更新修改
This commit is contained in:
parent
203736e38e
commit
59da054a2d
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@ -139,7 +139,7 @@ Item {
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Text {
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width: parent.width
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horizontalAlignment: Text.AlignHCenter
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text: Backend.translate("Room List").arg(roomModel.count)
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text: Backend.translate("Room List")
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}
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ListView {
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id: roomList
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@ -59,7 +59,7 @@ Item {
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id: bgm
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source: config.bgmFile
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loops: MediaPlayer.Infinite
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// loops: MediaPlayer.Infinite
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onPlaybackStateChanged: {
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if (playbackState == MediaPlayer.StoppedState && roomScene.isStarted)
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play();
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@ -1070,31 +1070,6 @@ callbacks["AskForCardsChosen"] = (jsonData) => {
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});
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}
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callbacks["AskForPoxi"] = (jsonData) => {
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const { type, data } = JSON.parse(jsonData);
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roomScene.state = "replying";
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roomScene.popupBox.sourceComponent = Qt.createComponent("../RoomElement/PoxiBox.qml");
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const box = roomScene.popupBox.item;
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box.poxi_type = type;
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box.card_data = data;
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for (let d of data) {
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const arr = [];
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const ids = d[1];
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ids.forEach(id => {
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const card_data = JSON.parse(Backend.callLuaFunction("GetCardData", [id]));
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arr.push(card_data);
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});
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box.addCustomCards(d[0], arr);
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}
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roomScene.popupBox.moveToCenter();
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box.cardsSelected.connect((ids) => {
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replyToServer(JSON.stringify(ids));
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});
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}
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callbacks["AskForMoveCardInBoard"] = (jsonData) => {
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const data = JSON.parse(jsonData);
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const { cards, cardsPosition, generalNames, playerIds } = data;
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@ -62,12 +62,7 @@ Item {
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}
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if (mark_name.startsWith('@$')) {
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let data = mark_extra.split(',');
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if (!Object.is(parseInt(data[0]), NaN)) {
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params.ids = data.map(s => parseInt(s));
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} else {
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params.cardNames = data;
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}
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params.cardNames = mark_extra.split(',');
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} else {
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let data = JSON.parse(Backend.callLuaFunction("GetPile", [root.parent.playerid, mark_name]));
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data = data.filter((e) => e !== -1);
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@ -31,13 +31,11 @@ Item {
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property string color: "" // only use when suit is empty
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property string footnote: "" // footnote, e.g. "A use card to B"
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property bool footnoteVisible: false
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property string prohibitReason: ""
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property bool known: true // if false it only show a card back
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property bool enabled: true // if false the card will be grey
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property alias card: cardItem
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property alias glow: glowItem
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property var mark: ({})
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property alias chosenInBox: chosen.visible
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function getColor() {
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if (suit != "")
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@ -90,7 +88,6 @@ Item {
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visible: false
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}
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Image {
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id: cardItem
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source: known ? SkinBank.getCardPicture(cid || name)
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@ -220,15 +217,6 @@ Item {
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}
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}
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Image {
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id: chosen
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visible: false
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source: SkinBank.CARD_DIR + "chosen"
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anchors.horizontalCenter: parent.horizontalCenter
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y: 90
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scale: 1.25
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}
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Rectangle {
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visible: !root.selectable
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anchors.fill: parent
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@ -236,24 +224,6 @@ Item {
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opacity: 0.7
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}
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Text {
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id: prohibitText
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visible: !root.selectable
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anchors.centerIn: parent
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font.family: fontLibian.name
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font.pixelSize: 18
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opacity: 0.9
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horizontalAlignment: Text.AlignHCenter
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lineHeight: 18
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lineHeightMode: Text.FixedHeight
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color: "snow"
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width: 20
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wrapMode: Text.WrapAnywhere
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style: Text.Outline
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styleColor: "red"
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text: prohibitReason
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}
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TapHandler {
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acceptedButtons: Qt.LeftButton | Qt.RightButton | Qt.NoButton
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gesturePolicy: TapHandler.WithinBounds
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@ -166,35 +166,17 @@ RowLayout {
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const ids = [];
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let cards = handcardAreaItem.cards;
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for (let i = 0; i < cards.length; i++) {
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cards[i].prohibitReason = "";
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if (cardValid(cards[i].cid, cname)) {
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ids.push(cards[i].cid);
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} else {
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const prohibitReason = Backend.callLuaFunction(
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"GetCardProhibitReason",
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[cards[i].cid, roomScene.respond_play ? "response" : "use", cname]
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);
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if (prohibitReason) {
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cards[i].prohibitReason = prohibitReason;
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}
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}
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}
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cards = self.equipArea.getAllCards();
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cards.forEach(c => {
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c.prohibitReason = "";
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if (cardValid(c.cid, cname)) {
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ids.push(c.cid);
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if (!expanded_piles["_equip"]) {
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expandPile("_equip");
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}
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} else {
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const prohibitReason = Backend.callLuaFunction(
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"GetCardProhibitReason",
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[c.cid, roomScene.respond_play ? "response" : "use", cname]
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);
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if (prohibitReason) {
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c.prohibitReason = prohibitReason;
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}
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}
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});
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@ -220,7 +202,6 @@ RowLayout {
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const ids = [], cards = handcardAreaItem.cards;
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for (let i = 0; i < cards.length; i++) {
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cards[i].prohibitReason = "";
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if (JSON.parse(Backend.callLuaFunction("CanUseCard", [cards[i].cid, Self.id]))) {
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ids.push(cards[i].cid);
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} else {
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@ -233,14 +214,6 @@ RowLayout {
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break;
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}
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}
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// still cannot use? show message on card
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if (!ids.includes(cards[i].cid)) {
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const prohibitReason = Backend.callLuaFunction("GetCardProhibitReason", [cards[i].cid, "play"]);
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if (prohibitReason) {
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cards[i].prohibitReason = prohibitReason;
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}
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}
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}
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}
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handcardAreaItem.enableCards(ids)
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@ -399,11 +372,6 @@ RowLayout {
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item.enabled = item.pressed;
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}
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const cards = handcardAreaItem.cards;
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for (let i = 0; i < cards.length; i++) {
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cards[i].prohibitReason = "";
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}
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updatePending();
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}
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@ -48,7 +48,6 @@ Item {
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card.selectable = false;
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card.showDetail = false;
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card.selectedChanged.disconnect(adjustCards);
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card.prohibitReason = "";
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}
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return result;
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}
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@ -78,10 +78,10 @@ GraphicsBox {
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}
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onSelectedChanged: {
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if (selected) {
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chosenInBox = true;
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virt_name = "$Selected";
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root.selected_ids.push(cid);
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} else {
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chosenInBox = false;
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virt_name = "";
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root.selected_ids.splice(root.selected_ids.indexOf(cid), 1);
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}
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root.selected_ids = root.selected_ids;
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@ -122,6 +122,38 @@ GraphicsBox {
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return ret;
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}
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function addHandcards(cards) {
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let handcards = findAreaModel('$Hand').areaCards;
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if (cards instanceof Array) {
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for (let i = 0; i < cards.length; i++)
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handcards.append(cards[i]);
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} else {
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handcards.append(cards);
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}
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}
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function addEquips(cards)
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{
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let equips = findAreaModel('$Equip').areaCards;
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if (cards instanceof Array) {
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for (let i = 0; i < cards.length; i++)
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equips.append(cards[i]);
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} else {
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equips.append(cards);
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}
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}
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function addDelayedTricks(cards)
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{
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let delayedTricks = findAreaModel('$Judge').areaCards;
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if (cards instanceof Array) {
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for (let i = 0; i < cards.length; i++)
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delayedTricks.append(cards[i]);
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} else {
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delayedTricks.append(cards);
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}
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}
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function addCustomCards(name, cards) {
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let area = findAreaModel(name).areaCards;
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if (cards instanceof Array) {
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@ -23,17 +23,9 @@ Item {
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x: -13 - 120 * 0.166
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y: -6 - 55 * 0.166
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scale: 0.66
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source: {
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if (type === "notactive") {
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return "";
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}
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let ret = AppPath + "/image/button/skill/" + type + "/";
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let suffix = enabled ? (pressed ? "pressed" : "normal") : "disabled";
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if (enabled && type === "active" && orig.endsWith("&")) {
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suffix += "-attach";
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}
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return ret + suffix;
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}
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source: type === "notactive" ? ""
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: AppPath + "/image/button/skill/" + type + "/"
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+ (enabled ? (pressed ? "pressed" : "normal") : "disabled")
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}
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Image {
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@ -63,9 +63,3 @@ ___
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## 许可证
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本仓库使用GPLv3作为许可证。详见`LICENSE`文件。
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___
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## 点一下小星星呗!
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[![Star History Chart](https://api.star-history.com/svg?repos=Qsgs-Fans/FreeKill&type=Date)](https://star-history.com/#Qsgs-Fans/FreeKill&Date)
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@ -0,0 +1,14 @@
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{
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"editor.renderLineHighlight": "none",
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"Lua.diagnostics.disable": [
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"undefined-field",
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"inject-field",
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"return-type-mismatch",
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"cast-local-type",
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"param-type-mismatch",
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"invisible",
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"missing-fields",
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"assign-type-mismatch",
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"undefined-doc-name"
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]
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}
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File diff suppressed because it is too large
Load Diff
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@ -2,7 +2,7 @@
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Fk:loadTranslationTable({
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-- Lobby
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["Room List"] = "Room List (currently have %1 rooms)",
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-- ["Room List"] = "房间列表",
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-- ["Enter"] = "进入",
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-- ["Observe"] = "旁观",
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@ -2,7 +2,7 @@
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Fk:loadTranslationTable{
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-- Lobby
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["Room List"] = "房间列表 (共%1个房间)",
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["Room List"] = "房间列表",
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["Enter"] = "进入",
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["Observe"] = "旁观",
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@ -25,7 +25,6 @@
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---@field public filtered_cards table<integer, Card> @ 被锁视技影响的卡牌
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---@field public printed_cards table<integer, Card> @ 被某些房间现场打印的卡牌,id都是负数且从-2开始
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---@field private _custom_events any[] @ 自定义事件列表
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---@field public poxi_methods table<string, PoxiSpec> @ “魄袭”框操作方法表
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local Engine = class("Engine")
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--- Engine的构造函数。
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@ -56,7 +55,6 @@ function Engine:initialize()
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self.game_mode_disabled = {}
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self.kingdoms = {}
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self._custom_events = {}
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self.poxi_methods = {}
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self:loadPackages()
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self:loadDisabled()
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@ -336,16 +334,6 @@ function Engine:addGameEvent(name, pfunc, mfunc, cfunc, efunc)
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table.insert(self._custom_events, { name = name, p = pfunc, m = mfunc, c = cfunc, e = efunc })
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end
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---@param spec PoxiSpec
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function Engine:addPoxiMethod(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.card_filter) == "function")
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assert(type(spec.feasible) == "function")
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self.poxi_methods[spec.name] = spec
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spec.default_choice = spec.default_choice or function() return {} end
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spec.post_select = spec.post_select or function(s) return s end
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end
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--- 从已经开启的拓展包中,随机选出若干名武将。
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---
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--- 对于同名武将不会重复选取。
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@ -136,8 +136,10 @@ function Player:setGeneral(general, setHp, addSkills)
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end
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function Player:getGeneralMaxHp()
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local general = Fk.generals[type(self:getMark("__heg_general")) == "string" and self:getMark("__heg_general") or self.general]
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local deputy = Fk.generals[type(self:getMark("__heg_deputy")) == "string" and self:getMark("__heg_deputy") or self.deputyGeneral]
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local general = Fk.generals
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[type(self:getMark("__heg_general")) == "string" and self:getMark("__heg_general") or self.general]
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local deputy = Fk.generals
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[type(self:getMark("__heg_deputy")) == "string" and self:getMark("__heg_deputy") or self.deputyGeneral]
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if not deputy then
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return general.maxHp + general.mainMaxHpAdjustedValue
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@ -267,7 +269,7 @@ function Player:removeCards(playerArea, cardIds, specialName)
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if table.contains(fromAreaIds, id) then
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table.removeOne(fromAreaIds, id)
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-- FIXME: 为客户端移动id为-1的牌考虑,但总感觉有地方需要商讨啊!
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-- FIXME: 为客户端移动id为-1的牌考虑,但总感觉有地方需要商讨啊!
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elseif table.every(fromAreaIds, function(e) return e == -1 end) then
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table.remove(fromAreaIds, 1)
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elseif id == -1 then
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@ -329,12 +331,18 @@ end
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function Player:getCardIds(playerAreas, specialName)
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local rightAreas = { Player.Hand, Player.Equip, Player.Judge }
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playerAreas = playerAreas or rightAreas
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local cardIds = {}
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if type(playerAreas) == "string" then
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local str = playerAreas
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playerAreas = {}
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if str:find("h") then
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table.insert(playerAreas, Player.Hand)
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end
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if str:find("&") then
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for k, v in pairs(self.special_cards) do
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if k:endsWith("&") then table.insertTable(cardIds, v) end
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end
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end
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if str:find("e") then
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table.insert(playerAreas, Player.Equip)
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end
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@ -346,7 +354,6 @@ function Player:getCardIds(playerAreas, specialName)
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local areas = type(playerAreas) == "table" and playerAreas or { playerAreas }
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local rightAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
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local cardIds = {}
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for _, area in ipairs(areas) do
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assert(table.contains(rightAreas, area))
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assert(area ~= Player.Special or type(specialName) == "string")
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@ -510,7 +517,8 @@ function Player:distanceTo(other, mode, ignore_dead)
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if temp ~= other then
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print("Distance malfunction: start and end does not matched.")
