diff --git a/character/shenhua.js b/character/shenhua.js index 4113463b9..bad0c97ae 100755 --- a/character/shenhua.js +++ b/character/shenhua.js @@ -3952,9 +3952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){ if(target.isMin()) return false; return player!=target&&target.canEquip(card); }, - content:function(){ - target.equip(cards[0]); - player.draw(); + async content(event, trigger, player){ + await event.target.promises.equip(event.cards[0]); + await player.promises.draw(); }, discard:false, lose:false, diff --git a/character/standard.js b/character/standard.js index afbce7932..6308d4dff 100755 --- a/character/standard.js +++ b/character/standard.js @@ -586,77 +586,72 @@ game.import('character',function(lib,game,ui,get,ai,_status){ trigger:{player:'damageEnd'}, frequent:true, filter:function(event){ - return (event.num>0) + return event.num>0; }, - content:function(){ - 'step 0' - event.count=trigger.num; - 'step 1' - event.count--; - event.cards=game.cardsGotoOrdering(get.cards(2)).cards; - if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true}); - event.given_map={}; - 'step 2' - if(event.cards.length>1){ - player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){ - if(ui.selected.buttons.length==0) return 1; - return 0; - }); - } - else if(event.cards.length==1){ - event._result={links:event.cards.slice(0),bool:true}; - } - else{ - event.finish(); - } - 'step 3' - if(result.bool){ - event.cards.removeArray(result.links); - event.togive=result.links.slice(0); - player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){ - var att=get.attitude(_status.event.player,target); - if(_status.event.enemy){ - return -att; + async content(event, trigger, player) { + event.count = trigger.num; + // event.goto -> while + while (event.count > 0) { + event.count--; + const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise(); + if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true }); + event.given_map = {}; + if (!cards.length) return; + // event.goto -> do while + do { + const { result: { bool, links } } = + cards.length == 1 ? + { result: { links: cards.slice(0), bool: true } } : + await player.promises.chooseCardButton('遗计:请选择要分配的牌', true, cards, [1, cards.length]) + .set('ai', function (button) { + if (ui.selected.buttons.length == 0) return 1; + return 0; + }); + if (!bool) return; + cards.removeArray(links); + event.togive = links.slice(0); + const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true) + .set('ai', function (target) { + var att = get.attitude(_status.event.player, target); + if (_status.event.enemy) { + return -att; + } + else if (att > 0) { + return att / (1 + target.countCards('h')); + } + else { + return att / 100; + } + }) + .set('enemy', get.value(event.togive[0], player, 'raw') < 0); + if (targets.length) { + const id = targets[0].playerid, + map = event.given_map; + if (!map[id]) map[id] = []; + map[id].addArray(event.togive); } - else if(att>0){ - return att/(1+target.countCards('h')); - } - else{ - return att/100; - } - }).set('enemy',get.value(event.togive[0],player,'raw')<0); - } - 'step 4' - if(result.targets.length){ - var id=result.targets[0].playerid,map=event.given_map; - if(!map[id]) map[id]=[]; - map[id].addArray(event.togive); - } - if(cards.length>0) event.goto(2); - 'step 5' - if(_status.connectMode){ - game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()}); - } - var list=[]; - for(var i in event.given_map){ - var source=(_status.connectMode?lib.playerOL:game.playerMap)[i]; - player.line(source,'green'); - list.push([source,event.given_map[i]]); - } - game.loseAsync({ - gain_list:list, - giver:player, - animate:'draw', - }).setContent('gaincardMultiple'); - 'step 6' - if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name,player)){ - player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name); - } - else event.finish(); - 'step 7' - if(result.bool){ - player.logSkill(event.name); - event.goto(1); + } while (cards.length > 0); + if (_status.connectMode) { + game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() }); + } + const list = []; + for (const i in event.given_map) { + const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; + player.line(source, 'green'); + list.push([source, event.given_map[i]]); + } + await game.loseAsync({ + gain_list: list, + giver: player, + animate: 'draw', + }).toPromise().setContent('gaincardMultiple'); + 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); + if (repeat) { + player.logSkill(event.name); + } else return; + } + else return; } }, ai:{ diff --git a/game/game.js b/game/game.js index e7840298e..818105c53 100644 --- a/game/game.js +++ b/game/game.js @@ -47,6 +47,7 @@ new Promise(resolve=>{ } } const GeneratorFunction=(function*(){}).constructor; + const AsyncFunction=(async function(){}).constructor; // gnc: GeNCoroutine const gnc={ of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){ @@ -21030,6 +21031,22 @@ new Promise(resolve=>{ }; player.queueCount=0; player.outCount=0; + /** + * 这部分应该用d.ts写。