commit
321837c9ce
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@ -7558,6 +7558,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return current.hasSkill('drlt_jieying');
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return current.hasSkill('drlt_jieying');
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});
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});
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},
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},
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aiOrder(player,card,num){
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if(player.hasMark('drlt_jieying_mark')&&game.hasPlayer(current=>{
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return current.hasSkill('drlt_jieying')&&get.attitude(player,current)<=0;
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})) return Math.max(num,0)+1;
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}
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},
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},
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audio:'drlt_jieying',
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audio:'drlt_jieying',
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trigger:{
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trigger:{
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@ -7577,8 +7582,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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ai:{
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nokeep:true,
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nokeep:true,
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skillTagFilter(player){
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skillTagFilter(player){
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if(!player.hasMark('drlt_jieying_mark')) return false;
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return player.hasMark('drlt_jieying_mark')&&game.hasPlayer(current=>{
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},
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return current.hasSkill('drlt_jieying')&&get.attitude(player,current)<=0;
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});
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}
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},
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},
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},
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},
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'drlt_jieying':{
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'drlt_jieying':{
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@ -7616,15 +7623,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
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player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
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return target!=player;
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return target!=player;
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}).ai=function(target){
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}).ai=function(target){
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if(get.attitude(player,target)>0)
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let th=target.countCards('h'),att=get.attitude(_status.event.player,target);
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return 0.1;
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for(let i in target.skills){
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if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
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let info=get.info(i);
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return 0.2;
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if(info&&info.shaRelated) return Math.abs(att);
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if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
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}
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return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
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if(att>0){
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if(get.attitude(player,target)<1&&target.countCards('h')>0)
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if(th>3&&target.hp>2) return 0.6*th;
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return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
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}
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return 1;
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if(att<1){
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if(target.countCards('j',{name:'lebu'})) return 1+Math.min((1.5+th)*0.8,target.getHandcardLimit()*0.7);
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if(!th||target.getEquip('zhangba')||target.getEquip('guanshi')) return 0;
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if(!target.inRange(player)||player.countCards('hs',{name:'shan'})>1) return Math.min((1+th)*0.3,target.getHandcardLimit()*0.2);
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}
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return 0;
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};
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};
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool){
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@ -7636,6 +7648,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.addMark('drlt_jieying_mark',mark);
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target.addMark('drlt_jieying_mark',mark);
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}
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}
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},
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},
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ai:{
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effect:{
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player(card,player,target){
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if(get.name(card)==='lebu'&&get.attitude(player,target)<0) return 1+Math.min((target.countCards('h')+1.5)*0.8,target.getHandcardLimit()*0.7);
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}
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}
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}
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},
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},
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'3':{
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'3':{
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audio:'drlt_jieying',
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audio:'drlt_jieying',
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@ -3816,25 +3816,85 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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position:'he',
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position:'he',
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filterCard:true,
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filterCard:true,
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check:function(card){
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check:function(card){
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var player=_status.event.player;
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let cache=lib.skill.dccaizhuang.tempCache();
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var suit=get.suit(card);
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if(!cache||cache.no) return 0;
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if(get.position(card)!='h'&&player.countCards('h',{suit:suit})==1) return 0.1;
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let player=_status.event.player,suit=get.suit(card);
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if(!player.hasCard(cardx=>cardx!=card&&get.suit(cardx)==suit)) return 7.5-get.value(card);
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if(ui.selected.cards.filter(i=>{
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return 6-get.value(card);
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return get.suit(i)===suit;
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}).length<(cache[suit]||0)){
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if(get.position(card)==='h') return 15-get.value(card);
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return 9-get.value(card);
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}
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return 0;
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},
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tempCache(){
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let cache=_status.event.getTempCache('dccaizhuang','dsuits');
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if(cache) return cache;
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cache={no:true};
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_status.event.putTempCache('dccaizhuang','dsuits',cache);
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let player=_status.event.player,suits={};
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lib.suit.forEach(i=>{
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suits[i]=0;
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});
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player.getCards('h',i=>{
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let suit=get.suit(i);
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if(lib.suit.includes(suit)) suits[suit]++;
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});
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let sortedSuits=Object.fromEntries(Object.entries(suits).sort((a,b)=>b[1]-a[1]));
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let dis=0,idx=0,dsuits=0,leave=0;
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for(let i in sortedSuits){
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idx++;
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if(!sortedSuits[i]) continue;
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let num=1;
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if(idx>2||sortedSuits[i]<3) num=sortedSuits[i];
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cache[i]=num;
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dis+=num;
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suits[i]-=num;
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dsuits++;
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}
