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优化
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liuzhaomax committed Mar 1, 2024
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33 changes: 19 additions & 14 deletions README.md
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@@ -1,6 +1,7 @@
# 血染钟楼 Blood on the ClockTower

> 血染钟楼桌游线下辅助器
> https://blood.liuzhaomax.cn/
**亮点**
+ 取代说书人角色,所有线下小伙伴都可以深度参与解谜
Expand All @@ -13,7 +14,9 @@
+ 防场外,即便晚上没技能,也需要操作手机;隐藏身份信息等
+ 支持断线重连,连接保护
+ 无需注册,无需安装客户端
+ 支持移动端、PC端,支持所有设备与浏览器
+ 支持移动端横屏竖屏、PC端,支持所有设备与浏览器

![封面.gif](readme/封面.gif)

**不足**
+ 目前只支持《血染钟楼:灾祸滋生》版本
Expand Down Expand Up @@ -56,6 +59,7 @@
+ 等大家都确认不再提名时,主机再点击切换日夜
+ 等大家都确认不再投票时,主机再点击结算投票
+ 注意事项
+ 由于没有登录,一个浏览器绑定一名玩家
+ 五小时未开始游戏,或开始游戏超过五小时未再开始游戏,则房间销毁,如果长时间不开始游戏,请先返回首页再进行操作
+ 如果不在本局中,请不要尝试通过连接进入房间
+ 如果发现操作不正常,且不属于五小时未操作的情况,则刷新页面
Expand All @@ -66,23 +70,23 @@
> 全程无需闭眼,技能施放无顺序
1. 初始状态
[图片]
2. 点击右上角日夜切换按钮进入第一夜
[图片]
![初始状态.png](readme/初始状态.png)
2. 点击右上角日夜切换按钮进入第一夜(只有主机有)
![日夜切换按钮.png](readme/日夜切换按钮.png)
3. 选择玩家,发动技能
[图片]
4. 点击右上角日夜切换按钮进入白天
[图片]
![发动技能.png](readme/发动技能.png)
4. 点击右上角日夜切换按钮进入白天(只有主机有)
![4.png](readme/4.png)
5. 点击玩家,发动提名
[图片]
6. 点击右上角结束投票按钮,结算投票结果
[图片]
![发动提名.png](readme/发动提名.png)
6. 点击右上角结束投票按钮,结算投票结果(只有主机有)
![结算投票结果.png](readme/结算投票结果.png)
7. 如果没有人被处决,则还可以提名
[图片]
8. 大家都同意进入夜晚,则点击日夜切换按钮
[图片]
![还可以提名.png](readme/还可以提名.png)
8. 大家都同意进入夜晚,则点击日夜切换按钮(只有主机有)
![8.png](readme/8.png)
9. 游戏结束后,进入复盘页面
[图片]
![复盘页面.png](readme/复盘页面.png)

### 1.3 技能细节
+ 洗衣妇
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+ 开局获取身份,自己并不知道自己是酒鬼
+ 隐士
+ 开局被当作的邪恶身份,爪牙或恶魔
+ 如果被当作间谍,别人看他,他将不是邪恶的
+ 被毒会变回隐士
+ 圣徒
+ 可达成邪恶胜利条件四
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2 changes: 2 additions & 0 deletions client/src/pages/gaming/Instruction.jsx
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Expand Up @@ -38,6 +38,7 @@ const text = `
+ 等大家都确认不再提名时,主机再点击切换日夜
+ 等大家都确认不再投票时,主机再点击结算投票
+ 注意事项
+ 由于没有登录,一个浏览器绑定一名玩家
+ 五小时未开始游戏,或开始游戏超过五小时未再开始游戏,则房间销毁,如果长时间不开始游戏,请先返回首页再进行操作
+ 如果不在本局中,请不要尝试通过连接进入房间
+ 如果发现操作不正常,且不属于五小时未操作的情况,则刷新页面
Expand Down Expand Up @@ -115,6 +116,7 @@ const text = `
+ 开局获取身份,自己并不知道自己是酒鬼
+ 隐士
+ 开局被当作的邪恶身份,爪牙或恶魔
+ 如果被当作间谍,别人看他,他将不是邪恶的
+ 被毒会变回隐士
+ 圣徒
+ 可达成邪恶胜利条件四
Expand Down
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3 changes: 3 additions & 0 deletions server/handler/gaming.go
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Expand Up @@ -312,6 +312,9 @@ func initStatus(players []model.Player, replaceDrunk string) []model.Player {
players[i].State.Evil = true
evilCharacter := getRandEvilCharacter()
players[i].State.RegardedAs = evilCharacter
if evilCharacter == Spy {
players[i].State.Evil = false
}
players[i].State.RegardedAsSaved = evilCharacter
if players[i].State.RegardedAsSaved == Imp {
players[i].State.Demon = true
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3 changes: 3 additions & 0 deletions server/handler/process.go
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Expand Up @@ -114,6 +114,9 @@ func toggleNight(mux *sync.Mutex, game *model.Room) {
// 还原隐士邪恶身份 - 清除中毒效果
if game.Players[i].Character == Recluse {
game.Players[i].State.Evil = true
if game.Players[i].State.RegardedAsSaved == Spy {
game.Players[i].State.Evil = false
}
game.Players[i].State.RegardedAs = game.Players[i].State.RegardedAsSaved
if game.Players[i].State.RegardedAsSaved == Imp {
game.Players[i].State.Demon = true
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