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:
parent
45bf4aa20f
commit
fa04881b21
|
@ -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&¤t.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);
|
||||
},
|
||||
|
|
70
game/game.js
70
game/game.js
|
@ -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=[
|
||||
|
|
Loading…
Reference in New Issue