1
0
Fork 0

💫 implement WD20-009 _2278

This commit is contained in:
WEBXOSS 2017-06-09 12:17:27 +08:00
parent 4e6dc83759
commit de4ba5971f
2 changed files with 98 additions and 75 deletions

172
Card.js
View file

@ -1218,7 +1218,9 @@ Card.prototype.attackAsyn = function () {
attack: true,
};
var cost = null;
var attackedZone = null;
var attackedZones = [];
var index = this.player.signiZones.indexOf(this.zone);
var opposingZone = this.getOpposingZone();
if (this.attackCostColorless) {
cost = {
costColorless: this.attackCostColorless
@ -1244,13 +1246,11 @@ Card.prototype.attackAsyn = function () {
}).callback(this,function () {
// 选择攻击的区域
var zones = [];
var index = this.player.signiZones.indexOf(this.zone);
var opposingZone = this.player.opponent.signiZones[2-index];
if (this.canAttackAnySigniZone) {
zones = this.player.opponent.signiZones;
} else if (this.canAttackNearbySigniZone) {
if (index === 1) {
zones = this.player.opponent.signiZones
zones = this.player.opponent.signiZones;
} else {
zones = [
opposingZone,
@ -1258,9 +1258,27 @@ Card.prototype.attackAsyn = function () {
];
}
}
if (!zones.length) return attackedZone = opposingZone;
if (!zones.length) return attackedZones.push(opposingZone);
return this.player.selectAsyn('TARGET',zones).callback(this,function (zone) {
attackedZone = zone
attackedZones.push(zone);
// FIX ME: show selected zone.
var card = zone.getSigni();
if (card) card.beSelectedAsTarget();
});
})
.callback(this,function () {
// <具英の鋭針 #コンパス#>
if (!card._2278) return;
if (attackedZones[0] !== opposingZone) return;
var zones = [];
if (index === 1) {
zones = [this.player.opponent.signiZones[0],this.player.opponent.signiZones[2]];
} else {
zones = [this.player.opponent.signiZones[1]];
}
return this.player.selectOptionalAsyn('TARGET',zones).callback(this,function (zone) {
if (zone) attackedZones.push(zone);
// FIX ME: show selected zone.
var card = zone.getSigni();
if (card) card.beSelectedAsTarget();
});
@ -1312,8 +1330,7 @@ Card.prototype.attackAsyn = function () {
if (!inArr(card,player.signis)) return;
// 处理陷阱
var opposingSigni = card.getOpposingSigni();
var index = this.player.signiZones.indexOf(this.zone);
var opposingZone = this.player.opponent.signiZones[2-index];
opposingZone = card.getOpposingZone();
var trap = opposingZone.trap
return Callback.immediately().callback(this,function () {
if (opposingSigni || !trap) return;
@ -1322,78 +1339,79 @@ Card.prototype.attackAsyn = function () {
return card.handleTrapAsyn(event);
});
}).callback(this,function () {
// 强制结束回合
if (this.game.phase.checkForcedEndTurn()) return;
// 攻击的卡不在场上,结束处理.
if (!inArr(card,player.signis)) return;
// 攻击被无效,结束处理
if (event.prevented) return;
// 若攻击的目标存在,进行战斗;
// (暗杀的情况下,目标为正对面的 SIGNI 时,不战斗)
var target = attackedZone.getSigni() || null;
var battle = true;
if (!target) battle = false;
if (card.assassin && (target === opposingSigni)) battle = false;
if (battle) {
// 战斗
// 触发"进行战斗"时点
var onBattleEvent = {
card: card,
target: target,
};
return this.game.blockAsyn(this,function () {
this.game.frameStart();
card.onBattle.trigger(onBattleEvent);
target.onBattle.trigger(onBattleEvent);
this.game.frameEnd();
}).callback(this,function () {
// 此时,攻击的卡可能已不在场上
if (!inArr(card,player.signis)) return;
// 受攻击的卡也可能已不在场上
// 注意: 根据事务所QA,此时不击溃对方的生命护甲(即使有 lancer ). (<大剣 レヴァテイン>)
if (!inArr(target,target.player.signis)) return;
// 结算战斗伤害
if (card.power >= target.power) {
// 保存此时的 lancer 属性作为参考,
// 因为驱逐被攻击的 SIGNI 后,攻击侧的 lancer 可能改变.
var lancer = card.lancer;
return this.game.blockAsyn(this,function () {
