diff --git a/character/gujian.js b/character/gujian.js index 55264de28..311284c64 100644 --- a/character/gujian.js +++ b/character/gujian.js @@ -803,7 +803,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ silent:true, content:function(){ player.exitSubPlayer(true); - game.createTrigger('phaseAfter','lianjing',player,trigger); + if(lib.filter.filterTrigger(trigger,player,'phaseAfter','lianjing')) game.createTrigger('phaseAfter','lianjing',player,trigger); } } }, diff --git a/character/hearth.js b/character/hearth.js index 9c6db8dc4..442b1ca0e 100644 --- a/character/hearth.js +++ b/character/hearth.js @@ -8203,7 +8203,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ hs:get.cards(4) }); player.callSubPlayer(player.storage.huanfeng_end); - // game.createTrigger('phaseBegin','shengdun',player,trigger); + // if(lib.filter.filterTrigger(trigger,player,'phaseBegin','shengdun')) game.createTrigger('phaseBegin','shengdun',player,trigger); }, // group:'huanfeng_end', subSkill:{ diff --git a/character/jsrg.js b/character/jsrg.js index 9294a7aa5..628d6cc20 100644 --- a/character/jsrg.js +++ b/character/jsrg.js @@ -3130,7 +3130,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ var keys=['filterTarget','selectTarget','ai2']; for(var key of keys) delete next[key]; for(var i in trigger){ - if(!next.hasOwnProperty(i)) next[i]=trigger[i]; + if(!(i in next)) next[i]=trigger[i]; } next.filterTargetx=trigger.filterTarget||(()=>false); next.filterTarget=function(card,player,target){ @@ -3732,7 +3732,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(list.length>0) continue; var info=get.info(skill); if(info&&(!info.unique||info.gainable)){ - lib.skill.rehuashen.createAudio(name,skill,'jsrg_xushao'); + // lib.skill.rehuashen.createAudio(name,skill,'jsrg_xushao'); skills.add(skill); } } @@ -3744,6 +3744,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.addSkillBlocker('sbyingmen'); game.log(player,'将','#y'+get.translation(characters),'加入了','#g“访客”'); game.broadcastAll(function(player,characters){ + player.tempname.addArray(characters); player.$draw(characters.map(function(name){ var cardname='huashen_card_'+name; lib.card[cardname]={ @@ -3764,6 +3765,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ var characters2=player.getStorage('sbyingmen').slice(0); characters2.removeArray(characters); skills.removeArray(lib.skill.sbyingmen.getSkills(characters2,player)); + game.broadcastAll((player,characters)=>player.tempname.removeArray(characters),player,characters); player.unmarkAuto('sbyingmen',characters); _status.characterlist.addArray(characters); player.removeInvisibleSkill(skills); diff --git a/character/refresh.js b/character/refresh.js index 1727b10e3..aeba5f1ef 100755 --- a/character/refresh.js +++ b/character/refresh.js @@ -10620,10 +10620,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){ } if(event.control=='弃置化身') return; if(player.storage.rehuashen.current!=event.card){ + const old=player.storage.rehuashen.current; player.storage.rehuashen.current=event.card; - game.broadcastAll(function(player,sex){ - player.sex=sex; - },player,lib.character[event.card][0]); + game.broadcastAll(function(player,character,old){ + player.tempname.remove(old); + player.tempname.add(character); + player.sex=lib.character[event.card][0]; + },player,event.card,old); game.log(player,'将性别变为了','#y'+get.translation(lib.character[event.card][0])+'性'); player.changeGroup(lib.character[event.card][1]); } @@ -10636,7 +10639,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.popup(link); player.syncStorage('rehuashen'); player.updateMarks('rehuashen'); - lib.skill.rehuashen.createAudio(event.card,link,'re_zuoci'); + // lib.skill.rehuashen.createAudio(event.card,link,'re_zuoci'); } }, init:function(player,skill){ @@ -10752,42 +10755,42 @@ game.import('character',function(lib,game,ui,get,ai,_status){ } return node; }, - createAudio:(character,skillx,name)=>{ - var skills=game.expandSkills([skillx]); - skills=skills.filter(skill=>get.info(skill)); - if(!skills.length) return; - var skillss=skills.filter(skill=>get.info(skill).derivation); - if(skillss.length){ - skillss.forEach(skill=>{ - var derivationSkill=get.info(skill).derivation; - skills[Array.isArray(derivationSkill)?'addArray':'add'](derivationSkill); - }); - } - skills.forEach(skill=>{ - var info=lib.skill[skill]; - if(info){ - if(!info.audioname2) info.audioname2={}; - if(info.audioname&&info.audioname.includes(character)){ - if(info.audio){ - if(typeof info.audio=='string') skill=info.audio; - if(Array.isArray(info.audio)) skill=info.audio[0]; - } - if(!lib.skill[skill+'_'+character]) lib.skill[skill+'_'+character]={audio:2}; - info.audioname2[name]=(skill+'_'+character); - } - else