2023-02-28 17:43:44 +00:00
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local playCardEmotionAndSound = function(room, player, card)
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if card.type ~= Card.TypeEquip then
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2023-03-09 04:19:16 +00:00
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local anim_path = "./packages/" .. card.package.extensionName .. "/image/anim/" .. card.name
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if not FileIO.exists(anim_path) then
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for _, dir in ipairs(FileIO.ls("./packages/")) do
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anim_path = "./packages/" .. dir .. "/image/anim/" .. card.name
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if FileIO.exists(anim_path) then break end
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end
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end
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if FileIO.exists(anim_path) then room:setEmotion(player, anim_path) end
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2023-02-28 17:43:44 +00:00
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end
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local soundName
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if card.type == Card.TypeEquip then
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local subTypeStr
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if card.sub_type == Card.SubtypeDefensiveRide or card.sub_type == Card.SubtypeOffensiveRide then
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subTypeStr = "horse"
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elseif card.sub_type == Card.SubtypeWeapon then
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subTypeStr = "weapon"
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else
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subTypeStr = "armor"
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end
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soundName = "./audio/card/common/" .. subTypeStr
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else
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soundName = "./packages/" .. card.package.extensionName .. "/audio/card/"
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.. (player.gender == General.Male and "male/" or "female/") .. card.name
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2023-03-09 04:19:16 +00:00
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if not FileIO.exists(soundName .. ".mp3") then
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for _, dir in ipairs(FileIO.ls("./packages/")) do
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soundName = "./packages/" .. dir .. "/audio/card/"
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.. (player.gender == General.Male and "male/" or "female/") .. card.name
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if FileIO.exists(soundName .. ".mp3") then break end
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end
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end
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2023-02-28 17:43:44 +00:00
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end
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room:broadcastPlaySound(soundName)
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end
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---@param room Room
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---@param cardUseEvent CardUseStruct
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local sendCardEmotionAndLog = function(room, cardUseEvent)
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local from = cardUseEvent.from
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local _card = cardUseEvent.card
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-- when this function is called, card is already in PlaceTable and no filter skill is applied.
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-- So filter this card manually here to get 'real' use.card
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local card = _card
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if not _card:isVirtual() then
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local temp = { card = _card }
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Fk:filterCard(_card.id, room:getPlayerById(from), temp)
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card = temp.card
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end
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playCardEmotionAndSound(room, room:getPlayerById(from), card)
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room:doAnimate("Indicate", {
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from = from,
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to = cardUseEvent.tos or {},
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})
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local useCardIds = card:isVirtual() and card.subcards or { card.id }
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if cardUseEvent.tos and #cardUseEvent.tos > 0 then
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local to = {}
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for _, t in ipairs(cardUseEvent.tos) do
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table.insert(to, t[1])
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end
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if card:isVirtual() or (card ~= _card) then
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if #useCardIds == 0 then
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room:sendLog{
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type = "#UseV0CardToTargets",
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from = from,
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to = to,
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arg = card:toLogString(),
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}
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else
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room:sendLog{
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type = "#UseVCardToTargets",
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from = from,
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to = to,
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card = useCardIds,
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arg = card:toLogString(),
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}
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end
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else
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room:sendLog{
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type = "#UseCardToTargets",
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from = from,
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to = to,
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card = useCardIds
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}
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end
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for _, t in ipairs(cardUseEvent.tos) do
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if t[2] then
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local temp = {table.unpack(t)}
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table.remove(temp, 1)
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room:sendLog{
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type = "#CardUseCollaborator",
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from = t[1],
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to = temp,
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arg = card.name,
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}
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end
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end
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elseif cardUseEvent.toCard then
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if card:isVirtual() or (card ~= _card) then
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if #useCardIds == 0 then
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room:sendLog{
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type = "#UseV0CardToCard",
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from = from,
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arg = cardUseEvent.toCard.name,
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arg2 = card:toLogString(),
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}
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else
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room:sendLog{
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type = "#UseVCardToCard",
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from = from,
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card = useCardIds,
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arg = cardUseEvent.toCard.name,
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arg2 = card:toLogString(),
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}
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end
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else
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room:sendLog{
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type = "#UseCardToCard",
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from = from,
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card = useCardIds,
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arg = cardUseEvent.toCard.name,
