'use strict'; function Player (game,io,mainDeck,lrigDeck) { // 引用 this.game = game; // this.client = open('../WEBXOSS_Client/test.html'); // this.client = new Client(this.input.bind(this)); this.io = io; io.listener = function () { if (!this.input.apply(this,arguments)) { console.warn('Invalid input!'); console.warn(arguments); var effectSource = this.game.getEffectSource(); if (effectSource) { console.warn('EffectSource cid: %s',effectSource.cid); } // console.warn('IP Address: %s',this.io.socket.request.connection.remoteAddress); } }.bind(this); // 注册 game.register(this); // 储存的数据 this.listener = {}; // 监听器(监听玩家输入). this.msgQueue = []; // 要向客户端发送的消息队列. // 消息不是直接发送给客户端,而是先入队, // 然后在调用堆栈的最后将整个队列发送. this.messagePacks = []; // 用于保存录像. this.rebuildCount = 0; this.coin = 0; // 快捷方式 this.hands = []; // 手牌 this.signis = []; this.lrig = null; this.opponent = null; // 对手(Player对象) this.crossed = []; // 区域 this.mainDeck = new Zone(game,this,'MainDeck','up',mainDeck); this.lrigDeck = new Zone(game,this,'LrigDeck','checkable up',lrigDeck); this.handZone = new Zone(game,this,'HandZone','checkable up inhand'); this.lrigZone = new Zone(game,this,'LrigZone','checkable up faceup'); this.signiZones = [new Zone(game,this,'SigniZone','up faceup bottom'), new Zone(game,this,'SigniZone','up faceup bottom'), new Zone(game,this,'SigniZone','up faceup bottom')]; this.enerZone = new Zone(game,this,'EnerZone','checkable faceup'); this.checkZone = new Zone(game,this,'CheckZone','checkable up faceup'); this.trashZone = new Zone(game,this,'TrashZone','checkable up faceup'); this.lrigTrashZone = new Zone(game,this,'LrigTrashZone','checkable up faceup'); this.lifeClothZone = new Zone(game,this,'LifeClothZone',''); this.excludedZone = new Zone(game,this,'ExcludedZone','checkable up faceup'); // 时点 // this.onLrigChange = new Timming(game); // this.onSignisChange = new Timming(game); this.onUseSpell = new Timming(game); this.onUseArts = new Timming(game); this.onCrash = new Timming(game); this.onSigniBanished = new Timming(game); this.onTurnStart = new Timming(game); this.onTurnEnd = new Timming(game); this.onSummonSigni = new Timming(game); this.onCardMove = new Timming(game); this.onBurstTriggered = new Timming(game); this.onAttack = new Timming(game); this.onAttackPrevented = new Timming(game); this.onRebuild = new Timming(game); this.onAttackPhaseStart = new Timming(game); this.onGrowPhaseStart = new Timming(game); this.onMainPhaseStart = new Timming(game); this.onTurnEnd2 = new Timming(game); // 注: 详见 Phase.js 的 endPhase 函数. this.onHeaven = new Timming(game); this.onSigniFreezed = new Timming(game); this.onSigniLeaveField = new Timming(game); this.onDiscard = new Timming(game); this.onDoubleCrashed = new Timming(game); this.onDraw = new Timming(game); this.onRemoveVirus = new Timming(game); this.onTrapTriggered = new Timming(game); // 附加属性 this.skipGrowPhase = false; this.guardLimit = 0; this.banishTrash = false; this.ignoreGrowCost = false; this.lrigAttackBanned = false; // 与 lrig.canNotAttack 不同,不会被无效. this.wontBeCrashed = false; this.wontBeCrashedExceptDamage = false; this._trashLifeClothCount = 0; this.forceSigniAttack = false; this.drawCount = 2; this._ionaUltimaMaiden = false; // <究极/少女 伊绪奈> this.twoSignisLimit = false; // <白罗星 土星> <开辟者 塔维尔=TRE> this.spellCancelable = true; this.artsBanned = false; this.trashSigniBanned = false; this._ViolenceSplashCount = 0; // <暴力飞溅> this._DreiDioDaughter = 0; // this.powerChangeBanned = false; this.skipSigniAttackStep = false; this.skipLrigAttackStep = false; this.addCardToHandBanned = false; this.spellBanned = false; this.skipEnerPhase = false; this.ignoreLimitingOfArtsAndSpell = false; this.ignoreLimitingOfLevel5Signi = false; // <紡ぐ者> this.summonPowerLimit = 0; this.additionalRevealCount = 0; // <反复的独立性 网格> this.useBikouAsWhiteCost = false; // <不思議な童話 メルへ> this.burstTwice = false; // this.wontBeDamaged = false; // <音阶的右律 G> this.wontBeDamagedByOpponentLrig = false; // <紡ぐ者> this.actionEffectBanned = false; this.charmedActionEffectBanned = false; // <黒幻蟲 アラクネ・パイダ> this.canNotGrow = false; // <ドント・グロウ> this._HammerChance = false; // <ハンマー・チャンス> this._VierVX = false; // this._RanergeOriginalSpear = []; // <原槍 ラナジェ> this.reducedGrowCostWhite = 0; this.reducedGrowCostBlack = 0; this.reducedGrowCostRed = 0; this.reducedGrowCostBlue = 0; this.reducedGrowCostGreen = 0; this.reducedGrowCostColorless = 0; this.attackCount = 0; // <暴风警报> this._stormWarning = false; // <暴风警报> this.guardBannedLevels = []; // <缚魔炎 花代·叁> this.discardOnAttackPhase = false; // <雪月風火 花代・肆> this.signiStartUpBanned = false; // <呪われし数字 666> this.lrigStartUpBanned = false; // <花咲乱 游月·叁> this.signiAttackCountLimit = Infinity; this.signiTotalAttackCountLimit = Infinity; this.lrigAttackCountLimit = Infinity; this.canNotGuard = false; this.wontLoseGame = false; // <紅蓮乙女 遊月・肆> this.canNotBeBanished = false; this.canNotBeBounced = false; this.signiCanNotGainAbility = false; this.canNotBeDownedByOpponentEffect = false; this.canNotUseColorlessSigni = false; // <绿罗植 世界树> this.canNotUseColorlessSpell = false; // <绿罗植 世界树> this.skipNextTurn = false; this.usedActionEffects = []; this.chain = null; this.inResonaAction = null; // 是否正在执行共鸣单位的出现条件. (同时也是正在执行出现条件的那只共鸣单位) this.inActionEffectCost = false; // 是否正在支付起动能力的COST this.bannedCards = []; // <漆黑之棺> this.oneArtEachTurn = false; // <博愛の使者 サシェ・リュンヌ> } // Player.prototype.rockPaperScissorsAsyn = function () { // var player = this; // player.output({ // type: 'ROCK_PAPER_SCISSORS', // content: {} // }); // return new Callback(function (callback) { // player.listen('ROCK_PAPER_SCISSORS',function (input) { // input = +input; // if (!(input>=0 && input<=2)) return false; // return function () { // callback(input); // }; // }); // }); // }; // 玩家设置lrig // (从LRIG卡组里选择等级0的卡片,背面表示放置到LRIG区) Player.prototype.setupLrigAsyn = function () { var cards = this.lrigDeck.cards.filter(function (card) { return (card.type === 'LRIG') && (card.level === 0); }); return Callback.immediately().callback(this,function () { if (cards.length === 1) return cards[0]; return this.selectAsyn('LEVEL0_LRIG',cards);; }).callback(this,function (card) { card.moveTo(this.lrigZone,{faceup: false}); }); }; // 玩家抽起始手牌(5张) Player.prototype.setupHands = function () { this.draw(5); }; // 玩家重抽手牌 // (将不需要的卡片返回主卡组并洗牌,再从主卡组顶端抽和返回的卡片数量相同的卡片.) Player.prototype.redrawAsyn = function () { return this.selectSomeAsyn('DISCARD_AND_REDRAW',this.hands).callback(this,function (cards) { this.game.moveCards(cards,this.mainDeck); this.shuffle(); this.draw(cards.length); }); }; // 玩家洗切牌组 Player.prototype.shuffle = function (cards) { if (!cards) { cards = this.mainDeck.cards; } var len = cards.length; if (!len) return; var oldSids = cards.map(function (card) { return { a: this.game.getSid(this,card), b: this.game.getSid(this.opponent,card) }; },this); for (var i = 0; i < len-1; i++) { var r = this.game.rand(i,len-1); var tmp = cards[i]; cards[i] = cards[r]; cards[r] = tmp; } cards.forEach(function (card,idx) { this.game.setSid(this,card,oldSids[idx].a); this.game.setSid(this.opponent,card,oldSids[idx].b); },this); this.game.output({ type: 'SHUFFLE', content: { cards: cards } }); }; // 玩家设置生命护甲 // (从主卡组顶将7张卡依次重叠放置到生命护甲区) Player.prototype.setupLifeCloth = function () { var cards = this.mainDeck.getTopCards(7); this.game.moveCards(cards,this.lifeClothZone); }; // OPEN!! Player.prototype.open = function () { this.lrig.faceup(); this.setCoin(this.coin); // output }; // 玩家把lrig和所有signi竖置 (竖置阶段) Player.prototype.up = function () { var cards = concat(this.lrig,this.signis); if (!cards.length) return; this.game.packOutputs(function () { this.game.frame(this,function () { cards.forEach(function (card) { if (card.frozen) { card.frozen = false; } else { card.up(); } },this); }); },this); }; // 玩家从卡组抽取n张卡 // 返回: // cards: Array,抽到的卡,长度可能少于n(卡组没有足够的卡可以抽),也可能为空数组. Player.prototype.draw = function (n) { if (this.addCardToHandBanned) return []; var cards = this.mainDeck.getTopCards(n); if (!cards.length) return []; if (this.game.phase.isAttackPhase()) { var count = this.game.getData(this,'attackPhaseDrawCount') || 0; count += cards.length; this.game.setData(this,'attackPhaseDrawCount',count); } this.onDraw.trigger(); this.game.moveCards(cards,this.handZone); return cards; }; // 被动充能 // 从卡组最上面拿n张卡放到能量区. // 跟主动充能 player.chargeAsyn() 不一样. Player.prototype.enerCharge = function (n) { var cards = this.mainDeck.getTopCards(n); this.game.moveCards(cards,this.enerZone); return cards; }; // 舍弃n张卡 Player.prototype.discardAsyn = function (n) { if (!this.hands.length || !n) return Callback.immediately([]); if (this.hands.length < n) { n = this.hands.length; } return this.selectSomeAsyn('DISCARD',this.hands,n,n).callback(this,function (cards) { return this.discardCards(cards); }); }; // 随机舍弃n张卡 Player.prototype.discardRandomly = function (n) { if (!isNum(n)) n = 1; var cards = []; var hands = this.hands.slice(); for (var i = 0; i < n; i++) { if (!hands.length) break; var idx = this.game.rand(0,hands.length - 1); cards.push(hands[idx]); removeFromArr(hands[idx],hands); } return this.discardCards(cards); }; // 舍弃指定的卡 Player.prototype.discardCards = function (cards) { return this.game.trashCards(cards); }; // 玩家进行充能操作 (主动充能) // 玩家从手牌或自己场上的SIGNI选一张卡放到能力区. Player.prototype.chargeAsyn = function () { var cards = concat(this.hands,this.signis); if (!cards.length) return Callback.never(); return this.selectAsyn('CHARGE',cards).callback(this,function (card) { return this.game.blockAsyn(this,function () { card.moveTo(this.enerZone); }); }); }; // 玩家结束充能阶段 Player.prototype.endEnerPhaseAsyn = function () { return this.selectAsyn('END_ENER_PHASE'); }; // 玩家进行成长操作 (主动成长) Player.prototype.growAsyn = function () { var cards = this.lrigDeck.cards.filter(function (card) { return card.canGrow(this.ignoreGrowCost); },this); if (!cards.length) return Callback.never(); return this.selectAsyn('GROW',cards).callback(this,function (card) { return this.game.blockAsyn(this,function () { // return Callback.immediately().callback(this,function () { // if (!card.growActionAsyn) return; // return card.growActionAsyn(); // }).callback(this,function () { // if (this.ignoreGrowCost) return; // return this.payCostAsyn(card); // }).callback(this,function () { // var colorChanged = (card.color !== this.lrig.color); // card.moveTo(this.lrigZone,{ // up: this.lrig.isUp // }); // if (colorChanged) this.game.outputColor(); // }); return card.growAsyn(); }); }); }; Player.prototype.resetSignisAsyn = function () { var signis = []; var totalLevel = this.signis.reduce(function (total,signi) { return total + signi.level; },0); // 超出 SIGNI 数量限制 if (this.signis.length > this.getSigniAmountLimit()) { signis = this.signis; } else if (totalLevel > this.lrig.limit) { // 超出界限 signis = this.signis; } else { // 限制及等级 signis = this.signis.filter(function (signi) { return (!signi.checkLimiting()) || (signi.level > this.lrig.level); },this); } if (!signis.length) return Callback.immediately(); return this.selectAsyn('TRASH_SIGNI',signis).callback(this,function (card) { return this.game.blockAsyn(this,function () { card.trash(); }); }).callback(this,this.resetSignisAsyn); }; Player.prototype.resetAccesAsyn = function() { var signis = this.signis.filter(function (signi) { return (signi.getAccedCards().length > signi.maxAcceCount); },this); return Callback.forEach(signis,function (signi) { signi.beSelectedAsTarget(); var cards = signi.getAccedCards(); var count = cards.length - signi.maxAcceCount; return this.player.selectSomeAsyn('TRASH',cards,count,count).callback(this,function (cards) { this.game.trashCards(cards); }); }); }; Player.prototype.getSigniAmountLimit = function () { if (this._ionaUltimaMaiden) return 1; if (this.twoSignisLimit) return 2; return 3; }; // 玩家结束成长阶段 Player.prototype.endGrowPhaseAsyn = function () { return this.selectAsyn('END_GROW_PHASE'); }; // 玩家召唤SIGNI Player.prototype.summonSigniAsyn = function () { var cards = this.hands.filter(function (card) { return card.canSummon() && (!this.summonPowerLimit || (card.power < this.summonPowerLimit)); },this); if (!cards.length) { return Callback.never(); } return this.selectAsyn('SUMMON_SIGNI',cards).callback(this,function (card) { return this.selectSummonZoneAsyn(true,card.rise).callback(this,function (zone) { if (!zone) return; return this.game.blockAsyn(this,function () { return card.handleSummonAsyn(zone); }); }); }); }; // 玩家召唤共鸣SIGNI Player.prototype.summonResonaSigniAsyn = function (arg) { if (!arg) arg = {}; var cards = this.getResonas(arg); if (!cards.length) { return Callback.never(); } return this.selectAsyn('RESONA',cards).callback(this,function (card) { return this.summonResonaAsyn(card); }); }; Player.prototype.getResonas = function (arg) { return this.lrigDeck.cards.filter(function (card) { if (!card.resona) return false; var phase = ''; if (arg.spellCutIn) { phase = 'spellCutIn'; } else if (this.game.phase.status === 'mainPhase') { phase = 'mainPhase'; } else if (this.game.phase.isAttackPhase()) { phase = 'attackPhase'; } if (!inArr(phase,card.resonaPhases)) return false; var resonaAsyn = card.resonaCondition(); if (!resonaAsyn) return false; card.resonaAsyn = resonaAsyn; return true; },this); }; Player.prototype.summonResonaAsyn = function (card) { this.inResonaAction = card; return card.resonaAsyn().callback(this,function (resonaArg) { this.inResonaAction = null; return this.selectSummonZoneAsyn(false).callback(this,function (zone) { if (!zone) return; return this.game.blockAsyn(this,function () { return card.handleSummonAsyn(zone) }); }); }); }; Player.prototype.selectSummonZoneAsyn = function (optional,rise) { var zones = this.getSummonZones(null,rise); if (!zones.length) { return Callback.immediately(null); } if (optional) return this.selectOptionalAsyn('SUMMON_SIGNI_ZONE',zones); return this.selectAsyn('SUMMON_SIGNI_ZONE',zones); }; Player.prototype.getSummonZones = function (signis,rise) { if (!signis) signis = this.signis; var forcedZones = []; var zones = this.signiZones.filter(function (zone,idx) { if (zone.disabled) return false; var signi = zone.getSigni(); if (rise) { if (!signi || !rise(signi)) return false; } else { if (signi && inArr(signi,signis)) return false; } var opposingSigni = this.opponent.signiZones[2-idx].getSigni(); if (opposingSigni && opposingSigni.forceSummonZone) { forcedZones.push(zone); } return true; },this); if (forcedZones.length) { zones = forcedZones; } return zones.slice(); }; // 玩家废弃SIGNI Player.prototype.trashSigniAsyn = function () { if (this.trashSigniBanned) return Callback.never(); var signis = this.signis.filter(function (signi) { return !signi.resona && !signi.canNotBeTrashedBySelf; },this); if (!signis.length) return Callback.never(); return this.selectAsyn('TRASH_SIGNI',signis).callback(this,function (card) { return this.game.blockAsyn(this,function () { card.trash(); }); }); }; // 玩家使用魔法 Player.prototype.useSpellAsyn = function () { var cards = this.hands.filter(function (card) { return card.canUse(); }); if (!cards.length) return Callback.never(); return this.selectAsyn('USE_SPELL',cards).callback(this,this.handleSpellAsyn); }; Player.prototype.handleSpellAsyn = function (card,ignoreCost,costObj,arg) { if (!costObj) costObj = card; if (!arg) arg = {}; var effect,target,costArg; this.game.setData(this,'flagSpellUsed',true); var count = this.game.getData(this,'CodeHeartAMS') || 0; this.game.setData(this,'CodeHeartAMS',count + 1); this.game.spellToCutIn = card; return Callback.immediately().callback(this,function () { // ------ 块开始 ------ this.game.blockStart(); // 1. 放到检查区. card.moveTo(this.checkZone); // 被 米璐璐恩 抢夺,转移控制权 // 要在 moveTo 之后改变 player . card.player = this; // 2. 支付费用. // 无视支付费用 if (ignoreCost) return { // 返回 costArg 对象 enerCards: [], enerColors: [] }; return this.payCostAsyn(costObj); }).callback(this,function (_costArg) { costArg = _costArg; // 如果魔法卡的效果不止一个,选择其中一个发动 if (card.spellEffects.length === 1) { effect = card.spellEffects[0]; } else { return this.selectAsyn('SPELL_EFFECT',card.spellEffects).callback(this,function (eff) { effect = eff; return this.opponent.showEffectsAsyn([eff]); }); } }).callback(this,function () { // 3. 