增加异步content以及GameEvent#toPromise,郭嘉和二张作为测试

This commit is contained in:
shijian 2023-12-06 19:40:10 +08:00
parent f3efb6af89
commit 096e7bd964
3 changed files with 376 additions and 184 deletions

View File

@ -3952,10 +3952,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(target.isMin()) return false;
return player!=target&&target.canEquip(card);
},
content:function(){
content2:function(){
target.equip(cards[0]);
player.draw();
},
async content(event, trigger, player){
await event.target.promises.equip(event.cards[0]);
game.log('老子装完了,还没摸牌')
await player.promises.draw();
},
discard:false,
lose:false,
prepare:function(cards,player,targets){

View File

@ -588,7 +588,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event){
return (event.num>0)
},
content:function(){
content2:function(){
'step 0'
event.count=trigger.num;
'step 1'
@ -659,6 +659,79 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.goto(1);
}
},
async content(event, trigger, player) {
console.log('step 0');
event.count = trigger.num;
while (event.count > 0) {
console.log('step 1');
event.count--;
const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
event.given_map = {};
if (!cards.length) return event.finish();
do {
console.log('step 2');
const { result: { bool, links } } =
cards.length == 1 ?
{ result: { links: cards.slice(0), bool: true } } :
await player.promises.chooseCardButton('遗计:请选择要分配的牌', true, cards, [1, cards.length])
.set('ai', function (button) {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
if (!bool) return event.finish();
console.log('step 3');
cards.removeArray(links);
event.togive = links.slice(0);
const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
.set('ai', function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.enemy) {
return -att;
}
else if (att > 0) {
return att / (1 + target.countCards('h'));
}
else {
return att / 100;
}
})
.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
console.log('step 4');
if (targets.length) {
const id = targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
} while (cards.length > 0);
console.log('step 5');
if (_status.connectMode) {
game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
}
const list = [];
for (const i in event.given_map) {
const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, 'green');
list.push([source, event.given_map[i]]);
}
await game.loseAsync({
gain_list: list,
giver: player,
animate: 'draw',
}).setContent('gaincardMultiple').toPromise();
console.log('step 6');
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
console.log('step 7');
if (repeat) {
player.logSkill(event.name);
}
}
else return event.finish();
}
},
ai:{
maixie:true,
maixie_hp:true,