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}
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end
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else
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if card:isVirtual() or (card ~= _card) then
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if #useCardIds == 0 then
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room:sendLog{
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type = "#UseV0Card",
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from = from,
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arg = card:toLogString(),
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}
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else
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room:sendLog{
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type = "#UseVCard",
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from = from,
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card = useCardIds,
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arg = card:toLogString(),
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}
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end
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else
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room:sendLog{
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type = "#UseCard",
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from = from,
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card = useCardIds,
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}
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end
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end
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end
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---@param self GameEvent
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GameEvent.functions[GameEvent.UseCard] = function(self)
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local cardUseEvent = table.unpack(self.data)
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local self = self.room
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local from = cardUseEvent.from
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self:moveCards({
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ids = self:getSubcardsByRule(cardUseEvent.card),
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from = from,
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toArea = Card.Processing,
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moveReason = fk.ReasonUse,
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})
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if cardUseEvent.card.skill then
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cardUseEvent.card.skill:onUse(self, cardUseEvent)
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end
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sendCardEmotionAndLog(self, cardUseEvent)
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if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
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self.logic:breakEvent()
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end
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if not cardUseEvent.extraUse then
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self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1)
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end
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if cardUseEvent.responseToEvent then
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cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {}
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table.insert(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
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end
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for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.BeforeCardUseEffect, fk.CardUsing }) do
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if not cardUseEvent.toCard and #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
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break
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end
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self.logic:trigger(event, self:getPlayerById(cardUseEvent.from), cardUseEvent)
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if event == fk.CardUsing then
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self:doCardUseEffect(cardUseEvent)
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end
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end
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end
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GameEvent.cleaners[GameEvent.UseCard] = function(self)
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local cardUseEvent = table.unpack(self.data)
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local self = self.room
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2023-03-14 12:48:08 +00:00
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self.logic:trigger(fk.CardUseFinished, self:getPlayerById(cardUseEvent.from), cardUseEvent)
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2023-02-28 17:43:44 +00:00
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local leftRealCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
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if #leftRealCardIds > 0 then
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self:moveCards({
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ids = leftRealCardIds,
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toArea = Card.DiscardPile,
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moveReason = fk.ReasonPutIntoDiscardPile,
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})
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end
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end
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GameEvent.functions[GameEvent.RespondCard] = function(self)
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local cardResponseEvent = table.unpack(self.data)
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local self = self.room
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local from = cardResponseEvent.customFrom or cardResponseEvent.from
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local card = cardResponseEvent.card
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local cardIds = self:getSubcardsByRule(card)
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if card:isVirtual() then
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if #cardIds == 0 then
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self:sendLog{
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type = "#ResponsePlayV0Card",
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from = from,
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arg = card:toLogString(),
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}
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else
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self:sendLog{
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type = "#ResponsePlayVCard",
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from = from,
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card = cardIds,
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arg = card:toLogString(),
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}
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end
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else
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self:sendLog{
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type = "#ResponsePlayCard",
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from = from,
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card = cardIds,
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}
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end
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self:moveCards({
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ids = cardIds,
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from = from,
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toArea = Card.Processing,
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moveReason = fk.ReasonResonpse,
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})
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playCardEmotionAndSound(self, self:getPlayerById(from), card)
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for _, event in ipairs({ fk.PreCardRespond, fk.CardResponding, fk.CardRespondFinished }) do
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self.logic:trigger(event, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
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end
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local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
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if #realCardIds > 0 and not cardResponseEvent.skipDrop then
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self:moveCards({
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ids = realCardIds,
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toArea = Card.DiscardPile,
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moveReason = fk.ReasonPutIntoDiscardPile,
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})
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end
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end
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