娶(划掉)取对象. card.activate(); if (effect.getTargets) { // 简单的取对象,即从目标卡片中选一张. (也可以不选,空发) if (effect.targetCovered) { // 从废弃区等[卡片可能被覆盖的区域]取对象 return this.selectOptionalAsyn('TARGET',effect.getTargets.call(card)).callback(this,function (card) { if (!card) return card; return this.opponent.showCardsAsyn([card]).callback(this,function () { return card; }); }); } return this.selectTargetOptionalAsyn(effect.getTargets.call(card)); } if (effect.getTargetAdvancedAsyn) { // 复杂(高级)的取对象. return effect.getTargetAdvancedAsyn.call(card,costArg); } }).callback(this,function (t) { target = t; return this.game.blockEndAsyn(); // ------ 块结束 ------ }).callback(this,function () { // 4. 魔法切入. return this.opponent.useSpellCutInArtsAsyn(); }).callback(this,function (canceled) { // 5. 处理. // "处理+放置到废弃区"放在1个block里. return this.game.blockAsyn(effect.source,this,function () { return Callback.immediately().callback(this,function () { // "结束这个回合",处理直接结束. if (this.game.phase.checkForcedEndTurn()) return; // "不会被取消" if (!this.spellCancelable) { canceled = false; } // 触发"使用魔法"时点,不管是否被取消 var event = { card: effect.source }; effect.source.player.onUseSpell.trigger(event); // 如果被取消,处理直接结束. if (canceled) return; // 如果目标丢失,处理直接结束. (除非设置了dontCheckTarget) if (effect.getTargets && !effect.dontCheckTarget) { if (!inArr(target,effect.getTargets.call(card))) { return; } } return effect.actionAsyn.call(card,target,costArg); }).callback(this,function () { // 6. 放到废弃区 // 恢复控制权 card.player = card.owner; this.game.spellToCutIn = null; if (card.zone !== this.checkZone) return; return this.game.blockAsyn(this,function () { // <皮露露可 APEX> if (arg.excludeAfterUse) { card.exclude() } else { card.trash(); } }); }).callback(this,function () { // <混乱交织> 的特殊处理 if (this.game.phase.checkForcedEndTurn()) return; if (canceled !== '_crossScramble') return; return this.opponent.handleSpellAsyn(card,true); }); }); }); }; // 技艺的处理 Player.prototype.handleArtsAsyn = function (card,ignoreCost) { var effects,costArg,control; var encored = false; var costObj = card.getChainedCostObj(); if (ignoreCost) costObj = {}; var count = this.game.getData(this,'artsCount') || 0; this.game.setData(this,'artsCount',count+1); this.game.setData(this,'flagArtsUsed',true); // 五色电影卡 if (card.cid !== 1167) { this.game.setData(this,'flagArcDestruct',true); } if (card.cid !== 1526) { this.game.setData(this,'flagDestructOut',true); } return Callback.immediately().callback(this,function () { // ------ 块开始 ------ this.game.blockStart(); // 1. 放到检查区 card.moveTo(this.checkZone); if (card.beforeUseAsyn) return card.beforeUseAsyn(); }).callback(this,function () { // bet if (card.betAdvancedAsyn) { return card.betAdvancedAsyn(costObj).callback(this,function (c) { costObj = c; }); } if (!card.bet) return; if (this.coin < card.bet) return; var bettedCost = Object.create(costObj); if (card.bettedCost && !ignoreCost) { bettedCost = card.getChainedCostObj(card.bettedCost); } bettedCost.costCoin = card.bet; if (!this.enoughCost(costObj)) { // 必须 bet return costObj = bettedCost; } return this.confirmAsyn('CONFIRM_BET').callback(this,function (answer) { if (!answer) return; costObj = bettedCost; }) }).callback(this,function () { // 如果效果不止一个,选择其中n个发动 if (card.artsEffects.length === 1) { effects = card.artsEffects.slice(); } else { var min,max; if (!card.getMinEffectCount || !card.getMaxEffectCount) { min = max = 1; } else { min = card.getMinEffectCount(costObj); max = card.getMaxEffectCount(costObj); } return this.selectSomeAsyn('ARTS_EFFECT',card.artsEffects,min,max,false).callback(this,function (effs) { effects = effs; if (card.costChangeAfterChoose) { card.costChangeAfterChoose.call(card,costObj,effs); } return this.opponent.showEffectsAsyn(effs); }); } }).callback(this,function () { // encore 费用,约定: 除了颜色费用,其它属性直接覆盖 if (!card.encore) return; var encoredCost = Object.create(costObj); encoredCost.source = card; var enerCostProps = [ 'costColorless', 'costWhite', 'costBlack', 'costRed', 'costBlue', 'costGreen', ]; for (var prop in card.encore) { if (inArr(prop,enerCostProps)) { encoredCost[prop] += card.encore[prop]; } else { encoredCost[prop] = card.encore[prop]; } } if (!this.enoughCost(encoredCost)) return; return this.confirmAsyn('CONFIRM_ENCORE').callback(this,function (answer) { if (!answer) return; costObj = encoredCost; encored = true; }); }).callback(this,function () { // 2. 支付费用 return this.payCostAsyn(costObj); }).callback(this,function (_costArg) { costArg = _costArg; card.activate(); control = { backToDeck: false, rtn: null // 当有多个效果时,这个作为返回值. <ブルー・パニッシュ> }; // 3. 处理 this.onUseArts.trigger({ card: card }); return this.game.blockAsyn(card,this,function () { return Callback.forEach(effects,function (effect) { return effect.actionAsyn.call(card,costArg,control); },this); }); }).callback(this,function (rtn) { // 4. 放到LRIG废弃区 this.chain = card.chain; // 连锁 if (encored || control.backToDeck) { card.moveTo(card.player.lrigDeck); } else { card.moveTo(card.player.lrigTrashZone); } // ------ 块结束 ------ return this.game.blockEndAsyn().callback(this,function () { return control.rtn || rtn; }); }); }; // 玩家使用【魔法切入】的技艺(和起动效果和召唤魔法切入共鸣单位) Player.prototype.useSpellCutInArtsAsyn = function () { var canceled = false; function loopAsyn () { if (this.game.phase.checkForcedEndTurn()) { return Callback.immediately(true); } var cards = this.lrigDeck.cards.filter(function (card) { return card.canUse('spellCutIn'); }); cards = cards.concat(this.getResonas({spellCutIn: true})); concat(this.signis,this.lrig).forEach(function (card) { var hasSpellCutInEffect = card.actionEffects.some(function (effect) { return this.canUseActionEffect(effect,{spellCutIn: true}); },this); if (hasSpellCutInEffect) cards.push(card); },this); // 选择一张魔法切入的技艺(或持有魔法切入的起动效果的卡) return this.selectOptionalAsyn('SPELL_CUT_IN',cards,true).callback(this,function (card) { if (!card) return true; if (card.type === 'ARTS') { // 如果选择的是ARTS return this.handleArtsAsyn(card).callback(this,function (c) { if (c) canceled = c; return false; }); } else if (card.resona && inArr('spellCutIn',card.resonaPhases)) { // 如果选择的是魔法切入的共鸣单位 return this.summonResonaAsyn(card); } else { // 如果选择的是持有起动效果的卡 var effects = card.actionEffects.filter(function (effect) { return this.canUseActionEffect(effect,{spellCutIn: true}); },this); if (!effects.length) return false; return Callback.immediately().callback(this,function () { if (effects.length === 1) return effects[0]; return this.selectAsyn('USE_ACTION_EFFECT',effects); }).callback(this,function (effect) { return this.handleActionEffectAsyn(effect); }).callback(this,function (c) { if (c) canceled = c; return false; }); } }).callback(this,function (done) { if (canceled || done) return canceled; // 重复上述步骤 (直至魔法被取消或没有魔法切入或玩家放弃使用) return loopAsyn.call(this); }); } return loopAsyn.call(this); }; // 玩家使用【主要阶段】的技艺 Player.prototype.useMainPhaseArtsAsyn = function () { var cards = this.lrigDeck.cards.filter(function (card) { return card.canUse('mainPhase'); }); if (!cards.length) return Callback.never(); return this.selectAsyn('USE_ARTS',cards).callback(this,function (card) { return this.handleArtsAsyn(card); }); }; Player.prototype.canUseActionEffect = function (effect,arg) { if (!arg) arg = {}; if (this.actionEffectBanned) return false; if (this.charmedActionEffectBanned && effect.source.charm) return false; if (effect.source.abilityLost) return false; // inHand if (effect.source.zone === this.handZone && !effect.activatedInHand) return false; if (effect.source.zone !== this.handZone && effect.activatedInHand) return false; // inTrashZone if (effect.source.zone === this.trashZone && !effect.activatedInTrashZone) return false; if (effect.source.zone !