2023-08-27 13:22:03 +00:00
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-- SPDX-License-Identifier: GPL-3.0-or-later
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2024-01-10 14:51:29 +00:00
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GameEvent.functions[GameEvent.Game] = function(self)
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self.room.logic:run()
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end
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2023-08-27 13:22:03 +00:00
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GameEvent.functions[GameEvent.ChangeProperty] = function(self)
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local data = table.unpack(self.data)
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local room = self.room
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local player = data.from
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local logic = room.logic
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logic:trigger(fk.BeforePropertyChange, player, data)
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data.sendLog = data.sendLog or false
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local skills = {}
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2023-09-27 13:02:22 +00:00
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if logic:trigger(fk.PropertyChange, player, data) then
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logic:breakEvent()
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end
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2023-08-27 13:22:03 +00:00
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if data.general and data.general ~= "" and data.general ~= player.general then
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local originalGeneral = Fk.generals[player.general] or Fk.generals["blank_shibing"]
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2024-01-24 19:13:57 +00:00
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local originalSkills = originalGeneral and originalGeneral:getSkillNameList(true) or Util.DummyTable
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2023-08-27 13:22:03 +00:00
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table.insertTableIfNeed(skills, table.map(originalSkills, function(e)
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return "-" .. e
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end))
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local newGeneral = Fk.generals[data.general] or Fk.generals["blank_shibing"]
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2024-01-24 19:13:57 +00:00
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for _, name in ipairs(newGeneral:getSkillNameList(data.isLord)) do
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2023-08-27 13:22:03 +00:00
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local s = Fk.skills[name]
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if not s.relate_to_place or s.relate_to_place == "m" then
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table.insertIfNeed(skills, name)
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end
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end
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if data.sendLog then
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room:sendLog{
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type = "#ChangeHero",
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from = player.id,
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arg = player.general,
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arg2 = data.general,
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arg3 = "mainGeneral",
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}
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end
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data.results["generalChange"] = {player.general, data.general}
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room:setPlayerProperty(player, "general", data.general)
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end
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2023-12-10 10:55:16 +00:00
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if data.deputyGeneral and data.deputyGeneral ~= player.deputyGeneral then
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2023-08-27 13:22:03 +00:00
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local originalDeputy = Fk.generals[player.deputyGeneral] or Fk.generals["blank_shibing"]
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2024-01-24 19:13:57 +00:00
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local originalSkills = originalDeputy and originalDeputy:getSkillNameList(true) or Util.DummyTable
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2023-08-27 13:22:03 +00:00
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table.insertTableIfNeed(skills, table.map(originalSkills, function(e)
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return "-" .. e
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end))
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2023-12-10 10:55:16 +00:00
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if data.deputyGeneral ~= "" then
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local newDeputy = Fk.generals[data.deputyGeneral] or Fk.generals["blank_shibing"]
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2024-01-24 19:13:57 +00:00
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for _, name in ipairs(newDeputy:getSkillNameList(data.isLord)) do
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2023-12-10 10:55:16 +00:00
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local s = Fk.skills[name]
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if not s.relate_to_place or s.relate_to_place == "d" then
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table.insertIfNeed(skills, name)
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end
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end
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if data.sendLog then
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room:sendLog{
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type = "#ChangeHero",
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from = player.id,
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arg = player.deputyGeneral,
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arg2 = data.deputyGeneral,
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arg3 = "deputyGeneral",
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}
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2023-08-27 13:22:03 +00:00
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end
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end
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2023-12-10 10:55:16 +00:00
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2023-08-27 13:22:03 +00:00
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data.results["deputyChange"] = {player.deputyGeneral, data.deputyGeneral}
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room:setPlayerProperty(player, "deputyGeneral", data.deputyGeneral)
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end
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if data.gender and data.gender ~= player.gender then
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data.results["genderChange"] = {player.gender, data.gender}
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room:setPlayerProperty(player, "gender", data.gender)
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end
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if data.kingdom and data.kingdom ~= "" and data.kingdom ~= player.kingdom then
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if data.sendLog then
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room:sendLog{
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type = "#ChangeKingdom",
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from = player.id,
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arg = player.kingdom,
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arg2 = data.kingdom,
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}
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end
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data.results["kingdomChange"] = {player.kingdom, data.kingdom}
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room:setPlayerProperty(player, "kingdom", data.kingdom)
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end
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for _, s in ipairs(Fk.generals[player.general].skills) do
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if #s.attachedKingdom > 0 then
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if table.contains(s.attachedKingdom, player.kingdom) then
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table.insertIfNeed(skills, s.name)
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else
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if table.contains(skills, s.name) then
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table.removeOne(skills, s.name)
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else
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table.insertIfNeed(skills, "-"..s.name)
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end
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end
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end
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end
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if player.deputyGeneral ~= "" then
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for _, s in ipairs(Fk.generals[player.deputyGeneral].skills) do
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if #s.attachedKingdom > 0 then
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if table.contains(s.attachedKingdom, player.kingdom) then
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table.insertIfNeed(skills, s.name)
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else
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if table.contains(skills, s.name) then
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table.removeOne(skills, s.name)
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else
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table.insertIfNeed(skills, "-"..s.name)
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end
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end
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end
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end
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end
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room:handleAddLoseSkills(player, table.concat(skills, "|"), nil, false, false)
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logic:trigger(fk.AfterPropertyChange, player, data)
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end
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2024-01-10 14:51:29 +00:00
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GameEvent.functions[GameEvent.ClearEvent] = function(self)
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local event = self.data[1]
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local logic = self.room.logic
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2024-01-24 19:23:29 +00:00
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-- 不可中断
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Pcall(event.clear_func, event)
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2024-01-10 14:51:29 +00:00
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for _, f in ipairs(event.extra_clear_funcs) do
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2024-01-24 19:23:29 +00:00
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if type(f) == "function" then Pcall(f, event) end
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2024-01-10 14:51:29 +00:00
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end
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-- cleaner顺利执行完了,出栈吧
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local end_id = logic.current_event_id + 1
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if event.id ~= end_id - 1 then
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logic.all_game_events[end_id] = event.event
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logic.current_event_id = end_id
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event.end_id = end_id
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else
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event.end_id = event.id
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end
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logic.game_event_stack:pop()
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logic.cleaner_stack:pop()
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end
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