mirror of
https://github.com/webxoss/webxoss-core.git
synced 2024-11-20 06:49:53 +01:00
implement attcking other SIGNI zone
This commit is contained in:
parent
553fdbb0f1
commit
d3a0b63680
2 changed files with 47 additions and 19 deletions
51
Card.js
51
Card.js
|
@ -166,6 +166,8 @@ function Card (game,player,zone,pid,side) {
|
|||
this.colorLost = false; // <侍从 ∞>
|
||||
this.banishProtections = [];
|
||||
this.upProtections = [];
|
||||
this.canAttackAnySigniZone = false;
|
||||
this.canAttackNearbySigniZone = false;
|
||||
// 注意hasAbility
|
||||
}
|
||||
|
||||
|
@ -1095,6 +1097,7 @@ Card.prototype.attackAsyn = function () {
|
|||
attack: true,
|
||||
};
|
||||
var cost = null;
|
||||
var attackedZone = null;
|
||||
if (this.attackCostColorless) {
|
||||
cost = {
|
||||
costColorless: this.attackCostColorless
|
||||
|
@ -1117,6 +1120,29 @@ Card.prototype.attackAsyn = function () {
|
|||
return Callback.immediately().callback(this,function () {
|
||||
if (!cost) return;
|
||||
return this.player.payCostAsyn(cost);
|
||||
}).callback(this,function () {
|
||||
// 选择攻击的区域
|
||||
var zones = [];
|
||||
var opposingZone = this.player.opponent.signiZones[2-index];
|
||||
var index = this.player.signiZones.indexOf(this.zone);
|
||||
if (this.canAttackAnySigniZone) {
|
||||
zones = this.player.opponent.signiZones;
|
||||
} else if (this.canAttackNearbySigniZone) {
|
||||
if (index === 1) {
|
||||
zones = this.player.opponent.signiZones
|
||||
} else {
|
||||
zones = [
|
||||
opposingZone,
|
||||
this.player.opponent.signiZones[1],
|
||||
];
|
||||
}
|
||||
}
|
||||
if (!zones.length) return attackedZone = opposingZone;
|
||||
return this.player.selectAsyn('TARGET',zones).callback(this,function (zone) {
|
||||
attackedZone = zone
|
||||
var card = zone.getActualCards()[0];
|
||||
if (card) card.beSelectedAsTarget();
|
||||
});
|
||||
}).callback(this,function () {
|
||||
// "下次攻击无效化"
|
||||
var prevented = !!this.game.getData(this.game,'preventNextAttack');
|
||||
|
@ -1168,34 +1194,38 @@ Card.prototype.attackAsyn = function () {
|
|||
// 攻击的卡不在场上或攻击被无效化,结束处理.
|
||||
if (!inArr(card,player.signis)) return;
|
||||
if (event.prevented) return;
|
||||
// 若对面有 SIGNI 且攻击方无暗杀,则进行战斗;
|
||||
// 否则造成伤害.
|
||||
// 若攻击的目标存在,进行战斗;
|
||||
// (暗杀的情况下,目标为正对面的 SIGNI 时,不战斗)
|
||||
var opposingSigni = card.getOpposingSigni();
|
||||
if (opposingSigni && !card.assassin) {
|
||||
var target = attackedZone.getActualCards()[0] || null;
|
||||
var battle = true;
|
||||
if (!target) battle = false;
|
||||
if (card.assassin && (target === opposingSigni)) return false;
|
||||
if (battle) {
|
||||
// 战斗
|
||||
// 触发"进行战斗"时点
|
||||
var onBattleEvent = {
|
||||
card: card,
|
||||
opposingSigni: opposingSigni
|
||||
target: target,
|
||||
};
|
||||
return this.game.blockAsyn(this,function () {
|
||||
this.game.frameStart();
|
||||
card.onBattle.trigger(onBattleEvent);
|
||||
opposingSigni.onBattle.trigger(onBattleEvent);
|
||||
target.onBattle.trigger(onBattleEvent);
|
||||
this.game.frameEnd();
|
||||
}).callback(this,function () {
|
||||
// 此时,攻击的卡可能已不在场上
|
||||
if (!inArr(card,player.signis)) return;
|
||||
// 受攻击的卡也可能已不在场上
|
||||
// 注意: 根据事务所QA,此时不击溃对方的生命护甲(即使有 lancer ). (<大剣 レヴァテイン>)
|
||||
if (!inArr(opposingSigni,opposingSigni.player.signis)) return;
|
||||
if (!inArr(target,target.player.signis)) return;
|
||||
// 结算战斗伤害
|
||||
if (card.power >= opposingSigni.power) {
|
||||
if (card.power >= target.power) {
|
||||
// 保存此时的 lancer 属性作为参考,
|
||||
// 因为驱逐被攻击的 SIGNI 后,攻击侧的 lancer 可能改变.
