FreeKill/packages/standard/hegemony.lua

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local heg_description = [==[
#
·2\~12(线4\~8)
##
****
5
****
1
##
-> -> -> -> ->
****
****
****
****
使
1. 使
2.
使使
****
( )
****
##
0 使使
1.
2.
##
, :
, ( , 使)
##
1. 2.
使
6 7
8 9
##
1
]==]
local heg
---@class HegLogic: GameLogic
local HegLogic = {}
function HegLogic:assignRoles()
local room = self.room
for _, p in ipairs(room.players) do
p.role_shown = true
p.role = "hidden"
room:broadcastProperty(p, "role")
end
-- for adjustSeats
room.players[1].role = "lord"
end
function HegLogic:chooseGenerals()
local room = self.room
local generalNum = math.max(room.settings.generalNum, 6)
local lord = room:getLord()
room.current = lord
lord.role = "hidden"
local nonlord = room.players
local generals = Fk:getGeneralsRandomly(#nonlord * generalNum)
-- table.shuffle(generals)
for _, p in ipairs(nonlord) do
local arg = { map = table.map }
for i = 1, generalNum do
table.insert(arg, table.remove(generals, 1))
end
table.sort(arg, function(a, b) return a.kingdom > b.kingdom end)
for idx, _ in ipairs(arg) do
if arg[idx].kingdom == arg[idx + 1].kingdom then
p.default_reply = { arg[idx].name, arg[idx + 1].name }
break
end
end
arg = arg:map(function(g) return g.name end)
p.request_data = json.encode({ arg, 2, true })
end
room:notifyMoveFocus(nonlord, "AskForGeneral")
room:doBroadcastRequest("AskForGeneral", nonlord)
for _, p in ipairs(nonlord) do
local general, deputy
if p.general == "" and p.reply_ready then
local generals = json.decode(p.client_reply)
general = generals[1]
deputy = generals[2]
room:setPlayerGeneral(p, general, true)
room:setDeputyGeneral(p, deputy)
else
general = p.default_reply[1]
deputy = p.default_reply[2]
end
p:setMark("__heg_general", general)
p:setMark("__heg_deputy", deputy)
p:doNotify("SetPlayerMark", json.encode{ p.id, "__heg_general", general})
p:doNotify("SetPlayerMark", json.encode{ p.id, "__heg_deputy", deputy})
room:setPlayerGeneral(p, "anjiang", true)
room:setDeputyGeneral(p, "anjiang")
p.default_reply = ""
end
end
function HegLogic:broadcastGeneral()
local room = self.room
local players = room.players
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p:getMark("__heg_general")]
local deputy = Fk.generals[p:getMark("__heg_deputy")]
p.maxHp = math.floor((deputy.maxHp + general.maxHp) / 2)
p.hp = math.floor((deputy.hp + general.hp) / 2)
-- p.shield = math.min(general.shield + deputy.shield, 5)
p.shield = 0
-- TODO: setup AI here
room:broadcastProperty(p, "general")
room:broadcastProperty(p, "deputyGeneral")
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
room:broadcastProperty(p, "shield")
end
end
function HegLogic:attachSkillToPlayers()
local room = self.room
local players = room.players
room:handleAddLoseSkills(players[1], "#_heg_invalid", nil, false, true)
local addHegSkills = function(player, skillName)
local skill = Fk.skills[skillName]
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
return
end
player:addFakeSkill(skill)
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end
for _, p in ipairs(room.alive_players) do
local general = Fk.generals[p:getMark("__heg_general")]
local skills = general.skills
for _, s in ipairs(skills) do
addHegSkills(p, s.name)
end
for _, sname in ipairs(general.other_skills) do
addHegSkills(p, sname)
end
local deputy = Fk.generals[p:getMark("__heg_deputy")]
if deputy then
skills = deputy.skills
for _, s in ipairs(skills) do
addHegSkills(p, s.name)
end
for _, sname in ipairs(deputy.other_skills) do
addHegSkills(p, sname)
end
end
end
room:setTag("SkipNormalDeathProcess", true)
end
local heg_getlogic = function()
local h = GameLogic:subclass("HegLogic")
for k, v in pairs(HegLogic) do
h[k] = v
end
return h
end
local heg_invalid = fk.CreateInvaliditySkill{
name = "#_heg_invalid",
invalidity_func = function(self, player, skill)
end,
}
local function getWinnerHeg(victim)
local room = victim.room
local alive = room.alive_players
if #alive == 1 then
local p = alive[1]
p:revealGeneral(false)
p:revealGeneral(true)
return p.kingdom
end
local winner = alive[1].kingdom
if winner == "unknown" then return "" end
for _, p in ipairs(alive) do
if p.kingdom ~= winner or p.kingdom == "wild" then
return ""
end
end
return winner
end
local heg_rule = fk.CreateTriggerSkill{
name = "#heg_rule",
priority = 0.001,
events = {fk.TurnStart, fk.GameOverJudge, fk.BuryVictim},
can_trigger = function(self, event, target, player, data)
return target == player
end,
on_trigger = function(self, event, target, player, data)
local room = player.room
if event == fk.TurnStart then
local choices = {}
if player.general == "anjiang" then
table.insert(choices, "revealMain")
end
if player.deputyGeneral == "anjiang" then
table.insert(choices, "revealDeputy")
end
if #choices == 0 then return end
if #choices == 2 then table.insert(choices, "revealAll") end
table.insert(choices, "Cancel")
local choice = room:askForChoice(player, choices, self.name)
if choice == "revealMain" then player:revealGeneral(false)
elseif choice == "revealDeputy" then player:revealGeneral(true)
elseif choice == "revealAll" then
player:revealGeneral(false)
player:revealGeneral(true)
end
elseif event == fk.GameOverJudge then
player:revealGeneral(false)
player:revealGeneral(true)
local winner = getWinnerHeg(player)
if winner ~= "" then
room:gameOver("hidden")
return true
end
room:setTag("SkipGameRule", true)
elseif event == fk.BuryVictim then
local damage = data.damage
if damage and damage.from then
local killer = damage.from
if killer.kingdom == "unknown" then return end
local victim = damage.to
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if killer.kingdom ~= "wild" and killer.kingdom == victim.kingdom then
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killer:throwAllCards("he")
else
killer:drawCards(victim.kingdom == "wild" and 1 or
#table.filter(room.alive_players, function(p)
return p.kingdom == victim.kingdom
end) + 1)
end
end
end
end,
}
Fk:addSkill(heg_rule)
heg = fk.CreateGameMode{
name = "heg_mode",
minPlayer = 2,
maxPlayer = 8,
rule = heg_rule,
logic = heg_getlogic,
is_counted = Util.FalseFunc
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}
Fk:loadTranslationTable{
["heg_mode"] = "国战测试版",
[":heg_mode"] = heg_description,
["wild"] = "野心家",
["#heg_rule"] = "国战规则",
["revealMain"] = "明置主将",
["revealDeputy"] = "明置副将",
["revealAll"] = "背水:全部明置",
}
return heg