View File

@ -47,6 +47,7 @@ new Promise(resolve=>{
}
}
const GeneratorFunction=(function*(){}).constructor;
const AsyncFunction=(async function(){}).constructor;
// gnc: GeNCoroutine
const gnc={
of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){
@ -21030,6 +21031,22 @@ new Promise(resolve=>{
};
player.queueCount=0;
player.outCount=0;
/**
* 这部分应该用d.ts写目前只给出大概类型
* @type { {[key in keyof Player]: (...args) => Promise<GameEvent> & GameEvent} }
*/
player.promises=new Proxy({},{
get(target,prop){
const eventKeys=Object.keys(lib.element.player).filter(key=>typeof lib.element.player[key]=='function');
if (eventKeys.includes(prop)){
return function (...args) {
/** @type { GameEvent } */
const event=player[prop](...args);
return event.toPromise();
};
}
}
});
}
buildEventListener(noclick){
let player = this;
@ -31288,6 +31305,14 @@ new Promise(resolve=>{
this._notrigger=[];
this._result={};
this._set=[];
/**
* @type {boolean} 这个事件是否使用异步函数处理
**/
this.async=false;
/**
* @type {null|(event: GameEvent)=>any} 这个异步事件对应Promise的resolve函数
**/
this.resolve=null;
if(trigger!==false&&!game.online) this._triggered=0;
}
static initialGameEvent(){
@ -31517,7 +31542,10 @@ new Promise(resolve=>{
switch(typeof item){
case "object":
case "function":
this.content=lib.init.parsex(item);
if(item instanceof AsyncFunction){
this.content=item;
}
else this.content=lib.init.parsex(item);
break;
default:
try{
@ -32073,6 +32101,87 @@ new Promise(resolve=>{
this.unreal;
throw new Error('Do not call this method');
}
/**
* 事件转为Promise化
*
* : 该函数在async content中执行时必须在所有setxx函数执行后执行
* @returns { Promise<GameEvent> & GameEvent }
*/
toPromise(){
if(this.async&&this.resolve){
throw new TypeError('This event has been converted into a promise');
}
return new lib.element.GameEventPromise(this);
}
},
GameEventPromise:class extends Promise{
// 我谢谢你,这里是必须有的
static get [Symbol.species]() {
return Promise;
}
/**
* @param { GameEvent } event
* @returns { Promise<GameEvent> & GameEvent }
*/
constructor(event){
super(resolve=>{
// 设置为异步事件
event.async=true;
// 事件结束后触发resolve
event.resolve=resolve;
//如果父级事件也是一个异步的话,那应该立即执行这个事件的
if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
// console.log(event, '的父级事件也是一个异步,立即执行这个事件');
if (_status.event != event) {
event.parent = _status.event;
_status.event = event;
game.getGlobalHistory('everything').push(event);
}
game.loop(event);
}
});
return new Proxy(this,{
get(target,prop,receiver){
const thisValue=Reflect.get(target,prop);
if(thisValue){
if(typeof thisValue=='function') {
return thisValue.bind(target);
}
return thisValue;
}
const eventValue=Reflect.get(event,prop);
// 返回值如果是event则修改为GameEventPromise
if(typeof eventValue=='function') return (function(...args){
const returnValue=eventValue.call(event,...args);
return returnValue==event?receiver:returnValue;
}).bind(event);
return eventValue;
},
set(target,prop,newValue){
return Reflect.set(event,prop,newValue);
},
deleteProperty(target,prop){
return Reflect.set(event,prop);
},
defineProperty(target,prop,attributes){
return Reflect.defineProperty(event,prop,attributes);
},
has(target,prop){
return Reflect.has(event,prop);
},
ownKeys(target,prop){
return Reflect.ownKeys(event,prop);
},
});
}
/**
* TODO: 实现debugger
*/
async debugger(){
return new Promise(resolve=>{
resolve(null);
});
}
},
Dialog:class extends HTMLDivElement{
constructor(){
@ -41263,217 +41372,222 @@ new Promise(resolve=>{
setTimeout(game.reload,15000)
}
},
loop:function(){
while(true){
var event=_status.event;
var step=event.step;
var source=event.source;
var player=event.player;
var target=event.target;
var targets=event.targets;
var card=event.card;
var cards=event.cards;
var skill=event.skill;
var forced=event.forced;
var num=event.num;
var trigger=event._trigger;
var result=event._result;
if(_status.paused2||_status.imchoosing){
if(!lib.status.dateDelaying){
lib.status.dateDelaying=new Date();
/**
* @param { GameEvent } [belongAsyncEvent]
*/
loop:function(belongAsyncEvent){
if(belongAsyncEvent){
game.belongAsyncEvent=belongAsyncEvent;
}else if(game.belongAsyncEvent){
return game.loop(game.belongAsyncEvent);
}
return new Promise(async resolve=>{
while(true){
let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
const _resolve=()=>{
if(event.async){
if(typeof event.resolve=='function'){
event.resolve(event);
}else{
throw new TypeError('异步事件的event.resolve未赋值使用await时将会被永久等待');
}
}
};
if(_status.paused2||_status.imchoosing){
if(!lib.status.dateDelaying){
lib.status.dateDelaying=new Date();
}
}