== this.trashZone && effect.activatedInTrashZone) return false; // inEnerZone if (effect.source.zone === this.enerZone && !effect.activatedInEnerZone) return false; if (effect.source.zone !== this.enerZone && effect.activatedInEnerZone) return false; // attackPhase && spellCutIn if (!arg.ignoreTimming) { if (arg.spellCutIn) { if (!effect.spellCutIn) return false; } else { if (this.game.phase.isAttackPhase()) { if (!effect.attackPhase) return false; } else { if (effect.attackPhase && !effect.mainPhase) return false; } } } // onAttack if (arg.onAttack && !effect.onAttack) return false; if (!arg.onAttack && effect.onAttack) return false; // cross if (effect.cross && !effect.source.crossed) return false; // wisdom if (effect.wisdom && (effect.source.player.getWisdom() !== effect.wisdom)) return false; // once if (effect.once && inArr(effect,this.usedActionEffects)) return false; // condition if (effect.useCondition && !effect.useCondition.call(effect.source,arg)) return false; // <混沌之键主 乌姆尔=FYRA> if (effect.activatedInTrashZone) { if (this.game.getData(effect.source,'zeroActionCostInTrash')) { return true; } } var obj = Object.create(effect); if (obj.costColorless) { obj.costColorless += effect.source.attachedCostColorless; } else { obj.costColorless = effect.source.attachedCostColorless; } if (arg.ignoreExceedCost) { obj.costExceed = 0; } return this.enoughCost(obj); }; // 玩家使用起动效果 Player.prototype.useActionEffectAsyn = function () { var effects = []; var cards = concat(this.lrig,this.signis,this.trashZone.cards,this.hands,this.enerZone.cards); cards.forEach(function (card) { card.actionEffects.forEach(function (effect) { if (effect.spellCutIn) return; if (this.canUseActionEffect(effect)) { effects.push(effect); } },this); },this); if (!effects.length) return Callback.never(); return this.selectAsyn('USE_ACTION_EFFECT',effects).callback(this,function (effect) { return this.handleActionEffectAsyn(effect,{ cancelable: true, }); }); }; Player.prototype.useOnAttackActionEffectAsyn = function (event) { var effects = this.lrig.actionEffects.filter(function (effect) { return this.canUseActionEffect(effect,{ onAttack: true, event: event, }); },this); if (!effects.length) return Callback.immediately(); return this.selectOptionalAsyn('LAUNCH',effects).callback(this,function (effect) { if (!effect) return; return this.handleActionEffectAsyn(effect,{event: event}); }); }; Player.prototype.handleActionEffectAsyn = function (effect,arg) { if (!arg) arg = {}; return this.game.blockAsyn(this,function () { var obj = Object.create(effect); if (obj.costColorless) { obj.costColorless += effect.source.attachedCostColorless; } else { obj.costColorless = effect.source.attachedCostColorless; } if (arg.ignoreExceedCost) { obj.costExceed = 0; } // <混沌之键主 乌姆尔=FYRA> if (effect.activatedInTrashZone) { if (this.game.getData(effect.source,'zeroActionCostInTrash')) { obj = {}; this.game.setData(effect.source,'zeroActionCostInTrash',false); } } this.inActionEffectCost = true; return this.payCostAsyn(obj,arg.cancelable).callback(this,function (costArg) { this.inActionEffectCost = false; if (!costArg) return; // canceled effect.source.activate(); this.usedActionEffects.push(effect); return this.game.blockAsyn(effect.source,this,function () { return effect.actionAsyn.call(effect.source,costArg,arg); }); }); }); }; // 玩家结束主要阶段 Player.prototype.endMainPhaseAsyn = function () { return this.selectAsyn('END_MAIN_PHASE'); }; // // 玩家使用【攻击阶段】的技艺(和起动效果) // Player.prototype.useAttackPhaseArtsAsyn = function () { // var cards = this.lrigDeck.cards.filter(function (card) { // return card.canUse('attackPhase'); // }); // concat(this.signis,this.lrig).forEach(function (card) { // var hasAttackPhaseEffect = card.actionEffects.some(function (effect) { // return effect.attackPhase && this.canUseActionEffect(effect); // },this); // if (hasAttackPhaseEffect) cards.push(card); // },this); // if (!cards.length) return Callback.never(); // // 选择一张【攻击阶段】的技艺(或持有【攻击阶段】的起动效果的卡) // return this.selectAsyn('USE_ARTS',cards).callback(this,function (card) { // if (card.type === 'ARTS') { // // 如果选择的是ARTS // return this.handleArtsAsyn(card); // } else { // // 如果选择的是持有起动效果的卡 // var effects = card.actionEffects.filter(function (effect) { // return effect.attackPhase && this.canUseActionEffect(effect); // },this); // if (!effects.length) return; // return Callback.immediately().callback(this,function () { // if (effects.length === 1) return effects[0]; // return this.selectAsyn('USE_ACTION_EFFECT',effects); // }).callback(this,function (effect) { // return this.handleActionEffectAsyn(effect); // }); // } // }); // }; Player.prototype.useAttackPhaseArtsAsyn = function () { var cards = this.lrigDeck.cards.filter(function (card) { return card.canUse('attackPhase'); }); if (!cards.length) return Callback.never(); return this.selectAsyn('USE_ARTS',cards).callback(this,function (card) { return this.handleArtsAsyn(card); }); }; Player.prototype.useAttackPhaseActionEffect = function () { var cards = concat(this.signis,this.lrig,this.trashZone.cards,this.hands).filter(function (card) { return card.actionEffects.some(function (effect) { return this.canUseActionEffect(effect); },this); },this); if (!cards.length) return Callback.never(); return this.selectAsyn('USE_ACTION_EFFECT',cards).callback(this,function (card) { var effects = card.actionEffects.filter(function (effect) { return this.canUseActionEffect(effect); },this); if (!effects.length) return; return Callback.immediately().callback(this,function () { if (effects.length === 1) return effects[0]; return this.selectAsyn('USE_ACTION_EFFECT',effects); }).callback(this,function (effect) { return this.handleActionEffectAsyn(effect); }); }); }; // 玩家结束技艺使用步骤 Player.prototype.endArtsStepAsyn = function () { return this.selectAsyn('END_ARTS_STEP'); }; // 玩家进行SIGNI攻击 Player.prototype.signiAttackAsyn = function () { var cards = this.signis.filter(function (card) { return card.canAttack(); }); if (!cards.length) return Callback.never(); return this.selectAsyn('SIGNI_ATTACK',cards).callback(this,function (card) { return card.attackAsyn(); }); }; // 玩家结束SIGNI攻击步骤 Player.prototype.endSigniAttackStepAsyn = function () { // 必须进行攻击的卡 var cards = this.signis.filter(function (card) { return (this.forceSigniAttack || card.mustAttack) && card.canAttack() && !card.attackCostColorless; },this); if (cards.length) return Callback.never(); return this.selectAsyn('END_SIGNI_ATTACK_STEP'); }; // 玩家进行LRIG攻击 Player.prototype.lrigAttackAsyn = function () { if (this.lrigAttackBanned) return Callback.never(); var cards = [this.lrig].filter(function (card) { return card.canAttack(); }); if (!cards.length) return Callback.never(); return this.selectAsyn('LRIG_ATTACK',cards).callback(this,function (card) { return card.attackAsyn(); }); }; // 防御 // callback(succ) // succ: 表示是否成功防御 Player.prototype.guardAsyn = function () { if (this.canNotGuard) return Callback.immediately(false); var cards = this.hands.filter(function (card) { return card.guardFlag && (card.level > this.guardLimit) && !inArr(card.level,this.guardBannedLevels); },this); return this.selectOptionalAsyn('GUARD',cards,true).callback(this,function (card) { if (!card) return false; card.moveTo(this.trashZone); return true; }); }; // 玩家结束LRIG攻击步骤 Player.prototype.endLrigAttackStepAsyn = function () { return this.selectAsyn('END_LRIG_ATTACK_STEP'); }; // 玩家被击溃(噗 Player.prototype.crashAsyn = function (n,arg) { if (n === undefined) n = 1; if (arg === undefined) arg = {}; var source = arg.source || this.game.getEffectSource(); var attack = !!arg.attack; var lancer = !!arg.lancer; var doubleCrash = !!arg.doubleCrash; var damage = !!arg.damage; var tag = arg.tag || ''; if (this.wontBeCrashed) return Callback.immediately(false); if (this.wontBeCrashedExceptDamage && !damage) return Callback.immediately(false); var cards = this.lifeClothZone.getTopCards(n); if (!cards.length) return Callback.immediately(false); var crossLifeCloth = (tag === 'crossLifeCloth'); // <幻水 希拉> var effectSource = this.game.getEffectSource(); return this.game.blockAsyn(this,function () { // 放到检查区并触发 onBurst 和 onCrash . // 根据<幻竜姫 スヴァローグ>的FAQ, // 无迸发的卡立即进入能量区; // 有迸发的卡在迸发解决后进入能量区. this.game.frame(this,function () { cards.forEach(function (card) { // <多元描写> if (effectSource && (effectSource.player === this.opponent)) { this.game.setData(this,'_PluralismDepiction',true); } card.moveTo(this.checkZone); var event = { source: source, lancer: lancer }; this.onCrash.trigger(event); if (card.onBurst.effects.length && (tag !