game.createEvent的返回值改为promise形式的事件,但_status.event或其next,after的值未变。且对event.next.remove进行兼容

This commit is contained in:
shijian 2023-12-13 01:16:15 +08:00
parent 45bf4aa20f
commit fa04881b21
2 changed files with 127 additions and 117 deletions

View File

@ -102,11 +102,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
event.num=trigger.num||1;
while(player.hasSkill('stdshushen')){
const {result:{targets}}=await player.promises.chooseTarget(get.prompt2('stdshushen'),lib.filter.notMe)
const {result:{targets}}=await player.chooseTarget(get.prompt2('stdshushen'),lib.filter.notMe)
.set('ai',target=>get.attitude(_status.event.player,target));
const target=targets[0];
player.logSkill('stdshushen',target);
await target.promises.draw(target.countCards('h')?1:2);
await target.draw(target.countCards('h')?1:2);
if(--event.num<1) break;
};
},
@ -121,8 +121,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.isPhaseUsing()&&event.card&&event.card.name=='sha'&&event.player!=player&&event.player.isIn();
},
async content(event,trigger,player){
if(trigger.player.hp<player.hp) await player.promises.draw(2);
else await player.promises.loseHp();
if(trigger.player.hp<player.hp) await player.draw(2);
else await player.loseHp();
},
ai:{
halfneg:true,
@ -137,7 +137,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
logTarget:'player',
async content(event,trigger,player){
await player.promises.draw();
await player.draw();
let zhu=false;
const target=trigger.player;
switch(get.mode()){
@ -159,7 +159,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
if(zhu){
await player.promises.draw();
await player.draw();
target.addTempSkill('rewangzun2');
target.addMark('rewangzun2',1,false);
}
@ -184,7 +184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.target.inRange(player)&&event.target.countCards('he')>0;
},
async content(event,trigger,player){
const {result:{bool,cards}}=await trigger.promises.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player))
const {result:{bool,cards}}=await trigger.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player))
.set('ai',card=>{
if(!_status.event.check) return -1;
return get.unuseful(card)+9;
@ -206,7 +206,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
})()>0);
if(bool){
player.logSkill('retongji',trigger.target);
await trigger.target.promises.discard(cards);
await trigger.target.discard(cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
@ -243,7 +243,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
get.attitude(event.current,player)>2)||
event.current.isOnline()){
player.storage.hujiaing=true;
const next=event.current.promises.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
const next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
next.set('ai',()=>{
const event=_status.event;
return (get.attitude(event.player,event.source)-2);
@ -289,7 +289,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o';
},
async content(event,trigger,player){
await player.promises.gain(trigger.cards,'gain2');
await player.gain(trigger.cards,'gain2');
},
ai:{
maixie:true,
@ -311,7 +311,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return (event.source&&event.source.countGainableCards(player,event.source!=player?'he':'e')&&event.num>0);
},
async content(event,trigger,player){
await player.promises.gainPlayerCard(true,trigger.source,trigger.source!=player?'he':'e');
await player.gainPlayerCard(true,trigger.source,trigger.source!=player?'he':'e');
},
ai:{
maixie_defend:true,
@ -334,7 +334,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return player.countCards(get.mode()=='guozhan'?'hes':'hs')>0;
},
async content(event,trigger,player){
const {result:{bool:chooseCardResultBool,cards:chooseCardResultCards}}=await player.promises.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
const {result:{bool:chooseCardResultBool,cards:chooseCardResultCards}}=await player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('guicai'),get.mode()=='guozhan'?'hes':'hs',card=>{
const player=_status.event.player;
const mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
@ -357,7 +357,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('judging',trigger.player.judging[0]).setHiddenSkill('guicai');
if(!chooseCardResultBool) return;
await player.promises.respond(chooseCardResultCards,'guicai','highlight','noOrdering');
await player.respond(chooseCardResultCards,'guicai','highlight','noOrdering');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
@ -367,7 +367,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
await game.cardsDiscard(trigger.player.judging[0]).toPromise();
