mirror of
https://github.com/webxoss/webxoss-core.git
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141 lines
4.4 KiB
JavaScript
141 lines
4.4 KiB
JavaScript
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'use strict';
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/*
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Effect 对象注册在 Timming 上,
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触发时以自己为原型创建一个拷贝,
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在拷贝上附加 proto,event,triggerZone 等属性.
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这个拷贝注册到 EffectManager 上.
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*/
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function Effect (effectManager,cfg) {
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this.effectManager = effectManager;
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this.source = cfg.source;
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this.description = cfg.description;
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this.optional = cfg.optional;
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this.once = !!cfg.once; // 1回合只能发动一次.
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this.isBurst = cfg.isBurst; // 用于"迸发效果发动时"时点.
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// 以及"发动和解决要在相同场所"的规则例外
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this.triggerCondition = cfg.triggerCondition;
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this.costWhite = cfg.costWhite;
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this.costBlack = cfg.costBlack;
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this.costRed = cfg.costRed;
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this.costBlue = cfg.costBlue;
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this.costGreen = cfg.costGreen;
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this.costColorless = cfg.costColorless;
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this.costDown = cfg.costDown;
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this.costExceed = cfg.costExceed;
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this.costCondition = cfg.costCondition;
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this.costAsyn = cfg.costAsyn;
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this.costChange = cfg.costChange;
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this.condition = cfg.condition;
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this.actionAsyn = cfg.actionAsyn;
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this.disabled = false; // 失去能力时设置为 true .
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}
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Effect.prototype.trigger = function (event) {
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if (this.disabled) return;
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if (this.once && inArr(this,this.effectManager.triggeredEffects)) {
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return;
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}
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if (!this.triggerCondition || this.triggerCondition.call(this.source,event)) {
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this.source.activate();
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var effect = Object.create(this);
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effect.proto = this;
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effect.event = event;
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effect.triggerZone = this.source.zone;
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this.effectManager.addTriggeredEffect(effect);
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}
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};
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Effect.prototype.triggerAndHandleAsyn = function (event) {
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if (this.disabled) return Callback.immediately();
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if (!this.triggerCondition || this.triggerCondition.call(this.source,event)) {
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// this.source.activate();
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var effect = Object.create(this);
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effect.event = event;
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effect.triggerZone = this.source.zone;
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if (!this.checkCondition()) return Callback.immediately();
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return effect.handleAsyn(false);
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}
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return Callback.immediately();
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};
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Effect.prototype.checkCondition = function () {
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// "结束这个回合",如<终结之洞>
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var game = this.effectManager.game;
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if (game.getData(game,'endThisTurn')) return;
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// "1回合1次"
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if (this.once && inArr(this.proto,this.effectManager.triggeredEffects)) {
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return;
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}
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// 隐藏规则之"发动和解决的场所必须一致"
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if (!this.isBurst && this.triggerZone) { // 排除迸发
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if (this.triggerZone.faceup) { // 公开领域
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if (this.triggerZone !== this.source.zone) { // 发动和解决场所不一致
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return false;
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}
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}
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}
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if (this.condition && !this.condition.call(this.source,this.event)) {
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return false;
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}
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return this.source.player.enoughCost(this);
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};
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Effect.prototype.handleAsyn = function (needConfirm) {
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var player = this.source.player;
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if (!this.isOptional()) {
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return Callback.immediately().callback(this,function () {
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if (this.once) {
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this.effectManager.triggeredEffects.push(this.proto);
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}
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return this.actionAsyn.call(this.source,this.event,{});
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});
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}
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if (player.enoughCost(this)) {
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return Callback.immediately().callback(this,function () {
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if (!needConfirm) return this.source;
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return player.selectOptionalAsyn('LAUNCH',[this.source]);
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}).callback(this,function (card) {
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if (!card) return;
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if (this.once) {
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this.effectManager.triggeredEffects.push(this.proto);
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}
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var costArg;
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return player.payCostAsyn(this).callback(this,function (arg) {
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costArg = arg;
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this.source.activate();
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if (this.isBurst) {
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this.source.player.onBurstTriggered.trigger();
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}
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this.effectManager.currentEffect = this;
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return this.actionAsyn.call(this.source,this.event,costArg);
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}).callback(this,function () {
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if (this.isBurst && this.source.player.burstTwice) {
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// <Burst Rush> 再处理一次.
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this.source.activate();
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this.source.player.onBurstTriggered.trigger();
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return this.actionAsyn.call(this.source,this.event,costArg);
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}
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}).callback(this,function () {
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this.effectManager.currentEffect = null;
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});
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});
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}
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return Callback.immediately();
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};
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Effect.prototype.end = function () {
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if (!this.isBurst) return;
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var card = this.source;
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card.handleBurstEnd(this.event.crossLifeCloth);
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};
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Effect.prototype.isOptional = function () {
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return this.optional || this.source.player.needCost(this);
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};
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global.Effect = Effect;
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