添加部分注释,修复toPromise立即执行所导致的问题

This commit is contained in:
shijian 2023-12-07 14:01:52 +08:00
parent 7d64a0629d
commit 4edcc6f0c5
2 changed files with 172 additions and 148 deletions

View File

@ -644,7 +644,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
gain_list: list, gain_list: list,
giver: player, giver: player,
animate: 'draw', animate: 'draw',
}).setContent('gaincardMultiple').toPromise(); }).toPromise().setContent('gaincardMultiple');
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) { if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name); const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
if (repeat) { if (repeat) {

View File

@ -32104,7 +32104,6 @@ new Promise(resolve=>{
/** /**
* 事件转为Promise化 * 事件转为Promise化
* *
* : 该函数在async content中执行时必须在所有setxx函数执行后执行
* @returns { Promise<GameEvent> & GameEvent } * @returns { Promise<GameEvent> & GameEvent }
*/ */
toPromise(){ toPromise(){
@ -32114,8 +32113,30 @@ new Promise(resolve=>{
return new lib.element.GameEventPromise(this); return new lib.element.GameEventPromise(this);
} }
}, },
/**
* 对于事件Promise化后需要既能使用await等待事件完成
* 又需要在执行之前对事件进行配置
*
* 所以这个类的实例集成了事件和Promise二者的所有属性
* 且Promise的原有属性无法被修改一切对这个类实例的属性修改删除
* 再配置等操作都会转发到事件对应的属性中
*
* @todo 需要完成异步事件的debugger方法
*
* @example
* 使用toPromise()函数将普通事件转换为异步事件
* ```js
* await game.xxx().toPromise().setContent('yyy').set(zzz, 'i');
* ```
* 使用player.promises.xxx()函数将对于player的普通事件转换为异步事件
* ```js
* await player.draw(2);
* game.log('等待', player, '摸牌完成执行log');
* ```
*/
GameEventPromise:class extends Promise{ GameEventPromise:class extends Promise{
// 我谢谢你,这里是必须有的 // 我谢谢你,这里是必须有的
// 否则Promise的方法对其子类无效
static get [Symbol.species]() { static get [Symbol.species]() {
return Promise; return Promise;
} }
@ -32129,27 +32150,32 @@ new Promise(resolve=>{
event.async=true; event.async=true;
// 事件结束后触发resolve // 事件结束后触发resolve
event.resolve=resolve; event.resolve=resolve;
//如果父级事件也是一个异步的话,那应该立即执行这个事件的 // 如果父级事件也是一个异步的话,那应该立即执行这个事件的
// 如果在AsyncFunction执行过程中在别的位置新建了一个异步事件那也直接等会set配置完执行
if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){ if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
if (_status.event != event) { if (_status.event!=event) {
event.parent = _status.event; event.parent=_status.event;
_status.event = event; _status.event=event;
game.getGlobalHistory('everything').push(event); game.getGlobalHistory('everything').push(event);
} }
game.loop(event); // 异步执行game.loop
// 不直接game.loop(event)是因为需要让别人可以手动set()和setContent()
// 再执行game.loop是因为原有的game.loop被await卡住了
// 得新执行一个只执行这个异步事件的game.loop
Promise.resolve().then(()=>game.loop(event));
} }
}); });
return new Proxy(this,{ return new Proxy(this,{
get(target,prop,receiver){ get(target,prop,receiver){
const thisValue=Reflect.get(target,prop); const thisValue=Reflect.get(target,prop);
if(thisValue){ if(thisValue){
if(typeof thisValue=='function') { if(typeof thisValue=='function'){
return thisValue.bind(target); return thisValue.bind(target);
} }
return thisValue; return thisValue;
} }
const eventValue=Reflect.get(event,prop); const eventValue=Reflect.get(event,prop);
// 返回值如果是event则修改为GameEventPromise // 返回值如果是event则修改为GameEventPromise类实例
if(typeof eventValue=='function') return (function(...args){ if(typeof eventValue=='function') return (function(...args){
const returnValue=eventValue.call(event,...args); const returnValue=eventValue.call(event,...args);
return returnValue==event?receiver:returnValue; return returnValue==event?receiver:returnValue;
@ -41374,166 +41400,164 @@ new Promise(resolve=>{
/** /**
* @param { GameEvent } [belongAsyncEvent] * @param { GameEvent } [belongAsyncEvent]
*/ */
loop:function(belongAsyncEvent){ async loop(belongAsyncEvent){
if(belongAsyncEvent){ if(belongAsyncEvent){
