Merge pull request #741 from nofficalfs/PR-pref-ArrayContents

Add new ArrayContent format.
This commit is contained in:
Spmario233 2023-12-26 22:54:56 +08:00 committed by GitHub
commit 8796a30851
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 18333 additions and 17906 deletions

View File

@ -11,12 +11,8 @@ new Promise(resolve => {
}
}).then(() => {
const userAgent = navigator.userAgent.toLowerCase();
if (!localStorage.getItem('gplv3_noname_alerted')) {
if (confirm('①无名杀是一款基于GPLv3协议的开源软件\n你可以在遵守GPLv3协议的基础上任意使用修改并转发《无名杀》以及所有基于《无名杀》开发的拓展。\n点击“确定”即代表您认可并接受GPLv3协议↓\nhttps://www.gnu.org/licenses/gpl-3.0.html\n②无名杀官方发布地址仅有GitHub仓库\n其他所有的所谓“无名杀”社群包括但不限于绝大多数“官方”QQ群、QQ频道等均为玩家自发组织与无名杀官方无关')) {
// @ts-ignore
localStorage.setItem('gplv3_noname_alerted', true);
}
else {
const exit = () => {
const ios = userAgent.includes('iphone') || userAgent.includes('ipad') || userAgent.includes('macintosh');
//electron
if (typeof window.process == 'object' && typeof window.require == 'function') {
@ -41,6 +37,15 @@ new Promise(resolve => {
else if (!ios) {
window.close();
}
};
if (!localStorage.getItem('gplv3_noname_alerted')) {
if (confirm('①无名杀是一款基于GPLv3协议的开源软件\n你可以在遵守GPLv3协议的基础上任意使用修改并转发《无名杀》以及所有基于《无名杀》开发的拓展。\n点击“确定”即代表您认可并接受GPLv3协议↓\nhttps://www.gnu.org/licenses/gpl-3.0.html\n②无名杀官方发布地址仅有GitHub仓库\n其他所有的所谓“无名杀”社群包括但不限于绝大多数“官方”QQ群、QQ频道等均为玩家自发组织与无名杀官方无关')) {
// @ts-ignore
localStorage.setItem('gplv3_noname_alerted', true);
}
else {
exit();
}
}
window['b' + 'ann' + 'e' + 'dE' + 'x' + 'ten' + 's' + 'i' + 'o' + 'ns'] = ['\u4fa0\u4e49', '\u5168\u6559\u7a0b'];

