Merge pull request #2 from luazyxs/develop

Develop
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luazyxs 2023-09-23 16:11:21 +08:00 committed by GitHub
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6 changed files with 1240 additions and 1457 deletions

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View File

@ -6,273 +6,273 @@ local RandomAI = AI:subclass("RandomAI")
---@param skill ActiveSkill
---@param card Card | nil
local function useActiveSkill(self, skill, card)
local room = self.room
local player = self.player
local room = self.room
local player = self.player
local filter_func = skill.cardFilter
if card then
filter_func = function()
return false
end
local filter_func = skill.cardFilter
if card then
filter_func = function()
return false
end
end
if self.command == "PlayCard" and (not skill:canUse(player, card) or player:prohibitUse(card)) then
return ""
end
local max_try_times = 100
local selected_targets = {}
local selected_cards = {}
local min = skill:getMinTargetNum()
local max = skill:getMaxTargetNum(player, card)
local min_card = skill:getMinCardNum()
local max_card = skill:getMaxCardNum()
for _ = 0, max_try_times do
if skill:feasible(selected_targets, selected_cards, self.player, card) then
break
end
local avail_targets = table.filter(self.room:getAlivePlayers(), function(p)
local ret = skill:targetFilter(p.id, selected_targets, selected_cards, card or Fk:cloneCard 'zixing')
if ret and card then
if player:prohibitUse(card) then
ret = false
end
end
return ret
end)
avail_targets = table.map(avail_targets, function(p)
return p.id
end)
local avail_cards = table.filter(player:getCardIds{Player.Hand, Player.Equip}, function(id)
return filter_func(skill, id, selected_cards, selected_targets)
end)
if #avail_targets == 0 and #avail_cards == 0 then
break
end
table.insertIfNeed(selected_targets, table.random(avail_targets))
table.insertIfNeed(selected_cards, table.random(avail_cards))
end
if skill:feasible(selected_targets, selected_cards, self.player, card) then
local ret = json.encode {
card = card and card.id or json.encode {
skill = skill.name,
subcards = selected_cards
},
targets = selected_targets
}
-- print(ret)
return ret
end
if self.command == "PlayCard" and (not skill:canUse(player, card) or player:prohibitUse(card)) then
return ""
end
local max_try_times = 100
local selected_targets = {}
local selected_cards = {}
local min = skill:getMinTargetNum()
local max = skill:getMaxTargetNum(player, card)
local min_card = skill:getMinCardNum()
local max_card = skill:getMaxCardNum()
for _ = 0, max_try_times do
if skill:feasible(selected_targets, selected_cards, self.player, card) then
break
end
local avail_targets = table.filter(self.room:getAlivePlayers(), function(p)
local ret = skill:targetFilter(p.id, selected_targets, selected_cards, card or Fk:cloneCard 'zixing')
if ret and card then
if player:prohibitUse(card) then
ret = false
end
end
return ret
end)
avail_targets = table.map(avail_targets, function(p)
return p.id
end)
local avail_cards = table.filter(player:getCardIds { Player.Hand, Player.Equip }, function(id)
return filter_func(skill, id, selected_cards, selected_targets)
end)
if #avail_targets == 0 and #avail_cards == 0 then
break
end
table.insertIfNeed(selected_targets, table.random(avail_targets))
table.insertIfNeed(selected_cards, table.random(avail_cards))
end
if skill:feasible(selected_targets, selected_cards, self.player, card) then
local ret = json.encode {
card = card and card.id or json.encode {
skill = skill.name,
subcards = selected_cards
},
targets = selected_targets
}
-- print(ret)
return ret
end
return ""
end
---@param self RandomAI
---@param skill ViewAsSkill
local function useVSSkill(self, skill, pattern, cancelable, extra_data)
local player = self.player
local room = self.room
local precondition
local player = self.player
local room = self.room
local precondition
if self.command == "PlayCard" then
precondition = skill:enabledAtPlay(player)
if not precondition then
return nil
end
local exp = Exppattern:Parse(skill.pattern)
local cnames = {}
for _, m in ipairs(exp.matchers) do
if m.name then
table.insertTable(cnames, m.name)
end
end
for _, n in ipairs(cnames) do
local c = Fk:cloneCard(n)
precondition = c.skill:canUse(Self, c)
if precondition then
break
end
end
else
precondition = skill:enabledAtResponse(player)
if not precondition then
return nil
end
local exp = Exppattern:Parse(pattern)
precondition = exp:matchExp(skill.pattern)
if self.command == "PlayCard" then
precondition = skill:enabledAtPlay(player)
if not precondition then
return nil
end
if (not precondition) or math.random() < 0.2 then
return nil
local exp = Exppattern:Parse(skill.pattern)
local cnames = {}
for _, m in ipairs(exp.matchers) do
if m.name then
table.insertTable(cnames, m.name)
end
end
local selected_cards = {}
local max_try_time = 100
for _ = 0, max_try_time do
local avail_cards = table.filter(player:getCardIds{Player.Hand, Player.Equip}, function(id)
return skill:cardFilter(id, selected_cards)
end)
if #avail_cards == 0 then
break
end
table.insert(selected_cards, table.random(avail_cards))
if skill:viewAs(selected_cards) then
return {
skill = skill.name,
subcards = selected_cards
}
end
for _, n in ipairs(cnames) do
local c = Fk:cloneCard(n)
precondition = c.skill:canUse(Self, c)
if precondition then
break
end
end
else
precondition = skill:enabledAtResponse(player)
if not precondition then
return nil
end
local exp = Exppattern:Parse(pattern)
precondition = exp:matchExp(skill.pattern)
end
if (not precondition) or math.random() < 0.2 then
return nil
end
local selected_cards = {}
local max_try_time = 100
for _ = 0, max_try_time do
local avail_cards = table.filter(player:getCardIds { Player.Hand, Player.Equip }, function(id)
return skill:cardFilter(id, selected_cards)
end)
if #avail_cards == 0 then
break
end
table.insert(selected_cards, table.random(avail_cards))
if skill:viewAs(selected_cards) then
return {
skill = skill.name,
subcards = selected_cards
}
end
end
return nil
end
local random_cb = {}
random_cb.AskForUseActiveSkill = function(self, jsonData)
local data = json.decode(jsonData)
local skill = Fk.skills[data[1]]
local cancelable = data[3]
if cancelable and math.random() < 0.25 then
return ""
end
local extra_data = json.decode(data[4])
for k, v in pairs(extra_data) do
skill[k] = v
end
