Gamecore 2 (#16)

* upgrade gamecore

* [Funtion] Room:moveCards() completed

* add some functions in Room

* fixup

* delete wrong files
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Ho-spair 2022-04-08 18:39:58 +08:00 committed by GitHub
parent 8b212c2a7a
commit 09e34cfef6
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13 changed files with 1383 additions and 56 deletions

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@ -6,6 +6,8 @@
---@field color Color
---@field id integer
---@field type CardType
---@field sub_type CardSubtype
---@field area CardArea
local Card = class("Card")
---@alias Suit integer
@ -29,6 +31,28 @@ Card.TypeBasic = 2
Card.TypeTrick = 3
Card.TypeEquip = 4
---@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
function Card:initialize(name, suit, number, color)
self.name = name
self.suit = suit or Card.NoSuit
@ -47,6 +71,7 @@ function Card:initialize(name, suit, number, color)
self.package = nil
self.id = 0
self.type = 0
self.sub_type = Card.SubTypeNone
end
return Card

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@ -6,4 +6,12 @@ function BasicCard:initialize(name, suit, number)
self.type = Card.TypeBasic
end
---@param suit Suit
---@param number integer
---@return BasicCard
function BasicCard:clone(suit, number)
local newCard = BasicCard:new(self.name, suit, number)
return newCard
end
return BasicCard

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@ -6,4 +6,85 @@ function EquipCard:initialize(name, suit, number)
self.type = Card.TypeEquip
end
return EquipCard
---@class Weapon : EquipCard
local Weapon = EquipCard:subclass("Weapon")
function Weapon:initialize(name, suit, number, attackRange)
EquipCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeWeapon
self.attack_range = attackRange or 1
end
---@param suit Suit
---@param number integer
---@return Weapon
function Weapon:clone(suit, number)
local newCard = Weapon:new(self.name, suit, number, self.attack_range)
return newCard
end
---@class Armor : EquipCard
local Armor = EquipCard:subclass("armor")
function Armor:initialize(name, suit, number)
EquipCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeArmor
end
---@param suit Suit
---@param number integer
---@return Armor
function Armor:clone(suit, number)
local newCard = Armor:new(self.name, suit, number)
return newCard
end
---@class DefensiveRide : EquipCard
local DefensiveRide = EquipCard:subclass("DefensiveRide")
function DefensiveRide:initialize(name, suit, number)
EquipCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeDefensiveRide
end
---@param suit Suit
---@param number integer
---@return DefensiveRide
function DefensiveRide:clone(suit, number)
local newCard = DefensiveRide:new(self.name, suit, number)
return newCard
end
---@class OffensiveRide : EquipCard
local OffensiveRide = EquipCard:subclass("OffensiveRide")
function OffensiveRide:initialize(name, suit, number)
EquipCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeOffensiveRide
end
---@param suit Suit
---@param number integer
---@return OffensiveRide
function OffensiveRide:clone(suit, number)
local newCard = OffensiveRide:new(self.name, suit, number)
return newCard
end
---@class Treasure : EquipCard
local Treasure = EquipCard:subclass("Treasure")
function Treasure:initialize(name, suit, number)
EquipCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeTreasure
end
---@param suit Suit
---@param number integer
---@return Treasure
function Treasure:clone(suit, number)
local newCard = Treasure:new(self.name, suit, number)
return newCard
end
return { EquipCard, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure }

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@ -6,4 +6,28 @@ function TrickCard:initialize(name, suit, number)
self.type = Card.TypeTrick
end
return TrickCard
---@param suit Suit
---@param number integer
---@return TrickCard
function TrickCard:clone(suit, number)
local newCard = TrickCard:new(self.name, suit, number)
return newCard
end
---@class DelayedTrickCard : TrickCard
local DelayedTrickCard = TrickCard:subclass("DelayedTrickCard")
function DelayedTrickCard:initialize(name, suit, number)
TrickCard.initialize(self, name, suit, number)
self.sub_type = Card.SubtypeDelayedTrick
end
---@param suit Suit
---@param number integer
---@return DelayedTrickCard
function DelayedTrickCard:clone(suit, number)
local newCard = DelayedTrickCard:new(self.name, suit, number)
return newCard
end
return { TrickCard, DelayedTrickCard }

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@ -164,4 +164,23 @@ function Engine:getAllGenerals(except)
return result
end
---@param except integer[]
---@return integer[]
function Engine:getAllCardIds(except)
local result = {}
for _, card in ipairs(self.cards) do
if not (except and table.contains(except, card.id)) then
table.insert(result, card.id)
end
end
return result
end
---@param id integer
---@return Card
function Engine:getCardById(id)
return self.cards[id]
end
return Engine

