Optimize code and fix more bugs.
This commit is contained in:
parent
661813cdc8
commit
f976299a0e
125
game/game.js
125
game/game.js
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@ -625,7 +625,9 @@
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['sha',event=>{
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['sha',event=>{
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if(event.step!=1) return;
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if(event.step!=1) return;
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game.log(event.player,'触发了强化效果');
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game.log(event.player,'触发了强化效果');
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game.log(event.card,'抵消所需要的',`#y【${get.translation('shan')}】`,'数+1');
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game.log(event.card,'抵消所需要的',new lib.element.VCard({
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name:'shan'
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}),'数+1');
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const map=event.customArgs;
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const map=event.customArgs;
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game.players.concat(game.dead).forEach(current=>{
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game.players.concat(game.dead).forEach(current=>{
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const id=current.playerid;
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const id=current.playerid;
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@ -637,8 +639,12 @@
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['shan',event=>{
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['shan',event=>{
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if(event.step!=1) return;
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if(event.step!=1) return;
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game.log(event.player,'触发了强化效果');
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game.log(event.player,'触发了强化效果');
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game.log(event.card,'视为两张',`#y【${get.translation('shan')}】`,'的效果');
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game.log('使用',event.card,'时视为两张',new lib.element.VCard({
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event.getParent(2).decrease('shanRequired',1);
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name:'shan'
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}),'的效果');
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event.player.when('useCard').filter(evt=>evt==event).then(()=>{
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trigger.getParent(2).decrease('shanRequired',1);
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});
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}],
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}],
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['juedou',event=>{
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['juedou',event=>{
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if(event.step!=1) return;
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if(event.step!=1) return;
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@ -25344,55 +25350,37 @@
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return next;
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return next;
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}
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}
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damage(){
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damage(){
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var next=game.createEvent('damage');
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const next=game.createEvent('damage');
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//next.forceDie=true;
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//next.forceDie=true;
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next.player=this;
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next.player=this;
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var nocard,nosource;
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let noCard,noSource;
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var event=_status.event;
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const event=_status.event;
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for(var i=0;i<arguments.length;i++){
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for(const argument of arguments){
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if(get.itemtype(arguments[i])=='cards'){
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if(get.itemtype(argument)=='cards') next.cards=argument.slice();
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next.cards=arguments[i].slice(0);
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else if(get.itemtype(argument)=='card') next.card=argument;
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}
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else if(typeof argument=='number') next.num=argument;
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else if(get.itemtype(arguments[i])=='card'){
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else if(get.itemtype(argument)=='player') next.source=argument;
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next.card=arguments[i];
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else if(argument&&typeof argument=='object'&&argument.name) next.card=argument;
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}
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else if(argument=='nocard') noCard=true;
