增加异步content以及GameEvent#toPromise,郭嘉和二张作为测试
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@ -3952,10 +3952,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(target.isMin()) return false;
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return player!=target&&target.canEquip(card);
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},
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content:function(){
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content2:function(){
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target.equip(cards[0]);
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player.draw();
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},
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async content(event, trigger, player){
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await event.target.promises.equip(event.cards[0]);
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game.log('老子装完了,还没摸牌')
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await player.promises.draw();
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},
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discard:false,
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lose:false,
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prepare:function(cards,player,targets){
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@ -588,7 +588,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event){
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return (event.num>0)
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},
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content:function(){
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content2:function(){
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'step 0'
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event.count=trigger.num;
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'step 1'
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@ -659,6 +659,79 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.goto(1);
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}
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},
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async content(event, trigger, player) {
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console.log('step 0');
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event.count = trigger.num;
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while (event.count > 0) {
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console.log('step 1');
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event.count--;
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const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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event.given_map = {};
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if (!cards.length) return event.finish();
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do {
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console.log('step 2');
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const { result: { bool, links } } =
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cards.length == 1 ?
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{ result: { links: cards.slice(0), bool: true } } :
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await player.promises.chooseCardButton('遗计:请选择要分配的牌', true, cards, [1, cards.length])
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.set('ai', function (button) {
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if (ui.selected.buttons.length == 0) return 1;
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return 0;
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});
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if (!bool) return event.finish();
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console.log('step 3');
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cards.removeArray(links);
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event.togive = links.slice(0);
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const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
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.set('ai', function (target) {
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var att = get.attitude(_status.event.player, target);
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if (_status.event.enemy) {
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return -att;
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}
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else if (att > 0) {
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return att / (1 + target.countCards('h'));
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}
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else {
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return att / 100;
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}
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})
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.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
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console.log('step 4');
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if (targets.length) {
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const id = targets[0].playerid,
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map = event.given_map;
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if (!map[id]) map[id] = [];
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map[id].addArray(event.togive);
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}
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} while (cards.length > 0);
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console.log('step 5');
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if (_status.connectMode) {
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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}
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const list = [];
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for (const i in event.given_map) {
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const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
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player.line(source, 'green');
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list.push([source, event.given_map[i]]);
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}
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await game.loseAsync({
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gain_list: list,
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giver: player,
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animate: 'draw',
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}).setContent('gaincardMultiple').toPromise();
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console.log('step 6');
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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console.log('step 7');
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if (repeat) {
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player.logSkill(event.name);
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}
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}
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else return event.finish();
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}
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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478
game/game.js
478
game/game.js
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@ -47,6 +47,7 @@ new Promise(resolve=>{
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}
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}
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const GeneratorFunction=(function*(){}).constructor;
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const AsyncFunction=(async function(){}).constructor;
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// gnc: GeNCoroutine
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const gnc={
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of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){
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@ -21030,6 +21031,22 @@ new Promise(resolve=>{
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};
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player.queueCount=0;
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player.outCount=0;
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/**
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* 这部分应该用d.ts写。目前只给出大概类型
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* @type { {[key in keyof Player]: (...args) => Promise<GameEvent> & GameEvent} }
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*/
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player.promises=new Proxy({},{
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get(target,prop){
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const eventKeys=Object.keys(lib.element.player).filter(key=>typeof lib.element.player[key]=='function');
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if (eventKeys.includes(prop)){
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return function (...args) {
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/** @type { GameEvent } */
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const event=player[prop](...args);
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return event.toPromise();
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};
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}
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}
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});
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}
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buildEventListener(noclick){
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let player = this;
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@ -31288,6 +31305,14 @@ new Promise(resolve=>{
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this._notrigger=[];
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this._result={};
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this._set=[];
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/**
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* @type {boolean} 这个事件是否使用异步函数处理
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**/
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this.async=false;
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/**
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* @type {null|(event: GameEvent)=>any} 这个异步事件对应Promise的resolve函数
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**/
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this.resolve=null;
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if(trigger!==false&&!game.online) this._triggered=0;
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}
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static initialGameEvent(){
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@ -31517,7 +31542,10 @@ new Promise(resolve=>{
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switch(typeof item){
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case "object":
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case "function":
