player.when新增vars配置,尝试修复then中箭头函数不带大括号报错我问题
This commit is contained in:
parent
d07865864e
commit
2cf397da7f
70
game/game.js
70
game/game.js
|
@ -20741,7 +20741,7 @@
|
||||||
this.markSkill('stratagem_fury');
|
this.markSkill('stratagem_fury');
|
||||||
}
|
}
|
||||||
/**
|
/**
|
||||||
* version 1.4
|
* version 1.6
|
||||||
*
|
*
|
||||||
* 链式创建一次性技能的api。
|
* 链式创建一次性技能的api。
|
||||||
*
|
*
|
||||||
|
@ -20779,7 +20779,7 @@
|
||||||
//triggerNames = [ 'xxAfter', 'yyBegin' ]
|
//triggerNames = [ 'xxAfter', 'yyBegin' ]
|
||||||
if(triggerNames.every(t=>typeof t=='string')) trigger={player:triggerNames};
|
if(triggerNames.every(t=>typeof t=='string')) trigger={player:triggerNames};
|
||||||
//triggerNames = [ {player: 'xxAfter'}, {global: 'yyBegin'} ]
|
//triggerNames = [ {player: 'xxAfter'}, {global: 'yyBegin'} ]
|
||||||
//此处不做特殊的合并处理,由使用者自行把握
|
//此处不做特殊的合并处理,由使用者自行把握,同名属性后者覆盖前者
|
||||||
else if(triggerNames.every(t=>get.is.object(t))) trigger=triggerNames.reduce((pre,cur)=>Object.assign(pre,cur));
|
else if(triggerNames.every(t=>get.is.object(t))) trigger=triggerNames.reduce((pre,cur)=>Object.assign(pre,cur));
|
||||||
}
|
}
|
||||||
if(!trigger) throw 'player.when传参数类型错误:'+triggerNames;
|
if(!trigger) throw 'player.when传参数类型错误:'+triggerNames;
|
||||||
|
@ -20787,12 +20787,13 @@
|
||||||
do{
|
do{
|
||||||
skillName='player_when_'+Math.random().toString(36).slice(-8);
|
skillName='player_when_'+Math.random().toString(36).slice(-8);
|
||||||
}while(lib.skill[skillName]!=null);
|
}while(lib.skill[skillName]!=null);
|
||||||
let after=`${skillName}After`;
|
const after=`${skillName}After`;
|
||||||
if(!trigger.player) trigger.player=after;
|
if(!trigger.player) trigger.player=after;
|
||||||
else if(Array.isArray(trigger.player)) trigger.player.add(after);
|
else if(Array.isArray(trigger.player)) trigger.player.add(after);
|
||||||
else if(typeof trigger.player=='string') trigger.player=[trigger.player,after];
|
else if(typeof trigger.player=='string') trigger.player=[trigger.player,after];
|
||||||
|
const vars={};
|
||||||
let skill={
|
let skill={
|
||||||
trigger,
|
trigger:trigger,
|
||||||
forced:true,
|
forced:true,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
popup:false,
|
popup:false,
|
||||||
|
@ -20801,6 +20802,10 @@
|
||||||
//充分条件
|
//充分条件
|
||||||
filter2Funs:[],
|
filter2Funs:[],
|
||||||
contentFuns:[],
|
contentFuns:[],
|
||||||
|
//外部变量
|
||||||
|
get vars() {
|
||||||
|
return vars;
|
||||||
|
},
|
||||||
get filter(){
|
get filter(){
|
||||||
return (event,player,name)=>{
|
return (event,player,name)=>{
|
||||||
if(name==`${skillName}After`){
|
if(name==`${skillName}After`){
|
||||||
|
@ -20818,6 +20823,35 @@
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
const warnVars=['event','step','source','player','target','targets',
|
||||||
|
'card','cards','skill','forced','num','trigger','result'];
|
||||||
|
const errVars=['_status','lib','game','ui','get','ai'];
|
||||||
|
const createContent=()=>{
|
||||||
|
let varstr='';
|
||||||
|
for (const key in vars) {
|
||||||
|
if(warnVars.includes(key)) console.warn(`Variable '${key}' should not be referenced by vars objects`);
|
||||||
|