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else if(typeof arguments[i]=='number'){
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else if(argument=='nosource') noSource=true;
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next.num=arguments[i];
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else if(argument=='notrigger'){
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}
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else if(get.itemtype(arguments[i])=='player'){
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next.source=arguments[i];
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}
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else if(typeof arguments[i]=='object'&&arguments[i]&&arguments[i].name){
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next.card=arguments[i];
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}
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else if(arguments[i]=='nocard'){
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nocard=true;
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}
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else if(arguments[i]=='nosource'){
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nosource=true;
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}
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else if(arguments[i]=='notrigger'){
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next._triggered=null;
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next._triggered=null;
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next.notrigger=true;
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next.notrigger=true;
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}
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}
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else if(arguments[i]=='unreal'){
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else if(argument=='unreal') next.unreal=true;
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next.unreal=true
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else if(get.itemtype(argument)=='nature'&&argument!='stab') next.nature=argument;
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}
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else if(get.itemtype(argument)=='natures'){
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else if(get.itemtype(arguments[i])=='nature'&&arguments[i]!='stab'){
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const natures=argument.split(lib.natureSeparator).remove('stab');
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next.nature=arguments[i];
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}
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else if(get.itemtype(arguments[i])=='natures'){
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var natures=arguments[i].split(lib.natureSeparator);
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natures.remove('stab');
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if(natures.length) next.nature=natures.join(lib.natureSeparator);
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if(natures.length) next.nature=natures.join(lib.natureSeparator);
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}
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}
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}
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}
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if(next.card==undefined&&!nocard) next.card=event.card;
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if(!next.card&&!noCard) next.card=event.card;
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if(next.cards==undefined&&!nocard) next.cards=event.cards;
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if(!next.cards&&!noCard) next.cards=event.cards;
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if(next.source==undefined&&!nosource) next.source=event.customSource||event.player;
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if(!next.source&&!noSource){
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if(next.source&&next.source.isDead()) delete next.source;
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const source=event.customSource||event.player;
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if(next.unreal==undefined) next.unreal=false;
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if(source&&!source.isDead()) next.source=source;
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if(next.num==undefined) next.num=(event.baseDamage||1)+(event.extraDamage||0);
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}
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if(typeof next.num!='number') next.num=(event.baseDamage||1)+(event.extraDamage||0);
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next.original_num=next.num;
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next.original_num=next.num;
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next.change_history=[];
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next.change_history=[];
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next.hasNature=function(nature){
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next.hasNature=function(nature){
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@ -30882,6 +30870,9 @@
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}
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}
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return this;
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return this;
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}