return useActiveSkill(self, skill)
local data = json.decode(jsonData)
local skill = Fk.skills[data[1]]
local cancelable = data[3]
if cancelable and math.random() < 0.25 then
return ""
end
local extra_data = json.decode(data[4])
for k, v in pairs(extra_data) do
skill[k] = v
end
return useActiveSkill(self, skill)
end
random_cb.AskForSkillInvoke = function(self, jsonData)
return table.random {"1", ""}
return table.random { "1", "" }
end
random_cb.AskForUseCard = function(self, jsonData)
local player = self.player
local data = json.decode(jsonData)
local card_name = data[1]
local pattern = data[2] or card_name
local cancelable = data[4] or true
local exp = Exppattern:Parse(pattern)
local player = self.player
local data = json.decode(jsonData)
local card_name = data[1]
local pattern = data[2] or card_name
local cancelable = data[4] or true
local exp = Exppattern:Parse(pattern)
local avail_cards = table.filter(player:getCardIds("he"), function(id)
return exp:match(Fk:getCardById(id)) and not player:prohibitUse(Fk:getCardById(id))
end)
if #avail_cards > 0 then
if math.random() < 0.25 then
return ""
end
avail_cards = table.map(avail_cards, function(id)
return Fk:getCardById(id)
end)
for _, card in ipairs(avail_cards) do
local skill = card.skill
local max_try_times = 100
local selected_targets = {}
local min = skill:getMinTargetNum()
local max = skill:getMaxTargetNum(player, card)
local min_card = skill:getMinCardNum()
local max_card = skill:getMaxCardNum()
for _ = 0, max_try_times do
if skill:feasible(selected_targets, {card.id}, self.player, card) then
break
end
local avail_targets = table.filter(self.room:getAlivePlayers(), function(p)
local ret = skill:targetFilter(p.id, selected_targets, {card}, card or Fk:cloneCard 'zixing')
return ret
end)
avail_targets = table.map(avail_targets, function(p)
return p.id
end)
if #avail_targets + #avail_cards < 1 then
break
end
table.insertIfNeed(selected_targets, table.random(avail_targets))
end
if skill:feasible(selected_targets, {card.id}, self.player, card) then
return json.encode {
card = table.random(avail_cards),
targets = selected_targets
}
end
end
local avail_cards = table.filter(player:getCardIds("he"), function(id)
return exp:match(Fk:getCardById(id)) and not player:prohibitUse(Fk:getCardById(id))
end)
if #avail_cards > 0 then
if math.random() < 0.25 then
return ""
end
return ""
avail_cards = table.map(avail_cards, function(id)
return Fk:getCardById(id)
end)
for _, card in ipairs(avail_cards) do
local skill = card.skill
local max_try_times = 100
local selected_targets = {}
local min = skill:getMinTargetNum()
local max = skill:getMaxTargetNum(player, card)
local min_card = skill:getMinCardNum()
local max_card = skill:getMaxCardNum()
for _ = 0, max_try_times do
if skill:feasible(selected_targets, { card.id }, self.player, card) then
break
end
local avail_targets = table.filter(self.room:getAlivePlayers(), function(p)
local ret = skill:targetFilter(p.id, selected_targets, { card }, card or Fk:cloneCard 'zixing')
return ret
end)
avail_targets = table.map(avail_targets, function(p)
return p.id
end)
if #avail_targets + #avail_cards < 1 then
break
end
table.insertIfNeed(selected_targets, table.random(avail_targets))
end
if skill:feasible(selected_targets, { card.id }, self.player, card) then
return json.encode {
card = table.random(avail_cards),
targets = selected_targets
}
end
end
end
return ""
end
---@param self RandomAI
random_cb.AskForResponseCard = function(self, jsonData)
local data = json.decode(jsonData)
local pattern = data[2]
local cancelable = true
local exp = Exppattern:Parse(pattern)
local avail_cards = table.filter(self.player:getCardIds{Player.Hand, Player.Equip}, function(id)
return exp:match(Fk:getCardById(id))
end)
if #avail_cards > 0 then
return json.encode {
card = table.random(avail_cards),
targets = {}
}
end
-- TODO: vs skill
return ""
local data = json.decode(jsonData)
local pattern = data[2]
local cancelable = true
local exp = Exppattern:Parse(pattern)
local avail_cards = table.filter(self.player:getCardIds { Player.Hand, Player.Equip }, function(id)
return exp:match(Fk:getCardById(id))
end)
if #avail_cards > 0 then
return json.encode {
card = table.random(avail_cards),
targets = {}
}
end
-- TODO: vs skill
return ""
end
---@param self RandomAI
random_cb.PlayCard = function(self, jsonData)
local cards = table.map(self.player:getCardIds(Player.Hand), function(id)
return Fk:getCardById(id)
end)
local actives = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ActiveSkill)
end)
local vss = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ViewAsSkill)
end)
table.insertTable(cards, actives)
table.insertTable(cards, vss)
local cards = table.map(self.player:getCardIds(Player.Hand), function(id)
return Fk:getCardById(id)
end)
local actives = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ActiveSkill)
end)
local vss = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ViewAsSkill)
end)
table.insertTable(cards, actives)
table.insertTable(cards, vss)
while #cards > 0 do
local sth = table.random(cards)
if sth:isInstanceOf(Card) then
local card = sth
local skill = card.skill ---@type ActiveSkill
if math.random() > 0.15 then
local ret = useActiveSkill(self, skill, card)
if ret ~= "" then
return ret
end
table.removeOne(cards, card)
else
table.removeOne(cards, card)
end
elseif sth:isInstanceOf(ActiveSkill) then
local active = sth
if math.random() > 0.30 then
local ret = useActiveSkill(self, active, nil)
if ret ~= "" then
return ret
end
end
table.removeOne(cards, active)
else
local vs = sth
if math.random() > 0.20 then
local ret = useVSSkill(self, vs)
-- TODO: handle vs result
end
table.removeOne(cards, vs)
while #cards > 0 do
local sth = table.random(cards)
if sth:isInstanceOf(Card) then
local card = sth
local skill = card.skill ---@type ActiveSkill
if math.random() > 0.15 then
local ret = useActiveSkill(self, skill, card)
if ret ~= "" then
return ret
end
table.removeOne(cards, card)
else
table.removeOne(cards, card)
end
elseif sth:isInstanceOf(ActiveSkill) then
local active = sth
if math.random() > 0.30 then
local ret = useActiveSkill(self, active, nil)
if ret ~= "" then
return ret
end
end
table.removeOne(cards, active)
else
local vs = sth
if math.random() > 0.20 then
local ret = useVSSkill(self, vs)
-- TODO: handle vs result
end
table.removeOne(cards, vs)
end