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end
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local left = #(ignore_dead and Fk:currentRoom().players or Fk:currentRoom().alive_players) - right - #table.filter(Fk:currentRoom().alive_players, function(p) return p:isRemoved() end)
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local left = #(ignore_dead and Fk:currentRoom().players or Fk:currentRoom().alive_players) - right -
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#table.filter(Fk:currentRoom().alive_players, function(p) return p:isRemoved() end)
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local ret = 0
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if mode == "left" then
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ret = left
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@ -586,7 +594,7 @@ function Player:addCardUseHistory(cardName, num)
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num = num or 1
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assert(type(num) == "number" and num ~= 0)
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self.cardUsedHistory[cardName] = self.cardUsedHistory[cardName] or {0, 0, 0, 0}
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self.cardUsedHistory[cardName] = self.cardUsedHistory[cardName] or { 0, 0, 0, 0 }
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local t = self.cardUsedHistory[cardName]
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for i, _ in ipairs(t) do
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t[i] = t[i] + num
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@ -623,7 +631,7 @@ function Player:addSkillUseHistory(skill_name, num)
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num = num or 1
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assert(type(num) == "number" and num ~= 0)
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self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0}
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self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or { 0, 0, 0, 0 }
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local t = self.skillUsedHistory[skill_name]
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for i, _ in ipairs(t) do
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t[i] = t[i] + num
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@ -648,7 +656,7 @@ function Player:setSkillUseHistory(skill_name, num, scope)
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return
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end
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self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0}
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self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or { 0, 0, 0, 0 }
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self.skillUsedHistory[skill_name][scope] = num
|
||||
end
|
||||
|
||||
|
@ -681,7 +689,7 @@ end
|
|||
|
||||
--- 获取玩家是否无手牌及装备牌。
|
||||
function Player:isNude()
|
||||
return #self:getCardIds{Player.Hand, Player.Equip} == 0
|
||||
return #self:getCardIds { Player.Hand, Player.Equip } == 0
|
||||
end
|
||||
|
||||
--- 获取玩家所有区域是否无牌。
|
||||
|
@ -729,9 +737,8 @@ function Player:hasSkill(skill, ignoreNullified, ignoreAlive)
|
|||
end
|
||||
|
||||
if self:isInstanceOf(ServerPlayer) and -- isInstanceOf(nil) will return false
|
||||
table.contains(self._fake_skills, skill) and
|
||||
table.contains(self.prelighted_skills, skill) then
|
||||
|
||||
table.contains(self._fake_skills, skill) and
|
||||
table.contains(self.prelighted_skills, skill) then
|
||||
return true
|
||||
end
|
||||
|
||||
|
@ -751,7 +758,7 @@ end
|
|||
function Player:addSkill(skill, source_skill)
|
||||
skill = getActualSkill(skill)
|
||||
|
||||
local toget = {table.unpack(skill.related_skills)}
|
||||
local toget = { table.unpack(skill.related_skills) }
|
||||
table.insert(toget, skill)
|
||||
|
||||
local room = Fk:currentRoom()
|
||||
|
@ -812,7 +819,7 @@ function Player:loseSkill(skill, source_skill)
|
|||
table.insert(tolose, skill)
|
||||
self.derivative_skills[skill] = nil
|
||||
|
||||
local ret = {} ---@type Skill[]
|
||||
local ret = {} ---@type Skill[]
|
||||
for _, s in ipairs(tolose) do
|
||||
if not self:hasSkill(s, true, true) then
|
||||
table.insert(ret, s)
|
||||
|
@ -824,7 +831,7 @@ end
|
|||
--- 获取对应玩家所有技能。
|
||||
-- return all skills that xxx:hasSkill() == true
|
||||
function Player:getAllSkills()
|
||||
local ret = {table.unpack(self.player_skills)}
|
||||
local ret = { table.unpack(self.player_skills) }
|
||||
for _, t in pairs(self.derivative_skills) do
|
||||
for _, s in ipairs(t) do
|
||||
table.insertIfNeed(ret, s)
|
||||
|
@ -844,8 +851,7 @@ end
|
|||
---@param to Player @ 特定玩家
|
||||
---@param card Card @ 特定牌
|
||||
function Player:isProhibited(to, card)
|
||||
local r = Fk:currentRoom()
|
||||
|
||||
if type(card) == "number" then card = Fk:getCardById(card) end
|
||||
if card.type == Card.TypeEquip and #to:getAvailableEquipSlots(card.sub_type) == 0 then
|
||||
return true
|
||||
end
|
||||
|
@ -855,7 +861,12 @@ function Player:isProhibited(to, card)
|
|||
return true
|
||||
end
|
||||
|
||||
local status_skills = r.status_skills[ProhibitSkill] or Util.DummyTable
|
||||
if fk.useMustTargets and
|
||||
not table.contains(fk.useMustTargets, to.id) then
|
||||
return true
|
||||
end
|
||||
|
||||
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
|
||||
for _, skill in ipairs(status_skills) do
|
||||
if skill:isProhibited(self, to, card) then
|
||||
return true
|
||||
|
@ -907,8 +918,8 @@ function Player:prohibitReveal(isDeputy)
|
|||
return true
|
||||
end
|
||||
for _, m in ipairs(table.map(MarkEnum.TempMarkSuffix, function(s)
|
||||
return self:getMark(MarkEnum.RevealProhibited .. s)
|
||||
end)) do
|
||||
return self:getMark(MarkEnum.RevealProhibited .. s)
|
||||
end)) do
|
||||
if type(m) == "table" and table.contains(m, place) then
|
||||
return true
|
||||
end
|
||||
|
@ -928,9 +939,11 @@ fk.SwitchYin = 1
|
|||
---@return number|string @ 转换技状态
|
||||
function Player:getSwitchSkillState(skillName, afterUse, inWord)
|
||||
if afterUse then
|
||||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yin" or fk.SwitchYin) or (inWord and "yang" or fk.SwitchYang)
|
||||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yin" or fk.SwitchYin) or
|
||||
(inWord and "yang" or fk.SwitchYang)
|
||||
else
|
||||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yang" or fk.SwitchYang) or (inWord and "yin" or fk.SwitchYin)
|
||||
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yang" or fk.SwitchYang) or
|
||||
(inWord and "yin" or fk.SwitchYin)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -946,12 +959,12 @@ function Player:canMoveCardInBoardTo(to, id)
|
|||
return to:hasEmptyEquipSlot(card.sub_type)
|
||||
else
|
||||
return
|
||||
not (
|
||||
table.find(to:getCardIds(Player.Judge), function(cardId)
|
||||
return Fk:getCardById(cardId).name == card.name
|
||||
end) or
|
||||
table.contains(to.sealedSlots, Player.JudgeSlot)
|
||||
)
|
||||
not (
|
||||
table.find(to:getCardIds(Player.Judge), function(cardId)
|
||||
return Fk:getCardById(cardId).name == card.name
|
||||
end) or
|
||||
table.contains(to.sealedSlots, Player.JudgeSlot)
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -588,13 +588,3 @@ function fk.CreateGameMode(spec)
|
|||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
-- other
|
||||
|
||||
---@class PoxiSpec
|
||||
---@field name string
|
||||
---@field card_filter fun(to_select: int, selected: int[], data: any): bool
|
||||
---@field feasible fun(selected: int[], data: any): bool
|
||||
---@field post_select nil | fun(selected: int[], data: any): int[]
|
||||
---@field default_choice nil | fun(data: any): int[]
|
||||
---@field prompt nil | string | fun(data: any): string
|
||||
|
|
|
@ -7,7 +7,6 @@
|
|||
|
||||
---@alias null nil
|
||||
---@alias bool boolean | nil
|
||||
---@alias int integer
|
||||
|
||||
---@class fk
|
||||
---FreeKill's lua API
|
||||
|
|
|
@ -0,0 +1,45 @@
|
|||
拓展包ai文件写法:
|
||||
按照包文件夹名+_ai,例如standard_cards是standard_cards_ai.lua,直接放在init.lua同位置下。
|
||||
|
||||
分辨敌我:
|
||||
设置反值内值,同时设置技能和牌的身份值;例如杀的值为100,主公或跳身份的忠被杀时,来源反值+100,当一名角色反值大于50时,将识别为反贼;当跳反者杀反贼(或跳忠者杀主忠)时,他内值就+100,内值大于50的将被识别为内奸;当然,标记身份是以最高值开始标记身份,例如场上两名角色为400和300的最高反值,但是反贼只剩下一个,那么就只将400的标记为反贼,其余身份也是如此。优先针对虚弱,相同虚弱再优先仇恨。
|
||||
|
||||
要让身份值加给角色,就需要在使用技能或牌时接入ai接口,所以我在触发时机函数的最后加了接口,用于获取此时触发时机的数据,例如1号位杀2号位,此时触发了指定目标时机,就可以通过接口接入ai,然后让来源反值+100。但是N神不想这样增加接口,但我还不了解怎么通过其他方式同步获取使用技能或牌的数据......
|
||||
|
||||
空闲点ai出牌:
|
||||
先定义阶段技或卡牌的优先度,然后获取角色所有可用的阶段技和卡牌,按照优先度进行排序,再进行for列表逐一检测是否可使用,可使用则检测是否有使用函数,有则执行使用函数;在使用函数里进行定义self.use_id和给self.use_tos添加角色id;然后系统检测有self.use_id则输出使用(如果是使用卡则self.use_id=卡id,阶段技是self.use_id=子卡表{}),同时可以给self.use_tos添加角色id做为牌或技能的目标,会同步输出。
|
||||
|
||||
请求ai使用牌:
|
||||
包含请求无懈,请求桃,借刀请求杀等
|
||||
请求无懈有正无懈和反无懈,系统根据生效锦囊牌名定位请求代码(之后可以增加来源和目标技能名来修正是否使用,例如要通过伤害锦囊卖血时,可以通过技能名阻止友方使用无懈),同时请求代码会带有正反无懈的参数,根据这个参数进行分类讨论,请求代码需定义self.use_id为将要使用的无懈id,当然也可以定义self.use_id=true,这样就会根据卡牌优先度选择第一个无懈使用。因为要区分正反无懈,我在room里的请求无懈时增加了fk.askNullification和fk.askNullificationData,前者用来区分正反无懈,后者记录要无懈的锦囊数据,因为直接获取使用数据,可能会是上个无懈的数据而不是最初锦囊的数据,当然我并不知道其他的识别正反无懈和获取源锦囊生效数据的方法,只能是手动增加记录的这个样子来实现.....
|
||||
|
||||
请求桃默认给友军使用,但是可以通过来源和目标的技能来修正来源是否要使用桃
|
||||
|
||||
剩下的请求牌根据提示信息名进行决策,兜底决策是套用空闲点出牌代码,所以说请求使用牌和空闲点使用牌的的函数是相通的,如果请求使用牌没有定义函数,就会调用空闲点使用牌的函数来兜底。
|
||||
|
||||
技能转化牌:
|
||||
急救桃、倾国闪等
|
||||
也是通过技能名定位转化代码,也需要定义self.use_id为技能子卡表{}就行,如果没有子卡就定义空表{},如果不定义就表示不使用转化技。
|
||||
|
||||
请求ai打出牌:
|
||||
杀响应决斗南蛮等
|
||||
根据牌名或技能名来分别决策,同时优先以技能名决策(用于卖血技),兜底决策是默认不响应,因为有部分是技能请求响应,例如鬼才改判打出。响应牌依旧是将要响应的卡的id定义为self.use_id(懒得再定义个新参数)
|
||||
|
||||
请求ai弃置牌:
|
||||
给每个牌名定义保留值,然后排序并优先弃置低保留值的牌。
|
||||
|
||||
请求ai发动技能:
|
||||
直接按照技能名分别决策。
|
||||
技能请求选择角色是给self.use_tos添加目标id,例如突袭
|
||||
既请求选择角色又请求选择牌就再增加定义self.use_id为技能子卡表{}
|
||||
|
||||
请求ai选择角色区域牌:
|
||||
按照提示信息名分别决策,同时设置兜底决策,对敌军优先选择其重要的牌。
|
||||
依旧是定义self.use_id为技能子卡表{},不论选择一张牌还是多张牌,都是将牌id添加到表然后定义给self.use_id。
|
||||
|
||||
请求ai选择选项:
|
||||
按照提示信息名分别决策,同时兜底决策是随机选择。
|
||||
这个就直接返回需要选择的选项就行。
|
||||
|
||||
|
||||
|
|
@ -3,25 +3,3 @@
|
|||
AI = require "server.ai.ai"
|
||||
TrustAI = require "server.ai.trust_ai"
|
||||
RandomAI = require "server.ai.random_ai"
|
||||
SmartAI = require "server.ai.smart_ai"
|
||||
|
||||
-- load ai module from packages
|
||||
local directories = FileIO.ls("packages")
|
||||
require "packages.standard.ai"
|
||||
require "packages.standard_cards.ai"
|
||||
require "packages.maneuvering.ai"
|
||||
table.removeOne(directories, "standard")
|
||||
table.removeOne(directories, "standard_cards")
|
||||
table.removeOne(directories, "maneuvering")
|
||||
|
||||
local _disable_packs = json.decode(fk.GetDisabledPacks())
|
||||
|
||||
for _, dir in ipairs(directories) do
|
||||
if (not string.find(dir, ".disabled")) and not table.contains(_disable_packs, dir)
|
||||
and FileIO.isDir("packages/" .. dir)
|
||||
and FileIO.exists("packages/" .. dir .. "/ai/init.lua") then
|
||||
|
||||
require(string.format("packages.%s.ai", dir))
|
||||
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
---@class RandomAI: AI
|
||||
local RandomAI = AI:subclass("RandomAI")
|
||||
|
||||
|
@ -7,234 +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
|
||||
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
|
||||
local filter_func = skill.cardFilter
|
||||
if card then
|
||||
filter_func = function()
|
||||
return 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)
|
||||
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 ""
|
||||
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
|
||||
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)
|
||||
end
|
||||
for _, n in ipairs(cnames) do
|
||||
local c = Fk:cloneCard(n)
|
||||
precondition = c.skill:canUse(Self, c)
|
||||
if precondition then break end
|
||||
|
||||
if (not precondition) or math.random() < 0.2 then
|
||||
return nil
|
||||
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
|
||||
|
||||
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,
|
||||
}
|
||||
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
|
||||
end
|
||||
return nil
|
||||
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
|
||||
for _, card in ipairs(avail_cards) do
|
||||
local skill = Fk:getCardById(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}, 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
|
||||
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)
|
||||
avail_targets = table.map(avail_targets, function(p) return p.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 == 0 and #avail_cards == 0 then break end
|
||||
table.insertIfNeed(selected_targets, table.random(avail_targets))
|
||||
table.insertIfNeed({card}, table.random(avail_cards))
|
||||
end
|
||||
if skill:feasible(selected_targets, {card}, self.player, card) then
|
||||
return json.encode{
|
||||
card = table.random(avail_cards),
|
||||
targets = selected_targets,
|
||||
}
|
||||
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
|
||||
end
|
||||
return ""
|
||||
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
|
||||
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
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,15 +1,18 @@
|
|||
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
local playCardEmotionAndSound = function(room, player, card)
|
||||
if card.type ~= Card.TypeEquip then
|
||||
local anim_path = "./packages/" .. card.package.extensionName .. "/image/anim/" .. card.name
|
||||
if not FileIO.exists(anim_path) then
|
||||
for _, dir in ipairs(FileIO.ls("./packages/")) do
|
||||
anim_path = "./packages/" .. dir .. "/image/anim/" .. card.name
|
||||
if FileIO.exists(anim_path) then break end
|
||||
if FileIO.exists(anim_path) then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if FileIO.exists(anim_path) then room:setEmotion(player, anim_path) end
|
||||
if FileIO.exists(anim_path) then
|
||||
room:setEmotion(player, anim_path)
|
||||
end
|
||||
end
|
||||
|
||||
local soundName
|
||||
|
@ -25,13 +28,15 @@ local playCardEmotionAndSound = function(room, player, card)
|
|||
|
||||
soundName = "./audio/card/common/" .. subTypeStr
|
||||
else
|
||||
soundName = "./packages/" .. card.package.extensionName .. "/audio/card/"
|
||||
.. (player.gender == General.Male and "male/" or "female/") .. card.name
|
||||
soundName = "./packages/" .. card.package.extensionName .. "/audio/card/" ..
|
||||
(player.gender == General.Male and "male/" or "female/") .. card.name
|
||||
if not FileIO.exists(soundName .. ".mp3") then
|
||||
for _, dir in ipairs(FileIO.ls("./packages/")) do
|
||||
soundName = "./packages/" .. dir .. "/audio/card/"
|
||||
.. (player.gender == General.Male and "male/" or "female/") .. card.name
|
||||
if FileIO.exists(soundName .. ".mp3") then break end
|
||||
soundName = "./packages/" .. dir .. "/audio/card/" ..
