player.when添加其他时机形式
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game/game.js
82
game/game.js
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@ -19873,7 +19873,7 @@
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player:{
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//新函数
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/**
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* version 1.3
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* version 1.4
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*
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* 链式创建一次性技能的api。
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*
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@ -19882,7 +19882,8 @@
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when:function(){
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if(!_status.postReconnect.player_when) _status.postReconnect.player_when=[
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function(map){
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for(var i in map){
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"use strict";
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for(let i in map){
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lib.skill[i]={
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charlotte:true,
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forced:true,
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@ -19892,31 +19893,62 @@
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}
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},{}
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];
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var triggerNames=Array.from(arguments);
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let triggerNames=Array.from(arguments);
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let trigger;
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if(triggerNames.length==0) throw 'player.when的参数数量应大于0';
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var skillName='player_when_'+Math.random().toString(36).slice(-8);
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while(lib.skill[skillName]!=null){
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skillName='player_when_'+Math.random().toString(36).slice(-8);
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//add other triggerNames
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//arguments.length = 1
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if(triggerNames.length==1){
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//以下两种情况:
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//triggerNames = [ ['xxAfter', ...args] ]
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//triggerNames = [ 'xxAfter' ]
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if(Array.isArray(triggerNames[0])||typeof triggerNames[0]=='string') trigger={player:triggerNames[0]};
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//triggerNames = [ {player:'xxx'} ]
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else if(get.is.object(triggerNames[0])) trigger=triggerNames[0];
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}
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triggerNames.push(`${skillName}After`);
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var skill={
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trigger:{player:triggerNames},
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//arguments.length > 1
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else{
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//triggerNames = [ 'xxAfter', 'yyBegin' ]
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if(triggerNames.every(t=>typeof t=='string')) trigger={player:triggerNames};
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//triggerNames = [ {player: 'xxAfter'}, {global: 'yyBegin'} ]
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//此处不做特殊的合并处理,由使用者自行把握
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else if(triggerNames.every(t=>get.is.object(t))) trigger=triggerNames.reduce((pre,cur)=>Object.assign(pre,cur));
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}
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if(!trigger) throw 'player.when传参数类型错误:'+triggerNames;
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let skillName;
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do{
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skillName='player_when_'+Math.random().toString(36).slice(-8);
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}while(lib.skill[skillName]!=null);
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let after=`${skillName}After`;
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if(!trigger.player) trigger.player=after;
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else if(Array.isArray(trigger.player)) trigger.player.add(after);
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else if(typeof trigger.player=='string') trigger.player=[trigger.player,after];
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let skill={
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trigger,
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forced:true,
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charlotte:true,
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popup:false,
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filterFuns:[(event,player,name)=>{
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return !name||(triggerNames.includes(name)&&event.player==player);
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}],
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//必要条件
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filterFuns:[],
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//充分条件
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filter2Funs:[],
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contentFuns:[],
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get filter(){
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return function(event,player,name){
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return (event,player,name)=>{
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if(name==`${skillName}After`){
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skill.popup=false;
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return true;
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}
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return skill.filterFuns.every(fun=>Boolean(fun(event,player,name)));
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return skill.filterFuns.every(fun=>Boolean(fun(event,player,name)))&&
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skill.filter2(event,player,name);
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}
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},
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get filter2(){
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return (event,player,name)=>{
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return skill.filter2Funs.length==0||
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skill.filter2Funs.some(fun=>Boolean(fun(event,player,name)));
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};
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}
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};
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Object.defineProperty(lib.skill,skillName,{
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configurable:true,
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@ -19950,10 +19982,20 @@
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skill.filterFuns.remove(fun);
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return this;
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},
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filter2(fun){
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if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
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skill.filter2Funs.push(fun);
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return this;
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},
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removeFilter2(fun){
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if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
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skill.filter2Funs.remove(fun);
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return this;
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},
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then(fun){
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if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
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skill.contentFuns.push(fun);
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var str=`
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let str=`
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function content(){
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if(event.triggername=='${skillName}After'){
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player.removeSkill('${skillName}');
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@ -19962,13 +20004,13 @@
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return event.finish();
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}
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`;
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for(var i=0;i<skill.contentFuns.length;i++){
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var fun2=skill.contentFuns[i];
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var a=fun2.toString();
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var str2=a.slice(a.indexOf("{")+1,a.lastIndexOf("}")!=-1?a.lastIndexOf("}"):undefined).trim();
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for(let i=0;i<skill.contentFuns.length;i++){
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let fun2=skill.contentFuns[i];
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let a=fun2.toString();
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let str2=a.slice(a.indexOf("{")+1,a.lastIndexOf("}")!=-1?a.lastIndexOf("}"):undefined).trim();
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str+=`'step ${i}'\n\t${str2}\n\t`;
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}
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var result=eval(str+`\n};content;`);
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let result=eval(str+`\n};content;`);
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skill.content=result;
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return this;
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},
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