end
return ""
return ""
end
function RandomAI:initialize(player)
AI.initialize(self, player)
self.cb_table = random_cb
AI.initialize(self, player)
self.cb_table = random_cb
end
return RandomAI

View File

@ -8,328 +8,6 @@ local trust_cb = {}
function TrustAI:initialize(player)
AI.initialize(self, player)
self.cb_table = trust_cb
<<<<<<< HEAD
=======
self.player = player
self.room = RoomInstance or ClientInstance
fk.ai_role[player.id] = "neutral"
fk.roleValue[player.id] = {
lord = 0,
loyalist = 0,
rebel = 0,
renegade = 0
}
self:updatePlayers()
end
function TrustAI:isRolePredictable()
return self.room.settings.gameMode ~= "aaa_role_mode"
end
local function aliveRoles(room)
fk.alive_roles = {
lord = 0,
loyalist = 0,
rebel = 0,
renegade = 0
}
for _, ap in ipairs(room:getAllPlayers(false)) do
fk.alive_roles[ap.role] = 0
end
for _, ap in ipairs(room:getAlivePlayers(false)) do
fk.alive_roles[ap.role] = fk.alive_roles[ap.role] + 1
end
return fk.alive_roles
end
function TrustAI:objectiveLevel(to)
if self.player.id == to.id then
return -2
elseif #self.room:getAlivePlayers(false) < 3 then
return 5
end
local ars = aliveRoles(self.room)
if self:isRolePredictable() then
fk.ai_role[self.player.id] = self.role
fk.roleValue[self.player.id][self.role] = 666
if self.role == "renegade" then
fk.explicit_renegade = true
end
for _, p in ipairs(self.room:getAlivePlayers()) do
if
p.role == self.role or p.role == "lord" and self.role == "loyalist" or
p.role == "loyalist" and self.role == "lord"
then
table.insert(self.friends, p)
if p.id ~= self.player.id then
table.insert(self.friends_noself, p)
end
else
table.insert(self.enemies, p)
end
end
elseif self.role == "renegade" then
if to.role == "lord" then
return -1
elseif ars.rebel < 1 then
return 4
elseif fk.ai_role[to.id] == "loyalist" then
return ars.lord + ars.loyalist - ars.rebel
elseif fk.ai_role[to.id] == "rebel" then
local r = ars.rebel - ars.lord + ars.loyalist
if r >= 0 then
return 3
else
return r
end
end
elseif self.role == "lord" or self.role == "loyalist" then
if fk.ai_role[to.id] == "rebel" then
return 5
elseif to.role == "lord" then
return -2
elseif ars.rebel < 1 then
if self.role == "lord" then
return fk.explicit_renegade and fk.ai_role[to.id] == "renegade" and 4 or to.hp > 1 and 2 or 0
elseif fk.explicit_renegade then
return fk.ai_role[to.id] == "renegade" and 4 or -1
else
return 3
end
elseif fk.ai_role[to.id] == "loyalist" then
return -2
elseif fk.ai_role[to.id] == "renegade" then
local r = ars.lord + ars.loyalist - ars.rebel
if r <= 0 then
return r
else
return 3
end
end
elseif self.role == "rebel" then
if to.role == "lord" then
return 5
elseif fk.ai_role[to.id] == "loyalist" then
return 4
elseif fk.ai_role[to.id] == "rebel" then
return -2
elseif fk.ai_role[to.id] == "renegade" then
local r = ars.rebel - ars.lord + ars.loyalist
if r > 0 then
return 1
else
return r
end
end
end
return 0
end
function TrustAI:updatePlayers(update)
self.role = self.player.role
local neutrality = {}
self.enemies = {}
self.friends = {}
self.friends_noself = {}
local aps = self.room:getAlivePlayers()
local function compare_func(a, b)
local v1 = fk.roleValue[a.id].rebel
local v2 = fk.roleValue[b.id].rebel
if v1 == v2 then
v1 = fk.roleValue[a.id].renegade
v2 = fk.roleValue[b.id].renegade
end
return v1 > v2
end
table.sort(aps, compare_func)
fk.explicit_renegade = false
local ars = aliveRoles(self.room)
local rebel, renegade, loyalist = 0, 0, 0
for _, ap in ipairs(aps) do
if ap.role == "lord" then
fk.ai_role[ap.id] = "loyalist"
elseif fk.roleValue[ap.id].rebel > 50 and ars.rebel > rebel then
rebel = rebel + 1
fk.ai_role[ap.id] = "rebel"
elseif fk.roleValue[ap.id].renegade > 50 and ars.renegade > renegade then
renegade = renegade + 1
fk.ai_role[ap.id] = "renegade"
fk.explicit_renegade = fk.roleValue[ap.id].renegade > 100
elseif fk.roleValue[ap.id].rebel < -50 and ars.loyalist > loyalist then
loyalist = loyalist + 1
fk.ai_role[ap.id] = "loyalist"
else
fk.ai_role[ap.id] = "neutral"
end
end
for n, p in ipairs(self.room:getAlivePlayers(false)) do
n = self:objectiveLevel(p)
if n < 0 then
table.insert(self.friends, p)
if p.id ~= self.player.id then
table.insert(self.friends_noself, p)
end
elseif n > 0 then
table.insert(self.enemies, p)
else
table.insert(neutrality, p)
end
end
self:assignValue()
--[[
if self.enemies<1 and #neutrality>0
and#self.toUse<3 and self:getOverflow()>0
then
function compare_func(a,b)
return sgs.getDefense(a)<sgs.getDefense(b)
end
table.sort(neutrality,compare_func)
table.insert(self.enemies,neutrality[1])
end-]]
end
local function updateIntention(player, to, intention)
if player.id == to.id then
return
elseif player.role == "lord" then
fk.roleValue[to.id].rebel = fk.roleValue[to.id].rebel + intention * (200 - fk.roleValue[to.id].rebel) / 200
else
if to.role == "lord" or fk.ai_role[to.id] == "loyalist" then
fk.roleValue[player.id].rebel = fk.roleValue[player.id].rebel +
intention * (200 - fk.roleValue[player.id].rebel) / 200
elseif fk.ai_role[to.id] == "rebel" then
fk.roleValue[player.id].rebel = fk.roleValue[player.id].rebel -
intention * (fk.roleValue[player.id].rebel + 200) / 200
end
if fk.roleValue[player.id].rebel < 0 and intention > 0 or fk.roleValue[player.id].rebel > 0 and intention < 0 then
fk.roleValue[player.id].renegade = fk.roleValue[player.id].renegade +
intention * (100 - fk.roleValue[player.id].renegade) / 200
end
local aps = player.room:getAlivePlayers()
local function compare_func(a, b)
local v1 = fk.roleValue[a.id].rebel
local v2 = fk.roleValue[b.id].rebel
if v1 == v2 then
v1 = fk.roleValue[a.id].renegade
v2 = fk.roleValue[b.id].renegade
end
return v1 > v2
end
table.sort(aps, compare_func)
fk.explicit_renegade = false
local ars = aliveRoles(player.room)
local rebel, renegade, loyalist = 0, 0, 0
for _, ap in ipairs(aps) do
if ap.role == "lord" then
fk.ai_role[ap.id] = "loyalist"
elseif fk.roleValue[ap.id].rebel > 50 and ars.rebel > rebel then
rebel = rebel + 1
fk.ai_role[ap.id] = "rebel"
elseif fk.roleValue[ap.id].renegade > 50 and ars.renegade > renegade then
renegade = renegade + 1
fk.ai_role[ap.id] = "renegade"
fk.explicit_renegade = fk.roleValue[ap.id].renegade > 100
elseif fk.roleValue[ap.id].rebel < -50 and ars.loyalist > loyalist then
loyalist = loyalist + 1
fk.ai_role[ap.id] = "loyalist"
else
fk.ai_role[ap.id] = "neutral"
end
end
fk.qWarning(
player.general ..