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}
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/**
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* @param {ArrayLike<Function> | Function | keyof typeof lib.element.content} item
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*/
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setContent(item){
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setContent(item){
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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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@ -31500,6 +31491,7 @@
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}
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}
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/**
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/**
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* @throws {'Do not call this method'}
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* @throws {'Do not call this method'}
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* @returns {never}
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*/
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*/
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typeAnnotation(){
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typeAnnotation(){
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/**
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/**
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@ -31546,6 +31538,34 @@
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* @type {Record<string, any>}
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* @type {Record<string, any>}
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*/
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*/
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this._result;
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this._result;
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/**
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* @type {number}
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*/
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this.baseDamage;
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/**
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* @type {Player}
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*/
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this.customSource;
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/**
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* @type {number}
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*/
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this.extraDamage;
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/**
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* @type {string}
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*/
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this.nature;
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/**
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* @type {boolean}
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*/
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this.notrigger;
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/**
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* @type {number}
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*/
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this.original_num;
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/**
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* @type {boolean}
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*/
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this.unreal;
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throw 'Do not call this method';
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throw 'Do not call this method';
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}
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}
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},
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},
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@ -53988,9 +54008,8 @@
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list2.push(list2[0]);
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list2.push(list2[0]);
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for(var i=0;i<list2.length;i++){
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for(var i=0;i<list2.length;i++){
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if(this.firstChild.innerHTML==list[list2[i]]){
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if(this.firstChild.innerHTML==list[list2[i]]){
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var identity=list2[i+1];
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this.firstChild.innerHTML=list[list2[i+1]];
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this.firstChild.innerHTML=list[identity];
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this.dataset.color=list2[i+1];
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this.dataset.color=identity=='you'?'friend2':(identity=='di'?'enemy':identity);
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break;
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break;
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}
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}
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}
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}
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@ -54044,7 +54063,7 @@
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node.listen(function(){
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node.listen(function(){
