1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655
| local function reset_qinghuaimeng_timer() local now_time = get_time() local cooldown_time = now_time + 24 * 60 * 60 + 300 var["qinghuaimeng_start_time"] = cooldown_time send("alias 挑战情怀梦 " .. cooldown_time) log_message("情怀梦副本冷却计时器已重置。", C.G, "<系统>") end local function setup_qinghuaimeng_skills(level_num) local beiskills_var = "qhm_beiskills_" .. level_num local pfm_var = "qhm_pfm_" .. level_num send("alias bei_skills " .. expand(var[beiskills_var])) send("alias pfm " .. expand(var[pfm_var])) send("set wimpycmd hp " .. var["char_id"] .. "\\pfm") send("bei_skills") end local function execute_with_optional_yun_pfm(callback_func) check_busy2(function() if var["yun_pfm"] and var["yun_pfm"] ~= "" then exec(var["yun_pfm"]) check_busy2(function() if callback_func then callback_func() end end) else if callback_func then callback_func() end end end) end local function start_first_floor() var.qhm_current_floor_killers = 0 log_message("第一层杀敌计数已重置。", C.Y, "<解密>") g(70, function() send("set wimpy 100") wait(3, function() setup_qinghuaimeng_skills(1) wait(3, function() close_fight() exec("qinghuaimeng;up;mazemap") log_message("☆第一层开始☆", C.Y, "<解密>") exec("hp " .. var["char_id"]) end) end) end) end local function prepare_maze_file_and_parse(level) log_to_txt("qinghuaimeng", var.id) local id = GetVar("id") or "" if id == "" then echo("错误:无法获取角色ID。") return nil end Run("#var _path %syspath()") local path = GetVar("_path") Run("#unvar _path") local log_filepath = path .. id .. "/log/" .. id .. "qinghuaimeng.txt" local file = io.open(log_filepath, "r") if not file then echo("错误:无法打开迷宫文件!路径: " .. log_filepath) return nil end local content = file:read("*all") file:close() if level == 1 then content = content:gsub("情怀梦境迷宫第一层:", "") content = content:gsub("情怀梦境迷宫第一层行走方向提示:(.*)", "") content = content:gsub("C:当前位置 B:宝藏位置 E:出口位置", "") elseif level == 2 then content = content:gsub("情怀梦境迷宫第二层:\n?", "") content = content:gsub("情怀梦境迷宫第二层行走方向提示:[^\n]*\n?", "") content = content:gsub("C:当前位置 B:宝藏位置 E:出口位置\n?", "") content = content:gsub("^\n+", ""):gsub("\n+$", "") local formatted_lines = {} for line in content:gmatch("[^\n]+") do local new_line = "" for i = 1, #line do local char = line:sub(i, i) if i == 1 or char ~= " " then new_line = new_line .. char else local is_near_pipe = (i > 1 and line:sub(i - 1, i) == " |") or (i < #line and line:sub(i, i + 1) == "| ") if ((i - 1) % 4 == 0) and not is_near_pipe then new_line = new_line .. ":" else new_line = new_line .. char end end end table.insert(formatted_lines, new_line) end content = table.concat(formatted_lines, "\n") end file = io.open(log_filepath, "w") file:write(content) file:close() local maze = {} for line in content:gmatch("[^\n]+") do local row = {} for i = 1, #line do table.insert(row, line:sub(i, i)) end table.insert(maze, row) end return #maze > 0 and maze or nil end
local function get_opposite_direction(dir) local opposites = { north = "south", south = "north", east = "west", west = "east" } return opposites[dir] end
__qhm_continue_movement = nil
local function execute_maze_movement(directions_to_move, callback_after_all_moves, is_heading_to_exit) if not directions_to_move or #directions_to_move == 0 then if callback_after_all_moves then callback_after_all_moves() end return end
local move_index = 1 local single_step, killer_check_and_loop, wait_for_enemy_to_disappear
wait_for_enemy_to_disappear = function(callback_when_clear) if not var.qhm_enemy_present then if callback_when_clear then callback_when_clear() end else log_message("等待敌人消失...", C.G, "<系统>") wait(1, function() wait_for_enemy_to_disappear(callback_when_clear) end) end end
single_step = function() if move_index > #directions_to_move then __qhm_continue_movement = nil if callback_after_all_moves then callback_after_all_moves() end return end
