2023-04-09 05:35:35 +00:00
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-- SPDX-License-Identifier: GPL-3.0-or-later
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2023-02-28 17:43:44 +00:00
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---@class GameEvent: Object
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2023-06-08 17:10:16 +00:00
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---@field public id integer @ 事件的id,随着时间推移自动增加并分配给新事件
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---@field public end_id integer @ 事件的对应结束id,如果整个事件中未插入事件,那么end_id就是自己的id
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---@field public room Room @ room实例
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---@field public event integer @ 该事件对应的EventType
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---@field public data any @ 事件的附加数据,视类型而定
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---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
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---@field public prepare_func fun(self: GameEvent) @ 事件即将开始时执行的函数
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---@field public main_func fun(self: GameEvent) @ 事件的主函数
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---@field public clear_func fun(self: GameEvent) @ 事件结束时执行的函数
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---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
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---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
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---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
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2024-01-10 14:51:29 +00:00
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---@field public exec_ret boolean? @ exec函数的返回值,可能不存在
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2024-02-04 07:54:51 +00:00
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---@field public status string @ ready, running, exiting, dead
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2023-10-07 15:00:25 +00:00
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---@field public interrupted boolean @ 事件是否是因为被中断而结束的,可能是防止事件或者被杀
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---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
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2023-02-28 17:43:44 +00:00
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local GameEvent = class("GameEvent")
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2023-08-11 16:50:17 +00:00
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.prepare_funcs = {}
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2023-08-10 19:30:59 +00:00
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.functions = {}
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2023-08-10 19:30:59 +00:00
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---@type (fun(self: GameEvent): bool)[]
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2023-02-28 17:43:44 +00:00
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GameEvent.cleaners = {}
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2023-06-08 17:10:16 +00:00
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2023-08-10 19:30:59 +00:00
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---@type (fun(self: GameEvent): bool)[]
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2023-06-08 17:10:16 +00:00
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GameEvent.exit_funcs = {}
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2023-02-28 17:43:44 +00:00
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local function wrapCoFunc(f, ...)
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if not f then return nil end
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local args = {...}
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return function() return f(table.unpack(args)) end
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end
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2023-06-08 17:10:16 +00:00
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local dummyFunc = Util.DummyFunc
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2023-02-28 17:43:44 +00:00
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function GameEvent:initialize(event, ...)
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2023-06-08 17:10:16 +00:00
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self.id = -1
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self.end_id = -1
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2023-02-28 17:43:44 +00:00
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self.room = RoomInstance
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self.event = event
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self.data = { ... }
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2023-08-11 16:50:17 +00:00
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self.prepare_func = GameEvent.prepare_funcs[event] or dummyFunc
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2023-02-28 17:43:44 +00:00
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self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
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2023-04-22 07:52:26 +00:00
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self.clear_func = GameEvent.cleaners[event] or dummyFunc
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2023-06-08 17:10:16 +00:00
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self.extra_clear_funcs = Util.DummyTable
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self.exit_func = GameEvent.exit_funcs[event] or dummyFunc
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self.extra_exit_funcs = Util.DummyTable
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2024-02-04 07:54:51 +00:00
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self.status = "ready"
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2023-03-07 06:55:28 +00:00
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self.interrupted = false
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end
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2023-07-14 15:12:46 +00:00
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-- 静态函数,实际定义在events/init.lua
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function GameEvent:translate(id)
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error('static')
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end
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2023-04-22 07:52:26 +00:00
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function GameEvent:__tostring()
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return string.format("<%s #%d>", GameEvent:translate(self.event), self.id)
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end
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function GameEvent:addCleaner(f)
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if self.extra_clear_funcs == Util.DummyTable then
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self.extra_clear_funcs = {}
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end
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table.insert(self.extra_clear_funcs, f)
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2023-04-22 07:52:26 +00:00
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end
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2023-06-08 17:10:16 +00:00
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function GameEvent:addExitFunc(f)
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if self.extra_exit_funcs == Util.DummyTable then
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self.extra_exit_funcs = {}
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end
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table.insert(self.extra_exit_funcs, f)
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end
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2023-09-19 06:27:54 +00:00
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function GameEvent:prependExitFunc(f)
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if self.extra_exit_funcs == Util.DummyTable then
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self.extra_exit_funcs = {}
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end
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table.insert(self.extra_exit_funcs, 1, f)
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end
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2024-04-01 16:56:04 +00:00
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-- 找第一个与当前事件有继承关系的特定事件
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---@param eventType integer @ 事件类型
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---@param includeSelf bool @ 是否包括本事件
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---@param depth? integer @ 搜索深度
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---@return GameEvent?
