{ audio:"guanxing", trigger:{ player:"phaseZhunbeiBegin", }, frequent:true, preHidden:true, content:function () { "step 0"; var num = 5; var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], p
代码分析与优化建议 整体功能 这段代码实现了一个名为“观星”的游戏技能逻辑,在玩家的准备阶段开始时触发。玩家可以将随机抽取的 5 张牌移动到牌堆顶或牌堆底,并且有相应的 AI 决策逻辑来自动处理移动。 存在的问题 1. 变量作用域问题:在 `step 1` 中,第二个 `for` 循环使用的 `i` 没有重新声明,会导致变量泄漏,影响代码的可读性和可维护性。 2. 日志信息不完整:`game.log` 只记录了将牌置于牌堆顶的信息,没有记录置于牌堆底的信息。 3. 代码注释缺失:代码中缺乏必要的注释,不利于后续的开发和维护。 优化后的代码 ```javascript { audio: "guanxing", trigger: { player: "phaseZhunbeiBegin" }, frequent: true, preHidden: true, content: function () { // step 0: 抽取 5 张牌并进入排序界面,设置选择移动的相关信息 const num = 5; const cards = get.cards(num); game.cardsGotoOrdering(cards); const next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底"); // AI 处理逻辑 next.processAI = function (list) { const cards = list[0][1]; const player = _status.event.player; const top = []; const judges = player.getCards("j"); let stopped = false; // 如果玩家没有无懈可击,处理判定牌 if (!player.hasWuxie()) { for (let i = 0; i < judges.length; i++) { const judge = get.judge(judges[i]); cards.sort((a, b) => judge(b) - judge(a)); if (judge(cards[0]) < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } let bottom; // 如果没有停止处理,继续处理剩余的牌 if (!stopped) { cards.sort((a, b) => get.value(b, player) - get.value(a, player)); while (cards.length) { if (get.value(cards[0], player) <= 5) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; // step 1: 处理玩家或 AI 移动牌的结果 const top = result.moved[0]; const bottom = result.moved[1]; top.reverse(); // 将牌置于牌堆顶 for (let i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } // 将牌置于牌堆底 for (let i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } // 弹出提示信息 player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); // 记录日志 game.log(player, `将${get.cnNumber(top.length)}张牌置于牌堆顶,${get.cnNumber(bottom.length)}张牌置于牌堆底`); // 更新回合数 game.updateRoundNumber(); // 延迟处理 game.delayx(); }, ai: { threaten: 1.2 }, "_priority": 0 } ``` 需要小心的地方 1. 变量作用域:在使用循环变量时,确保每个循环都有自己独立的变量声明,避免变量泄漏。 2. 日志记录:在记录游戏日志时,要确保记录的信息完整准确,方便后续的调试和分析。 3. AI 逻辑:AI 逻辑可能会随着游戏规则的变化而需要调整,要注意保持 AI 决策的合理性和平衡性。 [2025-11-16 13:52:31 | AI问答 | 1017点数解答]
- [DeepSeek] { audio:"guanxing", trigger:{ player:"phaseZhunbeiBegin", }, frequent:true, preHidden:true, content:function () { "step 0"; var num = 5; var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], p(628点数解答 | 2025-11-16 13:44:17)15
- [字节豆包] { audio:"guanxing", trigger:{ player:"phaseZhunbeiBegin", }, frequent:true, preHidden:true, content:function () { "step 0"; var num = 5; var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], p(1017点数解答 | 2025-11-16 13:52:31)16
- [DeepSeek] trigger: { player: ["phaseZhunbeiBegin","phaseJieshuBegin"], }, usable: 2, async content(event, trigger, player) { var num = player.maxHp - player.hp; const cards = get.cards(num+1,7); game.cardsGotoOrdering(cards); const { result } = await player.chooseButton(["天灯:将一张牌交给一名其他角色",cards], true); if (result.bool) { const { result: result2 } = await player.chooseTarget(`将${get.translation(result.links)}交给一名角色`, true).set("ai", t(405点数解答 | 2025-03-28 12:15:20)155
- [字节豆包] { "trigger": { "player": "judgeBefore" }, "direct": true, "priority": 1, "unique": true, "content": function() { "step 0" event.cards = get.cards(7); player.chooseCardButton(true, event.cards, '改命:选择一张牌作为你的' + trigger.judgestr + '判定结果').ai = function(button) { if (get.attitude(player, trigger.player) > 0) { return 1 + trigger.judge(button.link); } if (get.attitude(player, trigger.player) <(1113点数解答 | 2025-09-23 23:08:45)36
