bugfix (#237)
1. 修复甄姬等 2. 将弃置所有牌、武将牌上的牌等修复为一次性弃置 3. 添加连环状态改变的音效 4. 改进notifyMoveCards的可见 --------- Signed-off-by: Mechanel <nyutanislavsky@qq.com>
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@ -777,15 +777,6 @@ function Room:notifyMoveCards(players, card_moves, forceVisible)
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for _, move in ipairs(arg) do
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for _, move in ipairs(arg) do
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-- local to = self:getPlayerById(move.to)
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-- local to = self:getPlayerById(move.to)
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local function infosContainArea(info, area)
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for _, i in ipairs(info) do
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if i.fromArea == area then
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return true
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end
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end
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return false
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end
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for _, info in ipairs(move.moveInfo) do
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for _, info in ipairs(move.moveInfo) do
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local realFromArea = self:getCardArea(info.cardId)
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local realFromArea = self:getCardArea(info.cardId)
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local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
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local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
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@ -800,28 +791,25 @@ function Room:notifyMoveCards(players, card_moves, forceVisible)
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end
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end
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end
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end
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-- forceVisible make the move visible
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local function containArea(area, relevant) --处理区的处理?
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-- FIXME: move.moveInfo is an array, fix this
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local areas = relevant
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move.moveVisible = move.moveVisible or (forceVisible)
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and {Card.PlayerEquip, Card.PlayerJudge, Card.DiscardPile, Card.Processing, Card.PlayerHand}
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-- if move is relevant to player, it should be open
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or {Card.PlayerEquip, Card.PlayerJudge, Card.DiscardPile, Card.Processing}
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or ((move.from == p.id) or (move.to == p.id))
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return table.contains(areas, area)
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-- cards move from/to equip/judge/discard/processing should be open
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end
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or infosContainArea(move.moveInfo, Card.PlayerEquip)
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or move.toArea == Card.PlayerEquip
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or infosContainArea(move.moveInfo, Card.PlayerJudge)
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or move.toArea == Card.PlayerJudge
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or infosContainArea(move.moveInfo, Card.DiscardPile)
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or move.toArea == Card.DiscardPile
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or infosContainArea(move.moveInfo, Card.Processing)
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or move.toArea == Card.Processing
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-- TODO: PlayerSpecial
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if not move.moveVisible then
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-- forceVisible make the move visible
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-- if move is relevant to player's hands or equips, it should be open
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-- cards move from/to equip/judge/discard/processing should be open
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if not (move.moveVisible or forceVisible or containArea(move.toArea, move.to == p.id)) then
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for _, info in ipairs(move.moveInfo) do
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for _, info in ipairs(move.moveInfo) do
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if not containArea(info.fromArea, move.from == p.id) then
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info.cardId = -1
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info.cardId = -1
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end
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end
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end
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end
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end
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end
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end
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p:doNotify("MoveCards", json.encode(arg))
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p:doNotify("MoveCards", json.encode(arg))
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end
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end
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end
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end
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@ -2580,7 +2568,7 @@ function Room:drawCards(player, num, skillName, fromPlace)
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skillName = skillName,
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skillName = skillName,
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fromPlace = fromPlace,
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fromPlace = fromPlace,
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}
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}
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if self.logic:trigger(fk.BeforeDrawCard, player, drawData) or drawData.num < 1 then
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if self.logic:trigger(fk.BeforeDrawCard, player, drawData) then
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self.logic:breakEvent(false)
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self.logic:breakEvent(false)
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end
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end
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@ -589,19 +589,21 @@ function ServerPlayer:bury()
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end
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end
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function ServerPlayer:throwAllCards(flag)
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function ServerPlayer:throwAllCards(flag)
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local room = self.room
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local cardIds = {}
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flag = flag or "hej"
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flag = flag or "hej"
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if string.find(flag, "h") then
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if string.find(flag, "h") then
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room:throwCard(self.player_cards[Player.Hand], "", self)
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table.insertTable(cardIds, self.player_cards[Player.Hand])
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end
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end
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if string.find(flag, "e") then
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if string.find(flag, "e") then
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room:throwCard(self.player_cards[Player.Equip], "", self)
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table.insertTable(cardIds, self.player_cards[Player.Equip])
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end
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end
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if string.find(flag, "j") then
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if string.find(flag, "j") then
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room:throwCard(self.player_cards[Player.Judge], "", self)
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table.insertTable(cardIds, self.player_cards[Player.Judge])
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end
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end
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self.room:throwCard(cardIds, "", self)
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end
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end
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function ServerPlayer:throwAllMarks()
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function ServerPlayer:throwAllMarks()
