mirror of
https://github.com/webxoss/webxoss-core.git
synced 2024-11-20 06:49:53 +01:00
375 lines
No EOL
11 KiB
JavaScript
375 lines
No EOL
11 KiB
JavaScript
'use strict';
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function Phase (game) {
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// 引用
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this.game = game;
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// 快捷方式
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this.player = game.turnPlayer;
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this.opponent = game.turnPlayer.opponent;
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// 基本属性
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this.firstTurn = true;
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this.status = '';
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this.additionalTurn = false; // 是否是由于效果追加的回合
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// 注册
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game.register(this);
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// 时点
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this.onTurnStart = new Timming(game);
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this.onTurnEnd = new Timming(game);
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}
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// 游戏开始前的"setup"阶段:
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// 1. 双方洗牌;
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// 2. 双方选择等级0的LRIG背面放置到LRIG区;
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// 3. 双方猜拳决定先手;
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// 4. 双方抽5张卡;
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// 5. 双方选择任意数量手牌放回,洗牌后,抽出相同张数的卡; (换手牌)
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// 6. 双方从牌组最上方取7张卡放入生命护甲区;
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// 7. 双方大喊"OPEN!!",并将LRIG翻至正面.
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// 这之后进入先手玩家的竖置阶段.
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Phase.prototype.setup = function () {
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this.player.shuffle();
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this.opponent.shuffle();
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this.game.blockStart();
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this.game.frameStart();
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this.player.setupLrigAsyn().callback(this,function () {
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return this.opponent.setupLrigAsyn();
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}).callback(this,function () {
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return this.game.decideFirstPlayerAsyn();
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}).callback(this,function (player) {
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this.game.turnPlayer = player;
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this.player = player;
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this.opponent = player.opponent;
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this.game.packOutputs(function () {
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this.player.setupHands();
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this.opponent.setupHands();
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},this);
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return this.player.redrawAsyn();
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}).callback(this,function () {
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return this.opponent.redrawAsyn();
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}).callback(this,function () {
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this.game.packOutputs(function () {
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this.player.setupLifeCloth();
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this.opponent.setupLifeCloth();
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},this);
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this.game.packOutputs(function () {
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this.player.open();
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this.opponent.open();
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},this);
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this.game.outputColor();
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this.game.frameEnd();
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return this.game.blockEndAsyn();
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}).callback(this,function () {
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this.upPhase();
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});
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}
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// 竖直阶段:
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// 1. 回合玩家将其LRIG和全部SIGNI竖置.
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// 这之后进入抽卡阶段.
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Phase.prototype.upPhase = function () {
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this.status = 'upPhase';
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this.game.handleFrameEnd();
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this.game.blockStart();
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this.player.up();
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this.game.blockEndAsyn().callback(this,this.drawPhase);
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};
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// 抽卡阶段:
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// 1. 回合玩家抽2张卡. (若该回合为先手第一回合,则抽1张)
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// 这之后进入充能阶段.
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Phase.prototype.drawPhase = function () {
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this.status = 'drawPhase';
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this.game.handleFrameEnd();
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this.game.blockStart();
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if (this.firstTurn) {
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this.player.draw(1);
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} else {
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this.player.draw(this.player.drawCount);
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}
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this.game.blockEndAsyn().callback(this,this.enerPhase);
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};
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// 充能阶段:
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// 1. 回合玩家可以进行1次主动充能. (主动充能: 选择自己的一张手牌或场上的一只SIGNI,将其置于能量区)
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// 这之后进入成长阶段.
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Phase.prototype.enerPhase = function () {
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if (this.player.skipEnerPhase) {
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this.growPhase();
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return;
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}
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this.status = 'enerPhase';
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this.game.handleFrameEnd();
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this.player.chargeAsyn().callback(this,this.growPhase);
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this.player.endEnerPhaseAsyn().callback(this,this.growPhase);
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};
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// 成长阶段:
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// 1. 回合玩家可以进行主动成长.
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// 这之后进入主要阶段.
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Phase.prototype.growPhase = function () {
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if (this.player.skipGrowPhase) {
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this.mainPhase();
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return;
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}
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this.status = 'growPhase';
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this.game.handleFrameEnd();
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return this.game.blockAsyn(this,function () {
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this.player.onGrowPhaseStart.trigger();
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}).callback(this,function () {
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this.player.growAsyn().callback(this,this.mainPhase);
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this.player.endGrowPhaseAsyn().callback(this,this.mainPhase);
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});
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};
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// 主要阶段:
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// 回合玩家可以按任意顺序执行任意次以下行动:
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// * 召唤SIGNI;
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// * 废弃SIGNI;
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// * 使用魔法;
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// * 使用技艺;
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// * 使用起动效果.