await game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=chooseCardResultCards[0];
trigger.orderingCards.addArray(chooseCardResultCards);
game.log(trigger.player,'的判定牌改为',chooseCardResultCards[0]);
@ -391,14 +391,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
logTarget:'source',
async content(event,trigger,player){
const judgeEvent=player.promises.judge(card=>{
const judgeEvent=player.judge(card=>{
if(get.suit(card)=='heart') return -2;
return 2;
});
judgeEvent.judge2=result=>result.bool;
const {result:{judge}}=await judgeEvent;
if(judge<2) return;
const {result:{bool}}=await trigger.source.promises.chooseToDiscard(2)
const {result:{bool}}=await trigger.source.chooseToDiscard(2)
.set('ai',card=>{
if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
@ -424,7 +424,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{player:'damageEnd'},
direct:true,
async content(event,trigger,player){
const {result:{bool:chooseTargetResultBool,targets:chooseTargetResultTargets}}=await player.promises.chooseTarget(get.prompt2('ganglie_three'),(card,player,target)=>{
const {result:{bool:chooseTargetResultBool,targets:chooseTargetResultTargets}}=await player.chooseTarget(get.prompt2('ganglie_three'),(card,player,target)=>{
return target.isEnemyOf(player);
}).set('ai',target=>{
return -get.attitude(_status.event.player,target)/(1+target.countCards('h'));
@ -432,14 +432,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!chooseTargetResultBool) return;
event.target=chooseTargetResultTargets[0];
player.logSkill('ganglie_three',event.target);
const judgeEvent=player.promises.judge(card=>{
const judgeEvent=player.judge(card=>{
if(get.suit(card)=='heart') return -2;
return 2;
});
judgeEvent.judge2=result=>result.bool;
const {result:{judge}}=await judgeEvent;
if(judge<2) return;
const {result:{bool:chooseToDiscardResultBool}}=await player.promises.chooseToDiscard(2).set('ai',card=>{
const {result:{bool:chooseToDiscardResultBool}}=await player.chooseToDiscard(2).set('ai',card=>{
if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
@ -472,7 +472,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return current!=player&&current.countCards('h')&&get.attitude(player,current)<=0;
});
check=(num>=2);
const {result:{bool,targets}}=await player.promises.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],(card,player,target)=>{
const {result:{bool,targets}}=await player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],(card,player,target)=>{
return target.countCards('h')>0&&player!=target;
},target=>{
if(!_status.event.aicheck) return 0;
@ -482,7 +482,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('aicheck',check);
if(!bool) return;
player.logSkill('tuxi',targets);
await player.promises.gainMultiple(targets);
await player.gainMultiple(targets);
trigger.changeToZero();
await game.asyncDelay();
},
@ -541,7 +541,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return get.position(event.result.card,true)=='o';
},
async content(event,trigger,player){
await player.promises.gain(trigger.result.card,'gain2');
await player.gain(trigger.result.card,'gain2');
}
},
yiji:{
@ -556,7 +556,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
// event.goto -> while
while(true){
event.count--;
const {cards}=await game.cardsGotoOrdering(get.cards(2)).toPromise();
const {cards}=await game.cardsGotoOrdering(get.cards(2));
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
event.given_map={};
if(!cards.length) return;
@ -565,7 +565,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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])
await player.chooseCardButton('遗计:请选择要分配的牌',true,cards,[1,cards.length])
.set('ai',button=>{
if(ui.selected.buttons.length==0) return 1;
return 0;
@ -573,7 +573,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(!bool) return;
cards.removeArray(links);
event.togive=links.slice(0);
const {result:{targets}}=await player.promises.chooseTarget('选择一名角色获得'+get.translation(links),true)
const {result:{targets}}=await player.chooseTarget('选择一名角色获得'+get.translation(links),true)
.set('ai',target=>{
const att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
@ -607,9 +607,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
gain_list:list,
giver:player,
animate:'draw',
}).toPromise().setContent('gaincardMultiple');
}).setContent('gaincardMultiple');
if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name, player)){
const {result:{bool:chooseBoolResultBool}}=await player.promises.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
const {result:{bool:chooseBoolResultBool}}=await player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
