增加ChangeProperty事件,修正remove (#259)
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@ -60,7 +60,8 @@ function UsableSkill:withinDistanceLimit(player, isattack, card, to)
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end
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end
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local temp_suf = table.simpleClone(MarkEnum.TempMarkSuffix)
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local temp_suf = table.simpleClone(MarkEnum.TempMarkSuffix)
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table.insert(temp_suf, "-tmp")
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table.insert(temp_suf, "-tmp")
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return isattack and player:inMyAttackRange(to) or player:distanceTo(to) <= self:getDistanceLimit(player, card, to) or
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return (isattack and player:inMyAttackRange(to)) or
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(player:distanceTo(to) > 0 and player:distanceTo(to) <= self:getDistanceLimit(player, card, to)) or
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(player:getMark(MarkEnum.BypassDistancesLimit) ~= 0 or
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(player:getMark(MarkEnum.BypassDistancesLimit) ~= 0 or
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table.find(temp_suf, function(s)
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table.find(temp_suf, function(s)
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return player:getMark(MarkEnum.BypassDistancesLimit .. s) ~= 0
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return player:getMark(MarkEnum.BypassDistancesLimit .. s) ~= 0
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@ -41,6 +41,9 @@ dofile "lua/server/events/gameflow.lua"
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GameEvent.Pindian = 19
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GameEvent.Pindian = 19
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dofile "lua/server/events/pindian.lua"
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dofile "lua/server/events/pindian.lua"
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GameEvent.ChangeProperty = 21
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dofile "lua/server/events/misc.lua"
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-- TODO: fix this
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-- TODO: fix this
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GameEvent.BreakEvent = 999
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GameEvent.BreakEvent = 999
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@ -72,6 +75,8 @@ local eventTranslations = {
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[GameEvent.Phase] = "GameEvent.Phase",
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[GameEvent.Phase] = "GameEvent.Phase",
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[GameEvent.Pindian] = "GameEvent.Pindian",
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[GameEvent.Pindian] = "GameEvent.Pindian",
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[GameEvent.ChangeProperty] = "GameEvent.ChangeProperty",
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[GameEvent.BreakEvent] = "GameEvent.BreakEvent",
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[GameEvent.BreakEvent] = "GameEvent.BreakEvent",
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}
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}
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@ -0,0 +1,114 @@
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-- SPDX-License-Identifier: GPL-3.0-or-later
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GameEvent.functions[GameEvent.ChangeProperty] = function(self)
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local data = table.unpack(self.data)
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local room = self.room
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local player = data.from
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local logic = room.logic
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logic:trigger(fk.BeforePropertyChange, player, data)
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data.sendLog = data.sendLog or false
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local skills = {}
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if data.general and data.general ~= "" and data.general ~= player.general then
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local originalGeneral = Fk.generals[player.general] or Fk.generals["blank_shibing"]
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local originalSkills = originalGeneral and originalGeneral:getSkillNameList() or Util.DummyTable
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table.insertTableIfNeed(skills, table.map(originalSkills, function(e)
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return "-" .. e
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end))
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local newGeneral = Fk.generals[data.general] or Fk.generals["blank_shibing"]
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for _, name in ipairs(newGeneral:getSkillNameList()) do
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local s = Fk.skills[name]
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if not s.relate_to_place or s.relate_to_place == "m" then
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table.insertIfNeed(skills, name)
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end
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end
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if data.sendLog then
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room:sendLog{
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type = "#ChangeHero",
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from = player.id,
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arg = player.general,
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arg2 = data.general,
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arg3 = "mainGeneral",
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}
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end
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data.results["generalChange"] = {player.general, data.general}
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room:setPlayerProperty(player, "general", data.general)
