Merge pull request #714 from nonameShijian/PR-Branch
增加异步content以及GameEvent#toPromise,郭嘉和二张作为测试
This commit is contained in:
commit
909d62982e
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@ -3952,9 +3952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(target.isMin()) return false;
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if(target.isMin()) return false;
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return player!=target&&target.canEquip(card);
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return player!=target&&target.canEquip(card);
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},
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},
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content:function(){
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async content(event, trigger, player){
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target.equip(cards[0]);
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await event.target.promises.equip(event.cards[0]);
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player.draw();
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await player.promises.draw();
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},
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},
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discard:false,
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discard:false,
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lose:false,
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lose:false,
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@ -586,34 +586,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'damageEnd'},
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trigger:{player:'damageEnd'},
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frequent:true,
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frequent:true,
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filter:function(event){
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filter:function(event){
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return (event.num>0)
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return event.num>0;
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},
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},
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content:function(){
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async content(event, trigger, player) {
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'step 0'
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event.count = trigger.num;
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event.count = trigger.num;
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'step 1'
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// event.goto -> while
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while (event.count > 0) {
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event.count--;
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event.count--;
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event.cards=game.cardsGotoOrdering(get.cards(2)).cards;
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const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
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event.given_map = {};
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event.given_map = {};
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'step 2'
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if (!cards.length) return;
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if(event.cards.length>1){
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// event.goto -> do while
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player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
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do {
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const { result: { bool, links } } =
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cards.length == 1 ?
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{ result: { links: cards.slice(0), bool: true } } :
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await player.promises.chooseCardButton('遗计:请选择要分配的牌', true, cards, [1, cards.length])
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.set('ai', function (button) {
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if (ui.selected.buttons.length == 0) return 1;
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if (ui.selected.buttons.length == 0) return 1;
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return 0;
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return 0;
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});
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});
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}
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if (!bool) return;
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else if(event.cards.length==1){
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cards.removeArray(links);
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event._result={links:event.cards.slice(0),bool:true};
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event.togive = links.slice(0);
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}
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const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
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else{
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.set('ai', function (target) {
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event.finish();
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}
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'step 3'
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if(result.bool){
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event.cards.removeArray(result.links);
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event.togive=result.links.slice(0);
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player.chooseTarget('选择一名角色获得'+get.translation(result.links),true).set('ai',function(target){
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var att = get.attitude(_status.event.player, target);
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var att = get.attitude(_status.event.player, target);
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if (_status.event.enemy) {
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if (_status.event.enemy) {
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return -att;
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return -att;
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@ -624,39 +622,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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else {
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else {
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return att / 100;
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return att / 100;
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}
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}
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}).set('enemy',get.value(event.togive[0],player,'raw')<0);
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})
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}
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.set('enemy', get.value(event.togive[0], player, 'raw') < 0);
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'step 4'
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if (targets.length) {
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if(result.targets.length){
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const id = targets[0].playerid,
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var id=result.targets[0].playerid,map=event.given_map;
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map = event.given_map;
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if (!map[id]) map[id] = [];
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if (!map[id]) map[id] = [];
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map[id].addArray(event.togive);
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map[id].addArray(event.togive);
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}
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}
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if(cards.length>0) event.goto(2);
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} while (cards.length > 0);
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'step 5'
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if (_status.connectMode) {
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if (_status.connectMode) {
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
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}
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}
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var list=[];
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const list = [];
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for(var i in event.given_map){
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for (const i in event.given_map) {
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
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player.line(source, 'green');
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player.line(source, 'green');
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list.push([source, event.given_map[i]]);
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list.push([source, event.given_map[i]]);
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}
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}
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game.loseAsync({
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await game.loseAsync({
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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');
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}).toPromise().setContent('gaincardMultiple');
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'step 6'
