牌组未初始化时, 如有人抽牌, 则返回0
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@ -75,6 +75,10 @@ Object.defineProperties(Room.prototype, {
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*/
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*/
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addCard: {
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addCard: {
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value: function ( dstplayer: string, count: number, max_count: number, source: number = 0, fromplayer?: string, extData?: {}): number {
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value: function ( dstplayer: string, count: number, max_count: number, source: number = 0, fromplayer?: string, extData?: {}): number {
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if (this.state.cardQueue.length == 0) {
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error("牌组还没初始化, 谁来抽卡??????");
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return 0;
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}
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let maxCountCfg = new GameEnv().maxCardNum;
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let maxCountCfg = new GameEnv().maxCardNum;
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let maxCount = Math.min(maxCountCfg, max_count);
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let maxCount = Math.min(maxCountCfg, max_count);
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let player = this.state.players.get(dstplayer);
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let player = this.state.players.get(dstplayer);
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@ -219,15 +219,20 @@ let gameUtil = {
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},
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},
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pushInPlayerCards(player: Player, cards: Card[]) {
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pushInPlayerCards(player: Player, cards: Card[]) {
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const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
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const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
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cardLog(`add: ${player.id} ${cards.map(o => [o.id, o.effect, o.type])}`)
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let realCards: Card[] = []
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for (let card of cards) {
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for (let card of cards) {
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if (!card) {
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continue
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}
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// 如果card的type == 11, 说明是自选随从卡, 则替换成玩家牌组中的卡
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// 如果card的type == 11, 说明是自选随从卡, 则替换成玩家牌组中的卡
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if (card.type == CardType.variable_unit && effectMap.get(card.effect).type_id == EffectType.variable_unit) {
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if (card.type == CardType.variable_unit && effectMap.get(card.effect).type_id == EffectType.variable_unit) {
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card.effect = this.getRandomServant(player);
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card.effect = this.getRandomServant(player);
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}
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}
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realCards.push(card)
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player.cards.set(card.id + '', card);
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player.cards.set(card.id + '', card);
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player.cardSet.add(card.id + '');
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player.cardSet.add(card.id + '');
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}
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}
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cardLog(`add: ${player.id} ${realCards.map(o => [o.id, o.effect, o.type])}`)
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},
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},
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/**
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/**
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* 往玩家的卡组里添加卡
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* 往玩家的卡组里添加卡
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