FreeKill/lua/core/util.lua

295 lines
6.5 KiB
Lua
Raw Normal View History

-- the iterator of QList object
local qlist_iterator = function(list, n)
if n < list:length() - 1 then
return n + 1, list:at(n + 1) -- the next element of list
end
end
function fk.qlist(list)
return qlist_iterator, list, -1
end
function table:contains(element)
if #self == 0 or type(self[1]) ~= type(element) then return false end
for _, e in ipairs(self) do
if e == element then return true end
end
end
function table:shuffle()
for i = #self, 2, -1 do
local j = math.random(i)
self[i], self[j] = self[j], self[i]
end
end
function table:insertTable(list)
for _, e in ipairs(list) do
table.insert(self, e)
end
end
function table:indexOf(value, from)
from = from or 1
for i = from, #self do
if self[i] == value then return i end
end
return -1
end
function table:removeOne(element)
if #self == 0 or type(self[1]) ~= type(element) then return false end
for i = 1, #self do
if self[i] == element then
table.remove(self, i)
return true
end
end
return false
end
-- Note: only clone key and value, no metatable
-- so dont use for class or instance
---@generic T
---@param self T
---@return T
function table.clone(self)
local ret = {}
for k, v in pairs(self) do
if type(v) == "table" then
ret[k] = table.clone(v)
else
ret[k] = v
end
end
return ret
end
2022-03-30 08:33:56 +00:00
---@class Sql
Sql = {
---@param filename string
open = function(filename)
return fk.OpenDatabase(filename)
end,
---@param db fk.SQLite3
close = function(db)
fk.CloseDatabase(db)
end,
--- Execute an SQL statement.
---@param db fk.SQLite3
---@param sql string
exec = function(db, sql)
fk.ExecSQL(db, sql)
end,
--- Execute a `SELECT` SQL statement.
---@param db fk.SQLite3
---@param sql string
---@return table @ { [columnName] --> result : string[] }
exec_select = function(db, sql)
return json.decode(fk.SelectFromDb(db, sql))
end,
}
FileIO = {
pwd = fk.QmlBackend_pwd,
ls = function(filename)
if filename == nil then
return fk.QmlBackend_ls(".")
else
return fk.QmlBackend_ls(filename)
end
end,
cd = fk.QmlBackend_cd,
exists = fk.QmlBackend_exists,
isDir = fk.QmlBackend_isDir
}
os.getms = fk.GetMicroSecond
---@class Stack : Object
Stack = class("Stack")
function Stack:initialize()
self.t = {}
self.p = 0
end
function Stack:push(e)
self.p = self.p + 1
self.t[self.p] = e
end
function Stack:isEmpty()
return self.p == 0
end
function Stack:pop()
if self.p == 0 then return nil end
self.p = self.p - 1
return self.t[self.p + 1]
end
--- useful function to create enums
---
--- only use it in a terminal
---@param table string
---@param enum string[]
function CreateEnum(table, enum)
local enum_format = "%s.%s = %d"
for i, v in ipairs(enum) do
print(string.format(enum_format, table, v, i))
end
end
function switch(param, case_table)
local case = case_table[param]
if case then return case() end
local def = case_table["default"]
return def and def() or nil
end
---@class TargetGroup : Object
local TargetGroup = class("TargetGroup")
function TargetGroup.static:getRealTargets(targetGroup)
if not targetGroup then
return {}
end
local realTargets = {}
for _, targets in ipairs(targetGroup) do
table.insert(realTargets, targets[1])
end
return realTargets
end
function TargetGroup.static:includeRealTargets(targetGroup, playerId)
if not targetGroup then
return false
end
for _, targets in ipairs(targetGroup) do
if targets[1] == playerId then
return true
end
end
return false
end
function TargetGroup.static:removeTarget(targetGroup, playerId)
if not targetGroup then
return
end
for index, targets in ipairs(targetGroup) do
if (targets[1] == playerId) then
table.remove(targetGroup, index)
return
end
end
end
function TargetGroup.static:pushTargets(targetGroup, playerIds)
if not targetGroup then
return
end
if type(playerIds) == "table" then
table.insert(targetGroup, playerIds)
elseif type(playerIds) == "number" then
table.insert(targetGroup, { playerIds })
end
end
---@class AimGroup : Object
local AimGroup = class("AimGroup")
AimGroup.Undone = 1
AimGroup.Done = 2
AimGroup.Cancelled = 3
function AimGroup.static:initAimGroup(playerIds)
return { [AimGroup.Undone] = playerIds, [AimGroup.Done] = {}, [AimGroup.Cancelled] = {} }
end
function AimGroup.static:getAllTargets(aimGroup)
local targets = {}
table.insertTable(targets, aimGroup[AimGroup.Undone])
table.insertTable(targets, aimGroup[AimGroup.Done])
return targets
end
function AimGroup.static:getUndoneOrDoneTargets(aimGroup, done)
return done and aimGroup[AimGroup.Done] or aimGroup[AimGroup.Undone]
end
function AimGroup.static:setTargetDone(aimGroup, playerId)
local index = table.indexOf(aimGroup[AimGroup.Undone], playerId)
if index ~= -1 then
table.remove(aimGroup[AimGroup.Undone], index)
table.insert(aimGroup[AimGroup.Done], playerId)
end
end
function AimGroup.static:addTargets(room, aimEvent, playerIds)
local playerId = type(playerIds) == "table" and playerIds[1] or playerIds
table.insert(aimEvent.tos[AimGroup.Undone], playerId)
room:sortPlayersByAction(aimEvent.tos[AimGroup.Undone])
if aimEvent.targetGroup then
TargetGroup:pushTargets(aimEvent.targetGroup, playerIds)
end
end
function AimGroup.static:cancelTarget(aimEvent, playerId)
local cancelled = false
for status = AimGroup.Undone, AimGroup.Done do
local indexList = {}
for index, pId in ipairs(aimEvent.tos[status]) do
if pId == playerId then
table.insert(indexList, index)
end
end
if #indexList > 0 then
cancelled = true
for i = 1, #indexList do
table.remove(aimEvent.tos[status], indexList[i])
end
end
end
if cancelled then
table.insert(aimEvent.tos[AimGroup.Cancelled], playerId)
if aimEvent.targetGroup then
TargetGroup:removeTarget(aimEvent.targetGroup, playerId)
end
end
end
function AimGroup.static:removeDeadTargets(room, aimEvent)
for index = AimGroup.Undone, AimGroup.Done do
aimEvent.tos[index] = room:deadPlayerFilter(aimEvent.tos[index])
end
if aimEvent.targetGroup then
local targets = TargetGroup:getRealTargets(aimEvent.targetGroup)
for _, target in ipairs(targets) do
if not room:getPlayerById(target):isAlive() then
TargetGroup:removeTarget(aimEvent.targetGroup, target)
end
end
end
end
function AimGroup.static:getCancelledTargets(aimGroup)
return aimGroup[AimGroup.Cancelled]
end
return { TargetGroup, AimGroup }