arrangeTrigger补丁,以及更加强大的getParent
This commit is contained in:
parent
9fa0dc41f2
commit
fa65ca2dc7
330
game/game.js
330
game/game.js
|
@ -14778,44 +14778,45 @@ new Promise(resolve=>{
|
|||
},
|
||||
arrangeTrigger:function(){
|
||||
'step 0'
|
||||
event.noDirectUse=info=>!lib.skill[info.skill].silent&&lib.translate[info.skill];//是否触发同顺序选择
|
||||
'step 1'
|
||||
event.doing=event.doingList[0];
|
||||
if(event.doing&&event.doing.todoList.length) return;
|
||||
if(event.doingList.length) return event.doing=event.doingList.shift();
|
||||
event.finish();
|
||||
'step 2'
|
||||
if(trigger.filterStop&&trigger.filterStop()) return event.finish();
|
||||
const current=event.doing.todoList.find(info=>lib.filter.filterTrigger(trigger,info.player,event.triggername,info.skill));
|
||||
if(!current){
|
||||
event.doing.todoList=[];
|
||||
return event.goto(1);
|
||||
if(event.doingList.length){
|
||||
event.doingList.shift();
|
||||
return event.redo();
|
||||
}
|
||||
event.doing.todoList=event.doing.todoList.filter(i=>i.priority<=current.priority);
|
||||
event.num=event.doing.todoList.indexOf(current);
|
||||
if(!event.noDirectUse(current)) return event.goto(5);
|
||||
event.finish();
|
||||
'step 1'
|
||||
if(trigger.filterStop&&trigger.filterStop()) return event.finish();
|
||||
event.current=event.doing.todoList.find(info=>lib.filter.filterTrigger(trigger,info.player,event.triggername,info.skill));
|
||||
if(!event.current){
|
||||
event.doing.todoList=[];
|
||||
return event.goto(0);
|
||||
}
|
||||
event.doing.todoList=event.doing.todoList.filter(i=>i.priority<=event.current.priority);
|
||||
|
||||
const directUse=info=>lib.skill[info.skill].silent||!lib.translate[info.skill];//是否不触发同顺序选择
|
||||
if(directUse(event.current)) return event.goto(4);
|
||||
event.choice=event.doing.todoList.filter(info=>{
|
||||
if(!lib.filter.filterTrigger(trigger,info.player,event.triggername,info.skill)) return false;
|
||||
if(!event.noDirectUse(info)) return false;
|
||||
if(current.skill!=info.skill) return false;
|
||||
if(current.player!=info.player) return false;
|
||||
return lib.skill.global.includes(info.skill)||current.player.hasSkill(info.skill,true);
|
||||
if(directUse(info)) return false;
|
||||
if(event.current.player!==info.player) return false;
|
||||
return lib.skill.global.includes(info.skill)||event.current.player.hasSkill(info.skill,true);
|
||||
});
|
||||
if(event.choice.length<2) event.goto(5);
|
||||
'step 3'
|
||||
if(event.choice.length<2) return event.goto(4);
|
||||
'step 2'
|
||||
const next=event.choice[0].player.chooseControl(event.choice.map(i=>i.skill));
|
||||
next.set('prompt','选择下一个触发的技能');
|
||||
next.set('forceDie',true);
|
||||
next.set('arrangeSkill',true);
|
||||
next.set('includeOut',true);
|
||||
'step 3'
|
||||
if(result.control) event.current=event.doing.todoList.find(info=>info.skill==result.control&&info.player==event.choice[0].player);
|
||||
'step 4'
|
||||
if(result.control) event.num=event.doing.todoList.findIndex(info=>info.skill==result.control&&info.player==event.choice[0].player);
|
||||
'step 5'
|
||||
const info=event.doing.todoList[event.num];
