From f4fb4c1cca40c5dbac3c23a25d8cf45741e4ca40 Mon Sep 17 00:00:00 2001 From: Baisebaoma Date: Wed, 13 Dec 2023 00:20:45 +0800 Subject: [PATCH] Not fixed, some code improvement --- jianyu.lua | 67 ++++++++++++++++++++++++++++++++---------------------- 1 file changed, 40 insertions(+), 27 deletions(-) diff --git a/jianyu.lua b/jianyu.lua index 1b20a6f..f822d15 100644 --- a/jianyu.lua +++ b/jianyu.lua @@ -1217,22 +1217,23 @@ local jy_tiaoshui = fk.CreateTriggerSkill{ -- 罗绞 -- 抄自上面的jy_erduanxiao_2 +-- 罗绞主函数只给一个大致的判断,那么有可能是触发了的,但不保证真的触发。到底触发没有,在后面的关联函数里面判断。 local jy_luojiao = fk.CreateTriggerSkill{ name = "jy_luojiao", anim_type = "offensive", events = {fk.BeforeCardsMove}, -- 理论上来说每次牌的移动只有同一个方向的 - -- frequency = Skill.Compulsory, mute = true, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return end local dians = player:getPile("xjb__aweiluo_dian") - player.is_dian_changing = false + player.is_dian_may_changing = false - -- 判断是否有牌进出特殊区。这个函数得同时负责南蛮和万箭。 - player.is_luojiao_archery_attack_may_triggering = false -- 先清理自家变量 + -- 判断是否有牌进出特殊区 + player.is_luojiao_archery_attack_may_be_triggered = false -- 先清理自家变量 -- 为什么不用data传参数,因为这里是BeforeCardsMove,后面是AfterCardsMove,两个不是同一个事件。 + local is_special_changing = false -- 判断是否有牌进出特殊区。该函数最后返回的是这个值。 -- 判断是否有牌出去 for _, move in ipairs(data) do @@ -1244,8 +1245,8 @@ local jy_luojiao = fk.CreateTriggerSkill{ if info.fromArea == Card.PlayerSpecial then -- print("有牌正打算从你家特殊区离开") -- 如果点是5,那么有可能可以触发万箭齐发 - if #dians == 5 then player.is_luojiao_archery_attack_may_triggering = true end - return true + if #dians == 5 then player.is_luojiao_archery_attack_may_be_triggered = true end + is_special_changing = true end end end @@ -1255,18 +1256,18 @@ local jy_luojiao = fk.CreateTriggerSkill{ -- 判断是否有牌进来 for _, move in ipairs(data) do -- 如果有一张牌是进入我的特殊区,那么这个函数可以触发 if move.to == player.id and move.toArea == Card.PlayerSpecial then - -- print("有牌正打算来你家特殊区, return true") -- 如果点是3,那么有可能可以触发万箭齐发 - if #dians == 3 then player.is_luojiao_archery_attack_may_triggering = true end - return true + if #dians == 3 then player.is_luojiao_archery_attack_may_be_triggered = true end + is_special_changing = true end end + + return is_special_changing end, on_trigger = function(self, event, target, player, data) -- 触发之后,设置变量,告诉下一个函数有没有可能在发生变化 - -- print("罗绞1没问题,已isdianchanging设为true") - player.is_dian_changing = true + player.is_dian_may_changing = true end, } local jy_luojiao_archery_attack = fk.CreateTriggerSkill{ @@ -1274,18 +1275,15 @@ local jy_luojiao_archery_attack = fk.CreateTriggerSkill{ events = {fk.AfterCardsMove}, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end - return player.is_luojiao_archery_attack_may_triggering == true and -- 如果有可能触发万箭齐发 - #player:getPile("xjb__aweiluo_dian") == 4 and -- 如果点为4 - player.is_dian_changing -- 如果点有可能在变化 + if not player.is_dian_may_changing then return false end -- 如果点有可能在变化 + return player.is_luojiao_archery_attack_may_be_triggered == true and -- 如果有可能触发万箭齐发 + #player:getPile("xjb__aweiluo_dian") == 4 -- 如果点为4 end, - on_cost = function(self, event, target, player, data) - player.is_dian_changing = false -- 在这里就要变为false if player.room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_archery_attack_ask") then -- 那么问是否要发动 return true end end, - on_use = function(self, event, target, player, data) local room = player.room room:useVirtualCard("archery_attack", nil, player, room:getOtherPlayers(player, true), self.name, true) @@ -1297,6 +1295,7 @@ local jy_luojiao_savage_assault = fk.CreateTriggerSkill{ can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end if player:usedSkillTimes(self.name, Player.HistoryPhase) ~= 0 then return false end -- 这个条件必须放在这里,提高效率,也可以一定程度上防止因别的特殊区牌量变动而多次触发 + if not player.is_dian_may_changing then return false end -- TODO:如果有其他的牌进出你的特殊区,即使不是点,也会触发这个技能 local dians = player:getPile("xjb__aweiluo_dian") -- 判断花色是否全部不同,触发南蛮入侵 @@ -1311,20 +1310,36 @@ local jy_luojiao_savage_assault = fk.CreateTriggerSkill{ dict[suit] = true end end - return player.is_dian_changing -- 是否有新的点进出导致南蛮入侵 + return true -- 是否有新的点进出导致南蛮入侵 end, on_cost = function(self, event, target, player, data) return player.room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_savage_assault_ask") end, on_use = function(self, event, target, player, data) local room = player.room - -- player.is_jy_luojiao_archery_attack_used = true + room:setPlayerMark(player, "@jy_is_luojiao_savage_assault_used", "#used") room:useVirtualCard("savage_assault", nil, player, room:getOtherPlayers(player, true), self.name, true) - player.is_dian_changing = false + -- player.is_dian_may_changing = false end } +local jy_luojiao_set_0 = fk.CreateTriggerSkill{ + name = "#jy_luojiao_set_0", + mute = true, + frequency = Skill.Compulsory, + visible = false, + events = {fk.EventPhaseStart}, -- EventPhaseStart的意思是一个阶段的开始,并不是回合开始阶段 + can_trigger = function(self, event, target, player, data) + return target == player and player:hasSkill(self) + and player.phase == Player.Finish + end, + on_use = function(self, event, target, player, data) + local room = player.room + room:setPlayerMark(player, "@jy_is_luojiao_savage_assault_used", 0) -- 将罗绞南蛮发动过的次数标记设为0 + end, +} jy_luojiao:addRelatedSkill(jy_luojiao_archery_attack) jy_luojiao:addRelatedSkill(jy_luojiao_savage_assault) +jy_luojiao:addRelatedSkill(jy_luojiao_set_0) -- 玉玊 @@ -1341,11 +1356,10 @@ local jy_yusu = fk.CreateTriggerSkill{ end, on_cost = function(self, event, target, player, data) local room = player.room - -- if not player:getMark("@jy_yusu_basic_count") then room:setPlayerMark(player, "@jy_yusu_basic_count", 0) print("basic_count被设置成0") end room:addPlayerMark(player, "@jy_yusu_basic_count") basic_count = player:getMark("@jy_yusu_basic_count") - -- print("basic_count现在是", basic_count) - if basic_count % 2 == 0 and basic_count ~= 0 then + -- if basic_count % 2 == 0 and basic_count ~= 0 then + if basic_count % 1 == 0 and basic_count ~= 0 then -- TODO:为了测试改成1,记得改回来 return room:askForSkillInvoke(player, self.name) end end, @@ -1356,7 +1370,7 @@ local jy_yusu = fk.CreateTriggerSkill{ end, } local jy_yusu_set_0 = fk.CreateTriggerSkill{ - name = "#jy_yusu_start", + name = "#jy_yusu_set_0", mute = true, frequency = Skill.Compulsory, visible = false, @@ -1368,9 +1382,6 @@ local jy_yusu_set_0 = fk.CreateTriggerSkill{ on_use = function(self, event, target, player, data) local room = player.room room:setPlayerMark(player, "@jy_yusu_basic_count", 0) - -- TODO:做一个南蛮入侵已触发的标志,也在这里清除 - -- player.is_jy_luojiao_archery_attack_used = false - -- print("你的回合已开始/结束,给你设成了0") end, } jy_yusu:addRelatedSkill(jy_yusu_set_0) @@ -1413,6 +1424,8 @@ Fk:loadTranslationTable { ["#jy_luojiao_archery_attack_ask"] = "【点】数量为4,是否发动 罗绞·万箭齐发", ["#jy_luojiao_savage_assault_ask"] = "【点】花色不同,是否发动 罗绞·南蛮入侵,每回合限一次", ["$jy_luojiao1"] = "Muchas gracias afición, esto es para vosotros, Siuuu", + ["@jy_is_luojiao_savage_assault_used"] = "罗绞·南蛮", + ["#used"] = "发动过", -- TODO: 不会触发这条语音,但我暂时懒得改了 ["jy_yusu"] = "玉玊",