gameEventPromise新增forResult方法,用于优化解构赋值写法
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@ -1579,14 +1579,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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async content(event,trigger,player){
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const target=event.target;
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const {result:{control}}=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
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const control=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
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switch(Math.floor(Math.random()*6)){
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case 0:return 'heart2';
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case 1:case 4:case 5:return 'diamond2';
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case 2:return 'club2';
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case 3:return 'spade2';
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}
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});
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})
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.forResultControl();
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game.log(target,'选择了'+get.translation(control));
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event.choice=control;
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target.chat('我选'+get.translation(event.choice));
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@ -1641,7 +1642,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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},
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async content(event,trigger,player){
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const {result:{bool,targets,cards}}=await player.chooseCardTarget({
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const [bool,targets,cards]=await player.chooseCardTarget({
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position:'he',
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filterCard:lib.filter.cardDiscardable,
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filterTarget:(card,player,target)=>{
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@ -1671,7 +1672,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt2:'弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色',
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source:trigger.player,
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card:trigger.card,
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}).setHiddenSkill(event.name);
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})
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.setHiddenSkill(event.name)
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.forResult('bool','targets','cards');
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if(bool){
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const target=targets[0];
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player.logSkill(event.name,target);
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@ -2210,7 +2213,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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async content(event,trigger,player){
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const list=['弃牌','摸牌','取消'];
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if(!player.countCards('he')) list.remove('弃牌');
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const {result:{control}}=await player.chooseControl(list,()=>{
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const control=await player.chooseControl(list,()=>{
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const player=_status.event.player;
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if(list.includes('弃牌')){
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if(player.countCards('h')>3&&player.countCards('h','sha')>1){
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@ -2224,7 +2227,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return '摸牌';
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}
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return 'cancel2';
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}).set('prompt',get.prompt2('new_jiangchi'));
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})
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.set('prompt',get.prompt2('new_jiangchi'))
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.forResultControl();
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if(control=='弃牌'){
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player.chooseToDiscard(true,'he');
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player.addTempSkill('jiangchi2','phaseUseEnd');
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@ -162,4 +162,95 @@ export class GameEventPromise extends Promise {
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game.promises.prompt('debugger调试').then(inputCallback);
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});
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}
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/**
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*
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* 直接获得result中的信息。
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*
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*
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* @example
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* ①
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* let chooseCardResult = await player.chooseCard().forResult();
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* 选择的卡牌:chooseCardResult.cards
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* ②
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* let cards = await player.chooseCard().forResult('cards');
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* 选择的卡牌:cards
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* ③
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* let [success,cards,targets] = await player.chooseCardTarget().forResult('bool','cards','targets');
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* success:是否做出选择。
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* cards:选择的牌。
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* targets:选择的目标。
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*/
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forResult(){
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if(arguments.length == 0){
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return this.then(event=>{
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return Promise.resolve(event.result);
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});
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}else if(arguments.length == 1){
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return this.then(event=>{
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return Promise.resolve(event.result[arguments[0]]);
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});
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}else{
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return this.then(event=>{
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return Promise.resolve(Array.from(arguments).map(key=>event.result[key]));
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});
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}
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}
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/**
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* 返回result中的bool项。
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*
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* @returns {boolean} 返回的bool项
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*/
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forResultBool(){
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return this.forResult('bool');
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}
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/**
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* 返回result中的targets项。
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*
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* @returns {lib.element.Player[]} 返回的targets项。
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*
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*/
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forResultTargets(){
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return this.forResult('targets');
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}
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/**
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* 返回result中的cards项
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*
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* @returns {lib.element.Card[]} 返回的cards项。
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*
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*/
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forResultCards(){
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return this.forResult('cards');
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}
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/**
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* 返回result中的card项
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*
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* @returns {lib.element.VCard|lib.element.Card} 返回的card项。
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*
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*/
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forResultCard(){
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return this.forResult('card');
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}
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/**
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* 返回result中的control项。
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*
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* @returns {string} 返回的control项。
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*/
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forResultControl(){
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return this.forResult('control');
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}
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/**
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* 返回result中的links项。
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*
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* @returns {Array<?>} 返回的links项。
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*/
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forResultLinks(){
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return this.forResult('links');
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}
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}
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