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
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Spmario233 2023-12-07 23:03:06 +08:00 committed by GitHub
commit 909d62982e
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3 changed files with 361 additions and 234 deletions

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@ -3952,9 +3952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(target.isMin()) return false; if(target.isMin()) return false;
return player!=target&&target.canEquip(card); return player!=target&&target.canEquip(card);
}, },
content:function(){ async content(event, trigger, player){
target.equip(cards[0]); await event.target.promises.equip(event.cards[0]);
player.draw(); await player.promises.draw();
}, },
discard:false, discard:false,
lose:false, lose:false,

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@ -586,34 +586,32 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'damageEnd'}, trigger:{player:'damageEnd'},
frequent:true, frequent:true,
filter:function(event){ filter:function(event){
return (event.num>0) return event.num>0;
}, },
content:function(){ async content(event, trigger, player) {
'step 0'
event.count = trigger.num; event.count = trigger.num;
'step 1' // event.goto -> while
while (event.count > 0) {
event.count--; event.count--;
event.cards=game.cardsGotoOrdering(get.cards(2)).cards; const { cards } = await game.cardsGotoOrdering(get.cards(2)).toPromise();
if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true }); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true });
event.given_map = {}; event.given_map = {};
'step 2' if (!cards.length) return;
if(event.cards.length>1){ // event.goto -> do while
player.chooseCardButton('遗计:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){ 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; if (ui.selected.buttons.length == 0) return 1;
return 0; return 0;
}); });
} if (!bool) return;
else if(event.cards.length==1){ cards.removeArray(links);
event._result={links:event.cards.slice(0),bool:true}; event.togive = links.slice(0);
} const { result: { targets } } = await player.promises.chooseTarget('选择一名角色获得' + get.translation(links), true)
else{ .set('ai', function (target) {
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); var att = get.attitude(_status.event.player, target);
if (_status.event.enemy) { if (_status.event.enemy) {
return -att; return -att;
@ -624,39 +622,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else { else {
return att / 100; return att / 100;
} }
}).set('enemy',get.value(event.togive[0],player,'raw')<0); })
} .set('enemy', get.value(event.togive[0], player, 'raw') < 0);
'step 4' if (targets.length) {
if(result.targets.length){ const id = targets[0].playerid,
var id=result.targets[0].playerid,map=event.given_map; map = event.given_map;
if (!map[id]) map[id] = []; if (!map[id]) map[id] = [];
map[id].addArray(event.togive); map[id].addArray(event.togive);
} }
if(cards.length>0) event.goto(2); } while (cards.length > 0);
'step 5'
if (_status.connectMode) { if (_status.connectMode) {
game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() }); game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose() });
} }
var list=[]; const list = [];
for(var i in event.given_map){ for (const i in event.given_map) {
var source=(_status.connectMode?lib.playerOL:game.playerMap)[i]; const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, 'green'); player.line(source, 'green');
list.push([source, event.given_map[i]]); list.push([source, event.given_map[i]]);
} }
game.loseAsync({ await game.loseAsync({
gain_list: list, gain_list: list,
giver: player, giver: player,
animate: 'draw', animate: 'draw',
}).setContent('gaincardMultiple'); }).toPromise().setContent('gaincardMultiple');
'step 6'
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) { if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name); const { result: { bool: repeat } } = await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill', event.name);
} if (repeat) {
else event.finish();
'step 7'
if(result.bool){
player.logSkill(event.name); player.logSkill(event.name);
event.goto(1); } else return;
}
else return;
} }
}, },
ai:{ ai:{

View File

@ -47,6 +47,7 @@ new Promise(resolve=>{
} }
} }
const GeneratorFunction=(function*(){}).constructor; const GeneratorFunction=(function*(){}).constructor;
const AsyncFunction=(async function(){}).constructor;
// gnc: GeNCoroutine // gnc: GeNCoroutine
const gnc={ const gnc={
of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){ of:fn=>gnc.is.generatorFunc(fn)?function genCoroutine(){
@ -21030,6 +21031,22 @@ new Promise(resolve=>{
}; };
player.queueCount=0; player.queueCount=0;
player.outCount=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> & 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){ buildEventListener(noclick){
let player = this; let player = this;
@ -31288,6 +31305,14 @@ new Promise(resolve=>{
this._notrigger=[]; this._notrigger=[];
this._result={}; this._result={};
this._set=[]; 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; if(trigger!==false&&!game.online) this._triggered=0;
} }
static initialGameEvent(){ static initialGameEvent(){
@ -31517,7 +31542,10 @@ new Promise(resolve=>{
switch(typeof item){ switch(typeof item){
case "object": case "object":
case "function": case "function":
this.content=lib.init.parsex(item); if(item instanceof AsyncFunction){
this.content=item;
}
else this.content=lib.init.parsex(item);
break; break;
default: default:
try{ try{
@ -32073,6 +32101,114 @@ new Promise(resolve=>{
this.unreal; this.unreal;
throw new Error('Do not call this method'); throw new Error('Do not call this method');
} }
/**
* 事件转为Promise化
*
* @returns { Promise<GameEvent> & 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> & 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{ Dialog:class extends HTMLDivElement{
constructor(){ constructor(){
@ -41263,21 +41399,27 @@ new Promise(resolve=>{
setTimeout(game.reload,15000) setTimeout(game.reload,15000)
} }
}, },
loop:function(){ /**
* @param { GameEvent } [belongAsyncEvent]
*/
async loop(belongAsyncEvent){
if(belongAsyncEvent){
game.belongAsyncEvent=belongAsyncEvent;
}else if(game.belongAsyncEvent){
return game.loop(game.belongAsyncEvent);
}
while (true) { while (true) {
var event=_status.event; let event = (belongAsyncEvent && belongAsyncEvent.parent == _status.event) ? belongAsyncEvent : _status.event;
var step=event.step; let { step, source, player, target, targets, card, cards, skill, forced, num, _trigger: trigger, _result: result } = event;
var source=event.source; const _resolve = () => {
var player=event.player; if (event.async) {
var target=event.target; if (typeof event.resolve == 'function') {
var targets=event.targets; event.resolve(event);
var card=event.card; } else {
var cards=event.cards; throw new TypeError('异步事件的event.resolve未赋值使用await时将会被永久等待');
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 (_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);