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@ -17,6 +17,8 @@
---@field flag string[]
---@field tag table<string, any>
---@field mark table<string, integer>
---@field player_cards table<integer, integer[]>
---@field special_cards table<string, integer[]>
local Player = class("Player")
---@alias Phase integer
@ -31,6 +33,13 @@ Player.Finish = 7
Player.NotActive = 8
Player.PhaseNone = 9
---@alias PlayerCardArea integer
Player.Hand = 1
Player.Equip = 2
Player.Judge = 3
Player.Special = 4
function Player:initialize()
self.id = 114514
self.hp = 0
@ -38,7 +47,6 @@ function Player:initialize()
self.kingdom = "qun"
self.role = ""
self.general = ""
self.handcard_num = 0
self.seat = 0
self.phase = Player.PhaseNone
self.faceup = true
@ -51,6 +59,12 @@ function Player:initialize()
self.flag = {}
self.tag = {}
self.mark = {}
self.player_cards = {
[Player.Hand] = {},
[Player.Equip] = {},
[Player.Judge] = {},
}
self.special_cards = {}
end
---@param general General
@ -125,4 +139,86 @@ function Player:getMarkNames()
return ret
end
---@param playerArea PlayerCardArea
---@param cardIds integer[]
---@param specialName string
function Player:addCards(playerArea, cardIds, specialName)
assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
assert(playerArea ~= Player.Special or type(specialName) == "string")
if playerArea == Player.Special then
self.special_cards[specialName] = self.special_cards[specialName] or {}
table.insertTable(self.special_cards[specialName], cardIds)
else
table.insertTable(self.player_cards[playerArea], cardIds)
end
end
---@param playerArea PlayerCardArea
---@param cardIds integer[]
---@param specialName string
function Player:removeCards(playerArea, cardIds, specialName)
assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
assert(playerArea ~= Player.Special or type(specialName) == "string")
local fromAreaIds = playerArea == Player.Special and self.special_cards[specialName] or self.player_cards[playerArea]
if fromAreaIds then
for _, id in ipairs(cardIds) do
if #fromAreaIds == 0 then
break
end
table.removeOne(fromAreaIds, id)
end
end
end
---@param playerAreas PlayerCardArea
---@param specialName string
---@return integer[]
function Player:getCardIds(playerAreas, specialName)
local rightAreas = { Player.Hand, Player.Equip, Player.Judge }
playerAreas = playerAreas or rightAreas
assert(type(playerAreas) == "number" or type(playerAreas) == "table")
local areas = type(playerAreas) == "table" and playerAreas or { playerAreas }
local rightAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
local cardIds = {}
for _, area in ipairs(areas) do
assert(table.contains(rightAreas, area))
assert(area ~= Player.Special or type(specialName) == "string")
local currentCardIds = area == Player.Special and self.special_cards[specialName] or self.player_cards[area]
table.insertTable(cardIds, currentCardIds)
end
return cardIds
end
function Player:getMaxCards()
local baseValue = math.max(self.hp, 0)
return baseValue
end
---@param subtype CardSubtype
---@return integer|null
function Player:getEquipBySubtype(subtype)
local equipId = nil
for _, id in ipairs(self.player_cards[Player.Equip]) do
if Fk.getCardById(id).sub_type == subtype then
equipId = id
break
end
end
return equipId
end
function Player:getAttackRange()
local weapon = Fk.getCardById(self:getEquipBySubtype(Card.SubtypeWeapon))
local baseAttackRange = math.max(weapon and weapon.attack_range or 1, 0)
return math.max(baseAttackRange, 0)
end
return Player

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@ -2,10 +2,13 @@
SkillCard = require "core.card_type.skill"
BasicCard = require "core.card_type.basic"
TrickCard = require "core.card_type.trick"
EquipCard = require "core.card_type.equip"
local Trick = require "core.card_type.trick"
TrickCard, DelayedTrickCard = table.unpack(Trick)
local Equip = require "core.card_type.equip"
_, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip)
dofile "lua/server/event.lua"
dofile "lua/server/system_enum.lua"
TriggerSkill = require "core.skill_type.trigger"
---@class CardSpec: Card
@ -50,15 +53,81 @@ function fk.CreateTrickCard(spec)
end
---@param spec CardSpec
---@return EquipCard
function fk.CreateEquipCard(spec)
---@return DelayedTrickCard
function fk.CreateDelayedTrickCard(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = EquipCard:new(spec.name, spec.suit, spec.number)
local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number)
return card
end
---@param spec CardSpec
---@return Weapon
function fk.CreateWeapon(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
if spec.attack_range then assert(type(spec.attack_range) == "number" and spec.attack_range >= 0) end
local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range)
return card
end
---@param spec CardSpec
---@return Armor
function fk.CreateArmor(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = Armor:new(spec.name, spec.suit, spec.number)
return card
end
---@param spec CardSpec
---@return DefensiveRide
function fk.CreateDefensiveRide(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = DefensiveRide:new(spec.name, spec.suit, spec.number)
return card
end
---@param spec CardSpec
---@return OffensiveRide
function fk.CreateOffensiveRide(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = OffensiveRide:new(spec.name, spec.suit, spec.number)
return card
end
---@param spec CardSpec
---@return Treasure
function fk.CreateTreasure(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
local card = Treasure:new(spec.name, spec.suit, spec.number)
return card
end