if(chooseBoolResultBool) player.logSkill(event.name);
else return;
}
@ -649,13 +649,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
while(true){
if(event.cards==undefined) event.cards=[];
const judgeEvent=player.promises.judge(card=>{
const judgeEvent=player.judge(card=>{
if(get.color(card)=='black') return 1.5;
return -1.5;
});
judgeEvent.judge2=result=>result.bool;
if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) judgeEvent.set('callback',async event=>{
if(event.judgeResult.color=='black'&&get.position(event.card,true)=='o') await player.promises.gain(event.card,'gain2');
if(event.judgeResult.color=='black'&&get.position(event.card,true)=='o') await player.gain(event.card,'gain2');
});
else judgeEvent.set('callback',async event=>{
if(event.judgeResult.color=='black') event.getParent().orderingCards.remove(event.card);
@ -664,7 +664,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
let bool;
if(judge>0){
event.cards.push(card);
bool=(await player.promises.chooseBool('是否再次发动【洛神】?').set('frequentSkill','luoshen')).result.bool;
bool=(await player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','luoshen')).result.bool;
}
else{
for(let i=0;i<event.cards.length;i++){
@ -673,13 +673,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
if(event.cards.length){
await player.promises.gain(event.cards,'gain2');
await player.gain(event.cards,'gain2');
}
return;
}
if(!bool){
if(event.cards.length){
await player.promises.gain(event.cards,'gain2');
await player.gain(event.cards,'gain2');
}
return;
}
@ -694,7 +694,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
while(true){
if(event.cards==undefined) event.cards=[];
const judgeEvent=player.promises.judge(card=>{
const judgeEvent=player.judge(card=>{
if(get.color(card)=='black') return 1.5;
return -1.5;
},ui.special);
@ -703,7 +703,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
let bool;
if(judge>0){
event.cards.push(card);
bool=lib.config.autoskilllist.contains('luoshen')?(await player.promises.chooseBool('是否再次发动【洛神】?')).result.bool:true;
bool=lib.config.autoskilllist.contains('luoshen')?(await player.chooseBool('是否再次发动【洛神】?')).result.bool:true;
}
else{
for(let i=0;i<event.cards.length;i++){
@ -712,13 +712,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
i--;
}
}
await player.promises.gain(event.cards,'gain2');
await player.gain(event.cards,'gain2');
player.storage.xinluoshen=event.cards.slice(0);
return;
}
if(!bool){
if(event.cards.length){
await player.promises.gain(event.cards,'gain2');
await player.gain(event.cards,'gain2');
player.storage.xinluoshen=event.cards.slice(0);
return;
}
@ -841,8 +841,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.getHistory('lose',evt=>{
if(evt.getParent(2).name=='rende'&&evt.getParent(5)==evt2) num+=evt.cards.length;
});
await player.promises.give(event.cards,event.target);
if(num<2&&num+event.cards.length>1) await player.promises.recover();
await player.give(event.cards,event.target);
if(num<2&&num+event.cards.length>1) await player.recover();
},
ai:{
order(skill,player){
@ -940,7 +940,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return;
}
else if(event.current.group=='shu'){
const chooseToRespondEvent=event.current.promises.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
const chooseToRespondEvent=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
chooseToRespondEvent.set('ai',()=>{
const event=_status.event;
return (get.attitude(event.player,event.source)-2);
@ -1035,7 +1035,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
player.awakenSkill('zhongyi');
player.addTempSkill('zhongyi2','roundStart');
await player.promises.addToExpansion(player,'give',event.cards).gaintag.add('zhongyi2');
await player.addToExpansion(player,'give',event.cards).gaintag.add('zhongyi2');
},
},
zhongyi2:{
@ -1094,8 +1094,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
const num=player.hasSkill('yizhi')&&player.hasSkill('guanxing')?5:Math.min(5,game.countPlayer());
const cards=get.cards(num);
await game.cardsGotoOrdering(cards).toPromise();
const next=player.promises.chooseToMove();
await game.cardsGotoOrdering(cards);
const next=player.chooseToMove();
next.set('list',[
['牌堆顶',cards],
['牌堆底'],
@ -1140,7 +1140,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(event.top_cards.includes(card)) return ui.cardPile.firstChild;
return null;
}
).toPromise();
);
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
await game.asyncDelayx();
@ -1198,7 +1198,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.skill=='longdan_sha'||event.skill=='longdan_shan';