|
||||
if(!info) return;
|
||||
event.doing.doneList.push(info);
|
||||
event.doing.todoList.splice(event.num,1);
|
||||
game.createTrigger(event.triggername,info.skill,info.player,trigger);
|
||||
event.goto(1);
|
||||
if(!event.current||!event.doing.todoList.includes(event.current)) return;
|
||||
event.doing.doneList.push(event.current);
|
||||
event.doing.todoList.remove(event.current);
|
||||
game.createTrigger(event.triggername,event.current.skill,event.current.player,trigger);
|
||||
event.goto(0);
|
||||
},
|
||||
createTrigger:function(){
|
||||
"step 0"
|
||||
|
@ -31756,41 +31757,41 @@ new Promise(resolve=>{
|
|||
delete this._skillChoice;
|
||||
return this;
|
||||
}
|
||||
getParent(level,forced){
|
||||
var parent,historys=[];
|
||||
if(this._modparent&&game.online){
|
||||
parent=this._modparent;
|
||||
/**
|
||||
* 获取事件的父节点。
|
||||
* 获取事件链上的指定事件。
|
||||
* 默认获取上一个父节点(核心)。
|
||||
* @param {number|string|(evt:gameEvent)=>boolean} [level=1] 获取深度(number)/指定名字(string)/指定特征(function)
|
||||
* @param {boolean} [forced] 若获取不到节点,默认返回{},若forced为true则返回null
|
||||
* @param {boolean} [includeSelf] 若level不是数字,指定搜索时是否包含事件本身
|
||||
* @returns {GameEvent|{}|null}
|
||||
*/
|
||||
getParent(level=1,forced,includeSelf){
|
||||
let event=this;
|
||||
const toreturn=forced?null:{};
|
||||
if(!includeSelf||typeof level==='number'){
|
||||
if(event._modparent&&game.online) event=event._modparent;
|
||||
else event=this.parent;
|
||||
}
|
||||
else{
|
||||
parent=this.parent;
|
||||
}
|
||||
var toreturn={};
|
||||
if(typeof level=='string'&&forced==true){
|
||||
toreturn=null;
|
||||
}
|
||||
if(!parent) return toreturn;
|
||||
if(typeof level=='number'){
|
||||
for(var i=1;i<level;i++){
|
||||
if(!parent) return toreturn;
|
||||
parent=parent.parent;
|
||||
if(typeof level==='number'){
|
||||
for(let i=1;i<level;i++){
|
||||
if(!event) return toreturn;
|
||||
event=event.parent;
|
||||
}
|
||||
return event;
|
||||
}
|
||||
else if(typeof level=='string'){
|
||||
while(true){
|
||||
if(!parent) return toreturn;
|
||||
historys.push(parent);
|
||||
if(parent.name==level) return parent;
|
||||
parent=parent.parent;
|
||||
if(historys.contains(parent)) return toreturn;
|
||||
}
|
||||
const historys=[];
|
||||
const filter=typeof level==='function'?level:evt=>evt.name===level;
|
||||
while(true){
|
||||
if(!event) return toreturn;
|
||||
historys.push(event);
|
||||
if(filter(event)) return event;
|
||||
event=event.parent;
|
||||
if(historys.includes(event)) return toreturn;
|
||||
}
|
||||
if(toreturn===null){
|
||||
return null;
|
||||
}
|
||||
return parent;
|
||||
}
|
||||
getTrigger(){
|
||||
return this.getParent()._trigger;
|
||||
return this.getParent('arrangeTrigger')._trigger;
|
||||
}
|
||||
getRand(name){
|
||||
if(name){
|
||||
|
@ -31987,36 +31988,31 @@ new Promise(resolve=>{
|
|||
while(true){
|
||||
evt=evt.getParent('arrangeTrigger');
|
||||
if(!evt||evt.name!='arrangeTrigger'||!evt.doingList) return this;
|
||||
const doing=(()=>{
|
||||
if(evt.doing&&evt.doing.player==player) return evt.doing;
|
||||
return evt.doingList.find(i=>i.player==player);