if(info.audioname2[character]){ - info.audioname2[name]=info.audioname2[character]; - } - else{ - if(info.audio){ - if(typeof info.audio=='string') skill=info.audio; - if(Array.isArray(info.audio)) skill=info.audio[0]; - } - info.audioname2[name]=skill; - } - } - }); - }, + // createAudio:(character,skillx,name)=>{ + // var skills=game.expandSkills([skillx]); + // skills=skills.filter(skill=>get.info(skill)); + // if(!skills.length) return; + // var skillss=skills.filter(skill=>get.info(skill).derivation); + // if(skillss.length){ + // skillss.forEach(skill=>{ + // var derivationSkill=get.info(skill).derivation; + // skills[Array.isArray(derivationSkill)?'addArray':'add'](derivationSkill); + // }); + // } + // skills.forEach(skill=>{ + // var info=lib.skill[skill]; + // if(info){ + // if(!info.audioname2) info.audioname2={}; + // if(info.audioname&&info.audioname.includes(character)){ + // if(info.audio){ + // if(typeof info.audio=='string') skill=info.audio; + // if(Array.isArray(info.audio)) skill=info.audio[0]; + // } + // if(!lib.skill[skill+'_'+character]) lib.skill[skill+'_'+character]={audio:2}; + // info.audioname2[name]=(skill+'_'+character); + // } + // else if(info.audioname2[character]){ + // info.audioname2[name]=info.audioname2[character]; + // } + // else{ + // if(info.audio){ + // if(typeof info.audio=='string') skill=info.audio; + // if(Array.isArray(info.audio)) skill=info.audio[0]; + // } + // info.audioname2[name]=skill; + // } + // } + // }); + // }, mark:true, intro:{ onunmark:function(storage,player){ diff --git a/character/shenhua.js b/character/shenhua.js index 2175b92f6..4113463b9 100755 --- a/character/shenhua.js +++ b/character/shenhua.js @@ -4412,9 +4412,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(!event.logged) player.logSkill('huashen'); var skill=map.skill,character=map.character; if(character!=player.storage.huashen.current){ + const old=player.storage.huashen.current; player.storage.huashen.current=character; player.markSkill('huashen'); - game.broadcastAll(function(character,player){ + game.broadcastAll(function(player,character,old){ + player.tempname.remove(old); + player.tempname.add(character); player.sex=lib.character[character][0]; //player.group=lib.character[character][1]; //player.node.name.dataset.nature=get.groupnature(player.group); @@ -4434,7 +4437,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ },50); },200); } - },character,player); + },player,character,old); game.log(player,'将性别变为了','#y'+get.translation(lib.character[character][0])+'性'); player.changeGroup(lib.character[character][1]); } @@ -4446,7 +4449,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.popup(skill); player.syncStorage('huashen'); player.updateMarks('huashen'); - lib.skill.rehuashen.createAudio(character,skill,'zuoci'); + // lib.skill.rehuashen.createAudio(character,skill,'zuoci'); } } } diff --git a/character/sp2.js b/character/sp2.js index e02ed2e54..fd190e554 100644 --- a/character/sp2.js +++ b/character/sp2.js @@ -8366,7 +8366,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.addTempSkill(result.control); player.storage.pingjian_check[result.control]=(trigger.name=='damage'?trigger:'phaseJieshu'); var name=event.list.find(name=>lib.character[name][3].includes(result.control)); - if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao'); + // if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao'); + if(name) game.broadcastAll((player,name)=>player.tempname.add(name),player,name); }, group:'pingjian_use', phaseUse_special:[], @@ -8454,7 +8455,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.addTempSkill(result.control); player.storage.pingjian_check[result.control]='phaseUse'; var name=event.list.find(name=>lib.character[name][3].includes(result.control)); - if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao'); + // if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao'); + if(name) game.broadcastAll((player,name)=>player.tempname.add(name),player,name); }, ai:{order:12,result:{player:1}}, }, @@ -8473,6 +8475,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){ content:function(){ var skill=trigger.sourceSkill||trigger.skill; player.removeSkill(skill); + const names=player.tempname&&player.tempname.filter(i=>lib.character[i][3].includes(skill)); + if(names) game.broadcastAll((player,names)=>player.tempname.removeArray(names),player,names); delete player.storage.pingjian_check[skill]; }, group:'pingjian_check2', @@ -8495,6 +8499,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){ return