FreeKill/lua/core/card.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
--- Card记录了FreeKill所有卡牌的基础信息。
---
--- 它包含了ID、所属包、牌名、花色、点数等等
---
---@class Card : Object
---@field public id integer @ 标志某一张卡牌唯一的数字从1开始。若此牌是虚拟牌则其id为0。服务器启动时为卡牌赋予ID。
---@field public package Package @ 卡牌所属的扩展包
---@field public name string @ 卡牌的名字
---@field public suit Suit @ 卡牌的花色(四色及无花色)
---@field public number integer @ 卡牌的点数0到K
---@field public trueName string @ 卡牌的真名,一般用于分辨杀。
---@field public color Color @ 卡牌的颜色(分为黑色、红色、无色)
---@field public type CardType @ 卡牌的种类(基本牌、锦囊牌、装备牌)
---@field public sub_type CardSubtype @ 卡牌的子种类(例如延时锦囊牌、武器、防具等)
---@field public area CardArea @ 卡牌所在区域(例如手牌区,判定区,装备区,牌堆,弃牌堆···)
---@field public mark table<string, integer> @ 当前拥有的所有标记,用烂了
---@field public subcards integer[] @ 子卡ID表
---@field public skillName string @ 虚拟牌的技能名 for virtual cards
---@field private _skillName string
---@field public skillNames string[] @ 虚拟牌的技能名们(一张虚拟牌可能有多个技能名,如芳魂、龙胆、朱雀羽扇)
---@field public skill Skill @ 技能(用于实现卡牌效果)
---@field public special_skills string[] | nil @ 衍生技能,如重铸
---@field public is_damage_card boolean @ 是否为会造成伤害的牌
---@field public multiple_targets boolean @ 是否为指定多个目标的牌
---@field public is_derived boolean|null @ 判断是否为衍生牌
local Card = class("Card")
---@alias Suit integer
Card.Spade = 1
Card.Club = 2
Card.Heart = 3
Card.Diamond = 4
Card.NoSuit = 5
---@alias Color integer
Card.Black = 1
Card.Red = 2
Card.NoColor = 3
---@alias CardType integer
Card.TypeBasic = 1
Card.TypeTrick = 2
Card.TypeEquip = 3
---@alias CardSubtype integer
Card.SubtypeNone = 1
Card.SubtypeDelayedTrick = 2
Card.SubtypeWeapon = 3
Card.SubtypeArmor = 4
Card.SubtypeDefensiveRide = 5
Card.SubtypeOffensiveRide = 6
Card.SubtypeTreasure = 7
---@alias CardArea integer
Card.Unknown = 0
Card.PlayerHand = 1
Card.PlayerEquip = 2
Card.PlayerJudge = 3
Card.PlayerSpecial = 4
Card.Processing = 5
Card.DrawPile = 6
Card.DiscardPile = 7
Card.Void = 8
--- Card的构造函数。具体负责构建Card实例的函数请参见fk_ex部分。
function Card:initialize(name, suit, number, color)
self.name = name
self.suit = suit or Card.NoSuit
self.number = number or 0
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if string.sub(name, 1, 1) == "&" then
self.name = string.sub(name, 2, #name)
self.is_derived = true
end
local name_splited = self.name:split("__")
self.trueName = name_splited[#name_splited]
if suit == Card.Spade or suit == Card.Club then
self.color = Card.Black
elseif suit == Card.Heart or suit == Card.Diamond then
self.color = Card.Red
elseif color ~= nil then
self.color = color
else
self.color = Card.NoColor
end
-- self.package = nil
self.id = 0
self.type = 0
self.sub_type = Card.SubtypeNone
-- self.skill = nil
self.subcards = {}
-- self.skillName = nil
self._skillName = ""
self.skillNames = {}
-- self.mark = {} -- 这个视情况了只有虚拟牌才有真正的self.mark真牌的话挂在currentRoom
end
function Card:__index(k)
if k == "skillName" then
return self._skillName
elseif k == "mark" then
if not self:isVirtual() then
local mark_tab = Fk:currentRoom().card_marks
mark_tab[self.id] = mark_tab[self.id] or {}
return mark_tab[self.id]
else
self.mark = {}
return self.mark
end
end
end
function Card:__newindex(k, v)
if k == "skillName" then
table.insertIfNeed(self.skillNames, v)
self._skillName = v
