FreeKill/lua/core/skill.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
--- Skill用来描述一个技能。
---
---@class Skill : Object
---@field public name string @ 技能名
---@field public trueName string @ 技能真名
---@field public package Package @ 技能所属的包
---@field public frequency Frequency @ 技能发动的频繁程度通常compulsory锁定技及limited限定技用的多。
---@field public visible boolean @ 技能是否会显示在游戏中
---@field public mute boolean @ 决定是否关闭技能配音
---@field public no_indicate boolean @ 决定是否关闭技能指示线
---@field public global boolean @ 决定是否是全局技能
---@field public anim_type string|AnimationType @ 技能类型定义
---@field public related_skills Skill[] @ 和本技能相关的其他技能,有时候一个技能实际上是通过好几个技能拼接而实现的。
---@field public attached_equip string @ 属于什么装备的技能?
---@field public relate_to_place string @ 主将技/副将技
---@field public switchSkillName string @ 转换技名字
local Skill = class("Skill")
---@alias Frequency integer
Skill.Frequent = 1
Skill.NotFrequent = 2
Skill.Compulsory = 3
Skill.Limited = 4
Skill.Wake = 5
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Skill.Quest = 6
--- 构造函数,不可随意调用。
---@param name string @ 技能名
---@param frequency Frequency @ 技能发动的频繁程度通常compulsory锁定技及limited限定技用的多。
function Skill:initialize(name, frequency)
-- TODO: visible, lord, etc
self.name = name
-- skill's package is assigned when calling General:addSkill
-- if you need skills that not belongs to any general (like 'jixi')
-- then you should use general function addRelatedSkill to assign them
self.package = { extensionName = "standard" }
self.frequency = frequency
self.visible = true
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self.lordSkill = false
self.cardSkill = false
self.mute = false
self.no_indicate = false
self.anim_type = ""
self.related_skills = {}
self.attachedKingdom = {}
self._extra_data = {}
local name_splited = name:split("__")
self.trueName = name_splited[#name_splited]
if string.sub(name, 1, 1) == "#" then
self.visible = false
end
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if string.sub(name, #name) == "$" then
self.name = string.sub(name, 1, #name - 1)
self.lordSkill = true
end
self.attached_equip = nil
self.relate_to_place = nil
end
function Skill:__index(k)
if k == "cost_data" then
return Fk:currentRoom().skill_costs[self.name]
else
return self._extra_data[k]
end
end
function Skill:__newindex(k, v)
if k == "cost_data" then
Fk:currentRoom().skill_costs[self.name] = v
else
rawset(self, k, v)
end
end
function Skill:__tostring()
return "<Skill " .. self.name .. ">"
end
--- 为一个技能增加相关技能。
---@param skill Skill @ 技能
function Skill:addRelatedSkill(skill)
table.insert(self.related_skills, skill)
end
--- 确认本技能是否为装备技能。
---@return boolean
function Skill:isEquipmentSkill()
return self.attached_equip and type(self.attached_equip) == 'string' and self.attached_equip ~= ""
end
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--- 判断技能是不是对于某玩家而言失效了。
---
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--- 它影响的是hasSkill但也可以单独拿出来判断。
---@param player Player @ 玩家
---@return boolean
function Skill:isEffectable(player)
if self.cardSkill then
return true
end
local nullifySkills = Fk:currentRoom().status_skills[InvaliditySkill] or Util.DummyTable
for _, nullifySkill in ipairs(nullifySkills) do
if self.name ~= nullifySkill.name and nullifySkill:getInvalidity(player, self) then
return false
end
end
return true
end
--- 为技能增加所属势力,需要在隶属特定势力时才能使用此技能。
--- 案例:手杀文鸯
function Skill:addAttachedKingdom(kingdom)
table.insertIfNeed(self.attachedKingdom, kingdom)
end
--- 判断某个技能是否为转换技
function Skill:isSwitchSkill()
return self.switchSkillName and type(self.switchSkillName) == 'string' and self.switchSkillName ~= ""
end
return Skill