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this.content=lib.init.parsex(item);
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if(item instanceof AsyncFunction){
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this.content=item;
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}
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else this.content=lib.init.parsex(item);
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break;
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default:
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try{
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@ -32073,6 +32101,87 @@ new Promise(resolve=>{
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this.unreal;
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throw new Error('Do not call this method');
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}
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/**
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* 事件转为Promise化
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*
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* 注: 该函数在async content中执行时,必须在所有setxx函数执行后执行。
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* @returns { Promise<GameEvent> & GameEvent }
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*/
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toPromise(){
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if(this.async&&this.resolve){
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throw new TypeError('This event has been converted into a promise');
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}
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return new lib.element.GameEventPromise(this);
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}
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},
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GameEventPromise:class extends Promise{
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// 我谢谢你,这里是必须有的
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static get [Symbol.species]() {
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return Promise;
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}
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/**
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* @param { GameEvent } event
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* @returns { Promise<GameEvent> & GameEvent }
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*/
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constructor(event){
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super(resolve=>{
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// 设置为异步事件
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event.async=true;
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// 事件结束后触发resolve
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event.resolve=resolve;
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//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
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if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
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// console.log(event, '的父级事件也是一个异步,立即执行这个事件');
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if (_status.event != event) {
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event.parent = _status.event;
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_status.event = event;
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game.getGlobalHistory('everything').push(event);
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}
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game.loop(event);
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}
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});
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return new Proxy(this,{
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get(target,prop,receiver){
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const thisValue=Reflect.get(target,prop);
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if(thisValue){
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if(typeof thisValue=='function') {
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return thisValue.bind(target);
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}
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return thisValue;
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}
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const eventValue=Reflect.get(event,prop);
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// 返回值如果是event,则修改为GameEventPromise
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if(typeof eventValue=='function') return (function(...args){
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const returnValue=eventValue.call(event,...args);
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return returnValue==event?receiver:returnValue;
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}).bind(event);
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return eventValue;
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},
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set(target,prop,newValue){
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return Reflect.set(event,prop,newValue);
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},
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deleteProperty(target,prop){
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return Reflect.set(event,prop);
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},
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defineProperty(target,prop,attributes){
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return Reflect.defineProperty(event,prop,attributes);
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},
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has(target,prop){
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return Reflect.has(event,prop);
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},
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ownKeys(target,prop){
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return Reflect.ownKeys(event,prop);
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},
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});
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}
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/**
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* TODO: 实现debugger
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*/
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async debugger(){
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return new Promise(resolve=>{
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resolve(null);
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});
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}
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},
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Dialog:class extends HTMLDivElement{
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constructor(){
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@ -41263,217 +41372,222 @@ new Promise(resolve=>{
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setTimeout(game.reload,15000)
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}
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},
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loop:function(){
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while(true){
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var event=_status.event;
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var step=event.step;
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var source=event.source;
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var player=event.player;
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var target=event.target;
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var targets=event.targets;
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var card=event.card;
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var cards=event.cards;
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var skill=event.skill;
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var forced=event.forced;
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var num=event.num;
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var trigger=event._trigger;
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var result=event._result;
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if(_status.paused2||_status.imchoosing){
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if(!lib.status.dateDelaying){
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lib.status.dateDelaying=new Date();
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/**
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* @param { GameEvent } [belongAsyncEvent]
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*/
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loop:function(belongAsyncEvent){
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if(belongAsyncEvent){
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game.belongAsyncEvent=belongAsyncEvent;
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}else if(game.belongAsyncEvent){
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return game.loop(game.belongAsyncEvent);
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}
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return new Promise(async resolve=>{
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while(true){
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let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
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let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
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const _resolve=()=>{
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if(event.async){
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if(typeof event.resolve=='function'){
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event.resolve(event);
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}else{
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throw new TypeError('异步事件的event.resolve未赋值,使用await时将会被永久等待');
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}
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}
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};
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if(_status.paused2||_status.imchoosing){
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if(!lib.status.dateDelaying){
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lib.status.dateDelaying=new Date();
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}
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}
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}
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if(_status.paused||_status.paused2||_status.over){
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return;
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}
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if(_status.paused3){
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_status.paused3='paused';
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return;
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}