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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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player.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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}
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if (repeat) {
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else event.finish();
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'step 7'
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if(result.bool){
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player.logSkill(event.name);
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player.logSkill(event.name);
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event.goto(1);
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} else return;
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}
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else return;
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}
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}
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},
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},
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ai:{
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ai:{
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274
game/game.js
274
game/game.js
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@ -47,6 +47,7 @@ new Promise(resolve=>{
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}
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}
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}
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}
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const GeneratorFunction=(function*(){}).constructor;
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const GeneratorFunction=(function*(){}).constructor;
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const AsyncFunction=(async function(){}).constructor;
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// gnc: GeNCoroutine
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// gnc: GeNCoroutine
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const gnc={
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const gnc={
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of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){
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of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){
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@ -21030,6 +21031,22 @@ new Promise(resolve=>{
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};
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};
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player.queueCount=0;
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player.queueCount=0;
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player.outCount=0;
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player.outCount=0;
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/**
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* 这部分应该用d.ts写。目前只给出大概类型
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* @type { {[key in keyof Player]: (...args) => Promise<GameEvent> & GameEvent} }
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*/
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player.promises=new Proxy({},{
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get(target,prop){
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const eventKeys=Object.keys(lib.element.player).filter(key=>typeof lib.element.player[key]=='function');
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if (eventKeys.includes(prop)){
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return function (...args) {
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/** @type { GameEvent } */
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const event=player[prop](...args);
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return event.toPromise();
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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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buildEventListener(noclick){
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buildEventListener(noclick){
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let player = this;
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let player = this;
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@ -31288,6 +31305,14 @@ new Promise(resolve=>{
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this._notrigger=[];
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this._notrigger=[];
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this._result={};
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this._result={};
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this._set=[];
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this._set=[];
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/**
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* @type {boolean} 这个事件是否使用异步函数处理
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**/
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this.async=false;
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/**
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* @type {null|(event: GameEvent)=>any} 这个异步事件对应Promise的resolve函数
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**/
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this.resolve=null;
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if(trigger!==false&&!game.online) this._triggered=0;
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if(trigger!==false&&!game.online) this._triggered=0;
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}
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}
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static initialGameEvent(){
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static initialGameEvent(){
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@ -31517,7 +31542,10 @@ new Promise(resolve=>{
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switch(typeof item){
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switch(typeof item){
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case "object":
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case "object":
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case "function":
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case "function":
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this.content=lib.init.parsex(item);
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if(item instanceof AsyncFunction){
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this.content=item;
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}
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else this.content=lib.init.parsex(item);
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break;
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break;
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default:
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default:
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try{
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try{
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@ -32073,6 +32101,114 @@ new Promise(resolve=>{
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this.unreal;
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this.unreal;
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throw new Error('Do not call this method');
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throw new Error('Do not call this method');
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}
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}
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/**
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* 事件转为Promise化
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*
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* @returns { Promise<GameEvent> & GameEvent }
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*/
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toPromise(){
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if(this.async&&this.resolve){
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throw new TypeError('This event has been converted into a promise');
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}
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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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* 将事件Promise化以使用async异步函数来执行事件。
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*
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* 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并执行:
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* ```js
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* await player.promises.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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// 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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return Promise;
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}
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/**
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* @param { GameEvent } event
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* @returns { Promise<GameEvent> & GameEvent }
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*/
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constructor(event){
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super(resolve=>{
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// 设置为异步事件
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event.async=true;
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// 事件结束后触发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!=event) {
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event.parent=_status.event;
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_status.event=event;
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game.getGlobalHistory('everything').push(event);
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}
