIR = __dirname; +const AITEMP_DIR = path.resolve(TOOL_DIR, '..'); // aitemp/ +const GAME_DIR = path.resolve(AITEMP_DIR, '..'); // 游戏根目录 +const WEB_DIR = path.join(TOOL_DIR, 'web'); +const BACKUP_DIR = path.join(AITEMP_DIR, 'backups'); +const CONFIG_FILE = path.join(TOOL_DIR, 'config.json'); + +// 沙盒默认位置:和游戏同一个盘的根目录下。 +// ⚠️ 不要写死具体盘符 —— 别人的游戏不一定装在 L 盘。 +// 放在盘根是为了**避开 Steam 库**(放库里 Steam 会扫到,云同步也可能够得着)。 +const DEFAULT_SANDBOX = path.join(path.parse(GAME_DIR).root, 'Nyaruru_shots'); + +const DEFAULTS = { + cdpPort: 9223, // 沙盒实例的调试端口 + sandboxDir: DEFAULT_SANDBOX, + webPort: 8787, +}; + +function loadConfig() { return SAFETY.readConfig(CONFIG_FILE, DEFAULTS, GAME_DIR); } +const CONFIG = loadConfig(); +function classifyGameDir(dir) { + if (!dir) return 'unknown'; + try { + if (SAFETY.samePath(dir, GAME_DIR)) return 'original'; + if (SAFETY.samePath(dir, CONFIG.sandboxDir)) return 'sandbox'; + } catch { return 'unknown'; } + return 'other'; +} +/** 校验并写回 config.json。只接受已知字段,避免前端传进来的杂项污染配置 */ +function saveConfig(patch) { + if (sandboxJob.running) throw new Error('沙盒复制期间不能修改配置'); + const allowed = Object.fromEntries(Object.entries(patch).filter(([k]) => ['cdpPort', 'webPort', 'sandboxDir'].includes(k))); + const next = SAFETY.validateConfig({ ...CONFIG, ...allowed }, GAME_DIR); + // 面板端口修改要重启,因此也不能让 CDP 占用当前正在监听的旧端口。 + if (server?.listening && next.cdpPort === server.address().port) throw new Error('调试端口与当前正在使用的面板端口冲突,请先重启面板'); + const temp = CONFIG_FILE + '.tmp'; + fs.writeFileSync(temp, JSON.stringify(next, null, 2), 'utf8'); + fs.renameSync(temp, CONFIG_FILE); + const portChanged = next.cdpPort !== CONFIG.cdpPort; + const webPortChanged = next.webPort !== CONFIG.webPort; + Object.assign(CONFIG, next); + if (portChanged) { cdp.close(); cdp.port = CONFIG.cdpPort; erasedCache.clear(); storyCache.reset(); } + return { config: CONFIG, cdpReconnected: portChanged, webPortNeedsRestart: webPortChanged }; +} + +// ---------- 静态数据(启动时载入一次)---------- +let DATA; +try { + DATA = loadAll(AITEMP_DIR); + console.log(`[数据] 开关 ${DATA.stats.switches} · 变量 ${DATA.stats.variables} · 地图 ${DATA.stats.maps}`); + console.log(`[数据] 触发点 ${DATA.stats.triggersUnique} 条(可跳转 ${DATA.stats.triggersActionable} 条)· 常用开关 ${DATA.stats.commonSwitches} 个`); +} catch (e) { + console.error('[数据] 载入失败:', e.message); + console.error(' 请确认 aitemp/out/triggers.csv 与 aitemp/unpacked/data/ 存在。'); + process.exit(1); +} + +const cdp = new CdpClient(CONFIG.cdpPort); +const storyCache = new StoryCache(cdp, OPS, DATA.triggers); + +// "mapId:eventId" → 该事件是否被游戏自己抹除(_erased)。 +// 每次只保留当前地图扫描结果,避免切换存档后沿用旧标记。 +const erasedCache = new Map(); + +// ---------- 存档备份 ---------- +const backupSaves = (dir, label) => FILES.backupSaves(BACKUP_DIR, dir, label); +const listBackups = () => FILES.listBackups(BACKUP_DIR); +let sandboxJob = { running: false, done: false, error: null, message: '', startedAt: 0 }; +function sandboxExists() { return FILES.sandboxStatus(GAME_DIR, CONFIG.sandboxDir, AITEMP_DIR).ready; } +function createSandbox() { + if (sandboxJob.running) throw new Error('已有拷贝任务在进行中'); + const dest = CONFIG.sandboxDir; + const promise = FILES.copySandbox(GAME_DIR, dest, AITEMP_DIR); + sandboxJob = { running: true, done: false, error: null, message: '正在拷贝并验证…', startedAt: Date.now(), dest }; + promise.then(() => { sandboxJob = { ...sandboxJob, running: false, done: true, message: '拷贝及验证完成' }; }, e => { + sandboxJob = { ...sandboxJob, running: false, done: false, error: e.message, message: '拷贝失败,不能启动该副本' }; + }); + return { started: true, dest }; +} +function targetDir(body) { + if (!['original', 'sandbox'].includes(body.target)) throw new Error('必须明确选择原版或沙盒目标'); + return body.target === 'sandbox' ? CONFIG.sandboxDir : GAME_DIR; +} +let operationTail = Promise.resolve(); +const offlineActions = new Set(['/api/config', '/api/backup', '/api/restore-backup', '/api/sandbox', '/api/shutdown', '/api/story-text']); +const getRoutes = new Set(['/api/trainer', '/api/status', '/api/snapshot', '/api/maps', '/api/switches', '/api/config', '/api/ground', '/api/events/lost', '/api/events', '/api/triggers', '/api/backups', '/api/sandbox/status', '/api/health', '/api/story-text']); +async function identity() { + const r = await cdp.evalJson(OPS.selfPath()); + if (!r?.ok) throw new Error(r?.error || '无法识别游戏实例'); + return { ...r, dir: r.gameDir, kind: classifyGameDir(r.gameDir), context: `${cdp.generation}:${r.mapToken}` }; +} +function guarded(script, token) { + return `(async()=>{ const i=JSON.parse(await ${OPS.selfPath()}); if(i.mapToken!==${JSON.stringify(token)}) return JSON.stringify({ok:false,error:'地图或存档已经变化,请刷新后重试'}); return await ${script}; })()`; +} + +// ---------- 工具函数 ---------- +function readBody(req) { + return new Promise((resolve, reject) => { + let buf = ''; + req.on('data', c => { buf += c; if (buf.length > 1e6) req.destroy(); }); + req.on('end', () => { try { resolve(buf ? JSON.parse(buf) : {}); } catch { reject(new Error('请求 JSON 格式错误')); } }); + req.on('error', reject); + req.on('aborted', () => reject(new Error('请求已取消'))); + }); +} + +function sendJson(res, obj, code = 200) { + const body = JSON.stringify(obj); + res.writeHead(code, { 'Content-Type': 'application/json; charset=utf-8', 'Cache-Control': 'no-store' }); + res.end(body); +} + +const MIME = { '.html': 'text/html; charset=utf-8', '.js': 'text/javascript; charset=utf-8', '.css': 'text/css; charset=utf-8', '.png': 'image/png', '.ico': 'image/x-icon' }; + +function serveStatic(res, urlPath) { + const rel = urlPath === '/' ? 'index.html' : urlPath.replace(/^\/+/, ''); + const file = path.join(WEB_DIR, rel); + // 防止 ../ 穿越到 web 目录之外 + if (!SAFETY.contains(WEB_DIR, file)) { res.writeHead(403); res.end('forbidden'); return; } + if (!fs.existsSync(file) || !fs.statSync(file).isFile()) { res.writeHead(404); res.end('not found'); return; } + res.writeHead(200, { 'Content-Type': MIME[path.extname(file)] || 'application/octet-stream', 'Cache-Control': 'no-store' }); + fs.createReadStream(file).pipe(res); +} + +// ---------- 路由 ---------- +async function handleApi(req, res, urlPath, query) { + if (req.method !== 'GET' && req.method !== 'POST') return sendJson(res, { ok: false, error: '不支持的请求方法' }, 405); + if (req.method === 'GET' && !getRoutes.has(urlPath)) return sendJson(res, { ok: false, error: '修改操作必须使用 POST' }, 405); + if (req.method === 'POST' && req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return sendJson(res, { ok: false, error: '拒绝跨站修改请求' }, 403); + const body = req.method === 'POST' ? await readBody(req) : {}; + if (req.method === 'POST') { + const task = operationTail.then(() => executeApi(req, res, urlPath, body)); + operationTail = task.catch(() => {}); + return task; + } + return executeApi(req, res, urlPath, body); +} +async function executeApi(req, res, urlPath, body) { + let current = null; + if (req.method === 'POST' && !offlineActions.has(urlPath)) { + current = await identity(); + if (!['sandbox', 'original'].includes(current.kind)) throw new Error('无法确认游戏身份,停止修改操作'); + if (!body.context || body.context !== current.context) throw new Error('连接、地图或存档已变化,请刷新后重试'); + } + const game = async script => { + if (current && current.context.split(':')[0] !== String(cdp.generation)) throw new Error('连接已变化,操作已取消'); + return cdp.evalJson(current ? guarded(script, current.mapToken) : script); + }; + switch (urlPath) { + case '/api/shutdown': { + if (sandboxJob.running) throw new Error('沙盒仍在复制,请等待任务结束再停止面板'); + sendJson(res, { ok: true }); + setTimeout(() => { cdp.close(); server.close(() => { if (require.main === module) process.exit(0); }); }, 100); + return; + } + case '/api/health': return sendJson(res, { ok: true, toolDir: TOOL_DIR, version: 2, config: CONFIG }); + // --- 连接状态 --- + case '/api/status': { + const alive = await cdp.isAlive(); + // 检测到调试端口就顺手建立会话(首次之后会复用,开销很小), + // 这样面板一打开就能显示"已连接",而不是等到第一次操作 + let connected = false; + if (alive) { + try { await cdp.connect(); connected = !!cdp.sessionId; } catch { connected = false; } + } + + // 顺手问一句:游戏窗口自己是从哪个目录加载的? + // 面板据此显示"当前连接:沙盒 / 原版",把"以为在沙盒、其实改了原版"这种 + // 误用摆在明面上(见 复查与隐患.md 坑 5)。 + let gameSelf = null; + if (connected) { try { gameSelf = await identity(); } catch { connected = false; } } + if (!connected) { + erasedCache.clear(); cdp.close(); storyCache.reset(); + } else { void storyCache.ensure().catch(() => {}); } + const storyText = storyCache.status(); + return sendJson(res, { + ok: true, + gameRunning: alive, + connected, + cdpPort: CONFIG.cdpPort, + gameDir: GAME_DIR, + sandboxDir: CONFIG.sandboxDir, + sandboxExists: sandboxExists(), + sandboxJob, + gameSelf, + stats: { ...DATA.stats, storyLoaded: storyText.count, triggersWithLine: storyText.triggersWithLine }, + dataMode: 'runtime', storyText, + context: gameSelf?.context || null, + }); + } + + // --- 游戏状态快照 --- + case '/api/trainer': { + if (req.method === 'GET') current = await identity(); + const r = await game(OPS.trainer(req.method === 'POST' ? body : null)); + return sendJson(res, { ...r, context: current.context }); + } + case '/api/snapshot': { + const snap = await game(OPS.snapshot()); + return sendJson(res, snap); + } + + // --- 地图列表 --- + case '/api/maps': + return sendJson(res, { ok: true, maps: DATA.maps }); + + // --- 开关 --- + case '/api/switches': { + let values = {}; + try { values = (await game(OPS.readSwitches())).values || {}; } catch { /* 没连上就只给名字 */ } + const common = new Set(DATA.commonSwitchIds); + return sendJson(res, { + ok: true, + switches: DATA.switches.map(s => ({ ...s, common: common.has(s.id) })), + values, + connected: Object.keys(values).length > 0, + }); + } + case '/api/switch': { + const r = await game(OPS.setSwitch(body.id, body.value)); + return sendJson(res, r); + } + // 批量设置开关("一键前往"用:一次把该对话需要的条件全部打开) + case '/api/switches/set': { + const pairs = Array.isArray(body.pairs) ? body.pairs : []; + if (!pairs.length) return sendJson(res, { ok: true, applied: 0 }); + return sendJson(res, await game(OPS.setSwitches(pairs))); + } + + // --- 传送 --- + // body.float 默认 true:传送后进入"悬浮安全模式"(暂停重力 + 穿墙), + // 避免落进坑里触发游戏的坠落复位。详见 ops.js 里 teleport 的注释。 + case '/api/teleport': { + const r = await game(OPS.teleport(body.x, body.y, { + float: body.float !== false, + // mapId 不传或与当前地图相同 → 地图内定位; + // 不同 → 走 reserveTransfer 跨地图(见 ops.js 的 teleport 注释) + mapId: body.mapId ?? null, + })); + return sendJson(res, r); + } + + // --- 直接播放一段剧情序列 --- + // 绕开地图事件与开关条件,用于通关存档上复现"错过就没了"的对话 + case '/api/story/start': { + const position = storyPosition(body); + const tp = await game(OPS.teleport(position.x, position.y, { mapId: body.mapId, story: body })); + if (!tp.ok) return sendJson(res, tp); + const next = await identity(); + if (next.context.split(':')[0] !== current.context.split(':')[0] || !SAFETY.samePath(next.dir, current.dir)) throw new Error('传送期间连接已变化'); + current = next; + const r = await game(body.mode === 'scene' ? OPS.runStoryScene(body.storyId, body.eventId, body.pageIndex) : OPS.playStory(body.storyId)); + r.positionNote = tp.positionNote; + // 传送及补角色会临时开启悬浮;过场准备完成后恢复安全落地。 + // 放在 runStoryScene 之后,避免其避让角色逻辑再次开启悬浮。 + if (r.ok && body.mode === 'scene') { + r.landing = await game(OPS.land()); + if (!r.landing.ok) r.landingWarning = '当前落点未能自动落地:' + r.landing.error; + else if (r.landing.warning) r.landingWarning = r.landing.warning; + } + return sendJson(res, r); + } + case '/api/story/goto': { + // 验证所有参数后才修改开关,并把开关及传送放在同一排队任务中。 + const position = storyPosition(body); + const teleport = OPS.teleport(position.x, position.y, { mapId: body.mapId, story: body }); + const pairs = Array.isArray(body.pairs) ? body.pairs : []; + if (pairs.some(p => !Array.isArray(p) || !DATA.switches.some(s => s.id === p[0]) || typeof p[1] !== 'boolean')) throw new Error('开关参数无效'); + if (pairs.length) { + const r = await game(OPS.setSwitches(pairs)); + if (!r.ok) return sendJson(res, r); + } + return sendJson(res, await game(teleport)); + } + case '/api/story/play': + return sendJson(res, await game(OPS.playStory(body.storyId))); + + // --- 运行整段过场(含 NPC 站位与演出),而不是只念台词 --- + case '/api/story/scene': + return sendJson(res, await game(OPS.runStoryScene(body.storyId))); + + // --- 关掉当前的消息窗口(截完图收尾用)--- + case '/api/story/close': return sendJson(res, await game(OPS.closeMessage())); + + // --- 莉莉娅显示 / 隐藏 --- + case '/api/lily': return sendJson(res, await game(OPS.setLily(body.show !== false))); + + // --- 拍照辅助:隐藏 / 显示 对话框、立绘、HUD --- + // 只藏不关,随时能显示回来(要"真的关掉对话"请用 /api/story/close) + case '/api/ui-hidden': + return sendJson(res, await game(OPS.setUiHidden({ + message: typeof body.message === 'boolean' ? body.message : null, + artwork: typeof body.artwork === 'boolean' ? body.artwork : null, + hud: typeof body.hud === 'boolean' ? body.hud : null, + }))); + + // --- 落地:从悬浮状态站到实地上(会先探测脚下是否安全)--- + case '/api/land': return sendJson(res, await game(OPS.land())); + + // --- 探测脚下地形("落地"按钮的预检,也可单独用)--- + case '/api/ground': return sendJson(res, await game(OPS.probeGround())); + + // --- 配置 --- + case '/api/config': { + if (req.method === 'POST') { + try { + const r = saveConfig(body); + return sendJson(res, { ok: true, ...r, defaults: DEFAULTS }); + } catch (e) { + return sendJson(res, { ok: false, error: String(e.message) }, 400); + } + } + return sendJson(res, { ok: true, config: CONFIG, defaults: DEFAULTS, configFile: CONFIG_FILE }); + } + + // --- 作弊开关 --- + case '/api/gravity': return sendJson(res, await game(OPS.setGravity(!!body.on))); + case '/api/invincible': return sendJson(res, await game(OPS.setInvincible(!!body.on))); + case '/api/noclip': return sendJson(res, await game(OPS.setNoclip(!!body.on))); + case '/api/restore': return sendJson(res, await game(OPS.restoreAll())); + + // --- 场景还原(摆拍):扫描本图丢失的角色 → 强行切页让它们出现 --- + // 静态摆拍与撤销由 photo-state 管理;自动和手动存档照常,仅提示风险。 + case '/api/events/lost': { + const before = await identity(); + const r = await cdp.evalJson(guarded(OPS.scanLostEvents(), before.mapToken)); + return sendJson(res, { ...r, context: before.context }); + } + case '/api/events/force-page': + return sendJson(res, await game(OPS.forcePage(body.eventId, body.page))); + // 取消本图所有"钉住"的页号,恢复游戏自己的选页 + case '/api/events/unpin': + return sendJson(res, await game(OPS.unpinPages())); + + case '/api/events/restore-cast': + // includeHidden=false(默认)只恢复"被抹除"的,那些是明确的该在不在; + // true 才连"游戏有意隐藏"的一起拉出来 —— 会凭空多出人物,界面上要警告 + return sendJson(res, await game(OPS.restoreLostCast({ + includeHidden: body.includeHidden === true, + }))); + + // --- 存"拍照专用档" --- + // ⚠️ 会覆盖该槽位原有进度,所以这里先自动备份整个存档目录再存 + case '/api/save-photo': { + // 先在服务端做个粗校验,避免参数写错时白备份一次存档目录 + // (真正的合法性由游戏侧按 DataManager.maxSavefiles() 判断) + const slot = Number(body.slot); + if (!Number.isInteger(slot) || slot < 1 || slot > 23) { + return sendJson(res, { ok: false, error: `槽位必须是 1~23 之间的整数(0 是自动存档槽,不能存)` }, 400); + } + const target = targetDir(body); + if (current.kind !== body.target || !SAFETY.samePath(current.dir, target) || !current.saveDir || !SAFETY.samePath(current.saveDir, path.join(target, 'save'))) throw new Error('实际连接的游戏或存档目录与所选目标不一致,未保存'); + const backup = backupSaves(target, 'presave'); + const r = await game(OPS.savePhotoSlot(slot)); + return sendJson(res, { ...r, target: current.saveDir, safetyBackup: backup.name }); + } + + // --- 事件列表(当前地图)--- + // 把事件页里 call_story 的故事序号翻译成台词,这样列表上显示的是 + // 「台词」— 说话人 而不是 EV058 这种内部编号(见开发文档第 6 节) + case '/api/events': { + await storyCache.ensure(); + const before = await identity(); + const r = await cdp.evalJson(guarded(OPS.listEvents(), before.mapToken)); + r.context = before.context; + if (r && r.ok) { + for (const ev of r.events) { + const lines = (ev.storyIds || []) + .map(id => ({ id, ...(storyCache.get(id) || {}) })) + .filter(s => s.first); + ev.lines = lines; + // 有剧情的事件优先展示,UI 也据此排序 + ev.hasStory = (ev.storyIds || []).length > 0; + } + } + return sendJson(res, r); + } + + // --- 剧情触发点 --- + // 顺便抓一次**当前地图**的"抹除状态"并缓存(开发文档第 6 节): + // 被游戏自己抹除的事件页号钉死在 -1,走过去也触发不了, + // 只标记当前地图的本次扫描,不跨地图或存档保留旧标记。 + case '/api/story-text': { + await storyCache.ensure({ force: body.refresh === true }); + return sendJson(res, { ok: true, ...storyCache.status() }); + } + case '/api/triggers': { + await storyCache.ensure(); + erasedCache.clear(); + let scannedMap = null; + if (await cdp.isAlive()) { + try { + const ev = await game(OPS.listEvents()); + if (ev && ev.ok && ev.mapId) { + scannedMap = ev.mapId; + for (const e of ev.events) { + erasedCache.set(`${ev.mapId}:${e.id}`, !!e.erased); + } + } + } catch { /* 没连上就只给静态数据 */ } + } + const triggers = DATA.triggers.map(t => { + const key = (t.mapId !== null && t.eventId !== '') ? `${t.mapId}:${t.eventId}` : null; + const known = key !== null && erasedCache.has(key); + const line = storyCache.get(t.storyId); + return { ...t, triggerX: t.x, triggerY: t.y, ...storyPosition(t), line: line?.first || '', speaker: line?.speaker || '', + lineCount: line?.count || 0, lines: line?.lines || [], searchText: line?.searchText || '', + erased: known ? erasedCache.get(key) : null }; + }); + return sendJson(res, { ok: true, triggers, scannedMap, knownErased: erasedCache.size, storyText: storyCache.status() }); + } + + // --- 存档备份 --- + case '/api/backups': + return sendJson(res, { ok: true, backups: listBackups(), backupDir: BACKUP_DIR }); + case '/api/backup': { + const target = targetDir(body); + const label = body.target; + return sendJson(res, { ok: true, ...backupSaves(target, label) }); + } + case '/api/restore-backup': { + if (!body.confirm) return sendJson(res, { ok: false, error: '需要确认(会覆盖当前存档)' }, 400); + const target = targetDir(body); + await assertGamesStopped(); + return sendJson(res, { ok: true, ...FILES.restoreBackup(BACKUP_DIR, body.name, target) }); + } + + // --- 沙盒 --- + case '/api/sandbox': return sendJson(res, { ok: true, ...createSandbox() }); + case '/api/sandbox/status': return sendJson(res, { ok: true, ...sandboxJob, exists: sandboxExists() }); + + default: + return sendJson(res, { ok: false, error: '未知接口: ' + urlPath }, 404); + } +} + +const server = http.createServer(async (req, res) => { + try { + const u = new URL(req.url, `http://127.0.0.1:${CONFIG.webPort}`); + if (u.pathname.startsWith('/api/')) await handleApi(req, res, u.pathname, u.searchParams); + else serveStatic(res, u.pathname); + } catch (e) { + sendJson(res, { ok: false, error: String(e && e.message || e) }, 500); + } +}); + +// 只监听回环地址 —— 局域网内的其他人访问不到 +if (require.main === module) server.listen(CONFIG.webPort, '127.0.0.1', async () => { + fs.writeFileSync(path.join(TOOL_DIR, '.server-runtime.json'), JSON.stringify({ port: server.address().port, pid: process.pid })); + console.log(''); + console.log(' 咸鱼喵喵 · 截图辅助工具'); + console.log(' ────────────────────────────────────────'); + console.log(` 控制面板: http://127.0.0.1:${CONFIG.webPort}`); + console.log(` 游戏目录: ${GAME_DIR}`); + console.log(` 沙盒目录: ${CONFIG.sandboxDir} ${sandboxExists() ? '(已存在)' : '(未创建)'}`); + console.log(` 调试端口: ${CONFIG.cdpPort}`); + const alive = await cdp.isAlive(); + console.log(` 游戏连接: ${alive ? '已检测到调试端口' : '未检测到(请先启动游戏)'}`); + console.log(' ────────────────────────────────────────'); + console.log(' 按 Ctrl+C 退出'); + console.log(''); +}); + +// 退出时主动断开 CDP,不给游戏留悬挂连接 +if (require.main === module) process.on('SIGINT', () => { + console.log('\n正在退出…'); + cdp.close(); + server.close(() => process.exit(0)); + setTimeout(() => process.exit(0), 1000); +}); + +module.exports = { server, cdp, CONFIG, saveConfig, handleApi, executeApi, identity, storyCache }; diff --git a/tool/web/app.js b/tool/web/app.js new file mode 100644 index 0000000..4583b09 --- /dev/null +++ b/tool/web/app.js @@ -0,0 +1,1046 @@ +// 咸鱼喵喵 · 截图辅助工具 —— 控制面板逻辑 + +const $ = (sel) => document.querySelector(sel); +const $$ = (sel) => [...document.querySelectorAll(sel)]; + +let SWITCHES = []; // [{id, name, common}] +let SWITCH_BY_NAME = new Map(); // 开关名 → id +let TRIGGERS = []; +let STORY_TEXT_STATE = { state: 'disconnected', loaded: false, revision: -1, connection: null }; +let TRIGGER_REQUEST = 0; +function clearRuntimeText() { + ++TRIGGER_REQUEST; + TRIGGERS = TRIGGERS.map(t => ({ ...t, line: '', speaker: '', lineCount: 0, lines: [], searchText: '', erased: null })); + EVENTS = []; EVENTS_CONTEXT = null; + renderEvents(); renderTriggers(); +} +function applyStoryState(state) { + const previous = STORY_TEXT_STATE; + if ((!state.loaded && previous.loaded) || state.connection !== previous.connection) clearRuntimeText(); + STORY_TEXT_STATE = state; + renderStoryTextHint(); + if (state.loaded && (state.revision !== previous.revision || state.connection !== previous.connection)) loadTriggers(); +} +function renderStoryTextHint() { + const el = $('#story-text-hint'); + el.hidden = STORY_TEXT_STATE.loaded; + const messages = { + disconnected: '连接游戏后会自动读取台词。现在可按地图、坐标或开关名搜索。', + waiting: '已连接,等待游戏的故事表就绪…', loading: '正在读取台词…', + retrying: '故事表尚未就绪,稍后自动重试。', + error: '台词读取失败,自动重试已停止。可点“重新读取台词”再试。', + }; + el.textContent = (messages[STORY_TEXT_STATE.state] || '') + (STORY_TEXT_STATE.error ? ' 原因:' + STORY_TEXT_STATE.error : ''); +} + +let SHOW_ALL_SWITCHES = false; +let CURRENT_CONTEXT = null; +let CURRENT_GAME = null; +let EVENTS_CONTEXT = null; +let LOST_CONTEXT = null; +let STATUS_BUSY = false; +let LAST_MAP = null; // 上一次看到的地图号,用来检测换图 + +let TRAINER = null, TRAINER_READING = false, TRAINER_WRITING = false, TRAINER_REVISION = 0; + +// ---------- 基础工具 ---------- +async function api(path, body) { + if (body) body = { context: CURRENT_CONTEXT, ...body }; + const opt = body + ? { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(body) } + : {}; + const r = await fetch('/api' + path, opt); + const j = await r.json(); + if (!j.ok) throw new Error(j.error || '操作失败'); + return j; +} + +let toastTimer = null; +function toast(msg, kind = '') { + const t = $('#toast'); + t.textContent = msg; + t.className = 'toast show ' + kind; + clearTimeout(toastTimer); + toastTimer = setTimeout(() => { t.className = 'toast ' + kind; }, 3600); +} + +function esc(s) { + return String(s ?? '').replace(/[&<>"']/g, c => + ({ '&': '&', '<': '<', '>': '>', '"': '"', "'": ''' }[c])); +} + +// ---------- 角色与背包 ---------- +const STAT_NAMES = { coin: '金币', hp: '生命 HP', sp: '体力 SP', zp: '能量 ZP' }; +const ITEM_TYPES = { consumables: '消耗品', weapons: '武器', stones: '宝石', ornaments: '饰品', joycoin: '特殊材料', hpst: '特殊材料', skillst: '特殊材料' }; +function invalidateTrainer(message = '请先连接游戏并进入地图') { + TRAINER = null; TRAINER_REVISION++; + $('#trainer-role').textContent = message; + $('#trainer-stats').replaceChildren(); + $('#trainer-items').innerHTML = `
${esc(message)}
