FreeKill/packages/standard/game_rule.lua

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---@param victim ServerPlayer
local function getWinner(victim)
local room = victim.room
local winner = ""
local alive = room.alive_players
if victim.role == "lord" then
if #alive == 1 and alive[1].role == "renegade" then
winner = "renegede"
else
winner = "rebel"
end
elseif victim.role ~= "loyalist" then
local lord_win = true
for _, p in ipairs(alive) do
if p.role == "rebel" or p.role == "renegade" then
lord_win = false
break
end
end
if lord_win then
winner = "lord+loyalist"
end
end
return winner
end
---@param killer ServerPlayer
local function rewardAndPunish(killer, victim)
if killer.dead then return end
if victim.role == "rebel" then
killer:drawCards(3, "kill")
elseif victim.role == "loyalist" and killer.role == "lord" then
killer:throwAllCards("he")
end
end
GameRule = fk.CreateTriggerSkill{
name = "game_rule",
refresh_events = {
fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
fk.AskForPeaches, fk.AskForPeachesDone,
fk.GameOverJudge, fk.BuryVictim,
},
priority = 0,
can_refresh = function(self, event, target, player, data)
return (target == player) or (target == nil)
end,
on_refresh = function(self, event, target, player, data)
if RoomInstance.tag["SkipGameRule"] then
RoomInstance.tag["SkipGameRule"] = false
return false
end
if event == fk.GameStart then
RoomInstance.tag["FirstRound"] = true
return false
end
local room = player.room
switch(event, {
[fk.DrawInitialCards] = function()
if data.num > 0 then
-- TODO: need a new function to call the UI
local cardIds = room:getNCards(data.num)
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
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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
room.logic:trigger(fk.AfterDrawInitialCards, player, data)
end
end,
[fk.TurnStart] = function()
player = room.current
if room.tag["FirstRound"] == true then
room.tag["FirstRound"] = false
player:setFlag("Global_FirstRound")
end
if player.seat == 1 then
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryRound)
p:setSkillUseHistory("", 0, Player.HistoryRound)
end
end
room:sendLog{ type = "$AppendSeparator" }
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player:addMark("Global_TurnCount")
if not player.faceup then
player:setFlag("-Global_FirstRound")
player:turnOver()
elseif not player.dead then
player:play()
end
end,
[fk.EventPhaseProceeding] = function()
switch(player.phase, {
[Player.PhaseNone] = function()
error("You should never proceed PhaseNone")
end,
[Player.RoundStart] = function()
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end,
[Player.Start] = function()
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end,
[Player.Judge] = function()
local cards = player:getCardIds(Player.Judge)
for i = #cards, 1, -1 do
local card
card = player:removeVirtualEquip(cards[i])
if not card then
card = Fk:getCardById(cards[i])
end
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,
[Player.Draw] = function()
local data = {
n = 2
}
room.logic:trigger(fk.DrawNCards, player, data)
room:drawCards(player, data.n, self.name)
room.logic:trigger(fk.AfterDrawNCards, player, data)
end,
[Player.Play] = function()
while not player.dead do
room:notifyMoveFocus(player, "PlayCard")
local result = room:doRequest(player, "PlayCard", player.id)
if result == "" then break end
local use = room:handleUseCardReply(player, result)
if use then
room:useCard(use)
end
end
end,
[Player.Discard] = function()
local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
if discardNum > 0 then
room:askForDiscard(player, discardNum, discardNum, false, self.name)
end
end,
[Player.Finish] = function()
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end,
[Player.NotActive] = function()
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end,
})
end,
[fk.EventPhaseEnd] = function()
if player.phase == Player.Play then
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryPhase)
p:setSkillUseHistory("", 0, Player.HistoryPhase)
end
end
end,
[fk.EventPhaseChanging] = function()
-- TODO: copy but dont copy all
if data.to == Player.NotActive then
for _, p in ipairs(room.players) do
p:setCardUseHistory("", 0, Player.HistoryTurn)
p:setSkillUseHistory("", 0, Player.HistoryTurn)
end
end
end,
[fk.AskForPeaches] = function()
local savers = room:getAlivePlayers()
for _, p in ipairs(savers) do
if player.hp > 0 or player.dead then break end
while player.hp < 1 do
local peach_use = room:askForUseCard(p, "peach")
if not peach_use then break end
peach_use.tos = { {player.id} }
room:useCard(peach_use)
end
end
end,
[fk.AskForPeachesDone] = function()
if player.hp < 1 then
---@type DeathStruct
local deathData = {
who = player.id,
damage = data.damage,
}
room:killPlayer(deathData)
end
end,
[fk.GameOverJudge] = function()
local winner = getWinner(player)
if winner ~= "" then
room:gameOver(winner)
return true
end
end,
[fk.BuryVictim] = function()
player:bury()
if room.tag["SkipNormalDeathProcess"] then
return false
end
local damage = data.damage
if damage and damage.from then
local killer = damage.from
rewardAndPunish(killer, player);
end
end,
default = function()
print("game_rule: Event=" .. event)
room:askForSkillInvoke(player, "rule")
end,
})
return false
end,
}