game.belongAsyncEvent=belongAsyncEvent; game.belongAsyncEvent=belongAsyncEvent;
}else if(game.belongAsyncEvent){ }else if(game.belongAsyncEvent){
return game.loop(game.belongAsyncEvent); return game.loop(game.belongAsyncEvent);
} }
return new Promise(async resolve=>{ while (true) {
while(true){ let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event; let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event; const _resolve = () => {
const _resolve=()=>{ if (event.async) {
if(event.async){ if (typeof event.resolve == 'function') {
if(typeof event.resolve=='function'){ event.resolve(event);
event.resolve(event); } else {
}else{ throw new TypeError('异步事件的event.resolve未赋值使用await时将会被永久等待');
throw new TypeError('异步事件的event.resolve未赋值使用await时将会被永久等待');
}
}
};
if(_status.paused2||_status.imchoosing){
if(!lib.status.dateDelaying){
lib.status.dateDelaying=new Date();
} }
} }
if(_status.paused||_status.paused2||_status.over){ };
return; if (_status.paused2 || _status.imchoosing) {
if (!lib.status.dateDelaying) {
lib.status.dateDelaying = new Date();
} }
if(_status.paused3){ }
_status.paused3='paused'; if (_status.paused || _status.paused2 || _status.over) {
return; return;
}
if (_status.paused3) {
_status.paused3 = 'paused';
return;
}
if (lib.status.dateDelaying) {
lib.status.dateDelayed += lib.getUTC(new Date()) - lib.getUTC(lib.status.dateDelaying);
delete lib.status.dateDelaying;
}
if (event.next.length > 0) {
var next = event.next.shift();
if (next.player && next.player.skipList.contains(next.name)) {
event.trigger(next.name + 'Skipped');
next.player.skipList.remove(next.name);
if (lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
} }
if(lib.status.dateDelaying){ else {
lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying); next.parent = event;
delete lib.status.dateDelaying; _status.event = next;
game.getGlobalHistory('everything').push(next);
} }
if(event.next.length>0){ }
var next=event.next.shift(); else if (event.finished) {
if(next.player&&next.player.skipList.contains(next.name)){ if (event._triggered == 1) {
event.trigger(next.name+'Skipped'); if (event.type == 'card') event.trigger('useCardToOmitted');
event.trigger(event.name + 'Omitted');
event._triggered = 4;
}
else if (event._triggered == 2) {
if (event.type == 'card') event.trigger('useCardToEnd');
event.trigger(event.name + 'End');
event._triggered = 3;
}
else if (event._triggered == 3) {
if (event.type == 'card') event.trigger('useCardToAfter');
event.trigger(event.name + 'After');
event._triggered++;
}
else if (event.after && event.after.length) {
var next = event.after.shift();
if (next.player && next.player.skipList.contains(next.name)) {
event.trigger(next.name + 'Skipped');
next.player.skipList.remove(next.name); next.player.skipList.remove(next.name);
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name); if (lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
} }
else{ else {
next.parent=event; next.parent = event;
_status.event=next; _status.event = next;
game.getGlobalHistory('everything').push(next);
} }
} }
else if(event.finished){ else {
if(event._triggered==1){ if (event.parent) {
if(event.type=='card') event.trigger('useCardToOmitted'); if (event.result) {
event.trigger(event.name+'Omitted'); event.parent._result = event.result;
event._triggered=4;
}
else if(event._triggered==2){
if(event.type=='card') event.trigger('useCardToEnd');
event.trigger(event.name+'End');
event._triggered=3;
}
else if(event._triggered==3){
if(event.type=='card') event.trigger('useCardToAfter');
event.trigger(event.name+'After');
event._triggered++;
}
else if(event.after&&event.after.length){
var next=event.after.shift();
if(next.player&&next.player.skipList.contains(next.name)){