== 'dontTriggerBurst') && !source.disableBurst) { // 迸发 card.onBurst.trigger({crossLifeCloth: crossLifeCloth}); // 注意 } else { card.handleBurstEnd(crossLifeCloth); } },this); if (doubleCrash && (cards.length === 2)) { this.onDoubleCrashed.trigger(); } }); }).callback(this,function () { return true; }); }; Player.prototype.damageAsyn = function () { if (this.wontBeDamaged) return Callback.immediately(false); if (this.wontBeDamagedByOpponentLrig) { var source = this.game.getEffectSource(); if (source === this.opponent.lrig) { return Callback.immediately(false); } } if (!this.lifeClothZone.cards.length) { if (this.game.win(this.opponent)) return Callback.never(); return Callback.immediately(false); } return this.crashAsyn(1,{damage: true}); }; // 向玩家展示一些卡,通常用于公开探寻的卡. Player.prototype.showCardsAsyn = function (cards,label) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_CARDS', content: { label: label || 'CONFIRM', cards: cards, pids: cards.map(function (card) { return card.pid; }) } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(cards); }; }); }); }; Player.prototype.showCardsByIdAsyn = function (ids,label) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_CARDS_BY_ID', content: { label: label || 'CONFIRM', ids: ids } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(); }; }); }); }; Player.prototype.revealAsyn = function (n) { return Callback.immediately().callback(this,function () { var source = this.game.getEffectSource(); if (!source) return 0; if (source.player !== this) return 0; if (!this.additionalRevealCount) return 0; return this.selectNumberAsyn('REVEAL_MORE',0,this.additionalRevealCount,this.additionalRevealCount); }).callback(this,function (num) { n += num; var cards = this.mainDeck.getTopCards(n); return this.showCardsAsyn(cards).callback(this,function () { return this.opponent.showCardsAsyn(cards).callback(this,function () { return cards; }); }); }); }; Player.prototype.showColorsAsyn = function (colors) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_COLORS', content: { colors: colors } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(); }; }); }); }; Player.prototype.showCardTypesAsyn = function (types) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_TYPES', content: { types: types } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(); }; }); }); }; Player.prototype.showEffectsAsyn = function (effects) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_EFFECTS', content: { effects: effects.map(function (eff) { return eff.description; }) } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(); }; }); }); }; Player.prototype.showTextAsyn = function (title,type,content) { var player = this; // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'CONFIRM' // } // }); player.output({ type: 'SHOW_TEXT', content: { type: type, title: title, content: content } }); return new Callback(function (callback) { player.listen('OK',function (input) { return function () { callback(); }; }); }); }; Player.prototype.selectNumberAsyn = function (label,min,max,defaultValue) { if (defaultValue === undefined) { defaultValue = min; } var player = this; player.output({ type: 'SELECT_NUMBER', content: { label: label, min: min, max: max, defaultValue: defaultValue } }); return new Callback(function (callback) { player.listen(label,function (num) { num = num >>> 0; if (!((num >= min) && (num <= max))) return false; return function () { callback(num); }; }); }); }; Player.prototype.declareAsyn = function (min,max) { return this.selectNumberAsyn('DECLARE',min,max).callback(this,function (num) { return this.opponent.showTextAsyn('DECLARE','number',num).callback(this,function () { return num; }); }); }; Player.prototype.declareCardIdAsyn = function () { return this.selectCardIdAsyn('DECLARE').callback(this,function (pid) { return this.opponent.showCardsByIdAsyn([pid],'DECLARE').callback(this,function () { return pid; }); }); }; Player.prototype.selectTextAsyn = function (label,texts,type) { var player = this; if (!texts.length) return Callback.immediately(null); player.output({ type: 'SELECT_TEXT', content: { label: label, texts: texts, type: type || '' } }); return new Callback(function (callback) { player.listen(label,function (idx) { idx = idx >>> 0; var text = texts[idx]; if (!text) return false; return function () { callback(text); }; }); }); }; Player.prototype.selectCardIdAsyn = function (label) { var player = this; player.output({ type: 'SELECT_CARD_ID', content: { label: label } }); return new Callback(function (callback) { player.listen(label,function (pid) { pid = pid >>> 0; if (!CardInfo[pid]) return false; return function () { callback(pid); }; }); }); }; Player.prototype.confirmAsyn = function (text) { var player = this; player.output({ type: 'CONFIRM', content: { text: text } }); return new Callback(function (callback) { player.listen('OK',function (answer) { return function () { callback(!!answer); }; }); }); }; // 令玩家获得cards的pid. Player.prototype.informCards = function (cards) { this.output({ type: 'INFORM_CARDS', content: { cards: cards, pids: cards.map(function (card) { return card.pid; },this) } }); }; // needEner(obj) // obj是一个包含 costWhite 等属性的对象 (cost对象), // 如果obj的所有cost为零,返回false,否则true Player.prototype.needEner = function (obj) { if (obj.costChange) { obj = obj.costChange(); } var costs = [obj.costColorless,obj.costWhite,obj.costBlack,obj.costRed,obj.costBlue,obj.costGreen]; return costs.some(function (cost) { return cost > 0; }); }; Player.prototype.getTotalEnerCost = function (obj,original) { if (!original && obj.costChange) { obj = obj.costChange(); } var props = [ 'costColorless', 'costWhite', 'costBlack', 'costRed', 'costBlue', 'costGreen', ]; var total = 0; props.forEach(function (prop) { total += (original? this.game.getOriginalValue(obj,prop) : obj[prop]) || 0; },this); return total; }; Player.prototype.needCost = function (obj) { if (obj.costChange) { obj = obj.costChange(); } if (obj.costCoin) return true; if (obj.costDown && obj.source) return true; if (obj.costAsyn && obj.source) return true; if (obj.costExceed && obj.source) return true; if (this.needEner(obj)) return true; return false; }; Player.prototype.checkRequirements = function (items, requirements) { var n = requirements.length var len = 1 << n var arr = (typeof Uint8Array === 'undefined') ? new Array(len) : new Uint8Array(len) // 第 i 条不等式。 // 假设 n == 4,即有 4 种元需求: // i 为从 0000 到 1111,从右到左分别称为第 1,2,3,4 位 // 当 i == 0110 时,代表不等式左边为第 2、3 个集合的并集 for (var i = 0; i < len; i++) { var filters = [] for (var j = 0; j < n; j++) { if (i & (1 << j)) { filters.push(requirements[j].filter) // 不等式的右边(先把需求数加上去,满足的时候减 1,减至 0 则满足该不等式) arr[i] += requirements[j].count } } // 遍历能量区,满足条件的减 1 for (var j = 0; j < items.length; j++) { var item = items[j] if (filters.some(function (filter) { return filter(item) })) { // 减至 0,该不等式成立 if (!