player.storage.pingjian_check[skill]==trigger; }); player.removeSkill(skills); + const names=player.tempname&&player.tempname.filter(i=>skills.some(skill=>lib.character[i][3].includes(skill))); + if(names) game.broadcastAll((player,names)=>player.tempname.removeArray(names),player,names); for(var skill of skills) delete player.storage.pingjian_check[skill]; }, }, diff --git a/character/xianjian.js b/character/xianjian.js index 29824d23c..b3d6a1a44 100644 --- a/character/xianjian.js +++ b/character/xianjian.js @@ -100,7 +100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){ player.draw(3); player.addSkill('shuiyun'); 'step 1' - game.createTrigger('phaseEnd','shuiyun',player,trigger); + if(lib.filter.filterTrigger(trigger,player,'phaseEnd','shuiyun')) game.createTrigger('phaseEnd','shuiyun',player,trigger); }, }, shenwu:{ diff --git a/game/game.js b/game/game.js index 085ff696f..745e944ed 100644 --- a/game/game.js +++ b/game/game.js @@ -181,7 +181,7 @@ new Promise(resolve=>{ extensions:[], extensionPack:{}, cardType:{}, - hook:{globaltrigger:{},globalskill:{}}, + hook:{globalskill:{}}, //函数钩子 hooks:{ // 本体势力的颜色 @@ -417,7 +417,7 @@ new Promise(resolve=>{ // TODO: handle the error. reject(new Error()); break; - case "receiving": + case "receiving":{ /** * @type {PromiseResolve} */ @@ -427,6 +427,7 @@ new Promise(resolve=>{ this.status = "active"; resolve(); break ; + } case "active": this.status = "sending"; this._buffer = [value, resolve]; @@ -447,7 +448,7 @@ new Promise(resolve=>{ // TODO: handle the error. reject(new Error()); break; - case "sending": + case "sending":{ /** * @type {[T, PromiseResolve]} */ @@ -457,6 +458,7 @@ new Promise(resolve=>{ this.status = "active"; buffer[1](); break ; + } case "active": this.status = "receiving"; this._buffer = resolve; @@ -14798,270 +14800,142 @@ new Promise(resolve=>{ }, arrangeTrigger:function(){ 'step 0' - event.filter1=function(info){ - if(info[1].isDead()&&!lib.skill[info[0]].forceDie) return false; - if(info[1].isOut()&&!lib.skill[info[0]].forceOut) return false; - return lib.filter.filterTrigger(trigger,info[1],event.triggername,info[0]); - } - event.filter2=function(info2){ - var info=lib.skill[info2[0]]; - if(!lib.translate[info2[0]]||info.silent) return false; - return true; - } - event.filter3=function(info,info2){ - return event.filter2(info2)&&event.filter1(info2)&&info2[1]==info[1]&&info[2]==info2[2]&&(lib.skill.global.contains(info2[0])||info[1].hasSkill(info2[0],true)); - } + event.noDirectUse=info=>!lib.skill[info.skill].silent&&lib.translate[info.skill];//是否触发同顺序选择 'step 1' - if(trigger.filterStop&&trigger.filterStop()){ - event.finish(); - } - else if(event.list.length){ - var info=event.list.shift(); - game.createTrigger(event.triggername,info[0],info[1],trigger); - event.redo(); - } + if(event.doing&&event.doing.todoList.length) return; + if(event.doingList.length) return event.doing=event.doingList.shift(); + event.finish(); 'step 2' - if(!event.map.length){ - if(event.list2.length){ - var info=event.list2.shift(); - game.createTrigger(event.triggername,info[0],info[1],trigger); - event.redo(); - } - else{ - if(trigger._triggering==this){ - delete trigger._triggering; - } - event.finish(); - return; - } + if(trigger.filterStop&&trigger.filterStop()) return event.finish(); + const current=event.doing.todoList.find(info=>lib.filter.filterTrigger(trigger,info.player,event.triggername,info.skill)); + if(!current){ + event.doing.todoList=[]; + return event.goto(1); } - event.doing=event.map.shift(); + event.doing.todoList=event.doing.todoList.filter(i=>i.priority<=current.priority); + event.num=event.doing.todoList.indexOf(current); + if(!event.noDirectUse(current)) return event.goto(5); + event.choice=event.doing.todoList.filter(info=>{ + if(!lib.filter.filterTrigger(trigger,info.player,event.triggername,info.skill)) return false; + if(!event.noDirectUse(info)) return false; + if(current.skill!=info.skill) return false; + if(current.player!=info.player) return false; + return lib.skill.global.includes(info.skill)||current.player.hasSkill(info.skill,true); + }); + if(event.choice.length<2) event.goto(5); 'step 3' - event.num=0; - var bool=false; - var list=event.doing.list; - for(var i=0;ipriority){ - event.doing.list.splice(i--,1); - event.num--; - } - } - event.choice=[]; - if(event.numi.skill)); + next.set('prompt','选择下一个触发的技能'); + next.set('forceDie',true); + next.set('arrangeSkill',true); + next.set('includeOut',true); 'step 4' - var controls=[]; - event.current=event.choice[0][1] - for(var i=0;iinfo.skill==result.control&&info.player==event.choice[0].player); 'step 5' - if(result.control){ - for(var i=0;i