FreeKill/lua/server/events/gameflow.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
local function drawInit(room, player, n)
-- TODO: need a new function to call the UI
local cardIds = room:getNCards(n)
player:addCards(Player.Hand, cardIds)
for _, id in ipairs(cardIds) do
Fk:filterCard(id, player)
end
local move_to_notify = {} ---@type CardsMoveStruct
move_to_notify.toArea = Card.PlayerHand
move_to_notify.to = player.id
move_to_notify.moveInfo = {}
move_to_notify.moveReason = fk.ReasonDraw
for _, id in ipairs(cardIds) do
table.insert(move_to_notify.moveInfo,
{ cardId = id, fromArea = Card.DrawPile })
end
room:notifyMoveCards(nil, {move_to_notify})
for _, id in ipairs(cardIds) do
room:setCardArea(id, Card.PlayerHand, player.id)
end
end
local function discardInit(room, player)
local cardIds = player:getCardIds(Player.Hand)
player:removeCards(Player.Hand, cardIds)
table.insertTable(room.draw_pile, cardIds)
for _, id in ipairs(cardIds) do
Fk:filterCard(id, nil)
end
local move_to_notify = {} ---@type CardsMoveStruct
move_to_notify.from = player.id
move_to_notify.toArea = Card.DrawPile
move_to_notify.moveInfo = {}
move_to_notify.moveReason = fk.ReasonJustMove
for _, id in ipairs(cardIds) do
table.insert(move_to_notify.moveInfo,
{ cardId = id, fromArea = Card.PlayerHand })
end
room:notifyMoveCards(nil, {move_to_notify})
for _, id in ipairs(cardIds) do
room:setCardArea(id, Card.DrawPile, nil)
end
end
GameEvent.functions[GameEvent.DrawInitial] = function(self)
local room = self.room
local luck_data = {
drawInit = drawInit,
discardInit = discardInit,
playerList = table.map(room.alive_players, Util.IdMapper),
}
for _, player in ipairs(room.alive_players) do
local draw_data = { num = 4 }
room.logic:trigger(fk.DrawInitialCards, player, draw_data)
luck_data[player.id] = draw_data
luck_data[player.id].luckTime = room.settings.luckTime
if player.id < 0 then -- Robot
luck_data[player.id].luckTime = 0
end
if draw_data.num > 0 then
drawInit(room, player, draw_data.num)
end
end
if room.settings.luckTime <= 0 then
for _, player in ipairs(room.alive_players) do
local draw_data = luck_data[player.id]
draw_data.luckTime = nil
room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data)
end
return
end
room:setTag("LuckCardData", luck_data)
room:notifyMoveFocus(room.alive_players, "AskForLuckCard")
room:doBroadcastNotify("AskForLuckCard", room.settings.luckTime or 4)
local remainTime = room.timeout + 1
local currentTime = os.time()
local elapsed = 0
for _, id in ipairs(luck_data.playerList) do
local pl = room:getPlayerById(id)
if luck_data[id].luckTime > 0 then
pl.serverplayer:setThinking(true)
end
end
while true do
elapsed = os.time() - currentTime
if remainTime - elapsed <= 0 then
break
end
-- local ldata = room:getTag("LuckCardData")
local ldata = luck_data
if table.every(ldata.playerList, function(id)
return ldata[id].luckTime == 0
end) then
break
end
for _, id in ipairs(ldata.playerList) do
local pl = room:getPlayerById(id)
if pl._splayer:getState() ~= fk.Player_Online then
ldata[id].luckTime = 0
pl.serverplayer:setThinking(false)
end
end
-- room:setTag("LuckCardData", ldata)
room:checkNoHuman()
coroutine.yield("__handleRequest", (remainTime - elapsed) * 1000)
end
for _, player in ipairs(room.alive_players) do
local draw_data = luck_data[player.id]
draw_data.luckTime = nil
room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data)
end
room:removeTag("LuckCardData")
end
GameEvent.functions[GameEvent.Round] = function(self)
local room = self.room
local logic = room.logic
local p
local isFirstRound = room:getTag("FirstRound")
if isFirstRound then
room:setTag("FirstRound", false)
end
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local roundCount = room:getTag("RoundCount")
roundCount = roundCount + 1
room:setTag("RoundCount", roundCount)
room:doBroadcastNotify("UpdateRoundNum", roundCount)
-- 强行平局 防止can_trigger报错导致瞬间几十万轮卡炸服务器
if roundCount >= 9999 then
room:sendLog{
type = "#TimeOutDraw",
toast = true,
}
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room:gameOver("")
end
if isFirstRound then
logic:trigger(fk.GameStart, room.current)
end
logic:trigger(fk.RoundStart, room.current)
repeat
p = room.current
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GameEvent(GameEvent.Turn, p):exec()
if room.game_finished then break end
room.current = room.current:getNextAlive(true, nil, true)
until p.seat >= p:getNextAlive(true, nil, true).seat
logic:trigger(fk.RoundEnd, p)
end
GameEvent.cleaners[GameEvent.Round] = function(self)
local room = self.room
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryRound)
p:setSkillUseHistory("", 0, Player.HistoryRound)
for name, _ in pairs(p.mark) do
if name:find("-round", 1, true) then
room:setPlayerMark(p, name, 0)
end
end
end
for cid, cmark in pairs(room.card_marks) do
for name, _ in pairs(cmark) do
if name:find("-round", 1, true) then
room:setCardMark(Fk:getCardById(cid), name, 0)
end
end
end
for _, p in ipairs(room.players) do
p:filterHandcards()
room:broadcastProperty(p, "MaxCards")
end
end
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GameEvent.prepare_funcs[GameEvent.Turn] = function(self)
local room = self.room
local logic = room.logic
local player = room.current
if player.rest > 0 and player.rest < 999 then
