调整添加卡片至用户的方法的日志
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@ -22,7 +22,6 @@ export class OnJoinCommand extends Command<CardGameState, {
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if (count >= this.room.maxClients) {
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if (count >= this.room.maxClients) {
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return;
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return;
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}
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}
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let isRobot = false;
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// begin of set seat and team
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// begin of set seat and team
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let idx = count;
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let idx = count;
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let seatSet = new Set([0,1,2,3])
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let seatSet = new Set([0,1,2,3])
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@ -50,12 +49,7 @@ export class OnJoinCommand extends Command<CardGameState, {
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let high = (this.room.score * fc.get(70035).number / 100) | 0;
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let high = (this.room.score * fc.get(70035).number / 100) | 0;
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uinfo = await randomUserInfo(low, high, accounts)
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uinfo = await randomUserInfo(low, high, accounts)
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}
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}
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if (accountId && accountId == 'robot') {
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accountId = uinfo.accountid
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isRobot = true;
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accountId = uinfo.accountid
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} else if (!accountId) {
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accountId = uinfo.accountid
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}
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const team = (idx == 1 || idx == 2) ? 1 : 0;
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const team = (idx == 1 || idx == 2) ? 1 : 0;
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// end of set seat and team
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// end of set seat and team
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@ -219,6 +219,7 @@ 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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for (let card of cards) {
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for (let card of cards) {
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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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@ -227,7 +228,6 @@ let gameUtil = {
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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} ${cards.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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