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var info=this.link;
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var info=this.link;
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info[0].firstChild.innerHTML=info[1];
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info[0].firstChild.innerHTML=info[1];
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info[0].dataset.color=info[2]=='you'?'friend2':(info[2]=='di'?'enemy':info[2]);
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info[0].dataset.color=info[2];
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_status.clicked=false;
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_status.clicked=false;
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});
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});
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}
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}
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@ -58091,8 +58110,8 @@
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},
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},
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/**
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/**
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* 判断传入的参数的属性是否相同(参数可以为卡牌、卡牌信息、属性等)
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* 判断传入的参数的属性是否相同(参数可以为卡牌、卡牌信息、属性等)
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* @param ...infos 要判断的属性列表
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* @param {...} infos 要判断的属性列表
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* @param every {boolean} 是否判断每一个传入的属性是否完全相同而不是存在部分相同
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* @param {boolean} every 是否判断每一个传入的属性是否完全相同而不是存在部分相同
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*/
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*/
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sameNature(){
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sameNature(){
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let processedArguments=[],every=false;
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let processedArguments=[],every=false;
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@ -61930,7 +61949,7 @@
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var event=_status.event;
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var event=_status.event;
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var eventskill=null;
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var eventskill=null;
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if(player==undefined) player=_status.event.player;
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if(player==undefined) player=_status.event.player;
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if(typeof card=='object') card=get.autoViewAs(card);
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if(card&&typeof card=='object'&&'name' in card) card=get.autoViewAs(card);
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if(typeof card!='string'&&(typeof card!='object'||!card.name)){
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if(typeof card!='string'&&(typeof card!='object'||!card.name)){
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var skillinfo=get.info(event.skill);
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var skillinfo=get.info(event.skill);
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if(event.skill&&skillinfo.viewAs==undefined) card=_status.event.skill;
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if(event.skill&&skillinfo.viewAs==undefined) card=_status.event.skill;
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@ -62125,7 +62144,7 @@
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var event=_status.event;
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var event=_status.event;
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var eventskill=null;
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var eventskill=null;
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if(player==undefined) player=_status.event.player;
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if(player==undefined) player=_status.event.player;
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if(typeof card=='object') card=get.autoViewAs(card);
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if(card&&typeof card=='object'&&'name' in card) card=get.autoViewAs(card);
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if(typeof card!='string'&&(typeof card!='object'||!card.name)){
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if(typeof card!='string'&&(typeof card!='object'||!card.name)){
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var skillinfo=get.info(event.skill);
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var skillinfo=get.info(event.skill);
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if(event.skill&&skillinfo.viewAs==undefined) card=_status.event.skill;
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if(event.skill&&skillinfo.viewAs==undefined) card=_status.event.skill;
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@ -62545,7 +62564,7 @@
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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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get:get
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get
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};
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};
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/**
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/**
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* @template T