return target.banishAsyn({attackingSigni: card}).callback(this,function (succ) {
if (succ && lancer) {
crashArg.lancer = lancer;
return opponent.crashAsyn(1,crashArg);
}
// 处理战斗或伤害
return Callback.forEach(attackedZones,function (attackedZone) {
// 强制结束回合
if (this.game.phase.checkForcedEndTurn()) return;
// 攻击的卡不在场上,结束处理.
if (!inArr(card,player.signis)) return;
var target = attackedZone.getSigni() || null;
var battle = true;
if (!target) battle = false;
if (card.assassin && (attackedZone === opposingZone)) battle = false;
if (battle) {
// 战斗
// 触发"进行战斗"时点
var onBattleEvent = {
card: card,
target: target,
};
return this.game.blockAsyn(this,function () {
this.game.frameStart();
card.onBattle.trigger(onBattleEvent);
target.onBattle.trigger(onBattleEvent);
this.game.frameEnd();
}).callback(this,function () {
// 此时,攻击的卡可能已不在场上
if (!inArr(card,player.signis)) return;
// 受攻击的卡也可能已不在场上
// 注意: 根据事务所QA,此时不击溃对方的生命护甲(即使有 lancer ). (<大剣 レヴァテイン>)
if (!inArr(target,target.player.signis)) return;
// 结算战斗伤害
if (card.power >= target.power) {
// 保存此时的 lancer 属性作为参考,
// 因为驱逐被攻击的 SIGNI 后,攻击侧的 lancer 可能改变.
var lancer = card.lancer;
return this.game.blockAsyn(this,function () {
return target.banishAsyn({attackingSigni: card}).callback(this,function (succ) {
if (succ && lancer) {
crashArg.lancer = lancer;
return opponent.crashAsyn(1,crashArg);
}
});
});
});
}
}).callback(this,function () {
if (onBattleEvent._1877 && inArr(target,target.player.signis)) {
return this.game.blockAsyn(onBattleEvent._1877,this,function () {
target.moveTo(target.player.mainDeck,{bottom: true});
});
}
});
} else {
// 伤害
if (attackedZone !== opposingZone) {
// 攻击非正面的区域
if (!this.game.getData(card.player,'damageWhenAttackSigniZone')) {
return;
}
}
}).callback(this,function () {
if (onBattleEvent._1877 && inArr(target,target.player.signis)) {
return this.game.blockAsyn(onBattleEvent._1877,this,function () {
target.moveTo(target.player.mainDeck,{bottom: true});
});
}
});
} else {
// 伤害
if (target !== opposingSigni) {
// 攻击非正面的区域
if (!this.game.getData(card.player,'damageWhenAttackSigniZone')) {
if (event.wontBeDamaged || opponent.wontBeDamaged) return;
crashArg.damage = true;
if (opponent.lifeClothZone.cards.length) {
var count = 1;
if (this.doubleCrash) count = 2;
if (this.tripleCrash) count = 3;
crashArg.doubleCrash = this.doubleCrash;
return opponent.crashAsyn(count,crashArg);
} else {
if (card.game.win(player)) return Callback.never();
return;
}
}
if (event.wontBeDamaged || opponent.wontBeDamaged) return;
crashArg.damage = true;
if (opponent.lifeClothZone.cards.length) {
var count = 1;
if (this.doubleCrash) count = 2;
if (this.tripleCrash) count = 3;
crashArg.doubleCrash = this.doubleCrash;
return opponent.crashAsyn(count,crashArg);
} else {
if (card.game.win(player)) return Callback.never();
return;
}
}
},this);
});
});
}).callback(this,function () {
@ -1654,9 +1672,15 @@ Card.prototype.getTotalEnerCost = function (original) {
};
Card.prototype.getOpposingSigni = function () {
var zone = this.getOpposingZone();
if (!zone) return null;
return zone.getSigni() || null;
};
Card.prototype.getOpposingZone = function () {
if (!inArr(this,this.player.signis)) return null;
var idx = 2 - this.player.signiZones.indexOf(this.zone);
return this.player.opponent.signiZones[idx].getSigni() || null;
return this.player.opponent.signiZones[idx];
};
Card.prototype.charmTo = function (signi) {

View file

@ -116625,7 +116625,6 @@ var CardInfo = {
},{
wisdom: 10,
action: function (set,add) {
// TODO: ...
set(this,'_2278',true);
},
}],