添加部分注释,修复toPromise立即执行所导致的问题
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@ -644,7 +644,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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gain_list: list,
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gain_list: list,
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giver: player,
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giver: player,
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animate: 'draw',
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animate: 'draw',
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}).setContent('gaincardMultiple').toPromise();
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}).toPromise().setContent('gaincardMultiple');
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
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if (repeat) {
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if (repeat) {
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318
game/game.js
318
game/game.js
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@ -32104,7 +32104,6 @@ new Promise(resolve=>{
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/**
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/**
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* 事件转为Promise化
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* 事件转为Promise化
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*
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*
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* 注: 该函数在async content中执行时,必须在所有setxx函数执行后执行。
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* @returns { Promise<GameEvent> & GameEvent }
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* @returns { Promise<GameEvent> & GameEvent }
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*/
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*/
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toPromise(){
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toPromise(){
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@ -32114,8 +32113,30 @@ new Promise(resolve=>{
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return new lib.element.GameEventPromise(this);
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return new lib.element.GameEventPromise(this);
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}
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}
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},
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},
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/**
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* 对于事件Promise化后,需要既能使用await等待事件完成,
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* 又需要在执行之前对事件进行配置。
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*
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* 所以这个类的实例集成了事件和Promise二者的所有属性,
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* 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,
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* 再配置等操作都会转发到事件对应的属性中。
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*
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* @todo 需要完成异步事件的debugger方法
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*
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* @example
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* 使用toPromise()函数将普通事件转换为异步事件:
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* ```js
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* await game.xxx().toPromise().setContent('yyy').set(zzz, 'i');
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* ```
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* 使用player.promises.xxx()函数将对于player的普通事件转换为异步事件:
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* ```js
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* await player.draw(2);
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* game.log('等待', player, '摸牌完成执行log');
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* ```
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*/
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GameEventPromise:class extends Promise{
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GameEventPromise:class extends Promise{
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// 我谢谢你,这里是必须有的
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// 我谢谢你,这里是必须有的
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// 否则Promise的方法对其子类无效
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static get [Symbol.species]() {
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static get [Symbol.species]() {
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return Promise;
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return Promise;
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}
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}
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@ -32129,27 +32150,32 @@ new Promise(resolve=>{
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event.async=true;
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event.async=true;
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// 事件结束后触发resolve
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// 事件结束后触发resolve
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event.resolve=resolve;
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event.resolve=resolve;
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//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
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// 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
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// 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
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if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
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if(_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
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if (_status.event != event) {
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if (_status.event!=event) {
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event.parent = _status.event;
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event.parent=_status.event;
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_status.event = event;
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_status.event=event;
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game.getGlobalHistory('everything').push(event);
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game.getGlobalHistory('everything').push(event);
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}
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}
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game.loop(event);
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// 异步执行game.loop
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// 不直接game.loop(event)是因为需要让别人可以手动set()和setContent()
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// 再执行game.loop是因为原有的game.loop被await卡住了,
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// 得新执行一个只执行这个异步事件的game.loop
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Promise.resolve().then(()=>game.loop(event));
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}
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}
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});
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});
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return new Proxy(this,{
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return new Proxy(this,{
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get(target,prop,receiver){
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get(target,prop,receiver){
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const thisValue=Reflect.get(target,prop);
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const thisValue=Reflect.get(target,prop);
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if(thisValue){
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if(thisValue){
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if(typeof thisValue=='function') {
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if(typeof thisValue=='function'){
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return thisValue.bind(target);
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return thisValue.bind(target);
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}
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}
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return thisValue;
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return thisValue;
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}
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}
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const eventValue=Reflect.get(event,prop);
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const eventValue=Reflect.get(event,prop);
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// 返回值如果是event,则修改为GameEventPromise
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// 返回值如果是event,则修改为GameEventPromise类实例
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if(typeof eventValue=='function') return (function(...args){
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if(typeof eventValue=='function') return (function(...args){
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const returnValue=eventValue.call(event,...args);
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const returnValue=eventValue.call(event,...args);
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return returnValue==event?receiver:returnValue;
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return returnValue==event?receiver:returnValue;
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@ -41374,166 +41400,164 @@ new Promise(resolve=>{
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/**
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/**
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* @param { GameEvent } [belongAsyncEvent]
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* @param { GameEvent } [belongAsyncEvent]
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*/
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*/
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loop:function(belongAsyncEvent){
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async loop(belongAsyncEvent){
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if(belongAsyncEvent){
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if(belongAsyncEvent){