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* @template T
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170
mode/identity.js
170
mode/identity.js
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@ -1271,7 +1271,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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['stratagem_gain','stratagem_insight','stratagem_expose'].forEach(globalSkill=>game.addGlobalSkill(globalSkill));
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['stratagem_gain','stratagem_insight','stratagem_expose'].forEach(globalSkill=>game.addGlobalSkill(globalSkill));
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game.players.forEach(current=>{
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game.players.forEach(current=>{
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current.storage.zhibi=[];
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current.storage.zhibi=[];
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current.storage.zhibi_for=[];
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current.storage.stratagem_expose=[];
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current.markSkill('stratagem_fury');
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current.markSkill('stratagem_fury');
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});
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});
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@ -2085,7 +2085,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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['stratagem_gain','stratagem_insight','stratagem_expose'].forEach(globalSkill=>game.addGlobalSkill(globalSkill));
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['stratagem_gain','stratagem_insight','stratagem_expose'].forEach(globalSkill=>game.addGlobalSkill(globalSkill));
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game.players.forEach(i=>{
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game.players.forEach(i=>{
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i.storage.zhibi=[];
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i.storage.zhibi=[];
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i.storage.zhibi_for=[];
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i.storage.stratagem_expose=[];
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i.markSkill('stratagem_fury');
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i.markSkill('stratagem_fury');
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});
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});
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}
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}
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@ -3159,9 +3159,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(num){
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if(num){
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return x/num;
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return x/num;
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}
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}
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var real=get.realAttitude(from,to),zhibi=from.storage.zhibi,zhibi_for=from.storage.zhibi_for,followCamouflage=true;
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var real=get.realAttitude(from,to),zhibi=from.storage.zhibi,stratagem_expose=from.storage.stratagem_expose,followCamouflage=true;
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if(to.ai.shown) return to.ai.shown*(real+(from.identity==to.identity||from.identity=='zhu'&&to.identity=='zhong'||from.identity=='zhong'&&to.identity=='zhu'||(to.identity=='nei'&&get.situation()<=0&&['zhu','zhong'].contains(from.identity)||get.situation()>=3&&from.identity=='fan')?3:-3))
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if(to.ai.shown) return to.ai.shown*(real+(from.identity==to.identity||from.identity=='zhu'&&to.identity=='zhong'||from.identity=='zhong'&&to.identity=='zhu'||(to.identity=='nei'&&get.situation()<=0&&['zhu','zhong'].contains(from.identity)||get.situation()>=3&&from.identity=='fan')?3:-3))
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if(from==to||to.identityShown||((zhibi_for&&zhibi_for.contains(to))||(zhibi&&zhibi.contains(to)))&&!to.ai.stratagemCamouflage) return real*1.1;
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if(from==to||to.identityShown||((stratagem_expose&&stratagem_expose.contains(to))||(zhibi&&zhibi.contains(to)))&&!to.ai.stratagemCamouflage) return real*1.1;
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if(from.identity=='nei'&&to.ai.stratagemCamouflage) return real*1.1;
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if(from.identity=='nei'&&to.ai.stratagemCamouflage) return real*1.1;
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if(to.identity=='nei'){
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if(to.identity=='nei'){
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if(from.identity=='fan'){
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if(from.identity=='fan'){
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@ -3170,7 +3170,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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var dead=game.dead.slice();
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var dead=game.dead.slice();
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for(var current of dead){
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for(var current of dead){
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if(from.storage.zhibi.contains(current)&¤t.ai.stratagemCamouflage){
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if(from.storage.zhibi.contains(current)&¤t.ai.stratagemCamouflage){
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if(from.storage.zhibi_for&&from.storage.zhibi_for.contains(to)) return -7;
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if(from.storage.stratagem_expose&&from.storage.stratagem_expose.contains(to)) return -7;
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}
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}
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}
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}
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if(zhibi.contains(to)) return 3;
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if(zhibi.contains(to)) return 3;
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@ -3181,7 +3181,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(to.identity=='fan'&&from.identity=='nei'&&zhibi.contains(game.zhu)&&game.players.filter(i=>i!=from&&!zhibi.contains(i)).map(i=>i.identity).reduce((p,c)=>(!p.contains(c)?(p.push(c)&&p):p),[]).length==1) return real;
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if(to.identity=='fan'&&from.identity=='nei'&&zhibi.contains(game.zhu)&&game.players.filter(i=>i!=from&&!zhibi.contains(i)).map(i=>i.identity).reduce((p,c)=>(!p.contains(c)?(p.push(c)&&p):p),[]).length==1) return real;
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for(var fan of game.dead){
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for(var fan of game.dead){
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if(fan.identity!='fan'||!fan.storage.stratagem_revitalization) continue;
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if(fan.identity!='fan'||!fan.storage.stratagem_revitalization) continue;
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for(var current of fan.storage.zhibi_for){
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for(var current of fan.storage.stratagem_expose){
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if(to==current){
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if(to==current){
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return real;
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return real;
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}
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}
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@ -3191,26 +3191,26 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
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if(from.ai.stratagemCamouflage){
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if(from.ai.stratagemCamouflage){
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var zhu=game.zhu&&game.zhu.isZhu&&game.zhu.identityShown?game.zhu:undefined;
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var zhu=game.zhu&&game.zhu.isZhu&&game.zhu.identityShown?game.zhu:undefined;
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if(zhu){
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if(zhu){
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if(zhu.storage.zhibi_for&&zhu.storage.zhibi_for.contains(to)) return 0;
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if(zhu.storage.stratagem_expose&&zhu.storage.stratagem_expose.contains(to)) return 0;
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}
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}
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if(zhibi&&zhibi.contains(to)) return -7;
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if(zhibi&&zhibi.contains(to)) return -7;
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}
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}
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if(to.ai.stratagemCamouflage){
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if(to.ai.stratagemCamouflage){
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var zhu=game.zhu&&game.zhu.isZhu&&game.zhu.identityShown?game.zhu:undefined;
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var zhu=game.zhu&&game.zhu.isZhu&&game.zhu.identityShown?game.zhu:undefined;
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if(zhu){
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if(zhu){
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if(zhu.storage.zhibi_for&&zhu.storage.zhibi_for.contains(to)) return 0;
|
if(zhu.storage.stratagem_expose&&zhu.storage.stratagem_expose.contains(to)) return 0;
|
||||||
}
|
}
|
||||||
if(zhibi&&zhibi.contains(to)) return -7;
|
if(zhibi&&zhibi.contains(to)) return -7;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(from.identity!='nei'&&zhibi&&zhibi.contains(to)&&!to.identityShown&&(followCamouflage&&to.ai.stratagemCamouflage)) return -5;
|
if(from.identity!='nei'&&zhibi&&zhibi.contains(to)&&!to.identityShown&&(followCamouflage&&to.ai.stratagemCamouflage)) return -5;
|
||||||
if(from.identity!='nei'&&zhibi_for&&zhibi_for.contains(to)&&!to.identityShown) return -5;
|
if(from.identity!='nei'&&stratagem_expose&&stratagem_expose.contains(to)&&!to.identityShown) return -5;
|
||||||
if(zhibi){
|
if(zhibi){
|
||||||
for(var to2 of zhibi){
|
for(var to2 of zhibi){
|
||||||
if(to2.storage.zhibi_for){
|
if(to2.storage.stratagem_expose){
|
||||||
if(to2.ai.stratagemCamouflage){
|
if(to2.ai.stratagemCamouflage){
|
||||||
for(var to3 of to2.storage.zhibi_for){
|
for(var to3 of to2.storage.stratagem_expose){
|
||||||
if(zhibi.slice().addArray(zhibi_for).contains(to3)){
|
if(zhibi.slice().addArray(stratagem_expose).contains(to3)){
|
||||||
if(to==to2){
|
if(to==to2){
|
||||||
return real;
|
return real;
|
||||||
}
|
}
|
||||||
|
@ -3219,8 +3219,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
for(var to3 of to2.storage.zhibi_for){
|
for(var to3 of to2.storage.stratagem_expose){
|
||||||
