FreeKill/lua/server/room.lua

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local Room = class("Room")
function Room:initialize(_room)
self.room = _room
self.players = {} -- ServerPlayer[]
self.gameFinished = false
end
-- When this function returns, the Room(C++) thread stopped.
function Room:run()
for _, p in freekill.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
table.insert(self.players, player)
self.server.players[player:getId()] = player
end
self.logic = GameLogic:new(self)
self.logic:run()
end
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player:getId(),
property,
player[property],
})
end
function Room:doBroadcastNotify(command, jsonData)
self.room:doBroadcastNotify(self.room:getPlayers(), command, jsonData)
end
function Room:adjustSeats()
local players = {}
local p = 0
for i = 1, #self.players do
if self.players[i].role == "lord" then
p = i
break
end
end
for j = p, #self.players do
table.insert(players, self.players[j])
end
for j = 1, p - 1 do
table.insert(players, self.players[j])
end
self.players = players
local player_circle = {}
for i = 1, #self.players do
self.players[i].seat = i
table.insert(player_circle, self.players[i]:getId())
end
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
function Room:gameOver()
self.gameFinished = true
-- dosomething
self.room:gameOver()
end
return Room