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@ -9,30 +9,45 @@ fk.EventPhaseEnd = 6
fk.EventPhaseChanging = 7
fk.EventPhaseSkipping = 8
fk.DrawNCards = 9
fk.AfterDrawNCards = 10
fk.DrawInitialCards = 11
fk.AfterDrawInitialCards = 12
fk.BeforeCardsMove = 9
fk.AfterCardsMove = 10
fk.PreHpRecover = 13
fk.HpRecover = 14
fk.PreHpLost = 15
fk.HpLost = 16
fk.HpChanged = 17
fk.MaxHpChanged = 18
fk.DrawNCards = 11
fk.AfterDrawNCards = 12
fk.DrawInitialCards = 13
fk.AfterDrawInitialCards = 14
fk.EventLoseSkill = 19
fk.EventAcquireSkill = 20
fk.PreHpRecover = 15
fk.HpRecover = 16
fk.PreHpLost = 17
fk.HpLost = 18
fk.BeforeHpChanged = 19
fk.HpChanged = 20
fk.MaxHpChanged = 21
fk.StartJudge = 21
fk.AskForRetrial = 22
fk.FinishRetrial = 23
fk.FinishJudge = 24
fk.EventLoseSkill = 22
fk.EventAcquireSkill = 23
fk.PindianVerifying = 25
fk.Pindian = 26
fk.StartJudge = 24
fk.AskForRetrial = 25
fk.FinishRetrial = 26
fk.FinishJudge = 27
fk.TurnedOver = 27
fk.ChainStateChanged = 28
fk.PindianVerifying = 28
fk.Pindian = 29
fk.NumOfEvents = 29
fk.TurnedOver = 30
fk.ChainStateChanged = 31
fk.PreDamage = 32
fk.DamageCaused = 33
fk.DamageInflicted = 34
fk.Damage = 35
fk.Damaged = 36
fk.DamageFinished = 37
fk.EnterDying = 38
fk.Dying = 39
fk.AfterDying = 40
fk.NumOfEvents = 41

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@ -129,6 +129,12 @@ function GameLogic:prepareForStart()
-- TODO: prepare drawPile
-- TODO: init cards in drawPile
local allCardIds = Fk:getAllCardIds()
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile)
end
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
@ -139,6 +145,11 @@ end
function GameLogic:action()
self:trigger(fk.GameStart)
local room = self.room
for _, p in ipairs(room.players) do
self:trigger(fk.DrawInitialCards, p, { num = 4 })
end
while true do
self:trigger(fk.TurnStart, room.current)
if room.game_finished then break end