View File

@ -16,7 +16,7 @@ import { Library as lib } from '../library/index.js';
import { status as _status } from '../status/index.js';
import { UI as ui } from '../ui/index.js';
import { GNC as gnc } from '../gnc/index.js';
import { userAgent, Uninstantable, GeneratorFunction, AsyncFunction } from "../util/index.js";
import { userAgent, Uninstantable, GeneratorFunction, AsyncFunction, delay } from "../util/index.js";
export class Game extends Uninstantable {
static online = false;
@ -5833,8 +5833,53 @@ export class Game extends Uninstantable {
static runContent(belongAsyncEvent) {
return new Promise(resolve => {
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;
if (event.content instanceof GeneratorFunction) {
let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result, _storeEvent } = event;
// 数组形式
if ("contents" in event && Array.isArray(event.contents)) {
/*
event.contents[step](event, trigger, player, _storeEvent).then((evt) => {
if (evt) event._storeEvent = evt;
if (game.executingAsyncEventMap.has(event.toEvent())) {
game.executingAsyncEventMap.set(_status.event.toEvent(), game.executingAsyncEventMap.get(_status.event.toEvent()).then(() => {
if (event.step >= event.contents.length - 1) event.finish();
resolve();
}));
} else {
if (event.step >= event.contents.length - 1) event.finish();
resolve();
}
});
*/
// 解决不了问题...就把问题统一
const run = async (event) => {
if (typeof event.step !== "number") event.step = 0;
while (event.step < event.contents.length && !event.finished) {
const evt = await event.contents[event.step](event, event._trigger, event.player, event._tmpStoreEvent);
if (evt) event._tmpStoreEvent = evt;
if (game.executingAsyncEventMap.has(event.toEvent())) {
await game.executingAsyncEventMap.get(_status.event.toEvent());
await game.executingAsyncEventMap.get(event.toEvent());
}
++event.step;
}
--event.step;
};
run(event).then(() => {
if (game.executingAsyncEventMap.has(event.toEvent())) {
game.executingAsyncEventMap.set(_status.event.toEvent(), game.executingAsyncEventMap.get(_status.event.toEvent()).then(() => {
event.finish();
resolve();
}));
} else {
event.finish();
resolve();
}
});
}
else if (event.content instanceof GeneratorFunction) {
if (!event.debugging) {
if (event.generatorContent) event.generatorContent.return();
event.generatorContent = event.content(event, step, source, player, target, targets,
@ -5964,9 +6009,7 @@ export class Game extends Uninstantable {
time = time * lib.config.duration + time2;
if (lib.config.speed == 'vvfast') time /= 3;
//_status.timeout=setTimeout(game.resume,time);
return new Promise(resolve => {
setTimeout(resolve, time);
});
return delay(time);
}
/**
* 在async content中对game.delayx的代替使用方法
@ -6544,13 +6587,13 @@ export class Game extends Uninstantable {
* @param { import('../library/index.js').Player } [player2]
*/
static swapPlayer(player, player2) {
let players = game.players.concat(game.dead)
if (player2) {
if (player == game.me) game.swapPlayer(player2);
else if (player2 == game.me) game.swapPlayer(player);
}
else {
if (player == game.me) return;
let players = game.players.concat(game.dead);
for (let i = 0; i < players.length; i++) {
players[i].style.transition = 'all 0s';
}
@ -6603,11 +6646,11 @@ export class Game extends Uninstantable {
if (lib.config.mode == 'identity') {
game.me.setIdentity(game.me.identity);
}
setTimeout(() => {
setTimeout((players) => {
for (let i = 0; i < players.length; i++) {
players[i].style.transition = '';
}
}, 100);
}, 100, players);
}
/**
* @param { import('../library/index.js').Player } player

View File

@ -5,7 +5,7 @@ import { Game as game } from '../game/index.js';
import { status as _status } from '../status/index.js';
import { UI as ui } from '../ui/index.js';
export function cordovaReady() {
export async function cordovaReady() {
lib.path = (await import('../library/path.js')).default;
if (lib.device == 'android') {
document.addEventListener("pause", function () {

View File

@ -83,11 +83,12 @@ export async function boot() {
}
// 在dom加载完后执行相应的操作
const waitDomLoad = new Promise((resolve) => {
if (document.readyState !== 'complete') {
window.onload = onWindowReady;
} else {
onWindowReady.call(window);
}
window.onload = resolve;
} else resolve(void 0)
}).then(onWindowReady.bind(window));
// 闭源客户端检测并提醒
if (lib.assetURL.includes('com.widget.noname.qingyao') || lib.assetURL.includes('online.nonamekill.android')) {
@ -555,12 +556,9 @@ export async function boot() {
delete _status.importing;
}
if (_status.windowLoaded) {
delete _status.windowLoaded;
await waitDomLoad;
lib.init.onload();
}
else _status.packLoaded = true;
}
/**
* @param {string} name - 卡牌包名
@ -744,16 +742,21 @@ async function loadCss() {
});
}
function onWindowReady() {
async function onWindowReady() {
if (Reflect.has(lib, 'device')) {
var script = document.createElement('script');
script.src = 'cordova.js';
document.body.appendChild(script);
// @ts-ignore
const { promise, resolve } = Promise.withResolvers();
document.addEventListener('deviceready', async () => {
const { cordovaReady } = await import('./cordova.js');
cordovaReady();
await cordovaReady();
resolve()
});
await promise;
}
/*
if (_status.packLoaded) {
delete _status.packLoaded;
lib.init.onload();
@ -761,6 +764,7 @@ function onWindowReady() {
else {
_status.windowLoaded = true;
}
*/
}
function setBackground() {

View File

@ -9,8 +9,16 @@ export function nodeReady() {
lib.node = {
fs: require('fs'),
path: require("path"),
debug: function () {
require('electron').remote.getCurrentWindow().toggleDevTools();
debug() {
let remote;
if (electronVersion >= 14) {
// @ts-ignore
remote = require('@electron/remote');
} else {
// @ts-ignore
remote = require('electron').remote;
}
remote.getCurrentWindow().toggleDevTools();
}
};
lib.path = lib.node.path;