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@ -611,9 +613,11 @@ function ServerPlayer:throwAllMarks()
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end
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end
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function ServerPlayer:clearPiles()
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function ServerPlayer:clearPiles()
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local cardIds = {}
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for _, ids in pairs(self.special_cards) do
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for _, ids in pairs(self.special_cards) do
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self.room:throwCard(ids, "", self)
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table.insertTable(cardIds, ids)
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end
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end
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self.room:moveCardTo(cardIds, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, "", nil, true)
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end
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end
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function ServerPlayer:addVirtualEquip(card)
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function ServerPlayer:addVirtualEquip(card)
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@ -656,19 +660,22 @@ end
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---@param chained boolean
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---@param chained boolean
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function ServerPlayer:setChainState(chained)
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function ServerPlayer:setChainState(chained)
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if self.room.logic:trigger(fk.BeforeChainStateChange, self) then
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local room = self.room
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if room.logic:trigger(fk.BeforeChainStateChange, self) then
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return
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return
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end
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end
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self.chained = chained
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self.chained = chained
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self.room:broadcastProperty(self, "chained")
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self.room:sendLog{
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room:broadcastProperty(self, "chained")
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room:sendLog{
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type = "#ChainStateChange",
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type = "#ChainStateChange",
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from = self.id,
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from = self.id,
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arg = self.chained and "chained" or "un-chained"
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arg = self.chained and "chained" or "un-chained"
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}
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}
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room:delay(150)
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self.room.logic:trigger(fk.ChainStateChanged, self)
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room:broadcastPlaySound("./audio/system/chain")
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room.logic:trigger(fk.ChainStateChanged, self)
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end
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end
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function ServerPlayer:reset()
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function ServerPlayer:reset()
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@ -76,6 +76,7 @@ Fk:loadTranslationTable{
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["$luoshen2"] = "飘飖兮若流风之回雪。",
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["$luoshen2"] = "飘飖兮若流风之回雪。",
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["luoshen"] = "洛神",
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["luoshen"] = "洛神",
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[":luoshen"] = "准备阶段开始时,你可以进行判定:若结果为黑色,判定牌生效后你获得之,然后你可以再次发动“洛神”。",
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[":luoshen"] = "准备阶段开始时,你可以进行判定:若结果为黑色,判定牌生效后你获得之,然后你可以再次发动“洛神”。",
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["#luoshen_obtain"] = "洛神",
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["$qingguo1"] = "凌波微步,罗袜生尘。",
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["$qingguo1"] = "凌波微步,罗袜生尘。",
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["$qingguo2"] = "体迅飞凫,飘忽若神。",
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["$qingguo2"] = "体迅飞凫,飘忽若神。",
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["qingguo"] = "倾国",
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["qingguo"] = "倾国",
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@ -130,10 +130,7 @@ local fankui = fk.CreateTriggerSkill{
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on_use = function(self, event, target, player, data)
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on_use = function(self, event, target, player, data)
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local room = player.room
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local room = player.room
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local from = data.from
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local from = data.from
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local flag = "he"
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local flag = from == player and "e" or "he"
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if from == player then
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flag = "e"
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end
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local card = room:askForCardChosen(player, from, flag, self.name)
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local card = room:askForCardChosen(player, from, flag, self.name)
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room:obtainCard(player.id, card, false, fk.ReasonPrey)
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room:obtainCard(player.id, card, false, fk.ReasonPrey)
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end
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end
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@ -366,16 +363,24 @@ local luoshen = fk.CreateTriggerSkill{
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pattern = ".|.|spade,club",
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pattern = ".|.|spade,club",
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}
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}
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room:judge(judge)
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room:judge(judge)
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if judge.card.color ~= Card.Black then
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if judge.card.color ~= Card.Black or player.dead or not room:askForSkillInvoke(player, self.name) then
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break
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end
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room:obtainCard(player.id, judge.card, true, fk.ReasonJustMove)
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if player.dead or not room:askForSkillInvoke(player, self.name) then
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break
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break
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end
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end
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end
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end
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end,
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end,
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}
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}
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local luoshen_obtain = fk.CreateTriggerSkill{
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name = "#luoshen_obtain",
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mute = true,
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frequency = Skill.Compulsory,
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events = {fk.FinishJudge},
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can_trigger = function(self, event, target, player, data)
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return target == player and data.reason == "luoshen" and data.card.color == Card.Black end,
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on_use = function(self, event, target, player, data)
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player.room:obtainCard(player.id, data.card)
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end,
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}
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luoshen:addRelatedSkill(luoshen_obtain)
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local qingguo = fk.CreateViewAsSkill{