`; +} +function renderTrainer(resetInputs = false) { + if (!TRAINER) return; + $('#trainer-role').textContent = `当前操作角色:${TRAINER.role}`; + for (const [field, label] of Object.entries(STAT_NAMES)) { + const stat = TRAINER.stats[field]; + let row = $('#trainer-stat-' + field); + if (!row) { + row = document.createElement('div'); row.className = 'trainer-stat'; row.id = 'trainer-stat-' + field; + row.innerHTML = `${label}
`; + $('#trainer-stats').appendChild(row); + row.querySelector('[data-set]').onclick = () => changeTrainer({ action: 'stat', field, value: numericInput(row.querySelector('input')) }); + row.querySelector('[data-lock]').onclick = () => changeTrainer({ action: 'stat', field, + locked: !TRAINER.stats[field].locked, value: numericInput(row.querySelector('input')) }); + resetInputs = true; + } + const shown = Math.round(stat.value * 100) / 100; + row.querySelector('[data-current]').textContent = `${shown} / ${stat.max}${stat.locked ? ' · 已锁定' : ''}`; + const input = row.querySelector('input'); input.max = stat.max; + if (resetInputs) input.value = stat.locked ? Math.min(stat.target, stat.max) : Math.floor(stat.value); + row.querySelector('[data-lock]').textContent = stat.locked ? '解除锁定' : '设值并锁定'; + } + if (!$('#trainer-items').contains(document.activeElement) || resetInputs) renderTrainerItems(); + trainerDisabled(); +} +function numericInput(input) { return input.value.trim() === '' ? null : Number(input.value); } +function trainerDisabled() { + $$('#trainer-stats button, #trainer-stats input, #trainer-items button, #trainer-items input').forEach(el => { el.disabled = TRAINER_WRITING || !TRAINER; }); + $('#trainer-refresh').disabled = TRAINER_WRITING || TRAINER_READING; +} +function renderTrainerItems() { + if (!TRAINER) return; + const query = $('#trainer-search').value.trim().toLowerCase(), category = $('#trainer-category').value; + const items = TRAINER.items.filter(item => + (!category || category === item.type || (category === 'special' && ITEM_TYPES[item.type] === '特殊材料')) && + (!$('#trainer-owned').checked || item.count > 0) && `${item.name} ${item.desc} ${item.id}`.toLowerCase().includes(query)); + $('#trainer-items').innerHTML = items.map(item => { + const counted = item.type === 'consumables' || ITEM_TYPES[item.type] === '特殊材料'; + const max = item.type === 'consumables' && $('#trainer-overcap').checked ? 99999 : item.max; + return `
${esc(item.name)} ${item.equipped ? '已装备' : ''}
${ITEM_TYPES[item.type]} #${item.id} · 已有 ${item.count}${counted ? ` · 上限 ${item.max}` : ''}
${esc(item.desc)}
${counted ? `` : ``}
`; + }).join('') || '
没有匹配物品
'; + trainerDisabled(); +} +async function loadTrainer(resetInputs = false) { + if (TRAINER_READING || TRAINER_WRITING || !CURRENT_CONTEXT) return; + TRAINER_READING = true; trainerDisabled(); + const revision = TRAINER_REVISION, context = CURRENT_CONTEXT; + try { + const result = await api('/trainer'); + if (revision !== TRAINER_REVISION || context !== CURRENT_CONTEXT || result.context !== context) return; + const changed = TRAINER?.subject !== result.subject; + TRAINER = result; renderTrainer(resetInputs || changed); + } catch (e) { + if (revision === TRAINER_REVISION) invalidateTrainer('读取失败:' + e.message); + } finally { TRAINER_READING = false; trainerDisabled(); } +} +async function changeTrainer(body) { + if (!TRAINER || TRAINER_WRITING) return; + const context = TRAINER.context, subject = TRAINER.subject, revision = ++TRAINER_REVISION; + TRAINER_WRITING = true; trainerDisabled(); + try { + const result = await api('/trainer', { ...body, context, subject }); + if (revision !== TRAINER_REVISION || CURRENT_CONTEXT !== context) return; + TRAINER = result; renderTrainer(true); + toast(body.locked === false ? '已解除锁定' : '已修改', 'ok'); + } catch (e) { toast(e.message, 'err'); } + finally { TRAINER_WRITING = false; trainerDisabled(); } +} +$('#trainer-refresh').onclick = () => loadTrainer(true); +$('#trainer-search').oninput = renderTrainerItems; +['trainer-category', 'trainer-owned', 'trainer-overcap'].forEach(id => { $('#' + id).onchange = renderTrainerItems; }); +$('#trainer-items').onclick = ev => { + const button = ev.target.closest('button'); + if (!button) return; + const row = button.closest('[data-type]'); + changeTrainer({ action: 'item', type: row.dataset.type, id: Number(row.dataset.id), + count: button.hasAttribute('data-count') ? numericInput(row.querySelector('input')) : Number(button.dataset.owned), overCap: $('#trainer-overcap').checked }); +}; + +// ---------- 标签页 ---------- +$$('.tab').forEach(tab => { + tab.onclick = () => { + $$('.tab').forEach(t => t.classList.toggle('active', t === tab)); + $$('.panel').forEach(p => p.classList.toggle('active', p.id === 'panel-' + tab.dataset.panel)); + if (tab.dataset.panel === 'trainer') loadTrainer(); + }; +}); + +// ---------- 状态轮询 ---------- + +/** + * 渲染「当前连接」这一格 —— 让用户一眼看出面板连的是沙盒还是原版。 + * + * 背景:沙盒和原版默认共用同一个调试端口,面板光看"已连接"分不出对面是谁。 + * 用户以为在沙盒里操作、实际改的是原版存档,是这套工具最危险的误用方式 + * (见 复查与隐患.md 坑 5)。这一格是最后一道兜底。 + * + * 判断由服务端做(它有 gameDir 和 sandboxDir 两个路径可以比对), + * 前端只负责显示,免得两边各写一套判断逻辑。 + */ +function renderGameSrc(s) { + const wrap = $('#st-src-wrap'), el = $('#st-src'); + if (!wrap || !el) return; + + const gs = s.gameSelf; + let cls = 'stat game-src'; + let text = '—'; + + if (!s.gameRunning) { + text = '未启动游戏'; + } else if (!gs || !gs.dir) { + // 连上了却读不到目录:可能地址形态和预期不一致。不硬猜,如实说读不到。 + text = '读不到游戏目录'; + cls += ' other'; + } else if (gs.kind === 'sandbox') { + text = `${gs.dir}(沙盒)`; + cls += ' sandbox'; + } else if (gs.kind === 'original') { + text = `${gs.dir} ⚠️ 这是原版!任何操作都在动正式存档`; + cls += ' original'; + } else { + text = `${gs.dir}(不在原版 / 沙盒路径上)`; + cls += ' other'; + } + + wrap.className = cls; + el.textContent = text; +} + +async function refreshStatus() { + if (STATUS_BUSY) return; + STATUS_BUSY = true; + try { + const s = await api('/status'); + $('#connDot').className = 'dot ' + (s.connected ? 'on' : 'off'); + $('#connText').textContent = s.connected ? (s.gameSelf?.inMap ? `已连接游戏(端口 ${s.cdpPort})` : '已连接,请在游戏里读档进入地图') : (s.gameRunning ? '调试端口可达,但连接未建立' : '未检测到游戏 — 请先启动游戏'); + renderGameSrc(s); + applyStoryState(s.storyText || { state: 'disconnected', loaded: false, connection: null }); + const nextContext = s.connected && s.gameSelf?.inMap ? s.context : null; + CURRENT_GAME = s.gameSelf; + if (CURRENT_CONTEXT !== nextContext) { + CURRENT_CONTEXT = nextContext; + EVENTS_CONTEXT = LOST_CONTEXT = null; + invalidateTrainer(nextContext ? '正在读取角色与背包…' : '请先连接游戏并进入地图'); + EVENTS = []; LOST = []; VISIBLE = []; + renderEvents(); renderLost(); + if (TRIGGERS.length) loadTriggers(); + } + const where = $('#photo-target'); + if (where) where.textContent = s.gameSelf?.saveDir || '未连接游戏,不能保存'; + + if (s.connected && s.gameSelf?.inMap) { + if ($('#panel-trainer').classList.contains('active')) loadTrainer(); + try { + const snap = await api('/snapshot'); + $('#st-map').textContent = `${snap.mapId} ${snap.mapName}`.trim(); + $('#st-pos').textContent = `(${snap.x}, ${snap.y})`; + $('#st-hp').textContent = snap.hp ?? '—'; + $('#st-sw').textContent = snap.switchesOn ?? '—'; + $('#st-grav').textContent = snap.gravitySuspended ? '已关' : '正常'; + $('#st-inv').textContent = snap.invincible ? '已开' : '关'; + + // 换地图了 → 重新拉一次跳转点,好把新地图的"已抹除"状态标出来 + if (LAST_MAP !== null && LAST_MAP !== snap.mapId) loadTriggers(); + LAST_MAP = snap.mapId; + for (const [key, id] of [['message','q-msg'],['artwork','q-art'],['hud','q-hud']]) { + $('#' + id).classList.toggle('on', !snap.uiHidden?.[key]); + } + $('#photo-state').textContent = snap.stagedActors ? `摆拍角色 ${snap.stagedActors} 个:存档照常;不推荐此时保存,读档后摆拍状态可能无法完整恢复` : ''; + // 顶部常驻开关:高亮 = 这个开关是"开着/显示着"的 + $('#q-gravity').classList.toggle('on', !snap.gravitySuspended); // 高亮=重力正常 + $('#q-invincible').classList.toggle('on', !!snap.invincible); + $('#q-noclip').classList.toggle('on', !!snap.noclip); + if (snap.lilyVisible !== null && snap.lilyVisible !== undefined) { + $('#q-lily').classList.toggle('on', !!snap.lilyVisible); + } + + // 传送面板右上角显示当前是"悬浮"还是"站立" + const floating = snap.gravitySuspended || snap.noclip; + $('#tp-state').textContent = floating ? '悬浮中' : '站立'; + } catch (e) { + $('#st-map').textContent = '读取失败'; + } + } else { + $('#photo-state').textContent = ''; + ['st-map', 'st-pos', 'st-hp', 'st-sw', 'st-grav', 'st-inv'].forEach(id => $('#' + id).textContent = '—'); + $('#tp-state').textContent = '—'; + } + } catch (e) { + $('#connDot').className = 'dot off'; + $('#connText').textContent = '无法连接本地服务'; + applyStoryState({ state: 'disconnected', loaded: false, connection: null }); + CURRENT_CONTEXT = null; CURRENT_GAME = null; EVENTS_CONTEXT = LOST_CONTEXT = null; + invalidateTrainer('连接已断开,请重连后刷新'); + renderGameSrc({gameRunning:false}); + $('#photo-target').textContent = '未连接游戏,不能保存'; + $('#photo-state').textContent = ''; + ['st-map','st-pos','st-hp','st-sw','st-grav','st-inv'].forEach(id => $('#' + id).textContent = '—'); + EVENTS = []; LOST = []; VISIBLE = []; renderEvents(); renderLost(); + } finally { STATUS_BUSY = false; } +} + +// ---------- 传送 ---------- +// 传送默认走"悬浮安全模式"(后端 teleport 里 float 默认为 true), +// 目的是绕开游戏的坠落复位机制,详见 ops.js 里 teleport 的注释。 +$('#tp-go').onclick = async () => { + const x = Number($('#tp-x').value), y = Number($('#tp-y').value); + try { + const r = await api('/teleport', { x, y }); + if (r.busy) { + // 演出中的角色位置由事件系统接管,会被立刻覆盖 —— 说清楚,别让人以为工具坏了 + toast(`传送到 (${r.x}, ${r.y}),但游戏正在播放剧情,位置可能被演出覆盖。等剧情结束再传。`, 'err'); + } else if (r.float) { + toast(`已传送到 (${r.x}, ${r.y}),悬浮中。想走动请点「落地」。`, 'ok'); + } else { + toast(`已传送到 (${r.x}, ${r.y})`, 'ok'); + } + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } +}; + +$('#tp-here').onclick = async () => { + try { + const s = await api('/snapshot'); + $('#tp-x').value = s.x; $('#tp-y').value = s.y; + toast(`已填入当前坐标 (${s.x}, ${s.y})`); + } catch (e) { toast(e.message, 'err'); } +}; + +// 落地:后端会先探测脚下是不是坑,是坑就拒绝执行 +$('#tp-land').onclick = async () => { + const btn = $('#tp-land'); + btn.disabled = true; + try { + const r = await api('/land', {}); + toast(r.warning || `已落地(下坠 ${r.dropDistance} 像素)`, r.warning ? 'err' : 'ok'); + refreshStatus(); + } catch (e) { + toast(e.message, 'err'); + } + btn.disabled = false; +}; + +$$('[data-nudge]').forEach(b => { + b.onclick = () => { + const [dx, dy] = b.dataset.nudge.split(',').map(Number); + $('#tp-x').value = Number($('#tp-x').value || 0) + dx; + $('#tp-y').value = Number($('#tp-y').value || 0) + dy; + $('#tp-go').click(); + }; +}); + +// ---------- 本图事件 ---------- +let EVENTS = []; + +/** + * 立绘名 → 人话。 + * + * 事件的立绘名(img/characters/ 下的图名)本身有描述性,实测常见的有 + * ;cat_coin_copper(铜币) / ;moving_platform(移动平台) / ;minecar_wheel(矿车轮) 等。 + * 这里只翻译**能确定的**,不确定的一律原样显示英文名 —— + * 猜一个错的译名比显示英文原名更糟。 + */ +const SPRITE_NAMES = [ + [/^cat_coin_copper/, '铜币'], + [/^cat_coin_silver/, '银币'], + [/^cat_coin_gold/, '金币'], + [/^cat_coin_diamond/, '钻石币'], + [/^moving_platform/, '移动平台'], + [/^minecar_wheel/, '矿车轮'], + [/^minecar/, '矿车'], + [/^icon_item_/, '道具图标'], + [/^tower_box/, '宝箱'], + [/^difficulty_switch/, '难度开关'], + [/^iron_string/, '铁索'], + [/^frame$/, '边框装饰'], + [/_fake\d*$/, '装饰地形'], +]; + +function spriteLabel(sprite) { + if (!sprite) return ''; + for (const [re, name] of SPRITE_NAMES) if (re.test(sprite)) return name; + return ''; // 不认识就返回空,调用方会退回显示英文原名 +} + +async function loadEvents() { + const btn = $('#ev-load'); + btn.disabled = true; + try { + const r = await api('/events'); + if (r.context !== CURRENT_CONTEXT) throw new Error('地图已变化,请刷新本图事件'); + EVENTS_CONTEXT = r.context; + EVENTS = r.events || []; + const withStory = EVENTS.filter(e => e.hasStory).length; + renderEvents(); + toast(`本图 ${EVENTS.length} 个事件,其中 ${withStory} 个带剧情`, 'ok'); + } catch (e) { toast(e.message, 'err'); } + btn.disabled = false; +} + +function renderEvents() { + const q = $('#ev-filter').value.trim().toLowerCase(); + const showAll = $('#ev-all').checked; + + let list = showAll ? EVENTS : EVENTS.filter(e => e.hasStory); + if (q) { + list = list.filter(e => { + const hay = [e.name, e.sprite, e.trigger, + ...(e.lines || []).map(l => l.searchText || (l.first + ' ' + l.speaker))] + .join(' ').toLowerCase(); + return hay.includes(q) || String(e.id).includes(q); + }); + } + // 带剧情的排前面 + list = [...list].sort((a, b) => (b.hasStory ? 1 : 0) - (a.hasStory ? 1 : 0)); + + const box = $('#ev-list'); + if (!list.length) { + box.innerHTML = `