if is_heading_to_exit and (tonumber(var["qhm_killer_target_num"]) or 0) > 0 and #directions_to_move >= 2 and move_index == #directions_to_move - 1 then local current_killers = var.qhm_current_floor_killers or 0 local target_killers = tonumber(var["qhm_killer_target_num"] or 0)
if current_killers < target_killers then log_message("即将到达出口,但本层杀敌数不足,启动刷怪模式。", C.Y, "<解密>") var.is_grinding_killers = true killer_check_and_loop() return end end
wait_for_enemy_to_disappear(function() local direction = directions_to_move[move_index] check_busy2(function() __qhm_continue_movement = single_step open_trigger("otherquest_qinghuaimeng_12") exec("go " .. direction .. ";kill wanderer") move_index = move_index + 1 end) end) end killer_check_and_loop = function() local current_killers = var.qhm_current_floor_killers or 0 local target_killers = tonumber(var["qhm_killer_target_num"] or 0)
if current_killers >= target_killers then log_message("本层已达到杀敌数量要求 (" .. current_killers .. "/" .. target_killers .. "),继续前往出口。", C.G, "<解密>") var.is_grinding_killers = false __qhm_continue_movement = nil single_step() return end log_message("本层杀敌数未达标 (" .. current_killers .. "/" .. target_killers .. "),开始来回移动遇敌。", C.Y, "<系统>") local forward_dir = directions_to_move[#directions_to_move - 1] local backward_dir = get_opposite_direction(forward_dir)
if not forward_dir or not backward_dir then log_message("错误:无法确定来回移动的方向。继续正常寻路。", C.R, "<解密>") var.is_grinding_killers = false __qhm_continue_movement = nil single_step() return end
local function grind_move(dir, next_func) wait_for_enemy_to_disappear(function() check_busy2(function() __qhm_continue_movement = next_func open_trigger("otherquest_qinghuaimeng_12") exec("go " .. dir .. ";kill wanderer") end) end) end local move_backward_step local move_forward_step = function() grind_move(forward_dir, move_backward_step) end move_backward_step = function() grind_move(backward_dir, killer_check_and_loop) end
move_forward_step() end single_step() end
local function convert_path_to_directions(path) if not path or #path < 2 then return {} end local directions = {} for i = 1, #path - 1 do local p_r, p_c = path[i]:match("^(%d+),(%d+)$") local c_r, c_c = path[i+1]:match("^(%d+),(%d+)$") p_r, p_c, c_r, c_c = tonumber(p_r), tonumber(p_c), tonumber(c_r), tonumber(c_c) local direction if c_r < p_r then direction = "north" elseif c_r > p_r then direction = "south" elseif c_c < p_c then direction = "west" elseif c_c > p_c then direction = "east" end if direction then table.insert(directions, direction) end end return directions end local function get_cell_coords(r_char, c_char) if type(r_char) ~= "number" or type(c_char) ~= "number" then return nil, nil end local r_cell = math.floor(r_char / 2) local c_cell = math.floor((c_char - 3) / 4) + 1 return r_cell, c_cell end local function get_char_coords(r_cell, c_cell) if type(r_cell) ~= "number" or type(c_cell) ~= "number" then return nil, nil end local r_char = r_cell * 2 local c_char = (c_cell - 1) * 4 + 3 return r_char, c_char end add_alias("otherquest_qinghuaimeng", function(params) var["killer_master"] = nil qinghuaimeng_box = var["qinghuaimeng_box"] or 0 qinghuaimeng_killer_num_1 = 1 var["qinghuaimeng_2"]=1 open_qinghuaimeng_triggers() log_message("☆☆☆"..C.G.."挑战情怀梦副本开始"..C.M.."☆☆☆", C.M, "<解密>") set_start_time("情怀梦") var["qinghuaimeng_killer_num"] = 0 var.is_grinding_killers = false var.qhm_enemy_present = false __qhm_continue_movement = nil var["qhm_killer_target_num"] = var["qhm_killer_target_num"] or 0 log_message("每层目标杀敌数: " .. var["qhm_killer_target_num"] .. " (设置为0则不启用)", C.Y, "<解密>") reset_qinghuaimeng_timer() if var["qhm_da_huandan"] and var["qhm_da_huandan"] == 1 then buy_da_huandan(var["qhm_da_huandan_number"], function() close_trigger("otherquest_qinghuaimeng_5") check_busy2(function() wait(3, start_first_floor) end) end) else start_first_floor() end add_trigger("otherquest_qinghuaimeng_2", "s*看起来(.*)想杀死你!$", function(params) var["idle"] = 0 var.qhm_enemy_present = true end)