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local qingguo = fk.CreateViewAsSkill{
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name = "qingguo",
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name = "qingguo",
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anim_type = "defensive",
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anim_type = "defensive",
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@ -383,7 +388,7 @@ local qingguo = fk.CreateViewAsSkill{
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card_filter = function(self, to_select, selected)
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card_filter = function(self, to_select, selected)
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if #selected == 1 then return false end
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if #selected == 1 then return false end
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return Fk:getCardById(to_select).color == Card.Black
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return Fk:getCardById(to_select).color == Card.Black
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and Fk:currentRoom():getCardArea(to_select) ~= Player.Hand
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and Fk:currentRoom():getCardArea(to_select) == Player.Hand
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end,
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end,
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view_as = function(self, cards)
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view_as = function(self, cards)
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if #cards ~= 1 then
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if #cards ~= 1 then
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@ -951,24 +956,38 @@ local xiaoji = fk.CreateTriggerSkill{
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events = {fk.AfterCardsMove},
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events = {fk.AfterCardsMove},
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can_trigger = function(self, event, target, player, data)
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can_trigger = function(self, event, target, player, data)
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if not player:hasSkill(self.name) then return end
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if not player:hasSkill(self.name) then return end
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self.trigger_times = 0
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for _, move in ipairs(data) do
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for _, move in ipairs(data) do
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if move.from == player.id then
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if move.from == player.id then
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for _, info in ipairs(move.moveInfo) do
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for _, info in ipairs(move.moveInfo) do
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if info.fromArea == Card.PlayerEquip then
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if info.fromArea == Card.PlayerEquip then
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self.trigger_times = self.trigger_times + 1
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return true
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end
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end
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end
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end
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end
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end
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end
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end
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return self.trigger_times > 0
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end,
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end,
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on_trigger = function(self, event, target, player, data)
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on_trigger = function(self, event, target, player, data)
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local ret
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local i = 0
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for i = 1, self.trigger_times do
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for _, move in ipairs(data) do
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ret = self:doCost(event, target, player, data)
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if move.from == player.id then
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if ret then return ret end
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for _, info in ipairs(move.moveInfo) do
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if info.fromArea == Card.PlayerEquip then
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i = i + 1
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end
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end
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end
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end
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end
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self.cancel_cost = false
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for i = 1, i do
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if self.cancel_cost or not player:hasSkill(self.name) then break end
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self:doCost(event, target, player, data)
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end
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end,
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on_cost = function(self, event, target, player, data)
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if player.room:askForSkillInvoke(player, self.name) then
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return true
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end
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self.cancel_cost = true
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end,
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end,
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on_use = function(self, event, target, player, data)
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on_use = function(self, event, target, player, data)
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player:drawCards(2, self.name)
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player:drawCards(2, self.name)
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@ -997,14 +1016,14 @@ local jieyin = fk.CreateActiveSkill{
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room:recover({
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room:recover({
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who = room:getPlayerById(effect.tos[1]),
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who = room:getPlayerById(effect.tos[1]),
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num = 1,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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recoverBy = from,
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skillName = self.name
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skillName = self.name
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})
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})
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if from:isWounded() then
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if from:isWounded() then
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room:recover({
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room:recover({
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who = room:getPlayerById(effect.from),
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who = from,
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num = 1,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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recoverBy = from,
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skillName = self.name
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skillName = self.name
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})
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})
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end
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end
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@ -1034,7 +1053,7 @@ local qingnang = fk.CreateActiveSkill{
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room:recover({
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room:recover({
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who = room:getPlayerById(effect.tos[1]),
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who = room:getPlayerById(effect.tos[1]),
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num = 1,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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recoverBy = from,
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skillName = self.name
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skillName = self.name
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})
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})
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end,
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end,
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