" " ..
intention ..
" " ..
fk.ai_role[player.id] ..
" rebelValue:" .. fk.roleValue[player.id].rebel .. " renegadeValue:" .. fk.roleValue[player.id].renegade
) --]]
end
end
function TrustAI:filterEvent(event, player, data)
if event == fk.TargetSpecified then
local callback = fk.ai_card[data.card.name]
callback = callback and callback.intention
if type(callback) == "function" then
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
p = self.room:getPlayerById(p)
local intention = callback(p.ai, data.card, self.room:getPlayerById(data.from))
if type(intention) == "number" then
updateIntention(self.room:getPlayerById(data.from), p, intention)
end
end
elseif type(callback) == "number" then
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
p = self.room:getPlayerById(p)
updateIntention(self.room:getPlayerById(data.from), p, callback)
end
end
elseif event == fk.StartJudge then
fk.trick_judge[data.reason] = data.pattern
elseif event == fk.AfterCardsMove then
end
end
function TrustAI:isWeak(player, getAP)
player = player or self.player
if type(player) == "number" then
player = self.room:getPlayerById(player)
end
return player.hp < 2 or player.hp <= 2 and #player:getCardIds("&h") <= 2
end
function TrustAI:isFriend(pid, tid)
if tid then
local bt = self:isFriend(pid)
return bt ~= nil and bt == self:isFriend(tid)
end
if type(pid) == "number" then
pid = self.room:getPlayerById(pid)
end
local ve = self:objectiveLevel(pid)
if ve < 0 then
return true
elseif ve > 0 then
return false
end
end
function TrustAI:isEnemie(pid, tid)
if tid then
local bt = self:isFriend(pid)
return bt ~= nil and bt ~= self:isFriend(tid)
end
if type(pid) == "number" then
pid = self.room:getPlayerById(pid)
end
local ve = self:objectiveLevel(pid)
if ve > 0 then
return true
elseif ve < 0 then
return false
end
end
function TrustAI:eventData(game_event)
local event = self.room.logic:getCurrentEvent():findParent(GameEvent[game_event], true)
return event and event.data[1]
end
for _, n in ipairs(FileIO.ls("packages")) do
if FileIO.isDir("packages/" .. n) and FileIO.exists("packages/" .. n .. "/" .. n .. "_ai.lua") then
dofile("packages/" .. n .. "/" .. n .. "_ai.lua")
end
end
-- 加载两次拓展是为了能够引用,例如属性杀的使用直接套入普通杀的使用
for _, n in ipairs(FileIO.ls("packages")) do
if FileIO.isDir("packages/" .. n) and FileIO.exists("packages/" .. n .. "/" .. n .. "_ai.lua") then
dofile("packages/" .. n .. "/" .. n .. "_ai.lua")
end
>>>>>>> 79d3213cc0aa996c9072ae5696e387a9bda210d8
end
return TrustAI

View File

@ -129,3 +129,121 @@ fk.GeneralRevealed = 89
fk.GeneralHidden = 90
fk.NumOfEvents = 91
--[[
local events = {
"NonTrigger",
"GamePrepared",
"GameStart",
"BeforeTurnStart",
"TurnStart",
"TurnEnd",
"AfterTurnEnd",
"EventPhaseStart",
"EventPhaseProceeding",
"EventPhaseEnd",
"AfterPhaseEnd",
"EventPhaseChanging",
"EventPhaseSkipping",
"BeforeCardsMove",
"AfterCardsMove",
"DrawNCards",
"AfterDrawNCards",
"DrawInitialCards",
"AfterDrawInitialCards",
"PreHpRecover",
"HpRecover",
"PreHpLost",
"HpLost",
"BeforeHpChanged",
"HpChanged",
"MaxHpChanged",
"EventLoseSkill",
"EventAcquireSkill",
"StartJudge",
"AskForRetrial",
"FinishRetrial",
"FinishJudge",
"RoundStart",
"RoundEnd",
"BeforeTurnOver",
"TurnedOver",
"BeforeChainStateChange",
"ChainStateChanged",
"PreDamage",
"DamageCaused",
"DamageInflicted",
"Damage",
"Damaged",
"DamageFinished",
"EnterDying",
"Dying",
"AfterDying",
"PreCardUse",
"AfterCardUseDeclared",
"AfterCardTargetDeclared",
"CardUsing",
"BeforeCardUseEffect",
"TargetSpecifying",
"TargetConfirming",
"TargetSpecified",
"TargetConfirmed",
"CardUseFinished",
"PreCardRespond",
"CardResponding",
"CardRespondFinished",
"PreCardEffect",
"BeforeCardEffect",
"CardEffecting",
"CardEffectFinished",
"CardEffectCancelledOut",
"AskForPeaches",
"AskForPeachesDone",
"Death",
"BuryVictim",
"Deathed",
"BeforeGameOverJudge",
"GameOverJudge",
"GameFinished",
"AskForCardUse",
"AskForCardResponse",
"StartPindian",
"PindianCardsDisplayed",
"PindianResultConfirmed",
"PindianFinished",
"AfterDrawPileShuffle",
"BeforeTriggerSkillUse",
"BeforeDrawCard",
"CardShown",
"SkillEffect",
"AfterSkillEffect",
"AreaAborted",
"AreaResumed",
"GeneralRevealed",
"GeneralHidden",
"NumOfEvents"
}
for i, event in ipairs(events) do
fk[event] = i
end --]]

View File

@ -194,16 +194,15 @@ end
GameEvent.functions[GameEvent.UseCard] = function(self)
local cardUseEvent = table.unpack(self.data)
local room = self.room
local logic = room.logic
if cardUseEvent.card.skill then
cardUseEvent.card.skill:onUse(room, cardUseEvent)
end
if logic:trigger(fk.PreCardUse, room:getPlayerById(cardUseEvent.from), cardUseEvent) then
if room.logic:trigger(fk.PreCardUse, room:getPlayerById(cardUseEvent.from), cardUseEvent) then
cardUseEvent.breakEvent = true
self.data = { cardUseEvent }
logic:breakEvent()
room.logic:breakEvent()
end
room:moveCardTo(cardUseEvent.card, Card.Processing, nil, fk.ReasonUse)
@ -223,7 +222,7 @@ GameEvent.functions[GameEvent.UseCard] = function(self)
break
end
logic:trigger(event, room:getPlayerById(cardUseEvent.from), cardUseEvent)
room.logic:trigger(event, room:getPlayerById(cardUseEvent.from), cardUseEvent)
if event == fk.CardUsing then
room:doCardUseEffect(cardUseEvent)
end
@ -232,13 +231,12 @@ end
GameEvent.cleaners[GameEvent.UseCard] = function(self)
local cardUseEvent = table.unpack(self.data)
local room = self.room
room.logic:trigger(fk.CardUseFinished, room:getPlayerById(cardUseEvent.from), cardUseEvent)
self.room.logic:trigger(fk.CardUseFinished, self.room:getPlayerById(cardUseEvent.from), cardUseEvent)
local leftRealCardIds = room:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