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@ -6,6 +6,11 @@
---@field game_finished boolean
---@field timeout integer
---@field tag table<string, any>
---@field draw_pile integer[]
---@field discard_pile integer[]
---@field processing_area integer[]
---@field void integer[]
---@field card_place table<integer, CardArea>
local Room = class("Room")
-- load classes used by the game
@ -36,6 +41,11 @@ function Room:initialize(_room)
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
end
-- When this function returns, the Room(C++) thread stopped.
@ -161,7 +171,244 @@ function Room:adjustSeats()
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
---@return ServerPlayer | nil
function Room:shuffleDrawPile()
if #self.draw_pile + #self.discard_pile == 0 then
return
end
table.insertTable(self.draw_pile, self.discard_pile)
for _, id in ipairs(self.discard_pile) do
self:setCardArea(id, Card.DrawPile)
end
self.discard_pile = {}
table.shuffle(self.draw_pile)
end
---@param num integer
---@param from string
---@return integer[]
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
return cardIds
end
---@param cardId integer
---@param cardArea CardArea
function Room:setCardArea(cardId, cardArea)
self.card_place[cardId] = cardArea
end
---@param cardId integer
---@return CardArea
function Room:getCardArea(cardId)
return self.card_place[cardId] or Card.Unknown
end
---@vararg CardsMoveInfo
---@return boolean
function Room:moveCards(...)
---@type CardsMoveStruct[]
local cardsMoveStructs = {}
local infoCheck = function(info)
assert(table.contains({ Card.PlayerHand, Card.PlayerEquip, Card.PlayerJudge, Card.PlayerSpecial, Card.Processing, Card.DrawPile, Card.DiscardPile, Card.Void }, info.toArea))
assert(info.toArea ~= Card.PlayerSpecial or type(info.specialName) == "string")
assert(type(info.moveReason) == "number")
end
for _, cardsMoveInfo in ipairs({...}) do
if #cardsMoveInfo.ids > 0 then
infoCheck(cardsMoveInfo)
---@type MoveInfo[]
local infos = {}
for _, id in ipairs(cardsMoveInfo.ids) do
table.insert(infos, { cardId = id, fromArea = self:getCardArea(id) })
end
---@type CardsMoveStruct
local cardsMoveStruct = {
moveInfo = infos,
from = cardsMoveInfo.from,
to = cardsMoveInfo.to,
toArea = cardsMoveInfo.toArea,
moveReason = cardsMoveInfo.moveReason,
proposer = cardsMoveInfo.proposer,
skillName = cardsMoveInfo.skillName,
moveVisible = cardsMoveInfo.moveVisible,
specialName = cardsMoveInfo.specialName,
specialVisible = cardsMoveInfo.specialVisible,
}
table.insert(cardsMoveStructs, cardsMoveStruct)
end
end
if #cardsMoveStructs < 1 then
return false
end
if self.logic:trigger(fk.BeforeCardsMove, nil, cardsMoveStructs) then
return false
end
for _, data in ipairs(cardsMoveStructs) do
if #data.moveInfo > 0 then
infoCheck(data)
---@param info MoveInfo
for _, info in ipairs(data.moveInfo) do
local realFromArea = self:getCardArea(info.cardId)
local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
if table.contains(playerAreas, realFromArea) and data.from then
self:getPlayerById(data.from):removeCards(realFromArea, { info.cardId }, data.specialName)
elseif realFromArea ~= Card.Unknown then
local fromAreaIds = {}
if realFromArea == Card.Processing then
fromAreaIds = self.processing_area
elseif realFromArea == Card.DrawPile then
fromAreaIds = self.draw_pile
elseif realFromArea == Card.DiscardPile then
fromAreaIds = self.discard_pile
elseif realFromArea == Card.Void then
fromAreaIds = self.void
end
table.removeOne(fromAreaIds, info.cardId)
end
if table.contains(playerAreas, data.toArea) and data.to then
self:getPlayerById(data.to):addCards(data.toArea, { info.cardId }, data.specialName)
else
local toAreaIds = {}
if data.toArea == Card.Processing then
toAreaIds = self.processing_area
elseif data.toArea == Card.DrawPile then
toAreaIds = self.draw_pile
elseif data.toArea == Card.DiscardPile then
toAreaIds = self.discard_pile
elseif data.toArea == Card.Void then
toAreaIds = self.void
end
table.insert(toAreaIds, toAreaIds == Card.DrawPile and 1 or #toAreaIds + 1, info.cardId)
end
self:setCardArea(info.cardId, data.toArea)
end
end
end
self.logic:trigger(fk.AfterCardsMove, nil, cardsMoveStructs)
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@param fromPlace "top"|"bottom"
---@return integer[]
function Room:drawCards(player, num, skillName, fromPlace)
local topCards = self:getNCards(num, fromPlace)
self:moveCards({
ids = topCards,
to = player:getId(),
toArea = Card.PlayerHand,
moveReason = fk.ReasonDraw,
proposer = player:getId(),
skillName = skillName,
})
return { table.unpack(topCards) }
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName)
if minNum < 1 then
return nil
end
local hands = player:getCardIds(Player.Hand)
local toDiscard = {}
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(toDiscard, randomId)
table.removeOne(hands, randomId)
end
self:moveCards({
ids = toDiscard,
from = player:getId(),
toArea = Card.DiscardPile,
moveReason = fk.ReasonDiscard,
proposer = player:getId(),
skillName = skillName
})
end
---@param id integer
---@return ServerPlayer
function Room:getPlayerById(id)
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p:getId() == id then
return p
end
end
error("cannot find player by " .. id)