--arr[i]) break } } if (arr[i]) return false } return true } Player.prototype.cardToInteger = function (card) { var int = 0 if (card.hasColor('white')) int |= 1 // 0b00001 if (card.hasColor('black')) int |= 2 // 0b00010 if (card.hasColor('green')) int |= 4 // 0b00100 if (card.hasColor('blue')) int |= 8 // 0b01000 if (card.hasColor('red')) int |= 16 // 0b10000 return int } Player.prototype.canUseBikou = function (obj) { return obj.useBikouAsWhiteCost || this.useBikouAsWhiteCost } Player.prototype.encodeCard = function (card, costObj) { // card => 01011 (红蓝绿黑白) var int = 0 if (card.multiEner) { int = 31 // 0b11111 } else { int = this.cardToInteger(card) } // 美巧 if (this.canUseBikou(costObj) && card.hasClass('美巧')) { int |= 1 } if (card.trashAsWhiteCost) { int |= 1 } // <小剑 三日月> if (card._MikamuneSmallSword) { int |= this.cardToInteger(this.lrig) } return int } Player.prototype.encodeCost = function (cost, withoutFilter) { // cost => [{ count: 3, mask: 0b00001, filter: () => ... }, ...] var requirements = [] if (cost.costColorless) { if (cost._2286) { requirements.push({ count: cost.costColorless, mask: this.cardToInteger(this.lrig) }) } else { requirements.push({ count: cost.costColorless, mask: 0 }) } } if (cost.costWhite) requirements.push({ count: cost.costWhite, mask: 1 }) if (cost.costBlack) requirements.push({ count: cost.costBlack, mask: 3 }) if (cost.costGreen) requirements.push({ count: cost.costGreen, mask: 4 }) if (cost.costBlue) requirements.push({ count: cost.costBlue, mask: 8 }) if (cost.costRed) requirements.push({ count: cost.costRed, mask: 16 }) if (!withoutFilter) { requirements.forEach(function (item) { item.filter = function (int) { return !int || (int & item.mask) } }) } return requirements } Player.prototype._checkEner = function (cards,cost) { var items = cards.map(this.encodeCard.bind(this)) var requirements = this.encodeCost(cost) var enough = this.checkRequirements(items,requirements) var total = requirements.reduce(function (total,requirement) { return total + requirement.count }, 0) return { left: enough? items.length - total : -1, } } // 御先狐... Player.prototype.checkEner = function (cards,obj,ignoreReplacement) { if (obj.costChange) { obj = obj.costChange(); } obj = Object.create(obj); obj.costGreen = obj.costGreen || 0; cards = cards.slice(); var osakiCards = cards.filter(function (card) { return card._KosakiPhantomBeast; },this); var minOsaki = 0; var maxOsaki = Math.min(osakiCards.length,Math.floor(obj.costGreen/2)); for (var i = 0; i <= maxOsaki; i++) { var result = this._checkEner(cards,obj); if (ignoreReplacement || (result.left >= 0)) break; minOsaki++; removeFromArr(osakiCards[i],cards); obj.costGreen = Math.max(0,obj.costGreen - 3); } result.osakiCards = osakiCards; result.minOsaki = minOsaki; result.maxOsaki = maxOsaki; return result; }; // _checkEner(cards,obj) // obj是个cost对象,cards是用来支付能量的卡. // 返回一个带 left,minBikou,maxBikou,bikouCards 属性的对象. // left: 支付后剩余的卡片数. (若为负数,表示无法完成支付) // minBikou: 表示至少要支付的美巧数量. // maxBikou: 表示至多可以支付的美巧数量. // bikouCards: 可以用于代替白色费用的美巧卡. // 注: 由于后来出现了<美しき弦奏 コントラ>,这里的美巧也指这张卡. // Player.prototype._checkEner = function (cards,obj,ignoreReplacement) { // var minBikou = 0; // var maxBikou = 0; // var bikouCards = []; // // 以下变量表示对应颜色的卡的盈余量. (盈余=存在-需求,负数则表示不足) // // 减掉需求 // var colorless = -obj.costColorless || 0; // var white = -obj.costWhite || 0; // var black = -obj.costBlack || 0; // var red = -obj.costRed || 0; // var blue = -obj.costBlue || 0; // var green = -obj.costGreen || 0; // var multi = 0; // // 美巧 // var useBikou = !ignoreReplacement && this.canUseBikou(obj); // var bikou = 0; // var costWhite = obj.costWhite || 0; // // <小剑 三日月> // var mikamune = 0; // var lrig = this.lrig; // // 加上存在 // cards.forEach(function (card) { // if (card.multiEner) multi++; // else if (card.color === 'colorless') colorless++; // else if (card.color === 'white' ) white++; // else if (card.color === 'black' ) black++; // else if (card.color === 'red' ) red++; // else if (card.color === 'blue' ) blue++; // else if (card.color === 'green' ) green++; // // <小剑 三日月> // if (card._MikamuneSmallSword && !card.multiEner && (card.color !== lrig.color)) { // mikamune++; // } // },this); // // <小剑 三日月> // // 借与LRIG颜色相同的卡 // if (lrig.color === 'white') white += mikamune; // else if (lrig.color === 'black') black += mikamune; // else if (lrig.color === 'red') red += mikamune; // else if (lrig.color === 'blue') blue += mikamune; // else if (lrig.color === 'green') green += mikamune; // else mikamune = 0; // // 美巧 // if (useBikou) { // bikouCards = cards.filter(function (card) { // return card.hasClass('美巧'); // },this); // } else { // bikouCards = cards.filter(function (card) { // return card.trashAsWhiteCost; // <美しき弦奏 コントラ> // },this); // } // bikou = bikouCards.length; // // 于是此时变量的值即为盈余值. (负数表示不足) // // 先考虑白色 // if (white >= 0) { // maxBikou = Math.min(bikou,costWhite); // colorless += white; // 盈余的数量加到无色上. // } else { // minBikou = Math.min(-white,bikou); // bikou += white; // 不足的数量用美巧代替. // green += white; // 注意绿色也同时减少了. // if (bikou < 0) { // // 若用美巧代替之后还是不足,则用万花色代替. // multi += bikou; // 不足的数量用万花色代替. // green -= bikou; // 注意因为用万花色代替了,所以绿色的盈余增加. // if (multi < 0) { // // 万花色不足,无法完成支付. // return {left: -1,minBikou: 0,maxBikou: 0,bikouCards: []}; // } // } else { // maxBikou = Math.min(bikou,costWhite - minBikou); // } // } // // 然后考虑剩下的颜色,除了无色 // if (![black,red,blue,green].every(function (count) { // if (count >= 0) { // colorless += count; // 盈余的数量加到无色上. // return true; // } // multi += count; // 不足的数量用万花色代替. // return multi >= 0; // 万花色不足,无法完成支付. // })) return {left: -1,minBikou: 0,maxBikou: 0,bikouCards: []}; // maxBikou = minBikou + Math.min(maxBikou,Math.max(0,green) + multi); // minBikou = Math.max(0,minBikou - multi); // // 最后考虑无色. // colorless += multi; // 盈余的数量加到无色上. // colorless -= mikamune; // 还回从<小剑 三日月>借来的卡. // return { // left: colorless, // 此时无色的盈余量即为支付能力后剩下的卡片数. // bikouCards: bikouCards, // minBikou: minBikou, // maxBikou: maxBikou // }; // }; // 注意 costSigniColorless 是指任意颜色的signi作为cost // Player.prototype.enoughSigniCost = function (obj) { // var white = obj.costSigniWhite || 0; // var black = obj.costSigniBlack || 0; // var red = obj.costSigniRed || 0; // var blue = obj.costSigniBlue || 0; // var green = obj.costSigniGreen || 0; // var colorless = obj.costSigniColorless || 0; // for (var i = 0; i < this.hands.length; i++) { // var card = this.hands[i]; // if (card.type !== 'SIGNI') continue; // if (card.color === 'white') { // white? white-- : colorless--; // } else if (card.color === 'black') { // black? black-- : colorless--; // } else if (card.color === 'red') { // red? red-- : colorless--; // } else if (card.color === 'blue') { // blue? blue-- : colorless--; // } else if (card.color === 'green') { // green? green-- : colorless--; // } else { // colorless--; // } // } // return [white,black,red,blue,green,colorless].some(function (need) { // return need > 0; // }); // }; // 玩家是否有足够的能量来支付obj指定的费用 Player.prototype.enoughEner = function (obj) { if (obj.costChange) { obj = obj.costChange(); } return this.checkEner(this.enerZone.cards,obj).left >= 0; }; Player.prototype.enoughExceed = function (obj) { var lrig = obj.source; return lrig.zone.cards.length > obj.costExceed; }; Player.prototype.enoughCost = function (obj) { if (obj.costChange) { obj = obj.costChange(); } if (obj.costCoin && obj.costCoin > this.coin) return false; if (obj.costDown && obj.source && !obj.source.isUp) return false; if (obj.costCondition && obj.source) { if (!obj.costCondition.call(obj.source)) return false; } if (obj.costExceed && obj.source) { if (!this.enoughExceed(obj)) return false; } if (!this.enoughEner(obj)) return false; return true; }; // Player.prototype.selectSigniCost = function (obj) { // if ((!this.needSigniCost(obj))) return Callback.immediately([]); // }; // 要求玩家选择能量 Player.prototype.selectEnerAsyn = function (obj,cancelable) { if (obj.costChange) { obj = obj.costChange(); } if (!this.needEner(obj)) return Callback.immediately([]); var player = this; player.output({ type: 'PAY_ENER', content: { source: obj.source || 0, cancelable: !!cancelable, cards: this.enerZone.cards, integers: this.enerZone.cards.map(this.encodeCard.bind(this)), requirements: this.encodeCost(obj, true), }, }); // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: 'PAY_ENER' // } // }); return new Callback(function (callback) { player.listen('PAY_ENER',function (idxs) { if (idxs === null) { // cancel if (!cancelable) return false; return function () { callback(null); } } if (!isArr(idxs)) return false; var cards = idxs.map(function (idx) { return player.enerZone.cards[idx]; }); var legal = cards.every(function (card,idx) { return inArr(card,player.enerZone.cards) && cards.indexOf(card) >= idx; }); if (!legal || player.checkEner(cards,obj,true).left !