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// 这之后进入攻击阶段. (若该回合为先手第一回合,则逃过攻击阶段,直接进入结束阶段)
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Phase.prototype.mainPhase = function () {
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this.status = 'mainPhase';
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this.game.handleFrameEnd();
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// 由于<白罗星 海王星>的效果,需要在进入主要阶段时重置 SIGNI .
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this.game.blockAsyn(this,function () {
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this.game.frameStart();
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return this.player.resetSignisAsyn().callback(this,function () {
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this.game.frameEnd();
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});
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}).callback(this,function () {
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return this.game.blockAsyn(this,function () {
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this.player.onMainPhaseStart.trigger();
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});
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}).callback(this,function () {
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function loop () {
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if (this.checkForcedEndTurn()) {
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this.endPhase();
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return;
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}
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this.player.summonSigniAsyn().callback(this,loop);
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this.player.summonResonaSigniAsyn().callback(this,loop);
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this.player.trashSigniAsyn().callback(this,loop);
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this.player.useSpellAsyn().callback(this,loop);
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this.player.useMainPhaseArtsAsyn().callback(this,loop);
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this.player.useActionEffectAsyn().callback(this,loop);
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this.player.endMainPhaseAsyn().callback(this,function () {
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if (this.firstTurn) {
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this.endPhase();
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} else {
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this.attackPhase();
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}
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});
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}
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loop.call(this);
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});
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};
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// 攻击阶段:
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// 攻击阶段分为3个步骤:
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// 1. 技艺使用步骤
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// 2. SIGNI攻击步骤
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// 3. LRIG攻击步骤
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// WIXOSS官方规则有第四个步骤:防御步骤,
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// 而这里,防御步骤归入LRIG攻击步骤.
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Phase.prototype.attackPhase = function () {
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this.status = 'beforeArtsStep';
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return this.game.blockAsyn(this,function () {
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// <雪月風火 花代・肆>
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if (this.player.discardOnAttackPhase) {
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this.game.trashCards(this.player.hands);
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this.player.discardOnAttackPhase = false;
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}
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this.player.onAttackPhaseStart.trigger();
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}).callback(this,function () {
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this.artsStep();
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});
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};
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// 技艺使用步骤:
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// 1. 回合玩家可以发动任意次[攻击阶段]的技艺;
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// 2. 对方玩家可以发动任意次[攻击阶段]的技艺;
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// 这之后进入SIGNI攻击步骤.
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Phase.prototype.artsStep = function () {
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this.status = 'artsStep';
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this.game.handleFrameEnd();
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function playerLoop () {
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if (this.checkForcedEndTurn()) {
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this.endPhase();
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return;
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}
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this.player.useAttackPhaseArtsAsyn().callback(this,playerLoop);
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this.player.useAttackPhaseActionEffect().callback(this,playerLoop);
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this.player.summonResonaSigniAsyn().callback(this,playerLoop);
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this.player.endArtsStepAsyn().callback(this,opponentLoop);
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}
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function opponentLoop () {
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if (this.game.getData(this.game,'endAttackPhase')) {
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this.endPhase();
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return;
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}
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this.opponent.useAttackPhaseArtsAsyn().callback(this,opponentLoop);
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this.opponent.useAttackPhaseActionEffect().callback(this,opponentLoop);
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this.opponent.summonResonaSigniAsyn().callback(this,opponentLoop);
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this.opponent.endArtsStepAsyn().callback(this,this.signiAttackStep);
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}
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playerLoop.call(this);
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};
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// SIGNI攻击步骤:
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// 1. 回合玩家可以执行任意次"SIGNI攻击". ("SIGNI攻击"的流程见 Player.js)
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// 这之后进入LRIG攻击步骤.
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Phase.prototype.signiAttackStep = function () {
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if (this.player.skipSigniAttackStep) {
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this.lrigAttackStep();
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return;
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}
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this.status = 'signiAttackStep';
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this.game.handleFrameEnd();
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function loop () {
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if (this.checkForcedEndTurn()) {
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this.endPhase();
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return;
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}
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this.player.signiAttackAsyn().callback(this,loop);
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this.player.endSigniAttackStepAsyn().callback(this,this.lrigAttackStep);
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}
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loop.call(this);
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};
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// LRIG攻击步骤:
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// 1.回合玩家可以执行任意次"LRIG攻击". ("LRIG攻击"的流程见 Player.js)
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// 这之后进入结束阶段.