}
if(_status.paused||_status.paused2||_status.over){
return;
}
if(_status.paused3){
_status.paused3='paused';
return;
}
if(lib.status.dateDelaying){
lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
delete lib.status.dateDelaying;
}
if(event.next.length>0){
var next=event.next.shift();
if(next.player&&next.player.skipList.contains(next.name)){
event.trigger(next.name+'Skipped');
next.player.skipList.remove(next.name);
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
if(_status.paused||_status.paused2||_status.over){
return;
}
else{
next.parent=event;
_status.event=next;
game.getGlobalHistory('everything').push(next);
if(_status.paused3){
_status.paused3='paused';
return;
}
}
else if(event.finished){
if(event._triggered==1){
if(event.type=='card') event.trigger('useCardToOmitted');
event.trigger(event.name+'Omitted');
event._triggered=4;
if(lib.status.dateDelaying){
lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
delete lib.status.dateDelaying;
}
else if(event._triggered==2){
if(event.type=='card') event.trigger('useCardToEnd');
event.trigger(event.name+'End');
event._triggered=3;
if (belongAsyncEvent) {
console.log('-----------------------');
console.log(event);
console.log('event.finished', event.finished);
console.log('event.after:', [...event.after]);
console.log('event.next:', [...event.next]);
}
else if(event._triggered==3){
if(event.type=='card') event.trigger('useCardToAfter');
event.trigger(event.name+'After');
event._triggered++;
}
else if(event.after&&event.after.length){
var next=event.after.shift();
if(event.next.length>0){
var next=event.next.shift();
if(next.player&&next.player.skipList.contains(next.name)){
event.trigger(next.name+'Skipped');
next.player.skipList.remove(next.name);
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
}
else{
next.parent=event;
_status.event=next;
game.getGlobalHistory('everything').push(next);
}
}
else{
if(event.parent){
if(event.result){
event.parent._result=event.result;
}
_status.event=event.parent;
else if(event.finished){
if(event._triggered==1){
if(event.type=='card') event.trigger('useCardToOmitted');
event.trigger(event.name+'Omitted');
event._triggered=4;
}
else{
return;
else if(event._triggered==2){
if(event.type=='card') event.trigger('useCardToEnd');
event.trigger(event.name+'End');
event._triggered=3;
}
}
}
else{
if(event._triggered==0){
if(event.type=='card') event.trigger('useCardToBefore');
event.trigger(event.name+'Before');
event._triggered++;
}
else if(event._triggered==1){
if(event.type=='card') event.trigger('useCardToBegin');
event.trigger(event.name+'Begin');
event._triggered++;
/*if(event.name=='phase'&&!event._begun){
var next=game.createEvent('phasing',false,event);
next.player=event.player;
next.skill=event.skill;
next.setContent('phasing');
event._begun=true;
}
else{
event.trigger(event.name+'Begin');
else if(event._triggered==3){
if(event.type=='card') event.trigger('useCardToAfter');
event.trigger(event.name+'After');
event._triggered++;
}*/
}
else{
event.callHandler(event.getDefaultHandlerType(),event,{
state:'begin'
});
if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
game.broadcastAll(function(){
while(_status.dieClose.length){
_status.dieClose.shift().close();
}
});
if(event._oncancel){
event._oncancel();
}
event.finish();
}
else if(player&&player.removed&&event.name!='phaseLoop'){
event.finish();
}
else if(player&&player.isOut()&&event.name!='phaseLoop'&&!event.includeOut){
if(event.name=='phase'&&player==_status.roundStart&&!event.skill){
_status.roundSkipped=true;
else if(event.after&&event.after.length){
var next=event.after.shift();
if(next.player&&next.player.skipList.contains(next.name)){
event.trigger(next.name+'Skipped');
next.player.skipList.remove(next.name);
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
}
else{
next.parent=event;
_status.event=next;
}
event.finish();
}
else{
if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){
try{
if(event.content instanceof GeneratorFunction){
if(!event.debugging){
if(event.generatorContent) event.generatorContent.return();
event.generatorContent=event.content(event,step,source,player,target,targets,
card,cards,skill,forced,num,trigger,result,
_status,lib,game,ui,get,ai);
}else{
delete event.debugging;
}
var next=event.generatorContent.next();
if(typeof next.value=='function'&&next.value.toString()=='code=>eval(code)'){
//触发debugger
var inputCallback=inputResult=>{
if(inputResult===false){
event.debugging=true;
game.resume2();
}else{