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
sortBySeat = sortBySeat or true
local alivePlayers = {}
for _, player in ipairs(self.players) do
if player:isAlive() then
table.insert(alivePlayers, player)
end
end
return alivePlayers
end
---@param player ServerPlayer
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getOtherPlayers(player, sortBySeat)
local alivePlayers = self:getAlivePlayers(sortBySeat)
for _, p in ipairs(alivePlayers) do
if p:getId() == player:getId() then
table.removeOne(alivePlayers, player)
break
end
end
return alivePlayers
end
---@return ServerPlayer | null
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
@ -210,16 +457,6 @@ function Room:gameOver()
self.room:gameOver()
end
---@param id integer
function Room:findPlayerById(id)
for _, p in ipairs(self.players) do
if p:getId() == id then
return p
end
end
return nil
end
---@param player ServerPlayer
---@param choices string[]
---@param skill_name string
@ -246,6 +483,203 @@ function Room:askForSkillInvoke(player, skill_name, data)
return invoked
end
---@param player ServerPlayer
---@param num integer
---@param reason "loseHp"|"damage"|"recover"|null
---@param skillName string
---@param damageStruct DamageStruct|null
---@return boolean
function Room:changeHp(player, num, reason, skillName, damageStruct)
if num == 0 then
return false
end
assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason))
---@type HpChangedData
local data = {
num = num,
reason = reason,
skillName = skillName,
}
if self.logic:trigger(fk.BeforeHpChanged, player, data) then
return false
end
assert(not (data.reason == "recover" and data.num < 0))
player.hp = math.min(player.hp + data.num, player.maxHp)
self.logic:trigger(fk.HpChanged, player, data)
if player.hp < 1 then
---@type DyingStruct
local dyingStruct = {
who = player:getId(),
damage = damageStruct,
}
self:enterDying(dyingStruct)
elseif player.dying then
player.dying = false
end
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@return boolean
function Room:loseHp(player, num, skillName)
if num == nil then
num = 1
elseif num < 1 then
return false
end
---@type HpLostData
local data = {
num = num,
skillName = skillName,
}
if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then
return false
end
if not self:changeHp(player, -num, "loseHp", skillName) then
return false
end
self.logic:trigger(fk.HpLost, player, data)
return true
end
---@param player ServerPlayer
---@param num integer
---@return boolean
function Room:changeMaxHp(player, num)
if num == 0 then
return false
end
player.maxHp = math.max(player.maxHp + num, 0)
local diff = player.hp - player.maxHp
if diff > 0 then
if not self:changeHp(player, -diff) then
player.hp = player.hp - diff
end
end
if player.maxHp == 0 then
self:killPlayer({ who = player:getId() })
end
self.logic:trigger(fk.MaxHpChanged, player, { num = num })
return true
end
---@param damageStruct DamageStruct
---@return boolean
function Room:damage(damageStruct)
if damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
local stages = {
[fk.PreDamage] = damageStruct.from,
[fk.DamageCaused] = damageStruct.from,
[fk.DamageInflicted] = damageStruct.to,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
end
assert(self:getPlayerById(damageStruct.to))
local victim = self:getPlayerById(damageStruct.to)
if not victim:isAlive() then
return false
end
if not self:changeHp(victim, -damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then
return false
end
stages = {
[fk.Damage] = damageStruct.from,
[fk.Damaged] = damageStruct.to,
[fk.DamageFinished] = damageStruct.from,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
self.logic:trigger(event, player, damageStruct)
end
return true
end
---@param recoverStruct RecoverStruct
---@return boolean
function Room:recover(recoverStruct)
if recoverStruct.num < 1 then
return false
end
local who = self:getPlayerById(recoverStruct.who)
if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then
return false
end
if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then
return false
end
self.logic:trigger(fk.HpRecover, who, recoverStruct)
return true
end
---@param dyingStruct DyingStruct
function Room:enterDying(dyingStruct)
local dyingPlayer = self:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
local alivePlayers = self:getAlivePlayers()
for _, player in ipairs(alivePlayers) do
self.logic:trigger(fk.Dying, player, dyingStruct)
if player.hp > 0 then
break
end
end
if dyingPlayer.hp < 1 then
---@type DeathStruct
local deathData = {
who = dyingPlayer:getId(),
damage = dyingStruct.damage,
}
self:killPlayer(deathData)
end
end
self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
end
---@param deathStruct DeathStruct
function Room:killPlayer(deathStruct)
print(self:getPlayerById(deathStruct.who).general .. " is dead")
self:gameOver()
end
fk.room_callback["QuitRoom"] = function(jsonData)
-- jsonData: [ int uid ]
local data = json.decode(jsonData)
@ -289,7 +723,7 @@ fk.room_callback["PlayerStateChanged"] = function(jsonData)
local data = json.decode(jsonData)
local id = data[1]
local stateString = data[2]
RoomInstance:findPlayerById(id).state = stateString
RoomInstance:getPlayerById(id).state = stateString
end
fk.room_callback["RoomDeleted"] = function(jsonData)

