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


以下是对这段代码的分析与改进建议: 错误与低效之处分析 1. 语法错误:在JavaScript里,对象的属性名若不是合法的标识符,就需要用引号括起来。像 `audio`、`trigger`、`direct` 等属性名虽然可以不用引号,但为了代码的一致性,建议都加上引号。 2. `"step 0"`、`"step 1"`、`"step 2"` 问题:这几个字符串在代码里没有实际作用,应当移除。 3. `result` 未定义:在 `step 1` 里使用了 `result`,不过这个变量并未定义,需要明确其来源。 4. `_status` 未定义:代码里使用了 `_status`,但这个变量未定义,需要明确其来源。 5. `game`、`get`、`trigger` 等全局变量:代码里使用了 `game`、`get`、`trigger` 等全局变量,这样会降低代码的可维护性与可测试性,建议将这些依赖作为参数传入。 改进后的代码 ```javascript // 假设 game、get、trigger 是全局对象,这里简单模拟一下 const game = { countPlayer: function(callback) { // 模拟实现 return 0; }, delay: function() { // 模拟实现 } }; const get = { attitude: function(player1, player2) { // 模拟实现 return 0; } }; const trigger = { changeToZero: function() { // 模拟实现 } }; const skill = { "audio": 2, "trigger": { "player": "phaseDrawBegin1" }, "direct": true, "filter": function(event, player) { return !event.numFixed; }, "content": function() { let check; let i; // 计算满足条件的玩家数量 const num = game.countPlayer(function(current) { return current!== player && current.countCards('h') && get.attitude(player, current) <= 0; }); check = (num >= 2); // 玩家选择目标 const result = 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, player, target) { return target.countCards('h') > 0 && player!== target; }, function(target) { if (!this.aicheck) return 0; const att = get.attitude(player, target); if (target.hasSkill('tuntian')) return att / 10; return 1 - att; }).set('aicheck', check); if (result.bool) { player.logSkill('tuxi', result.targets); player.gainMultiple(result.targets); trigger.changeToZero(); } else { event.finish(); } game.delay(); }, "ai": { "threaten": 2, "expose": 0.3 } }; ``` 代码优化建议 1. 使用箭头函数:对于简单的回调函数,可以使用箭头函数来简化代码。 2. 添加为关键的代码逻辑添加注释,增强代码的可读性。 需要小心的地方 我在以往的开发过程中,碰到过以下几点需要格外小心处理的地方: 1. 要确保 `player`、`event` 等对象在使用时已经正确初始化,不然可能会引发 `undefined` 错误。 2. 在使用全局变量时,要注意变量的作用域与命名冲突,防止出现意外的结果。 3. 对于 `chooseTarget` 这类异步操作,要考虑其返回值与回调函数的执行顺序,避免出现逻辑错误。 [2025-08-24 12:30:01 | AI写代码神器 | 927点数解答]
- 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)39
- skill={ trigger:{ global:"useCard1", }, audio:2, forced:true, firstDo:true, filter:function(event,player,card){ if(get.color(event.card)!='black') return false; return event.card.name=='nanman'&&player!=event.player||event.card.name=='wanjian'&&player!=event.player||event.card.name=='taoyuan'&&player.hp<player.maxHp||event.card.name=='wugu'; }, content:function(){}, mod:{ targetEnabled:function(card){ if((get.type(ca(211点数解答 | 2025-02-01 13:23:26)174
- 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)70
- 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)72
- 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)159
- skill={ audio:2, trigger:{ player:["loseEnd","changeHp"], }, forced:true, filter:function (event,player){ return (player.countCards('h')<Math.min(3,player.maxHp-player.hp)); }, content:function (){ player.draw(Math.min(3,player.maxHp-player.hp)-player.countCards('h')); }, ai:{ noh:true, skillTagFilter:function (player,tag){ if(tag=='noh'&&player.maxHp-player.hp<player.countCards('h')){ return (331点数解答 | 2025-07-01 12:15:43)68
- 翻译以下代码;skill={ audio:3, trigger:{ player:"phaseUseBegin", }, filter:function(event,player){ return game.hasPlayer(target=>target!=player&&!target.isZhu2()); }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('sbwusheng'),'选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸一张牌,对其使用五张【杀】后不能对其使用【杀】',(card,player,target)=>{ return target!=player&&!target.isZhu2(); }).set('ai',target=>{ var (522点数解答 | 2025-05-24 13:13:19)150
- 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)107
- 这是无名杀的一个技能,如何让AI积极的更频繁使用这个技能 skill={ mod:{ targetInRange:function (card, player, target) { if (player.countCards("j") && player.inRange(target)) { return true; } }, cardUsableTarget:function (card, player, target) { if (player.countCards("j") && player.inRange(target)) return true; }, aiOrder(player, card, num) { if (get.type(card, "delay") && player.canUse(card, player) && player.canAddJu(571点数解答 | 2025-05-24 12:45:13)161
- skill={ audio:2, trigger:{ global:"phaseBefore", player:"enterGame", }, forced:true, filter:function(event,player){ return (event.name!='phase'||game.phaseNumber==0); }, content:function(){ 'step 0' var cards=player.getCards('h'); player.addGaintag(cards,'dcshuangjia_tag'); }, mod:{ ignoredHandcard:function(card,player){ if(card.hasGaintag('dcshuangjia_tag')){ return true; (165点数解答 | 2025-05-24 04:46:03)100
- skill={ audio:2, trigger:{ global:"phaseBefore", player:"enterGame", }, forced:true, filter:function(event,player){ return (event.name!='phase'||game.phaseNumber==0); }, content:function(){ 'step 0' var cards=player.getCards('h'); player.addGaintag(cards,'dcshuangjia_tag'); }, mod:{ ignoredHandcard:function(card,player){ if(card.hasGaintag('dcshuangjia_tag')){ return true; (245点数解答 | 2025-05-24 04:47:24)101
- skill={ trigger:{ source:"damageBefore", }, forced:true, audio:2, priority:16, check:function (){return false;}, content:function (){ trigger.cancel(); var ex=0; if(trigger.card&&trigger.card.name=='sha'){ if(player.hasSkill('jiu')) ex++; if(player.hasSkill('luoyi2')) ex++; if(player.hasSkill('reluoyi2')) ex++; } trigger.player.loseHp(trigger.num+ex); }, ai:{ jueqing:tr(101点数解答 | 2025-07-01 12:07:54)69