local leftRealCardIds = self.room:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
if #leftRealCardIds > 0 then
room:moveCards({
self.room:moveCards({
ids = leftRealCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonUse
@ -249,12 +247,11 @@ end
GameEvent.functions[GameEvent.RespondCard] = function(self)
local cardResponseEvent = table.unpack(self.data)
local room = self.room
local logic = room.logic
if logic:trigger(fk.PreCardRespond, room:getPlayerById(cardResponseEvent.from), cardResponseEvent) then
if room.logic:trigger(fk.PreCardRespond, room:getPlayerById(cardResponseEvent.from), cardResponseEvent) then
cardResponseEvent.breakEvent = true
self.data = { cardResponseEvent }
logic:breakEvent()
room.logic:breakEvent()
end
local from = cardResponseEvent.customFrom or cardResponseEvent.from
@ -296,19 +293,18 @@ GameEvent.functions[GameEvent.RespondCard] = function(self)
if cardResponseEvent.retrial ~= true then
playCardEmotionAndSound(room, room:getPlayerById(from), card)
end
logic:trigger(fk.CardResponding, room:getPlayerById(cardResponseEvent.from), cardResponseEvent)
room.logic:trigger(fk.CardResponding, room:getPlayerById(cardResponseEvent.from), cardResponseEvent)
self.data = { cardResponseEvent }
end
GameEvent.cleaners[GameEvent.RespondCard] = function(self)
local cardResponseEvent = table.unpack(self.data)
local room = self.room
room.logic:trigger(fk.CardRespondFinished, room:getPlayerById(cardResponseEvent.from), cardResponseEvent)
self.room.logic:trigger(fk.CardRespondFinished, self.room:getPlayerById(cardResponseEvent.from), cardResponseEvent)
local realCardIds = room:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
local realCardIds = self.room:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
if #realCardIds > 0 and not cardResponseEvent.skipDrop then
room:moveCards({
self.room:moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonResonpse
@ -319,34 +315,33 @@ end
GameEvent.functions[GameEvent.CardEffect] = function(self)
local cardEffectEvent = table.unpack(self.data)
local room = self.room
local logic = room.logic
for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do
local user = cardEffectEvent.from and room:getPlayerById(cardEffectEvent.from) or nil
if cardEffectEvent.isCancellOut then
if logic:trigger(fk.CardEffectCancelledOut, user, cardEffectEvent) then
if room.logic:trigger(fk.CardEffectCancelledOut, user, cardEffectEvent) then
cardEffectEvent.isCancellOut = false
else
logic:breakEvent()
room.logic:breakEvent()
end
end
if not cardEffectEvent.toCard and
(not (room:getPlayerById(cardEffectEvent.to):isAlive() and cardEffectEvent.to) or
#room:deadPlayerFilter(TargetGroup:getRealTargets(cardEffectEvent.tos)) == 0) then
logic:breakEvent()
room.logic:breakEvent()
end
if table.contains((cardEffectEvent.nullifiedTargets or Util.DummyTable), cardEffectEvent.to) then
logic:breakEvent()
room.logic:breakEvent()
end
if event == fk.PreCardEffect then
if cardEffectEvent.from and logic:trigger(event, room:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
logic:breakEvent()
if cardEffectEvent.from and room.logic:trigger(event, room:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
room.logic:breakEvent()
end
elseif cardEffectEvent.to and logic:trigger(event, room:getPlayerById(cardEffectEvent.to), cardEffectEvent) then
logic:breakEvent()
elseif cardEffectEvent.to and room.logic:trigger(event, room:getPlayerById(cardEffectEvent.to), cardEffectEvent) then
room.logic:breakEvent()
end
room:handleCardEffect(event, cardEffectEvent)

View File

@ -13,424 +13,423 @@
local GameLogic = class("GameLogic")
function GameLogic:initialize(room)
self.room = room
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
self.skill_priority_table = {}
self.refresh_skill_table = {}
self.skills = {} -- skillName[]
self.game_event_stack = Stack:new()
self.all_game_events = {}
self.event_recorder = {}
self.current_event_id = 0
self.room = room
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
self.skill_priority_table = {}
self.refresh_skill_table = {}
self.skills = {} -- skillName[]
self.game_event_stack = Stack:new()
self.all_game_events = {}
self.event_recorder = {}
self.current_event_id = 0
self.role_table = {{"lord"}, {"lord", "rebel"}, {"lord", "rebel", "renegade"},
{"lord", "loyalist", "rebel", "renegade"}, {"lord", "loyalist", "rebel", "rebel", "renegade"},
{"lord", "loyalist", "rebel", "rebel", "rebel", "renegade"},
{"lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade"},
{"lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade"}}
self.role_table = { { "lord" }, { "lord", "rebel" }, { "lord", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "renegade" }, { "lord", "loyalist", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" } }
end
function GameLogic:run()
-- default logic
local room = self.room
table.shuffle(self.room.players)
self:assignRoles()
self.room.game_started = true
room:doBroadcastNotify("StartGame", "")
room:adjustSeats()
-- default logic
local room = self.room
table.shuffle(self.room.players)
self:assignRoles()
self.room.game_started = true
room:doBroadcastNotify("StartGame", "")
room:adjustSeats()
self:chooseGenerals()
self:chooseGenerals()
self:buildPlayerCircle()
self:broadcastGeneral()
self:prepareDrawPile()
self:attachSkillToPlayers()
self:prepareForStart()
self:buildPlayerCircle()
self:broadcastGeneral()
self:prepareDrawPile()
self:attachSkillToPlayers()
self:prepareForStart()
self:action()
self:action()
end
local function execGameEvent(type, ...)
local event = GameEvent:new(type, ...)
local _, ret = event:exec()
return ret
local event = GameEvent:new(type, ...)
