mirror of
https://github.com/Shu-Ying/noname-shuying.git
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148 lines
6.5 KiB
JavaScript
148 lines
6.5 KiB
JavaScript
// Candidate-only engine-derived release. Never replaces Player.prototype or lib.skill.
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// Restricted: additional/fixed/superCharlotte skills require a separate audited adapter.
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export async function removeBattleSkill(player, skill, {lib,game,get,_status}, wholePlayer = false) {
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const names = Array.isArray(skill) ? skill.slice() : [skill];
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for (const name of names) {
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if (lib.skill[name]?.fixed || lib.skill[name]?.superCharlotte) throw new Error("Unsupported protected skill: " + name);
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}
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if (!wholePlayer && Object.values(player.additionalSkills || {}).some(list => list?.length)) throw new Error("Additional skill release adapter required");
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const remove = async function removeSkill(skill) {
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if (!skill) {
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return;
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}
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_status.event.clearStepCache();
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if (Array.isArray(skill)) {
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for (var i = 0; i < skill.length; i++) {
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await removeSkill.call(this, skill[i]);
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}
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} else {
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if (skill === "counttrigger") {
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this.stat[this.stat.length - 1].triggerSkill = {};
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return;
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} else {
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var info = lib.skill[skill];
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if (info?.fixed && arguments[1] !== true) {
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return skill;
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}
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this.unmarkSkill(skill);
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game.broadcastAll(
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function(player, skill2) {
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player.skills.remove(skill2);
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player.hiddenSkills.remove(skill2);
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player.invisibleSkills.remove(skill2);
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delete player.tempSkills[skill2];
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for (var i2 in player.additionalSkills) {
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player.additionalSkills[i2].remove(skill2);
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}
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},
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this,
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skill
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);
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this.checkConflict(skill);
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if (info) {
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if (info.onremove) {
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if (typeof info.onremove == "function") {
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await info.onremove(this, skill);
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} else if (typeof info.onremove == "string") {
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if (info.onremove == "storage") {
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delete this.storage[skill];
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} else {
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var cards = this.storage[skill];
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if (get.itemtype(cards) == "card") {
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cards = [cards];
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}
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if (get.itemtype(cards) == "cards") {
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if (this.onremove == "discard") {
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this.$throw(cards);
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}
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if (this.onremove == "discard" || this.onremove == "lose") {
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game.cardsDiscard(cards);
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delete this.storage[skill];
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}
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}
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}
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} else if (Array.isArray(info.onremove)) {
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for (var i = 0; i < info.onremove.length; i++) {
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delete this.storage[info.onremove[i]];
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}
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} else if (info.onremove === true) {
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delete this.storage[skill];
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}
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}
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this.removeSkillTrigger(skill);
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if (!wholePlayer && !info.keepSkill) {
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this.removeAdditionalSkills(skill);
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}
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}
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this.enableSkill(skill + "_awake");
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game.callHook("removeSkillCheck", [skill, this]);
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}
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}
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return skill;
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};
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return remove.call(player, skill);
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}
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// Must be called after gameplay root drained, outside all engine event bodies.
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export async function runSkillTeardown(releases, {lib,_status}) {
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if (_status.eventManager.eventStack.length || _status.eventManager.tempEvent) throw new Error("Gameplay must drain before skill release");
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if (!Array.isArray(releases) || releases.some(fn => typeof fn !== "function")) throw new TypeError("Explicit release callbacks required");
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const previous = _status.eventManager.rootEvent;
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const root = new lib.element.GameEvent("mengsanSkillTeardown", false, _status.eventManager);
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let releaseError;
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root.setContent(async () => {
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try {
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for (const release of releases) {
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await release();
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await root.waitNext();
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}
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} catch (error) {
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releaseError = error;
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// Let the engine drain any queued work and pop this root normally.
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}
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});
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// Natural start completion includes next/after and native stack pop. Failure stays fail-closed.
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await root.start();
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if (_status.eventManager.eventStack.includes(root)) throw new Error("Teardown event still active");
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if (_status.eventManager.rootEvent === root) _status.eventManager.rootEvent = previous;
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if (releaseError) throw releaseError;
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}
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// Whole-player disposal differs from removing one source during gameplay: every source is ending.
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// Each callback runs at most once; failed/partially executed teardown is NOT replayed blindly.
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export function createPlayerTeardown(players, env) {
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const captured = players.slice();
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let operation;
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const names = player => [...new Set([
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...(player.skills || []), ...(player.hiddenSkills || []), ...(player.invisibleSkills || []),
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...Object.keys(player.tempSkills || {}),
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...Object.values(player.additionalSkills || {}).flatMap(list => typeof list === "string" ? [list] : list || []),
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])];
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return () => {
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if (operation) return operation;
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operation = (async () => {
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// Preflight ALL players before modifying any skill.
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for (const player of captured) for (const name of names(player)) {
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if (env.lib.skill[name]?.fixed || env.lib.skill[name]?.superCharlotte) throw new Error("Protected skill requires adapter: " + name);
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if (Object.values(player.additionalSkills || {}).some(value => !Array.isArray(value))) throw new Error("Unsupported additional skill source shape");
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}
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await runSkillTeardown(captured.map(player => async () => {
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const released = new Set();
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while (names(player).length) {
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if (released.size >= 128) throw new Error("Skill teardown exceeded bounded expansion");
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const name = names(player)[0];
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if (released.has(name)) throw new Error("Released skill was re-added: " + name);
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await removeBattleSkill(player, name, env, true);
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released.add(name);
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// Children can add skills. Drain them before taking the next inventory.
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await env._status.event.waitNext();
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}
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for (const [key,list] of Object.entries(player.additionalSkills || {})) {
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if (Array.isArray(list) && !list.length) delete player.additionalSkills[key];
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}
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}), env);
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})();
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return operation;
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};
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}
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