${showAll ? '没有匹配的事件' : '本图没有带剧情的事件(可勾选「显示全部事件」)'}
`; + return; + } + + box.innerHTML = list.map(e => { + const first = (q && (e.lines || []).find(l => (l.searchText || '').toLowerCase().includes(q))) || (e.lines && e.lines[0]) || null; + const match = q && (first?.lines || []).find(l => (l.text + ' ' + l.speaker).toLowerCase().includes(q)); + // 有剧情就用台词当标题,否则退回"立绘译名 → 英文原名 → 事件触发方式" + const headline = first + ? `「${esc(match?.text || first.first)}」${(match?.speaker || first.speaker) ? ' — ' + esc(match?.speaker || first.speaker) : ''}` + : (spriteLabel(e.sprite) || e.sprite || `${e.trigger}的事件`); + const raw = (first ? '' : (e.sprite ? ` · ${esc(e.sprite)}` : '')); + const more = (e.lines && e.lines.length > 1) ? ` · 共 ${e.lines.length} 段剧情` : ''; + + return ` +
+ #${e.id} + + ${headline} + (${e.x}, ${e.y}) · ${esc(e.trigger)}${more}${raw} + + ${e.hasStory ? '剧情' : ''} + +
`; + }).join(''); + + box.querySelectorAll('button[data-go-x]').forEach(b => { + b.onclick = async () => { + try { + const r = await api('/teleport', { x: Number(b.dataset.goX), y: Number(b.dataset.goY), context: EVENTS_CONTEXT }); + toast(r.busy + ? `已传送到 (${r.x}, ${r.y}),但游戏正在播放剧情,位置可能被覆盖。` + : `已传送到 (${r.x}, ${r.y}),悬浮中。`, r.busy ? 'err' : 'ok'); + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } + }; + }); +} +$('#ev-load').onclick = loadEvents; +$('#ev-filter').oninput = renderEvents; +$('#ev-all').onchange = renderEvents; + +// ---------- 场景还原(摆拍)---------- +// 静态摆拍由 photo-state 管理。撤销恢复原状态;摆拍期间仅提示保存风险。 +let LOST = []; // 所有"有可能拉出来"的事件 +let VISIBLE = []; // 现在已经看得见的 + +async function scanLost() { + const btn = $('#lost-scan'); + btn.disabled = true; + try { + const r = await api('/events/lost'); + if (r.context !== CURRENT_CONTEXT) throw new Error('地图已变化,请重新扫描'); + LOST_CONTEXT = r.context; + LOST = r.lost || []; + VISIBLE = r.visible || []; + renderLost(); + const erased = LOST.filter(e => e.erased).length; + toast(`本图现在可见 ${VISIBLE.length} 个角色;另有 ${LOST.length} 个可以拉出来` + + (erased ? `(其中 ${erased} 个是被抹除的)` : ''), 'ok'); + } catch (e) { toast(e.message, 'err'); } + btn.disabled = false; +} + +function renderLost() { + const box = $('#lost-list'); + if (!LOST.length && !VISIBLE.length) { + box.innerHTML = '
本图没有可显示的角色(或还没扫描)
'; + return; + } + + let html = ''; + + // 已经看得见的:告诉你"这些本来就在场",免得以为多了 + if (VISIBLE.length) { + html += `
已在场(${VISIBLE.length} 个)—— 这些本来就有,不是多出来的
`; + html += VISIBLE.map(v => ` +
+ #${v.id} + + ${esc(String(v.sprite).replace(/^;/, ''))} + (${v.x}, ${v.y}) + + 在场 +
`).join(''); + } + + // 可以拉出来的:分成"被抹除"(该在不在)和"游戏隐藏"(可能是有意的) + const erased = LOST.filter(e => e.erased); + const hidden = LOST.filter(e => !e.erased); + + if (erased.length) { + html += `
被游戏抹除(${erased.length} 个)—— 曾被事件脚本抹除;是否符合目标剧情需自行核对
`; + html += erased.map(e => lostRow(e)).join(''); + } + if (hidden.length) { + html += `
游戏有意隐藏(${hidden.length} 个)—— 可能是剧情推进后本来就该退场,拉出来未必符合原作
`; + html += hidden.map(e => lostRow(e)).join(''); + } + + box.innerHTML = html; + box.querySelectorAll('button[data-lost]').forEach(b => { + b.onclick = () => forcePageOf(LOST[Number(b.dataset.lost)]); + }); + + const hint = $('#lost-hint'); + if (hint) { + hint.textContent = LOST.length + ? `共 ${LOST.length} 个可拉出(抹除 ${erased.length} / 游戏隐藏 ${hidden.length})` + : '本图没有被隐藏的角色'; + } +} + +function lostRow(e) { + const i = LOST.indexOf(e); + return ` +
+ #${e.id} + + ${esc(String(e.suggestSprite).replace(/^;/, ''))} + (${e.x}, ${e.y}) · 切到第 ${e.suggestPage + 1} 页 + + ${e.erased ? '已抹除' : '游戏隐藏'} + +
`; +} + +async function forcePageOf(e) { + try { + const r = await api('/events/force-page', { eventId: e.id, page: e.suggestPage, context: LOST_CONTEXT }); + if (!r.ok) throw new Error(r.error || '切页失败'); + if (!r.visible) { + toast(`事件 #${e.id} 切到第 ${r.page + 1} 页,但这一页没有立绘`, 'err'); + } else { + toast(`已拉出 ${r.sprite.replace(/^;/, '')}(第 ${r.page + 1} 页)。可截图,完成后点“撤销场景还原”。`, 'ok'); + } + } catch (err) { toast(err.message, 'err'); } +} + +$('#lost-scan').onclick = scanLost; + +// 取消所有"钉住"的页号:强切页现在是靠覆盖 findProperPageIndex 实现的, +// 会一直生效(这是为了扛住游戏的重算),想恢复原状就点这个。 +$('#lost-unpin').onclick = async () => { + try { + const r = await api('/events/unpin', {}); + toast(r.unpinned ? `已撤销 ${r.unpinned} 个角色的摆拍状态` : '本图没有被人为固定的角色'); + scanLost(); + } catch (e) { toast(e.message, 'err'); } +}; + +// 默认只恢复"被抹除"的 —— 那些是明确的"该在不在"。 +// 连"游戏有意隐藏"的一起拉,会凭空多出人物,所以单独一个按钮 + 明确警告。 +$('#lost-restore-all').onclick = () => restoreAll(false); +$('#lost-restore-hidden').onclick = () => restoreAll(true); + +async function restoreAll(includeHidden) { + if (includeHidden && !confirm( + '这会把「游戏有意隐藏」的角色也一起拉出来。\n\n' + + '那些角色可能是剧情推进后本来就该退场的,拉出来会让画面多出不该在场的人物,\n' + + '和原作不符。\n\n确定继续吗?')) return; + + const btn = includeHidden ? $('#lost-restore-hidden') : $('#lost-restore-all'); + btn.disabled = true; + try { + const r = await api('/events/restore-cast', { includeHidden }); + if (!r.restored) { + toast(r.skippedCount + ? `没有"被抹除"的角色可恢复(另有 ${r.skippedCount} 个是游戏有意隐藏的,要用旁边那个按钮)` + : '没有可拉出来的角色(先点「扫描」确认本图有没有)'); + } else if (r.duplicates && r.duplicates.length) { + // 同一角色在数据里有好几份事件,全拉出来会变成好几个一样的人 + const d = r.duplicates.map(x => `${x.sprite.replace(/^;/, '')} ×${x.count}`).join('、'); + toast(`拉出了 ${r.restored} 个,但其中有重复:${d}。` + + `同一个角色在数据里有好几份事件,全拉出来会变成好几个一模一样的人。` + + `建议只保留需要的那一个(先「全部还原」再单独点某个「拉出来」)。`, 'err'); + } else { + toast(`拉出了 ${r.restored} 个角色` + + (r.erasedCount ? `(其中 ${r.erasedCount} 个是被抹除的,静态摆拍角色)` : '') + + (r.skippedCount ? `。另有 ${r.skippedCount} 个是游戏有意隐藏的,没动` : '') + + '。完成后点“撤销场景还原”。', 'ok'); + } + scanLost(); + } catch (e) { toast(e.message, 'err'); } + btn.disabled = false; +} + +// ---------- 存拍照专用档 ---------- +$('#photo-save').onclick = async () => { + const slot = Number($('#photo-slot').value); + const target = CURRENT_GAME?.kind; + if (!CURRENT_CONTEXT || !['sandbox','original'].includes(target)) return toast('无法确认当前游戏和存档目录', 'err'); + const where = (target === 'sandbox' ? '沙盒' : '原版') + ':' + CURRENT_GAME.saveDir; + if (!confirm(`确定要把当前场景存进【${where}】的存档槽 ${slot} 吗?\n\n这会覆盖该槽位原有的进度。\n若正在摆拍,不推荐此时保存:读档后角色、UI 或对白可能无法完整恢复。仍可确定继续保存。\n(工具会先自动备份整个存档目录)`)) return; + try { + const r = await api('/save-photo', { slot, target }); + if (!r.ok) throw new Error(r.error || '存档失败'); + toast(`已存到槽 ${r.slot}(地图 ${r.mapId} 坐标 ${r.x},${r.y})。存档前状态已备份为 ${r.safetyBackup}`, 'ok'); + loadBackups(); + } catch (e) { toast(e.message, 'err'); } +}; + +// ---------- 对话跳转点 ---------- +async function loadTriggers() { + const request = ++TRIGGER_REQUEST; + try { + const r = await api('/triggers'); + if (request !== TRIGGER_REQUEST) return; + STORY_TEXT_STATE = r.storyText; renderStoryTextHint(); + TRIGGERS = r.triggers || []; + $('#story-count').textContent = `${TRIGGERS.length} 条(其中 ${TRIGGERS.filter(t => t.actionable).length} 条可一键跳转)`; + renderTriggers(); + } catch (e) { + if (request === TRIGGER_REQUEST) $('#story-list').innerHTML = `
载入失败:${esc(e.message)}
`; + } +} + +function renderTriggers() { + const q = $('#story-filter').value.trim().toLowerCase(); + const onlyActionable = $('#story-only-actionable').checked; + const onlySwitch = $('#story-need-switch').checked; + + const list = TRIGGERS.filter(t => { + if (onlyActionable && !t.actionable) return false; + if (onlySwitch && !t.needSwitchNames.length) return false; + if (!q) return true; + const hay = [t.storyId, t.mapId, t.mapArea, t.searchText, t.line, t.speaker, t.eventName, + t.triggerType, t.x, t.y, t.condition, ...t.needSwitchNames].join(' ').toLowerCase(); + return hay.includes(q); + }); + + const box = $('#story-list'); + if (!list.length) { box.innerHTML = '
没有匹配的跳转点
'; return; } + + box.innerHTML = list.map((t, i) => { + // 台词是主要标识 —— "地图170" 谁也看不懂,"「好烦啊!」— 喵露露" 一眼就认出来 + const match = q && (t.lines || []).find(l => (l.text + ' ' + l.speaker).toLowerCase().includes(q)); + const preview = match?.text || t.line, speaker = match?.speaker || t.speaker; + const headline = preview + ? `「${esc(preview)}」${speaker ? ' — ' + esc(speaker) : ''}` + : `${esc(t.actionable ? `地图${t.mapId} (${t.x}, ${t.y})` : `故事 #${t.storyId}`)} · ${esc(t.triggerType)}`; + const where = [ + t.mapArea ? esc(t.mapArea) : '', + t.actionable ? `地图${t.mapId} (${t.x}, ${t.y})` : '无坐标', + t.triggerType || '', + t.positionNote ? esc(t.positionNote) : '', + t.lineCount > 1 ? `共 ${t.lineCount} 句` : '', + ].filter(Boolean).join(' · '); + + return ` +
+ #${t.storyId} + + ${headline} + ${where} + + ${t.needSwitchNames.length ? `需开关 ${t.needSwitchNames.length}` : ''} + ${t.erased === true ? '已抹除' : ''} + ${t.actionable ? ` + + + ` : ''} +
`; + }).join(''); + + // --- 运行过场:执行含这段对话的整个事件页 —— NPC 站位、演出、对白全按原样走 --- + box.querySelectorAll('button[data-scene]').forEach(b => { + b.onclick = async () => { + const t = list[Number(b.dataset.scene)]; + b.disabled = true; + try { + const r = await api('/story/start', { mode: 'scene', x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex }); + if (!r.ok) throw new Error(r.error || '运行失败'); + + const sb = r.speakerBody || {}; + const bodyNote = sb.forced + ? `说话者已就位(${String(sb.sprite || '').replace(/^;/, '')})` + : (sb.reason ? `说话者没身体:${sb.reason}` : ''); + + if (!r.started) { + toast('过场已开始,但还没出现对话窗口。前面可能有一段移动/演出,稍等一下。', 'ok'); + } else if (r.matched === false) { + toast(`播出的是故事 ${r.playedStoryId},不是你要的 #${t.storyId}。请把这条反馈给开发者。`, 'err'); + } else if (r.insideBranch) { + toast(`已播 #${t.storyId}。这段对话在【条件分支】里,所以直接从该分支开始播,` + + `跳过了前面 ${r.startAt} 条摆位指令。${bodyNote}`, 'ok'); + } else { + toast(`过场执行中(事件 ${r.eventName},共 ${r.commands} 条指令)。${bodyNote}。可以一路截图。`, 'ok'); + } + if (r.landingWarning) toast(r.landingWarning, 'err'); + else if (r.positionNote) toast(r.positionNote, 'ok'); + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } + b.disabled = false; + }; + }); + + // --- 只播台词:从指令层直接调用 call_story,跳过节目前的演出 --- + // 适合只想快速看一眼这段对话;缺点是场景里可能没有对应的 NPC(见开发文档第 6 节) + box.querySelectorAll('button[data-play]').forEach(b => { + b.onclick = async () => { + const t = list[Number(b.dataset.play)]; + b.disabled = true; + try { + const r = await api('/story/start', { mode: 'play', x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex }); + if (!r.ok) throw new Error(r.error || '播放失败'); + if (!r.started) { + toast('剧情已下发,但没等到对话窗口出现。可能这段剧情需要特定场景。', 'err'); + } else if (r.matched === false) { + toast(`播放的可能不是这段——画面显示「${r.firstText.slice(0, 16)}」,期望「${(r.expected || '').slice(0, 16)}」。