else
rawset(self, k, v)
end
end
function Card:__tostring()
return string.format("<Card %s[%s %d]>", self.name, self:getSuitString(), self.number)
end
--- 克隆特定卡牌并赋予花色与点数。
---
--- 会将skill/special_skills/equip_skill继承到克隆牌中。
---@param suit Suit @ 克隆后的牌的花色
---@param number integer @ 克隆后的牌的点数
---@return Card @ 产品
function Card:clone(suit, number)
local newCard = self.class:new(self.name, suit, number)
newCard.skill = self.skill
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newCard.special_skills = self.special_skills
newCard.equip_skill = self.equip_skill
newCard.attack_range = self.attack_range
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newCard.is_damage_card = self.is_damage_card
newCard.multiple_targets = self.multiple_targets
newCard.is_derived = self.is_derived
return newCard
end
--- 检测是否为虚拟卡牌如果其ID为0及以下则为虚拟卡牌。
function Card:isVirtual()
return self.id <= 0
end
--- 获取卡牌的ID。
---
--- 如果牌是虚拟牌则返回其第一张子卡的id没有子卡就返回nil
---@return integer | nil
function Card:getEffectiveId()
if self:isVirtual() then
return #self.subcards > 0 and self.subcards[1] or nil
end
return self.id
end
local function updateColorAndNumber(card)
local color = Card.NoColor
local number = 0
local different_color = false
for i, id in ipairs(card.subcards) do
local c = Fk:getCardById(id)
number = math.min(number + c.number, 13)
if i == 1 then
card.suit = c.suit
else
card.suit = Card.NoSuit
end
if color ~= c.color then
if not different_color then
if c.color ~= Card.NoColor then
different_color = true
end
color = c.color
else
color = Card.NoColor
end
end
end
card.color = color
card.number = number
end
--- 将一张子卡牌加入某张牌中是addSubcards的基础函数常用addSubcards
---@param card integer|Card @ 要加入的子卡
function Card:addSubcard(card)
if type(card) == "number" then
table.insert(self.subcards, card)
else
assert(card:isInstanceOf(Card))
-- assert(not card:isVirtual(), "Can not add virtual card as subcard")
if card:isVirtual() then
table.insertTable(self.subcards, card.subcards)
else
table.insert(self.subcards, card.id)
end
for _, skill in ipairs(card.skillNames) do
self.skillName = skill
end
end
updateColorAndNumber(self)
end
--- 将一批子卡牌加入某张牌中(常用于将这批牌弃置/交给某个角色···)。
---@param cards integer[] | Card[] @ 要加入的子卡列表
function Card:addSubcards(cards)
for _, c in ipairs(cards) do
self:addSubcard(c)
end
end
--- 清空加入某张牌中的子卡牌。
function Card:clearSubcards()
self.subcards = {}
updateColorAndNumber(self)
end
--- 判断此牌能否符合一个卡牌规则。
function Card:matchPattern(pattern)
return Exppattern:Parse(pattern):match(self)
end
--- 获取卡牌花色并返回花色文字描述(如 黑桃、红桃、梅花、方块)或者符号(如♠♥♣♦,带颜色)。
---@param symbol boolean|nil @ 是否以符号形式显示
---@return string @ 描述花色的字符串
function Card:getSuitString(symbol)
local suit = self.suit
local ret
if suit == Card.Spade then
ret = "spade"
elseif suit == Card.Heart then
ret = "heart"
elseif suit == Card.Club then
ret = "club"
elseif suit == Card.Diamond then
ret = "diamond"
else
ret = "nosuit"
end
return symbol and "log_" .. ret or ret
end
--- 获取卡牌颜色并返回点数颜色描述(例如黑色/红色/无色)。
---@return string @ 描述颜色的字符串
function Card:getColorString()
local color = self.color
if color == Card.Black then
return "black"
elseif color == Card.Red then
return "red"
end
return "nocolor"
end
--- 获取卡牌类型并返回类型描述(例如基本牌/锦囊牌/装备牌)。
function Card:getTypeString()