|
||||
(player.gender == General.Male and "male/" or "female/") .. card.name
|
||||
if FileIO.exists(soundName .. ".mp3") then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -49,17 +54,19 @@ local sendCardEmotionAndLog = function(room, cardUseEvent)
|
|||
local card = _card
|
||||
---[[
|
||||
if not _card:isVirtual() then
|
||||
local temp = { card = _card }
|
||||
local temp = {
|
||||
card = _card
|
||||
}
|
||||
Fk:filterCard(_card.id, room:getPlayerById(from), temp)
|
||||
card = temp.card
|
||||
end
|
||||
cardUseEvent.card = card
|
||||
--]]
|
||||
-- ]]
|
||||
|
||||
playCardEmotionAndSound(room, room:getPlayerById(from), card)
|
||||
room:doAnimate("Indicate", {
|
||||
from = from,
|
||||
to = cardUseEvent.tos or Util.DummyTable,
|
||||
to = cardUseEvent.tos or Util.DummyTable
|
||||
})
|
||||
|
||||
local useCardIds = card:isVirtual() and card.subcards or { card.id }
|
||||
|
@ -71,23 +78,23 @@ local sendCardEmotionAndLog = function(room, cardUseEvent)
|
|||
|
||||
if card:isVirtual() or (card ~= _card) then
|
||||
if #useCardIds == 0 then
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseV0CardToTargets",
|
||||
from = from,
|
||||
to = to,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseVCardToTargets",
|
||||
from = from,
|
||||
to = to,
|
||||
card = useCardIds,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
end
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseCardToTargets",
|
||||
from = from,
|
||||
to = to,
|
||||
|
@ -97,74 +104,78 @@ local sendCardEmotionAndLog = function(room, cardUseEvent)
|
|||
|
||||
for _, t in ipairs(cardUseEvent.tos) do
|
||||
if t[2] then
|
||||
local temp = {table.unpack(t)}
|
||||
local temp = { table.unpack(t) }
|
||||
table.remove(temp, 1)
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#CardUseCollaborator",
|
||||
from = t[1],
|
||||
to = temp,
|
||||
arg = card.name,
|
||||
arg = card.name
|
||||
}
|
||||
end
|
||||
end
|
||||
elseif cardUseEvent.toCard then
|
||||
if card:isVirtual() or (card ~= _card) then
|
||||
if #useCardIds == 0 then
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseV0CardToCard",
|
||||
from = from,
|
||||
arg = cardUseEvent.toCard.name,
|
||||
arg2 = card:toLogString(),
|
||||
arg2 = card:toLogString()
|
||||
}
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseVCardToCard",
|
||||
from = from,
|
||||
card = useCardIds,
|
||||
arg = cardUseEvent.toCard.name,
|
||||
arg2 = card:toLogString(),
|
||||
arg2 = card:toLogString()
|
||||
}
|
||||
end
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseCardToCard",
|
||||
from = from,
|
||||
card = useCardIds,
|
||||
arg = cardUseEvent.toCard.name,
|
||||
arg = cardUseEvent.toCard.name
|
||||
}
|
||||
end
|
||||
else
|
||||
if card:isVirtual() or (card ~= _card) then
|
||||
if #useCardIds == 0 then
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseV0Card",
|
||||
from = from,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseVCard",
|
||||
from = from,
|
||||
card = useCardIds,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
end
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#UseCard",
|
||||
from = from,
|
||||
card = useCardIds,
|
||||
card = useCardIds
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
if #useCardIds == 0 then return end
|
||||
if #useCardIds == 0 then
|
||||
return
|
||||
end
|
||||
if cardUseEvent.tos and #cardUseEvent.tos > 0 and #cardUseEvent.tos <= 2 then
|
||||
local tos = table.map(cardUseEvent.tos, function(e) return e[1] end)
|
||||
local tos = table.map(cardUseEvent.tos, function(e)
|
||||
return e[1]
|
||||
end)
|
||||
room:sendFootnote(useCardIds, {
|
||||
type = "##UseCardTo",
|
||||
from = from,
|
||||
to = tos,
|
||||
to = tos
|
||||
})
|
||||
if card:isVirtual() then
|
||||
room:sendCardVirtName(useCardIds, card.name)
|
||||
|
@ -172,7 +183,7 @@ local sendCardEmotionAndLog = function(room, cardUseEvent)
|
|||
else
|
||||
room:sendFootnote(useCardIds, {
|
||||
type = "##UseCard",
|
||||
from = from,
|
||||
from = from
|
||||
})
|
||||
if card:isVirtual() then
|
||||
room:sendCardVirtName(useCardIds, card.name)
|
||||
|
@ -185,16 +196,18 @@ GameEvent.functions[GameEvent.UseCard] = function(self)
|
|||
local room = self.room
|
||||
local logic = room.logic
|
||||
|
||||
room:moveCardTo(cardUseEvent.card, Card.Processing, nil, fk.ReasonUse)
|
||||
|
||||
if cardUseEvent.card.skill then
|
||||
cardUseEvent.card.skill:onUse(room, cardUseEvent)
|
||||
end
|
||||
|
||||
if logic:trigger(fk.PreCardUse, room:getPlayerById(cardUseEvent.from), cardUseEvent) then
|
||||
cardUseEvent.breakEvent = true
|
||||
self.data = { cardUseEvent }
|
||||
logic:breakEvent()
|
||||
end
|
||||
|
||||
room:moveCardTo(cardUseEvent.card, Card.Processing, nil, fk.ReasonUse)
|
||||
|
||||
sendCardEmotionAndLog(room, cardUseEvent)
|
||||
|
||||
if not cardUseEvent.extraUse then
|
||||
|
@ -205,7 +218,6 @@ GameEvent.functions[GameEvent.UseCard] = function(self)
|
|||
cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {}
|
||||
table.insertIfNeed(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
|
||||
end
|
||||
|
||||
for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.CardUsing }) do
|
||||
if not cardUseEvent.toCard and #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
|
||||
break
|
||||
|
@ -229,7 +241,7 @@ GameEvent.cleaners[GameEvent.UseCard] = function(self)
|
|||
room:moveCards({
|
||||
ids = leftRealCardIds,
|
||||
toArea = Card.DiscardPile,
|
||||
moveReason = fk.ReasonUse,
|
||||
moveReason = fk.ReasonUse
|
||||
})
|
||||
end
|
||||
end
|
||||
|
@ -238,50 +250,54 @@ 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
|
||||
cardResponseEvent.breakEvent = true
|
||||
self.data = { cardResponseEvent }
|
||||
logic:breakEvent()
|
||||
end
|
||||
|
||||
local from = cardResponseEvent.customFrom or cardResponseEvent.from
|
||||
local card = cardResponseEvent.card
|
||||
local cardIds = room:getSubcardsByRule(card)
|
||||
|
||||
if card:isVirtual() then
|
||||
if #cardIds == 0 then
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#ResponsePlayV0Card",
|
||||
from = from,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#ResponsePlayVCard",
|
||||
from = from,
|
||||
card = cardIds,
|
||||
arg = card:toLogString(),
|
||||
arg = card:toLogString()
|
||||
}
|
||||
end
|
||||
else
|
||||
room:sendLog{
|
||||
room:sendLog {
|
||||
type = "#ResponsePlayCard",
|
||||
from = from,
|
||||
card = cardIds,
|
||||
card = cardIds
|
||||
}
|
||||
end
|
||||
room:moveCardTo(card, Card.Processing, nil, fk.ReasonResonpse)
|
||||
if #cardIds > 0 then
|
||||
room:sendFootnote(cardIds, {
|
||||
type = "##ResponsePlayCard",
|
||||
from = from,
|
||||
from = from
|
||||
})
|
||||
if card:isVirtual() then
|
||||
room:sendCardVirtName(cardIds, card.name)
|
||||
end
|
||||
end
|
||||
|
||||
if logic:trigger(fk.PreCardRespond, room:getPlayerById(cardResponseEvent.from), cardResponseEvent) then
|
||||
logic:breakEvent()
|
||||
if cardResponseEvent.retrial ~= true then
|
||||
playCardEmotionAndSound(room, room:getPlayerById(from), card)
|
||||
end
|
||||
|
||||
playCardEmotionAndSound(room, room:getPlayerById(from), card)
|
||||
|
||||
logic:trigger(fk.CardResponding, room:getPlayerById(cardResponseEvent.from), cardResponseEvent)
|
||||
self.data = { cardResponseEvent }
|
||||
end
|
||||
|
||||
GameEvent.cleaners[GameEvent.RespondCard] = function(self)
|
||||
|
@ -295,7 +311,7 @@ GameEvent.cleaners[GameEvent.RespondCard] = function(self)
|
|||
room:moveCards({
|
||||
ids = realCardIds,
|
||||
toArea = Card.DiscardPile,
|
||||
moveReason = fk.ReasonResonpse,
|
||||
moveReason = fk.ReasonResonpse
|
||||
})
|
||||
end
|
||||
end
|
||||
|
@ -315,13 +331,9 @@ GameEvent.functions[GameEvent.CardEffect] = function(self)
|
|||
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
|
||||
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()
|
||||
end
|
||||
|
||||
|
|
|
@ -73,13 +73,6 @@ function GameEvent:addExitFunc(f)
|
|||
table.insert(self.extra_exit_funcs, f)
|
||||
end
|
||||
|
||||
function GameEvent:prependExitFunc(f)
|
||||
if self.extra_exit_funcs == Util.DummyTable then
|
||||
self.extra_exit_funcs = {}
|
||||
end
|
||||
table.insert(self.extra_exit_funcs, 1, f)
|
||||
end
|
||||
|
||||
function GameEvent:findParent(eventType, includeSelf)
|
||||
if includeSelf and self.event == eventType then return self end
|
||||
local e = self.parent
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
---@class GameLogic: Object
|
||||
---@field public room Room
|
||||
---@field public skill_table table<Event, TriggerSkill[]>
|
||||
|
@ -14,421 +13,424 @@
|
|||
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")
|
||||
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
|
||||
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)
|
||||
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 {}
|
||||
end
|
||||
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}
|
||||
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
|
||||
|
||||
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)
|
||||
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
|
||||
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])
|
||||
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
|
||||
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
|
||||
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
|
||||
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)
|
||||
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
|
||||
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
|
||||
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
|
||||
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)
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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] = {}
|
||||
if skill == nil or table.contains(self.skills, skill.name) then
|
||||
return
|
||||
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
|
||||
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
|
||||
end
|
||||
|
||||
if not table.contains(priority_tab, prio) then
|
||||
table.insert(priority_tab, prio)
|
||||
end
|
||||
table.insert(self.refresh_skill_table[event], skill)
|
||||
end
|
||||
|
||||
if not table.contains(self.skill_priority_table[event],
|
||||
skill.priority_table[event]) then
|
||||
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)
|
||||
|
||||
table.insert(self.skill_priority_table[event],
|
||||
skill.priority_table[event])
|
||||
end
|
||||
end
|
||||
if self.skill_priority_table[event] == nil then
|
||||
self.skill_priority_table[event] = {}
|
||||
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
|
||||
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
|
||||
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
|
||||
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 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
|
||||
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
|
||||
|
||||
repeat do
|
||||
local invoked_skills = {}
|
||||
local filter_func = function(skill)
|
||||
return skill.priority_table[event] == prio and
|
||||
not table.contains(invoked_skills, skill) and
|
||||
skill:triggerable(event, target, player, data)
|
||||
end
|
||||
if #skills == 0 or refresh_only then
|
||||
return
|
||||
end
|
||||
|
||||
local skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
|
||||
local prio_tab = self.skill_priority_table[event]
|
||||
local prev_prio = math.huge
|
||||
|
||||
while #skill_names > 0 do
|
||||
local skill_name = prio <= 0 and table.random(skill_names) or
|
||||
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
|
||||
for _, prio in ipairs(prio_tab) do
|
||||
if broken then
|
||||
break
|
||||
end
|
||||
if prio >= prev_prio then
|
||||
-- continue
|
||||
goto trigger_loop_continue
|
||||
end
|
||||
|
||||
local skill = skill_name == "game_rule" and GameRule
|
||||
or Fk.skills[skill_name]
|
||||
repeat
|
||||
do
|
||||
local triggerables = table.filter(skills, function(skill)
|
||||
return skill.priority_table[event] == prio and skill:triggerable(event, target, player, data)
|
||||
end)
|
||||
|
||||
table.insert(invoked_skills, skill)
|
||||
broken = skill:trigger(event, target, player, data)
|
||||
skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
|
||||
local skill_names = table.map(triggerables, function(skill)
|
||||
return skill.name
|
||||
end)
|
||||
|
||||
broken = broken or (event == fk.AskForPeaches
|
||||
and room:getPlayerById(data.who).hp > 0)
|
||||
while #skill_names > 0 do
|
||||
local skill_name = prio <= 0 and table.random(skill_names) or
|
||||
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
|
||||
|
||||
if broken then break end
|
||||
end
|
||||
local skill = skill_name == "game_rule" and GameRule or Fk.skills[skill_name]
|
||||
|
||||
if broken then break end
|
||||
local len = #skills
|
||||
broken = skill:trigger(event, target, player, data)
|
||||
|
||||
player = player.next
|
||||
end until player == _target
|
||||
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))
|
||||
|
||||
prev_prio = prio
|
||||
::trigger_loop_continue::
|
||||
end
|
||||
broken = broken or (event == fk.AskForPeaches and room:getPlayerById(data.who).hp > 0)
|
||||
|
||||
return broken
|
||||
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
|
||||
end
|
||||
|
||||
---@return GameEvent
|
||||
function GameLogic:getCurrentEvent()
|
||||
return self.game_event_stack.t[self.game_event_stack.p]
|
||||
end
|
||||
|
||||
--- 如果当前事件刚好是技能生效事件,就返回那个技能名,否则返回空串。
|
||||
function GameLogic:getCurrentSkillName()
|
||||
local skillEvent = self:getCurrentEvent()
|
||||
local ret = ""
|
||||
if skillEvent.event == GameEvent.SkillEffect then
|