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,289 @@
import { AI as ai } from '../../ai/index.js';
import { Get as get } from '../../get/index.js';
import { Game as game } from '../../game/index.js';
import { Library as lib } from "../index.js";
import { status as _status } from '../../status/index.js';
import { UI as ui } from '../../ui/index.js';
import { GNC as gnc } from '../../gnc/index.js';
export default {
phase: [
async (event, _trigger, player) => {
// 初始化阶段列表
if (!event.phaseList) {
event.phaseList = ['phaseZhunbei', 'phaseJudge', 'phaseDraw', 'phaseUse', 'phaseDiscard', 'phaseJieshu'];
}
if (typeof event.num != 'number') {
event.num = 0;
}
// 规则集中的“回合开始后①”,更新游戏轮数,触发“一轮游戏开始时”
let isRound = false;
if (!event.skill) {
isRound = _status.roundSkipped;
if (_status.isRoundFilter) {
isRound = _status.isRoundFilter(event, player);
}
else if (_status.seatNumSettled) {
var seatNum = player.getSeatNum();
if (seatNum != 0) {
// @ts-ignore
if (get.itemtype(_status.lastPhasedPlayer) != 'player' || seatNum < _status.lastPhasedPlayer.getSeatNum()) isRound = true;
_status.lastPhasedPlayer = player;
}
}
else if (player == _status.roundStart) isRound = true;
if (isRound) {
delete _status.roundSkipped;
game.roundNumber++;
event._roundStart = true;
game.updateRoundNumber();
for (var i = 0; i < game.players.length; i++) {
// @ts-ignore
if (game.players[i].isOut() && game.players[i].outCount > 0) {
// @ts-ignore
game.players[i].outCount--;
if (game.players[i].outCount == 0 && !game.players[i].outSkills) {
game.players[i].in();
}
}
}
event.trigger('roundStart');
}
}
_status.globalHistory.push({
cardMove: [],
custom: [],
useCard: [],
changeHp: [],
everything: [],
});
const players = game.players.slice(0).concat(game.dead);
for (const current of players) {
// @ts-ignore
current.actionHistory.push({ useCard: [], respond: [], skipped: [], lose: [], gain: [], sourceDamage: [], damage: [], custom: [], useSkill: [] });
// @ts-ignore
current.stat.push({ card: {}, skill: {} });
if (isRound) {
current.getHistory().isRound = true;
current.getStat().isRound = true;
}
}
if (isRound) {
// @ts-ignore
game.getGlobalHistory().isRound = true;
}
},
async (event) => {
//规则集中的“回合开始后②1v1武将登场专用
event.trigger('phaseBeforeStart');
},
async (event) => {
//规则集中的“回合开始后③(处理“游戏开始时”的时机)”
event.trigger('phaseBefore');
},
async (event) => {
//规则集中的“回合开始后④(卑弥呼〖纵傀〗的时机)”
event.trigger('phaseBeforeEnd');
},
async (event, _trigger, player) => {
//规则集中的“回合开始后⑤”,进行翻面检测
if (player.isTurnedOver() && !event._noTurnOver) {
event.cancel();
player.turnOver();
player.phaseSkipped = true;
}
else {
player.phaseSkipped = false;
player.getHistory().isMe = true;
player.getStat().isMe = true;
}
},
async (event, _trigger, player) => {
// 规则集中的“回合开始后⑥”,更新“当前回合角色”
// @ts-ignore
while (ui.dialogs.length) {
// @ts-ignore
ui.dialogs[0].close();
}
++game.phaseNumber;
++player.phaseNumber;
// @ts-ignore
game.broadcastAll((player, num, popup) => {
if (lib.config.glow_phase) {
player.classList.add('glow_phase');
}
player.phaseNumber = num;
_status.currentPhase = player;
if (popup && lib.config.show_phase_prompt) player.popup('回合开始', null, false);
}, player, player.phaseNumber, !player.noPhaseDelay);
_status.currentPhase = player;
_status.discarded = [];
game.syncState();
// @ts-ignore
game.addVideo('phaseChange', player);
if (game.phaseNumber == 1) {
delete player._start_cards;
if (lib.configOL.observe) {
lib.configOL.observeReady = true;
game.send('server', 'config', lib.configOL);
}
}
game.log();
