diff --git a/game/game.js b/game/game.js index 51cc74daa..83db10468 100644 --- a/game/game.js +++ b/game/game.js @@ -622,8 +622,8 @@ ['tao',3] ]), effect:new Map([ - ['sha',event=>{ - if(event.step!=1) return; + ['sha',(event,option)=>{ + if(event.step!=0||option.state!='end') return; game.log(event.player,'触发了强化效果'); game.log(event.card,'抵消所需要的',new lib.element.VCard({ name:'shan' @@ -636,8 +636,8 @@ else map[id].shanRequired=2; }); }], - ['shan',event=>{ - if(event.step!=1) return; + ['shan',(event,option)=>{ + if(event.step!=0||option.state!='end') return; game.log(event.player,'触发了强化效果'); game.log('使用',event.card,'时视为两张',new lib.element.VCard({ name:'shan' @@ -646,8 +646,8 @@ trigger.getParent(2).decrease('shanRequired',1); }); }], - ['juedou',event=>{ - if(event.step!=1) return; + ['juedou',(event,option)=>{ + if(event.step!=0||option.state!='end') return; game.log(event.player,'触发了强化效果'); game.log('对',event.card,'的目标造成伤害时,伤害+1'); event.player.when({ @@ -656,14 +656,14 @@ trigger.increase('num'); }); }], - ['huogong',event=>{ - if(event.step!=1) return; + ['huogong',(event,option)=>{ + if(event.step!=0||option.state!='end') return; game.log(event.player,'触发了强化效果'); game.log(event.card,'造成的伤害+1'); event.increase('baseDamage',1); }], - ['tao',event=>{ - if(event.step!=1) return; + ['tao',(event,option)=>{ + if(event.step!=0||option.state!='end') return; game.log(event.player,'触发了强化效果'); game.log(event.card,'回复的体力+1'); event.increase('baseDamage',1); @@ -30963,17 +30963,17 @@ return this; } /** - * @param {Parameters[0]} [type] - * @param {GameEvent} [event] + * @param {Parameters[0]} type + * @param {GameEvent} event + * @param {{ + * state?: 'begin' | 'end'; + * }} option * @returns {this} */ - callHandler(type,event){ - if(this.hasHandler(type)){ - if(!event) event=this; - this.getHandler(type).forEach(handler=>{ - if(typeof handler=='function') handler(event); - }); - } + callHandler(type,event,option){ + if(this.hasHandler(type)) this.getHandler(type).forEach(handler=>{ + if(typeof handler=='function') handler(event,option); + }); return this; } getDefaultHandlerType(){ @@ -30982,7 +30982,9 @@ } /** * @param {Parameters[0]} [type] - * @returns {((event: GameEvent) => void)[]} + * @returns {((event: GameEvent, option: { + * state?: 'begin' | 'end'; + * }) => void)[]} */ getHandler(type){ if(!type) type=this.getDefaultHandlerType(); @@ -31000,13 +31002,17 @@ } /** * @overload - * @param {...((event: GameEvent) => void)[]} handlers + * @param {...((event: GameEvent, option: { + * state?: 'begin' | 'end'; + * }) => void)[]} handlers * @returns {number} */ /** * @overload * @param {Parameters[0]} type - * @param {...((event: GameEvent) => void)[]} handlers + * @param {...((event: GameEvent, option: { + * state?: 'begin' | 'end'; + * }) => void)[]} handlers * @returns {number} */ pushHandler(type){ @@ -33084,8 +33090,8 @@ player.changeFury(-stratagemBuff.cost.get(cardName),true); const gameEvent=get.event(),effect=stratagemBuff.effect.get(cardName); if(typeof effect=='function') gameEvent.pushHandler('onNextUseCard',effect); - gameEvent.pushHandler('onNextUseCard',event=>{ - if(event.step==1) game.broadcastAll(cards=>cards.forEach(card=>card.clone.classList.add('stratagem-fury-glow')),event.cards); + gameEvent.pushHandler('onNextUseCard',(event,option)=>{ + if(event.step==0&&option.state=='end') game.broadcastAll(cards=>cards.forEach(card=>card.clone.classList.add('stratagem-fury-glow')),event.cards); }); }, ai:{ @@ -40887,7 +40893,9 @@ }*/ } else{ - event.callHandler(); + 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){ @@ -40982,8 +40990,10 @@ } } event.clearStepCache(); + event.callHandler(event.getDefaultHandlerType(),event,{ + state:'end' + }); event.step++; - if(event.finished) event.callHandler(); } } }