if(!zhibi.slice().addArray(zhibi_for).contains(to3)&&to==to3){
|
if(!zhibi.slice().addArray(stratagem_expose).contains(to3)&&to==to3){
|
||||||
return get.rawAttitude(to3,to)*Math.sign(real);
|
return get.rawAttitude(to3,to)*Math.sign(real);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3708,36 +3708,37 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
stratagem_insight:{
|
stratagem_insight:{
|
||||||
trigger:{
|
trigger:{
|
||||||
source:'damageSource',
|
source:'damageSource',
|
||||||
global:'loseHpEnd',
|
global:'loseHpEnd'
|
||||||
},
|
},
|
||||||
filter:function(event,player){
|
filter:(event,player)=>{
|
||||||
if(event.player.identityShown) return false;
|
if(!player.storage.stratagem_fury) return false;
|
||||||
var source=event.source;
|
const target=event.player;
|
||||||
|
if(target==player||!target.isIn()||target.identityShown) return false;
|
||||||
|
let source=event.source;
|
||||||
if(event.name=='loseHp'){
|
if(event.name=='loseHp'){
|
||||||
if(event.getParent()._trigger) source=event.getParent()._trigger.source;
|
const trigger=event.getParent()._trigger;
|
||||||
|
if(trigger) source=trigger.source;
|
||||||
}
|
}
|
||||||
return player==source&&player.storage.stratagem_fury>0&&event.player&&event.player.isIn()&&event.player!=player;
|
return player==source;
|
||||||
},
|
},
|
||||||
logTarget:'player',
|
logTarget:'player',
|
||||||
prompt2:function(event,player){
|
prompt2:event=>`消耗1点怒气,洞察${get.translation(event.player)}的身份`,
|
||||||
return '消耗1点怒气,洞察'+get.translation(event.player)+'的身份';
|
check:(event,player)=>{
|
||||||
},
|
const storage=player.storage,zhibi=storage.zhibi;
|
||||||
check:function(event,player){
|
if(zhibi&&zhibi.includes(event.player)) return false;
|
||||||
if(player.storage.zhibi&&player.storage.zhibi.contains(event.player)||player.storage.zhibi_for&&player.storage.zhibi_for.contains(event.player)) return false;
|
const stratagemExpose=storage.stratagem_expose;
|
||||||
|
if(stratagemExpose&&stratagemExpose.includes(event.player)) return false;
|
||||||
if(get.population('zhong')==0&&player.identity=='fan') return false;
|
if(get.population('zhong')==0&&player.identity=='fan') return false;
|
||||||
return Math.abs(get.attitude(player,event.player))<=1;
|
return Math.abs(get.attitude(player,event.player))<=1;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:()=>{
|
||||||
player.changeFury(-1,true);
|
player.changeFury(-1,true);
|
||||||
player.insightInto(trigger.player);
|
player.insightInto(trigger.player);
|
||||||
},
|
|
||||||
ai:{
|
|
||||||
order:15,
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
stratagem_monarchy:{
|
stratagem_monarchy:{
|
||||||
trigger:{
|
trigger:{
|
||||||
player:['dying','phaseBefore'],
|
player:['dying','phaseZhunbeiBegin'],
|
||||||
global:'dieAfter',
|
global:'dieAfter',
|
||||||
},
|
},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
@ -3748,54 +3749,46 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
silent:true,
|
silent:true,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
ruleSkill:true,
|
ruleSkill:true,
|
||||||
filter:function(event,player){
|
filter:(event,player,name)=>{
|
||||||
if(player.storage.stratagem_monarchy) return false;
|
if(player.storage.stratagem_monarchy||player.identity!='zhu') return false;
|
||||||
if(player.identity=='zhu'){
|
if(name=='dieAfter') return game.dead.length>=Math.max(Math.round(get.population()/3),2);
|
||||||
if(event.player==player){
|
return name=='dying'||game.roundNumber>=Math.max(Math.round(get.population()/2),3);
|
||||||
if(event.name=='dying') return true;
|
|
||||||
return game.roundNumber>=Math.max(Math.round(get.population()/2),3);
|
|
||||||
}
|
|
||||||
if(event.name=='die') return game.dead.length>=Math.max(Math.round(get.population()/3),2);
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
},
|
},
|
||||||
content:function(){
|
content:()=>{
|
||||||
'step 0'
|
'step 0'
|
||||||
if(trigger.name=='dying') game.delayx();
|
if(event.triggername=='dying') game.delayx();
|
||||||
'step 1'
|
'step 1'
|
||||||
player.storage.stratagem_monarchy=true;
|
player.storage.stratagem_monarchy=true;
|
||||||
game.zhu=game.zhu||player;
|
game.broadcastAll(clientPlayer=>{
|
||||||
game.broadcastAll(function(player){
|
if(!game.zhu) game.zhu=clientPlayer;
|
||||||
game.zhu=player;
|
clientPlayer.identityShown=true;
|
||||||
game.zhu.identityShown=true;
|
clientPlayer.ai.shown=1;
|
||||||
game.zhu.ai.shown=1;
|
clientPlayer.setIdentity();
|
||||||
game.zhu.setIdentity();
|
clientPlayer.isZhu=true;
|
||||||
game.zhu.isZhu=true;
|
clientPlayer.node.identity.classList.remove('guessing');
|
||||||
game.zhu.node.identity.classList.remove('guessing');
|
var config=lib.config;
|
||||||
if(lib.config.animation&&!lib.config.low_performance) game.zhu.$legend();
|
if(config.animation&&!config.low_performance) clientPlayer.$legend();
|
||||||
if(_status.clickingidentity&&_status.clickingidentity[0]==game.zhu){
|
var clickingIdentity=_status.clickingidentity;
|
||||||
for(var i=0;i<_status.clickingidentity[1].length;i++){
|
if(!clickingIdentity||clickingIdentity[0]!=clientPlayer) return;
|
||||||
_status.clickingidentity[1][i].delete();
|
clickingIdentity[1].forEach(element=>{
|
||||||
_status.clickingidentity[1][i].style.transform='';
|
element.delete();
|
||||||
}
|
element.style.transform='';
|
||||||
delete _status.clickingidentity;
|
});
|
||||||
}
|
delete _status.clickingidentity;
|
||||||
},game.zhu);
|
},player);
|
||||||
game.addVideo('showIdentity',player,'zhu');
|
game.addVideo('showIdentity',player,'zhu');
|
||||||
game.delay(2);
|
game.delay(2);
|
||||||
game.zhu.playerfocus(1000);
|
player.playerfocus(1000);
|
||||||
_status.event.trigger('zhuUpdate');
|
event.trigger('zhuUpdate');
|
||||||
'step 2'
|