game.log(player, '的回合开始');
player._noVibrate = true;
if (get.config('identity_mode') != 'zhong' && get.config('identity_mode') != 'purple' && !_status.connectMode) {
let num;
switch (get.config('auto_identity')) {
case 'one': num = 1; break;
case 'two': num = 2; break;
case 'three': num = 3; break;
case 'always': num = -1; break;
default: num = 0; break;
}
// @ts-ignore
if (num && !_status.identityShown && game.phaseNumber > game.players.length * num && game.showIdentity) {
if (!_status.video) player.popup('显示身份');
_status.identityShown = true;
// @ts-ignore
game.showIdentity(false);
}
}
player.ai.tempIgnore = [];
// @ts-ignore
if (ui.land && ui.land.player == player) {
// @ts-ignore
game.addVideo('destroyLand');
// @ts-ignore
ui.land.destroy();
}
},
async (event) => {
//规则集中的“回合开始后⑦”,国战武将明置武将牌
event.trigger('phaseBeginStart');
},
async (event) => {
//规则集中的“回合开始后⑨”,进行当先,化身等操作
//没有⑧ 因为⑧用不到
event.trigger('phaseBegin');
},
async (event, _trigger, player) => {
if (event.num < event.phaseList.length) {
//规则集中没有的新时机 可以用来插入额外阶段啥的
if (player.isIn()) event.trigger('phaseChange');
}
else event.goto(11);
},
async (event, _trigger, player) => {
if (player.isIn() && event.num < event.phaseList.length) {
const phase = event.phaseList[event.num].split('|');
event.currentPhase = phase[0];
if (event.currentPhase == 'phaseDraw' || event.currentPhase == 'phaseDiscard') {
if (!player.noPhaseDelay) {
// @ts-ignore
if (player == game.me) {
await game.asyncDelay();
// game.delay();
}
else {
await game.asyncDelayx();
// game.delayx();
}
}
}
const next = player[event.currentPhase]();
next.phaseIndex = event.num;
if (phase.length > 1) {
next._extraPhaseReason = phase[1];
}
return await next;
}
},
async (event, _trigger, player) => {
if (event.currentPhase === 'phaseUse') {
// @ts-ignore
game.broadcastAll(() => {
// @ts-ignore
if (ui.tempnowuxie) {
// @ts-ignore
ui.tempnowuxie.close();
// @ts-ignore
delete ui.tempnowuxie;
}
});
delete player._noSkill;
}
++event.num;
},
async (event) => {
if (event.num < event.phaseList.length) {
event.goto(8);
}
else if (!event._phaseEndTriggered) {
event._phaseEndTriggered = true;
event.trigger('phaseEnd');
event.redo();
}
},
async (event) => {
event.trigger('phaseAfter');
},
async ({ player }) => {
//删除当前回合角色 此时处于“不属于任何角色的回合”的阶段
// @ts-ignore
game.broadcastAll((player) => {
player.classList.remove('glow_phase');
delete _status.currentPhase;
}, player);
}
],
phaseDraw: [
async (event, _trigger, player) => {
game.log(player, '进入了摸牌阶段');
event.trigger("phaseDrawBegin1");
},
async (event) => {
event.trigger("phaseDrawBegin2");
},
async (event, _trigger, player) => {
// @ts-ignore
if (game.modPhaseDraw) {
// @ts-ignore
return game.modPhaseDraw(player, event.num);
}
else {
if (event.num > 0) {
let num = event.num;
if (event.attachDraw) {
for (let i = 0; i < event.attachDraw.length; i++) {
// @ts-ignore
ui.cardPile.insertBefore(event.attachDraw[i], ui.cardPile.firstChild);
}
num += event.attachDraw.length;
}
const next = player.draw(num);
if (event.attachDraw) {
next.minnum = event.attachDraw.length;
}
return next;
}
}
},
async (event, _trigger, _player, { result }) => {
if (Array.isArray(result)) {
event.cards = result;
}
}
]
};

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -11,3 +11,12 @@ export class Uninstantable {
throw new TypeError(`${new.target.name} is not a constructor`);
}
}
/**
*
* @param {number} ms
* @returns {Promise<void>}
*/
export function delay(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}