add_trigger("otherquest_qinghuaimeng_3", "s*(.*)一个闪身就不见了。$", function(params) var.qhm_enemy_present = false var["qinghuaimeng_killer_num"] = (var["qinghuaimeng_killer_num"] or 0) + 1 var.qhm_current_floor_killers = (var.qhm_current_floor_killers or 0) + 1 if var["killer_master"] then var["killer_master_count"] = (var["killer_master_count"] or 0) + 1 if var["killer_master_count"] == 1 then exec("alias action 准备挑战") elseif var["killer_master_count"] == 2 then var["killer_master_count"] = nil exec("mazemap") end end execute_with_optional_yun_pfm(function() exec("yun qi;yun jing;yun jingli") if __qhm_continue_movement then local func_to_call = __qhm_continue_movement __qhm_continue_movement = nil log_message("战斗结束,恢复移动...", C.G, "<系统>") func_to_call() end end) end)
add_trigger("otherquest_qinghuaimeng_4", "s*(.*)神志迷糊,脚下一个不稳,倒在地上昏了过去。$", function(params) var.qhm_enemy_present = false if __qhm_continue_movement then local func_to_call = __qhm_continue_movement __qhm_continue_movement = nil log_message("昏迷后恢复,继续移动...", C.Y, "<系统>") func_to_call() end
exec("kill wanderer") end) add_trigger("otherquest_qinghuaimeng_6", "s*总步数: 0$", function(params) open_trigger("otherquest_qinghuaimeng_11") local n = collectgarbage("count") collectgarbage("collect") if var["killer_master"] and var["killer_master"] > 0 then echo("\n" .. C.x .. "LUA内存清理:" .. C.c .. n .. C.x .. " --> " .. C.y .. collectgarbage("count")) if (var["qinghuaimeng_2"] or 0) == 1 then close_qinghuaimeng_triggers() close_trigger("otherquest_qinghuaimeng_6") open_trigger("otherquest_qinghuaimeng2_1") open_triggers("otherquest_qinghuaimeng", 1, 5) open_triggers("otherquest_qinghuaimeng", 7, 18) var["killer_master"] = nil check_busy2(function() setup_qinghuaimeng_skills(1) var.qhm_current_floor_killers = 0 log_message("第二层杀敌计数已重置。", C.Y, "<解密>")
exec("up2;mazemap") log_message("☆第二层开始☆", C.Y, "<解密>") end) else exec("leave") qinghuaimeng_killer_num=var["qinghuaimeng_killer_num"] - 4 log_message("挑战情怀梦共杀killer" .. "【" .. qinghuaimeng_killer_num .. "】" .. "个。", C.Y, "<解密>") var["qinghuaimeng_killer_num"] = 0 end end end) add_trigger("otherquest_qinghuaimeng_8", "\^\\s(.*)梦境掌控者\\s+(\\S+)\\((.*)\\)", function(params) close_trigger("otherquest_qinghuaimeng_8") var["killer_name"] = params[2] var["killer_id"] = string.lower(params[3]) var["pfm_id"] = var["killer_id"] var["killer_master"] = 1 execute_with_optional_yun_pfm(function() exec("yun qi;yun jing;yun jingli") exec("kill " .. var["killer_id"]) end) end) add_trigger("otherquest_qinghuaimeng_9", "\^\\s*你把\\s+\"action\"\\s+设定为\\s+\"准备挑战", function(params) open_trigger("otherquest_qinghuaimeng_8") if var["killer_master"] == 1 then exec("look") end end) setup_hp_monitor("otherquest_qinghuaimeng_10") add_trigger("otherquest_qinghuaimeng_11", "\^\\s*你被奖励了(.*)枚情怀币!", function(params) close_qinghuaimeng_triggers() set_end_time("情怀梦") var["qinghuaimeng_tongbao"] = params[1] log_message("完成情怀梦副本,获得" .. var["qinghuaimeng_tongbao"] .. "情怀币。", C.Y, "<解密>") local time_diff = calculate_time_diff("情怀梦", 1) log_message("任务耗时:" .. time_diff .. "。", C.Y) log_message("☆☆☆"..C.G.."挑战情怀梦副本结束"..C.M.."☆☆☆", C.M, "<解密>") reset_qinghuaimeng_timer() exec("changejob") end)
add_trigger("otherquest_qinghuaimeng_12", "^这里没有这个人。$", function() close_trigger("otherquest_qinghuaimeng_12") if __qhm_continue_movement then local func_to_call = __qhm_continue_movement __qhm_continue_movement = nil func_to_call() end end)