local _, ret = event:exec()
return ret
end
function GameLogic:assignRoles()
local room = self.room
local n = #room.players
local roles = self.role_table[n]
table.shuffle(roles)
local room = self.room
local n = #room.players
local roles = self.role_table[n]
table.shuffle(roles)
for i = 1, n do
local p = room.players[i]
p.role = roles[i]
if p.role == "lord" then
p.role_shown = true
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
for i = 1, n do
local p = room.players[i]
p.role = roles[i]
if p.role == "lord" then
p.role_shown = true
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
end
end
function GameLogic:chooseGenerals()
local room = self.room
local generalNum = room.settings.generalNum
local n = room.settings.enableDeputy and 2 or 1
local lord = room:getLord()
local lord_generals = {}
local room = self.room
local generalNum = room.settings.generalNum
local n = room.settings.enableDeputy and 2 or 1
local lord = room:getLord()
local lord_generals = {}
if lord ~= nil then
room.current = lord
local generals = {}
local lordlist = {}
local lordpools = {}
if room.settings.gameMode == "aaa_role_mode" then
for _, general in pairs(Fk:getAllGenerals()) do
if (not general.hidden and not general.total_hidden) and table.find(general.skills, function(s)
return s.lordSkill
end) and not table.find(lordlist, function(g)
return g.trueName == general.trueName
end) then
table.insert(lordlist, general)
end
end
lordlist = table.random(lordlist, 3) or {}
if lord ~= nil then
room.current = lord
local generals = {}
local lordlist = {}
local lordpools = {}
if room.settings.gameMode == "aaa_role_mode" then
for _, general in pairs(Fk:getAllGenerals()) do
if (not general.hidden and not general.total_hidden) and table.find(general.skills, function(s)
return s.lordSkill
end) and not table.find(lordlist, function(g)
return g.trueName == general.trueName
end) then
table.insert(lordlist, general)
end
table.insertTable(generals, Fk:getGeneralsRandomly(generalNum, Fk:getAllGenerals(), nil, function(g)
return table.contains(table.map(lordlist, function(g)
return g.trueName
end), g.trueName)
end))
for i = 1, #generals do
generals[i] = generals[i].name
end
lordpools = table.simpleClone(generals)
table.insertTable(lordpools, table.map(lordlist, function(g)
return g.name
end))
lord_generals = room:askForGeneral(lord, lordpools, n)
local lord_general, deputy
if type(lord_generals) == "table" then
deputy = lord_generals[2]
lord_general = lord_generals[1]
else
lord_general = lord_generals
lord_generals = {lord_general}
end
room:setPlayerGeneral(lord, lord_general, true)
room:askForChooseKingdom({lord})
room:broadcastProperty(lord, "general")
room:broadcastProperty(lord, "kingdom")
room:setDeputyGeneral(lord, deputy)
room:broadcastProperty(lord, "deputyGeneral")
end
lordlist = table.random(lordlist, 3) or {}
end
table.insertTable(generals, Fk:getGeneralsRandomly(generalNum, Fk:getAllGenerals(), nil, function(g)
return table.contains(table.map(lordlist, function(g)
return g.trueName
end), g.trueName)
end))
for i = 1, #generals do
generals[i] = generals[i].name
end
lordpools = table.simpleClone(generals)
table.insertTable(lordpools, table.map(lordlist, function(g)
return g.name
end))
lord_generals = room:askForGeneral(lord, lordpools, n)
local lord_general, deputy
if type(lord_generals) == "table" then
deputy = lord_generals[2]
lord_general = lord_generals[1]
else
lord_general = lord_generals
lord_generals = { lord_general }
end
local nonlord = room:getOtherPlayers(lord, true)
local generals = Fk:getGeneralsRandomly(#nonlord * generalNum, nil, lord_generals)
table.shuffle(generals)
for _, p in ipairs(nonlord) do
local arg = {}
for i = 1, generalNum do
table.insert(arg, table.remove(generals, 1).name)
end
p.request_data = json.encode {arg, n}
p.default_reply = table.random(arg, n)
room:setPlayerGeneral(lord, lord_general, true)
room:askForChooseKingdom({ lord })
room:broadcastProperty(lord, "general")
room:broadcastProperty(lord, "kingdom")
room:setDeputyGeneral(lord, deputy)
room:broadcastProperty(lord, "deputyGeneral")
end
local nonlord = room:getOtherPlayers(lord, true)
local generals = Fk:getGeneralsRandomly(#nonlord * generalNum, nil, lord_generals)
table.shuffle(generals)
for _, p in ipairs(nonlord) do
local arg = {}
for i = 1, generalNum do
table.insert(arg, table.remove(generals, 1).name)
end
p.request_data = json.encode { arg, n }
p.default_reply = table.random(arg, n)
end
room:notifyMoveFocus(nonlord, "AskForGeneral")
room:doBroadcastRequest("AskForGeneral", nonlord)
room:notifyMoveFocus(nonlord, "AskForGeneral")
room:doBroadcastRequest("AskForGeneral", nonlord)
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local generals = json.decode(p.client_reply)
local general = generals[1]
local deputy = generals[2]
room:setPlayerGeneral(p, general, true, true)
room:setDeputyGeneral(p, deputy)
else
room:setPlayerGeneral(p, p.default_reply[1], true, true)
room:setDeputyGeneral(p, p.default_reply[2])
end
p.default_reply = ""
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local generals = json.decode(p.client_reply)
local general = generals[1]
local deputy = generals[2]
room:setPlayerGeneral(p, general, true, true)
room:setDeputyGeneral(p, deputy)
else
room:setPlayerGeneral(p, p.default_reply[1], true, true)
room:setDeputyGeneral(p, p.default_reply[2])
end
p.default_reply = ""
end
room:askForChooseKingdom(nonlord)
room:askForChooseKingdom(nonlord)
end
function GameLogic:buildPlayerCircle()
local room = self.room
local players = room.players
room.alive_players = {table.unpack(players)}
for i = 1, #players - 1 do
players[i].next = players[i + 1]
end
players[#players].next = players[1]
local room = self.room
local players = room.players
room.alive_players = { table.unpack(players) }
for i = 1, #players - 1 do
players[i].next = players[i + 1]
end
players[#players].next = players[1]
end
function GameLogic:broadcastGeneral()
local room = self.room
local players = room.players
local room = self.room
local players = room.players
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p.general]
local deputy = Fk.generals[p.deputyGeneral]
p.maxHp = p:getGeneralMaxHp()
p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
-- TODO: setup AI here
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p.general]
local deputy = Fk.generals[p.deputyGeneral]
p.maxHp = p:getGeneralMaxHp()
p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
-- TODO: setup AI here
if p.role ~= "lord" then
room:broadcastProperty(p, "general")
room:broadcastProperty(p, "kingdom")
room:broadcastProperty(p, "deputyGeneral")
elseif #players >= 5 then
p.maxHp = p.maxHp + 1
p.hp = p.hp + 1
end
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
room:broadcastProperty(p, "shield")
if p.role ~= "lord" then
room:broadcastProperty(p, "general")