先点「关闭对话窗口」再重试。`, 'err'); + } else { + toast(`正在播放 #${t.storyId}(共 ${r.lines} 句)${r.speaker ? ',' + r.speaker + ':' : ':'}${r.firstText.slice(0, 20)}`, 'ok'); + } + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } + b.disabled = false; + }; + }); + + // --- 前往:打开开关 + 传送,之后自己走过去按确定键 --- + box.querySelectorAll('button[data-goto]').forEach(b => { + b.onclick = async () => { + const t = list[Number(b.dataset.goto)]; + b.disabled = true; + try { + const pairs = []; + const missing = []; + for (const name of t.needSwitchNames) { + const id = SWITCH_BY_NAME.get(name); + if (id === undefined) missing.push(name); + else pairs.push([id, true]); + } + const tp = await api('/story/goto', { pairs, x: t.x, y: t.y, mapId: t.mapId, storyId: t.storyId, eventId: Number(t.eventId) || null, pageIndex: t.pageIndex }); + if (!tp.ok) throw new Error(tp.error || '传送失败'); + + const where = tp.changedMap ? `已切换到地图 ${tp.mapId}` : `已传送到 (${tp.x}, ${tp.y})`; + if (missing.length) { + toast(`${where},但有 ${missing.length} 个开关没找到:${missing.join('、')}`, 'err'); + } else { + toast(`${where},打开了 ${pairs.length} 个普通开关。` + ((t.needVarNames.length || /独立开关/.test(t.condition)) ? '仍需手动核对条件:' + t.condition : '点「落地」站到地上,再尝试触发。'), (t.needVarNames.length || /独立开关/.test(t.condition)) ? 'err' : 'ok'); + } + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } + b.disabled = false; + }; + }); +} + +$('#story-filter').oninput = renderTriggers; +$('#story-only-actionable').onchange = renderTriggers; +$('#story-need-switch').onchange = renderTriggers; + +$('#story-load-text').onclick = async () => { + const button = $('#story-load-text'); button.disabled = true; + try { + const state = await api('/story-text', { refresh: true }); + applyStoryState(state); + await loadTriggers(); + toast(state.loaded ? `已读取 ${state.count} 条剧情,可搜索任意一句台词` : (state.error || '游戏未连接或故事表尚未就绪'), state.loaded ? 'ok' : 'err'); + } catch (e) { toast(e.message, 'err'); } + finally { button.disabled = false; } +}; + +$('#story-close-msg').onclick = async () => { + try { + await api('/story/close', {}); + toast('已关闭对话窗口'); + } catch (e) { toast(e.message, 'err'); } +}; + +// ---------- 开关 ---------- +let SWITCH_VALUES = {}; +async function loadSwitches() { + try { + const r = await api('/switches'); + SWITCHES = r.switches || []; + SWITCH_VALUES = r.values || {}; + SWITCH_BY_NAME = new Map(SWITCHES.map(s => [s.name, s.id])); + renderSwitches(); + if (!r.connected) toast('开关当前值读取失败(游戏未连接),仅显示名称', 'err'); + } catch (e) { + $('#sw-list').innerHTML = `
载入失败:${esc(e.message)}
`; + } +} + +function renderSwitches() { + const q = $('#sw-filter').value.trim().toLowerCase(); + let list = SWITCHES; + if (!SHOW_ALL_SWITCHES) list = list.filter(s => s.common); + if (q) list = list.filter(s => s.name.toLowerCase().includes(q) || String(s.id) === q); + list = list.slice(0, 500); + + $('#sw-mode').textContent = SHOW_ALL_SWITCHES + ? `当前:全部开关(${SWITCHES.length} 个)` + : `当前:常用开关(${SWITCHES.filter(s => s.common).length} 个)`; + $('#sw-toggle-all').textContent = SHOW_ALL_SWITCHES + ? '只看常用开关' + : `展开全部 ${SWITCHES.length} 个`; + + const box = $('#sw-list'); + if (!list.length) { box.innerHTML = '
没有匹配的开关
'; return; } + + box.innerHTML = list.map(s => { + const on = SWITCH_VALUES[s.id] === 1; + const known = s.id in SWITCH_VALUES; + return ` +
+ #${s.id} + + ${esc(s.name)} + ${s.common ? '常用' : ''} + + ${known ? (on ? 'ON' : 'OFF') : '—'} + + +
`; + }).join(''); + + box.querySelectorAll('button[data-sw]').forEach(b => { + b.onclick = async () => { + const id = Number(b.dataset.sw), val = b.dataset.val === '1'; + try { + await api('/switch', { id, value: val }); + SWITCH_VALUES[id] = val ? 1 : 0; + renderSwitches(); + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } + }; + }); +} + +$('#sw-filter').oninput = renderSwitches; +$('#sw-reload').onclick = loadSwitches; +$('#sw-toggle-all').onclick = () => { SHOW_ALL_SWITCHES = !SHOW_ALL_SWITCHES; renderSwitches(); }; + +// ---------- 顶部常驻开关 ---------- +// 高亮 = 这个开关是"开着/显示着"的。语义统一,见 index.html 里的 title 提示。 +const chipOn = (id) => $('#' + id).classList.contains('on'); + +async function flipChip(id, fn) { + const el = $('#' + id); + el.disabled = true; + try { + await fn(!chipOn(id)); + refreshStatus(); + } catch (e) { + toast(e.message, 'err'); + refreshStatus(); + } + el.disabled = false; +} + +// 重力:高亮 = 正常。点一下切换成"关掉重力"(角色悬空) +$('#q-gravity').onclick = () => flipChip('q-gravity', on => api('/gravity', { on: !on })); +// 无敌 / 穿墙:高亮 = 开启 +$('#q-invincible').onclick = () => flipChip('q-invincible', on => api('/invincible', { on })); +$('#q-noclip').onclick = () => flipChip('q-noclip', on => api('/noclip', { on })); +// 莉莉娅:高亮 = 显示中 +// ⚠️ flipChip 传进来的是**按钮的新状态**(true = 希望莉莉娅显示),直接当 show 用。 +// 之前写成 show: !on,等于每次都"再显示一遍",点了毫无反应(用户报过)。 +$('#q-lily').onclick = () => flipChip('q-lily', async wantVisible => { + await api('/lily', { show: wantVisible }); + toast(wantVisible ? '莉莉娅已显示' : '莉莉娅已隐藏(有些剧情里她本来就在场,注意别藏错)', 'ok'); +}); + +// 拍照辅助:高亮 = 显示中;点一下藏起来 +// 注意这是"藏起来"不是"关掉",随时能显示回来。 +// 要真的关掉对话请用「对话剧情」页的「关闭对话窗口」。 +// +// ⚠️ 注意 `/api/ui-hidden` 的语义是**反向**的:字段传 true 表示"藏起来"。 +// 而 flipChip 传进来的是"按钮的新状态"(true = 希望它显示着)。 +// 所以要取反:setUi({ message: !wantVisible })。 +// (之前直接传 wantVisible,等于每次都在"显示",点了没反应。 +// 莉莉娅那个按钮也是同一个毛病,一起修了。) +$('#q-msg').onclick = () => flipChip('q-msg', async wantVisible => { + await setUi({ message: !wantVisible }); + toast(wantVisible ? '对话框已显示' : '对话框已隐藏(只是藏起来,随时能显示回来)'); +}); +$('#q-art').onclick = () => flipChip('q-art', wantVisible => setUi({ artwork: !wantVisible })); +$('#q-hud').onclick = () => flipChip('q-hud', wantVisible => setUi({ hud: !wantVisible })); + +async function setUi(state) { + const r = await api('/ui-hidden', state); + if (!r.ok) return; + // 用返回值回写按钮状态,别靠本地猜测 + if (r.state.message !== undefined) $('#q-msg').classList.toggle('on', !r.state.message); + if (r.state.artwork !== undefined) $('#q-art').classList.toggle('on', !r.state.artwork); + if (r.state.hud !== undefined) $('#q-hud').classList.toggle('on', !r.state.hud); +} + +$('#q-restore').onclick = async () => { + try { + await api('/restore', {}); + toast('已还原重力、碰撞、无敌,撤销摆拍并解除数值锁定', 'ok'); + loadTrainer(true); + refreshStatus(); + } catch (e) { toast(e.message, 'err'); } +}; + +// ---------- 存档与沙盒 ---------- +async function loadBackups() { + try { + const r = await api('/backups'); + const box = $('#bk-list'); + if (!r.backups.length) { box.innerHTML = '
还没有备份
'; return; } + box.innerHTML = r.backups.map(b => ` +
+ + ${esc(b.name)} + ${b.files} 个文件 · 来源:${esc(b.sourceDir || '旧备份,来源未知')} · ${new Date(b.mtime).toLocaleString('zh-CN')} + + +
`).join(''); + box.querySelectorAll('button[data-restore]').forEach(btn => { + btn.onclick = async () => { + const name = btn.dataset.restore; + const target = $('#bk-target').value; + if (!target) return toast('请先明确选择还原目标', 'err'); + let cfg; try { cfg = await api('/status'); } catch (e) { return toast(e.message, 'err'); } + const dir = target === 'sandbox' ? cfg.sandboxDir : cfg.gameDir; + if (!confirm(`将「${name}」还原到【${target === 'sandbox' ? '沙盒' : '原版'}】\n${dir}\n\n请先退出游戏。目标现有存档会先备份;备份中没有的槽位也会被移出当前存档集合。`)) return; + try { + const r = await api('/restore-backup', { name, confirm: true, target }); + toast(`已还原 ${r.restored} 个文件(还原前的状态已存为 ${r.safetyBackup})`, 'ok'); + loadBackups(); + } catch (e) { toast(e.message, 'err'); } + }; + }); + } catch (e) { + $('#bk-list').innerHTML = `
读取失败:${esc(e.message)}
`; + } +} + +async function doBackup(sandbox) { + try { + const r = await api('/backup', { target: sandbox ? 'sandbox' : 'original' }); + toast(`已备份 ${r.files} 个文件 → ${r.name}`, 'ok'); + loadBackups(); + } catch (e) { toast(e.message, 'err'); } +} +$('#bk-original').onclick = () => doBackup(false); +$('#bk-sandbox').onclick = () => doBackup(true); +$('#bk-reload').onclick = loadBackups; + +async function refreshSandbox() { + try { + const s = await api('/status'); + const info = $('#sb-info'); + if (s.sandboxJob && s.sandboxJob.running) { + info.innerHTML = `⏳ 正在拷贝到 ${esc(s.sandboxDir)}…(请稍候,复制后会校验文件)`; + setTimeout(refreshSandbox, 2500); + } else if (s.sandboxJob && s.sandboxJob.error) { + info.innerHTML = `❌ 拷贝失败:${esc(s.sandboxJob.error)}`; + } else if (s.sandboxExists) { + info.innerHTML = `✅ 沙盒已就绪:${esc(s.sandboxDir)}
用 SDK 版 NW.js 启动它即可(调试端口 ${s.cdpPort})。`; + } else { + info.innerHTML = `尚未创建。创建后会拷贝到 ${esc(s.sandboxDir)}。`; + } + } catch (e) { /* 忽略 */ } +} + +$('#sb-create').onclick = async () => { + if (!confirm('将复制游戏和存档,排除工具及发布版目录,完成后校验副本。\n\n继续吗?')) return; + try { + await api('/sandbox', {}); + toast('已开始拷贝,请稍候…'); + refreshSandbox(); + } catch (e) { toast(e.message, 'err'); } +}; +$('#sb-status').onclick = refreshSandbox; + +// ---------- 设置 ---------- +let CONFIG = {}; + +async function loadConfig() { + try { + const r = await api('/config'); + CONFIG = r.config; + $('#set-cdpPort').value = r.config.cdpPort; + $('#set-webPort').value = r.config.webPort; + $('#set-sandboxDir').value = r.config.sandboxDir; + $('#set-path').textContent = 'tool/config.json'; + } catch (e) { toast('读取配置失败:' + e.message, 'err'); } +} + +$('#set-save').onclick = async () => { + try { + const r = await api('/config', { + cdpPort: Number($('#set-cdpPort').value), + webPort: Number($('#set-webPort').value), + sandboxDir: $('#set-sandboxDir').value, + }); + CONFIG = r.config; + let msg = '设置已保存'; + if (r.cdpReconnected) msg += '(调试端口已切换)'; + if (r.webPortNeedsRestart) msg += '。控制面板端口要重启工具才生效'; + toast(msg, 'ok'); + refreshStatus(); + refreshSettingsInfo(); + } catch (e) { toast(e.message, 'err'); } +}; + +$('#set-reset').onclick = async () => { + if (!confirm('把端口和路径恢复成默认值?')) return; + try { + // 用后端的 DEFAULTS 回填,避免前端写死一份会过期的默认值 + const r = await api('/config'); + await api('/config', { + cdpPort: r.defaults.cdpPort, + webPort: r.defaults.webPort, + sandboxDir: r.defaults.sandboxDir, + }); + await loadConfig(); + toast('已恢复默认值', 'ok'); + refreshStatus(); + refreshSettingsInfo(); + } catch (e) { toast(e.message, 'err'); } +}; + +async function refreshSettingsInfo() { + try { + const s = await api('/status'); + const rows = [ + ['游戏目录', s.gameDir], + ['沙盒目录', s.sandboxDir + (s.sandboxExists ? ' ✓ 已就绪' : ' ✗ 未创建')], + ['调试端口', s.cdpPort + (s.gameRunning ? ' ✓ 已检测到游戏' : ' ✗ 未检测到')], + ['连接状态', s.connected ? '✓ 已连接游戏' : '✗ 未连接'], + ['数据', `${s.stats.switches} 个开关 · ${s.stats.triggersUnique} 条触发点(可跳转 ${s.stats.triggersActionable})`], + ['台词索引', `${s.stats.storyLoaded} 条剧情 · ${s.stats.triggersWithLine} 条触发点有台词`], + ]; + $('#set-info').innerHTML = rows.map(([k, v]) => + `
${esc(k)}
${esc(v)}
` + ).join(''); + } catch (e) { + $('#set-info').innerHTML = `
${esc(e.message)}
`; + } +} + +// ---------- 启动 ---------- +(async function init() { + await refreshStatus(); + await loadSwitches(); // 先拿开关名表,跳转点要用它把开关名换成编号 + await loadTriggers(); + await loadBackups(); + await loadConfig(); + refreshSandbox(); + refreshSettingsInfo(); + setInterval(refreshStatus, 3000); +})(); diff --git a/tool/web/index.html b/tool/web/index.html new file mode 100644 index 0000000..581ce5c --- /dev/null +++ b/tool/web/index.html @@ -0,0 +1,335 @@ + + + + + +咸鱼喵喵 · 截图辅助工具 + + + + +
+
+
+ 咸鱼喵喵 · 截图辅助工具 + 粉丝向 · 仅供个人截图与内容创作 +
+
+ + 正在检测… +
+
+ + +
+
—
+
—
+
—
+
—
+
—
+
—
+ +
—
+
+ + +
+ 状态 + + + + + + + 拍照 + + + + + + +
+
+ +
+ + +
+
+
+

