删除character下的extra,gujian,gwent,hearth的function写法,修正部分类型
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character/extra.js
1087
character/extra.js
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character/hearth.js
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character/hearth.js
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@ -5,7 +5,7 @@ declare type CardBaseUIData = {
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nature?: string;
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//用于某些方法,用于过滤卡牌的额外结构
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type?: string;
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type?: string | string[];
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subtype?: string;
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color?: string;
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@ -291,6 +291,9 @@ declare interface Mod {
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aiValue?(player: Player, card: Card, num: number): number | void;
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aiUseful?(player: Player, card: Card, num: number): number | void;
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attackRange?(player: Player, num: number): number | void;
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}
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/** 技能 */
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@ -790,7 +793,7 @@ declare interface Skill {
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*
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* 也可以是个自定义的方法
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*/
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content?: string | ThreeParmFun<GameStorageItem, Player, string, string>;
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content?: string | ((storage: GameStorageItem, player: Player, skill: string) => string | void);
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/**
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* 标记数
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*
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@ -808,7 +811,7 @@ declare interface Skill {
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*
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* 注:该参数原本只在把整个标记移除时执行,后续可能自己扩展;
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*/
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onunmark?: TwoParmFun<GameStorageItem, Player, void> | string;
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onunmark?: TwoParmFun<GameStorageItem, Player, void> | string | boolean;
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// id?:string; //id名字需带“subplayer”,用于特殊模式显示信息用
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};
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@ -937,9 +940,9 @@ declare interface Skill {
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*
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* 若不是字符串,则执行该方法
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*/
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prepare?: string | ThreeParmFun<Card[], Player, Target[], string>;
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prepare?: string | ((cards: Card[], player: Player, targets: Target[]) => string | void);
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/** 在lose事件中使用,触发执行“lose_卡牌名”事件的content */
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onLose?: ContentFunc | ContentFunc[];
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onLose?: OldContentFuncByAll | OldContentFuncByAll[];
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/**
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* 在lose事件中使用,必须要失去的卡牌为“equips”(装备牌),有onLose才生效。
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* 若符合以上条件,则检测该牌是否需要后续触发执行“lose_卡牌名”事件,既上面配置的onLose
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@ -1033,7 +1036,7 @@ declare interface Skill {
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* 指向线的颜色枚举:
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* fire(橙红色FF9244),thunder(浅蓝色8DD8FF),green(青色8DFFD8),
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*/
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line?: string | { color: number[] };
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line?: string | { color: number[] } | boolean;
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/** 是否显示多条指引线 */
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multiline?: boolean;
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@ -1109,7 +1112,7 @@ declare interface Skill {
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*
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* 为数组时,这个数组就是选择目标数的区间
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*/
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selectTarget?: number | Select | NoneParmFum<number | Select>;
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selectTarget?: number | Select | (() => number | Select);
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/**
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* 选择的牌需要满足的条件
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*
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@ -1147,11 +1150,8 @@ declare interface Skill {
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ignoreMod?: boolean;
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/**
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* 选择的目标需要满足的条件
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* @param card
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* @param player
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* @param target
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*/
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filterTarget?(card: Card, player: Player, target: Player): boolean;
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filterTarget?: ((card: Card, player: Player, target: Player) => boolean) | boolean;
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/**
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* 指定位置:
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* 'h':手牌区, 'e':装备区, 'j':判定区
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@ -1211,7 +1211,7 @@ declare interface Skill {
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* @param player
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* @param name
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*/
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hiddenCard?(player: Player, name: string): boolean;
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hiddenCard?(player: Player, name: string): boolean | void;
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/** 录像相关,game.videoContent.skill中相关 */
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video?(player: Player, data: string | any[]): void;
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@ -1282,7 +1282,7 @@ declare interface Skill {
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*
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* 若没有配置prompt,显示该配置的提示
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*/