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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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return new Proxy(this,{
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get(target,prop,receiver){
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const thisValue=Reflect.get(target,prop);
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if(thisValue){
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if(typeof thisValue=='function'){
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return thisValue.bind(target);
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}
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return thisValue;
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}
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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类实例
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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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return returnValue==event?receiver:returnValue;
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}).bind(event);
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return eventValue;
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},
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set(target,prop,newValue){
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return Reflect.set(event,prop,newValue);
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},
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deleteProperty(target,prop){
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return Reflect.deleteProperty(event,prop);
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},
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defineProperty(target,prop,attributes){
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return Reflect.defineProperty(event,prop,attributes);
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},
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has(target,prop){
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return Reflect.has(event,prop);
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},
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ownKeys(target,prop){
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return Reflect.ownKeys(event,prop);
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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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* TODO: 实现debugger
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*/
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async debugger(){
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||||||
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return new Promise(resolve=>{
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||||||
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resolve(null);
|
||||||
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});
|
||||||
|
}
|
||||||
},
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},
|
||||||
Dialog:class extends HTMLDivElement{
|
Dialog:class extends HTMLDivElement{
|
||||||
constructor(){
|
constructor(){
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||||||
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@ -41263,21 +41399,27 @@ new Promise(resolve=>{
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||||||
setTimeout(game.reload,15000)
|
setTimeout(game.reload,15000)
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||||||
}
|
}
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},
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},
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loop:function(){
|
/**
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* @param { GameEvent } [belongAsyncEvent]
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||||||
|
*/
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async loop(belongAsyncEvent){
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|
if(belongAsyncEvent){
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game.belongAsyncEvent=belongAsyncEvent;
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}else if(game.belongAsyncEvent){
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return game.loop(game.belongAsyncEvent);
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||||||
|
}
|
||||||
while (true) {
|
while (true) {
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var event=_status.event;
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let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
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var step=event.step;
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let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
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var source=event.source;
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const _resolve = () => {
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var player=event.player;
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if (event.async) {
|
||||||
var target=event.target;
|
if (typeof event.resolve == 'function') {
|
||||||
var targets=event.targets;
|
event.resolve(event);
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var card=event.card;
|
} else {
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var cards=event.cards;
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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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var skill=event.skill;
|
}
|
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var forced=event.forced;
|
}
|
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var num=event.num;
|
};
|
||||||
var trigger=event._trigger;
|
|
||||||
var result=event._result;
|
|
||||||
if (_status.paused2 || _status.imchoosing) {
|
if (_status.paused2 || _status.imchoosing) {
|
||||||
if (!lib.status.dateDelaying) {
|
if (!lib.status.dateDelaying) {
|
||||||
lib.status.dateDelaying = new Date();
|
lib.status.dateDelaying = new Date();
|
||||||
|
@ -41341,9 +41483,22 @@ new Promise(resolve=>{
|
||||||
event.parent._result = event.result;
|
event.parent._result = event.result;
|
||||||
}
|
}
|
||||||
_status.event = event.parent;
|
_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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
return;
|
if (game.belongAsyncEvent == event) {
|
||||||
|
delete game.belongAsyncEvent;
|
||||||
|
//resolve();
|
||||||
|
}
|
||||||
|
return _resolve();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -41357,22 +41512,18 @@ new Promise(resolve=>{
|
||||||
if (event.type == 'card') event.trigger('useCardToBegin');
|
if (event.type == 'card') event.trigger('useCardToBegin');
|
||||||
event.trigger(event.name + 'Begin');
|
event.trigger(event.name + 'Begin');
|
||||||
event._triggered++;
|
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 {
|
else {
|
||||||
event.callHandler(event.getDefaultHandlerType(), event, {
|
event.callHandler(event.getDefaultHandlerType(), event, {
|
||||||
state: 'begin'
|
state: 'begin'
|
||||||
});
|
});
|
||||||
|
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') {
|
if (player && player.classList.contains('dead') && !event.forceDie && event.name != 'phaseLoop') {
|
||||||
game.broadcastAll(function () {
|
game.broadcastAll(function () {
|
||||||
while (_status.dieClose.length) {
|
while (_status.dieClose.length) {
|
||||||
|
@ -41383,57 +41534,37 @@ new Promise(resolve=>{
|
||||||
event._oncancel();
|
event._oncancel();
|
||||||
}
|
}
|
||||||
event.finish();
|
event.finish();
|
||||||
|
after();
|
||||||
}
|
}
|
||||||
else if (player && player.removed && event.name != 'phaseLoop') {
|
else if (player && player.removed && event.name != 'phaseLoop') {
|
||||||
event.finish();
|
event.finish();
|
||||||
|
after();
|
||||||
}
|
}
|
||||||
else if (player && player.isOut() && event.name != 'phaseLoop' && !event.includeOut) {
|
else if (player && player.isOut() && event.name != 'phaseLoop' && !event.includeOut) {
|
||||||
if (event.name == 'phase' && player == _status.roundStart && !event.skill) {
|
if (event.name == 'phase' && player == _status.roundStart && !event.skill) {
|
||||||
_status.roundSkipped = true;
|
_status.roundSkipped = true;
|
||||||
}
|
}
|
||||||
event.finish();
|
event.finish();
|
||||||
|
after();
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
await game.runContent(belongAsyncEvent).catch(e => {
|
||||||
if (_status.withError || lib.config.compatiblemode || (_status.connectMode && !lib.config.debug)) {
|
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);
|
game.print('游戏出错:' + event.name);
|
||||||
game.print(e.toString());
|
game.print(e.toString());
|
||||||
console.log(e);
|
console.log(e);
|
||||||
}
|
}
|
||||||
|
else throw e;
|
||||||
|
}).then(after);
|
||||||
}
|
}
|
||||||
else{
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
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.content instanceof GeneratorFunction) {
|
||||||
if (!event.debugging) {
|
if (!event.debugging) {
|
||||||
if (event.generatorContent) event.generatorContent.return();
|
if (event.generatorContent) event.generatorContent.return();
|
||||||
|
@ -41459,21 +41590,22 @@ new Promise(resolve=>{
|
||||||
return game.pause2();
|
return game.pause2();
|
||||||
}
|
}
|
||||||
if (event.finished) event.generatorContent.return();
|
if (event.finished) event.generatorContent.return();
|
||||||
}else{
|
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,
|
event.content(event, step, source, player, target, targets,
|
||||||
card, cards, skill, forced, num, trigger, result,
|
card, cards, skill, forced, num, trigger, result,
|
||||||
_status, lib, game, ui, get, ai);
|
_status, lib, game, ui, get, ai);
|
||||||
|
resolve();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
event.clearStepCache();
|
|
||||||
event.callHandler(event.getDefaultHandlerType(),event,{
|
|
||||||
state:'end'
|
|
||||||
});
|
});
|
||||||
if(typeof event.step=="number") ++event.step;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
pause:function(){
|
pause:function(){
|
||||||
clearTimeout(_status.timeout);
|
clearTimeout(_status.timeout);
|
||||||
|
|
Loading…
Reference in New Issue