local t = self.type
if t == Card.TypeBasic then
return "basic"
elseif t == Card.TypeTrick then
return "trick"
elseif t == Card.TypeEquip then
return "equip"
end
return "notype"
end
local subtype_string_table = {
[Card.SubtypeArmor] = "armor",
[Card.SubtypeWeapon] = "weapon",
[Card.SubtypeTreasure] = "treasure",
[Card.SubtypeDelayedTrick] = "delayed_trick",
[Card.SubtypeDefensiveRide] = "defensive_ride",
[Card.SubtypeOffensiveRide] = "offensive_ride",
}
function Card:getSubtypeString()
local t = self.sub_type
local ret = subtype_string_table[t]
if ret == nil then
if self.type == Card.TypeTrick then
return "normal_trick"
elseif self.type == Card.TypeBasic then
return "basic"
end
else
return ret
end
end
--- 获取卡牌点数并返回点数文字描述仅限A/J/Q/K/X
local function getNumberStr(num)
if num == 1 then
return "A"
elseif num == 11 then
return "J"
elseif num == 12 then
return "Q"
elseif num == 13 then
return "K"
elseif num == 0 then
return "X"
end
return tostring(num)
end
--- 获取卡牌点数并返回点数文字描述仅限A/J/Q/K/X
---@param num integer @ 当你只想翻译点数为文字时(优先检查,请注意)
function Card:getNumberStr(num)
return tostring(getNumberStr(num and num or self.number))
end
--- 根据点数文字描述返回数字。
---@param str integer @ 只能翻译文字为点数
function Card:strToNumber(str)
if str == "A" then
return 1
elseif str == "J" then
return 11
elseif str == "Q" then
return 12
elseif str == "K" then
return 13
elseif str == "X" then
return 0
end
return tonumber(str)
end
--- 获取卡牌的完整点数(花色+点数)黑桃A/♠A
---@param symbol boolean @ 是否以符号形式显示花色
---@return string @ 完整点数(字符串)
function Card:getSuitCompletedString(symbol)
return self:getSuitString(symbol) .. getNumberStr(self.number)
end
--- 判断卡牌是否为普通锦囊牌
---@return boolean
function Card:isCommonTrick()
return self.type == Card.TypeTrick and self.sub_type ~= Card.SubtypeDelayedTrick
end
--- 为卡牌赋予Mark。
---@param mark string @ 标记
---@param count integer @ 为标记赋予的数量
-- mark name and UI:
-- 'xxx': invisible mark
-- '@mark': mark with extra data (maybe string or number)
-- '@@mark': mark without data
function Card:addMark(mark, count)
count = count or 1
local num = self.mark[mark]
num = num or 0
self:setMark(mark, math.max(num + count, 0))
end
--- 为卡牌移除Mark。
---@param mark string @ 标记
---@param count integer @ 为标记删除的数量
function Card:removeMark(mark, count)
count = count or 1
local num = self.mark[mark]
num = num or 0
self:setMark(mark, math.max(num - count, 0))
end
--- 为卡牌设置Mark至指定数量。
---
--- 关于标记的说明:
---
--- * @开头的为可见标记,其余为隐藏标记。
--- * -turn结尾、-phase结尾、-round结尾的如同玩家标记一样在这个时机自动清理。
--- * -noclear结尾的表示不要自动清理。
--- * 默认的自动清理策略是当卡牌离开手牌区后清除所有的标记。
--- * -turn之类的后缀会覆盖默认清理的方式。
--- * (TODO: 以上皆为画饼)
---@param mark string @ 标记
---@param count integer @ 为标记删除的数量
function Card:setMark(mark, count)
if count == 0 then count = nil end
if self.mark[mark] ~= count then
self.mark[mark] = count
end
end
--- 获取卡牌对应Mark的数量。
---@param mark string @ 标记
---@return integer
function Card:getMark(mark)
local ret = (self.mark[mark] or 0)
if (not self:isVirtual()) and next(self.mark) == nil then
self.mark = nil
end
return ret
end
--- 判定卡牌是否拥有对应的Mark。
---@param mark string @ 标记
---@return boolean
function Card:hasMark(mark)
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fk.qWarning("hasMark will be deleted in future version!")