||||
local _, _, _skill = table.unpack(skillEvent.data)
|
||||
local skill = _skill.main_skill and _skill.main_skill or _skill
|
||||
ret = skill.name
|
||||
end
|
||||
return ret
|
||||
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
|
||||
|
@ -438,85 +440,90 @@ 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 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)
|
||||
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("Stack level #" .. i .. ": " .. tostring(top))
|
||||
else
|
||||
print("\nStack level #" .. i .. ":")
|
||||
inspect{
|
||||
eventId = GameEvent:translate(top.event),
|
||||
data = printable_data or "nil",
|
||||
}
|
||||
print("")
|
||||
end
|
||||
|
||||
top = top.parent
|
||||
i = i - 1
|
||||
until not top
|
||||
repeat
|
||||
local printable_data
|
||||
if type(top.data) ~= "table" then
|
||||
printable_data = top.data
|
||||
else
|
||||
printable_data = table.cloneWithoutClass(top.data)
|
||||
end
|
||||
|
||||
print("\n===== End of event stack dump =====")
|
||||
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 =====")
|
||||
end
|
||||
|
||||
function GameLogic:dumpAllEvents(from, to)
|
||||
from = from or 1
|
||||
to = to or #self.all_game_events
|
||||
assert(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
|
||||
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
|
||||
end
|
||||
|
||||
function GameLogic:breakEvent(ret)
|
||||
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
|
||||
|
|
1405
lua/server/room.lua
1405
lua/server/room.lua
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,46 @@
|
|||
diff a/lua/server/room.lua b/lua/server/room.lua (rejected hunks)
|
||||
@@ -1482,41 +1482,18 @@
|
||||
local result = self:doRequest(chooser, command, json.encode(data))
|
||||
|
||||
if result == "" then
|
||||
- local areas = {}
|
||||
- local handcards
|
||||
+ local handcards = {}
|
||||
if type(flag) == "string" then
|
||||
- if string.find(flag, "h") then
|
||||
- table.insert(areas, Player.Hand)
|
||||
- end
|
||||
- if string.find(flag, "e") then
|
||||
- table.insert(areas, Player.Equip)
|
||||
- end
|
||||
- if string.find(flag, "j") then
|
||||
- table.insert(areas, Player.Judge)
|
||||
- end
|
||||
- handcards = target:getCardIds(areas)
|
||||
+ handcards = target:getCardIds(flag)
|
||||
else
|
||||
- handcards = {}
|
||||
for _, t in ipairs(flag.card_data) do
|
||||
table.insertTable(handcards, t[2])
|
||||
end
|
||||
end
|
||||
- if #handcards == 0 then
|
||||
- return
|
||||
- end
|
||||
- result = handcards[math.random(1, #handcards)]
|
||||
+ result = handcards[math.random(1, #handcards)] or -1
|
||||
else
|
||||
result = tonumber(result)
|
||||
end
|
||||
-
|
||||
- if result == -1 then
|
||||
- local handcards = target:getCardIds(Player.Hand)
|
||||
- if #handcards == 0 then
|
||||
- return
|
||||
- end
|
||||
- result = table.random(handcards)
|
||||
- end
|
||||
-
|
||||
return result
|
||||
end
|
||||
|
|
@ -45,7 +45,7 @@ function ServerPlayer:initialize(_self)
|
|||
self._prelighted_skills = {}
|
||||
|
||||
self._timewaste_count = 0
|
||||
self.ai = RandomAI:new(self)
|
||||
self.ai = TrustAI:new(self)
|
||||
end
|
||||
|
||||
---@param command string
|
||||
|
@ -469,7 +469,7 @@ function ServerPlayer:gainAnExtraPhase(phase, delay)
|
|||
local logic = room.logic
|
||||
local turn = logic:getCurrentEvent():findParent(GameEvent.Phase, true)
|
||||
if turn then
|
||||
turn:prependExitFunc(function() self:gainAnExtraPhase(phase, false) end)
|
||||
turn:addExitFunc(function() self:gainAnExtraPhase(phase, false) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
@ -484,6 +484,7 @@ function ServerPlayer:gainAnExtraPhase(phase, delay)
|
|||
arg = phase_name_table[phase],
|
||||
}
|
||||
|
||||
|
||||
GameEvent(GameEvent.Phase, self, self.phase):exec()
|
||||
|
||||
self.phase = current
|
||||
|
@ -579,7 +580,6 @@ function ServerPlayer:skip(phase)
|
|||
end
|
||||
end
|
||||
|
||||
--- 当进行到出牌阶段空闲点时,结束出牌阶段。
|
||||
function ServerPlayer:endPlayPhase()
|
||||
self._play_phase_end = true
|
||||
-- TODO: send log
|
||||
|
@ -592,7 +592,7 @@ function ServerPlayer:gainAnExtraTurn(delay)
|
|||
local logic = room.logic
|
||||
local turn = logic:getCurrentEvent():findParent(GameEvent.Turn, true)
|
||||
if turn then
|
||||
turn:prependExitFunc(function() self:gainAnExtraTurn(false) end)
|
||||
turn:addExitFunc(function() self:gainAnExtraTurn(false) end)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
@ -604,32 +604,10 @@ function ServerPlayer:gainAnExtraTurn(delay)
|
|||
|
||||
local current = room.current
|
||||
room.current = self
|
||||
|
||||
self.tag["_extra_turn_count"] = self.tag["_extra_turn_count"] or {}
|
||||
local ex_tag = self.tag["_extra_turn_count"]
|
||||
local skillName = room.logic:getCurrentSkillName()
|
||||
table.insert(ex_tag, skillName)
|
||||
|
||||
GameEvent(GameEvent.Turn, self):exec()
|
||||
|
||||
table.remove(ex_tag)
|
||||
|
||||
room.current = current
|
||||
end
|
||||
|
||||
function ServerPlayer:insideExtraTurn()
|
||||
return self.tag["_extra_turn_count"] and #self.tag["_extra_turn_count"] > 0
|
||||
end
|
||||
|
||||
---@return string
|
||||
function ServerPlayer:getCurrentExtraTurnReason()
|
||||
local ex_tag = self.tag["_extra_turn_count"]
|
||||
if (not ex_tag) or #ex_tag == 0 then
|
||||
return "game_rule"
|
||||
end
|
||||
return ex_tag[#ex_tag]
|
||||
end
|
||||
|
||||
function ServerPlayer:drawCards(num, skillName, fromPlace)
|
||||
return self.room:drawCards(self, num, skillName, fromPlace)
|
||||
end
|
||||
|
@ -1013,4 +991,8 @@ function ServerPlayer:removeBuddy(other)
|
|||
self:doNotify("RmBuddy", tostring(other.id))
|
||||
end
|
||||
|
||||
function ServerPlayer:getAI()
|
||||
return self.ai
|
||||
end
|
||||
|
||||
return ServerPlayer
|
||||
|
|
|
@ -1,481 +1,448 @@
|
|||
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
local extension = Package:new("maneuvering", Package.CardPack)
|
||||
|
||||
local slash = Fk:cloneCard("slash")
|
||||
|
||||
local thunderSlashSkill = fk.CreateActiveSkill{
|
||||
name = "thunder__slash_skill",
|
||||
max_phase_use_time = 1,
|
||||
target_num = 1,
|
||||
can_use = slash.skill.canUse,
|
||||
mod_target_filter = slash.skill.modTargetFilter,
|
||||
target_filter = slash.skill.targetFilter,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = effect.to
|
||||
local from = effect.from
|
||||
local thunderSlashSkill = fk.CreateActiveSkill {
|
||||
name = "thunder__slash_skill",
|
||||
max_phase_use_time = 1,
|
||||
target_num = 1,
|
||||
can_use = slash.skill.canUse,
|
||||
mod_target_filter = slash.skill.modTargetFilter,
|
||||
target_filter = slash.skill.targetFilter,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = effect.to
|
||||
local from = effect.from
|
||||
|
||||
room:damage({
|
||||
from = room:getPlayerById(from),
|
||||
to = room:getPlayerById(to),
|
||||
card = effect.card,
|
||||
damage = 1,
|
||||
damageType = fk.ThunderDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
end
|
||||
}
|
||||
local thunderSlash = fk.CreateBasicCard{
|
||||
name = "thunder__slash",
|
||||
skill = thunderSlashSkill,
|
||||
is_damage_card = true,
|
||||
}
|
||||
|
||||
extension:addCards{
|
||||
thunderSlash:clone(Card.Club, 5),
|
||||
thunderSlash:clone(Card.Club, 6),
|
||||
thunderSlash:clone(Card.Club, 7),
|
||||
thunderSlash:clone(Card.Club, 8),
|
||||
thunderSlash:clone(Card.Spade, 4),
|
||||
thunderSlash:clone(Card.Spade, 5),
|
||||
thunderSlash:clone(Card.Spade, 6),
|
||||
thunderSlash:clone(Card.Spade, 7),
|
||||
thunderSlash:clone(Card.Spade, 8),
|
||||
}
|
||||
|
||||
local fireSlashSkill = fk.CreateActiveSkill{
|
||||
name = "fire__slash_skill",
|
||||
max_phase_use_time = 1,
|
||||
target_num = 1,
|
||||
can_use = slash.skill.canUse,
|
||||
mod_target_filter = slash.skill.modTargetFilter,
|
||||
target_filter = slash.skill.targetFilter,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = effect.to
|
||||
local from = effect.from
|
||||
|
||||
room:damage({
|
||||
from = room:getPlayerById(from),
|
||||
to = room:getPlayerById(to),
|
||||
card = effect.card,
|
||||
damage = 1,
|
||||
damageType = fk.FireDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
end
|
||||
}
|
||||
local fireSlash = fk.CreateBasicCard{
|
||||
name = "fire__slash",
|
||||
skill = fireSlashSkill,
|
||||
is_damage_card = true,
|
||||
}
|
||||
|
||||
extension:addCards{
|
||||
fireSlash:clone(Card.Heart, 4),
|
||||
fireSlash:clone(Card.Heart, 7),
|
||||
fireSlash:clone(Card.Heart, 10),
|
||||
fireSlash:clone(Card.Diamond, 4),
|
||||
fireSlash:clone(Card.Diamond, 5),
|
||||
}
|
||||
|
||||
local analepticSkill = fk.CreateActiveSkill{
|
||||
name = "analeptic_skill",
|
||||
max_turn_use_time = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
return self:withinTimesLimit(Fk:currentRoom():getPlayerById(to_select), Player.HistoryTurn, card, "analeptic", Fk:currentRoom():getPlayerById(to_select)) and
|
||||
not table.find(Fk:currentRoom().alive_players, function(p)
|
||||
return p.dying
|
||||
end)
|
||||
end,
|
||||
can_use = function(self, player, card)
|
||||
return self:withinTimesLimit(player, Player.HistoryTurn, card, "analeptic", player)
|
||||
end,
|
||||
on_use = function(self, room, use)
|
||||
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
|
||||
use.tos = { { use.from } }
|
||||
room:damage({
|
||||
from = room:getPlayerById(from),
|
||||
to = room:getPlayerById(to),
|
||||
card = effect.card,
|
||||
damage = 1,
|
||||
damageType = fk.ThunderDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
end
|
||||
|
||||
if use.extra_data and use.extra_data.analepticRecover then
|
||||
use.extraUse = true
|
||||
end
|
||||
end,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = room:getPlayerById(effect.to)
|
||||
if effect.extra_data and effect.extra_data.analepticRecover then
|
||||
room:recover({
|
||||
who = to,
|
||||
num = 1,
|
||||
recoverBy = room:getPlayerById(effect.from),
|
||||
card = effect.card,
|
||||
})
|
||||
else
|
||||
to.drank = to.drank + 1
|
||||
room:broadcastProperty(to, "drank")
|
||||
end
|
||||
end
|
||||
}
|
||||
local thunderSlash = fk.CreateBasicCard {
|
||||
name = "thunder__slash",
|
||||
skill = thunderSlashSkill,
|
||||
is_damage_card = true
|
||||
}
|
||||
|
||||
local analepticEffect = fk.CreateTriggerSkill{
|
||||
name = "analeptic_effect",
|
||||
global = true,
|
||||
priority = 0, -- game rule
|
||||
events = { fk.PreCardUse, fk.EventPhaseStart },
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
if target ~= player then
|
||||
return false
|
||||
end
|
||||
extension:addCards{thunderSlash:clone(Card.Club, 5), thunderSlash:clone(Card.Club, 6), thunderSlash:clone(Card.Club, 7),
|
||||
thunderSlash:clone(Card.Club, 8), thunderSlash:clone(Card.Spade, 4),
|
||||
thunderSlash:clone(Card.Spade, 5), thunderSlash:clone(Card.Spade, 6),
|
||||
thunderSlash:clone(Card.Spade, 7), thunderSlash:clone(Card.Spade, 8)}
|
||||
|
||||
if event == fk.PreCardUse then
|
||||
return data.card.trueName == "slash" and player.drank > 0
|
||||
else
|
||||
return target.phase == Player.NotActive
|
||||
local fireSlashSkill = fk.CreateActiveSkill {
|
||||
name = "fire__slash_skill",
|
||||
max_phase_use_time = 1,
|
||||
target_num = 1,
|
||||
can_use = slash.skill.canUse,
|
||||
mod_target_filter = slash.skill.modTargetFilter,
|
||||
target_filter = slash.skill.targetFilter,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = effect.to
|
||||
local from = effect.from
|
||||
|
||||
room:damage({
|
||||
from = room:getPlayerById(from),
|
||||
to = room:getPlayerById(to),
|
||||
card = effect.card,
|
||||
damage = 1,
|
||||
damageType = fk.FireDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
end
|
||||
end,
|
||||
on_trigger = function(self, event, target, player, data)
|
||||
local room = player.room
|
||||
if event == fk.PreCardUse then
|
||||
data.additionalDamage = (data.additionalDamage or 0) + player.drank
|
||||
data.extra_data = data.extra_data or {}
|
||||
data.extra_data.drankBuff = player.drank
|
||||
player.drank = 0
|
||||
room:broadcastProperty(player, "drank")
|
||||
else
|
||||
for _, p in ipairs(room:getAlivePlayers(true)) do
|
||||
if p.drank > 0 then
|
||||
p.drank = 0
|
||||
room:broadcastProperty(p, "drank")
|
||||
}
|
||||
local fireSlash = fk.CreateBasicCard {
|
||||
name = "fire__slash",
|
||||
skill = fireSlashSkill,
|
||||
is_damage_card = true
|
||||
}
|
||||
|
||||
extension:addCards{fireSlash:clone(Card.Heart, 4), fireSlash:clone(Card.Heart, 7), fireSlash:clone(Card.Heart, 10),
|
||||
fireSlash:clone(Card.Diamond, 4), fireSlash:clone(Card.Diamond, 5)}
|
||||
|
||||
local analepticSkill = fk.CreateActiveSkill {
|
||||
name = "analeptic_skill",
|
||||
max_turn_use_time = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
local to = Fk:currentRoom():getPlayerById(to_select)
|
||||
local from = Fk:currentRoom():getPlayerById(user)
|
||||
return self:withinTimesLimit(from, Player.HistoryTurn, card, "analeptic", to) and
|
||||
not table.find(Fk:currentRoom().alive_players, function(p)
|
||||
return p.dying
|
||||
end) and not (card and from:isProhibited(to, card))
|
||||
end,
|
||||
can_use = function(self, player, card)
|
||||
return self:withinTimesLimit(player, Player.HistoryTurn, card, "analeptic", player) and
|
||||
not player:isProhibited(player, card)
|
||||
end,
|
||||
|
||||
on_use = function(self, room, use)
|
||||
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
|
||||
use.tos = {{use.from}}
|
||||
end
|
||||
|
||||
if use.extra_data and use.extra_data.analepticRecover then
|
||||
use.extraUse = true
|
||||
end
|
||||
end,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = room:getPlayerById(effect.to)
|
||||