add_alias("qinghuaimeng_skills_1", function(params) setup_qinghuaimeng_skills(1) end) add_alias("qinghuaimeng_skills_2", function(params) setup_qinghuaimeng_skills(2) end) add_trigger("otherquest_qinghuaimeng_13", "\^\\s*请明天再来情怀梦境吧。", function(params) close_qinghuaimeng_triggers() log_message("情怀梦副本,时间间隔不够。", C.R, "<解密>") reset_qinghuaimeng_timer() exec("changejob") end) add_trigger("otherquest_qinghuaimeng_15", "\^\\s*宝藏之地都被你破坏了,还找什么呢!", function(params) unset_timer("timer") qinghuaimeng_box = 0 exec("mazemap") end) add_trigger("otherquest_qinghuaimeng_16", "\^\\s*你得到了(.*)枚情怀币,但是好像也触碰到了什么机关!", function(params) open_trigger("otherquest_qinghuaimeng_6") unset_timer("timer") qinghuaimeng_box = 0 var["qinghuaimeng_tongbao_1"] = params[1] exec("mazemap") log_message("挖到宝箱,获得" .. var["qinghuaimeng_tongbao_1"] .. "情怀币。", C.Y, "<解密>") end) add_trigger("otherquest_qinghuaimeng_17", "\^\\s*你从宝藏中得到了一个(.*)。", function(params) var["qinghuaimeng_tongbao_2"] = params[1] unset_timer("timer") exec("mazemap") log_message("挖到宝箱,获得" .. var["qinghuaimeng_tongbao_2"] .. "。", C.Y, "<解密>") end) end) add_trigger("otherquest_qinghuaimeng_1", "s*情怀梦境迷宫第一层行走方向提示:(.*)$", function(params) local maze = prepare_maze_file_and_parse(1) if not maze then return end local graph, startRoom, treasureRoom, endRoom = {}, nil, nil, nil local function isLetter(ch) return ch == 'B' or ch == 'C' or ch == 'E' or ch == 'O' end local function isVertex(m, r, c) if m and m[r] and m[r][c] and isLetter(m[r][c]) then if not m[r][c-1] or not isLetter(m[r][c-1]) then return true end end return false end local idxrow, idxcol = 0, 0 for i, row in ipairs(maze) do idxcol = 1 for j, cell in ipairs(row) do if isVertex(maze, i, j) then local node_id = idxrow .. "," .. idxcol graph[node_id] = {} if cell == 'C' then startRoom = { idxrow, idxcol } end if cell == 'B' then treasureRoom = { idxrow, idxcol } end if cell == 'E' then endRoom = { idxrow, idxcol } end if maze[i][j+1] then if isLetter(maze[i][j+1]) then if maze[i][j+1] == 'C' then startRoom = { idxrow, idxcol } end if maze[i][j+1] == 'B' then treasureRoom = { idxrow, idxcol } end if maze[i][j+1] == 'E' then endRoom = { idxrow, idxcol } end end end idxcol = idxcol + 1 end end if i % 2 == 1 then idxrow = idxrow + 1 end end idxrow, idxcol = 0, 0 for i, row in ipairs(maze) do idxcol = 1 for j, cell in ipairs(row) do if isVertex(maze, i, j) then local node_id = idxrow .. "," .. idxcol if j > 2 and maze[i][j - 2] == '-' then table.insert(graph[node_id], idxrow .. "," .. (idxcol - 1)) end if j < #row and maze[i][j + 2] == '-' then table.insert(graph[node_id], idxrow .. "," .. (idxcol + 1)) end if i > 2 and maze[i - 1][j] == '|' then table.insert(graph[node_id], (idxrow - 1) .. "," .. idxcol) end if i < #maze and maze[i + 1][j] == '|' then table.insert(graph[node_id], (idxrow + 1) .. "," .. idxcol) end idxcol = idxcol + 1 end end if i % 2 == 1 then idxrow = idxrow + 1 end end if not startRoom or not endRoom then echo("错误:未能在一层迷宫中找到起点(C)或终点(E)。") return end local start_node = table.concat(startRoom, ",") local goal_node, final_callback local is_going_to_exit = false if startRoom[1] == endRoom[1] and startRoom[2] == endRoom[2] then echo("总步数: 0"); echo("已在出口 E。") check_busy2(function() wait(2, function() exec("look") end) end) return end if qinghuaimeng_box ~= 0 and treasureRoom then goal_node = table.concat(treasureRoom, ",") is_going_to_exit = false final_callback = function() echo("已到达宝藏 B!") var.qinghuaimeng_box = 1 close_trigger("otherquest_qinghuaimeng_6") set_timer("timer", 1, function() exec("search") end) end else goal_node = table.concat(endRoom, ",") is_going_to_exit = true final_callback = function() echo("已成功到达出口 E。") check_busy2(function() wait(2, function() setup_qinghuaimeng_skills(2); exec("look") end) end) end end local heuristic = function(n1, n2) local x1,y1=n1:match("(%d+),(%d+)") local