|
||||
var lancer = card.lancer;
|
||||
return this.game.blockAsyn(this,function () {
|
||||
return opposingSigni.banishAsyn({attackingSigni: card}).callback(this,function (succ) {
|
||||
return target.banishAsyn({attackingSigni: card}).callback(this,function (succ) {
|
||||
if (succ && lancer) {
|
||||
crashArg.lancer = lancer;
|
||||
return opponent.crashAsyn(1,crashArg);
|
||||
|
@ -1204,14 +1234,15 @@ Card.prototype.attackAsyn = function () {
|
|||
});
|
||||
}
|
||||
}).callback(this,function () {
|
||||
if (onBattleEvent._1877 && inArr(opposingSigni,opposingSigni.player.signis)) {
|
||||
if (onBattleEvent._1877 && inArr(target,target.player.signis)) {
|
||||
return this.game.blockAsyn(onBattleEvent._1877,this,function () {
|
||||
opposingSigni.moveTo(opposingSigni.player.mainDeck,{bottom: true});
|
||||
target.moveTo(target.player.mainDeck,{bottom: true});
|
||||
});
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// 伤害
|
||||
if (target !== opposingSigni) return;
|
||||
if (event.wontBeDamaged || opponent.wontBeDamaged) return;
|
||||
crashArg.damage = true;
|
||||
if (opponent.lifeClothZone.cards.length) {
|
||||
|
|
15
CardInfo.js
15
CardInfo.js
|
@ -36785,18 +36785,18 @@ var CardInfo = {
|
|||
source: this,
|
||||
description: '639-const-0',
|
||||
triggerCondition: function (event) {
|
||||
var opposingSigni = event.opposingSigni; // 攻击
|
||||
var target = event.target; // 攻击
|
||||
if (event.card !== this) {
|
||||
opposingSigni = event.card; // 被攻击
|
||||
target = event.card; // 被攻击
|
||||
}
|
||||
return (opposingSigni.level === 4);
|
||||
return (target.level === 4);
|
||||
},
|
||||
actionAsyn: function (event) {
|
||||
var opposingSigni = event.opposingSigni;
|
||||
var target = event.target;
|
||||
if (event.card !== this) {
|
||||
opposingSigni = event.card;
|
||||
target = event.card;
|
||||
}
|
||||
return opposingSigni.banishAsyn();
|
||||
return target.banishAsyn();
|
||||
}
|
||||
});
|
||||
add(this,'onBattle',effect);
|
||||
|
@ -128642,8 +128642,6 @@ var CardInfo = {
|
|||
}
|
||||
},{
|
||||
action: function (set,add) {
|
||||
// TODO...
|
||||
// 注意: 与此卡战斗的卡 !== 对面的卡 的处理
|
||||
set(this,'canAttackAnySigniZone',true);
|
||||
}
|
||||
}],
|
||||
|
@ -130889,7 +130887,6 @@ var CardInfo = {
|
|||
},this).length === 3;
|
||||
},
|
||||
action: function (set,add) {
|
||||
// TODO...
|
||||
set(this,'canAttackNearbySigniZone',true);
|
||||
},
|
||||
}],
|
||||
|
|
Loading…
Reference in a new issue