金币、生命与能量

+
请先连接游戏并进入地图
+

作用于当前操作的角色,喵露露/莉莉娅切换形态后仍有效。输入数值后点「设值」或「设值并锁定」;锁定后不随消耗或拾取变化。修改当前值,不改变最大值。

+
+

数值锁定只在本次游戏中有效;读档、新游戏或面板失联超过 2 分钟自动解除。「全部还原」也会解除锁定,已修改的数值与物品不回退。

+
+
+

背包物品

+

直接修改当前背包,游戏正常存档时会保存。移除已装备的饰品/宝石会同时卸下;移除当前武器会换到另一件已有武器。新增宝石按游戏规则自动启用。

+
+ + + + +
+
连接后读取背包
+
+
+ + + +
+
+

坐标传送

+

+ 输入目标格子的横纵坐标。坐标超出地图范围会被自动夹到边界。 +

+ +
+ 传送默认进入「悬浮」状态(暂停重力 + 穿墙)。
+ 这是为了避开游戏的坠落复位机制 —— 直接落到坑洞地形上,游戏会判定你掉下去了, + 播掉落音效并把你弹回"上次站立的位置",如果这个记录还是上一张地图的,人就会直接消失。
+ 想站到地上走动时,点下面的「落地」(会先探测脚下安不安全)。 +
+
+ ⚠️ 悬浮时别按跳跃键 —— 跳跃给了向上的速度,而重力是关掉的, + 没有任何力把它拉回来,人会一直往上飘。
+ 想恢复正常走动:点 「落地」,或顶部 「全部还原」。 +
+ +
+ + + + + +
+
+ + + + + + — +
+
+ +
+

本图事件

+

+ 默认只列出带剧情的事件(显示台词),也就是截图真正要用的那些。 + 金币、平台、装饰这类走「显示全部事件」。 +

+
+ + + +
+
点「读取本图事件」加载
+
+ +
+

场景还原(摆拍)