if effect.extra_data and effect.extra_data.analepticRecover then
|
||||
room:recover({
|
||||
who = to,
|
||||
num = 1,
|
||||
recoverBy = room:getPlayerById(effect.from),
|
||||
card = effect.card
|
||||
})
|
||||
else
|
||||
to.drank = to.drank + 1
|
||||
room:broadcastProperty(to, "drank")
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
local analepticEffect = fk.CreateTriggerSkill {
|
||||
name = "analeptic_effect",
|
||||
global = true,
|
||||
priority = 0, -- game rule
|
||||
events = {fk.PreCardUse, fk.EventPhaseStart},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
if target ~= player then
|
||||
return false
|
||||
end
|
||||
if event == fk.PreCardUse then
|
||||
return data.card.trueName == "slash" and player.drank > 0
|
||||
else
|
||||
return target.phase == Player.NotActive
|
||||
end
|
||||
end,
|
||||
on_trigger = function(self, event, target, player, data)
|
||||
local room = player.room
|
||||
if event == fk.PreCardUse then
|
||||
data.additionalDamage = (data.additionalDamage or 0) + player.drank
|
||||
data.extra_data = data.extra_data or {}
|
||||
data.extra_data.drankBuff = player.drank
|
||||
player.drank = 0
|
||||
room:broadcastProperty(player, "drank")
|
||||
else
|
||||
for _, p in ipairs(room:getAlivePlayers(true)) do
|
||||
if p.drank > 0 then
|
||||
p.drank = 0
|
||||
room:broadcastProperty(p, "drank")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
}
|
||||
Fk:addSkill(analepticEffect)
|
||||
|
||||
local analeptic = fk.CreateBasicCard{
|
||||
name = "analeptic",
|
||||
suit = Card.Spade,
|
||||
number = 3,
|
||||
skill = analepticSkill,
|
||||
local analeptic = fk.CreateBasicCard {
|
||||
name = "analeptic",
|
||||
suit = Card.Spade,
|
||||
number = 3,
|
||||
skill = analepticSkill
|
||||
}
|
||||
|
||||
extension:addCards({
|
||||
analeptic,
|
||||
analeptic:clone(Card.Spade, 9),
|
||||
analeptic:clone(Card.Club, 3),
|
||||
analeptic:clone(Card.Club, 9),
|
||||
analeptic:clone(Card.Diamond, 9),
|
||||
})
|
||||
extension:addCards({analeptic, analeptic:clone(Card.Spade, 9), analeptic:clone(Card.Club, 3),
|
||||
analeptic:clone(Card.Club, 9), analeptic:clone(Card.Diamond, 9)})
|
||||
|
||||
local recast = fk.CreateActiveSkill{
|
||||
name = "recast",
|
||||
target_num = 0,
|
||||
on_use = function(self, room, effect)
|
||||
room:recastCard(effect.cards, room:getPlayerById(effect.from))
|
||||
end
|
||||
local recast = fk.CreateActiveSkill {
|
||||
name = "recast",
|
||||
target_num = 0,
|
||||
on_use = function(self, room, effect)
|
||||
room:recastCard(effect.cards, room:getPlayerById(effect.from))
|
||||
end
|
||||
}
|
||||
Fk:addSkill(recast)
|
||||
|
||||
local ironChainCardSkill = fk.CreateActiveSkill{
|
||||
name = "iron_chain_skill",
|
||||
min_target_num = 1,
|
||||
max_target_num = 2,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
return true
|
||||
end,
|
||||
target_filter = function() return true end,
|
||||
on_effect = function(self, room, cardEffectEvent)
|
||||
local to = room:getPlayerById(cardEffectEvent.to)
|
||||
to:setChainState(not to.chained)
|
||||
end,
|
||||
}
|
||||
|
||||
local ironChain = fk.CreateTrickCard{
|
||||
name = "iron_chain",
|
||||
skill = ironChainCardSkill,
|
||||
special_skills = { "recast" },
|
||||
multiple_targets = true,
|
||||
}
|
||||
extension:addCards{
|
||||
ironChain:clone(Card.Spade, 11),
|
||||
ironChain:clone(Card.Spade, 12),
|
||||
ironChain:clone(Card.Club, 10),
|
||||
ironChain:clone(Card.Club, 11),
|
||||
ironChain:clone(Card.Club, 12),
|
||||
ironChain:clone(Card.Club, 13),
|
||||
}
|
||||
|
||||
local fireAttackSkill = fk.CreateActiveSkill{
|
||||
name = "fire_attack_skill",
|
||||
target_num = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
return not Fk:currentRoom():getPlayerById(to_select):isKongcheng()
|
||||
end,
|
||||
target_filter = function(self, to_select)
|
||||
return self:modTargetFilter(to_select)
|
||||
end,
|
||||
on_effect = function(self, room, cardEffectEvent)
|
||||
local from = room:getPlayerById(cardEffectEvent.from)
|
||||
local to = room:getPlayerById(cardEffectEvent.to)
|
||||
if to:isKongcheng() then return end
|
||||
|
||||
local showCard = room:askForCard(to, 1, 1, false, self.name, false, ".|.|.|hand", "#fire_attack-show:" .. from.id)[1]
|
||||
to:showCards(showCard)
|
||||
|
||||
showCard = Fk:getCardById(showCard)
|
||||
local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
|
||||
".|.|" .. showCard:getSuitString(), "#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString())
|
||||
if #cards > 0 then
|
||||
room:damage({
|
||||
from = from,
|
||||
to = to,
|
||||
card = cardEffectEvent.card,
|
||||
damage = 1,
|
||||
damageType = fk.FireDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
local ironChainCardSkill = fk.CreateActiveSkill {
|
||||
name = "iron_chain_skill",
|
||||
min_target_num = 1,
|
||||
max_target_num = 2,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
local to = Fk:currentRoom():getPlayerById(to_select)
|
||||
local from = Fk:currentRoom():getPlayerById(user)
|
||||
return not (card and from:isProhibited(to, card))
|
||||
end,
|
||||
target_filter = function(self, to_select, selected, _, card)
|
||||
if #selected < self:getMaxTargetNum(Self, card) then
|
||||
return self:modTargetFilter(to_select, selected, Self.id, card)
|
||||
end
|
||||
end,
|
||||
on_effect = function(self, room, cardEffectEvent)
|
||||
local to = room:getPlayerById(cardEffectEvent.to)
|
||||
to:setChainState(not to.chained)
|
||||
end
|
||||
end,
|
||||
}
|
||||
local fireAttack = fk.CreateTrickCard{
|
||||
name = "fire_attack",
|
||||
skill = fireAttackSkill,
|
||||
is_damage_card = true,
|
||||
}
|
||||
extension:addCards{
|
||||
fireAttack:clone(Card.Heart, 2),
|
||||
fireAttack:clone(Card.Heart, 3),
|
||||
fireAttack:clone(Card.Diamond, 12),
|
||||
}
|
||||
|
||||
local supplyShortageSkill = fk.CreateActiveSkill{
|
||||
name = "supply_shortage_skill",
|
||||
distance_limit = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
local player = Fk:currentRoom():getPlayerById(to_select)
|
||||
local from = Fk:currentRoom():getPlayerById(user)
|
||||
return from ~= player and not (distance_limited and not self:withinDistanceLimit(from, false, card, player))
|
||||
end,
|
||||
target_filter = function(self, to_select, selected, _, card)
|
||||
return #selected == 0 and self:modTargetFilter(to_select, selected, Self.id, card, true)
|
||||
end,
|
||||
target_num = 1,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = room:getPlayerById(effect.to)
|
||||
local judge = {
|
||||
who = to,
|
||||
reason = "supply_shortage",
|
||||
pattern = ".|.|spade,heart,diamond",
|
||||
}
|
||||
room:judge(judge)
|
||||
local result = judge.card
|
||||
if result.suit ~= Card.Club then
|
||||
to:skip(Player.Draw)
|
||||
local ironChain = fk.CreateTrickCard {
|
||||
name = "iron_chain",
|
||||
skill = ironChainCardSkill,
|
||||
special_skills = {"recast"},
|
||||
multiple_targets = true
|
||||
}
|
||||
extension:addCards{ironChain:clone(Card.Spade, 11), ironChain:clone(Card.Spade, 12), ironChain:clone(Card.Club, 10),
|
||||
ironChain:clone(Card.Club, 11), ironChain:clone(Card.Club, 12), ironChain:clone(Card.Club, 13)}
|
||||
|
||||
local fireAttackSkill = fk.CreateActiveSkill {
|
||||
name = "fire_attack_skill",
|
||||
target_num = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
local to = Fk:currentRoom():getPlayerById(to_select)
|
||||
local from = Fk:currentRoom():getPlayerById(user)
|
||||
return not (card and from:isProhibited(to, card)) and not to:isKongcheng()
|
||||
end,
|
||||
target_filter = function(self, to_select, selected, _, card)
|
||||
if #selected < self:getMaxTargetNum(Self, card) then
|
||||
return self:modTargetFilter(to_select, selected, Self.id, card)
|
||||
end
|
||||
end,
|
||||
on_effect = function(self, room, cardEffectEvent)
|
||||
local from = room:getPlayerById(cardEffectEvent.from)
|
||||
local to = room:getPlayerById(cardEffectEvent.to)
|
||||
if to:isKongcheng() then
|
||||
return
|
||||
end
|
||||
|
||||
local showCard = room:askForCard(to, 1, 1, false, self.name, false, ".|.|.|hand",
|
||||
"#fire_attack-show:" .. from.id)[1]
|
||||
to:showCards(showCard)
|
||||
|
||||
showCard = Fk:getCardById(showCard)
|
||||
local cards = room:askForDiscard(from, 1, 1, false, self.name, true, ".|.|" .. showCard:getSuitString(),
|
||||
"#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString())
|
||||
if #cards > 0 then
|
||||
room:damage({
|
||||
from = from,
|
||||
to = to,
|
||||
card = cardEffectEvent.card,
|
||||
damage = 1,
|
||||
damageType = fk.FireDamage,
|
||||
skillName = self.name
|
||||
})
|
||||
end
|
||||
end
|
||||
self:onNullified(room, effect)
|
||||
end,
|
||||
on_nullified = function(self, room, effect)
|
||||
room:moveCards{
|
||||
ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
|
||||
toArea = Card.DiscardPile,
|
||||
moveReason = fk.ReasonUse
|
||||
}
|
||||
end,
|
||||
}
|
||||
local supplyShortage = fk.CreateDelayedTrickCard{
|
||||
name = "supply_shortage",
|
||||
skill = supplyShortageSkill,
|
||||
}
|
||||
extension:addCards{
|
||||
supplyShortage:clone(Card.Spade, 10),
|
||||
supplyShortage:clone(Card.Club, 4),
|
||||
local fireAttack = fk.CreateTrickCard {
|
||||
name = "fire_attack",
|
||||
skill = fireAttackSkill,
|
||||
is_damage_card = true
|
||||
}
|
||||
extension:addCards{fireAttack:clone(Card.Heart, 2), fireAttack:clone(Card.Heart, 3), fireAttack:clone(Card.Diamond, 12)}
|
||||
|
||||
local gudingSkill = fk.CreateTriggerSkill{
|
||||
name = "#guding_blade_skill",
|
||||
attached_equip = "guding_blade",
|
||||
frequency = Skill.Compulsory,
|
||||
events = {fk.DamageCaused},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and
|
||||
data.to:isKongcheng() and data.card and data.card.trueName == "slash" and
|
||||
not data.chain
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
data.damage = data.damage + 1
|
||||
end,
|
||||
local supplyShortageSkill = fk.CreateActiveSkill {
|
||||
name = "supply_shortage_skill",
|
||||
distance_limit = 1,
|
||||
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
|
||||
local player = Fk:currentRoom():getPlayerById(to_select)
|
||||
local from = Fk:currentRoom():getPlayerById(user)
|
||||
return
|
||||
user ~= to_select and not (distance_limited and not self:withinDistanceLimit(from, false, card, player)) and
|
||||
not (card and from:isProhibited(player, card))
|
||||
end,
|
||||
target_filter = function(self, to_select, selected, _, card)
|
||||
return #selected < 1 and self:modTargetFilter(to_select, selected, Self.id, card, true)
|
||||
end,
|
||||
target_num = 1,
|
||||
on_effect = function(self, room, effect)
|
||||
local to = room:getPlayerById(effect.to)
|
||||
local judge = {
|
||||
who = to,
|
||||
reason = "supply_shortage",
|
||||
pattern = ".|.|club"
|
||||
}
|
||||
room:judge(judge)
|
||||
if judge.card.suit ~= Card.Club then
|
||||
to:skip(Player.Draw)
|
||||
end
|
||||
self:onNullified(room, effect)
|
||||
end,
|
||||
on_nullified = function(self, room, effect)
|
||||
room:moveCards{
|
||||
ids = room:getSubcardsByRule(effect.card, {Card.Processing}),
|
||||
toArea = Card.DiscardPile,
|
||||
moveReason = fk.ReasonUse
|
||||
}
|
||||
end
|
||||
}
|
||||
local supplyShortage = fk.CreateDelayedTrickCard {
|
||||
name = "supply_shortage",
|
||||
skill = supplyShortageSkill
|
||||
}
|
||||
extension:addCards{supplyShortage:clone(Card.Spade, 10), supplyShortage:clone(Card.Club, 4)}
|
||||
|
||||
local gudingSkill = fk.CreateTriggerSkill {
|
||||
name = "#guding_blade_skill",
|
||||
attached_equip = "guding_blade",
|
||||
frequency = Skill.Compulsory,
|
||||
events = {fk.DamageCaused},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and data.to:isKongcheng() and data.card and
|
||||
data.card.trueName == "slash" and not data.chain
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
data.damage = data.damage + 1
|
||||
end
|
||||
}
|
||||
Fk:addSkill(gudingSkill)
|
||||
local gudingBlade = fk.CreateWeapon{
|
||||
name = "guding_blade",
|
||||
suit = Card.Spade,
|
||||
number = 1,
|
||||
attack_range = 2,
|
||||
equip_skill = gudingSkill,
|
||||
local gudingBlade = fk.CreateWeapon {
|
||||
name = "guding_blade",
|
||||
suit = Card.Spade,
|
||||
number = 1,
|
||||
attack_range = 2,
|
||||
equip_skill = gudingSkill
|
||||
}
|
||||
|
||||
extension:addCard(gudingBlade)
|
||||
|
||||
local fanSkill = fk.CreateTriggerSkill{
|
||||
name = "#fan_skill",
|
||||
attached_equip = "fan",
|
||||
events = { fk.AfterCardUseDeclared },
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and data.card.name == "slash"
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
local card = Fk:cloneCard("fire__slash")
|
||||
card.skillName = "fan"
|
||||
card:addSubcard(data.card)
|
||||
data.card = card
|
||||
end,
|
||||
local fanSkill = fk.CreateTriggerSkill {
|
||||
name = "#fan_skill",
|
||||
attached_equip = "fan",
|
||||
events = {fk.AfterCardUseDeclared},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and data.card.name == "slash"
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
local card = Fk:cloneCard("fire__slash")
|
||||
card.skillName = "fan"
|
||||
card:addSubcard(data.card)
|
||||
data.card = card
|
||||
end
|
||||
}
|
||||
Fk:addSkill(fanSkill)
|
||||
local fan = fk.CreateWeapon{
|
||||
name = "fan",
|
||||
suit = Card.Diamond,
|
||||
number = 1,
|
||||
attack_range = 4,
|
||||
equip_skill = fanSkill,
|
||||
local fan = fk.CreateWeapon {
|
||||
name = "fan",
|
||||
suit = Card.Diamond,
|
||||
number = 1,
|
||||
attack_range = 4,
|
||||
equip_skill = fanSkill
|
||||
}
|
||||
|
||||
extension:addCard(fan)
|
||||
|
||||
local vineSkill = fk.CreateTriggerSkill{
|
||||