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game.belongAsyncEvent=belongAsyncEvent;
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game.belongAsyncEvent=belongAsyncEvent;
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}else if(game.belongAsyncEvent){
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}else if(game.belongAsyncEvent){
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return game.loop(game.belongAsyncEvent);
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return game.loop(game.belongAsyncEvent);
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}
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}
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return new Promise(async resolve=>{
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while (true) {
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while(true){
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let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
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let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
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let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
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let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
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const _resolve = () => {
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const _resolve=()=>{
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if (event.async) {
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if(event.async){
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if (typeof event.resolve == 'function') {
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if(typeof event.resolve=='function'){
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event.resolve(event);
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event.resolve(event);
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} else {
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}else{
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throw new TypeError('异步事件的event.resolve未赋值,使用await时将会被永久等待');
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throw new TypeError('异步事件的event.resolve未赋值,使用await时将会被永久等待');
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}
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}
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};
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if(_status.paused2||_status.imchoosing){
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if(!lib.status.dateDelaying){
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lib.status.dateDelaying=new Date();
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}
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}
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}
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}
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if(_status.paused||_status.paused2||_status.over){
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};
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return;
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if (_status.paused2 || _status.imchoosing) {
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if (!lib.status.dateDelaying) {
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lib.status.dateDelaying = new Date();
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}
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}
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if(_status.paused3){
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}
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_status.paused3='paused';
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if (_status.paused || _status.paused2 || _status.over) {
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return;
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return;
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}
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if (_status.paused3) {
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_status.paused3 = 'paused';
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return;
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}
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if (lib.status.dateDelaying) {
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lib.status.dateDelayed += lib.getUTC(new Date()) - lib.getUTC(lib.status.dateDelaying);
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delete lib.status.dateDelaying;
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}
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if (event.next.length > 0) {
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var next = event.next.shift();
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if (next.player && next.player.skipList.contains(next.name)) {
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event.trigger(next.name + 'Skipped');
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next.player.skipList.remove(next.name);
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if (lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
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}
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}
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if(lib.status.dateDelaying){
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else {
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lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying);
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next.parent = event;
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delete lib.status.dateDelaying;
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_status.event = next;
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game.getGlobalHistory('everything').push(next);
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}
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}
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if(event.next.length>0){
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}
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var next=event.next.shift();
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else if (event.finished) {
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if(next.player&&next.player.skipList.contains(next.name)){
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if (event._triggered == 1) {
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event.trigger(next.name+'Skipped');
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if (event.type == 'card') event.trigger('useCardToOmitted');
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event.trigger(event.name + 'Omitted');
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event._triggered = 4;
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}
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else if (event._triggered == 2) {
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if (event.type == 'card') event.trigger('useCardToEnd');
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event.trigger(event.name + 'End');
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event._triggered = 3;
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}
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else if (event._triggered == 3) {
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if (event.type == 'card') event.trigger('useCardToAfter');
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event.trigger(event.name + 'After');
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event._triggered++;
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}
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else if (event.after && event.after.length) {
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var next = event.after.shift();
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if (next.player && next.player.skipList.contains(next.name)) {
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event.trigger(next.name + 'Skipped');
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next.player.skipList.remove(next.name);
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next.player.skipList.remove(next.name);
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name);
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if (lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
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}
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}
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else{
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else {
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next.parent=event;
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next.parent = event;
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_status.event=next;
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_status.event = next;
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game.getGlobalHistory('everything').push(next);
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}
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}
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}
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}
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else if(event.finished){
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else {
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if(event._triggered==1){
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if (event.parent) {
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if(event.type=='card') event.trigger('useCardToOmitted');
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if (event.result) {
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event.trigger(event.name+'Omitted');
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event.parent._result = event.result;
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event._triggered=4;
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}
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else if(event._triggered==2){
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if(event.type=='card') event.trigger('useCardToEnd');
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event.trigger(event.name+'End');
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event._triggered=3;
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}
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else if(event._triggered==3){
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if(event.type=='card') event.trigger('useCardToAfter');