View File

@ -0,0 +1,29 @@
---@alias CardsMoveInfo {ids: integer[], from: integer|null, to: integer|null, toArea: CardArea, moveReason: CardMoveReason, proposer: integer, skillName: string|null, moveVisible: boolean|null, specialName: string|null, specialVisible: boolean|null }
---@alias MoveInfo {cardId: integer, fromArea: CardArea}
---@alias CardsMoveStruct {moveInfo: {id: integer, fromArea: CardArea}[], from: integer|null, to: integer|null, toArea: CardArea, moveReason: CardMoveReason, proposer: integer|null, skillName: string|null, moveVisible: boolean|null, specialName: string|null, specialVisible: boolean|null, fromSpecialName: string|null }
---@alias HpChangedData { num: integer, reason: string, skillName: string }
---@alias HpLostData { num: integer, skillName: string }
---@alias DamageStruct { from: integer|null, to: integer, damage: integer, damageType: DamageType, skillName: string }
---@alias RecoverStruct { who: integer, num: integer, recoverBy: integer|null, skillName: string|null }
---@alias DyingStruct { who: integer, damage: DamageStruct }
---@alias DeathStruct { who: integer, damage: DamageStruct }
---@alias MoveReason integer
fk.ReasonJustMove = 1
fk.ReasonDraw = 2
fk.ReasonDiscard = 3
fk.ReasonGive = 4
fk.ReasonPut = 5
fk.ReasonPutIntoDiscardPile = 6
fk.ReasonPrey = 7
fk.ReasonExchange = 8
---@alias DamageType integer
fk.NormalDamage = 1
fk.ThunderDamage = 2
fk.FireDamage = 3

View File

@ -1,7 +1,7 @@
GameRule = fk.CreateTriggerSkill{
name = "game_rule",
events = {
fk.GameStart, fk.TurnStart,
fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
},
priority = 0,
@ -26,6 +26,19 @@ GameRule = fk.CreateTriggerSkill{
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
room:setCardArea(id, Card.PlayerHand)
end
room.logic:trigger(fk.AfterDrawInitialCards, player, data)
end
end,
[fk.TurnStart] = function()
player = room.current
if room.tag["FirstRound"] == true then
@ -59,6 +72,7 @@ GameRule = fk.CreateTriggerSkill{
end,
[Player.Draw] = function()
print("Proceeding Draw.")
room:drawCards(player, 2, self.name)
end,
[Player.Play] = function()
print("Proceeding Play.")
@ -66,6 +80,10 @@ GameRule = fk.CreateTriggerSkill{
end,
[Player.Discard] = function()
print("Proceeding Discard.")
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()
print("Proceeding Finish.")