},
async content(event,trigger,player){
await player.promises.draw();
await player.draw();
player.storage.fanghun2++;
}
},
@ -1294,7 +1294,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
logTarget:'target',
preHidden:true,
async content(event,trigger,player){
const judgeEvent=player.promises.judge(card=>{
const judgeEvent=player.judge(card=>{
if(get.zhu(_status.event.player,'shouyue')){
if(get.suit(card)!='spade') return 2;
}
@ -1326,7 +1326,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return (get.type(event.card)=='trick'&&event.card.isCard);
},
async content(event,trigger,player){
await player.promises.draw();
await player.draw();
},
ai:{
threaten:1.4,
@ -1343,7 +1343,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return (get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card);
},
async content(event, trigger, player){
await player.promises.draw();
await player.draw();
},
ai:{
threaten:1.4,
@ -1395,7 +1395,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delay:0,
async content(event,trigger,player){
if(!player.hasSkill('xinzhiheng_delay')) await game.asyncDelayx();
await player.promises.draw(event.cards.length);
await player.draw(event.cards.length);
},
group:'xinzhiheng_draw',
subSkill:{
@ -1454,7 +1454,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 6-get.value(card)
},
async content(event,trigger,player){
await player.promises.draw(event.cards.length);
await player.draw(event.cards.length);
},
ai:{
order:1,
@ -1496,7 +1496,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return true;
},
async content(event,trigger,player){
await player.promises.recover();
await player.recover();
},
global:'xinjiuyuan2',
},
@ -1517,11 +1517,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
while(event.list.length>0){
const current=event.list.shift();
event.current=current;
const {result:{bool}}=await player.promises.chooseBool(get.prompt('xinjiuyuan',current)).set('choice',get.attitude(player,current)>0);
const {result:{bool}}=await player.chooseBool(get.prompt('xinjiuyuan',current)).set('choice',get.attitude(player,current)>0);
if(bool){
player.logSkill('xinjiuyuan',event.current);
await event.current.promises.recover();
await player.promises.draw();
await event.current.recover();
await player.draw();
}
}
}
@ -1565,8 +1565,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
enable:'phaseUse',
prompt:'失去1点体力并摸两张牌',
async content(event,trigger,player){
await player.promises.loseHp(1);
await player.promises.draw(2);
await player.loseHp(1);
await player.draw(2);
},
ai:{
basic:{
@ -1608,7 +1608,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
async content(event,trigger,player){
const target=event.target;
const {result:{control}}=await target.promises.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
const {result:{control}}=await target.chooseControl('heart2','diamond2','club2','spade2').set('ai',event=>{
switch(Math.floor(Math.random()*6)){
case 0:return 'heart2';
case 1:case 4:case 5:return 'diamond2';
@ -1619,8 +1619,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.log(target,'选择了'+get.translation(control));
event.choice=control;
target.chat('我选'+get.translation(event.choice));
const {result:{bool,cards}}=await target.promises.gainPlayerCard(player,true,'h');
if(bool&&get.suit(cards[0],player)+'2'!=event.choice) await target.promises.damage('nocard');
const {result:{bool,cards}}=await target.gainPlayerCard(player,true,'h');
if(bool&&get.suit(cards[0],player)+'2'!=event.choice) await target.damage('nocard');
},
ai:{
order:1,
@ -1672,7 +1672,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
},
async content(event,trigger,player){
const {result:{bool,targets,cards}}=await player.promises.chooseCardTarget({
const {result:{bool,targets,cards}}=await player.chooseCardTarget({
position:'he',
filterCard:lib.filter.cardDiscardable,
filterTarget:(card,player,target)=>{
@ -1706,7 +1706,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(bool){
const target=targets[0];
player.logSkill(event.name,target);
await player.promises.discard(cards);
await player.discard(cards);
const evt=trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
@ -1761,7 +1761,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return evt&&evt.player==player&&evt.hs&&evt.hs.length>0;
},
async content(event,trigger,player){
await player.promises.draw();
await player.draw();
},
ai:{
threaten:0.8,
@ -1794,9 +1794,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.count=trigger.getl(player).es.length;
while(true){
event.count--;
await player.promises.draw(2);
await player.draw(2);