alert(get.stringify(next.value(inputResult)));
game.prompt('','debugger调试',inputCallback);
}
}
game.prompt('','debugger调试',inputCallback);
return game.pause2();
}
if(event.finished) event.generatorContent.return();
}else{
event.content(event,step,source,player,target,targets,
card,cards,skill,forced,num,trigger,result,
_status,lib,game,ui,get,ai);
}
if(event.parent){
if(event.result){
event.parent._result=event.result;
}
catch(e){
game.print('游戏出错:'+event.name);
game.print(e.toString());
console.log(e);
_status.event=event.parent;
if(game.belongAsyncEvent==event){
delete game.belongAsyncEvent;
resolve();
}
_resolve();
// 此时应该退出了
if (belongAsyncEvent && belongAsyncEvent.parent == _status.event){
return;
}
}
else{
if(event.content instanceof GeneratorFunction){
if(!event.debugging){
if(event.generatorContent) event.generatorContent.return();
event.generatorContent=event.content(event,step,source,player,target,targets,
card,cards,skill,forced,num,trigger,result,
_status,lib,game,ui,get,ai);
}else{
delete event.debugging;
}
var next=event.generatorContent.next();
if(typeof next.value=='function'&&next.value.toString()=='code=>eval(code)'){
//触发debugger
var inputCallback=inputResult=>{
if(inputResult===false){
event.debugging=true;
game.resume2();
}else{
alert(get.stringify(next.value(inputResult)));
game.prompt('','debugger调试',inputCallback);
}
}
game.prompt('','debugger调试',inputCallback);
return game.pause2();
}
if(event.finished) event.generatorContent.return();
}else{
event.content(event,step,source,player,target,targets,
card,cards,skill,forced,num,trigger,result,
_status,lib,game,ui,get,ai);
if(game.belongAsyncEvent==event){
delete game.belongAsyncEvent;
resolve();
}
return _resolve();
}
}
}
else{
if(event._triggered==0){
if(event.type=='card') event.trigger('useCardToBefore');
event.trigger(event.name+'Before');
event._triggered++;
}
else if(event._triggered==1){
if(event.type=='card') event.trigger('useCardToBegin');
event.trigger(event.name+'Begin');
event._triggered++;
}
else{
event.callHandler(event.getDefaultHandlerType(),event,{
state:'begin'
});
const after=()=>{
event.clearStepCache();
event.callHandler(event.getDefaultHandlerType(),event,{
state:'end'
});
if(typeof event.step=="number") ++event.step;
};
if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
game.broadcastAll(function(){
while(_status.dieClose.length){
_status.dieClose.shift().close();
}
});
if(event._oncancel){
event._oncancel();
}
event.finish();
after();
}
else if(player&&player.removed&&event.name!='phaseLoop'){
event.finish();
after();
}
else if(player&&player.isOut()&&event.name!='phaseLoop'&&!event.includeOut){
if(event.name=='phase'&&player==_status.roundStart&&!event.skill){
_status.roundSkipped=true;
}
event.finish();
after();
}
else{
await game.runContent(belongAsyncEvent).catch(e=>{
if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){
game.print('游戏出错:'+event.name);
game.print(e.toString());
console.log(e);
}
else throw e;
}).then(after);
}
}
event.clearStepCache();
event.callHandler(event.getDefaultHandlerType(),event,{
state:'end'
});
if(typeof event.step=="number") ++event.step;
}
}
}
});
},
runContent(belongAsyncEvent) {
return new Promise(resolve=>{
let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
if (event.content instanceof GeneratorFunction) {
if (!event.debugging) {
if (event.generatorContent) event.generatorContent.return();
event.generatorContent = event.content(event, step, source, player, target, targets,
card, cards, skill, forced, num, trigger, result,
_status, lib, game, ui, get, ai);
} else {
delete event.debugging;
}
var next = event.generatorContent.next();
if (typeof next.value == 'function' && next.value.toString() == 'code=>eval(code)') {
//触发debugger
var inputCallback = inputResult => {
if (inputResult === false) {
event.debugging = true;
game.resume2();
} else {
alert(get.stringify(next.value(inputResult)));
game.prompt('', 'debugger调试', inputCallback);
}
}
game.prompt('', 'debugger调试', inputCallback);
return game.pause2();
}
if (event.finished) event.generatorContent.return();
resolve();
}
else if (event.content instanceof AsyncFunction) {
// _status,lib,game,ui,get,ai六个变量由game.import提供
event.content(event, trigger, player).then(() => {
event.finish();
resolve();
});
}
else {
event.content(event, step, source, player, target, targets,
card, cards, skill, forced, num, trigger, result,
_status, lib, game, ui, get, ai);
resolve();
}
});
},
pause:function(){
clearTimeout(_status.timeout);