目前只给出大概类型 + * @type { {[key in keyof Player]: (...args) => Promise & GameEvent} } + */ + player.promises=new Proxy({},{ + get(target,prop){ + const eventKeys=Object.keys(lib.element.player).filter(key=>typeof lib.element.player[key]=='function'); + if (eventKeys.includes(prop)){ + return function (...args) { + /** @type { GameEvent } */ + const event=player[prop](...args); + return event.toPromise(); + }; + } + } + }); } buildEventListener(noclick){ let player = this; @@ -31288,6 +31305,14 @@ new Promise(resolve=>{ this._notrigger=[]; this._result={}; this._set=[]; + /** + * @type {boolean} 这个事件是否使用异步函数处理 + **/ + this.async=false; + /** + * @type {null|(event: GameEvent)=>any} 这个异步事件对应Promise的resolve函数 + **/ + this.resolve=null; if(trigger!==false&&!game.online) this._triggered=0; } static initialGameEvent(){ @@ -31517,7 +31542,10 @@ new Promise(resolve=>{ switch(typeof item){ case "object": case "function": - this.content=lib.init.parsex(item); + if(item instanceof AsyncFunction){ + this.content=item; + } + else this.content=lib.init.parsex(item); break; default: try{ @@ -32073,6 +32101,114 @@ new Promise(resolve=>{ this.unreal; throw new Error('Do not call this method'); } + /** + * 事件转为Promise化 + * + * @returns { Promise & GameEvent } + */ + toPromise(){ + if(this.async&&this.resolve){ + throw new TypeError('This event has been converted into a promise'); + } + return new lib.element.GameEventPromise(this); + } + }, + /** + * 将事件Promise化以使用async异步函数来执行事件。 + * + * 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并执行: + * ```js + * await player.promises.draw(2); + * game.log('等待', player, '摸牌完成执行log'); + * ``` + */ + GameEventPromise:class extends Promise{ + // 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]() { + return Promise; + } + /** + * @param { GameEvent } event + * @returns { Promise & GameEvent } + */ + constructor(event){ + super(resolve=>{ + // 设置为异步事件 + event.async=true; + // 事件结束后触发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!=event) { + event.parent=_status.event; + _status.event=event; + game.getGlobalHistory('everything').push(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,{ + get(target,prop,receiver){ + const thisValue=Reflect.get(target,prop); + if(thisValue){ + if(typeof thisValue=='function'){ + return thisValue.bind(target); + } + return thisValue; + } + const eventValue=Reflect.get(event,prop); + // 返回值如果是event,则修改为GameEventPromise类实例 + if(typeof eventValue=='function') return (function(...args){ + const returnValue=eventValue.call(event,...args); + return returnValue==event?receiver:returnValue; + }).bind(event); + return eventValue; + }, + set(target,prop,newValue){ + return Reflect.set(event,prop,newValue); + }, + deleteProperty(target,prop){ + return Reflect.deleteProperty(event,prop); + }, + defineProperty(target,prop,attributes){ + return Reflect.defineProperty(event,prop,attributes); + }, + has(target,prop){ + return Reflect.has(event,prop); + }, + ownKeys(target,prop){ + return Reflect.ownKeys(event,prop); + }, + }); + } + /** + * TODO: 实现debugger + */ + async debugger(){ + return new Promise(resolve=>{ + resolve(null); + }); + } }, Dialog:class extends HTMLDivElement{ constructor(){ @@ -41263,218 +41399,214 @@ new Promise(resolve=>{ setTimeout(game.reload,15000) } }, - loop:function(){ - while(true){ - var event=_status.event; - var step=event.step; - var source=event.source; - var player=event.player; - var target=event.target; - var targets=event.targets; - var card=event.card; - var cards=event.cards; - var skill=event.skill; - var forced=event.forced; - var num=event.num; - var trigger=event._trigger; - var result=event._result; - if(_status.paused2||_status.imchoosing){ - if(!lib.status.dateDelaying){ - lib.status.dateDelaying=new Date(); + /** + * @param { GameEvent } [belongAsyncEvent] + */ + async loop(belongAsyncEvent){ + if(belongAsyncEvent){ + game.belongAsyncEvent=belongAsyncEvent; + }else if(game.belongAsyncEvent){ + return game.loop(game.belongAsyncEvent); + } + while (true) { + 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; + const _resolve = () => { + if (event.async) { + if (typeof event.resolve == 'function') { + event.resolve(event); + } 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'); + } + } + }; + if (_status.paused2 || _status.imchoosing) { + if (!lib.status.dateDelaying) { + lib.status.dateDelaying = new Date(); } } - if(_status.paused||_status.paused2||_status.over){ + if (_status.paused || _status.paused2 || _status.over) { return; } - if(_status.paused3){ - _status.paused3='paused'; + if (_status.paused3) { + _status.paused3 = 'paused'; return; } - if(lib.status.dateDelaying){ - lib.status.dateDelayed+=lib.getUTC(new Date())-lib.getUTC(lib.status.dateDelaying); + 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'); + 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.