return self:getMark(mark) ~= 0
end
--- 获取卡牌有哪些Mark。
function Card:getMarkNames()
local ret = {}
for k, _ in pairs(self.mark) do
table.insert(ret, k)
end
return ret
end
--- 比较两张卡牌的花色是否相同
---@param anotherCard Card @ 另一张卡牌
---@param diff boolean @ 比较二者相同还是不同
---@return boolean 返回比较结果
function Card:compareSuitWith(anotherCard, diff)
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if self ~= anotherCard and table.contains({ self.suit, anotherCard.suit }, Card.NoSuit) then
return false
end
if diff then
return self.suit ~= anotherCard.suit
else
return self.suit == anotherCard.suit
end
end
--- 比较两张卡牌的颜色是否相同
---@param anotherCard Card @ 另一张卡牌
---@param diff boolean @ 比较二者相同还是不同
---@return boolean 返回比较结果
function Card:compareColorWith(anotherCard, diff)
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if self ~= anotherCard and table.contains({ self.color, anotherCard.color }, Card.NoColor) then
return false
end
if diff then
return self.color ~= anotherCard.color
else
return self.color == anotherCard.color
end
end
--- 比较两张卡牌的点数是否相同
---@param anotherCard Card @ 另一张卡牌
---@param diff boolean @ 比较二者相同还是不同
---@return boolean 返回比较结果
function Card:compareNumberWith(anotherCard, diff)
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if self ~= anotherCard and self.number < 1 or anotherCard.number < 1 then
return false
end
if diff then
return self.number ~= anotherCard.number
else
return self.number == anotherCard.number
end
end
-- for sendLog
--- 获取卡牌的文字信息并准备作为log发送。
function Card:toLogString()
local ret = string.format('<font color="#0598BC"><b>%s</b></font>', Fk:translate(self.name) .. "[")
if self:isVirtual() and #self.subcards ~= 1 then
ret = ret .. Fk:translate(self:getColorString())
else
ret = ret .. Fk:translate("log_" .. self:getSuitString())
if self.number > 0 then
ret = ret .. string.format('<font color="%s"><b>%s</b></font>', self.color == Card.Red and "#CC3131" or "black", getNumberStr(self.number))
end
end
ret = ret .. '<font color="#0598BC"><b>]</b></font>'
return ret
end
--- 静态方法。传入下列类型之一的参数返回id列表。
---@param c integer|integer[]|Card|Card[]
---@return integer[]
function Card:getIdList(c)
error("This is a static method. Please use Card:getIdList instead")
end
function Card.static:getIdList(c)
if type(c) == "number" then
return {c}
end
if c.class and c:isInstanceOf(Card) then
if c:isVirtual() then
return table.clone(c.subcards)
else
return {c.id}
end
end
-- array
local ret = {}
for _, c2 in ipairs(c) do
table.insertTable(ret, Card:getIdList(c2))
end
return ret
end
return Card