|
||||
})();
|
||||
// if(!doing) return this;
|
||||
const firstDo=evt.doingList.find(i=>i.player=="firstDo");
|
||||
const lastDo=evt.doingList.find(i=>i.player=="lastDo");
|
||||
const doing=evt.doingList.find(i=>i.player===player);
|
||||
const firstDo=evt.doingList.find(i=>i.player==="firstDo");
|
||||
const lastDo=evt.doingList.find(i=>i.player==="lastDo");
|
||||
|
||||
for(const skill of skills){
|
||||
skills.forEach(skill=>{
|
||||
const info=lib.skill[skill];
|
||||
if(!info.trigger) continue;
|
||||
if(!info.trigger) return;
|
||||
if(!Object.keys(info.trigger).some(i=>{
|
||||
if(Array.isArray(info.trigger[i])) return info.trigger[i].includes(evt.triggername);
|
||||
return info.trigger[i]==evt.triggername;
|
||||
})) continue;
|
||||
return info.trigger[i]===evt.triggername;
|
||||
})) return;
|
||||
|
||||
const playerMap=game.players.concat(game.dead).sortBySeat(evt.starter);
|
||||
const priority=get.priority(skill);
|
||||
const toadd={
|
||||
skill:skill,
|
||||
player:player,
|
||||
priority:priority,
|
||||
priority:get.priority(skill),
|
||||
}
|
||||
const map=info.firstDo?firstDo:info.lastDo?lastDo:doing;
|
||||
if(!map) continue;
|
||||
if(map.doneList&&map.doneList.some(i=>i.skill==toadd.skill&&i.player==toadd.player)) continue;
|
||||
if(map.todoList.some(i=>i.skill==toadd.skill&&i.player==toadd.player)) continue;
|
||||
if(!map) return;
|
||||
if(map.doneList.some(i=>i.skill===toadd.skill&&i.player===toadd.player)) return;
|
||||
if(map.todoList.some(i=>i.skill===toadd.skill&&i.player===toadd.player)) return;
|
||||
map.todoList.add(toadd);
|
||||
map.todoList.sort((a,b)=>(b.priority-a.priority)||(playerMap.indexOf(a)-playerMap.indexOf(b)));
|
||||
}
|
||||
if(typeof map.player==='string') map.todoList.sort((a,b)=>(b.priority-a.priority)||(evt.playerMap.indexOf(a)-evt.playerMap.indexOf(b)));
|
||||
else map.todoList.sort((a,b)=>b.priority-a.priority);
|
||||
});
|
||||
}
|
||||
}
|
||||
removeTrigger(skills,player){
|
||||
|
@ -32027,21 +32023,15 @@ new Promise(resolve=>{
|
|||
while(true){
|
||||
evt=evt.getParent('arrangeTrigger');
|
||||
if(!evt||evt.name!='arrangeTrigger'||!evt.doingList) return this;
|
||||
const doing=(()=>{
|
||||
if(evt.doing&&evt.doing.player==player) return evt.doing;
|
||||
return evt.doingList.find(i=>i.player==player);
|
||||
})();
|
||||
// if(!doing) return this;
|
||||
const doing=evt.doingList.find(i=>i.player==player);
|
||||
const firstDo=evt.doingList.find(i=>i.player=="firstDo");
|
||||
const lastDo=evt.doingList.find(i=>i.player=="lastDo");
|
||||
|
||||
for(const skill of skills){
|
||||
[doing,firstDo,lastDo].forEach(map=>{
|
||||
if(!map) return;
|
||||
const toremove=map.todoList.filter(i=>i.skill==skill&&i.player==player);
|
||||
if(toremove.length>0) map.todoList.removeArray(toremove);
|
||||
});
|
||||
}
|
||||
skills.forEach(skill=>[doing,firstDo,lastDo].forEach(map=>{
|
||||
if(!map) return;
|
||||
const toremove=map.todoList.filter(i=>i.skill==skill&&i.player==player);
|
||||
if(toremove.length>0) map.todoList.removeArray(toremove);
|
||||
}));
|
||||
}
|
||||
}
|
||||
trigger(name){