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end
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if data.deputyGeneral and data.deputyGeneral ~= "" and data.deputyGeneral ~= player.deputyGeneral then
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local originalDeputy = Fk.generals[player.deputyGeneral] or Fk.generals["blank_shibing"]
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local originalSkills = originalDeputy and originalDeputy:getSkillNameList() or Util.DummyTable
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table.insertTableIfNeed(skills, table.map(originalSkills, function(e)
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return "-" .. e
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end))
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local newDeputy = Fk.generals[data.deputyGeneral] or Fk.generals["blank_shibing"]
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for _, name in ipairs(newDeputy:getSkillNameList()) do
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local s = Fk.skills[name]
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if not s.relate_to_place or s.relate_to_place == "d" then
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table.insertIfNeed(skills, name)
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end
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end
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if data.sendLog then
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room:sendLog{
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type = "#ChangeHero",
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from = player.id,
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arg = player.deputyGeneral,
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arg2 = data.deputyGeneral,
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arg3 = "deputyGeneral",
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}
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end
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data.results["deputyChange"] = {player.deputyGeneral, data.deputyGeneral}
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room:setPlayerProperty(player, "deputyGeneral", data.deputyGeneral)
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end
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if data.gender and data.gender ~= player.gender then
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data.results["genderChange"] = {player.gender, data.gender}
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room:setPlayerProperty(player, "gender", data.gender)
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end
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if data.kingdom and data.kingdom ~= "" and data.kingdom ~= player.kingdom then
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if data.sendLog then
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room:sendLog{
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type = "#ChangeKingdom",
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from = player.id,
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arg = player.kingdom,
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arg2 = data.kingdom,
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}
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end
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data.results["kingdomChange"] = {player.kingdom, data.kingdom}
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room:setPlayerProperty(player, "kingdom", data.kingdom)
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end
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for _, s in ipairs(Fk.generals[player.general].skills) do
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if #s.attachedKingdom > 0 then
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if table.contains(s.attachedKingdom, player.kingdom) then
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table.insertIfNeed(skills, s.name)
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else
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if table.contains(skills, s.name) then
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table.removeOne(skills, s.name)
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else
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table.insertIfNeed(skills, "-"..s.name)
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end
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end
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end
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end
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if player.deputyGeneral ~= "" then
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for _, s in ipairs(Fk.generals[player.deputyGeneral].skills) do
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if #s.attachedKingdom > 0 then
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if table.contains(s.attachedKingdom, player.kingdom) then
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table.insertIfNeed(skills, s.name)
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else
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if table.contains(skills, s.name) then
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table.removeOne(skills, s.name)
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else
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table.insertIfNeed(skills, "-"..s.name)
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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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room:handleAddLoseSkills(player, table.concat(skills, "|"), nil, data.sendLog, false)
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logic:trigger(fk.AfterPropertyChange, player, data)
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end
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@ -542,6 +542,12 @@ function Room:removeTag(tag_name)
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self.tag[tag_name] = nil
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self.tag[tag_name] = nil
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end
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end
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local function execGameEvent(type, ...)
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local event = GameEvent:new(type, ...)