room:broadcastProperty(p, "kingdom")
room:broadcastProperty(p, "deputyGeneral")
elseif #players >= 5 then
p.maxHp = p.maxHp + 1
p.hp = p.hp + 1
end
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
room:broadcastProperty(p, "shield")
end
end
function GameLogic:prepareDrawPile()
local room = self.room
local allCardIds = Fk:getAllCardIds()
local room = self.room
local allCardIds = Fk:getAllCardIds()
for i = #allCardIds, 1, -1 do
if Fk:getCardById(allCardIds[i]).is_derived then
local id = allCardIds[i]
table.removeOne(allCardIds, id)
table.insert(room.void, id)
room:setCardArea(id, Card.Void, nil)
end
for i = #allCardIds, 1, -1 do
if Fk:getCardById(allCardIds[i]).is_derived then
local id = allCardIds[i]
table.removeOne(allCardIds, id)
table.insert(room.void, id)
room:setCardArea(id, Card.Void, nil)
end
end
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile, nil)
end
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile, nil)
end
end
function GameLogic:attachSkillToPlayers()
local room = self.room
local players = room.players
local room = self.room
local players = room.players
local addRoleModSkills = function(player, skillName)
local skill = Fk.skills[skillName]
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
return
end
if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
return
end
room:handleAddLoseSkills(player, skillName, nil, false)
local addRoleModSkills = function(player, skillName)
local skill = Fk.skills[skillName]
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
return
end
for _, p in ipairs(room.alive_players) do
local skills = Fk.generals[p.general].skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(Fk.generals[p.general].other_skills) do
addRoleModSkills(p, sname)
end
local deputy = Fk.generals[p.deputyGeneral]
if deputy then
skills = deputy.skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(deputy.other_skills) do
addRoleModSkills(p, sname)
end
end
if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
return
end
room:handleAddLoseSkills(player, skillName, nil, false)
end
for _, p in ipairs(room.alive_players) do
local skills = Fk.generals[p.general].skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(Fk.generals[p.general].other_skills) do
addRoleModSkills(p, sname)
end
local deputy = Fk.generals[p.deputyGeneral]
if deputy then
skills = deputy.skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(deputy.other_skills) do
addRoleModSkills(p, sname)
end
end
end
end
function GameLogic:prepareForStart()
local room = self.room
local players = room.players
local room = self.room
local players = room.players
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
self:addTriggerSkill(trig)
end
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
self:addTriggerSkill(trig)
end
self.room:sendLog{
type = "$GameStart"
}
self.room:sendLog {
type = "$GameStart"
}
end
function GameLogic:action()
self:trigger(fk.GamePrepared)
local room = self.room
self:trigger(fk.GamePrepared)
local room = self.room
execGameEvent(GameEvent.DrawInitial)
execGameEvent(GameEvent.DrawInitial)
while true do
execGameEvent(GameEvent.Round)
if room.game_finished then
break
end
while true do
execGameEvent(GameEvent.Round)
if room.game_finished then
break
end
end
end
---@param skill TriggerSkill
function GameLogic:addTriggerSkill(skill)
if skill == nil or table.contains(self.skills, skill.name) then
return
if skill == nil or table.contains(self.skills, skill.name) then
return
end
table.insert(self.skills, skill.name)
for _, event in ipairs(skill.refresh_events) do
if self.refresh_skill_table[event] == nil then
self.refresh_skill_table[event] = {}
end
table.insert(self.refresh_skill_table[event], skill)
end
for _, event in ipairs(skill.events) do
if self.skill_table[event] == nil then
self.skill_table[event] = {}
end
table.insert(self.skill_table[event], skill)
if self.skill_priority_table[event] == nil then
self.skill_priority_table[event] = {}
end
table.insert(self.skills, skill.name)
for _, event in ipairs(skill.refresh_events) do
if self.refresh_skill_table[event] == nil then
self.refresh_skill_table[event] = {}
local priority_tab = self.skill_priority_table[event]
local prio = skill.priority_table[event]
if not table.contains(priority_tab, prio) then
for i, v in ipairs(priority_tab) do
if v < prio then
table.insert(priority_tab, i, prio)
break
end
table.insert(self.refresh_skill_table[event], skill)
end
if not table.contains(priority_tab, prio) then
table.insert(priority_tab, prio)
end
end
for _, event in ipairs(skill.events) do
if self.skill_table[event] == nil then
self.skill_table[event] = {}
end
table.insert(self.skill_table[event], skill)
if self.skill_priority_table[event] == nil then
self.skill_priority_table[event] = {}
end
local priority_tab = self.skill_priority_table[event]
local prio = skill.priority_table[event]
if not table.contains(priority_tab, prio) then
for i, v in ipairs(priority_tab) do
if v < prio then
table.insert(priority_tab, i, prio)
break
end
end
if not table.contains(priority_tab, prio) then
table.insert(priority_tab, prio)
end
end
if not table.contains(self.skill_priority_table[event], skill.priority_table[event]) then
table.insert(self.skill_priority_table[event], skill.priority_table[event])
end
if not table.contains(self.skill_priority_table[event], skill.priority_table[event]) then
table.insert(self.skill_priority_table[event], skill.priority_table[event])
end
end
if skill.visible then
if (Fk.related_skills[skill.name] == nil) then
return
end
for _, s in ipairs(Fk.related_skills[skill.name]) do
if (s.class == TriggerSkill) then
self:addTriggerSkill(s)
end
end
if skill.visible then
if (Fk.related_skills[skill.name] == nil) then
return
end
for _, s in ipairs(Fk.related_skills[skill.name]) do
if (s.class == TriggerSkill) then
self:addTriggerSkill(s)
end
end
end
end
---@param event Event
---@param target ServerPlayer|nil
---@param data any|nil
function GameLogic:trigger(event, target, data, refresh_only)
local room = self.room
local broken = false
local skills = self.skill_table[event] or {}
local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
local _target = room.current -- for iteration
local player = _target
if #skills_to_refresh > 0 then
repeat
do
-- refresh skills. This should not be broken
for _, skill in ipairs(skills_to_refresh) do
if skill:canRefresh(event, target, player, data) then
skill:refresh(event, target, player, data)
end
end
player = player.next
end
until player == _target
local room = self.room
local broken = false
local skills = self.skill_table[event] or {}
local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
local _target = room.current -- for iteration
local player = _target
if #skills_to_refresh > 0 then
repeat
do
-- refresh skills. This should not be broken
for _, skill in ipairs(skills_to_refresh) do
