修改game.phaseNumber的结算时间点
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@ -3017,16 +3017,10 @@ export const Content = {
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//提前phaseBefore时机解决“游戏开始时”时机和“一轮开始时”先后
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event.trigger("phaseBefore");
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"step 1";
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game.phaseNumber++;
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//初始化阶段列表
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if (!event.phaseList) {
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event.phaseList = [
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"phaseZhunbei",
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"phaseJudge",
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"phaseDraw",
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"phaseUse",
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"phaseDiscard",
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"phaseJieshu",
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];
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event.phaseList = ["phaseZhunbei", "phaseJudge", "phaseDraw", "phaseUse", "phaseDiscard", "phaseJieshu"];
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}
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if (typeof event.num != "number") {
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event.num = 0;
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@ -3040,11 +3034,7 @@ export const Content = {
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} else if (_status.seatNumSettled) {
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var seatNum = player.getSeatNum();
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if (seatNum != 0) {
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if (
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get.itemtype(_status.lastPhasedPlayer) != "player" ||
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seatNum < _status.lastPhasedPlayer.getSeatNum()
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)
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isRound = true;
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if (get.itemtype(_status.lastPhasedPlayer) != "player" || seatNum < _status.lastPhasedPlayer.getSeatNum()) isRound = true;
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_status.lastPhasedPlayer = player;
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}
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} else if (player == _status.roundStart) isRound = true;
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@ -3122,7 +3112,6 @@ export const Content = {
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while (ui.dialogs.length) {
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ui.dialogs[0].close();
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}
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game.phaseNumber++;
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player.phaseNumber++;
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game.broadcastAll(
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function (player, num, popup) {
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@ -3151,11 +3140,7 @@ export const Content = {
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game.log();
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game.log(player, "的回合开始");
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player._noVibrate = true;
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if (
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get.config("identity_mode") != "zhong" &&
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get.config("identity_mode") != "purple" &&
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!_status.connectMode
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) {
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if (get.config("identity_mode") != "zhong" && get.config("identity_mode") != "purple" && !_status.connectMode) {
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var num;
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switch (get.config("auto_identity")) {
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case "one":
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@ -3174,12 +3159,7 @@ export const Content = {
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num = 0;
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break;
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}
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if (
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num &&
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!_status.identityShown &&
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game.phaseNumber > game.players.length * num &&
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game.showIdentity
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) {
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if (num && !_status.identityShown && game.phaseNumber > game.players.length * num && game.showIdentity) {
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if (!_status.video) player.popup("显示身份");
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_status.identityShown = true;
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game.showIdentity(false);
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