修复viewAs判定提前导致的部分动态viewAs因无法获取cards报错的技能
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@ -6835,17 +6835,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
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//动态的viewAs
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viewAs(cards,player){
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var name=false;
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var nature=null;
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//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
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switch(get.suit(cards[0],player)){
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case 'club':name='shan';break;
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case 'diamond':name='sha';nature='fire';break;
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case 'spade':name='wuxie';break;
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case 'heart':name='tao';break;
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if(cards.length){
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var name=false,nature=null;
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//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
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switch(get.suit(cards[0],player)){
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case 'club':name='shan';break;
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case 'diamond':name='sha';nature='fire';break;
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case 'spade':name='wuxie';break;
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case 'heart':name='tao';break;
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}
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//返回判断结果
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if(name) return {name:name,nature:nature};
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}
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//返回判断结果
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if(name) return {name:name,nature:nature};
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return null;
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},
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//AI选牌思路
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@ -6996,15 +6997,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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enable:['chooseToUse','chooseToRespond'],
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prompt:'将♦手牌当做火【杀】,♥手牌当做【桃】,♣手牌当做【闪】,♠手牌当做【无懈可击】使用或打出',
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viewAs(cards,player){
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var name=false;
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var nature=null;
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switch(get.suit(cards[0],player)){
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case 'club':name='shan';break;
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case 'diamond':name='sha';nature='fire';break;
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case 'spade':name='wuxie';break;
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case 'heart':name='tao';break;
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if(cards.length){
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var name=false,nature=null;
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switch(get.suit(cards[0],player)){
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case 'club':name='shan';break;
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case 'diamond':name='sha';nature='fire';break;
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case 'spade':name='wuxie';break;
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case 'heart':name='tao';break;
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}
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if(name) return {name:name,nature:nature};
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}
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if(name) return {name:name,nature:nature};
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return null;
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},
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check(card){
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@ -8698,14 +8698,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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position:'hs',
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prompt:'将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出',
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viewAs:function(cards,player){
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var name=false;
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switch(get.name(cards[0],player)){
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case 'sha':name='shan';break;
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case 'shan':name='sha';break;
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case 'tao':name='jiu';break;
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case 'jiu':name='tao';break;
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if(cards.length){
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var name=false;
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switch(get.name(cards[0],player)){
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case 'sha':name='shan';break;
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case 'shan':name='sha';break;
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case 'tao':name='jiu';break;
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case 'jiu':name='tao';break;
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}
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if(name) return {name:name};
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}
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if(name) return {name:name};
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return null;
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},
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check:function(card){
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@ -18212,60 +18212,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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sha:{
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audio:'fanghun',
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inherit:'ollongdan',
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enable:['chooseToUse','chooseToRespond'],
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prompt:'弃置一枚【梅影】标记,将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出',
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viewAs:function(cards,player){
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var name=false;
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switch(get.name(cards[0],player)){
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case 'sha':name='shan';break;
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case 'shan':name='sha';break;
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case 'tao':name='jiu';break;
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case 'jiu':name='tao';break;
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}
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if(name) return {name:name};
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return null;
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},
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position:'hs',
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check:function(card){
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var player=_status.event.player;
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if(_status.event.type=='phase'){
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var max=0;
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var name2;
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var list=['sha','tao','jiu'];
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var map={sha:'shan',tao:'jiu',jiu:'tao'}
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for(var i=0;i<list.length;i++){
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var name=list[i];
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if(player.countCards('hs',map[name])>(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){
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var temp=get.order({name:name});
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if(temp>max){
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max=temp;
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name2=map[name];
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}
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}
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}
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if(name2==get.name(card,player)) return 1;
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return 0;
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}
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return 1;
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},
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filterCard:function(card,player,event){
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event=event||_status.event;
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var filter=event._backup.filterCard;
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var name=get.name(card,player);
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if(name=='sha'&&filter({name:'shan',cards:[card]},player,event)) return true;
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if(name=='shan'&&filter({name:'sha',cards:[card]},player,event)) return true;
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if(name=='tao'&&filter({name:'jiu',cards:[card]},player,event)) return true;
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if(name=='jiu'&&filter({name:'tao',cards:[card]},player,event)) return true;
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return false;
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},
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filter:function(event,player){
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if(!player.storage.fanghun||player.storage.fanghun<=0) return false;
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var filter=event.filterCard;
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if(filter(get.autoViewAs({name:'sha'},'unsure'),player,event)&&player.countCards('hs','shan')) return true;
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if(filter(get.autoViewAs({name:'shan'},'unsure'),player,event)&&player.countCards('hs','sha')) return true;
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if(filter(get.autoViewAs({name:'jiu'},'unsure'),player,event)&&player.countCards('hs','jiu')) return true;
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if(filter(get.autoViewAs({name:'tao'},'unsure'),player, event)&&player.countCards('hs','tao')) return true;
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return false;
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return player.hasMark('fanghun')&&get.info('ollongdan').filter(event,player);
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},
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onrespond:function(){return this.onuse.apply(this,arguments)},
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onuse:function(result,player){
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@ -18275,15 +18226,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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respondSha:true,
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respondShan:true,
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skillTagFilter:function(player,tag){
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if(!player.storage.fanghun||player.storage.fanghun<0) return false;
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var name;
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switch(tag){
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case 'respondSha':name='shan';break;
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case 'respondShan':name='sha';break;
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}
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if(!player.countCards('hs',name)) return false;
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if(!player.hasMark('fanghun')) return false;
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return get.info('ollongdan').ai.skillTagFilter(player,tag);
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},
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order:function(item,player){
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const awakened=Object.keys(player.storage).some(i=>i.indexOf('fuhan')!=-1);
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if(player&&_status.event.type=='phase'){
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var max=0;
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var list=['sha','tao','jiu'];
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@ -18295,11 +18242,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(temp>max) max=temp;
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}
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}
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if(max>0) max+=((player.storage.refuhan||player.storage.twfuhan)?0.3:-0.3);
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if(max>0) max+=(awakened?0.3:-0.3);
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return max;
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}
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if(!player) player=_status.event.player;
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return (player.storage.refuhan||player.storage.twfuhan)?4:1;
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return awakened?4:1;
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},
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},
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},
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