+

+ 找出本图本该可见却没出现的角色,强行让它们出现。 + 用于「对话框在说话、画面里却没人」的情况。 +

+
+ ⚠️ 这是摆拍,不是把游戏改回当时的样子。
+ · 被游戏标记为「已抹除」的事件强行拉出来,它不会执行任何指令, + 只是一个站着的立绘;站位也不一定和原作一致。
+ · 摆拍会固定角色,自动和手动存档照常。不推荐摆拍时保存:读档后状态可能无法完整恢复。完成后可点「撤销场景还原」恢复原来的事件状态。 + 切图、读档或面板失联两分钟也会撤销摆拍。
+ · 如果这条对话有「运行过场」可用,优先用那个——那个是真的在重现演出。 +
+
+ + + + +
+
+ 还没扫描 +
+
点「扫描本图角色」看看本图现在有谁、缺谁
+
+
+ + +
+
+

对话剧情

+

+ 连接后自动读取台词,支持全文搜索。
从游戏数据里解析出的 — 条剧情触发点。 +

+
+ 三种复现方式,优先试「运行过场」
+ · 运行过场 —— 执行含这段对话的整个事件页。 + NPC 站位、演出、对白全按原样走,画面最接近原作。通关存档也能用。
+    注意:一整段过场会从头播,可能包含好几段对话,一路截图即可。
+ · 只播台词 —— 只调那一段对白,跳过节目前的演出。快,但 + 场景里的 NPC 可能不在场(那些角色是靠前面的指令摆出来的)。
+ · 前往 —— 打开所需开关 + 传送,你自己走过去。存档没通关时场景最自然。 +
+

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+ + + +
+
+ + + 截完图用它收尾 +
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开关

+

+ 默认只显示常用开关——即"隐藏对话触发条件里真正会用到的那 114 个", + 比翻全部 360 个高效得多。需要时可以展开全部。 +

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+ 当前:常用开关 +
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⚠️ 用之前先读这段

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  • 本工具会改游戏运行时状态(坐标、开关、物理),不改游戏程序和素材;保存、还原会写入明确选定的存档目录。
  • +
  • 作弊状态下游戏可能自动存盘,落到 file0(自动存档槽)。
  • +
  • 本游戏启用了 Steam 云存档。直接在原版游戏上折腾,被污染的存档可能被同步上去且追不回来。
  • +
  • 所以推荐用沙盒:把游戏整体拷一份,在副本里折腾。副本不在 Steam 库里,云同步够不着。
  • +
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+ +
+

沙盒副本

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复制游戏及存档(排除工具和发布版目录),所有操作都在副本里进行。

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+ + +
+
—
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+ +
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存档备份

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把 save/ 整个目录复制一份存档。原版和沙盒可以分别备份。

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+ + + +
+
+
—
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+ +
+

存「拍照专用档」

+

+ 把当前游戏状态存进一个存档槽。摆拍时也可保存,但不保证读档后完整恢复角色、UI 或对白。 + 工具会先自动备份整个存档目录,再让游戏自己存。 +

+
+ ⚠️ 会覆盖该槽位原有的进度。 + 你的 24 个槽位(0 是自动存档,1~23 是手动)目前全部占用, + 没有空槽可用——所以请自己挑一个不在乎的槽。 +
+
+ + 实际保存目录:未连接 + +
+
+ +
+

关于这个工具

+

+ 粉丝向的截图辅助工具,用于个人复现「错过就没了」的剧情并截图。
+ 不包含、不打包任何游戏素材;不提供成就解锁功能;不修改游戏任何文件。
+ 按作者 readme 的要求,请勿用本工具提取或传播游戏素材。 +

+
+
+ + +
+
+

端口与路径

+

+ 改完点保存即可生效,配置文件写在 tool/config.json。 +

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+ +
+

怎么启动这个工具

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  1. 双击 tool\启动.bat
  2. +
  3. 它会自动:检查 SDK 版 NW.js → 备份存档 → 启动游戏 → 启动本服务 → 打开浏览器
  4. +
  5. 在游戏里正常读档进入地图(工具不能替你读档,见开发文档第 6 节)
  6. +
+
+ 只想启动某一部分?
+ · 只起控制面板(游戏已经在跑):在这个目录执行 node server.js
+ · 只启动游戏:nw.exe "沙盒目录" --remote-debugging-port=9223
+ · 改了控制面板端口后,要关掉旧的服务窗口再重新 node server.js +
+
+ +
+