if(event.count>0&&player.hasSkill(event.name)&&!get.is.blocked(event.name,player)){
const chooseBoolEvent=player.promises.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji');
const chooseBoolEvent=player.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji');
chooseBoolEvent.ai=lib.filter.all;
const {result:{bool}}=await chooseBoolEvent;
if(bool){
@ -1836,8 +1836,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return true;
},
async content(event,trigger,player){
await player.promises.recover();
await event.target.promises.recover();
await player.recover();
await event.target.recover();
},
ai:{
order:5.5,
@ -1898,18 +1898,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const {cards,target}=event;
if(get.position(cards[0])=='e'){
player.$give(cards,target);
await target.promises.equip(cards[0]);
await target.equip(cards[0]);
}
else{
await player.promises.discard(cards);
await player.discard(cards);
}
if(player.hp>target.hp){
await player.promises.draw();
if(target.isDamaged()) await target.promises.recover();
await player.draw();
if(target.isDamaged()) await target.recover();
}
else if(player.hp<target.hp){
await target.promises.draw();
if (player.isDamaged()) await player.promises.recover();
await target.draw();
if (player.isDamaged()) await player.recover();
}
},
ai:{
@ -1974,8 +1974,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return true;
},
async content(event,trigger,player){
await player.promises.recover();
await event.target.promises.recover();
await player.recover();
await event.target.recover();
},
ai:{
order:5.5,
@ -2007,7 +2007,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return true;
},
async content(event,trigger,player){
await event.target.promises.recover();
await event.target.recover();
},
ai:{
order:9,
@ -2140,8 +2140,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
player.awakenSkill('zhanshen');
const cards=player.getEquips(1);
if(cards.length) await player.promises.discard(cards);
await player.promises.loseMaxHp();
if(cards.length) await player.discard(cards);
await player.loseMaxHp();
player.addSkill('mashu');
player.addSkill('shenji');
},
@ -2210,7 +2210,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
frequent:true,
preHidden:true,
async content(event,trigger,player){
await player.promises.draw();
await player.draw();
},
},
xinbiyue:{
@ -2219,7 +2219,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
frequent:true,
// alter:true,
async content(event,trigger,player){
await player.promises.draw(1);
await player.draw(1);
},
},
yaowu:{
@ -2235,7 +2235,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
check(){return false;},
async content(event,trigger,player){
await trigger.source.promises.chooseDrawRecover(true);
await trigger.source.chooseDrawRecover(true);
},
ai:{
effect:{
@ -2256,7 +2256,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){
const list=['弃牌','摸牌','取消'];
if(!player.countCards('he')) list.remove('弃牌');
const {result:{control}}=await player.promises.chooseControl(list,()=>{
const {result:{control}}=await player.chooseControl(list,()=>{
const player=_status.event.player;
if(list.includes('弃牌')){
if(player.countCards('h')>3&&player.countCards('h','sha')>1){
@ -2272,12 +2272,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return 'cancel2';
}).set('prompt',get.prompt2('new_jiangchi'));
if(control=='弃牌'){
await player.promises.chooseToDiscard(true,'he');
await player.chooseToDiscard(true,'he');
player.addTempSkill('jiangchi2','phaseUseEnd');
player.logSkill('new_jiangchi');
}
else if(control=='摸牌'){
await player.promises.draw();
await player.draw();
player.addTempSkill('new_jiangchi3','phaseEnd');
player.logSkill('new_jiangchi');
}
@ -2309,9 +2309,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
async content(event,trigger,player){
const card=get.bottomCards()[0];
await game.cardsGotoOrdering(card).toPromise();
await game.cardsGotoOrdering(card);
event.card=card;
const {result:{bool,targets}}=await player.promises.chooseTarget(true).set('ai',target=>{
const {result:{bool,targets}}=await player.chooseTarget(true).set('ai',target=>{
let att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0.5;
@ -2329,7 +2329,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(bool){
const target=targets[0];
player.line(target,'green');
const gainEvent=target.promises.gain(card,'draw');
const gainEvent=target.gain(card,'draw');
gainEvent.giver=player;
await gainEvent;
}
@ -2363,13 +2363,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
do{
const target=event.targets.shift();
event.target=target;