- [字节豆包] "trigger": { "player": "judgeBefore" }, "direct": true, "priority": 1, "unique": true, "content": function() { "step 0" event.cards = get.cards(7); player.chooseCardButton(true, event.cards, '改命:选择一张牌作为你的' + trigger.judgestr + '判定结果').ai = function(button) { if (get.attitude(player, trigger.player) > 0) { return 1 + trigger.judge(button.link); } if (get.attitude(player, trigger.player) < 0) { (925点数解答 | 2025-09-24 00:15:05)36
- [字节豆包] skill = { audio:2, trigger:{ player:"phaseDrawBegin1", }, direct:true, filter:function(event,player){ return !event.numFixed; }, content:function(){ "step 0" var check; var i,num=game.countPlayer(function(current){ return current!=player&¤t.countCards('h')&&get.attitude(player,current)<=0; }); check=(num>=2); player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],function(card,p(927点数解答 | 2025-08-24 12:30:01)90
- [讯飞星火] skill={ trigger:{ player:"shaBegin", }, direct:true, filter:function (event,player){ return event.target.hp>0&&event.target.countCards('he')>0; }, audio:2, logTarget:"target", content:function (){ 'step 0' player.choosePlayerCard(trigger.target,'he', [1,Math.min(trigger.target.countCards('he'),trigger.target.hp)],get.prompt('pojun',trigger.target)); 'step 1' if(result.bool&&result.links.length){ player.logSkill('xinpojun'); if(trigger.target.storage.xinpojun2){ trigger.target.storage.xinpojun2=t(288点数解答 | 2025-07-06 23:39:34)138
- [讯飞星火] skill={ audio:2, trigger:{ player:"useCard", }, frequent:true, filter:function (event,player){ if(!event.cards||event.cards.length!=1) return false; if(_status.currentPhase!=player) return false; if(!player.storage.jianying) return false; return get.suit(player.storage.jianying)==get.suit(event.cards[0])|| player.storage.jianying.number==event.cards[0].number; }, content:function (){ player.draw(); }, (713点数解答 | 2025-07-05 23:27:14)125
- [DeepSeek] content() { "step 0"; player.loseHp(); event.target = trigger.player; "step 1"; event.addIndex = 0; var list = [], num = target.countCards("h") - player.countCards("h"); event.num = num; if (num > 0 && target.countCards("h") > 0) list.push("令其弃置" + get.cnNumber(num) + "张手牌"); else event.addIndex++; if (target.hp > player.hp) list.push("令其失去" + get.cnNumber(target.hp - player.hp) + "点体力"); if (!lis(313点数解答 | 2025-05-28 16:03:47)158
- [字节豆包] { audio:2, audioname:["re_liufeng"], trigger:{ player:"phaseZhunbeiBegin", }, direct:true, content:function () { "step 0"; player.chooseTarget( get.prompt2(event.name), [1, 2], function (card, player, target) { return target.countCards("he") > 0; }, function (target) { return -get.attitude(_status.event.player, target); } ); "step 1"; if (result.bool) { result.targets.sortBySeat(); player.logSkill(event.name, result.targets); event.targets = result.targets; } else { event.finish(); } "step 2"; i(2075点数解答 | 2025-11-16 13:40:21)18
- [讯飞星火] skill={ trigger:{ player:"shaBegin", }, direct:true, filter:function (event,player){ return event.target.hp>0&&event.target.countCards('he')>0; }, audio:2, logTarget:"target", content:function (){ 'step 0' player.choosePlayerCard(trigger.target,'he', [1,Math.min(trigger.target.countCards('he'),trigger.target.hp)],get.prompt('pojun',trigger.target)); 'step 1' if(result.bool&&result.links.length){ (286点数解答 | 2025-07-06 23:35:52)144
- [字节豆包] skill={ audio:2, mod:{ aiOrder(player, card, num) { if (num <= 0 || !player.isPhaseUsing() || player.needsToDiscard() < 2) return num; let suit = get.suit(card, player); if (suit === "heart") return num - 3.6; }, aiValue(player, card, num) { if (num <= 0) return num; let suit = get.suit(card, player); if (suit === "heart") return num + 3.6; if (suit === "club") return num + 1; (199点数解答 | 2025-05-07 17:49:43)209