x2,y2=n2:match("(%d+),(%d+)") return math.abs(x1-x2)+math.abs(y1-y2) end local get_neighbors = function(node) local n = {}; for _, neighbor in ipairs(graph[node] or {}) do table.insert(n, {room=neighbor, dir="", cost=1}) end return n end local path, _ = astar_search(start_node, goal_node, {heuristic_func=heuristic, get_neighbors_func=get_neighbors}) if path then local directions = convert_path_to_directions(path) echo("总步数: " .. #directions) execute_maze_movement(directions, final_callback, is_going_to_exit) else echo("错误:未能为第一层迷宫找到路径。") end end) add_trigger("otherquest_qinghuaimeng2_1", "s*情怀梦境迷宫第二层行走方向提示:(.*)$", function(params) local maze = prepare_maze_file_and_parse(2) if not maze then return end local startRoom_char, treasureRoom_char, endRoom_char for r, row in ipairs(maze) do for c, char in ipairs(row) do if char == "C" then startRoom_char = {r, c} elseif char == "B" then treasureRoom_char = {r, c} elseif char == "E" then endRoom_char = {r, c} end end end if not startRoom_char then echo("错误:未找到起点 'C'!"); return end local start_r, start_c = get_cell_coords(startRoom_char[1], startRoom_char[2]) if not start_r then echo("错误:起点 'C' 坐标转换失败!"); return end local start_node = start_r .. "," .. start_c local goal_node, final_callback, target_description local is_going_to_exit = false local treasure_r, treasure_c if treasureRoom_char then treasure_r, treasure_c = get_cell_coords(treasureRoom_char[1], treasureRoom_char[2]) end if treasure_r and treasure_c then goal_node, target_description = treasure_r .. "," .. treasure_c, "宝藏 B" is_going_to_exit = false final_callback = function() echo("已到达 " .. target_description .. "!") var.qinghuaimeng_box = 1; var["qinghuaimeng_2"] = 0 set_timer("timer", 1, function() exec("search") end) end else local end_r, end_c if endRoom_char then end_r, end_c = get_cell_coords(endRoom_char[1], endRoom_char[2]) end if end_r and end_c then goal_node, target_description = end_r .. "," .. end_c, "出口 E" is_going_to_exit = true final_callback = function() echo("已成功到达 " .. target_description .. "。") check_busy2(function() wait(2, function() setup_qinghuaimeng_skills(2); exec("look") end) end) end else echo("错误:迷宫中未找到有效目标点 (B或E)。"); open_triggers("otherquest_qinghuaimeng", 1, 18); return end end echo("确定目标为: " .. target_description .. " (" .. goal_node .. ")") local heuristic = function(n1, n2) local y1,x1=n1:match("(%d+),(%d+)") local y2,x2=n2:match("(%d+),(%d+)") return math.abs(y1-y2)+math.abs(x1-x2) end local get_neighbors_level2 = function(node_str) local r_cell, c_cell = node_str:match("^(%d+),(%d+)$") r_cell, c_cell = tonumber(r_cell), tonumber(c_cell) local neighbors = {} local moves = {{0, 1, "east"}, {0, -1, "west"}, {1, 0, "south"}, {-1, 0, "north"}} for _, move in ipairs(moves) do local dr, dc, dir = move[1], move[2], move[3] local next_r, next_c = r_cell + dr, c_cell + dc local r_char, c_char = get_char_coords(r_cell, c_cell) if r_char and c_char then local wall_r, wall_c = r_char + dr, c_char + (dc * 2) if maze[wall_r] and maze[wall_r][wall_c] and maze[wall_r][wall_c] ~= '|' and maze[wall_r][wall_c] ~= '-' then table.insert(neighbors, {room = next_r .. "," .. next_c, dir = dir, cost = 1}) end end end return neighbors end local path, _ = astar_search(start_node, goal_node, {heuristic_func=heuristic, get_neighbors_func=get_neighbors_level2, max_iterations=5000}) open_triggers("otherquest_qinghuaimeng", 1, 18) if path then local directions = convert_path_to_directions(path) echo("总步数: " .. #directions) execute_maze_movement(directions, final_callback, is_going_to_exit) else echo("错误:未能为第二层迷宫找到路径。") end end) function close_qinghuaimeng_triggers() close_triggers("otherquest_qinghuaimeng", 1, 18) end function open_qinghuaimeng_triggers() open_triggers("otherquest_qinghuaimeng", 1, 18) end
|