View File

@ -3,6 +3,504 @@ extension.metadata = require "packages.standard_cards.metadata"
local slash = fk.CreateBasicCard{
name = "slash",
number = 7,
suit = Card.Spade,
}
Fk:loadTranslationTable{
["slash"] = "",
}
extension:addCards({
slash,
slash:clone(Card.Spade, 8),
slash:clone(Card.Spade, 8),
slash:clone(Card.Spade, 9),
slash:clone(Card.Spade, 9),
slash:clone(Card.Spade, 10),
slash:clone(Card.Spade, 10),
slash:clone(Card.Club, 2),
slash:clone(Card.Club, 3),
slash:clone(Card.Club, 4),
slash:clone(Card.Club, 5),
slash:clone(Card.Club, 6),
slash:clone(Card.Club, 7),
slash:clone(Card.Club, 8),
slash:clone(Card.Club, 8),
slash:clone(Card.Club, 9),
slash:clone(Card.Club, 9),
slash:clone(Card.Club, 10),
slash:clone(Card.Club, 10),
slash:clone(Card.Club, 11),
slash:clone(Card.Club, 11),
slash:clone(Card.Heart, 10),
slash:clone(Card.Heart, 10),
slash:clone(Card.Heart, 11),
slash:clone(Card.Diamond, 6),
slash:clone(Card.Diamond, 7),
slash:clone(Card.Diamond, 8),
slash:clone(Card.Diamond, 9),
slash:clone(Card.Diamond, 10),
slash:clone(Card.Diamond, 13),
})
local jink = fk.CreateBasicCard{
name = "jink",
suit = Card.Heart,
number = 2,
}
Fk:loadTranslationTable{
["jink"] = "",
}
extension:addCards({
jink,
jink:clone(Card.Heart, 2),
jink:clone(Card.Heart, 13),
jink:clone(Card.Diamond, 2),
jink:clone(Card.Diamond, 2),
jink:clone(Card.Diamond, 3),
jink:clone(Card.Diamond, 4),
jink:clone(Card.Diamond, 5),
jink:clone(Card.Diamond, 6),
jink:clone(Card.Diamond, 7),
jink:clone(Card.Diamond, 8),
jink:clone(Card.Diamond, 9),
jink:clone(Card.Diamond, 10),
jink:clone(Card.Diamond, 11),
jink:clone(Card.Diamond, 11),
})
local peach = fk.CreateBasicCard{
name = "peach",
suit = Card.Heart,
number = 3,
}
Fk:loadTranslationTable{
["peach"] = "",
}
extension:addCards({
peach,
peach:clone(Card.Heart, 4),
peach:clone(Card.Heart, 6),
peach:clone(Card.Heart, 7),
peach:clone(Card.Heart, 8),
peach:clone(Card.Heart, 9),
peach:clone(Card.Heart, 12),
peach:clone(Card.Heart, 12),
})
local dismantlement = fk.CreateTrickCard{
name = "dismantlement",
suit = Card.Spade,
number = 3,
}
Fk:loadTranslationTable{
["dismantlement"] = "过河拆桥",
}
extension:addCards({
dismantlement,
dismantlement:clone(Card.Spade, 4),
dismantlement:clone(Card.Spade, 12),
dismantlement:clone(Card.Club, 3),
dismantlement:clone(Card.Club, 4),
dismantlement:clone(Card.Heart, 12),
})
local snatch = fk.CreateTrickCard{
name = "snatch",
suit = Card.Spade,
number = 3,
}
Fk:loadTranslationTable{
["snatch"] = "顺手牵羊",
}
extension:addCards({
snatch,
snatch:clone(Card.Spade, 4),
snatch:clone(Card.Spade, 11),
snatch:clone(Card.Diamond, 3),
snatch:clone(Card.Diamond, 4),
})
local duel = fk.CreateTrickCard{
name = "duel",
suit = Card.Spade,
number = 1,
}
Fk:loadTranslationTable{
["duel"] = "决斗",
}
extension:addCards({
duel,
duel:clone(Card.Club, 1),
duel:clone(Card.Diamond, 1),
})
local collateral = fk.CreateTrickCard{
name = "collateral",
suit = Card.Club,
number = 12,
}
Fk:loadTranslationTable{
["collateral"] = "借刀杀人",
}
extension:addCards({
collateral,
collateral:clone(Card.Club, 13),
})
local exNihilo = fk.CreateTrickCard{
name = "ex_nihilo",
suit = Card.Heart,
number = 7,
}
Fk:loadTranslationTable{
["ex_nihilo"] = "无中生有",
}
extension:addCards({
exNihilo,
exNihilo:clone(Card.Heart, 8),
exNihilo:clone(Card.Heart, 9),
exNihilo:clone(Card.Heart, 11),
})
local nullification = fk.CreateTrickCard{
name = "nullification",
suit = Card.Spade,
number = 11,
}
Fk:loadTranslationTable{
["nullification"] = "无懈可击",
}
extension:addCards({
nullification,
nullification:clone(Card.Club, 12),
nullification:clone(Card.Club, 13),
nullification:clone(Card.Diamond, 12),
})
local savageAssault = fk.CreateTrickCard{
name = "savage_assault",
suit = Card.Spade,
number = 7,
}
Fk:loadTranslationTable{
["savage_assault"] = "南蛮入侵",
}
extension:addCards({
savageAssault,
savageAssault:clone(Card.Spade, 13),
savageAssault:clone(Card.Club, 7),
})
local archeryAttack = fk.CreateTrickCard{
name = "archery_attack",