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function GameEvent:findParent(eventType, includeSelf, depth)
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if includeSelf and self.event == eventType then return self end
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if depth == 0 then return nil end
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2023-04-09 03:44:19 +00:00
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local e = self.parent
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local l = 1
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while e do
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if e.event == eventType then return e end
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if depth and l >= depth then break end
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e = e.parent
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l = l + 1
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2024-01-24 19:13:57 +00:00
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end
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2023-04-09 03:44:19 +00:00
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return nil
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end
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2023-06-08 17:10:16 +00:00
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-- 找n个id介于from和to之间的事件。
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2024-04-01 16:56:04 +00:00
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---@param events GameEvent[] @ 事件数组
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---@param from integer @ 起始id
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---@param to integer @ 终止id
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---@param n integer @ 最多找多少个
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---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
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---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
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local function bin_search(events, from, to, n, func)
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local left = 1
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local right = #events
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local mid
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local ret = {}
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if from < events[1].id then
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mid = 1
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elseif from > events[right].id then
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return ret
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else
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while true do
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if left > right then return ret end
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mid = (left + right) // 2
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local id = events[mid].id
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local id_left = mid == 1 and -math.huge or events[mid - 1].id
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if from < id then
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if from >= id_left then
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break
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end
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right = mid - 1
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else
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left = mid + 1
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end
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end
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end
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for i = mid, #events do
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local v = events[i]
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2023-08-02 15:01:28 +00:00
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if v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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return ret
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end
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-- 从某个区间中,找出类型符合且符合func函数检测的至多n个事件。
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---@param eventType integer @ 要查找的事件类型
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---@param n integer @ 最多找多少个
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2023-12-03 11:35:14 +00:00
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---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
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---@param endEvent? GameEvent @ 区间终止点,默认为本事件结束
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2023-06-08 17:10:16 +00:00
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---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
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function GameEvent:searchEvents(eventType, n, func, endEvent)
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local logic = self.room.logic
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2023-06-10 12:54:48 +00:00
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local events = logic.event_recorder[eventType] or Util.DummyTable
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local from = self.id
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local to = endEvent and endEvent.id or self.end_id
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2023-11-07 13:14:51 +00:00
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if math.abs(to) == 1 then to = #logic.all_game_events end
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n = n or 1
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2023-08-11 16:50:17 +00:00
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func = func or Util.TrueFunc
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2023-06-08 17:10:16 +00:00
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local ret
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if #events < 6 then
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ret = {}
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for _, v in ipairs(events) do
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if v.id >= from and v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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else
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ret = bin_search(events, from, to, n, func)
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end
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return ret
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end
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2023-02-28 17:43:44 +00:00
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function GameEvent:exec()
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local room = self.room
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local logic = room.logic
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2024-02-04 07:54:51 +00:00
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if self.status ~= "ready" then return true end
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2023-04-09 03:44:19 +00:00
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self.parent = logic:getCurrentEvent()
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2023-08-11 16:50:17 +00:00
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if self:prepare_func() then return true end
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2024-01-10 14:51:29 +00:00
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logic:pushEvent(self)
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2023-06-08 17:10:16 +00:00
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2023-02-28 17:43:44 +00:00
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local co = coroutine.create(self.main_func)
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2023-10-07 15:00:25 +00:00
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self._co = co
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2024-02-04 07:54:51 +00:00
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self.status = "running"
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2023-02-28 17:43:44 +00:00
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2024-01-10 14:51:29 +00:00
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coroutine.yield(self, "__newEvent")
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2023-02-28 17:43:44 +00:00
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2024-01-10 14:51:29 +00:00
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Pcall(self.exit_func, self)
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for _, f in ipairs(self.extra_exit_funcs) do
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if type(f) == "function" then
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Pcall(f, self)
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2023-02-28 17:43:44 +00:00
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end
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end
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2024-01-10 14:51:29 +00:00
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return self.interrupted, self.exec_ret
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2023-02-28 17:43:44 +00:00
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end
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2023-04-22 07:52:26 +00:00
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function GameEvent:shutdown()
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2024-02-04 07:54:51 +00:00
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if self.status ~= "running" then return end
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2023-04-22 07:52:26 +00:00
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-- yield to self and break
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coroutine.yield(self, "__breakEvent")
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end
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2023-02-28 17:43:44 +00:00
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return GameEvent
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