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if(lib.status.dateDelaying){
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lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
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delete lib.status.dateDelaying;
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}
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if(event.next.length>0){
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var next=event.next.shift();
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if(next.player&&next.player.skipList.contains(next.name)){
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event.trigger(next.name+'Skipped');
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next.player.skipList.remove(next.name);
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
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if(_status.paused||_status.paused2||_status.over){
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return;
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}
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else{
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next.parent=event;
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_status.event=next;
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game.getGlobalHistory('everything').push(next);
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if(_status.paused3){
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_status.paused3='paused';
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return;
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}
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}
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else if(event.finished){
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if(event._triggered==1){
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if(event.type=='card') event.trigger('useCardToOmitted');
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event.trigger(event.name+'Omitted');
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event._triggered=4;
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if(lib.status.dateDelaying){
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lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
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delete lib.status.dateDelaying;
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}
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else if(event._triggered==2){
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if(event.type=='card') event.trigger('useCardToEnd');
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event.trigger(event.name+'End');
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event._triggered=3;
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if (belongAsyncEvent) {
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console.log('-----------------------');
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console.log(event);
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console.log('event.finished', event.finished);
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console.log('event.after:', [...event.after]);
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console.log('event.next:', [...event.next]);
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}
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else if(event._triggered==3){
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if(event.type=='card') event.trigger('useCardToAfter');
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event.trigger(event.name+'After');
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event._triggered++;
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}
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else if(event.after&&event.after.length){
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var next=event.after.shift();
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if(event.next.length>0){
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var next=event.next.shift();
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if(next.player&&next.player.skipList.contains(next.name)){
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event.trigger(next.name+'Skipped');
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next.player.skipList.remove(next.name);
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
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}
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else{
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next.parent=event;
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_status.event=next;
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game.getGlobalHistory('everything').push(next);
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}
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}
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else{
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if(event.parent){
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if(event.result){
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event.parent._result=event.result;
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}
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_status.event=event.parent;
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else if(event.finished){
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if(event._triggered==1){
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if(event.type=='card') event.trigger('useCardToOmitted');
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event.trigger(event.name+'Omitted');
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event._triggered=4;
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}
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else{
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return;
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else if(event._triggered==2){
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if(event.type=='card') event.trigger('useCardToEnd');
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event.trigger(event.name+'End');
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event._triggered=3;
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}
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}
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}
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else{
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if(event._triggered==0){
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if(event.type=='card') event.trigger('useCardToBefore');
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event.trigger(event.name+'Before');
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event._triggered++;
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}
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else if(event._triggered==1){
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if(event.type=='card') event.trigger('useCardToBegin');
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event.trigger(event.name+'Begin');
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event._triggered++;
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/*if(event.name=='phase'&&!event._begun){
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var next=game.createEvent('phasing',false,event);
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next.player=event.player;
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next.skill=event.skill;
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next.setContent('phasing');
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event._begun=true;
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}
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else{
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event.trigger(event.name+'Begin');
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else if(event._triggered==3){
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if(event.type=='card') event.trigger('useCardToAfter');
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event.trigger(event.name+'After');
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event._triggered++;
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}*/
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}
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else{
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event.callHandler(event.getDefaultHandlerType(),event,{
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state:'begin'
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});
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if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
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game.broadcastAll(function(){
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while(_status.dieClose.length){
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_status.dieClose.shift().close();
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}
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});
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if(event._oncancel){
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event._oncancel();
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}
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event.finish();
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}
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else if(player&&player.removed&&event.name!='phaseLoop'){
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event.finish();
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}
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else if(player&&player.isOut()&&event.name!='phaseLoop'&&!event.includeOut){
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if(event.name=='phase'&&player==_status.roundStart&&!event.skill){
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_status.roundSkipped=true;
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else if(event.after&&event.after.length){
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var next=event.after.shift();
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if(next.player&&next.player.skipList.contains(next.name)){
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event.trigger(next.name+'Skipped');
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next.player.skipList.remove(next.name);
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
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}
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else{
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next.parent=event;
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_status.event=next;
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}
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event.finish();
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}
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else{
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if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){
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try{
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if(event.content instanceof GeneratorFunction){
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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);
|
||||
|
|
Loading…
Reference in New Issue