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for(let i in suits){
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if(suits[i]) leave++;
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}
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player.getCards('e',i=>{
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let suit=get.suit(i);
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if(!cache[suit]){
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dsuits++;
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cache[suit]=1;
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dis++;
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}
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});
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let draw=0,e=[0,1,4/3,2,4];
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if(dsuits<=leave) return false;
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do{
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draw+=e[dsuits--];
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}while(dsuits>leave);
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if(draw>dis){
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delete cache.no;
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_status.event.putTempCache('dccaizhuang','dsuits',cache);
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return cache;
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}
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return false;
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var suits=[];
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var suits=[];
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cards.forEach(i=>{
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if(suits.length>=4) return;
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let suit=get.suit(i,player);
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if(lib.suit.includes(suit)) suits.add(suit);
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});
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event.num=suits.length;
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'step 1'
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var suits=[];
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player.countCards('h',card=>{
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player.countCards('h',card=>{
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if(suits.length>=4) return;
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if(suits.length>=4) return;
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var suit=get.suit(card);
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var suit=get.suit(card);
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if(!lib.suit.includes(suit)) return;
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if(lib.suit.includes(suit)) suits.add(suit);
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suits.add(suit);
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});
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});
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if(suits.length>=cards.length) event.finish();
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if(suits.length>=event.num) event.finish();
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'step 1'
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'step 2'
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player.draw();
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player.draw();
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event.goto(0);
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event.goto(1);
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},
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},
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ai:{
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ai:{
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order:2,
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order:2,
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@ -9427,11 +9487,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return true;
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return true;
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});
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});
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next.set('processAI',function(list){
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next.set('processAI',function(list){
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var cards=list[0][1].slice(0).sort(function(a,b){
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let cards=list[0][1].slice(0),player=_status.event.player;
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if(b.name=='sha') return 1;
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cards.sort((a,b)=>{
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return get.value(b)-get.value(a);
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return get.value(b,player)-get.value(a,player);
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});
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});
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return [cards,cards.splice(0,_status.event.player.getDamagedHp())];
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if(!player.storage.juetao&&player.hasSkill('juetao')&&player.hasSha()){
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let gain,bottom,pai=cards.filter(card=>card.name!=='sha');
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pai.sort((a,b)=>{
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return get.value(b,player)-get.value(a,player);
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});
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gain=pai.splice(0,player.getDamagedHp());
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bottom=pai;
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return [bottom, gain];
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}
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return [cards,cards.splice(0,player.getDamagedHp())];
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});
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});
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'step 1'
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'step 1'
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game.broadcastAll('closeDialog',event.videoId);
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game.broadcastAll('closeDialog',event.videoId);
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@ -14006,7 +14075,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcjijiao_info:'限定技。出牌阶段,你可以令一名角色获得所有弃牌堆中你于本局游戏内使用或弃置过的普通锦囊牌,且这些牌不能被【无懈可击】响应。一名角色的回合结束后,若本回合牌堆洗过牌或有角色死亡,你重置〖继椒〗。',
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dcjijiao_info:'限定技。出牌阶段,你可以令一名角色获得所有弃牌堆中你于本局游戏内使用或弃置过的普通锦囊牌,且这些牌不能被【无懈可击】响应。一名角色的回合结束后,若本回合牌堆洗过牌或有角色死亡,你重置〖继椒〗。',
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duanqiaoxiao:'段巧笑',
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duanqiaoxiao:'段巧笑',
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dccaizhuang:'彩妆',
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dccaizhuang:'彩妆',
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dccaizhuang_info:'出牌阶段限一次,你可以弃置任意张牌。然后若你手牌中的花色数小于你以此法弃置的牌数,你摸一张牌并重复此流程。',
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dccaizhuang_info:'出牌阶段限一次,你可以弃置任意张牌。然后若你手牌中的花色数小于你以此法弃置的牌的花色数,你摸一张牌并重复此流程。',
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dchuayi:'华衣',
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dchuayi:'华衣',
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dchuayi_info:'结束阶段,你可以判定,然后你获得如下效果直到你下回合开始时:红色,一名角色的回合结束时,你摸一张牌;黑色,当你受到伤害后,你摸两张牌。',
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dchuayi_info:'结束阶段,你可以判定,然后你获得如下效果直到你下回合开始时:红色,一名角色的回合结束时,你摸一张牌;黑色,当你受到伤害后,你摸两张牌。',
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wu_zhugeliang:'武诸葛亮',
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wu_zhugeliang:'武诸葛亮',
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@ -8353,10 +8353,6 @@ export class Player extends HTMLDivElement {
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return false;
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return false;
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}
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}
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hasSkillTag(tag, hidden, arg, globalskill) {
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hasSkillTag(tag, hidden, arg, globalskill) {
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let cache = CacheContext.getCacheContext();
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if(!cache){
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cache = new CacheContext();
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}
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var skills = this.getSkills(hidden);
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var skills = this.getSkills(hidden);
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if (globalskill) {
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if (globalskill) {
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skills.addArray(lib.skill.global);
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skills.addArray(lib.skill.global);
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@ -8366,7 +8362,7 @@ export class Player extends HTMLDivElement {
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var info = lib.skill[skills[i]];
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var info = lib.skill[skills[i]];
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if (info && info.ai) {
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if (info && info.ai) {
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if (info.ai.skillTagFilter && info.ai[tag] &&
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if (info.ai.skillTagFilter && info.ai[tag] &&
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info.ai.skillTagFilter(cache.delegate(this), tag, arg) === false) continue;
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info.ai.skillTagFilter(this, tag, arg) === false) continue;
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if (typeof info.ai[tag] == 'string') {
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if (typeof info.ai[tag] == 'string') {
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if (info.ai[tag] == arg) return true;
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if (info.ai[tag] == arg) return true;
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}
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}
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Loading…
Reference in New Issue