gameEventPromise新增forResult方法,用于优化解构赋值写法

This commit is contained in:
kuangthree 2024-01-27 12:17:13 +08:00
parent 8c6852093b
commit 276aad6c34
2 changed files with 103 additions and 6 deletions

View File

@ -1579,14 +1579,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
async content(event,trigger,player){
const target=event.target;
const {result:{control}}=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
const control=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
switch(Math.floor(Math.random()*6)){
case 0:return 'heart2';
case 1:case 4:case 5:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
});
})
.forResultControl();
game.log(target,'选择了'+get.translation(control));
event.choice=control;
target.chat('我选'+get.translation(event.choice));
@ -1641,7 +1642,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
},
async content(event,trigger,player){
const {result:{bool,targets,cards}}=await player.chooseCardTarget({
const [bool,targets,cards]=await player.chooseCardTarget({
position:'he',
filterCard:lib.filter.cardDiscardable,
filterTarget:(card,player,target)=>{
@ -1671,7 +1672,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
prompt2:'弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色',
source:trigger.player,
card:trigger.card,
}).setHiddenSkill(event.name);
})
.setHiddenSkill(event.name)
.forResult('bool','targets','cards');
if(bool){
const target=targets[0];
player.logSkill(event.name,target);
@ -2210,7 +2213,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
const list=['弃牌','摸牌','取消'];
if(!player.countCards('he')) list.remove('弃牌');
const {result:{control}}=await player.chooseControl(list,()=>{
const control=await player.chooseControl(list,()=>{
const player=_status.event.player;
if(list.includes('弃牌')){
if(player.countCards('h')>3&&player.countCards('h','sha')>1){
@ -2224,7 +2227,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return '摸牌';
}
return 'cancel2';
}).set('prompt',get.prompt2('new_jiangchi'));
})
.set('prompt',get.prompt2('new_jiangchi'))
.forResultControl();
if(control=='弃牌'){
player.chooseToDiscard(true,'he');
player.addTempSkill('jiangchi2','phaseUseEnd');

View File

@ -162,4 +162,95 @@ export class GameEventPromise extends Promise {
game.promises.prompt('debugger调试').then(inputCallback);
});
}
/**
*
* 直接获得result中的信息
*
*
* @example
*
* let chooseCardResult = await player.chooseCard().forResult();
* 选择的卡牌chooseCardResult.cards
*
* let cards = await player.chooseCard().forResult('cards');
* 选择的卡牌cards
*
* let [success,cards,targets] = await player.chooseCardTarget().forResult('bool','cards','targets');
* success:是否做出选择
* cards:选择的牌
* targets:选择的目标
*/
forResult(){
if(arguments.length == 0){
return this.then(event=>{
return Promise.resolve(event.result);
});
}else if(arguments.length == 1){
return this.then(event=>{
return Promise.resolve(event.result[arguments[0]]);
});
}else{
return this.then(event=>{
return Promise.resolve(Array.from(arguments).map(key=>event.result[key]));
});
}
}
/**
* 返回result中的bool项
*
* @returns {boolean} 返回的bool项
*/
forResultBool(){
return this.forResult('bool');
}
/**
* 返回result中的targets项
*
* @returns {lib.element.Player[]} 返回的targets项
*
*/
forResultTargets(){
return this.forResult('targets');
}
/**
* 返回result中的cards项
*
* @returns {lib.element.Card[]} 返回的cards项
*
*/
forResultCards(){
return this.forResult('cards');
}
/**
* 返回result中的card项
*
* @returns {lib.element.VCard|lib.element.Card} 返回的card项
*
*/
forResultCard(){
return this.forResult('card');
}
/**
* 返回result中的control项
*
* @returns {string} 返回的control项
*/
forResultControl(){
return this.forResult('control');
}
/**
* 返回result中的links项
*
* @returns {Array<?>} 返回的links项
*/
forResultLinks(){
return this.forResult('links');
}
}