'step 2'
|
||||||
player.recover();
|
player.recover();
|
||||||
player.draw();
|
player.draw();
|
||||||
var skills=player.getStockSkills(true,true).filter(skill=>{
|
player.getStockSkills(true,true).forEach(stockSkill=>{
|
||||||
if(player.hasSkill(skill)) return false;
|
if(player.hasSkill(stockSkill)) return;
|
||||||
var info=get.info(skill);
|
var info=get.info(stockSkill);
|
||||||
return info&&info.zhuSkill;
|
if(!info||!info.zhuSkill) return;
|
||||||
|
player.addSkillLog(stockSkill);
|
||||||
});
|
});
|
||||||
if(skills.length){
|
|
||||||
for(var i of skills) player.addSkillLog(i);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
stratagem_revitalization:{
|
stratagem_revitalization:{
|
||||||
|
@ -3807,20 +3800,21 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
silent:true,
|
silent:true,
|
||||||
charlotte:true,
|
charlotte:true,
|
||||||
ruleSkill:true,
|
ruleSkill:true,
|
||||||
filter:function(event,player){
|
filter:(event,player)=>{
|
||||||
return player.ai.stratagemCamouflage&&event.player==player&&game.dead.length<Math.max(Math.round(get.population()/6),1)&&player.storage.stratagem_fury>=2&&!player.storage.stratagem_revitalization;
|
const storage=player.storage;
|
||||||
|
return !storage.stratagem_revitalization&&player.ai.stratagemCamouflage&&game.dead.length<Math.max(Math.round(get.population()/6),1)&&storage.stratagem_fury>=2;
|
||||||
},
|
},
|
||||||
content:function(){
|
content:()=>{
|
||||||
'step 0'
|
'step 0'
|
||||||
game.delayx();
|
game.delayx();
|
||||||
'step 1'
|
'step 1'
|
||||||
player.storage.stratagem_revitalization=true;
|
player.storage.stratagem_revitalization=true;
|
||||||
game.broadcastAll(function(player){
|
game.broadcastAll(clientPlayer=>{
|
||||||
player.identityShown=true;
|
clientPlayer.identityShown=true;
|
||||||
player.ai.shown=1;
|
clientPlayer.ai.shown=1;
|
||||||
player.setIdentity();
|
clientPlayer.setIdentity();
|
||||||
player.node.identity.classList.remove('guessing');
|
clientPlayer.node.identity.classList.remove('guessing');
|
||||||
if(lib.config.animation&&!lib.config.low_performance) player.$thunder();
|
if(lib.config.animation&&!lib.config.low_performance) clientPlayer.$thunder();
|
||||||
},player);
|
},player);
|
||||||
game.addVideo('showIdentity',player,'fan');
|
game.addVideo('showIdentity',player,'fan');
|
||||||
game.delay(2);
|
game.delay(2);
|
||||||
|
@ -3839,14 +3833,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
forced:true,
|
forced:true,
|
||||||
silent:true,
|
silent:true,
|
||||||
popup:false,
|
popup:false,
|
||||||
filter:function(event,player){
|
filter:(event,player)=>{
|
||||||
if(event.targets[0]==player) return false;
|
const targets=event.targets;
|
||||||
return event.targets.length==1&&event.targets[0]&&((player.storage.zhibi.contains(event.targets[0])||event.targets[0].identityShown) ||
|
if(targets.length!=1) return false;
|
||||||
game.players.slice().concat(game.dead).filter(current=>(current.storage.stratagem_revitalization||current.storage.stratagem_monarchy)&¤t.identityShown&¤t.storage.zhibi_for.contains(event.targets[0])).length);
|
const target=targets[0];
|
||||||
|
return target==player&&(target.identityShown||player.storage.zhibi.includes(target)||game.hasPlayer2(current=>{
|
||||||
|
if(!current.identityShown) return false;
|
||||||
|
const storage=current.storage;
|
||||||
|
return (storage.stratagem_revitalization||storage.stratagem_monarchy)&&storage.stratagem_expose.includes(target);
|
||||||
|
}));
|
||||||
},
|
},
|
||||||
content:function(){
|
content:()=>{
|
||||||
if(!trigger.targets[0].storage.zhibi_for) trigger.targets[0].storage.zhibi_for=[];
|
var storage=trigger.targets[0].storage;
|
||||||
if(!trigger.targets[0].storage.zhibi_for.contains(player)) trigger.targets[0].storage.zhibi_for.push(player);
|
if(!storage.stratagem_expose) storage.stratagem_expose=[];
|
||||||
|
storage.stratagem_expose.add(player);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
yexinbilu:{
|
yexinbilu:{
|
||||||
|
@ -4095,7 +4095,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
'谋攻模式':'<div style="margin:10px">模式命名由来</div><ul style="margin-top:0"><li>《谋攻篇》一词出自《孙子兵法·谋攻篇》,是春秋时期兵法家孙武创作的一篇散文。《谋攻篇》故知胜有五:知可以战与不可以战者胜,识众寡之用者胜,上下同欲者胜,以虞待不虞者胜,将能而君不御者胜。</ul>'+
|
'谋攻模式':'<div style="margin:10px">模式命名由来</div><ul style="margin-top:0"><li>《谋攻篇》一词出自《孙子兵法·谋攻篇》,是春秋时期兵法家孙武创作的一篇散文。《谋攻篇》故知胜有五:知可以战与不可以战者胜,识众寡之用者胜,上下同欲者胜,以虞待不虞者胜,将能而君不御者胜。</ul>'+
|
||||||
'<div style="margin:10px">游戏规则</div><ul style="margin-top:0"><li>谋攻篇模式为六名玩家参与的全暗身份模式,引入新机制“怒气”,玩家可以消耗怒气探查其他角色的身份是敌人或者队友,或使用怒气强化手牌,以达到识别出队友并击杀敌人的目标。'+
|
'<div style="margin:10px">游戏规则</div><ul style="margin-top:0"><li>谋攻篇模式为六名玩家参与的全暗身份模式,引入新机制“怒气”,玩家可以消耗怒气探查其他角色的身份是敌人或者队友,或使用怒气强化手牌,以达到识别出队友并击杀敌人的目标。'+
|
||||||
'<li>各身份玩家的胜利条件与身份局中对应身份的胜利条件一致,且该模式下没有奖惩。'+
|
'<li>各身份玩家的胜利条件与身份局中对应身份的胜利条件一致,且该模式下没有奖惩。'+
|
||||||
'<li>当主公进入濒死、场上有两名角色阵亡、第三轮的主公回合开始时,主公将会翻开身份牌,回复1点体力并摸一张牌,并获得武将牌上的主公技。'+
|
'<li>当主公进入濒死、场上有两名角色阵亡、第三轮的主公准备阶段,主公将会翻开身份牌,回复1点体力并摸一张牌,并获得武将牌上的主公技。'+
|
||||||
'<li>内奸在游戏开始时将会得知一名反贼的身份,并令该反贼被“伪装”。本局游戏内,被“伪装”的反贼在被任何人探查身份时,结果都提示为“敌人”。作为补偿,其第一次进入濒死时,若场上没有角色死亡且其怒气值不小于2,其弃置区域内所有牌,重置武将牌,将体力回复至2点并摸三张牌。'+
|
'<li>内奸在游戏开始时将会得知一名反贼的身份,并令该反贼被“伪装”。本局游戏内,被“伪装”的反贼在被任何人探查身份时,结果都提示为“敌人”。作为补偿,其第一次进入濒死时,若场上没有角色死亡且其怒气值不小于2,其弃置区域内所有牌,重置武将牌,将体力回复至2点并摸三张牌。'+
|
||||||
'<li>特殊地,内奸在被所有角色探查时,都提示为“队友”;内奸在进行探查时,直接得知目标的身份。</ul>'+
|
'<li>特殊地,内奸在被所有角色探查时,都提示为“队友”;内奸在进行探查时,直接得知目标的身份。</ul>'+
|
||||||
'<div style="margin:10px">新机制“怒气”</div><ul style="margin-top:0"><li>一名角色在回合开始时或受到1点伤害后,将获得1点怒气;怒气上限为3。<li>一名角色令其他角色扣减体力后,该角色可以消耗1点怒气,查探扣减体力的角色是敌或友。</ul>'+
|
'<div style="margin:10px">新机制“怒气”</div><ul style="margin-top:0"><li>一名角色在回合开始时或受到1点伤害后,将获得1点怒气;怒气上限为3。<li>一名角色令其他角色扣减体力后,该角色可以消耗1点怒气,查探扣减体力的角色是敌或友。</ul>'+
|
||||||
|
|
Loading…
Reference in New Issue