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name); } - else{ - next.parent=event; - _status.event=next; + else { + next.parent = event; + _status.event = next; game.getGlobalHistory('everything').push(next); } } - else if(event.finished){ - if(event._triggered==1){ - if(event.type=='card') event.trigger('useCardToOmitted'); - event.trigger(event.name+'Omitted'); - event._triggered=4; + else if (event.finished) { + if (event._triggered == 1) { + 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 == 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'); + 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'); + 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) + if (lib.phaseName.contains(next.name)) next.player.getHistory('skipped').add(next.name) } - else{ - next.parent=event; - _status.event=next; + else { + next.parent = event; + _status.event = next; } } - else{ - if(event.parent){ - if(event.result){ - event.parent._result=event.result; + else { + if (event.parent) { + if (event.result) { + event.parent._result = event.result; + } + _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; } - _status.event=event.parent; } - else{ - 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'); + 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'); + else if (event._triggered == 1) { + if (event.type == 'card') event.trigger('useCardToBegin'); + event.trigger(event.name + 'Begin'); event._triggered++; - /*if(event.name=='phase'&&!event._begun){ - var next=game.createEvent('phasing',false,event); - next.player=event.player; - next.skill=event.skill; - next.setContent('phasing'); - event._begun=true; - } - else{ - event.trigger(event.name+'Begin'); - event._triggered++; - }*/ } - else{ - event.callHandler(event.getDefaultHandlerType(),event,{ - state:'begin' + else { + event.callHandler(event.getDefaultHandlerType(), event, { + state: 'begin' }); - if(player&&player.classList.contains('dead')&&!event.forceDie&&event.name!='phaseLoop'){ - game.broadcastAll(function(){ - while(_status.dieClose.length){ + 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){ + if (event._oncancel) { event._oncancel(); } event.finish(); + after(); } - else if(player&&player.removed&&event.name!='phaseLoop'){ + 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; + 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{ - if(_status.withError||lib.config.compatiblemode||(_status.connectMode&&!lib.config.debug)){ - try{ - if(event.content instanceof GeneratorFunction){ - if(!event.debugging){ - if(event.generatorContent) event.generatorContent.return(); - event.generatorContent=event.content(event,step,source,player,target,targets, - card,cards,skill,forced,num,trigger,result, - _status,lib,game,ui,get,ai); - }else{ - delete event.debugging; - } - var next=event.generatorContent.next(); - if(typeof next.value=='function'&&next.value.toString()=='code=>eval(code)'){ - //触发debugger - var inputCallback=inputResult=>{ - if(inputResult===false){ - event.debugging=true; - game.resume2(); - }else{ - alert(get.stringify(next.value(inputResult))); - game.prompt('','debugger调试',inputCallback); - } - } - game.prompt('','debugger调试',inputCallback); - return game.pause2(); - } - if(event.finished) event.generatorContent.return(); - }else{ - event.content(event,step,source,player,target,targets, - card,cards,skill,forced,num,trigger,result, - _status,lib,game,ui,get,ai); - } - } - catch(e){ - game.print('游戏出错:'+event.name); + 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{ - if(event.content instanceof GeneratorFunction){ - if(!event.debugging){ - if(event.generatorContent) event.generatorContent.return(); - event.generatorContent=event.content(event,step,source,player,target,targets, - card,cards,skill,forced,num,trigger,result, - _status,lib,game,ui,get,ai); - }else{ - delete event.debugging; - } - var next=event.generatorContent.next(); - if(typeof next.value=='function'&&next.value.toString()=='code=>eval(code)'){ - //触发debugger - var inputCallback=inputResult=>{ - if(inputResult===false){ - event.debugging=true; - game.resume2(); - }else{ - alert(get.stringify(next.value(inputResult))); - game.prompt('','debugger调试',inputCallback); - } - } - game.prompt('','debugger调试',inputCallback); - return game.pause2(); - } - if(event.finished) event.generatorContent.return(); - }else{ - event.content(event,step,source,player,target,targets, - card,cards,skill,forced,num,trigger,result, - _status,lib,game,ui,get,ai); - } - } + else throw e; + }).then(after); } - event.clearStepCache(); - event.callHandler(event.getDefaultHandlerType(),event,{ - state:'end' - }); - if(typeof event.step=="number") ++event.step; } } } }, + 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) { + if (!event.debugging) { + if (event.generatorContent) event.generatorContent.return(); + event.generatorContent = event.content(event, step, source, player, target, targets, + card, cards, skill, forced, num, trigger, result, + _status, lib, game, ui, get, ai); + } else { + delete event.debugging; + } + var next = event.generatorContent.next(); + if (typeof next.value == 'function' && next.value.toString() == 'code=>eval(code)') { + //触发debugger + var inputCallback = inputResult => { + if (inputResult === false) { + event.debugging = true; + game.resume2(); + } else { + alert(get.stringify(next.value(inputResult))); + game.prompt('', 'debugger调试', inputCallback); + } + } + game.prompt('', 'debugger调试', inputCallback); + return game.pause2(); + } + if (event.finished) event.generatorContent.return(); + resolve(); + } + else if (event.content instanceof AsyncFunction) { + // _status,lib,game,ui,get,ai六个变量由game.import提供 + event.content(event, trigger, player).then(() => { + event.finish(); + resolve(); + }); + } + else { + event.content(event, step, source, player, target, targets, + card, cards, skill, forced, num, trigger, result, + _status, lib, game, ui, get, ai); + resolve(); + } + }); + }, pause:function(){ clearTimeout(_status.timeout); _status.paused=true;