name = "#vine_skill",
|
||||
attached_equip = "vine",
|
||||
mute = true,
|
||||
frequency = Skill.Compulsory,
|
||||
local vineSkill = fk.CreateTriggerSkill {
|
||||
name = "#vine_skill",
|
||||
attached_equip = "vine",
|
||||
mute = true,
|
||||
frequency = Skill.Compulsory,
|
||||
|
||||
events = {fk.PreCardEffect, fk.DamageInflicted},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
if event == fk.DamageInflicted then
|
||||
return target == player and player:hasSkill(self.name) and
|
||||
data.damageType == fk.FireDamage
|
||||
events = {fk.PreCardEffect, fk.DamageInflicted},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
if event == fk.DamageInflicted then
|
||||
return target == player and player:hasSkill(self.name) and data.damageType == fk.FireDamage
|
||||
end
|
||||
local effect = data ---@type CardEffectEvent
|
||||
return player.id == effect.to and player:hasSkill(self.name) and
|
||||
(effect.card.name == "slash" or effect.card.name == "savage_assault" or effect.card.name ==
|
||||
"archery_attack")
|
||||
end,
|
||||
on_use = function(self, event, target, player, data)
|
||||
local room = player.room
|
||||
if event == fk.DamageInflicted then
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/vineburn")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/vineburn")
|
||||
data.damage = data.damage + 1
|
||||
else
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/vine")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/vine")
|
||||
return true
|
||||
end
|
||||
end
|
||||
local effect = data ---@type CardEffectEvent
|
||||
return player.id == effect.to and player:hasSkill(self.name) and
|
||||
(effect.card.name == "slash" or effect.card.name == "savage_assault" or
|
||||
effect.card.name == "archery_attack")
|
||||
end,
|
||||
on_use = function(self, event, target, player, data)
|
||||
local room = player.room
|
||||
if event == fk.DamageInflicted then
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/vineburn")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/vineburn")
|
||||
data.damage = data.damage + 1
|
||||
else
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/vine")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/vine")
|
||||
return true
|
||||
end
|
||||
end,
|
||||
}
|
||||
Fk:addSkill(vineSkill)
|
||||
local vine = fk.CreateArmor{
|
||||
name = "vine",
|
||||
equip_skill = vineSkill,
|
||||
}
|
||||
extension:addCards{
|
||||
vine:clone(Card.Spade, 2),
|
||||
vine:clone(Card.Club, 2),
|
||||
local vine = fk.CreateArmor {
|
||||
name = "vine",
|
||||
equip_skill = vineSkill
|
||||
}
|
||||
extension:addCards{vine:clone(Card.Spade, 2), vine:clone(Card.Club, 2)}
|
||||
|
||||
local silverLionSkill = fk.CreateTriggerSkill{
|
||||
name = "#silver_lion_skill",
|
||||
attached_equip = "silver_lion",
|
||||
frequency = Skill.Compulsory,
|
||||
events = {fk.DamageInflicted},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and data.damage > 1
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
data.damage = 1
|
||||
end,
|
||||
local silverLionSkill = fk.CreateTriggerSkill {
|
||||
name = "#silver_lion_skill",
|
||||
attached_equip = "silver_lion",
|
||||
frequency = Skill.Compulsory,
|
||||
events = {fk.DamageInflicted},
|
||||
can_trigger = function(self, event, target, player, data)
|
||||
return target == player and player:hasSkill(self.name) and data.damage > 1
|
||||
end,
|
||||
on_use = function(_, _, _, _, data)
|
||||
data.damage = 1
|
||||
end
|
||||
}
|
||||
Fk:addSkill(silverLionSkill)
|
||||
local silverLion = fk.CreateArmor{
|
||||
name = "silver_lion",
|
||||
suit = Card.Club,
|
||||
number = 1,
|
||||
equip_skill = silverLionSkill,
|
||||
on_uninstall = function(self, room, player)
|
||||
Armor.onUninstall(self, room, player)
|
||||
if player:isAlive() and player:isWounded() and self.equip_skill:isEffectable(player) then
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/silver_lion")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/silver_lion")
|
||||
room:recover{
|
||||
who = player,
|
||||
num = 1,
|
||||
skillName = self.name
|
||||
}
|
||||
local silverLion = fk.CreateArmor {
|
||||
name = "silver_lion",
|
||||
suit = Card.Club,
|
||||
number = 1,
|
||||
equip_skill = silverLionSkill,
|
||||
on_uninstall = function(self, room, player)
|
||||
Armor.onUninstall(self, room, player)
|
||||
if player:isAlive() and player:isWounded() and self.equip_skill:isEffectable(player) then
|
||||
room:broadcastPlaySound("./packages/maneuvering/audio/card/silver_lion")
|
||||
room:setEmotion(player, "./packages/maneuvering/image/anim/silver_lion")
|
||||
room:recover{
|
||||
who = player,
|
||||
num = 1,
|
||||
skillName = self.name
|
||||
}
|
||||
end
|
||||
end
|
||||
end,
|
||||
}
|
||||
extension:addCard(silverLion)
|
||||
|
||||
local huaLiu = fk.CreateDefensiveRide{
|
||||
name = "hualiu",
|
||||
suit = Card.Diamond,
|
||||
number = 13,
|
||||
local huaLiu = fk.CreateDefensiveRide {
|
||||
name = "hualiu",
|
||||
suit = Card.Diamond,
|
||||
number = 13
|
||||
}
|
||||
|
||||
extension:addCards({
|
||||
huaLiu,
|
||||
})
|
||||
extension:addCards({huaLiu})
|
||||
|
||||
extension:addCards{
|
||||
Fk:cloneCard("jink", Card.Heart, 8),
|
||||
Fk:cloneCard("jink", Card.Heart, 9),
|
||||
Fk:cloneCard("jink", Card.Heart, 11),
|
||||
Fk:cloneCard("jink", Card.Heart, 12),
|
||||
Fk:cloneCard("jink", Card.Diamond, 6),
|
||||
Fk:cloneCard("jink", Card.Diamond, 7),
|
||||
Fk:cloneCard("jink", Card.Diamond, 8),
|
||||
Fk:cloneCard("jink", Card.Diamond, 10),
|
||||
Fk:cloneCard("jink", Card.Diamond, 11),
|
||||
|
||||
Fk:cloneCard("peach", Card.Heart, 5),
|
||||
Fk:cloneCard("peach", Card.Heart, 6),
|
||||
Fk:cloneCard("peach", Card.Diamond, 2),
|
||||
Fk:cloneCard("peach", Card.Diamond, 3),
|
||||
|
||||
Fk:cloneCard("nullification", Card.Heart, 1),
|
||||
Fk:cloneCard("nullification", Card.Heart, 13),
|
||||
Fk:cloneCard("nullification", Card.Spade, 13),
|
||||
}
|
||||
extension:addCards{Fk:cloneCard("jink", Card.Heart, 8), Fk:cloneCard("jink", Card.Heart, 9),
|
||||
Fk:cloneCard("jink", Card.Heart, 11), Fk:cloneCard("jink", Card.Heart, 12),
|
||||
Fk:cloneCard("jink", Card.Diamond, 6), Fk:cloneCard("jink", Card.Diamond, 7),
|
||||
Fk:cloneCard("jink", Card.Diamond, 8), Fk:cloneCard("jink", Card.Diamond, 10),
|
||||
Fk:cloneCard("jink", Card.Diamond, 11), Fk:cloneCard("peach", Card.Heart, 5),
|
||||
Fk:cloneCard("peach", Card.Heart, 6), Fk:cloneCard("peach", Card.Diamond, 2),
|
||||
Fk:cloneCard("peach", Card.Diamond, 3), Fk:cloneCard("nullification", Card.Heart, 1),
|
||||
Fk:cloneCard("nullification", Card.Heart, 13), Fk:cloneCard("nullification", Card.Spade, 13)}
|
||||
|
||||
Fk:loadTranslationTable{
|
||||
["maneuvering"] = "军争",
|
||||
["maneuvering"] = "军争",
|
||||
|
||||
["thunder__slash"] = "雷杀",
|
||||
[":thunder__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点雷电伤害。",
|
||||
["fire__slash"] = "火杀",
|
||||
[":fire__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点火焰伤害。",
|
||||
["analeptic"] = "酒",
|
||||
[":analeptic"] = "基本牌<br /><b>时机</b>:出牌阶段/你处于濒死状态时<br /><b>目标</b>:你<br /><b>效果</b>:目标角色本回合使用的下一张【杀】将要造成的伤害+1/目标角色回复1点体力。",
|
||||
["iron_chain"] = "铁锁连环",
|
||||
[":iron_chain"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一至两名角色<br /><b>效果</b>:横置或重置目标角色的武将牌。",
|
||||
["_normal_use"] = "正常使用",
|
||||
["recast"] = "重铸",
|
||||
[":recast"] = "你可以将此牌置入弃牌堆,然后摸一张牌。",
|
||||
["fire_attack"] = "火攻",
|
||||
["fire_attack_skill"] = "火攻",
|
||||
[":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>:目标角色展示一张手牌,然后你可以弃置一张与所展示牌花色相同的手牌令其受到1点火焰伤害。",
|
||||
["#fire_attack-show"] = "%src 对你使用了火攻,请展示一张手牌",
|
||||
["#fire_attack-discard"] = "你可弃置一张 %arg 手牌,对 %src 造成1点火属性伤害",
|
||||
["supply_shortage"] = "兵粮寸断",
|
||||
[":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为梅花,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。",
|
||||
["guding_blade"] = "古锭刀",
|
||||
[":guding_blade"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:锁定技。每当你使用【杀】对目标角色造成伤害时,若该角色没有手牌,此伤害+1。",
|
||||
["fan"] = "朱雀羽扇",
|
||||
[":fan"] = "装备牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:你可以将一张普通【杀】当火【杀】使用。",
|
||||
["#fan_skill"] = "朱雀羽扇",
|
||||
["vine"] = "藤甲",
|
||||
[":vine"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。每当你受到火焰伤害时,此伤害+1。",
|
||||
["silver_lion"] = "白银狮子",
|
||||
[":silver_lion"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。每当你受到伤害时,若此伤害大于1点,防止多余的伤害。每当你失去装备区里的【白银狮子】后,你回复1点体力。",
|
||||
["hualiu"] = "骅骝",
|
||||
[":hualiu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。",
|
||||
["thunder__slash"] = "雷杀",
|
||||
[":thunder__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点雷电伤害。",
|
||||
["fire__slash"] = "火杀",
|
||||
[":fire__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点火焰伤害。",
|
||||
["analeptic"] = "酒",
|
||||
[":analeptic"] = "基本牌<br /><b>时机</b>:出牌阶段/你处于濒死状态时<br /><b>目标</b>:你<br /><b>效果</b>:目标角色本回合使用的下一张【杀】将要造成的伤害+1/目标角色回复1点体力。",
|
||||
["iron_chain"] = "铁锁连环",
|
||||
[":iron_chain"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一至两名角色<br /><b>效果</b>:横置或重置目标角色的武将牌。",
|
||||
["_normal_use"] = "正常使用",
|
||||
["recast"] = "重铸",
|
||||
[":recast"] = "你可以将此牌置入弃牌堆,然后摸一张牌。",
|
||||
["fire_attack"] = "火攻",
|
||||
["fire_attack_skill"] = "火攻",
|
||||
[":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>:目标角色展示一张手牌,然后你可以弃置一张与所展示牌花色相同的手牌令其受到1点火焰伤害。",
|
||||
["#fire_attack-show"] = "%src 对你使用了火攻,请展示一张手牌",
|
||||
["#fire_attack-discard"] = "你可弃置一张 %arg 手牌,对 %src 造成1点火属性伤害",
|
||||
["supply_shortage"] = "兵粮寸断",
|
||||
[":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为梅花,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。",
|
||||
["guding_blade"] = "古锭刀",
|
||||
[":guding_blade"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:锁定技。每当你使用【杀】对目标角色造成伤害时,若该角色没有手牌,此伤害+1。",
|
||||
["fan"] = "朱雀羽扇",
|
||||
[":fan"] = "装备牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:你可以将一张普通【杀】当火【杀】使用。",
|
||||
["#fan_skill"] = "朱雀羽扇",
|
||||
["vine"] = "藤甲",
|
||||
[":vine"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。每当你受到火焰伤害时,此伤害+1。",
|
||||
["silver_lion"] = "白银狮子",
|
||||
[":silver_lion"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。每当你受到伤害时,若此伤害大于1点,防止多余的伤害。每当你失去装备区里的【白银狮子】后,你回复1点体力。",
|
||||
["hualiu"] = "骅骝",
|
||||
[":hualiu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。"
|
||||
}
|
||||
|
||||
return extension
|
||||
|
|
|
@ -0,0 +1,140 @@
|
|||
fk.ai_card.thunder__slash = fk.ai_card.slash
|
||||
fk.ai_use_play.thunder__slash = fk.ai_use_play.slash
|
||||
fk.ai_card.fire__slash = fk.ai_card.slash
|
||||
fk.ai_use_play.fire__slash = fk.ai_use_play.slash
|
||||
fk.ai_card.analeptic = {
|
||||
intention = 60, -- 身份值
|
||||
value = 5, -- 卡牌价值
|
||||
priority = 3 -- 使用优先值
|
||||
}
|
||||
|
||||
fk.ai_use_play.analeptic = function(self, card)
|
||||
local cards = table.map(self.player:getCardIds("&he"), function(id)
|
||||
return Fk:getCardById(id)
|
||||
end)
|
||||
self:sortValue(cards)
|
||||
for _, sth in ipairs(self:getActives("slash")) do
|
||||
local slash = nil
|
||||
if sth:isInstanceOf(Card) then
|
||||
if sth.skill:canUse(self.player, sth) and not self.player:prohibitUse(sth) then
|
||||
slash = sth
|
||||
end
|
||||
else
|
||||
local selected = {}
|
||||
for _, c in ipairs(cards) do
|
||||
if sth:cardFilter(c.id, selected) then
|
||||
table.insert(selected, c.id)
|
||||
end
|
||||
end
|
||||
local tc = sth:viewAs(selected)
|
||||
if tc and tc:matchPattern("slash") and tc.skill:canUse(self.player, tc) and not self.player:prohibitUse(tc) then
|
||||
slash = tc
|
||||
end
|
||||
end
|
||||
if slash then
|
||||
fk.ai_use_play.slash(self, slash)
|
||||
if self.use_id then
|
||||
self.use_id = card.id
|
||||
self.use_tos = {}
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_card.iron_chain = {
|
||||
intention = function(self, card, from)
|
||||
if self.player.chained then
|
||||
return -80
|
||||
end
|
||||
return 80
|
||||
end, -- 身份值
|
||||
value = 2, -- 卡牌价值
|
||||
priority = 3 -- 使用优先值
|
||||
}
|
||||
|
||||
fk.ai_use_play.iron_chain = function(self, card)
|
||||
for _, p in ipairs(self.friends) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and p.chained then
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and not p.chained then
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
if #self.use_tos < 2 then
|
||||
self.use_tos = {}
|
||||
else
|
||||
self.use_id = card.id
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.recast = function(self, card)
|
||||
if self.command == "PlayCard" then
|
||||
self.use_id = card.id
|
||||
self.special_skill = "recast"
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_card.fire_attack = {
|
||||
intention = 90, -- 身份值
|
||||
value = 3, -- 卡牌价值
|
||||
priority = 4 -- 使用优先值
|
||||
}
|
||||
|
||||
fk.ai_use_play.fire_attack = function(self, card)
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #self.player:getCardIds("h") > 2 then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_dis_card.fire_attack_skill = function(self, min_num, num, include_equip, cancelable, pattern, prompt)
|
||||
local use = self:eventData("UseCard")
|
||||
for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do
|
||||
if self:isEnemie(p) then
|
||||
local cards = table.map(self.player:getCardIds("h"), function(id)
|
||||
return Fk:getCardById(id)
|
||||
end)
|
||||
local exp = Exppattern:Parse(pattern)
|
||||
cards = table.filter(cards, function(c)
|
||||
return exp:match(c)
|
||||
end)
|
||||
if #cards > 0 then
|
||||
self:sortValue(cards)
|
||||
return { cards[1].id }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_card.fire_attack = {
|
||||
intention = 120, -- 身份值
|
||||
value = 2, -- 卡牌价值
|
||||
priority = 2 -- 使用优先值
|
||||