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logTarget?: string | TwoParmFun<Trigger, Player, string | Player>;
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logTarget?: string | TwoParmFun<GameEventPromise, Player, string | Player | Player[] | null>;
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/**
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* 是否通过logTarget显示触发者的目标日志;
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*
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@ -1365,9 +1365,9 @@ declare interface Skill {
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*
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* 无参,简洁写法;
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*/
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check?: OneParmFun<Card, number | boolean>;
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check?: TwoParmFun<GameEventPromise, Player, number | boolean>;
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check?: NoneParmFum<number | boolean>;
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check?: (card: Card) => number | boolean | void;
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check?: (event: GameEventPromise, player: Player) => number | boolean | void;
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check?: () => number | boolean | void;
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// check?(...any:any):number|boolean;
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// /** ai用于检测的方法:用于主动使用触发技能 */
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// check?(card:Card):number|boolean;
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@ -1593,7 +1593,7 @@ declare interface SkillAI {
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* 嘲讽值:
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* 嘲讽值越大的角色越容易遭受到敌方的攻击,默认为1,一般在0~4中取值即可(缔盟threaten值为3)
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*/
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threaten?: number | TwoParmFun<Player, Target, number>;
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threaten?: number | ((player: Player, target: Target) => number | void);
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/**
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* 态度:
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* 态度只由identity决定。不同身份对不同身份的att不同。
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@ -1669,14 +1669,14 @@ declare interface SkillAI {
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* 返回结果的字符串:"zeroplayer","zerotarget","zeroplayertarget",指定最终结果的:对使用者的收益值,对目标的收益值为0
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* @param result1 即当前ai.result.player的结果
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*/
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player?(card: Card, player: Player, target: Player, result1: number): string | number | number[] | void;
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player?(card: Card, player: Player, target: Player, result1: number): string | number | number[] | void | boolean;
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/**
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* 一名角色以你为牌的目标时对你的影响(牌/技能对你的影响)
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*
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* 返回结果的字符串:"zeroplayer","zerotarget","zeroplayertarget",指定最终结果的:对使用者的收益值,对目标的收益值为0
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* @param result2 即当前ai.result.target的结果
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*/
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target?(card: Card, player: Player, target: Player, result2: number): string | number | number[] | void;
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target?(card: Card, player: Player, target: Player, result2: number): string | number | number[] | void | boolean;
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};
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/**
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* 收益:
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@ -1694,21 +1694,21 @@ declare interface SkillAI {
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* 没有返回值则不选;
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* 注:写了这个就不用写player(player){}了,因为player可以在这里进行判断......先继续研究好,再下定论;
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*/
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target?: ThreeParmFun<Player, Target, Card, number> | number;
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target?: number | ((player: Player, taregt: Player, card: Card) => number | void | boolean);
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/**
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* 主要用于get.effect_use中,优先于上面的target;
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*/
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target_use?: ThreeParmFun<Player, Target, Card, number> | number;
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target_use?: number | ((player: Player, taregt: Player, card: Card) => number | void) | boolean;
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/**
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* ai是否发动此技能(对玩家(自身)的收益):
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* 返回正,发动,否则不发动;
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* 注:最终
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*/
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player?: ThreeParmFun<Player, Target, Card, number> | number;
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player?: number | ((player: Player, taregt: Player, card: Card) => number | void | boolean);
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/**
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* 主要用于get.effect_use中,优先于上面的player;
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*/
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player_use?: ThreeParmFun<Player, Target, Card, number> | number;
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player_use?: number | ((player: Player, taregt: Player, card: Card) => number | void | boolean);
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/**
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* 取值为true时,不默认为“equip(装备)”卡牌,默认设置“card.ai.result.target”方法
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@ -181,6 +181,11 @@ export class Player extends HTMLDivElement {
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*/
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// @ts-ignore
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this.hp;
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/**
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* @type { number }
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*/
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// @ts-ignore
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this.hujia;
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throw new Error('Do not call this method');
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}
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build(noclick) {
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