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local _, ret = event:exec()
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return ret
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end
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---@param player ServerPlayer
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---@param player ServerPlayer
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---@param general string
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---@param general string
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---@param changeKingdom bool
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---@param changeKingdom bool
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@ -578,33 +584,29 @@ end
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---@param sendLog bool @ 是否发Log
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---@param sendLog bool @ 是否发Log
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---@param maxHpChange bool @ 是否改变体力上限,默认改变
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---@param maxHpChange bool @ 是否改变体力上限,默认改变
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function Room:changeHero(player, new_general, full, isDeputy, sendLog, maxHpChange)
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function Room:changeHero(player, new_general, full, isDeputy, sendLog, maxHpChange)
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local orig = isDeputy and (player.deputyGeneral or "") or player.general
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orig = Fk.generals[orig]
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local orig_skills = orig and orig:getSkillNameList() or Util.DummyTable
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local new = Fk.generals[new_general] or Fk.generals["sunce"] or Fk.generals["blank_shibing"]
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local new = Fk.generals[new_general] or Fk.generals["sunce"] or Fk.generals["blank_shibing"]
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local new_skills = {}
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for _, sname in ipairs(new:getSkillNameList()) do
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local kingdom = isDeputy and player.kingdom or new.kingdom
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local s = Fk.skills[sname]
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if not isDeputy and (new.kingdom == "god" or new.subkingdom) then
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if not s.relate_to_place or s.relate_to_place == (isDeputy and "d" or "m") then
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local allKingdoms = {}
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table.insert(new_skills, sname)
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if new.kingdom == "god" then
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allKingdoms = {"wei", "shu", "wu", "qun", "jin"}
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elseif new.subkingdom then
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allKingdoms = { new.kingdom, new.subkingdom }
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end
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end
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kingdom = self:askForChoice(player, allKingdoms, "AskForKingdom", "#ChooseInitialKingdom")
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end
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end
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table.insertTable(new_skills, table.map(orig_skills, function(e)
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execGameEvent(GameEvent.ChangeProperty,
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return "-" .. e
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{
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end))
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from = player,
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general = not isDeputy and new_general or "",
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self:handleAddLoseSkills(player, table.concat(new_skills, "|"), nil, false)
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deputyGeneral = isDeputy and new_general or "",
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gender = isDeputy and player.gender or new.gender,
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if isDeputy then
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kingdom = kingdom,
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self:setPlayerProperty(player, "deputyGeneral", new_general)
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sendLog = sendLog,
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else
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results = {},
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self:setPlayerProperty(player, "general", new_general)
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})
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self:setPlayerProperty(player, "gender", new.gender)
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self:setPlayerProperty(player, "kingdom", new.kingdom)
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end
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maxHpChange = (maxHpChange == nil) and true or maxHpChange
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maxHpChange = (maxHpChange == nil) and true or maxHpChange
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if maxHpChange then
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if maxHpChange then
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@ -613,16 +615,22 @@ function Room:changeHero(player, new_general, full, isDeputy, sendLog, maxHpChan
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if full or player.hp > player.maxHp then
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if full or player.hp > player.maxHp then
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self:setPlayerProperty(player, "hp", player.maxHp)
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self:setPlayerProperty(player, "hp", player.maxHp)
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end
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end
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end
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if sendLog then
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---@param player ServerPlayer @ 要变更势力的玩家
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self:sendLog{
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---@param kingdom string @ 要变更的势力
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type = "#ChangeHero",
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---@param sendLog bool @ 是否发Log
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from = player.id,
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function Room:changeKingdom(player, kingdom, sendLog)
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arg = orig and orig.name or "noGeneral",
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if kingdom == player.kingdom then return end
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arg2 = new.name,
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sendLog = sendLog or false
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arg3 = isDeputy and "deputyGeneral" or "mainGeneral"
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}
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execGameEvent(GameEvent.ChangeProperty,
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end
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{
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from = player,
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kingdom = kingdom,
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sendLog = sendLog,
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results = {},
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})
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end
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end
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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@ -1486,7 +1494,7 @@ function Room:askForSkillInvoke(player, skill_name, data, prompt)
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return invoked
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return invoked
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end
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end
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--枚举法为使用牌重选目标(无距离限制)
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--为使用牌增减目标
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---@param player ServerPlayer @ 执行的玩家
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---@param player ServerPlayer @ 执行的玩家
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---@param targets ServerPlayer[] @ 可选的目标范围
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---@param targets ServerPlayer[] @ 可选的目标范围
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---@param num integer @ 可选的目标数
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---@param num integer @ 可选的目标数
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@ -2104,12 +2112,6 @@ end
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-- 使用牌
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-- 使用牌
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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local function execGameEvent(type, ...)
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local event = GameEvent:new(type, ...)
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local _, ret = event:exec()
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return ret
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end
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--- 根据卡牌使用数据,去实际使用这个卡牌。
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--- 根据卡牌使用数据,去实际使用这个卡牌。
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---@param cardUseEvent CardUseStruct @ 使用数据
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---@param cardUseEvent CardUseStruct @ 使用数据
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---@return boolean
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---@return boolean
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