player.when和lib.init.parsex增加传递作用域的功能
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game/game.js
58
game/game.js
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@ -11441,7 +11441,13 @@
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localStorage.removeItem(lib.configprefix+'background');
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}
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},
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parsex:function(item){
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/**
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*
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* @param {*} item
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* @param {Function} [scope] 作用域
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* @returns
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*/
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parsex:function(item,scope){
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//by 诗笺、Tipx-L
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/**
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* @param {Function} func
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@ -11501,9 +11507,15 @@
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}
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str=`if(event.step==${k}){event.finish();return;}`+str;
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}
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return (new (hasDebugger?GeneratorFunction:Function)('event','step','source','player','target','targets',
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if(!scope){
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return (new (hasDebugger?GeneratorFunction:Function)('event','step','source','player','target','targets',
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'card','cards','skill','forced','num','trigger','result',
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'_status','lib','game','ui','get','ai',str));
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}else{
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return scope(`function${hasDebugger?'*':''} anonymous(event,step,source,player,target,targets,
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card,cards,skill,forced,num,trigger,result,
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_status,lib,game,ui,get,ai){${str}}; anonymous;`);
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}
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}
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switch(typeof item){
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case "object":
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@ -11572,7 +11584,7 @@
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else lastEvent=currentResult;
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}
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}
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}
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}else if(item._parsed) return item;
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// falls through
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default:
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return Legacy(item);
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@ -20893,11 +20905,24 @@
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this.markSkill('stratagem_fury');
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}
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/**
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* version 1.6
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* version 1.7
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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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* 使用者只需要关注技能的效果,而不是技能的本身。
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*
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* v1.7 可传递作用域
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* @example
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* ```js
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* (function () {
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* let _var = 1;
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* let me = player;
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* player.when('drawAfter')
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* .apply(code => eval(code))
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* .then(() => console.log(_var))
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* .then('me.gainMaxHp(5)');
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* })();
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* ```
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*/
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when(){
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if(!_status.postReconnect.player_when) _status.postReconnect.player_when=[
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@ -20944,6 +20969,11 @@
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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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const vars={};
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/**
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* 作用域
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* @type { (code: string) => any }
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*/
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let scope;
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let skill={
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trigger:trigger,
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forced:true,
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@ -20998,11 +21028,12 @@
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const fun2=skill.contentFuns[i];
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const a=fun2.toString();
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//防止传入()=>xxx的情况
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const begin=a.indexOf("{")==a.indexOf("}")&&a.indexOf("{")==-1?a.indexOf("=>")+2:a.indexOf("{")+1;
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const begin=a.indexOf("{")==a.indexOf("}")&&a.indexOf("{")==-1&&a.indexOf("=>")>-1?a.indexOf("=>")+2:a.indexOf("{")+1;
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const str2=a.slice(begin,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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skill.content=eval(str+`\n};content;`);
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skill.content=lib.init.parsex((scope||eval)(str+`\n};content;`),scope);
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skill.content._parsed=true;
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};
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Object.defineProperty(lib.skill,skillName,{
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configurable:true,
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@ -21077,6 +21108,21 @@
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Object.assign(vars,arg);
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createContent();
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return this;
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},
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/**
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* 传递外部作用域
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*
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* 一般是传递一个 code=>eval(code) 函数
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*
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* 传递后可在then中使用外部变量(vars的上位替代)
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*
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* @param {Function} _scope
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*/
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apply(_scope){
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if(lib.skill[skillName]!=skill) throw `This skill has been destroyed`;
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scope=_scope;
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if(skill.contentFuns.length>0) createContent();
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return this;
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}
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};
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}
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@ -119,7 +119,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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});
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return uiintro;
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},220);
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if (get.config('read_clipboard', 'connect')) {
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if (get.config('read_clipboard','connect')){
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var ced=false;
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function read(text){
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try{
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