== 0) return false; return function () { callback(cards); } }) }); }; Player.prototype.selectExceedAsyn = function (obj) { var cards = obj.source.zone.cards.slice(1); var n = obj.costExceed; return this.selectSomeAsyn('PAY_EXCEED',cards,n,n); }; // 支付Cost Player.prototype.payCostAsyn = function (obj,cancelable) { this.game.frameStart(); return Callback.immediately().callback(this,function () { if (obj.costChangeAsyn) { cancelable = false; // 需要异步操作的费用改变,如<虹彩・横置>等. return obj.costChangeAsyn().callback(this,function (o) { obj = o; }); } else if (obj.costChange) { // 费用改变 obj = obj.costChange(); } }).callback(this,function () { // 御先狐 var o = this.checkEner(this.enerZone.cards,obj); if (o.left < 0) { throw new Error('No enough ener to pay! obj.cid:' + obj.cid); } if (o.maxOsaki) { var min = o.minOsaki; var max = o.maxOsaki; return this.selectSomeAsyn('TRASH_OSAKI',o.osakiCards,min,max).callback(this,function (cards) { if (!cards.length) return; cancelable = false; this.game.trashCards(cards); obj = Object.create(obj); obj.costGreen -= cards.length * 3; if (obj.costGreen < 0) obj.costGreen = 0; }); } }).callback(this,function () { // 选择能量 var costArg = {}; return this.selectEnerAsyn(obj,cancelable).callback(this,function (cards) { if (!cards) { // 取消 this.game.frameEnd(); return null; } return Callback.immediately().callback(this,function () { costArg.enerCards = cards; costArg.enerColors = cards.map(function (card) { if (card.multiEner) return 'multi'; return card.color; },this); this.game.trashCards(cards); // 超越 if (obj.costExceed && obj.source) { return this.selectExceedAsyn(obj).callback(this,function (cards) { costArg.exceedCards = cards; this.game.trashCards(cards,{isExceedCost: true}); }); } }).callback(this,function () { // 横置 if (obj.costDown && obj.source) { obj.source.down(); } // Coin if (obj.costCoin) { this.loseCoins(obj.costCoin); costArg.bet = obj.costCoin; } // 其它 if (obj.costAsyn) { if (obj.source) return obj.costAsyn.call(obj.source); return obj.costAsyn(); } }).callback(this,function (others) { costArg.others = others; this.game.frameEnd(); return costArg; }); }); }); }; // player.selectAsyn(label,cards,optional,needConfirm) // 玩家从cards中选一张卡, // 若cards为null或空数组: // 若!needConfirm,那么立即callback(null). // 否则等玩家确认,然后callback(null). // 若cards非空: // 若optional,玩家可以不选(返回null). // 否则,玩家必须从cards中选一张卡,callback返回这张卡. // callback(null|card) Player.prototype.selectAsyn = function (label,cards,optional,needConfirm) { if (cards && !cards.length && !needConfirm) { return Callback.immediately(null); } if (!cards) { return this.selectSomeAsyn(label,[]).callback(this,function () { return null; }); } var min = optional? 0 : 1; return this.selectSomeAsyn(label,cards,min,1).callback(this,function (selectedCards) { return selectedCards[0] || null; }); }; Player.prototype.selectOptionalAsyn = function (label,cards,needConfirm) { return this.selectAsyn(label,cards,true,needConfirm); }; Player.prototype.selectTargetAsyn = function (cards,optional,needConfirm) { return this.selectAsyn('TARGET',cards,optional,needConfirm).callback(this,function (card) { if (card) { card.beSelectedAsTarget(); } return card; }); }; Player.prototype.selectTargetOptionalAsyn = function (cards,needConfirm) { return this.selectTargetAsyn(cards,true,needConfirm); }; Player.prototype.selectSomeTargetsAsyn = function (cards,min,max,careOrder) { return this.selectSomeAsyn('TARGET',cards,min,max,careOrder).callback(this,function (selectedCards) { selectedCards.forEach(function (card) { card.beSelectedAsTarget(); },this); return selectedCards; }) }; Player.prototype.selectSomeAsyn = function (label,items,min,max,careOrder,extraCards) { // 过滤 shadow 目标 items = items.filter(item => { var source = this.game.getEffectSource(); if (item.shadow && source && source.player !== item.player) { return false; } return true; }); if (!(min >= 0)) min = 0; if (max === undefined || max < 0) { max = items.length; } min = Math.min(min,items.length); max = Math.min(max,items.length); careOrder = !!careOrder; extraCards = extraCards || []; var cards = items; var descriptions = []; var sample = items[0]; if (sample && sample.source) { // 选项是效果 cards = items.map(function (effect) { return effect.source || null; }); descriptions = items.map(function (effect) { return effect.description || ''; }); } var player = this; player.output({ type: 'SELECT', content: { label: label, options: cards, descriptions: descriptions, extraCards: extraCards, extraPids: extraCards.map(function (card) { return card.pid; }), min: min, max: max, careOrder: careOrder } }); // player.opponent.output({ // type: 'WAIT_FOR_OPPONENT', // content: { // operation: '' // 注意! // } // }); return new Callback(function (callback) { player.listen(label,function (idxs) { if (!isArr(idxs)) return false; if (idxs.length > max) return false; if (idxs.length < min) return false; if (!careOrder) { idxs.sort(function (a,b) { return a - b; }); } var selectedItems = idxs.map(function (idx) { if ((idx >= 0) && (idx < items.length)) { return items[idx]; } return null; },this); var legal = selectedItems.every(function (item,i) { return item && (selectedItems.indexOf(item) === i); },this); if (!legal) return false; return function () { callback(selectedItems); } }); }); }; Player.prototype.selectByFilterAsyn = function (filter,optional,cards) { var cards = filter? cards.filter(filter) : cards; return optional? this.selectTargetOptionalAsyn(cards) : this.selectTargetAsyn(cards); }; Player.prototype.selectOpponentSigniAsyn = function (filter,optional) { return this.selectByFilterAsyn(filter,optional,this.opponent.signis); }; Player.prototype.selectSelfSigniAsyn = function (filter,optional) { return this.selectByFilterAsyn(filter,optional,this.signis); }; Player.prototype.searchAsyn = function (filter,max,min,dontShow) { var cards = this.mainDeck.cards.filter(filter,this); max = Math.min(max,cards.length); min = min || 0; min = Math.min(min,cards.length); return this.selectSomeAsyn('SEEK',cards,min,max,false,this.mainDeck.cards).callback(this,function (cards) { if (dontShow) { this.shuffle(); return cards; } return this.opponent.showCardsAsyn(cards).callback(this,function () { this.shuffle(); return cards; }); }); }; Player.prototype.seekAsyn = function (filter,max,min,dontShow) { return this.searchAsyn(filter,max,min,dontShow).callback(this,function (cards) { this.game.moveCards(cards,this.handZone); return cards; }); }; Player.prototype.seekAndSummonAsyn = function (filter,n,dontTriggerStartUp) { var done = false; var rtnCards = []; this.game.frameStart(); return Callback.loop(this,n,function () { if (done) return; var cards = this.mainDeck.cards.filter(function (card) { return card.canSummon() && filter(card); },this); return this.selectSomeAsyn('SEEK',cards,0,1,false,this.mainDeck.cards).callback(this,function (cards) { var card = cards[0]; if (!card) { done = true; return; }; rtnCards.push(card); return card.summonAsyn(false,dontTriggerStartUp); }); }).callback(this,function () { this.shuffle(); this.game.frameEnd(); return rtnCards; }); }; Player.prototype.pickCardAsyn = function (filter,min,max,zone) { if (!isNum(min)) min = 1; if (!isNum(max)) max = 1; if (!zone) zone = this.trashZone; var cards = filter? zone.cards.filter(filter) : zone.cards; return this.selectSomeAsyn('ADD_TO_HAND',cards,min,max).callback(this,function (cards) { if (!cards.length) return; return this.opponent.showCardsAsyn(cards).callback(this,function () { this.game.moveCards(cards,this.handZone); }); }); }; Player.prototype.rebornAsyn = function (filter,count,arg) { if (!isNum(count)) count = 1; if (!arg) arg = {}; var done = false; return Callback.loop(this,count,function () { if (done) return; var cards = this.trashZone.cards.filter(function (card) { if (filter && !filter(card)) return false; return card.canSummon(); },this); return this.selectAsyn('SUMMON_SIGNI',cards).callback(this,function (card) { if (!card) return done = true; return card.summonAsyn(false,arg.dontTriggerStartUp,arg.down); }); }); }; Player.prototype.rearrangeOpponentSignisAsyn = function () { return this.rearrangeSignisAsyn(this.opponent); }; Player.prototype.rearrangeSignisAsyn = function (whos) { if (!whos) whos = this; var done = false; var signis = whos.signis.filter(function (signi) { return !signi.isEffectFiltered(); },this); var zones = whos.signiZones.filter(function (zone) { if (zone.disabled) return false; return (!zone.cards.length) || (!zone.cards[0].isEffectFiltered()); },this); var changedSignis = []; return Callback.loop(this,2,function () { if (done) return; if (!signis.length || (zones.length <= 1)) return; return this.selectTargetOptionalAsyn(signis).callback(this,function (signi) { if (!signi) { done = true; return; } removeFromArr(signi,signis); var _zones = zones.filter(function (zone) { return (zone !