}
|
||||
|
||||
fk.ai_use_play.supply_shortage = function(self, card)
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and not p.chained then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke["#fan_skill"] = function(self)
|
||||
local use = self:eventData("UseCard")
|
||||
for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do
|
||||
if not self:isFriend(p) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
|
@ -10,7 +10,7 @@ local function rewardAndPunish(killer, victim)
|
|||
end
|
||||
end
|
||||
|
||||
GameRule = fk.CreateTriggerSkill{
|
||||
GameRule = fk.CreateTriggerSkill {
|
||||
name = "game_rule",
|
||||
events = {
|
||||
fk.GamePrepared,
|
||||
|
@ -37,71 +37,96 @@ GameRule = fk.CreateTriggerSkill{
|
|||
end
|
||||
|
||||
switch(event, {
|
||||
[fk.AskForPeaches] = function()
|
||||
local dyingPlayer = room:getPlayerById(data.who)
|
||||
while dyingPlayer.hp < 1 do
|
||||
local cardNames = {"peach"}
|
||||
local prompt = "#AskForPeaches:" .. dyingPlayer.id .. "::" .. tostring(1 - dyingPlayer.hp)
|
||||
if player == dyingPlayer then
|
||||
table.insert(cardNames, "analeptic")
|
||||
prompt = "#AskForPeachesSelf:::" .. tostring(1 - dyingPlayer.hp)
|
||||
end
|
||||
[fk.AskForPeaches] = function()
|
||||
local dyingPlayer = room:getPlayerById(data.who)
|
||||
while dyingPlayer.hp < 1 do
|
||||
local cardNames = { "peach" }
|
||||
local prompt = "#AskForPeaches:" .. data.who .. "::" .. tostring(1 - dyingPlayer.hp)
|
||||
if player == dyingPlayer then
|
||||
table.insert(cardNames, "analeptic")
|
||||
prompt = "#AskForPeachesSelf:::" .. tostring(1 - dyingPlayer.hp)
|
||||
end
|
||||
|
||||
cardNames = table.filter(cardNames, function (cardName)
|
||||
local cardCloned = Fk:cloneCard(cardName)
|
||||
return not (player:prohibitUse(cardCloned) or player:isProhibited(dyingPlayer, cardCloned))
|
||||
end)
|
||||
if #cardNames == 0 then return end
|
||||
|
||||
local peach_use = room:askForUseCard(player, "peach", table.concat(cardNames, ",") , prompt)
|
||||
if not peach_use then break end
|
||||
peach_use.tos = { {dyingPlayer.id} }
|
||||
if peach_use.card.trueName == "analeptic" then
|
||||
peach_use.extra_data = peach_use.extra_data or {}
|
||||
peach_use.extra_data.analepticRecover = true
|
||||
cardNames = table.filter(cardNames, function(cardName)
|
||||
local cardCloned = Fk:cloneCard(cardName)
|
||||
return not (player:prohibitUse(cardCloned) or player:isProhibited(dyingPlayer, cardCloned))
|
||||
end)
|
||||
if #cardNames < 1 then return end
|
||||
room:notifyMoveFocus(player, "peach")
|
||||
local useData = {
|
||||
user = player,
|
||||
cardName = "peach",
|
||||
pattern = table.concat(cardNames, ","),
|
||||
extraData = Util.DummyTable
|
||||
}
|
||||
room.logic:trigger(fk.AskForCardUse, player, useData)
|
||||
if type(useData.result) == "table" then
|
||||
useData = useData.result
|
||||
useData.tos = { { data.who } }
|
||||
if useData.card.trueName == "analeptic" then
|
||||
useData.extra_data = useData.extra_data or {}
|
||||
useData.extra_data.analepticRecover = true
|
||||
end
|
||||
room:useCard(useData)
|
||||
end
|
||||
useData = { "peach", table.concat(cardNames, ","), prompt, true, Util.DummyTable }
|
||||
while dyingPlayer.hp < 1 do
|
||||
Fk.currentResponsePattern = table.concat(cardNames, ",")
|
||||
local result = room:doRequest(player, "AskForUseCard", json.encode(useData))
|
||||
Fk.currentResponsePattern = nil
|
||||
if result ~= "" then
|
||||
result = room:handleUseCardReply(player, result)
|
||||
result.tos = { { data.who } }
|
||||
if result.card.trueName == "analeptic" then
|
||||
result.extra_data = result.extra_data or {}
|
||||
result.extra_data.analepticRecover = true
|
||||
end
|
||||
room:useCard(result)
|
||||
else
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
room:useCard(peach_use)
|
||||
end
|
||||
end,
|
||||
[fk.AskForPeachesDone] = function()
|
||||
if player.hp < 1 and not data.ignoreDeath then
|
||||
---@type DeathStruct
|
||||
local deathData = {
|
||||
who = player.id,
|
||||
damage = data.damage,
|
||||
}
|
||||
room:killPlayer(deathData)
|
||||
end
|
||||
end,
|
||||
[fk.GameOverJudge] = function()
|
||||
local winner = Fk.game_modes[room.settings.gameMode]:getWinner(player)
|
||||
if winner ~= "" then
|
||||
room:gameOver(winner)
|
||||
return true
|
||||
end
|
||||
end,
|
||||
[fk.BuryVictim] = function()
|
||||
player:bury()
|
||||
if room.tag["SkipNormalDeathProcess"] then
|
||||
return false
|
||||
end
|
||||
local damage = data.damage
|
||||
if damage and damage.from then
|
||||
local killer = damage.from
|
||||
rewardAndPunish(killer, player);
|
||||
end
|
||||
end,
|
||||
default = function()
|
||||
print("game_rule: Event=" .. event)
|
||||
room:askForSkillInvoke(player, "rule")
|
||||
end,
|
||||
end,
|
||||
[fk.AskForPeachesDone] = function()
|
||||
if player.hp < 1 and not data.ignoreDeath then
|
||||
---@type DeathStruct
|
||||
local deathData = {
|
||||
who = player.id,
|
||||
damage = data.damage,
|
||||
}
|
||||
room:killPlayer(deathData)
|
||||
end
|
||||
end,
|
||||
[fk.GameOverJudge] = function()
|
||||
local winner = Fk.game_modes[room.settings.gameMode]:getWinner(player)
|
||||
if winner ~= "" then
|
||||
room:gameOver(winner)
|
||||
return true
|
||||
end
|
||||
end,
|
||||
[fk.BuryVictim] = function()
|
||||
player:bury()
|
||||
if room.tag["SkipNormalDeathProcess"] then
|
||||
return false
|
||||
end
|
||||
local damage = data.damage
|
||||
if damage and damage.from then
|
||||
local killer = damage.from
|
||||
rewardAndPunish(killer, player);
|
||||
end
|
||||
end,
|
||||
default = function()
|
||||
print("game_rule: Event=" .. event)
|
||||
room:askForSkillInvoke(player, "rule")
|
||||
end,
|
||||
})
|
||||
return false
|
||||
end,
|
||||
|
||||
}
|
||||
|
||||
local fastchat_m = fk.CreateActiveSkill{ name = "fastchat_m" }
|
||||
local fastchat_f = fk.CreateActiveSkill{ name = "fastchat_f" }
|
||||
local fastchat_m = fk.CreateActiveSkill { name = "fastchat_m" }
|
||||
local fastchat_f = fk.CreateActiveSkill { name = "fastchat_f" }
|
||||
Fk:addSkill(fastchat_m)
|
||||
Fk:addSkill(fastchat_f)
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,227 @@
|
|||
fk.ai_use_play.rende = function(self, skill)
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
if p.kingdom == "shu" and #self.player:getCardIds("h") >= self.player.hp then
|
||||
self.use_id = {}
|
||||
for _, cid in ipairs(self.player:getCardIds("h")) do
|
||||
if #self.use_id < #self.player:getCardIds("h") / 2 then
|
||||
table.insert(self.use_id, cid)
|
||||
end
|
||||
end
|
||||
self.use_tos = { p.id }
|
||||
return
|
||||
end
|
||||
end
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
if #self.player:getCardIds("h") >= self.player.hp then
|
||||
self.use_id = {}
|
||||
for _, cid in ipairs(self.player:getCardIds("h")) do
|
||||
if #self.use_id < #self.player:getCardIds("h") / 2 then
|
||||
table.insert(self.use_id, cid)
|
||||
end
|
||||
end
|
||||
self.use_tos = { p.id }
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_card.jijiang = { priority = 10 }
|
||||
|
||||
fk.ai_use_play.lijian = function(self, skill)
|
||||
local c = Fk:cloneCard("duel")
|
||||
c.skillName = "lijian"
|
||||
for _, p in ipairs(self.enemies) do
|
||||
for _, pt in ipairs(self.enemies) do
|
||||
if p.gender == General.Male and pt.gender == General.Male and p.id ~= pt.id and
|
||||
c.skill:targetFilter(pt.id, {}, p.id, c) then
|
||||
self.use_id = { self.player:getCardIds("he")[1] }
|
||||
self.use_tos = { pt.id, p.id }
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
for _, pt in ipairs(self.enemies) do
|
||||
if p.gender == General.Male and pt.gender == General.Male and p.id ~= pt.id and
|
||||
c.skill:targetFilter(pt.id, {}, p.id, c) then
|
||||
self.use_id = { self.player:getCardIds("he")[1] }
|
||||
self.use_tos = { pt.id, p.id }
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_card.lijian = { priority = 2 }
|
||||
|
||||
fk.ai_use_play.zhiheng = function(self, skill)
|
||||
local card_ids = {}
|
||||
for _, h in ipairs(self.player:getCardIds("he")) do
|
||||
if #card_ids < #self.player:getCardIds("he") / 2 then
|
||||
table.insert(card_ids, h)
|
||||
end
|
||||
end
|
||||
if #card_ids > 0 then
|
||||
self.use_id = card_ids
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.kurou = function(self, skill)
|
||||
if #self:getActives("peach") + self.player.hp > 1 then
|
||||
local slash = Fk:cloneCard("slash")
|
||||
if slash.skill:canUse(self.player, slash) and not self.player:prohibitUse(slash) then
|
||||
fk.ai_use_play.slash(self, slash)
|
||||
if self.use_id then
|
||||
self.use_id = {}
|
||||
self.use_tos = {}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.fanjian = function(self, skill)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if #self.player:getCardIds("h") > 0 then
|
||||
self.use_id = {}
|
||||
table.insert(self.use_tos, p.id)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.jieyin = function(self, skill)
|
||||
for cs, p in ipairs(self.friends_noself) do
|
||||
cs = self.player:getCardIds("h")
|
||||
if #cs > 1 and p.gender == General.Male and p:isWounded() then
|
||||
self.use_id = { cs[1], cs[2] }
|
||||
table.insert(self.use_tos, p.id)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.qingnang = function(self, skill)
|
||||
for cs, p in ipairs(self.friends) do
|
||||
cs = self.player:getCardIds("h")
|
||||
if #cs > 0 and p:isWounded() then
|
||||
self.use_id = { cs[1] }
|
||||
table.insert(self.use_tos, p.id)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke.jianxiong = true
|
||||
|
||||
fk.ai_card.hujia = { priority = 10 }
|
||||
|
||||
fk.ai_response_card["#hujia-ask"] = function(self, pattern, prompt, cancelable, data)
|
||||
local to = self.room:getPlayerById(tonumber(prompt:split(":")[2]))
|
||||
if to and self:isFriend(to) then
|
||||
self:setUseId(pattern)
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_response_card["#jijiang-ask"] = fk.ai_response_card["#hujia-ask"]
|
||||
|
||||
fk.ai_skill_invoke.fankui = function(self, data, prompt)
|
||||
local damage = self:eventData("Damage")
|
||||
return damage and damage.from and not self:isFriend(damage.from)
|
||||
end
|
||||
|
||||
fk.ai_response_card["#guicai-ask"] = function(self, pattern, prompt, cancelable, data)
|
||||
local cards = table.map(self.player:getHandlyIds(true), function(id)
|
||||
return Fk:getCardById(id)
|
||||
end)
|
||||
local id = self:getRetrialCardId(cards)
|
||||
if id then
|
||||
self.use_id = id
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke.ganglie = function(self, data, prompt)
|
||||
local damage = self:eventData("Damage")
|
||||
return damage and damage.from and not self:isFriend(damage.from)
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke.luoyi = function(self, data, prompt)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if #self:getActives("slash") > 0 and not self:isWeak() then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke.tiandu = true
|
||||
|
||||
fk.ai_skill_invoke.yiji = true
|
||||
|
||||
fk.ai_skill_invoke.luoshen = true
|
||||
|
||||
fk.ai_skill_invoke.guanxing = true
|
||||
|
||||
fk.ai_skill_invoke.tieqi = function(self, data, prompt)
|
||||
local use = self:eventData("UseCard")
|
||||
for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do
|
||||
p = self.room:getPlayerById(p)
|
||||
if self:isEnemie(p) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke.jizhi = true
|
||||
|
||||
fk.ai_skill_invoke.keji = true
|
||||
|
||||
fk.ai_skill_invoke.yingzi = true
|
||||
|
||||
fk.ai_skill_invoke.lianying = true
|
||||
|
||||
fk.ai_skill_invoke.xiaoji = true
|
||||
|
||||
fk.ai_skill_invoke.biyue = true
|
||||
|
||||
fk.ai_choose_players.tuxi = function(self, targets, min_num, num, cancelable)
|
||||
for _, pid in ipairs(targets) do
|
||||
local p = self.room:getPlayerById(pid)
|
||||
if self:isEnemie(p) and #self.use_tos < num then
|
||||
table.insert(self.use_tos, pid)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_skill.yiji_active = function(self, prompt, cancelable, data)
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
for c, cid in ipairs(self.player.yiji_ids) do
|
||||
c = Fk:getCardById(cid)
|
||||
if c:getMark("yiji") > 0 and c.skill:canUse(p, c) then
|
||||
self.use_tos = { p.id }
|
||||
self.use_id = json.encode {
|
||||
skill = "yiji_active",
|
||||
subcards = { cid }
|
||||
}
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_choose_players.liuli = function(self, targets, min_num, num, cancelable)
|
||||
for _, pid in ipairs(targets) do
|
||||
local p = self.room:getPlayerById(pid)
|
||||
if self:isEnemie(p) and #self.use_tos < num and #self.player:getCardIds("he") > 0 then
|
||||
table.insert(self.use_tos, pid)
|
||||
self.use_id = { self.player:getCardIds("he")[1] }
|
||||
return
|
||||
end
|
||||
end
|
||||
for _, pid in ipairs(targets) do
|
||||
local p = self.room:getPlayerById(pid)
|
||||
if not self:isFriend(p) and #self.use_tos < num and #self.player:getCardIds("he") > 0 then
|
||||
table.insert(self.use_tos, pid)
|
||||
self.use_id = { self.player:getCardIds("he")[1] }
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
|
@ -1,6 +1,6 @@
|
|||
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
Fk:loadTranslationTable{
|
||||
Fk:loadTranslationTable {
|
||||
["standard_cards"] = "标+EX",
|
||||
|
||||
["unknown_card"] = '<font color="#B5BA00"><b>未知牌</b></font>',
|
||||
|
@ -50,13 +50,12 @@ Fk:loadTranslationTable{
|
|||
["slash"] = "杀",
|
||||
[":slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名其他角色<br /><b>效果</b>:对目标角色造成1点伤害。",
|
||||
["#slash-jink"] = "%src 对你使用了杀,请使用 %arg 张闪",
|
||||
["#slash-jinks"] = "%src 对你使用了杀,需 %arg2 张闪,你还需使用 %arg 张闪",
