2016-10-23 07:56:45 +02:00
|
|
|
|
'use strict';
|
|
|
|
|
|
|
|
|
|
function ConstEffectManager (game) {
|
|
|
|
|
this.game = game;
|
|
|
|
|
|
|
|
|
|
this.constEffects = [];
|
|
|
|
|
|
|
|
|
|
this.tableBase = {};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ConstEffectManager.prototype.addConstEffect = function (constEffect) {
|
|
|
|
|
this.constEffects.unshift(constEffect);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ConstEffectManager.prototype.removeConstEffect = function (constEffect) {
|
|
|
|
|
removeFromArr(constEffect,this.constEffects);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ConstEffectManager.prototype.setBase = function (target,prop) {
|
|
|
|
|
var hash = target.gid + prop;
|
|
|
|
|
if (hash in this.tableBase) return;
|
|
|
|
|
var value = target[prop];
|
|
|
|
|
if (value === undefined) value = 0;
|
|
|
|
|
// if (isArr(value)) {
|
|
|
|
|
// value = [];
|
|
|
|
|
// }
|
|
|
|
|
if (isObj(value) && (value.constructor === Timming)) {
|
|
|
|
|
value = null;
|
|
|
|
|
}
|
2016-12-01 16:55:42 +01:00
|
|
|
|
this.tableBase[hash] = new Mask(null,target,prop,value);
|
2016-10-23 07:56:45 +02:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ConstEffectManager.prototype.compute = function () {
|
|
|
|
|
// console.log('ConstEffectManager.compute();');
|
|
|
|
|
|
|
|
|
|
// <DREI=漆料>
|
|
|
|
|
var signis = concat(this.game.turnPlayer.signis,this.game.turnPlayer.opponent.signis);
|
|
|
|
|
var powers = signis.map(function (signi) {
|
|
|
|
|
return signi.power;
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 预计算
|
|
|
|
|
// 针对卢浮宫,加入重注册机制,重注册的效果在效果队列中移至队头
|
|
|
|
|
var sorted = [];
|
|
|
|
|
this.constEffects.forEach(function (constEffect) {
|
|
|
|
|
constEffect.compute();
|
|
|
|
|
if (constEffect.reregister) {
|
|
|
|
|
constEffect.reregister = false;
|
|
|
|
|
sorted.unshift(constEffect);
|
|
|
|
|
} else {
|
|
|
|
|
sorted.push(constEffect);
|
|
|
|
|
}
|
|
|
|
|
},this);
|
|
|
|
|
this.constEffects = sorted;
|
|
|
|
|
|
|
|
|
|
// 恢复原始数值 (并记录 abilityLost)
|
|
|
|
|
var oldAbilityLostMap = {};
|
|
|
|
|
for (var hash in this.tableBase) {
|
|
|
|
|
var mask = this.tableBase[hash];
|
|
|
|
|
if (mask.prop === 'abilityLost') {
|
|
|
|
|
oldAbilityLostMap[mask.target.gid] = mask.target.abilityLost;
|
|
|
|
|
}
|
|
|
|
|
mask.set(true);
|
|
|
|
|
}
|
|
|
|
|
this.game.cards.forEach(function (card) {
|
|
|
|
|
card.registeredEffects.length = 0;
|
|
|
|
|
},this);
|
|
|
|
|
// this.tableBase = {};
|
|
|
|
|
|
|
|
|
|
// 设置 effectFilters (具有最高优先级)
|
|
|
|
|
var cardsEffectFilters = [];
|
|
|
|
|
this.constEffects.forEach(function (constEffect) {
|
|
|
|
|
constEffect.masksEffectFilters.forEach(function (mask) {
|
|
|
|
|
mask.add();
|
|
|
|
|
cardsEffectFilters.push(mask.target);
|
|
|
|
|
},this);
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 获得"失去能力"的卡.
|
|
|
|
|
var cardsAbilityLost = [];
|
|
|
|
|
for (var i = 0; i < this.constEffects.length; i++) {
|
|
|
|
|
var constEffect = this.constEffects[i];
|
|
|
|
|
var source = constEffect.source;
|
|
|
|
|
if (inArr(source,cardsAbilityLost)) continue;
|
|
|
|
|
constEffect.masksSet.forEach(function (mask) {
|
|
|
|
|
if (mask.prop !== 'abilityLost') return;
|
|
|
|
|
if (!constEffect.checkFilter(mask)) return;
|
|
|
|
|
cardsAbilityLost.push(mask.target);
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 清除 effectFilters
|
|
|
|
|
cardsEffectFilters.forEach(function (card) {
|
|
|
|
|
card.effectFilters.length = 0;
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 销毁一次性的,以"失去能力"的卡为对象的 mask.
|
|
|
|
|
// TODO...