|
||||
|
@ -32072,81 +32062,67 @@ new Promise(resolve=>{
|
|||
doneList:[],
|
||||
}
|
||||
const doingList=[];
|
||||
let allbool=false;
|
||||
const roles=['player','source','target','global'];
|
||||
const playerMap=game.players.concat(game.dead).sortBySeat(start);
|
||||
function addList(skill,player){
|
||||
if(this.listAdded[skill]) return;
|
||||
this.listAdded[skill]=true;
|
||||
if(player.forbiddenSkills[skill]) return;
|
||||
if(player.disabledSkills[skill]) return;
|
||||
|
||||
const info=lib.skill[skill];
|
||||
const list=info.firstDo?firstDo.todoList:info.lastDo?lastDo.todoList:this.todoList;
|
||||
const priority=get.priority(skill);
|
||||
list.push({
|
||||
skill:skill,
|
||||
player:player,
|
||||
priority:priority,
|
||||
});
|
||||
if(typeof list.player=='string') list.sort((a,b)=>(b.priority-a.priority)||(playerMap.indexOf(a)-playerMap.indexOf(b)));
|
||||
else list.sort((a,b)=>b.priority-a.priority);
|
||||
allbool=true;
|
||||
}
|
||||
let player=start;
|
||||
let allbool=false;
|
||||
do{
|
||||
const doing={
|
||||
player:player,
|
||||
todoList:[],
|
||||
doneList:[],
|
||||
listAdded:{},
|
||||
addList:addList,
|
||||
addList(skill){
|
||||
if(!skill) return;
|
||||
if(Array.isArray(skill)) return skill.forEach(i=>this.addList(i));
|
||||
if(this.listAdded[skill]) return;
|
||||
this.listAdded[skill]=true;
|
||||
|
||||
const info=lib.skill[skill];
|
||||
const list=info.firstDo?firstDo.todoList:info.lastDo?lastDo.todoList:this.todoList;
|
||||
list.push({
|
||||
skill:skill,
|
||||
player:this.player,
|
||||
priority:get.priority(skill),
|
||||
});
|
||||
if(typeof list.player=='string') list.sort((a,b)=>(b.priority-a.priority)||(playerMap.indexOf(a)-playerMap.indexOf(b)));
|
||||
else list.sort((a,b)=>b.priority-a.priority);
|
||||
allbool=true;
|
||||
}
|
||||
}
|
||||
|
||||
const notemp=player.skills.slice();
|
||||
for(const j in player.additionalSkills){
|
||||
if(!j.startsWith('hidden:')) notemp.addArray(player.additionalSkills[j]);
|
||||
}
|
||||
for(const skill in player.tempSkills){
|
||||
if(notemp.includes(skill)) continue;
|
||||
Object.keys(player.tempSkills).filter(skill=>{
|
||||
if(notemp.includes(skill)) return false;
|
||||
const expire=player.tempSkills[skill];
|
||||
if(typeof expire==='function'&&expire(event,player,name)){
|
||||
delete player.tempSkills[skill];
|
||||
player.removeSkill(skill);
|
||||
}
|
||||
else if(get.objtype(expire)==='object'){
|
||||
for(const role of roles){
|
||||
if(role!=='global'&&player!==event[role]) continue;
|
||||
if(expire[role]===name||(Array.isArray(expire[role])&&expire[role].includes(name))){
|
||||
delete player.tempSkills[skill];
|
||||
player.removeSkill(skill);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(typeof expire==='function') return expire(event,player,name);
|
||||
if(get.objtype(expire)==='object') return roles.some(role=>{
|
||||
if(role!=='global'&&player!==event[role]) return false;
|
||||
if(Array.isArray(expire[role])) return expire[role].includes(name);
|
||||
return expire[role]===name;
|
||||
});
|
||||
}).forEach(skill=>{
|
||||
delete player.tempSkills[skill];
|
||||
player.removeSkill(skill);
|
||||
});
|
||||
|
||||
if(lib.config.compatiblemode){
|
||||
let skills=player.getSkills('invisible').concat(lib.skill.global);
|
||||
game.expandSkills(skills);
|
||||
for(const skill of skills){
|
||||
doing.addList(game.expandSkills(player.getSkills('invisible').concat(lib.skill.global)).filter(skill=>{
|
||||
const info=get.info(skill);
|
||||
if(!info||!info.trigger) continue;
|
||||
if (roles.some(role=>{
|
||||
if(!info||!info.trigger) return false;
|
||||
return roles.some(role=>{
|
||||
if(info.trigger[role]===name) return true;
|
||||
if(Array.isArray(info.trigger[role])&&info.trigger[role].includes(name)) return true;
|
||||
})) doing.addList(skill, player);
|
||||
}
|
||||
}
|
||||
else{
|
||||
for(const role of roles){
|
||||
const globalTriggername=role+'_'+name;
|
||||
if (lib.hook.globalskill[globalTriggername]){
|
||||
lib.hook.globalskill[globalTriggername].forEach(skill=>doing.addList(skill,player));
|
||||
}
|
||||
const triggername=player.playerid+'_'+role+'_'+name;
|
||||
if(lib.hook[triggername]){
|
||||
lib.hook[triggername].forEach(skill=>doing.addList(skill,player));
|
||||
}
|
||||
}
|
||||
});
|
||||
}));
|
||||
}
|
||||
else roles.forEach(role=>{
|
||||
doing.addList(lib.hook.globalskill[role+'_'+name]);
|
||||
doing.addList(lib.hook[player.playerid+'_'+role+'_'+name]);
|
||||
});
|
||||
delete doing.listAdded;
|
||||
delete doing.addList;
|
||||
doingList.push(doing);
|
||||
|
@ -32155,34 +32131,31 @@ new Promise(resolve=>{
|
|||
doingList.unshift(firstDo);
|
||||
doingList.push(lastDo);
|
||||
// console.log(name,event.player,doingList.map(i=>({player:i.player,todoList:i.todoList.slice(),doneList:i.doneList.slice()})))
|
||||
|
||||
|
||||
if(allbool){
|
||||
var next=game.createEvent('arrangeTrigger',false,event);
|
||||
const next=game.createEvent('arrangeTrigger',false,event);
|
||||
next.setContent('arrangeTrigger');
|
||||
next.doingList=doingList;
|
||||
next._trigger=event;
|
||||
next.triggername=name;
|
||||
next.starter=start;
|
||||
next.playerMap=playerMap;
|
||||
event._triggering=next;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
untrigger(all,player){
|
||||
if(typeof all=='undefined') all=true;
|
||||
var evt=this._triggering;
|
||||
untrigger(all=true,player){
|
||||
const evt=this._triggering;
|
||||
if(all){
|
||||
this._triggered=5;
|
||||
if(evt&&evt.doingList){
|
||||
evt.doingList.forEach(doing=>doing.todoList=[]);
|
||||
evt.list=[];
|
||||
if(evt.doing) evt.doing.todoList=[];
|
||||
}
|
||||
this._triggered=5;
|
||||
}
|
||||
else if(player){
|
||||
this._notrigger.add(player);
|
||||
if(!evt||!evt.doingList) return this;
|
||||
const doing=evt.doingList.find(doing=>doing.player==player);
|
||||
if(doing) doing.todoList=[];
|
||||
// if(!evt||!evt.doingList) return this;
|
||||
// const doing=evt.doingList.find(doing=>doing.player==player);
|
||||
// if(doing) doing.todoList=[];
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
@ -33025,32 +32998,41 @@ new Promise(resolve=>{
|
|||
if(typeof savable=='function') savable=savable(card,player,target);
|
||||
return savable;
|
||||
},
|
||||
filterTrigger:function(event,player,name,skill){
|
||||
/**
|
||||
*
|
||||
* @param {GameEvent} event
|
||||
* @param {Player} player
|
||||
* @param {string} triggername
|
||||
* @param {string} skill
|
||||
* @returns {boolean}
|
||||
*/
|
||||
filterTrigger:function(event,player,triggername,skill){
|
||||
if(player._hookTrigger&&player._hookTrigger.some(i=>{
|
||||
const info=lib.skill[i].hookTrigger;
|
||||
return info&&info.block&&info.block(event,player,name,skill);
|
||||
return info&&info.block&&info.block(event,player,triggername,skill);
|
||||
})) return false;
|
||||
const fullskills=game.expandSkills(player.getSkills(false).concat(lib.skill.global));
|
||||
const info=get.info(skill);
|
||||
if(!info) return console.log('缺少info的技能:',skill);
|
||||
if(!fullskills.includes(skill)){
|
||||
if(get.mode()!='guozhan') return false;
|
||||
if(info&&info.noHidden) return false;
|
||||
}
|
||||
if(!info.trigger) return false;
|
||||
if(!info.forceDie&&player.isDead()) return false;
|
||||
if(!info.forceOut&&player.isOut()) return false;
|
||||
if(!Object.keys(info.trigger).some(i=>{
|
||||
if(i!='global'&&player!=event[i]) return false;
|
||||
if(Array.isArray(info.trigger[i])) return info.trigger[i].includes(name);
|
||||
return info.trigger[i]==name;
|
||||
})) return false;
|
||||
if(info.filter&&!info.filter(event,player,name)) return false;
|
||||
if(event._notrigger.includes(player)&&!lib.skill.global.includes(skill)) return false;
|
||||
if(typeof info.usable=='number'&&player.hasSkill('counttrigger')&&
|
||||
player.storage.counttrigger&&player.storage.counttrigger[skill]>=info.usable){
|
||||
if(!info){
|
||||
console.error(new ReferenceError('缺少info的技能:',skill));
|
||||
return false;
|
||||
}
|
||||
if(!game.expandSkills(player.getSkills(true).concat(lib.skill.global)).includes(skill)) return false;
|
||||
if(!game.expandSkills(player.getSkills(false).concat(lib.skill.global)).includes(skill)){//hiddenSkills
|
||||
if(get.mode()!='guozhan') return false;
|
||||
if(info.noHidden) return false;
|
||||
}
|
||||
if(!info.forceDie&&player.isDead()) return false;
|
||||
if(!info.forceOut&&(player.isOut()||player.removed)) return false;
|
||||
if(!info.trigger) return false;
|
||||
if(!Object.keys(info.trigger).some(role=>{
|
||||
if(role!='global'&&player!=event[role]) return false;
|
||||
if(Array.isArray(info.trigger[role])) return info.trigger[role].includes(triggername);
|
||||
return info.trigger[role]==triggername;
|
||||
})) return false;
|
||||
if(info.filter&&!info.filter(event,player,triggername)) return false;
|
||||
if(event._notrigger.includes(player)&&!lib.skill.global.includes(skill)) return false;
|
||||
if(typeof info.usable=='number'&&player.hasSkill('counttrigger')&&
|
||||
player.storage.counttrigger&&player.storage.counttrigger[skill]>=info.usable) return false;
|
||||
if(info.round&&(info.round-(game.roundNumber-player.storage[skill+'_roundcount'])>0)) return false;
|
||||
if(player.storage[`temp_ban_${skill}`]===true) return false;
|
||||
return true;
|
||||
|
|
Loading…
Reference in New Issue