== signi.zone); },this); return this.selectOptionalAsyn('RESET_SIGNI_ZONE',_zones).callback(this,function (zone) { if (!zone) return; removeFromArr(zone,zones); var card = zone.cards[0]; if (signi.changeSigniZone(zone)) { if (!inArr(signi,changedSignis)) changedSignis.push(signi); if (card && !inArr(card,changedSignis)) changedSignis.push(card); } }); }); }).callback(this,function () { return changedSignis; }); }; Player.prototype.listen = function (label,handle) { this.listener[label] = handle; }; Player.prototype.input = function (data) { // if (!isArr(data)) return false; // if (data.length !== 2) return false; // var label = data[0]; // var input = data[1]; if (!isObj(data)) return false; var label = data.label; var input = data.input; if (!isStr(label)) return false; var handle = this.listener[label]; if (!isFunc(handle)) return false; var callback = handle(input); if (!isFunc(callback)) return false; this.listener = {}; // var p = (this === this.game.hostPlayer)? 'hostPlayer' : 'guestPlayer'; // if (!window.inputs) window.inputs = ''; // window.inputs += ('game.'+p+'.input("'+label+'",['+input.toString()+']);'); // console.time(label); callback(); // console.timeEnd(label); this.game.sendMsgQueue(); if (this.game.winner) { this.game.gameover(); } return true; }; Player.prototype.output = function (msgObj) { // var start = Date.now(); msgObj = this.handleMsgObj(msgObj); // var end = Date.now(); // console.log('player.handleMsgObj() '+(end-start)+'ms'); this.msgQueue.push(msgObj); }; Player.prototype.sendMsgQueue = function () { var queue = this.msgQueue.slice(); this.messagePacks.push(queue); this.io.send(queue); this.msgQueue.length = 0; }; Player.prototype.handleMsgObj = function (v) { if (isArr(v)) { var arr = v; var newArr = [] arr.forEach(function (item) { newArr.push(this.handleMsgObj(item)); },this); return newArr; } if (isObj(v)) { var obj = v; var sid = this.game.getSid(this,obj); if (isNum(sid)) return sid; var newObj = {}; for (var x in obj) { newObj[x] = this.handleMsgObj(obj[x]); } return newObj; } return v; }; Player.prototype.ignoreGrowCostInNextTurn = function () { this.ignoreGrowCost = true; }; Player.prototype.trashLifeClothWhenTurnEnd = function (n) { this._trashLifeClothCount += n; }; Player.prototype.getCharms = function () { var charms = []; this.signis.forEach(function (signi) { if (signi.charm) { charms.push(signi.charm); } },this); return charms; }; Player.prototype.setCrossPair = function () { // 清除已有CP this.crossed.forEach(function (pair) { pair.crossed = null; },this); this.crossed = []; var card = this.signiZones[1].cards[0]; if (!card) return; if (!card.crossLeft && !card.crossRight) return; function checkMatch (zone,cross) { if (!zone) return null; var card = zone.getSigni(); if (!card) return null; var cids = concat(cross); var matched = cids.some(function (cid) { return (card.cid === cid); },this); return matched? card : null; } // 3 CROSS if (card.crossLeft && card.crossRight) { if (!checkMatch(this.signiZones[0],card.crossRight)) return; if (!checkMatch(this.signiZones[2],card.crossLeft)) return; this.crossed = this.signis.slice(); this.signis.forEach(function (signi) { signi.crossed = this.signis.slice(); },this); return; } // 2 CROSS var zone = card.crossRight? this.signiZones[0] : this.signiZones[2]; var pair = checkMatch(zone,card.crossLeft || card.crossRight); if (!pair) return; this.crossed = [card,pair]; card.crossed = [card,pair]; pair.crossed = [card,pair]; }; Player.prototype.gainCoins = function(count) { this.setCoin(this.coin + count); }; Player.prototype.loseCoins = function(count) { this.setCoin(this.coin - count); }; Player.prototype.setCoin = function(count) { var coin = this.coin; this.coin = Math.max(0, Math.min(5, count)); if (this.lrig.isFaceup) { this.game.output({ type: 'COIN_CHANGE', content: { player: this, coin: this.coin, }, }); } }; Player.prototype.getInfectedZones = function() { return this.signiZones.filter(function (zone) { return zone.virus; },this); }; Player.prototype.getInfectedCards = function() { return this.signis.filter(function (signi) { return signi.isInfected(); },this); }; Player.prototype.infectZoneAsyn = function() { var zones = this.opponent.signiZones; return this.selectAsyn('TARGET',zones).callback(this,function (zone) { if (!zone) return null; zone.putVirus(); return zone; }); }; Player.prototype.setTrapFromDeckTopAsyn = function(count,max,forced) { if (!isNum(max)) max = 1; var cards = this.mainDeck.getTopCards(count); this.informCards(cards); var done = false; return Callback.loop(this,max,function () { if (done) return; return this.selectAsyn('TARGET',cards,!forced).callback(this,function (card) { if (!card) return done = true; removeFromArr(card,cards); return this.selectAsyn('TARGET',this.signiZones).callback(this,function (zone) { card.trapTo(zone); }); }); }).callback(this,function () { var len = cards.length; if (!len) return; return this.selectSomeAsyn('SET_ORDER',cards,len,len,true).callback(this,function (cards) { this.mainDeck.moveCardsToBottom(cards); }); }); }; Player.prototype.getTraps = function() { return this.signiZones.filter(function (zone) { return zone.trap; }).map(function (zone) { return zone.trap; }); }; Player.prototype.handleEffectAsyn = function(effect) { if (!effect.checkCondition()) return Callback.immediately(); var card = effect.source; card.beSelectedAsTarget(); return card.player.opponent.showEffectsAsyn([effect]).callback(this,function () { return this.game.blockAsyn(card,function () { return effect.handleAsyn(false); }); }); }; Player.prototype.addLifeCloth = function(count) { if (!isNum(count)) count = 1; var cards = this.mainDeck.getTopCards(count); return this.game.moveCards(cards,this.lifeClothZone); }; Player.prototype.pickCardsFromDeckTopAsyn = function(count,filter,max) { if (!isNum(max)) max = 1; var cards = this.mainDeck.getTopCards(count); if (!cards.length) return; this.informCards(cards); var targets = cards.filter(filter); return Callback.immediately().callback(this,function () { if (!targets.length) return; return this.selectSomeAsyn('ADD_TO_HAND',targets,0,max,false,cards).callback(this,function (targets) { return this.opponent.showCardsAsyn(targets).callback(this,function () { this.game.moveCards(targets,this.handZone); cards = cards.filter(function (card) { return !inArr(card,targets); },this); }); }); }).callback(this,function () { var len = cards.length; if (!len) return; return this.selectSomeAsyn('SET_ORDER',cards,len,len,true).callback(this,function (cards) { this.mainDeck.moveCardsToBottom(cards); }); }); }; Player.prototype.getWisdom = function() { var wisdom = 0; this.signis.forEach(function (signi) { if (!signi.hasClass('英知')) return; wisdom += signi.level; },this); return wisdom; }; global.Player = Player;