const {result:{bool}}=await player.promises.chooseBool(get.prompt2('xinfu_jiyuan',target)).set('ai',()=>{
const {result:{bool}}=await player.chooseBool(get.prompt2('xinfu_jiyuan',target)).set('ai',()=>{
const evt=_status.event;
return get.attitude(player,evt.getParent().target)>0;
});
if(bool){
player.logSkill('xinfu_jiyuan',target);
await target.promises.draw();
await target.draw();
}
}while(event.targets.length>0);
},

View File

@ -15,6 +15,7 @@ new Promise(resolve=>{
* @typedef {InstanceType<typeof lib.element.Card>} Card
* @typedef {InstanceType<typeof lib.element.VCard>} VCard
* @typedef {InstanceType<typeof lib.element.GameEvent>} GameEvent
* @typedef {InstanceType<typeof lib.element.GameEventPromise>} GameEventPromise
* @typedef {InstanceType<typeof lib.element.NodeWS>} NodeWS
*/
const userAgent=navigator.userAgent.toLowerCase();
@ -21031,22 +21032,6 @@ new Promise(resolve=>{
};
player.queueCount=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){
let player = this;
@ -31273,6 +31258,7 @@ new Promise(resolve=>{
}
},
GameEvent:class{
#promise;
/**
* @param {string} [name]
* @param {false} [trigger]
@ -31293,6 +31279,24 @@ new Promise(resolve=>{
* @type {GameEvent[]}
*/
this.next=[];
Object.defineProperty(this.next,'remove',{
enumerable:false,
value:function(){
for(const item of arguments){
let pos=-1;
if (typeof item=='number'&&isNaN(item)){
pos=this.findIndex(v=>isNaN(v))
}else if(item instanceof lib.element.GameEventPromise){
pos=this.indexOf(item.toEvent());
}else{
pos=this.indexOf(item);
}
if(pos==-1) continue;
this.splice(pos,1);
}
return this;
}
});
/**
* @type {GameEvent[]}
*/
@ -31316,7 +31320,7 @@ new Promise(resolve=>{
if(trigger!==false&&!game.online) this._triggered=0;
}
static initialGameEvent(){
return new lib.element.GameEvent().finish();
return new lib.element.GameEvent().finish().toPromise();
}
/**
* @param {keyof this} key
@ -31643,14 +31647,14 @@ new Promise(resolve=>{
this.next.push(next);
next.setContent(content);
Object.entries(map).forEach(entry=>next.set(entry[0],entry[1]));
return next;
return next.toPromise();
}
insertAfter(content,map){
const next=new lib.element.GameEvent(`${this.name}Inserted`,false);
this.after.push(next);
next.setContent(content);
Object.entries(map).forEach(entry=>next.set(entry[0],entry[1]));
return next;
return next.toPromise();
}
backup(skill){
this._backup={
@ -32104,13 +32108,13 @@ new Promise(resolve=>{
/**
* 事件转为Promise化
*
* @returns { Promise<GameEvent> & GameEvent }
* @returns { Promise<GameEvent> & GameEvent & GameEventPromise }
*/
toPromise(){
if(this.async&&this.resolve){
throw new TypeError('This event has been converted into a promise');
if(!this.#promise){
this.#promise=new lib.element.GameEventPromise(this);
}
return new lib.element.GameEventPromise(this);
return this.#promise;
}
},
/**
@ -32126,13 +32130,13 @@ new Promise(resolve=>{
* @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
* 使用await xx()等待异步事件执行
* ```js
* await game.xxx().toPromise().setContent('yyy').set(zzz, 'i');
* await game.xxx().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
* 使用await player.xxx()等待异步事件执行
* ```js
* await player.promises.draw(2);
* await player.draw(2);
* game.log('等待', player, '摸牌完成执行log');
* ```
*/
@ -32142,6 +32146,7 @@ new Promise(resolve=>{
static get [Symbol.species]() {
return Promise;
}
#event;
/**
* @param { GameEvent } event
* @returns { Promise<GameEvent> & GameEvent }
@ -32154,7 +32159,7 @@ new Promise(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&&_status.event.next.includes(event)&&_status.event.content instanceof AsyncFunction){
if (_status.event!=event) {
event.parent=_status.event;
_status.event=event;
@ -32167,6 +32172,7 @@ new Promise(resolve=>{
Promise.resolve().then(()=>game.loop(event));
}
});
this.#event=event;
return new Proxy(this,{
get(target,prop,receiver){
const thisValue=Reflect.get(target,prop);
@ -32182,7 +32188,7 @@ new Promise(resolve=>{
const returnValue=eventValue.call(event,...args);
return returnValue==event?receiver:returnValue;
}).bind(event);
return eventValue;
return eventValue==event?receiver:eventValue;
},
set(target,prop,newValue){
return Reflect.set(event,prop,newValue);
@ -32201,6 +32207,10 @@ new Promise(resolve=>{
},
});
}
/** 获取原事件对象 */
toEvent(){
return this.#event;
}
/**
* TODO: 实现debugger
*/
@ -40357,7 +40367,7 @@ new Promise(resolve=>{
createEvent:(name,trigger,triggerEvent)=>{
const next=new lib.element.GameEvent(name,trigger);
(triggerEvent||_status.event).next.push(next);
return next;
return next.toPromise();
},
addCharacter:(name,information)=>{
const extensionName=_status.extension||information.extension,character=[