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event.trigger(event.name+'After');
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event._triggered++;
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}
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else if(event.after&&event.after.length){
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var next=event.after.shift();
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if(next.player&&next.player.skipList.contains(next.name)){
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event.trigger(next.name+'Skipped');
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next.player.skipList.remove(next.name);
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if(lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name)
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}
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}
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else{
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_status.event = event.parent;
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next.parent=event;
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if (game.belongAsyncEvent == event) {
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_status.event=next;
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delete game.belongAsyncEvent;
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//resolve();
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}
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_resolve();
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// 此时应该退出了
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if (belongAsyncEvent && belongAsyncEvent.parent == _status.event) {
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return;
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}
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}
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}
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}
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else{
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else {
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if(event.parent){
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if (game.belongAsyncEvent == event) {
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if(event.result){
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delete game.belongAsyncEvent;
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event.parent._result=event.result;
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//resolve();
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}
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_status.event=event.parent;
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if(game.belongAsyncEvent==event){
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delete game.belongAsyncEvent;
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resolve();
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}
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_resolve();
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// 此时应该退出了
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if (belongAsyncEvent && belongAsyncEvent.parent == _status.event){
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return;
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}
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}
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else{
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if(game.belongAsyncEvent==event){
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delete game.belongAsyncEvent;
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resolve();
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}
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return _resolve();
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}
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}
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}
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else{
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if(event._triggered==0){
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if(event.type=='card') event.trigger('useCardToBefore');
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event.trigger(event.name+'Before');
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event._triggered++;
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}
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else if(event._triggered==1){
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if(event.type=='card') event.trigger('useCardToBegin');
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event.trigger(event.name+'Begin');
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event._triggered++;
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}
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else{
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event.callHandler(event.getDefaultHandlerType(),event,{
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state:'begin'
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});
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const after=()=>{
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event.clearStepCache();
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event.callHandler(event.getDefaultHandlerType(),event,{
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state:'end'
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});
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if(typeof event.step=="number") ++event.step;
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};
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if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){
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game.broadcastAll(function(){
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while(_status.dieClose.length){
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_status.dieClose.shift().close();
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}
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});
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if(event._oncancel){
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event._oncancel();
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}
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event.finish();
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after();
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}
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else if(player&&player.removed&&event.name!='phaseLoop'){
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event.finish();
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after();
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}
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else if(player&&player.isOut()&&event.name!='phaseLoop'&&!event.includeOut){
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if(event.name=='phase'&&player==_status.roundStart&&!event.skill){
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_status.roundSkipped=true;
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}
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event.finish();
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after();
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}
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else{
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await game.runContent(belongAsyncEvent).catch(e=>{
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if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){
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game.print('游戏出错:'+event.name);
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game.print(e.toString());
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console.log(e);
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}
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else throw e;
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}).then(after);
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}
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}
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return _resolve();
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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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});
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else {
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if (event._triggered == 0) {
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if (event.type == 'card') event.trigger('useCardToBefore');
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event.trigger(event.name + 'Before');
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event._triggered++;
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}
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else if (event._triggered == 1) {
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if (event.type == 'card') event.trigger('useCardToBegin');
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event.trigger(event.name + 'Begin');
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event._triggered++;
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}
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else {
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event.callHandler(event.getDefaultHandlerType(), event, {
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state: 'begin'
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});
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const after = () => {
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event.clearStepCache();
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event.callHandler(event.getDefaultHandlerType(), event, {
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state: 'end'
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});
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if (typeof event.step == "number") ++event.step;
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};
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if (player && player.classList.contains('dead') && !event.forceDie && event.name != 'phaseLoop') {
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game.broadcastAll(function () {
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while (_status.dieClose.length) {
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_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=>{
|
||||||
|
|
Loading…
Reference in New Issue