FreeKill/lua/server/gameevent.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
---@class GameEvent: Object
---@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
---@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
---@field public room Room @ room实例
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---@field public event GameEvent @ 该事件对应的EventType现已改为对应的class
---@field public data any @ 事件的附加数据,视类型而定
---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
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---@field public extra_clear fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
---@field public extra_exit fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
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---@field public exec_ret boolean? @ exec函数的返回值可能不存在
---@field public status string @ ready, running, exiting, dead
---@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
---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
local GameEvent = class("GameEvent")
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---@type (fun(self: GameEvent): bool)[]
GameEvent.prepare_funcs = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.functions = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.cleaners = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.exit_funcs = {}
local dummyFunc = Util.DummyFunc
function GameEvent:initialize(event, ...)
self.id = -1
self.end_id = -1
self.room = RoomInstance
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-- for compat
self.event = event
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---@diagnostic disable-next-line
-- self.event = self.class
self.data = { ... }
self.status = "ready"
self.interrupted = false
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self.extra_clear = Util.DummyTable
self.extra_exit = Util.DummyTable
end
---@generic T
---@param self T
---@return T
function GameEvent.create(self, ...)
if self.class then error('cannot use "create()" by event instances') end
return self:new(self, ...)
end
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-- 获取最接近GameEvent的基类
---@return GameEvent
function GameEvent.getBaseClass(self, ...)
if self.class then error('cannot use "getBaseClass()" by event instances') end
if self.super == GameEvent or self == GameEvent then
return self
end
return self.super:getBaseClass()
end
function GameEvent.static:subclassed(subclass)
local mt = getmetatable(subclass)
-- 适配老代码event == GameEvent.Turn之类的奇技淫巧危险性待评估
-- 这样若某个模式启用派生类修改逻辑那么findParent之类的基于父类也能找
mt.__eq = function(a, b)
if not a.super or not b.super then return false end
return rawequal(a, b) or a:isSubclassOf(b) or b:isSubclassOf(a)
end
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end
function GameEvent:__tostring()
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return string.format("<%s #%d>",
type(self.event == "string") and self.event or self.class.name, self.id)
end
function GameEvent:prepare()
return (GameEvent.prepare_funcs[self.event] or dummyFunc)(self)
end
function GameEvent:main()
return (GameEvent.functions[self.event] or dummyFunc)(self)
end
function GameEvent:clear()
return (GameEvent.cleaners[self.event] or dummyFunc)(self)
end
function GameEvent:exit()
return (GameEvent.exit_funcs[self.event] or dummyFunc)(self)
end
function GameEvent:addCleaner(f)
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if self.extra_clear == Util.DummyTable then
self.extra_clear= {}
end
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table.insert(self.extra_clear, f)
end
function GameEvent:addExitFunc(f)
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if self.extra_exit== Util.DummyTable then
self.extra_exit= {}
end
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table.insert(self.extra_exit, f)
end
function GameEvent:prependExitFunc(f)
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if self.extra_exit== Util.DummyTable then
self.extra_exit= {}
end
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table.insert(self.extra_exit, 1, f)
end
-- 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 GameEvent @ 事件类型
---@param includeSelf bool @ 是否包括本事件
---@param depth? integer @ 搜索深度
---@return GameEvent?
function GameEvent:findParent(eventType, includeSelf, depth)
if includeSelf and self.event == eventType then return self end
if depth == 0 then return nil end
local e = self.parent
local l = 1
while e do
if e.event == eventType then return e end
if depth and l >= depth then break end
e = e.parent
l = l + 1
end
return nil
end
-- 找n个id介于from和to之间的事件。
---@param events GameEvent[] @ 事件数组
---@param from integer @ 起始id
---@param to integer @ 终止id
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
---@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
local function bin_search(events, from, to, n, func)
local left = 1
local right = #events
local mid
local ret = {}
if from < events[1].id then
mid = 1
elseif from > events[right].id then
return ret
else
while true do
if left > right then return ret end
mid = (left + right) // 2
local id = events[mid].id
local id_left = mid == 1 and -math.huge or events[mid - 1].id
if from < id then
if from >= id_left then
break
end
right = mid - 1
else
left = mid + 1
end
end
end
for i = mid, #events do
local v = events[i]
if v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
return ret
end
-- 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。
---@param eventType integer @ 要查找的事件类型
---@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
---@param endEvent? GameEvent @ 区间终止点,默认为本事件结束
---@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
function GameEvent:searchEvents(eventType, n, func, endEvent)
local logic = self.room.logic
local events = logic.event_recorder[eventType] or Util.DummyTable
local from = self.id
local to = endEvent and endEvent.id or self.end_id
if math.abs(to) == 1 then to = #logic.all_game_events end
n = n or 1
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func = func or Util.TrueFunc
local ret
if #events < 6 then
ret = {}
for _, v in ipairs(events) do
if v.id >= from and v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
else
ret = bin_search(events, from, to, n, func)
end
return ret
end
function GameEvent:exec()
local room = self.room
local logic = room.logic
if self.status ~= "ready" then return true end
self.parent = logic:getCurrentEvent()
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if self:prepare() then return true end
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logic:pushEvent(self)
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local co = coroutine.create(function() return self:main() end)
self._co = co
self.status = "running"
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coroutine.yield(self, "__newEvent")
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Pcall(self.exit, self)
for _, f in ipairs(self.extra_exit) do
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if type(f) == "function" then
Pcall(f, self)
end
end
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return self.interrupted, self.exec_ret
end
function GameEvent:shutdown()
if self.status ~= "running" then return end
-- yield to self and break
coroutine.yield(self, "__breakEvent")
end
return GameEvent