suit = Card.Heart,
number = 1,
}
Fk:loadTranslationTable{
["archery_attack"] = "万箭齐发",
}
extension:addCards({
archeryAttack,
})
local godSalvation = fk.CreateTrickCard{
name = "god_salvation",
suit = Card.Heart,
number = 1,
}
Fk:loadTranslationTable{
["god_salvation"] = "桃园结义",
}
extension:addCards({
godSalvation,
})
local amazingGrace = fk.CreateTrickCard{
name = "amazing_grace",
suit = Card.Heart,
number = 3,
}
Fk:loadTranslationTable{
["amazing_grace"] = "五谷丰登",
}
extension:addCards({
amazingGrace,
amazingGrace:clone(Card.Heart, 4),
})
local lightning = fk.CreateDelayedTrickCard{
name = "lightning",
suit = Card.Spade,
number = 1,
}
Fk:loadTranslationTable{
["lightning"] = "闪电",
}
extension:addCards({
lightning,
lightning:clone(Card.Heart, 12),
})
local indulgence = fk.CreateDelayedTrickCard{
name = "indulgence",
suit = Card.Spade,
number = 6,
}
Fk:loadTranslationTable{
["indulgence"] = "乐不思蜀",
}
extension:addCards({
indulgence,
indulgence:clone(Card.Club, 6),
})
local crossbow = fk.CreateWeapon{
name = "crossbow",
suit = Card.Club,
number = 1,
}
Fk:loadTranslationTable{
["crossbow"] = "诸葛连弩",
}
extension:addCards({
crossbow,
crossbow:clone(Card.Diamond, 1),
})
local qingGang = fk.CreateWeapon{
name = "qinggang_sword",
suit = Card.Spade,
number = 6,
}
Fk:loadTranslationTable{
["qinggang_sword"] = "青釭剑",
}
extension:addCards({
qingGang,
})
local iceSword = fk.CreateWeapon{
name = "ice_sword",
suit = Card.Spade,
number = 2,
}
Fk:loadTranslationTable{
["ice_sword"] = "寒冰剑",
}
extension:addCards({
iceSword,
})
local doubleSwords = fk.CreateWeapon{
name = "double_swords",
suit = Card.Spade,
number = 2,
}
Fk:loadTranslationTable{
["double_swords"] = "雌雄双股剑",
}
extension:addCards({
doubleSwords,
})
local blade = fk.CreateWeapon{
name = "blade",
suit = Card.Spade,
number = 5,
}
Fk:loadTranslationTable{
["blade"] = "青龙偃月刀",
}
extension:addCards({
blade,
})
local spear = fk.CreateWeapon{
name = "spear",
suit = Card.Spade,
number = 12,
}
Fk:loadTranslationTable{
["spear"] = "丈八蛇矛",
}
extension:addCards({
spear,
})
local axe = fk.CreateWeapon{
name = "axe",
suit = Card.Diamond,
number = 5,
}
Fk:loadTranslationTable{
["axe"] = "贯石斧",
}
extension:addCards({
axe,
})
local halberd = fk.CreateWeapon{
name = "halberd",
suit = Card.Diamond,
number = 12,
}
Fk:loadTranslationTable{
["halberd"] = "方天画戟",
}
extension:addCards({
halberd,
})
local kylinBow = fk.CreateWeapon{
name = "kylin_bow",
suit = Card.Heart,
number = 5,
}
Fk:loadTranslationTable{
["kylin_bow"] = "麒麟弓",
}
extension:addCards({
kylinBow,
})
local eightDiagram = fk.CreateArmor{
name = "eight_diagram",
suit = Card.Spade,
number = 2,
}
Fk:loadTranslationTable{
["eight_diagram"] = "八卦阵",
}
extension:addCards({
eightDiagram,
eightDiagram:clone(Card.Club, 2),
})
local niohShield = fk.CreateArmor{
name = "nioh_shield",
suit = Card.Club,
number = 2,
}
Fk:loadTranslationTable{
["nioh_shield"] = "仁王盾",
}
extension:addCards({
niohShield,
})
local diLu = fk.CreateDefensiveRide{
name = "dilu",
suit = Card.Club,
number = 5,
}
Fk:loadTranslationTable{
["dilu"] = "的卢",
}
extension:addCards({
diLu,
})
local jueYing = fk.CreateDefensiveRide{
name = "jueying",
suit = Card.Spade,
number = 5,
}
Fk:loadTranslationTable{
["jueying"] = "绝影",
}
extension:addCards({
jueYing,
})
local zhuaHuangFeiDian = fk.CreateDefensiveRide{
name = "zhuahuangfeidian",
suit = Card.Heart,
number = 13,
}
Fk:loadTranslationTable{
["zhuahuangfeidian"] = "爪黄飞电",
}
extension:addCards({
zhuaHuangFeiDian,
})
local chiTu = fk.CreateOffensiveRide{
name = "chitu",
suit = Card.Heart,
number = 5,
}
Fk:loadTranslationTable{
["chitu"] = "赤兔",
}
extension:addCards({
chiTu,
})
local daYuan = fk.CreateOffensiveRide{
name = "dayuan",
suit = Card.Spade,
number = 13,
}
Fk:loadTranslationTable{
["dayuan"] = "大宛",
}
extension:addCards({
daYuan,
})
local ziXing = fk.CreateOffensiveRide{
name = "zixing",
suit = Card.Heart,
number = 5,
}
Fk:loadTranslationTable{
["zixing"] = "紫骍",
}
extension:addCards({
ziXing,
})
return extension