if(errVars.includes(key)) throw new Error(`Variable '${key}' should not be referenced by vars objects`);
|
||||||
|
varstr+=`var ${key}=lib.skill['${skillName}'].vars['${key}'];\n`;
|
||||||
|
}
|
||||||
|
let str=`
|
||||||
|
function content(){
|
||||||
|
${varstr}if(event.triggername=='${skillName}After'){
|
||||||
|
player.removeSkill('${skillName}');
|
||||||
|
delete lib.skill['${skillName}'];
|
||||||
|
delete lib.translate['${skillName}'];
|
||||||
|
return event.finish();
|
||||||
|
}
|
||||||
|
`;
|
||||||
|
for(let i=0;i<skill.contentFuns.length;i++){
|
||||||
|
const fun2=skill.contentFuns[i];
|
||||||
|
const a=fun2.toString();
|
||||||
|
//防止传入()=>xxx的情况
|
||||||
|
const begin=a.indexOf("{")==a.indexOf("}")&&a.indexOf("{")==-1?a.indexOf("=>")+2:a.indexOf("{")+1;
|
||||||
|
const str2=a.slice(begin,a.lastIndexOf("}")!=-1?a.lastIndexOf("}"):undefined).trim();
|
||||||
|
str+=`'step ${i}'\n\t${str2}\n\t`;
|
||||||
|
}
|
||||||
|
skill.content=eval(str+`\n};content;`);
|
||||||
|
};
|
||||||
Object.defineProperty(lib.skill,skillName,{
|
Object.defineProperty(lib.skill,skillName,{
|
||||||
configurable:true,
|
configurable:true,
|
||||||
//这类技能不需要被遍历到
|
//这类技能不需要被遍历到
|
||||||
|
@ -20834,6 +20868,7 @@
|
||||||
forced:true,
|
forced:true,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
popup:false,
|
popup:false,
|
||||||
|
vars:{},
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
},skillName);
|
},skillName);
|
||||||
|
@ -20863,23 +20898,7 @@
|
||||||
then(fun){
|
then(fun){
|
||||||
if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
|
if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
|
||||||
skill.contentFuns.push(fun);
|
skill.contentFuns.push(fun);
|
||||||
let str=`
|
createContent();
|
||||||
function content(){
|
|
||||||
if(event.triggername=='${skillName}After'){
|
|
||||||
player.removeSkill('${skillName}');
|
|
||||||
delete lib.skill['${skillName}'];
|
|
||||||
delete lib.translate['${skillName}'];
|
|
||||||
return event.finish();
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
for(let i=0;i<skill.contentFuns.length;i++){
|
|
||||||
let fun2=skill.contentFuns[i];
|
|
||||||
let a=fun2.toString();
|
|
||||||
let str2=a.slice(a.indexOf("{")+1,a.lastIndexOf("}")!=-1?a.lastIndexOf("}"):undefined).trim();
|
|
||||||
str+=`'step ${i}'\n\t${str2}\n\t`;
|
|
||||||
}
|
|
||||||
let result=eval(str+`\n};content;`);
|
|
||||||
skill.content=result;
|
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
popup(str){
|
popup(str){
|
||||||
|
@ -20895,10 +20914,17 @@
|
||||||
}
|
}
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
assign(obj) {
|
assign(obj){
|
||||||
if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
|
if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
|
||||||
if(typeof obj=='object'&&obj!==null) Object.assign(skill,obj);
|
if(typeof obj=='object'&&obj!==null) Object.assign(skill,obj);
|
||||||
return this;
|
return this;
|
||||||
|
},
|
||||||
|
vars(arg){
|
||||||
|
if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
|
||||||
|
if(!get.is.object(arg)) throw 'vars的第一个参数必须为对象';
|
||||||
|
Object.assign(vars,arg);
|
||||||
|
createContent();
|
||||||
|
return this;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue