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