|
||||
|
||||
["jink"] = "闪",
|
||||
[":jink"] = "基本牌<br /><b>时机</b>:【杀】对你生效时<br /><b>目标</b>:此【杀】<br /><b>效果</b>:抵消此【杀】的效果。",
|
||||
|
||||
["peach"] = "桃",
|
||||
[":peach"] = "基本牌<br /><b>时机</b>:出牌阶段/一名角色处于濒死状态时<br /><b>目标</b>:已受伤的你/处于濒死状态的角色<br /><b>效果</b>:目标角色回复1点体力。",
|
||||
|
||||
["dismantlement"] = "过河拆桥",
|
||||
[":dismantlement"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名区域内有牌的其他角色。<br /><b>效果</b>:你弃置目标角色区域内的一张牌。",
|
||||
["dismantlement_skill"] = "过河拆桥",
|
||||
|
@ -67,26 +66,19 @@ Fk:loadTranslationTable{
|
|||
|
||||
["duel"] = "决斗",
|
||||
[":duel"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名其他角色<br /><b>效果</b>:由目标角色开始,你与其轮流:打出一张【杀】,否则受到对方的1点伤害并结束此牌结算。",
|
||||
|
||||
["collateral"] = "借刀杀人",
|
||||
[":collateral"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:装备区内有武器牌且攻击范围内有【杀】的合法目标的一名其他角色A(你需要选择一名A攻击范围内的【杀】的合法目标B)<br /><b>效果</b>:A须对B使用一张【杀】,否则你获得A装备区内的武器牌。",
|
||||
["#collateral-slash"] = "借刀杀人:你需对 %dest 使用【杀】,否则 %src 获得你的武器",
|
||||
|
||||
["ex_nihilo"] = "无中生有",
|
||||
[":ex_nihilo"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>:目标角色摸两张牌。",
|
||||
|
||||
["nullification"] = "无懈可击",
|
||||
[":nullification"] = "锦囊牌<br /><b>时机</b>:锦囊牌对目标角色生效前,或一张【无懈可击】生效前<br /><b>目标</b>:该锦囊牌<br /><b>效果</b>:抵消该锦囊牌对该角色产生的效果,或抵消另一张【无懈可击】产生的效果。",
|
||||
|
||||
["savage_assault"] = "南蛮入侵",
|
||||
[":savage_assault"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有其他角色<br /><b>效果</b>:每名目标角色须打出一张【杀】,否则受到1点伤害。",
|
||||
|
||||
["archery_attack"] = "万箭齐发",
|
||||
[":archery_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有其他角色<br /><b>效果</b>:每名目标角色须打出一张【闪】,否则受到1点伤害。",
|
||||
|
||||
["god_salvation"] = "桃园结义",
|
||||
[":god_salvation"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有角色<br /><b>效果</b>:每名目标角色回复1点体力。",
|
||||
|
||||
["amazing_grace"] = "五谷丰登",
|
||||
[":amazing_grace"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有角色<br /><b>效果</b>:你亮出牌堆顶等于角色数的牌,每名目标角色获得其中一张牌,然后将其余的牌置入弃牌堆。",
|
||||
["amazing_grace_skill"] = "五谷选牌",
|
||||
|
@ -94,16 +86,12 @@ Fk:loadTranslationTable{
|
|||
|
||||
["lightning"] = "闪电",
|
||||
[":lightning"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果为黑桃2-9,其受到3点雷电伤害并将【闪电】置入弃牌堆,否则将【闪电】移动至其下家判定区内。",
|
||||
|
||||
["indulgence"] = "乐不思蜀",
|
||||
[":indulgence"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为红桃,其跳过出牌阶段。然后将【乐不思蜀】置入弃牌堆。",
|
||||
|
||||
["crossbow"] = "诸葛连弩",
|
||||
[":crossbow"] = "装备牌·武器<br /><b>攻击范围</b>:1<br /><b>武器技能</b>:锁定技。你于出牌阶段内使用【杀】无次数限制。",
|
||||
|
||||
["qinggang_sword"] = "青釭剑",
|
||||
[":qinggang_sword"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:锁定技。你的【杀】无视目标角色的防具。",
|
||||
|
||||
["ice_sword"] = "寒冰剑",
|
||||
[":ice_sword"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:每当你使用【杀】对目标角色造成伤害时,若该角色有牌,你可以防止此伤害,然后依次弃置其两张牌。",
|
||||
["#ice_sword_skill"] = "寒冰剑",
|
||||
|
@ -130,7 +118,6 @@ Fk:loadTranslationTable{
|
|||
|
||||
["halberd"] = "方天画戟",
|
||||
[":halberd"] = "装备牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:锁定技。你使用最后的手牌【杀】可以额外选择至多两名目标。",
|
||||
|
||||
["kylin_bow"] = "麒麟弓",
|
||||
[":kylin_bow"] = "装备牌·武器<br /><b>攻击范围</b>:5<br /><b>武器技能</b>:每当你使用【杀】对目标角色造成伤害时,你可以弃置其装备区内的一张坐骑牌。",
|
||||
["#kylin_bow_skill"] = "麒麟弓",
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,407 @@
|
|||
fk.ai_card.slash = {
|
||||
intention = 100, -- 身份值
|
||||
value = 4, -- 卡牌价值
|
||||
priority = 2.5 -- 使用优先值
|
||||
}
|
||||
fk.ai_card.peach = {
|
||||
intention = -150,
|
||||
value = 10,
|
||||
priority = 0.5
|
||||
}
|
||||
fk.ai_card.dismantlement = {
|
||||
intention = function(self, card, from)
|
||||
if #self.player.player_cards[Player.Judge] < 1 then
|
||||
return 80
|
||||
elseif fk.ai_role[from.id] == "neutral" then
|
||||
return 30
|
||||
end
|
||||
end,
|
||||
value = 3.5,
|
||||
priority = 10.5
|
||||
}
|
||||
fk.ai_card.snatch = {
|
||||
intention = function(self, card, from)
|
||||
if #self.player.player_cards[Player.Judge] < 1 then
|
||||
return 80
|
||||
elseif fk.ai_role[from.id] == "neutral" then
|
||||
return 30
|
||||
end
|
||||
end,
|
||||
value = 4.5,
|
||||
priority = 10.4
|
||||
}
|
||||
fk.ai_card.duel = {
|
||||
intention = 120,
|
||||
value = 4.5,
|
||||
priority = 3.5
|
||||
}
|
||||
fk.ai_card.collateral = {
|
||||
intention = 20,
|
||||
value = 3,
|
||||
priority = 4.5
|
||||
}
|
||||
fk.ai_card.ex_nihilo = {
|
||||
intention = -200,
|
||||
value = 8,
|
||||
priority = 10
|
||||
}
|
||||
fk.ai_card.savage_assault = {
|
||||
intention = 20,
|
||||
value = 2,
|
||||
priority = 4
|
||||
}
|
||||
fk.ai_card.archery_attack = {
|
||||
intention = 30,
|
||||
value = 2,
|
||||
priority = 3
|
||||
}
|
||||
fk.ai_card.god_salvation = {
|
||||
intention = function(self, card, from)
|
||||
if self.player.hp ~= self.player.maxHp then
|
||||
return -45
|
||||
end
|
||||
end,
|
||||
value = 1.5,
|
||||
priority = 2
|
||||
}
|
||||
fk.ai_card.amazing_grace = {
|
||||
intention = -30,
|
||||
value = 2,
|
||||
priority = 2
|
||||
}
|
||||
fk.ai_card.indulgence = {
|
||||
intention = 150,
|
||||
value = -1,
|
||||
priority = 2
|
||||
}
|
||||
|
||||
local function slashEeffect(slash, to)
|
||||
for _, s in ipairs(to:getAllSkills()) do
|
||||
if s.name == "#vine_skill" then
|
||||
if slash.name == "slash" then
|
||||
return
|
||||
end
|
||||
end
|
||||
if s.name == "#nioh_shield_skill" then
|
||||
if slash.color == Card.Black then
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
fk.ai_use_play.slash = function(self, card)
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and slashEeffect(card, p) then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_askuse_card["#slash-jink"] = function(self, pattern, prompt, cancelable, extra_data)
|
||||
local act = self:getActives(pattern)
|
||||
if tonumber(prompt:split(":")[4]) > #act then
|
||||
return
|
||||
end
|
||||
local cards =
|
||||
table.map(
|
||||
self.player:getCardIds("&he"),
|
||||
function(id)
|
||||
return Fk:getCardById(id)
|
||||
end
|
||||
)
|
||||
self:sortValue(cards)
|
||||
for _, sth in ipairs(act) do
|
||||
if sth:isInstanceOf(Card) then
|
||||
self.use_id = sth.id
|
||||
break
|
||||
else
|
||||
local selected = {}
|
||||
for _, c in ipairs(cards) do
|
||||
if sth.cardFilter(sth, c.id, selected) then
|
||||
table.insert(selected, c.id)
|
||||
end
|
||||
end
|
||||
local tc = sth.viewAs(sth, selected)
|
||||
if tc and tc:matchPattern(pattern) then
|
||||
self.use_id =
|
||||
json.encode {
|
||||
skill = sth.name,
|
||||
subcards = selected
|
||||
}
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_askuse_card["#slash-jinks"] = fk.ai_askuse_card["#slash-jink"]
|
||||
|
||||
fk.ai_use_play.snatch = function(self, card)
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #p:getCardIds("j") > 0 then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #p:getCardIds("he") > 0 then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.snatch = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) and not self:isFriend(from) and fk.ai_role[from.id] ~= "neutral" then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isEnemie(to) and self:isEnemie(from) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.dismantlement = function(self, card)
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #p:getCardIds("j") > 0 then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #p:getCardIds("he") > 0 then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.dismantlement = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) and not self:isFriend(from) and fk.ai_role[from.id] ~= "neutral" then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isEnemie(to) and self:isEnemie(from) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.indulgence = function(self, card)
|
||||
self:sort(self.enemies, nil, true)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.indulgence = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isEnemie(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.collateral = function(self, card)
|
||||
local max = (card.skill:getMaxTargetNum(self.player, card) - 1) * 2
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if #self.use_tos < max and card.skill:targetFilter(p.id, {}, {}, card) then
|
||||
for _, pt in ipairs(self.enemies) do
|
||||
if p ~= pt and p:inMyAttackRange(pt) then
|
||||
table.insert(self.use_tos, p.id)
|
||||
table.insert(self.use_tos, pt.id)
|
||||
self.use_id = card.id
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for _, p in ipairs(self.friends_noself) do
|
||||
if #self.use_tos < max and card.skill:targetFilter(p.id, {}, {}, card) then
|
||||
for _, pt in ipairs(self.enemies) do
|
||||
if p ~= pt and p:inMyAttackRange(pt) then
|
||||
table.insert(self.use_tos, p.id)
|
||||
table.insert(self.use_tos, pt.id)
|
||||
self.use_id = card.id
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.collateral = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) and self:isEnemie(from) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.ex_nihilo = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isEnemie(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isFriend(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.savage_assault = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isEnemie(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.archery_attack = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isFriend(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isEnemie(to) then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_nullification.god_salvation = function(self, card, to, from, positive)
|
||||
if positive then
|
||||
if self:isEnemie(to) and to.hp ~= to.maxHp then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:isFriend(to) and to.hp ~= to.maxHp then
|
||||
if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then
|
||||
self.use_id = self.avail_cards[1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.ex_nihilo = function(self, card)
|
||||
self.use_id = card.id
|
||||
end
|
||||
|
||||
fk.ai_use_play.lightning = function(self, card)
|
||||
self.use_id = #self.enemies > #self.friends and card.id
|
||||
end
|
||||
|
||||
fk.ai_use_play.peach = function(self, card)
|
||||
if self.command == "PlayCard" then
|
||||
self.use_id = self.player.hp ~= self.player.maxHp and self.player.hp < #self.player:getCardIds("h") and card.id
|
||||
else
|
||||
for _, p in ipairs(self.friends) do
|
||||
if p.dying then
|
||||
self.use_id = card.id
|
||||
self.use_tos = { p.id }
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_use_play.duel = function(self, card)
|
||||
self:sort(self.enemies)
|
||||
for _, p in ipairs(self.enemies) do
|
||||
if card.skill:targetFilter(p.id, self.use_tos, {}, card) then
|
||||
self.use_id = card.id
|
||||
table.insert(self.use_tos, p.id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke["#ice_sword_skill"] = function(self)
|
||||
local damage = self:eventData("Damage")
|
||||
return self:isFriend(damage.to) or not self:isWeak(damage.to) and #damage.to:getCardIds("e") > 1
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke["#double_swords_skill"] = function(self)
|
||||
local use = self:eventData("UseCard")
|
||||
for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do
|
||||
if not self:isFriend(p) and self.room:getPlayerById(p).gender ~= self.player.gender then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_dis_card["#double_swords_skill"] = function(self, min_num, num, include_equip, cancelable, pattern, prompt)
|
||||
local use = self:eventData("UseCard")
|
||||
return self:isEnemie(use.from) and { self.player:getCardIds("h")[1] }
|
||||
end
|
||||
|
||||
fk.ai_dis_card["#axe_skill"] = function(self, min_num, num, include_equip, cancelable, pattern, prompt)
|
||||
local ids = {}
|
||||
for _, cid in ipairs(self.player:getCardIds("he")) do
|
||||
if Fk:getCardById(cid):matchPattern(pattern) then
|
||||
table.insert(ids, cid)
|
||||
end
|
||||
if
|
||||
#ids >= min_num and self:isEnemie(self.player.axe_to) and
|
||||
(self:isWeak(self.player.axe_to) or #self.player:getCardIds("he") > 3)
|
||||
then
|
||||
return ids
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke["#kylin_bow_skill"] = function(self)
|
||||
local damage = self:eventData("Damage")
|
||||
return not self:isFriend(damage.to)
|
||||
end
|
||||
|
||||
fk.ai_skill_invoke["#eight_diagram_skill"] = true
|
|
@ -90,12 +90,6 @@ local control = fk.CreateActiveSkill{
|
|||
-- room:swapSeat(from, to)
|
||||
for _, pid in ipairs(effect.tos) do
|
||||
local to = room:getPlayerById(pid)
|
||||
-- p(room:askForPoxi(from, "test", {
|
||||
-- { "你自己", from:getCardIds "h" },
|
||||
-- { "对方", to:getCardIds "h" },
|
||||
-- }))
|
||||
-- room:setPlayerMark(from, "@$a", {1,2,3})
|
||||
-- room:setPlayerMark(from, "@$b", {'slash','duel','axe'})
|
||||
if to:getMark("mouxushengcontrolled") == 0 then
|
||||
room:addPlayerMark(to, "mouxushengcontrolled")
|
||||
from:control(to)
|
||||
|
@ -130,22 +124,6 @@ local control = fk.CreateActiveSkill{
|
|||
-- room:useVirtualCard("slash", nil, from, room:getOtherPlayers(from), self.name, true)
|
||||
end,
|
||||
}
|
||||
--[[
|
||||
Fk:addPoxiMethod{
|
||||
name = "test",
|
||||
card_filter = function(to_select, selected, data)
|
||||
local s = Fk:getCardById(to_select).suit
|
||||
for _, id in ipairs(selected) do
|
||||
if Fk:getCardById(id).suit == s then return false end
|
||||
end
|
||||
return true
|
||||
end,
|
||||
feasible = function(selected, data)
|
||||
return #selected == 0 or #selected == 4
|
||||
end,
|
||||
prompt = "魄袭:选你们俩手牌总共四个花色,或者不选直接按确定按钮"
|
||||
}
|
||||
--]]
|
||||
local test_vs = fk.CreateViewAsSkill{
|
||||
name = "test_vs",
|
||||
pattern = "nullification",
|
||||
|
|
Loading…
Reference in New Issue