|
|
|
|
|
|
|
|
|
|
// 过滤 source 为"失去能力"的卡 的效果
|
|
|
|
|
var constEffects = this.constEffects.filter(function (constEffect) {
|
|
|
|
|
if (constEffect.continuous) return true; // "失去能力"仍有效的,如<黑幻虫 蝎>
|
|
|
|
|
if (constEffect.fixed && constEffect.computed) return true;
|
|
|
|
|
return !inArr(constEffect.source,cardsAbilityLost);
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 设置 effectFilters
|
|
|
|
|
constEffects.forEach(function (constEffect) {
|
|
|
|
|
constEffect.masksEffectFilters.forEach(function (mask) {
|
|
|
|
|
if (!constEffect.checkFilter(mask)) return;
|
|
|
|
|
mask.add();
|
|
|
|
|
},this);
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
constEffects.reverse();
|
|
|
|
|
|
|
|
|
|
// 设置变化值
|
|
|
|
|
var hashes = [];
|
|
|
|
|
constEffects.forEach(function (constEffect) {
|
|
|
|
|
constEffect.masksSet.forEach(function (mask) {
|
|
|
|
|
// var hash = mask.target.gid + mask.prop;
|
|
|
|
|
// if (inArr(hash,hashes)) return; // 相当于后来的覆盖先前的
|
|
|
|
|
if (!constEffect.checkFilter(mask)) return;
|
|
|
|
|
// hashes.push(hash);
|
|
|
|
|
mask.set();
|
|
|
|
|
},this);
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 设置增加值
|
|
|
|
|
constEffects.forEach(function (constEffect) {
|
|
|
|
|
constEffect.masksAdd.forEach(function (mask) {
|
|
|
|
|
if (!constEffect.checkFilter(mask)) return;
|
|
|
|
|
mask.add();
|
|
|
|
|
},this);
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 处理一些非负属性
|
|
|
|
|
for (var hash in this.tableBase) {
|
|
|
|
|
var mask = this.tableBase[hash];
|
|
|
|
|
var prop = mask.prop;
|
|
|
|
|
var target = mask.target;
|
|
|
|
|
var nonNegativeProps = [
|
|
|
|
|
'costColorless',
|
|
|
|
|
'costWhite',
|
|
|
|
|
'costBlack',
|
|
|
|
|
'costRed',
|
|
|
|
|
'costBlue',
|
|
|
|
|
'costGreen',
|
|
|
|
|
'limit',
|
|
|
|
|
'level'
|
|
|
|
|
];
|
|
|
|
|
if (inArr(prop,nonNegativeProps)) {
|
|
|
|
|
if (target[prop] < 0) {
|
|
|
|
|
target[prop] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 移除已触发,但效果源"失去能力"的效果
|
|
|
|
|
cardsAbilityLost.forEach(function (card) {
|
|
|
|
|
if (!oldAbilityLostMap[card.gid]) {
|
|
|
|
|
// 从"不失去能力"变为"失去能力"
|
|
|
|
|
this.game.effectManager.removeTriggeredEffectBySource(card);
|
|
|
|
|
}
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
signis.forEach(function (signi,i) {
|
|
|
|
|
var newPower = signi.power
|
|
|
|
|
if (newPower < 0) signi.power = 0;
|
|
|
|
|
if (signi.power !== powers[i]) {
|
|
|
|
|
var event = {
|
|
|
|
|
card: signi,
|
|
|
|
|
oldPower: powers[i],
|
|
|
|
|
newPower: newPower,
|
|
|
|
|
power: signi.power,
|
|
|
|
|
};
|
|
|
|
|
signi.onPowerChange.trigger(event,true);
|
|
|
|
|
}
|
2017-05-06 10:21:01 +02:00
|
|
|
|
// <七草>的处理
|
|
|
|
|
if (signi.cid === 1183) {
|
2016-10-23 07:56:45 +02:00
|
|
|
|
signi.onPowerUpdate.trigger(null,true);
|
|
|
|
|
}
|
|
|
|
|
},this);
|
|
|
|
|
|
|
|
|
|
// 向 UI 输出卡片状态(LRIG 和 SIGNI 的力量,冻结,枪兵等)
|
|
|
|
|
// this.game.informPower();
|
|
|
|
|
this.game.outputCardStates();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ConstEffectManager.prototype.computeTimming = function (hash,timming) {
|
|
|
|
|
// timming.effects.length = 0;
|
|
|
|
|
// this.constEffects.forEach(function (constEffect) {
|
|
|
|
|
// if (hash in constEffect.tableAdd) {
|
|
|
|
|
// var cfg = constEffect.tableAdd[hash].value;
|
|
|
|
|
// var effect = new Effect(this.game.effectManager,cfg);
|
|
|
|
|
// timming.effects.push(effect);
|
|
|
|
|
// }
|
|
|
|
|
// },this);
|
|
|
|
|
// };
|
|
|
|
|
|
|
|
|
|
ConstEffectManager.prototype.getOriginalValue = function (target,prop) {
|
|
|
|
|
var hash = target.gid + prop;
|
|
|
|
|
if (hash in this.tableBase) {
|
|
|
|
|
return this.tableBase[hash].value;
|
|
|
|
|
} else {
|
|
|
|
|
return target[prop];
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
global.ConstEffectManager = ConstEffectManager;
|