room:setPlayerRest(player, player.rest - 1)
if player.rest == 0 and player.dead then
room:revivePlayer(player, true, "rest")
else
room:delay(50)
end
end
if player.dead then return true end
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room:sendLog{ type = "$AppendSeparator" }
if not player.faceup then
player:turnOver()
return true
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end
return logic:trigger(fk.BeforeTurnStart, player)
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end
GameEvent.functions[GameEvent.Turn] = function(self)
local room = self.room
room.current.phase = Player.PhaseNone
room.logic:trigger(fk.TurnStart, room.current)
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room.current.phase = Player.NotActive
room.current:play()
end
GameEvent.cleaners[GameEvent.Turn] = function(self)
local room = self.room
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local current = room.current
local logic = room.logic
if self.interrupted then
if current.phase ~= Player.NotActive then
local current_phase = current.phase
current.phase = Player.PhaseNone
logic:trigger(fk.EventPhaseChanging, current,
{ from = current_phase, to = Player.NotActive }, true)
current.phase = Player.NotActive
room:broadcastProperty(current, "phase")
logic:trigger(fk.EventPhaseStart, current, nil, true)
end
current.skipped_phases = {}
end
current.phase = Player.PhaseNone
logic:trigger(fk.TurnEnd, current, nil, self.interrupted)
logic:trigger(fk.AfterTurnEnd, current, nil, self.interrupted)
current.phase = Player.NotActive
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryTurn)
p:setSkillUseHistory("", 0, Player.HistoryTurn)
for name, _ in pairs(p.mark) do
if name:find("-turn", 1, true) then
room:setPlayerMark(p, name, 0)
end
end
end
for cid, cmark in pairs(room.card_marks) do
for name, _ in pairs(cmark) do
if name:find("-turn", 1, true) then
room:setCardMark(Fk:getCardById(cid), name, 0)
end
end
end
for _, p in ipairs(room.players) do
p:filterHandcards()
room:broadcastProperty(p, "MaxCards")
end
end
GameEvent.functions[GameEvent.Phase] = function(self)
local room = self.room
local logic = room.logic
local player = self.data[1] ---@type Player
if not logic:trigger(fk.EventPhaseStart, player) then
if player.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseProceeding, player)
switch(player.phase, {
[Player.PhaseNone] = function()
error("You should never proceed PhaseNone")
end,
[Player.RoundStart] = function()
end,
[Player.Start] = function()
end,
[Player.Judge] = function()
local cards = player:getCardIds(Player.Judge)
while #cards > 0 do
local cid = table.remove(cards)
if not cid then return end
local card = player:removeVirtualEquip(cid)
if not card then
card = Fk:getCardById(cid)
end
if table.contains(player:getCardIds(Player.Judge), cid) then
room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name)
---@type CardEffectEvent
local effect_data = {
card = card,
to = player.id,
tos = { {player.id} },
}
room:doCardEffect(effect_data)
if effect_data.isCancellOut and card.skill then
card.skill:onNullified(room, effect_data)
end
end
end
end,
[Player.Draw] = function()
local data = {
n = 2
}
room.logic:trigger(fk.DrawNCards, player, data)
room:drawCards(player, data.n, "game_rule")
room.logic:trigger(fk.AfterDrawNCards, player, data)
end,
[Player.Play] = function()
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player._play_phase_end = false
while not player.dead do
logic:trigger(fk.StartPlayCard, player, nil, true)
room:notifyMoveFocus(player, "PlayCard")
local result = room:doRequest(player, "PlayCard", player.id)
if result == "" then break end
local useResult = room:handleUseCardReply(player, result)
if type(useResult) == "table" then
room:useCard(useResult)
end
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if player._play_phase_end then
player._play_phase_end = false
break
end
end
end,
[Player.Discard] = function()
local discardNum = #table.filter(
player:getCardIds(Player.Hand), function(id)
local card = Fk:getCardById(id)
return table.every(room.status_skills[MaxCardsSkill] or Util.DummyTable, function(skill)
return not skill:excludeFrom(player, card)
end)
end
) - player:getMaxCards()
room:broadcastProperty(player, "MaxCards")
if discardNum > 0 then
room:askForDiscard(player, discardNum, discardNum, false, "game_rule", false)
end
end,
[Player.Finish] = function()
end,
})
end
end
end
GameEvent.cleaners[GameEvent.Phase] = function(self)
local room = self.room
local player = self.data[1]
local logic = room.logic
if player.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseEnd, player, nil, self.interrupted)
logic:trigger(fk.AfterPhaseEnd, player, nil, self.interrupted)
else
player.skipped_phases = {}
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end
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryPhase)
p:setSkillUseHistory("", 0, Player.HistoryPhase)
for name, _ in pairs(p.mark) do
if name:find("-phase", 1, true) then
room:setPlayerMark(p, name, 0)
end
end
end
for cid, cmark in pairs(room.card_marks) do
for name, _ in pairs(cmark) do
if name:find("-phase", 1, true) then
room:setCardMark(Fk:getCardById(cid), name, 0)
end
end
end
for _, p in ipairs(room.players) do
p:filterHandcards()
room:broadcastProperty(p, "MaxCards")
end
end