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Phase.prototype.lrigAttackStep = function () {
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if (this.player.skipLrigAttackStep) {
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this.endPhase();
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return;
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}
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this.status = 'lrigAttackStep';
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this.game.handleFrameEnd();
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function loop () {
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if (this.checkForcedEndTurn()) {
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this.endPhase();
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return;
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}
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this.player.lrigAttackAsyn().callback(this,loop);
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this.player.endLrigAttackStepAsyn().callback(this,this.endPhase);
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}
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loop.call(this);
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};
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// 结束阶段:
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// 1. 回合玩家的手牌数多于6张的场合,回合玩家舍弃任意手牌至手牌数为6.
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// 这之后交换回合. (wixoss)
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Phase.prototype.endPhase = function () {
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this.status = 'endPhase';
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this.player.rebuildCount = 0;
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this.player.opponent.rebuildCount = 0;
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this.player.ignoreGrowCost = false;
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this.game.effectManager.triggeredEffects.length = 0; // 1回合1次的效果.
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this.game.handleFrameEnd();
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Callback.immediately().callback(this,function () {
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// 处理"回合结束时,把XXX放到废弃区".
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// 同时触发"回合结束时"时点.
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var cards = concat(this.player.signis,this.player.opponent.signis).filter(function (signi) {
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if (signi._trashWhenTurnEnd) {
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signi._trashWhenTurnEnd = false;
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return true;
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}
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},this);
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[this.player,this.player.opponent].forEach(function (player) {
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if (player._trashLifeClothCount) {
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cards = cards.concat(player.lifeClothZone.getTopCards(player._trashLifeClothCount));
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player._trashLifeClothCount = 0;
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}
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if (this.game.getData(player,'trashAllHandsWhenTurnEnd')) {
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cards = cards.concat(player.hands);
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}
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},this);
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return this.game.blockAsyn(this,function () {
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// 注:
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// 根据官方解释,"回合结束时"的触发时点,在弃牌之前,
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// 而常时效果的销毁在弃牌之后.
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// 这里用两个时点加以区分:
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// player.onTurnEnd 指弃牌之后,
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// player.onTurnEnd2 指弃牌之前.
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this.player.onTurnEnd2.trigger();
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this.game.trashCards(cards);
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});
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}).callback(this,function () {
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// 弃牌
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var n = this.player.hands.length - 6;
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if (n > 0) {
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this.game.blockAsyn(this,function () {
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return this.player.discardAsyn(n);
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}).callback(this,function () {
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this.wixoss();
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});
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} else {
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this.wixoss();
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}
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});
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};
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// 交换回合
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// 1. 触发"回合结束"时点;
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// 2. 交换回合;
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// 3. 触发"回合开始"时点.
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// 这之后进入回合玩家的竖置阶段.
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Phase.prototype.wixoss = function () {
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this.additionalTurn = !!this.game.getData(this.player,'additionalTurn');
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this.game.clearData();
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this.status = '';
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this.player.usedActionEffects.length = 0;
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this.player.opponent.usedActionEffects.length = 0;
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this.player.chain = null;
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this.player.opponent.chain = null;
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this.player.attackCount = 0;
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this.player.opponent.attackCount = 0;
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this.firstTurn = false;
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this.game.blockAsyn(this,function () {
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this.game.frameStart();
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this.player.onTurnEnd.trigger();
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this.onTurnEnd.trigger({
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player: this.player
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});
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this.game.frameEnd();
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}).callback(this,function () {
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if (!this.additionalTurn) {
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var tmp = this.player;
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this.player = this.opponent;
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this.opponent = tmp;
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}
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this.game.turnPlayer = this.player;
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this.game.frameStart();
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this.player.onTurnStart.trigger();
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this.onTurnStart.trigger({
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player: this.player
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});
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this.game.frameEnd();
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this.upPhase();
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});
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};
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Phase.prototype.isAttackPhase = function () {
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return inArr(this.status,['beforeArtsStep','artsStep','signiAttackStep','lrigAttackStep']);
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};
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Phase.prototype.checkForcedEndTurn = function () {
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if (this.player.rebuildCount > 1) return true;
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if (this.game.getData(this.game,'endThisTurn')) return true;
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return false;
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};
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global.Phase = Phase; |