if skill:canRefresh(event, target, player, data) then
skill:refresh(event, target, player, data)
end
end
player = player.next
end
until player == _target
end
if #skills == 0 or refresh_only then
return
end
local prio_tab = self.skill_priority_table[event]
local prev_prio = math.huge
for _, prio in ipairs(prio_tab) do
if broken then
break
end
if prio >= prev_prio then
-- continue
goto trigger_loop_continue
end
if #skills == 0 or refresh_only then
return
end
repeat
do
local triggerables = table.filter(skills, function(skill)
return skill.priority_table[event] == prio and skill:triggerable(event, target, player, data)
end)
local prio_tab = self.skill_priority_table[event]
local prev_prio = math.huge
local skill_names = table.map(triggerables, function(skill)
return skill.name
end)
for _, prio in ipairs(prio_tab) do
if broken then
while #skill_names > 0 do
local skill_name = prio <= 0 and table.random(skill_names) or
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
local skill = skill_name == "game_rule" and GameRule or Fk.skills[skill_name]
local len = #skills
broken = skill:trigger(event, target, player, data)
table.insertTable(skill_names,
table.map(table.filter(table.slice(skills, len - #skills), function(s)
return s.priority_table[event] == prio and s:triggerable(event, target, player, data)
end), function(s)
return s.name
end))
broken = broken or (event == fk.AskForPeaches and room:getPlayerById(data.who).hp > 0)
if broken then
break
end
table.removeOne(skill_names, skill_name)
end
if prio >= prev_prio then
-- continue
goto trigger_loop_continue
if broken then
break
end
player = player.next
end
until player == _target
repeat
do
local triggerables = table.filter(skills, function(skill)
return skill.priority_table[event] == prio and skill:triggerable(event, target, player, data)
end)
local skill_names = table.map(triggerables, function(skill)
return skill.name
end)
while #skill_names > 0 do
local skill_name = prio <= 0 and table.random(skill_names) or
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
local skill = skill_name == "game_rule" and GameRule or Fk.skills[skill_name]
local len = #skills
broken = skill:trigger(event, target, player, data)
table.insertTable(skill_names,
table.map(table.filter(table.slice(skills, len - #skills), function(s)
return s.priority_table[event] == prio and s:triggerable(event, target, player, data)
end), function(s)
return s.name
end))
broken = broken or (event == fk.AskForPeaches and room:getPlayerById(data.who).hp > 0)
if broken then
break
end
table.removeOne(skill_names, skill_name)
end
if broken then
break
end
player = player.next
end
until player == _target
prev_prio = prio
::trigger_loop_continue::
end
_target.ai:filterEvent(event, target, data)
return broken
prev_prio = prio
::trigger_loop_continue::
end
_target.ai:filterEvent(event, target, data)
return broken
end
---@return GameEvent
function GameLogic:getCurrentEvent()
return self.game_event_stack.t[self.game_event_stack.p]
return self.game_event_stack.t[self.game_event_stack.p]
end
-- 在指定历史范围中找至多n个符合条件的事件
@ -440,90 +439,89 @@ end
---@param scope integer @ 查询历史范围,只能是当前阶段/回合/轮次
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameLogic:getEventsOfScope(eventType, n, func, scope)
scope = scope or Player.HistoryTurn
local event = self:getCurrentEvent()
local start_event ---@type GameEvent
if scope == Player.HistoryGame then
start_event = self.all_game_events[1]
elseif scope == Player.HistoryRound then
start_event = event:findParent(GameEvent.Round, true)
elseif scope == Player.HistoryTurn then
start_event = event:findParent(GameEvent.Turn, true)
elseif scope == Player.HistoryPhase then
start_event = event:findParent(GameEvent.Phase, true)
end
scope = scope or Player.HistoryTurn
local event = self:getCurrentEvent()
local start_event ---@type GameEvent
if scope == Player.HistoryGame then
start_event = self.all_game_events[1]
elseif scope == Player.HistoryRound then
start_event = event:findParent(GameEvent.Round, true)
elseif scope == Player.HistoryTurn then
start_event = event:findParent(GameEvent.Turn, true)
elseif scope == Player.HistoryPhase then
start_event = event:findParent(GameEvent.Phase, true)
end
return start_event:searchEvents(eventType, n, func)
return start_event:searchEvents(eventType, n, func)
end
function GameLogic:dumpEventStack(detailed)
local top = self:getCurrentEvent()
local i = self.game_event_stack.p
local inspect = p
if not top then
return
local top = self:getCurrentEvent()
local i = self.game_event_stack.p
local inspect = p
if not top then
return
end
print("===== Start of event stack dump =====")
if not detailed then
print("")
end
repeat
local printable_data
if type(top.data) ~= "table" then
printable_data = top.data
else
printable_data = table.cloneWithoutClass(top.data)
end
print("===== Start of event stack dump =====")
if not detailed then
print("")
print("Stack level #" .. i .. ": " .. tostring(top))
else
print("\nStack level #" .. i .. ":")
inspect {
eventId = GameEvent:translate(top.event),
data = printable_data or "nil"
}
end
repeat
local printable_data
if type(top.data) ~= "table" then
printable_data = top.data
else
printable_data = table.cloneWithoutClass(top.data)
end
top = top.parent
i = i - 1
until not top
if not detailed then
print("Stack level #" .. i .. ": " .. tostring(top))
else
print("\nStack level #" .. i .. ":")
inspect {
eventId = GameEvent:translate(top.event),
data = printable_data or "nil"
}
end
top = top.parent
i = i - 1
until not top
print("\n===== End of event stack dump =====")
print("\n===== End of event stack dump =====")
end
function GameLogic:dumpAllEvents(from, to)
from = from or 1
to = to or #self.all_game_events
assert(from <= to)
local indent = 0
local tab = " "
for i = from, to, 1 do
local v = self.all_game_events[i]
if type(v) ~= "table" then
indent = math.max(indent - 1, 0)
-- v = "End"
-- print(tab:rep(indent) .. string.format("#%d: %s", i, v))
else
print(tab:rep(indent) .. string.format("%s", tostring(v)))
if v.id ~= v.end_id then
indent = indent + 1
end
end
from = from or 1
to = to or #self.all_game_events
assert(from <= to)
local indent = 0
local tab = " "
for i = from, to, 1 do
local v = self.all_game_events[i]
if type(v) ~= "table" then
indent = math.max(indent - 1, 0)
-- v = "End"
-- print(tab:rep(indent) .. string.format("#%d: %s", i, v))
else
print(tab:rep(indent) .. string.format("%s", tostring(v)))
if v.id ~= v.end_id then
indent = indent + 1
end
end
end
end
function GameLogic:breakEvent(ret)
self.room.breakEvent = true
coroutine.yield("__breakEvent", ret)
self.room.breakEvent = true
coroutine.yield("__breakEvent", ret)
end
function GameLogic:breakTurn()
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
event:shutdown()
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
event:shutdown()
end
return GameLogic