'use strict'; function Zone (game,player,name,args,pids) { args = args.split(' '); // 引用 this.game = game; this.player = player; // 基本属性 this.name = name; this.checkable = inArr('checkable',args); // 表示该区域,玩家可以查看里侧的牌. this.up = inArr('up',args); // 表示该区域,卡片默认竖置. this.faceup = inArr('faceup',args); // 表示该区域,卡片默认正面朝上. this.bottom = inArr('bottom',args); // 表示该区域,卡片放入的时候,默认放进底部. this.inhand = inArr('inhand',args); // 表示该区域,卡片是拿在玩家手里的,这意味着: // 1. 该区域的卡,在游戏逻辑中,是里侧表示的, // 而在UI中,对己方玩家是表侧表示的. // 2. 该区域的卡,玩家可以随时洗切. // 注册 game.register(this); // 卡片 this.cards = []; if (isArr(pids)) { pids.forEach(function (pid) { var card = new Card(game,player,this,pid); this.cards.push(card); if (card.sideA) this.cards.push(card.sideA); if (card.sideB) this.cards.push(card.sideB); },this); } // 附加的属性 this.disabled = false; // <ワーム・ホール> this.powerDown = false; // <黒幻蟲 サソリス> this.virus = false; this.trap = null; } Zone.prototype.getTopCards = function (n) { // var cards = []; // for (var i = 0; i < n; i++) { // var card = this.cards[i]; // if (!card) break; // cards.push(card); // } // return cards; return this.cards.slice(0,n); }; // SIGNI 区中,魅饰卡及其它下方的卡在块结束时送至废弃区, // 该函数返回区域中除了这些卡的卡. Zone.prototype.getActualCards = function () { return this.cards.filter(function (card) { return !inArr(card,this.game.trashingCharms) && !inArr(card,this.game.trashingCards); },this); }; Zone.prototype.getSigni = function() { return this.player.signis.filter(function (signi) { return signi.zone === this; },this)[0] || null; }; Zone.prototype.moveCardsToTop = function (cards) { cards = cards.filter(function (card) { return inArr(card,this.cards); },this); cards.forEach(function (card) { removeFromArr(card,this.cards); },this); this.cards.unshift.apply(this.cards,cards); }; Zone.prototype.moveCardsToBottom = function (cards) { cards = cards.filter(function (card) { return inArr(card,this.cards); },this); cards.forEach(function (card) { removeFromArr(card,this.cards); },this); this.cards.push.apply(this.cards,cards); }; Zone.prototype.getStates = function () { var states = []; if (this.powerDown) states.push('powerDown'); if (this.disabled) states.push('disabled'); if (this.virus) states.push('infected'); return states; }; global.Zone = Zone;