Files
noname-shuying/mengsan/cards/temporary-strength.js
T
Diuse c448da39c2 fixed # 补全梦三怪物、卡牌
fixed # 修复天书乱斗中,过关技能不会重置次数的问题
2026-10-03 04:42:19 +08:00

63 lines
2.6 KiB
JavaScript

// Temporary combat-only strength. Never alter permanent strength or the run/deck.
const records = new WeakMap();
const SKILL = "mengsan_setup_strength_shuying";
export function forgetTemporaryStrength(player) {
const existed = records.delete(player);
delete player.storage.mengsanSetupStrength_shuying;
return existed;
}
export function clearTemporaryStrength(player) {
if (!records.has(player)) return false;
forgetTemporaryStrength(player);
player.removeSkill(SKILL);
return true;
}
export function temporaryStrengthAmount(player, battle) {
const entry = records.get(player);
return entry?.battle === battle && battle?.session.active ? entry.amount : 0;
}
export function temporaryStrengthExpires(player, phase) {
const entry = records.get(player);
return Boolean(entry && phase.name === "phase" && (!entry.turn || entry.turn === phase));
}
export function createTemporaryStrength(game, getActiveBattle) {
return {
amount(player) { return temporaryStrengthAmount(player, getActiveBattle()); },
capture() {
const battle = getActiveBattle();
return battle?.session.active ? battle : null;
},
grant(player, amount, event, battle) {
if (!battle?.session.active || getActiveBattle() !== battle || !player.isAlive()) return false;
if (!Number.isSafeInteger(amount) || amount <= 0) throw new RangeError("临时力量必须是正安全整数");
const ancestor = event.getParent?.("phase");
const turn = ancestor?.name === "phase" ? ancestor : null;
let entry = records.get(player);
if (entry && (entry.battle !== battle || entry.turn !== turn)) {
clearTemporaryStrength(player);
entry = null;
}
if (amount > Number.MAX_SAFE_INTEGER - (entry?.amount || 0)) throw new RangeError("临时力量层数越界");
if (!entry) {
entry = { battle, turn, amount: 0 };
// Register cleanup before publishing state. A stale release cannot clear a later battle.
battle.session.ownResource(entry, () => {
if (records.get(player) === entry) forgetTemporaryStrength(player);
});
records.set(player, entry);
}
entry.amount += amount;
player.storage.mengsanSetupStrength_shuying = entry.amount;
player.addSkill(SKILL);
player.markSkill(SKILL);
game.log(player, `在本回合内获得${amount}点力量`);
return true;
},
};
}