当前状态

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—
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+ +
+ +
+ + + + diff --git a/tool/web/style.css b/tool/web/style.css new file mode 100644 index 0000000..1beaf09 --- /dev/null +++ b/tool/web/style.css @@ -0,0 +1,308 @@ +/* 咸鱼喵喵 · 截图辅助工具 —— 控制面板样式 */ + +:root { + --bg: #14121a; + --bg-card: #1e1b26; + --bg-input: #2a2634; + --bg-hover: #332e40; + --border: #35303f; + --text: #e9e6f0; + --text-dim: #9d97ac; + --accent: #ff8ab8; + --accent-dk: #d96a96; + --ok: #5fd39a; + --warn: #f0b849; + --danger: #f07070; + --radius: 10px; +} + +* { box-sizing: border-box; } + +body { + margin: 0; + background: var(--bg); + color: var(--text); + font: 14px/1.6 "Microsoft YaHei", "PingFang SC", system-ui, sans-serif; + padding-bottom: 48px; +} + +/* ---------- 顶栏 ---------- */ +/* 顶部三件套(标题栏 + 状态条 + 快捷开关)整体吸顶 */ +.topsticky { + position: sticky; top: 0; z-index: 50; + box-shadow: 0 4px 14px rgba(0,0,0,.35); +} + +.topbar { + display: flex; align-items: center; justify-content: space-between; + flex-wrap: wrap; gap: 12px; + padding: 14px 22px; + background: linear-gradient(180deg, #241f2e, #1a1722); + border-bottom: 1px solid var(--border); +} +.brand-name { font-size: 17px; font-weight: 700; color: var(--accent); } +.brand-sub { display: block; font-size: 12px; color: var(--text-dim); font-weight: 400; } +.status-wrap { display: flex; align-items: center; gap: 8px; font-size: 13px; } + +.dot { + width: 9px; height: 9px; border-radius: 50%; + background: var(--text-dim); display: inline-block; + box-shadow: 0 0 0 0 rgba(95,211,154,.6); +} +.dot.on { background: var(--ok); animation: pulse 2.4s infinite; } +.dot.off { background: var(--danger); } +@keyframes pulse { + 0% { box-shadow: 0 0 0 0 rgba(95,211,154,.5); } + 70% { box-shadow: 0 0 0 8px rgba(95,211,154,0); } + 100% { box-shadow: 0 0 0 0 rgba(95,211,154,0); } +} + +/* ---------- 状态条 ---------- */ +.statusbar { + display: flex; flex-wrap: wrap; gap: 10px; + padding: 12px 22px; + background: #191623; + border-bottom: 1px solid var(--border); +} +.stat { + display: flex; align-items: baseline; gap: 7px; + background: var(--bg-card); border: 1px solid var(--border); + border-radius: 8px; padding: 5px 12px; +} +.stat label { font-size: 12px; color: var(--text-dim); } +.stat b { font-size: 14px; font-variant-numeric: tabular-nums; } + +/* 「当前连接」——整行独占,连到原版时整块变红 */ +.stat.game-src { flex: 1 1 100%; } +.stat.game-src b { + font-family: Consolas, monospace; font-size: 12px; + word-break: break-all; +} +.stat.game-src.sandbox b { color: var(--ok); } +.stat.game-src.original { + background: #3a2222; border-color: var(--danger); +} +.stat.game-src.original b { color: #ff9b9b; font-weight: 700; } +.stat.game-src.other b { color: var(--warn); } + +/* ---------- 常驻快捷开关条 ---------- */ +.quickbar { + display: flex; align-items: center; flex-wrap: wrap; gap: 6px; + padding: 9px 22px; + background: #1d1a27; + border-bottom: 1px solid var(--border); +} +.qb-label { + font-size: 12px; color: var(--text-dim); + margin-right: 2px; user-select: none; +} +.qb-sep { + width: 1px; height: 18px; background: var(--border); + margin: 0 8px; +} + +/* 胶囊开关:高亮 = 这个开关是"开着/显示着"的 */ +.chip { + padding: 5px 14px; font-size: 13px; + border-radius: 999px; + background: #262231; border: 1px solid var(--border); + color: var(--text-dim); + transition: background .12s, color .12s, border-color .12s; +} +.chip:hover:not(:disabled) { background: var(--bg-hover); border-color: var(--accent); color: var(--text); } +.chip.on { + background: #4a2a3c; border-color: var(--accent); + color: #ffd7e8; font-weight: 700; +} +.chip.on::before { + content: '●'; font-size: 9px; margin-right: 5px; + color: var(--accent); vertical-align: 1px; +} +.chip.danger { border-color: #7a3a3a; color: #ffc9c9; } +.chip.danger:hover { background: #6a3232; border-color: var(--danger); } + +/* ---------- 标签页 ---------- */ +.tabs { + display: flex; gap: 4px; flex-wrap: wrap; + padding: 14px 22px 0; +} +.tab { + background: transparent; color: var(--text-dim); + border: 1px solid transparent; border-bottom: none; + border-radius: 8px 8px 0 0; + padding: 9px 18px; cursor: pointer; font-size: 14px; + font-family: inherit; +} +.tab:hover { background: var(--bg-hover); color: var(--text); } +.tab.active { + background: var(--bg-card); color: var(--accent); + border-color: var(--border); font-weight: 700; +} + +/* ---------- 面板 ---------- */ +main { padding: 0 22px; } +.panel { display: none; } +.panel.active { display: block; } + +.card { + background: var(--bg-card); + border: 1px solid var(--border); + border-radius: var(--radius); + padding: 18px 20px; + margin: 16px 0; +} +.card h2 { + margin: 0 0 6px; font-size: 15px; color: var(--accent); + font-weight: 700; +} +.hint { margin: 0 0 14px; font-size: 13px; color: var(--text-dim); } +.hint b { color: var(--text); } +.note { + margin-top: 14px; padding: 10px 14px; + background: #232030; border-left: 3px solid var(--accent); + border-radius: 6px; font-size: 13px; color: var(--text-dim); +} +.note b { color: var(--text); } + +/* 警告性质的提示条 */ +.note.warn-note { + border-left-color: var(--warn); + background: #2b2620; + color: #e0d5c2; +} +.note.warn-note b { color: var(--warn); } + +.warn-card { border-color: #5a4630; background: #241f1a; } +.warn-card h2 { color: var(--warn); } +.warn-list { margin: 0; padding-left: 20px; font-size: 13px; color: #d8cfc0; } +.warn-list li { margin: 6px 0; } +.warn-list b { color: var(--warn); } +code { + background: #2a2634; padding: 1px 6px; border-radius: 4px; + font-family: Consolas, monospace; font-size: 12px; color: var(--accent); +} + +/* ---------- 控件 ---------- */ +.row { display: flex; align-items: center; gap: 10px; flex-wrap: wrap; } +.row.mt { margin-top: 12px; } +.row label { display: flex; align-items: center; gap: 6px; font-size: 13px; color: var(--text-dim); } + +input[type="number"], input[type="search"], input[type="text"] { + background: var(--bg-input); color: var(--text); + border: 1px solid var(--border); border-radius: 7px; + padding: 8px 11px; font: inherit; font-size: 13px; +} +input[type="number"] { width: 92px; } +input[type="search"] { flex: 1; min-width: 200px; } +input:focus { outline: none; border-color: var(--accent); } + +button { + background: var(--bg-input); color: var(--text); + border: 1px solid var(--border); border-radius: 7px; + padding: 8px 15px; cursor: pointer; font: inherit; font-size: 13px; + transition: background .12s, border-color .12s; +} +button:hover:not(:disabled) { background: var(--bg-hover); border-color: var(--accent); } +button:disabled { opacity: .45; cursor: not-allowed; } +button.primary { background: var(--accent-dk); border-color: var(--accent); color: #fff; font-weight: 700; } +button.primary:hover:not(:disabled) { background: var(--accent); } +button.danger { background: #4a2626; border-color: #7a3a3a; color: #ffc9c9; } +button.danger:hover:not(:disabled) { background: #6a3232; } + +.chk { display: flex; align-items: center; gap: 6px; font-size: 13px; color: var(--text-dim); cursor: pointer; } +input[type="checkbox"] { accent-color: var(--accent); width: 15px; height: 15px; cursor: pointer; } + +.toggles { display: flex; flex-direction: column; gap: 10px; } +.toggle { + display: flex; align-items: center; gap: 10px; + background: var(--bg-input); border: 1px solid var(--border); + border-radius: 8px; padding: 11px 15px; cursor: pointer; + font-size: 14px; transition: border-color .12s; +} +.toggle:hover { border-color: var(--accent); } +.toggle input { width: 17px; height: 17px; } + +.pill { + display: inline-block; background: var(--bg-input); + border: 1px solid var(--border); border-radius: 999px; + padding: 3px 12px; font-size: 12px; color: var(--text-dim); +} + +/* ---------- 设置表单 ---------- */ +.form { display: flex; flex-direction: column; gap: 16px; } +.field { display: grid; grid-template-columns: 160px 1fr; gap: 6px 14px; align-items: center; } +.field > span { font-size: 13px; color: var(--text); } +.field > em { + grid-column: 2; font-style: normal; + font-size: 12px; color: var(--text-dim); line-height: 1.5; +} +.field > em b { color: var(--warn); } +.field input { width: 100%; max-width: 420px; } + +.steps { margin: 0; padding-left: 22px; font-size: 13px; color: var(--text-dim); } +.steps li { margin: 7px 0; } +.steps b { color: var(--text); } + +/* ---------- 列表 ---------- */ +.list { + margin-top: 12px; max-height: 320px; overflow-y: auto; + border: 1px solid var(--border); border-radius: 8px; + background: #191623; +} +.list.tall { max-height: 560px; } +.empty { padding: 26px; text-align: center; color: var(--text-dim); font-size: 13px; } + +.item { + display: flex; align-items: center; gap: 12px; + padding: 9px 14px; border-bottom: 1px solid #241f2e; + font-size: 13px; +} +.item:last-child { border-bottom: none; } +.item:hover { background: var(--bg-hover); } +.item .grow { flex: 1; min-width: 0; } +.item .name { color: var(--text); } +.item .meta { font-size: 12px; color: var(--text-dim); } +.item .num { + font-family: Consolas, monospace; font-size: 12px; + color: var(--text-dim); min-width: 44px; +} +.item .tag { + font-size: 11px; padding: 1px 7px; border-radius: 4px; + background: #2f2a3c; color: var(--text-dim); white-space: nowrap; +} +.item .tag.common { background: #3a2a38; color: var(--accent); } +.item .tag.ok { background: #1f3a2c; color: var(--ok); } +.item .tag.danger { background: #4a2626; color: #ff9b9b; } + +/* 分类小标题行 */ +.item.cat-head { + background: #221e2c; color: var(--text-dim); + font-size: 12px; font-weight: 700; + padding: 7px 14px; + position: sticky; top: 0; z-index: 2; +} +.item.cat-head.warn-head { background: #2b2420; color: var(--warn); } +.item button { padding: 4px 11px; font-size: 12px; } + +/* 开关行 */ +.switch-on { color: var(--ok); font-weight: 700; } +.switch-off { color: var(--text-dim); } + +/* ---------- 提示条 ---------- */ +.toast { + position: fixed; left: 50%; bottom: 28px; transform: translateX(-50%) translateY(20px); + background: #2a2634; border: 1px solid var(--accent); + color: var(--text); padding: 11px 22px; border-radius: 9px; + font-size: 13px; opacity: 0; pointer-events: none; + transition: opacity .2s, transform .2s; z-index: 999; + max-width: 80vw; +} +.toast.show { opacity: 1; transform: translateX(-50%) translateY(0); } +.toast.err { border-color: var(--danger); background: #3a2222; } +.toast.ok { border-color: var(--ok); background: #1f3329; } + +.trainer-stats { display: grid; grid-template-columns: repeat(auto-fit, minmax(260px, 1fr)); gap: 12px; margin-top: 16px; } +.trainer-stat { padding: 14px; border: 1px solid var(--border); border-radius: 8px; } +.trainer-stat .row { margin-top: 12px; flex-wrap: wrap; } +.trainer-stat input, #trainer-items input[type=number] { width: 95px; } +#trainer-items .item { flex-wrap: wrap; } diff --git a/tool/使用须知.md b/tool/使用须知.md new file mode 100644 index 0000000..7fc4155 --- /dev/null +++ b/tool/使用须知.md @@ -0,0 +1,76 @@ +# 使用须知(发布版,2026-10-03 修订) + +## 确认当前操作哪份游戏 + +看顶部“当前连接”和存档页“实际保存目录”。身份从游戏的 Node 入口及 StorageManager 存档路径读取,不依赖网页 URL。实机网页 URL 是 chrome-extension 地址。 + +调试端口可达不等于已连接,更不等于已进入地图。标题画面请正常读档;不要从外部直接调用 DataManager.loadGame 绕过游戏的 completeLoad 流程。 + +## 常见提示 + +| 提示或现象 | 处理 | +|---|---| +| 调试端口和面板端口相同 | 设置两个不同的端口,再启动 | +| 端口上的游戏与目标不符/无法识别 | 关闭占用该端口的游戏,或为各实例配置不同端口;不会自动放行 | +| 旧服务或旧配置占用面板端口 | 停止旧面板后再启动;本次升级前的旧服务需关闭原来的命令行窗口 | +| 副本缺失/复制未完成 | 不启动残缺副本;选择新的空目录重建。不会覆盖已有目录 | +| 地图、存档或连接已变化 | 刷新状态并重新读取本图事件/扫描角色,旧列表不能用于新地图 | +| 莉莉娅脚下不安全 | 她保持悬浮;移动到安全地面再点“落地” | +| 跨地图超时 | 工具会取消尚未完成的传送请求;确认游戏是否被菜单或演出占用,再重试 | +| 备份失败 | 不会继续启动需要备份的游戏或覆盖槽位。检查目录、磁盘空间及是否仍在写档 | +| 当前有摆拍角色,提示不推荐保存 | 读档后摆拍状态可能无法完整恢复;可自行决定继续保存,不要求先撤销 | + +悬浮时按跳跃仍可能一直向上运动;关重力没有取消跳跃输入。落地会检查地形,“全部还原”会直接恢复正常物理状态,使用时应处于安全位置。 + +## 搜索和剧情 + +发布版从游戏运行时读取全文台词,全部在内存中使用,不写剧本或缓存文件。先开面板再开游戏也会自动读取;故事表未就绪时最多尝试四次、间隔至少三秒,仍失败会显示原因,可手动重新读取。断线、换实例或重连都会使旧台词失效,重连成功后自动补齐。 + +搜索覆盖整段台词和说话人,并显示命中句;未连接时仍可搜索地图、坐标、事件和条件。 + +“运行过场”包含剧情指令,可能改变游戏开关和进度。分支剧情可能跳过先前的演出;前往只自动设置普通开关,不承诺还原完整历史进度。没有任何一页提供角色形象的事件,也不能凭空生成合适 NPC。 + +## 场景还原与撤销 + +恢复的角色是固定的摆拍对象,不再自动执行原事件、移动或参与物理碰撞。清除“已抹除”状态只是临时操作;撤销会恢复修改前的字段、原有抹除状态及方法。 + +“被抹除”不证明这个人应该出现在当前剧情。选择哪些角色和站位仍需核对画面;不要把全部恢复后的画面当成原作的准确复现。 + +摆拍期间自动和手动存档照常,工具不拦截游戏自身的保存。顶部提示不推荐摆拍时保存;面板保存的原有确认框会说明风险,仍可确定继续。完成后可撤销;切图或正常读档自动撤销。面板关闭或失联超过两分钟也会撤销,恢复事件原有行为。 + +这次没有实现“保存并读回完整摆拍布局”。临时函数、UI 显示状态、剧情解释器不承诺跨存档复现。 + +## 备份与还原 + +- 新备份记录来源,使用唯一目录并校验每个 .rmmzsave 文件。未完成或损坏备份不列为可恢复项。 +- 旧时间戳备份仍可读取,但显示来源未知。还原时必须明确选目标,不能凭备份名称猜。 +- 还原前先退出游戏和 NW.js 游戏窗口,防止运行中的游戏把旧状态写回。 +- 还原得到所选备份中的完整存档集合;备份没有的槽位不会继续留在当前 save 目录。 +- 当前存档会先备份;原 save 目录保留为游戏目录下的 `.save-before-restore-…`,不会直接删除。 +- steam_autocloud.vdf 等非存档文件保留目标目录自己的版本,不从另一份游戏的备份覆盖。 + +## 已知画面限制 + +先前记录的“切换剧情分支时角色短暂抽动”,没有足够实机证据保证所有地图均已解决;本轮不把它标成已修。相同立绘的多个事件、剧情自身的移动与刷新仍可能影响演出效果。 + +并非全部剧情均已验收。遇到问题请记录故事编号、地图、事件页、存档进度和使用的按钮。 + + +## 本轮剧情显示与定位修复 + +#370 横排重复角色的原因是动画图整张显示,现已同步单帧裁切修复。升级后需重启面板和游戏,再刷新网页,才会加载新的游戏内 helper。 + +运行无形自动/并行控制事件时,会优先保留同图的安全站位,或在目标地图寻找可落地位置。找不到安全地面会停止启动剧情并提示手动定位。运行过场在准备完成后尝试落地;普通手动传送仍默认悬浮。自动选点不等于还原原作站位。 + +#305 的“运行过场”仍可能先播同页的 #298/#299;直接查看 #305 请用“只播台词”。 + + +## 角色与背包、锁定 + +“角色与背包”页可设置并分别锁定金币、HP、SP、ZP,以及搜索、添加、移除背包物品。作用于当前操作角色,包含切换后的莉莉娅形态,不修改独立跟随的莉莉娅。金币范围 0~99999,其余不能超过当前最大值;不会改变上限。已倒下时请先在游戏里复活或读档。 + +消耗品默认遵循携带上限,可勾选超上限(最多 99999)。移除装备会同步卸下,移除当前武器会换到另一件已有武器,至少保留一件。铃铛容量、任务及收集进度不在修改范围内。 + +锁定立即阻止该数值的消耗和增加。读档、新游戏、面板失联超过两分钟或点“全部还原”会解除锁定;已修改的数值和背包不会回退,正常保存会把当前数值和物品写进存档。 + +本轮同时更新了摆拍人物贴地、原图待机动画和面向主角。仅对原页要求贴地的人物小范围探地,飞行角色和固定摆件不强制落地;撤销恢复原始位置和朝向。首次升级这批摆拍修复,需要重启面板和游戏后刷新网页。 diff --git a/tool/停止面板.bat b/tool/停止面板.bat new file mode 100644 index 0000000..bf1bd91 --- /dev/null +++ b/tool/停止面板.bat @@ -0,0 +1,5 @@ +@echo off +chcp 65001 >nul +setlocal DisableDelayedExpansion +node "%~dp0launcher.js" --stop +if errorlevel 1 pause diff --git a/tool/发布清单.json b/tool/发布清单.json new file mode 100644 index 0000000..aa26e26 --- /dev/null +++ b/tool/发布清单.json @@ -0,0 +1,33 @@ +{ + "version": 1, + "files": [ + "tool/启动.bat", + "tool/停止面板.bat", + "tool/launcher.js", + "tool/server.js", + "tool/lib/safety.js", + "tool/lib/files.js", + "tool/lib/processes.js", + "tool/lib/cdp.js", + "tool/lib/probe-game.js", + "tool/lib/ops.js", + "tool/lib/photo-state.js", + "tool/lib/trainer.js", + "tool/lib/story-position.js", + "tool/lib/data.js", + "tool/lib/story-cache.js", + "tool/web/app.js", + "tool/web/index.html", + "tool/web/style.css", + "tool/README.md", + "tool/使用须知.md", + "tool/发布清单.json", + "out/triggers.csv", + "unpacked/data/System.json", + "unpacked/data/MapInfos.json", + "README.md", + ".gitignore" + ], + "optionalRuntime": "nwjs-sdk-v0.64.1-win-x64/", + "note": "本包仅含工具及必要结构索引;台词从游戏运行时读取。Node.js 和 NW.js SDK 需另行安装。" +} diff --git a/tool/启动.bat b/tool/启动.bat new file mode 100644 index 0000000..f21f6fb --- /dev/null +++ b/tool/启动.bat @@ -0,0 +1,15 @@ +@echo off +chcp 65001 >nul +setlocal DisableDelayedExpansion +where node >nul 2>&1 +if errorlevel 1 ( + echo 找不到 Node.js。请安装 Node.js 22 或更新版本后重试。 + pause + exit /b 1 +) +node "%~dp0launcher.js" +if errorlevel 1 ( + pause + exit /b 1 +) +exit /b 0 diff --git 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