event.trigger(next.name+'Skipped');
next.player.skipList.remove(next.name);
if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
} }
else{ _status.event = event.parent;
next.parent=event; if (game.belongAsyncEvent == event) {
_status.event=next; delete game.belongAsyncEvent;
//resolve();
}
_resolve();
// 此时应该退出了
if (belongAsyncEvent && belongAsyncEvent.parent == _status.event) {
return;
} }
} }
else{ else {
if(event.parent){ if (game.belongAsyncEvent == event) {
if(event.result){ delete game.belongAsyncEvent;
event.parent._result=event.result; //resolve();
}
_status.event=event.parent;
if(game.belongAsyncEvent==event){
delete game.belongAsyncEvent;
resolve();
}
_resolve();
// 此时应该退出了
if (belongAsyncEvent && belongAsyncEvent.parent == _status.event){
return;
}
}
else{
if(game.belongAsyncEvent==event){
delete game.belongAsyncEvent;
resolve();
}
return _resolve();
}
}
}
else{
if(event._triggered==0){
if(event.type=='card') event.trigger('useCardToBefore');
event.trigger(event.name+'Before');
event._triggered++;
}
else if(event._triggered==1){
if(event.type=='card') event.trigger('useCardToBegin');
event.trigger(event.name+'Begin');
event._triggered++;
}
else{
event.callHandler(event.getDefaultHandlerType(),event,{
state:'begin'
});
const after=()=>{
event.clearStepCache();
event.callHandler(event.getDefaultHandlerType(),event,{
state:'end'
});
if(typeof event.step=="number") ++event.step;
};
if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
game.broadcastAll(function(){
while(_status.dieClose.length){
_status.dieClose.shift().close();
}
});
if(event._oncancel){
event._oncancel();
}
event.finish();
after();
}
else if(player&&player.removed&&event.name!='phaseLoop'){
event.finish();
after();
}
else if(player&&player.isOut()&&event.name!='phaseLoop'&&!event.includeOut){
if(event.name=='phase'&&player==_status.roundStart&&!event.skill){
_status.roundSkipped=true;
}
event.finish();
after();
}
else{
await game.runContent(belongAsyncEvent).catch(e=>{
if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){
game.print('游戏出错:'+event.name);
game.print(e.toString());
console.log(e);
}
else throw e;
}).then(after);
} }
return _resolve();
} }
} }
} }
}); else {
if (event._triggered == 0) {
if (event.type == 'card') event.trigger('useCardToBefore');
event.trigger(event.name + 'Before');
event._triggered++;
}
else if (event._triggered == 1) {
if (event.type == 'card') event.trigger('useCardToBegin');
event.trigger(event.name + 'Begin');
event._triggered++;
}
else {
event.callHandler(event.getDefaultHandlerType(), event, {
state: 'begin'
});
const after = () => {
event.clearStepCache();
event.callHandler(event.getDefaultHandlerType(), event, {
state: 'end'
});
if (typeof event.step == "number") ++event.step;
};
if (player && player.classList.contains('dead') && !event.forceDie && event.name != 'phaseLoop') {
game.broadcastAll(function () {
while (_status.dieClose.length) {
_status.dieClose.shift().close();
}
});
if (event._oncancel) {
event._oncancel();
}
event.finish();
after();
}
else if (player && player.removed && event.name != 'phaseLoop') {
event.finish();
after();
}
else if (player && player.isOut() && event.name != 'phaseLoop' && !event.includeOut) {
if (event.name == 'phase' && player == _status.roundStart && !event.skill) {
_status.roundSkipped = true;
}
event.finish();
after();
}
else {
await game.runContent(belongAsyncEvent).catch(e => {
if (_status.withError || lib.config.compatiblemode || (_status.connectMode && !lib.config.debug)) {
game.print('游戏出错:' + event.name);
game.print(e.toString());
console.log(e);
}
else throw e;
}).then(after);
}
}
}
}
}, },
runContent(belongAsyncEvent) { runContent(belongAsyncEvent) {
return new Promise(resolve=>{ return new Promise(resolve=>{