askForYiji (#318)
- 从Utility那里搬运了askForYiji和doYiji两个函数,负责分配 虽然暂时没实现单烧条,但先这么用着 - 修复了askForCardAndPlayers的选择中可以选择复数张牌的bug - 为prohibitDiscard添加了输入id选项
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@ -205,8 +205,10 @@ Fk:loadTranslationTable({
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["#AskForPeaches"] = "%src is dying, please use %arg Peach(es) to save him",
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["#AskForPeachesSelf"] = "You are dying, please use %arg Peach(es)/Alcohol to save yourself",
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["#AskForDiscard"] = "Please discard %arg cards (at least %arg2)",
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["#AskForCard"] = "Please choose %arg cards (at least %arg2)",
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["#AskForDiscard"] = "Please discard %arg cards (%arg2 at least)",
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["#AskForCard"] = "Please choose %arg cards (%arg2 at least)",
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["#AskForDistribution"] = "Please distribute cards (%arg at least , %arg2 total)",
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["@DistributionTo"] = "",
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["#askForPindian"] = "%arg: please choose a hand card for point fight",
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["#StartPindianReason"] = "%from started point fight (%arg)",
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["#ShowPindianCard"] = "The point fight card of %from is %card",
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@ -261,6 +261,8 @@ FreeKill使用的是libgit2的C API,与此同时使用Git完成拓展包的下
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["#AskForDiscard"] = "请弃置 %arg 张牌,最少 %arg2 张",
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["#AskForCard"] = "请选择 %arg 张牌,最少 %arg2 张",
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["#AskForDistribution"] = "请分配这些牌,至少 %arg 张,至多 %arg2 张",
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["@DistributionTo"] = "",
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["#askForPindian"] = "%arg:请选择一张手牌作为拼点牌",
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["#StartPindianReason"] = "%from 由于 %arg 而发起拼点",
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["#ShowPindianCard"] = "%from 的拼点牌是 %card",
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@ -929,8 +929,12 @@ function Player:prohibitResponse(card)
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end
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--- 确认玩家是否被禁止弃置特定牌。
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---@param card Card @ 特定的牌
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---@param card Card|integer @ 特定的牌
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function Player:prohibitDiscard(card)
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if type(card) == "number" then
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card = Fk:getCardById(card)
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end
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local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
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for _, skill in ipairs(status_skills) do
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if skill:prohibitDiscard(self, card) then
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@ -208,8 +208,8 @@ function ActiveSkill:onEffect(room, cardEffectEvent) end
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---@param cardEffectEvent CardEffectEvent | SkillEffectEvent
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function ActiveSkill:onNullified(room, cardEffectEvent) end
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---@param selected integer[] @ ids of selected players
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---@param selected_cards integer[] @ ids of selected cards
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function ActiveSkill:prompt(selected, selected_cards) return "" end
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---@param selected_targets integer[] @ ids of selected players
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function ActiveSkill:prompt(selected_cards, selected_targets) return "" end
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return ActiveSkill
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@ -43,8 +43,8 @@ function ViewAsSkill:beforeUse(player, cardUseStruct) end
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---@param cardUseStruct CardUseStruct
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function ViewAsSkill:afterUse(player, cardUseStruct) end
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---@param selected integer[] @ ids of selected players
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---@param selected_cards integer[] @ ids of selected cards
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function ViewAsSkill:prompt(selected, selected_cards) return "" end
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---@param selected_targets integer[] @ ids of selected players
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function ViewAsSkill:prompt(selected_cards, selected_targets) return "" end
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return ViewAsSkill
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@ -1366,6 +1366,94 @@ function Room:askForChooseCardsAndPlayers(player, minCardNum, maxCardNum, target
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end
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end
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--- 询问将卡牌分配给任意角色。
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---@param player ServerPlayer @ 要询问的玩家
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---@param cards? integer[] @ 要分配的卡牌。默认拥有的所有牌
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---@param targets? ServerPlayer[] @ 可以获得卡牌的角色。默认所有存活角色
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---@param skillName? string @ 技能名,影响焦点信息。默认为“分配”
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---@param minNum? integer @ 最少交出的卡牌数,默认0
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---@param maxNum? integer @ 最多交出的卡牌数,默认所有牌
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---@param prompt? string @ 询问提示信息
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---@param expand_pile? string @ 可选私人牌堆名称,如要分配你武将牌上的牌请填写
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---@param skipMove? boolean @ 是否跳过移动。默认不跳过
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---@param single_max? integer|table @ 限制每人能获得的最大牌数。输入整数或(以角色id为键以整数为值)的表
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---@return table<integer[]> @ 返回一个表,键为角色id,值为分配给其的牌id数组
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function Room:askForYiji(player, cards, targets, skillName, minNum, maxNum, prompt, expand_pile, skipMove, single_max)
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targets = targets or self.alive_players
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cards = cards or player:getCardIds("he")
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local _cards = table.simpleClone(cards)
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targets = table.map(targets, Util.IdMapper)
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self:sortPlayersByAction(targets)
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skillName = skillName or "distribution_select_skill"
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minNum = minNum or 0
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maxNum = maxNum or #cards
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local list = {}
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for _, pid in ipairs(targets) do
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list[pid] = {}
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end
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local toStr = function(int) return string.format("%d", int) end
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local residueMap = {}
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if type(single_max) == "table" then
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for pid, v in pairs(single_max) do
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residueMap[toStr(pid)] = v
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end
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end
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local residue_sum = 0
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local residue_num = type(single_max) == "number" and single_max or 9999
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for _, pid in ipairs(targets) do
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residueMap[toStr(pid)] = residueMap[toStr(pid)] or residue_num
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residue_sum = residue_sum + residueMap[toStr(pid)]
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end
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minNum = math.min(minNum, #_cards, residue_sum)
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local data = {
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cards = _cards,
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max_num = maxNum,
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targets = targets,
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residued_list = residueMap,
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expand_pile = expand_pile
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}
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p(json.encode(residueMap))
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while maxNum > 0 and #_cards > 0 do
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data.max_num = maxNum
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prompt = prompt or ("#AskForDistribution:::"..minNum..":"..maxNum)
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local success, dat = self:askForUseActiveSkill(player, "distribution_select_skill", prompt, minNum == 0, data, true)
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if success and dat then
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local to = dat.targets[1]
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local give_cards = dat.cards
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for _, id in ipairs(give_cards) do
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table.insert(list[to], id)
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table.removeOne(_cards, id)
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self:setCardMark(Fk:getCardById(id), "@DistributionTo", Fk:translate(self:getPlayerById(to).general))
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end
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minNum = math.max(0, minNum - #give_cards)
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maxNum = maxNum - #give_cards
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residueMap[toStr(to)] = residueMap[toStr(to)] - #give_cards
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else
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break
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end
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end
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for _, id in ipairs(cards) do
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self:setCardMark(Fk:getCardById(id), "@DistributionTo", 0)
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end
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for _, pid in ipairs(targets) do
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if minNum == 0 or #_cards == 0 then break end
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local num = math.min(residueMap[toStr(pid)] or 0, minNum, #_cards)
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if num > 0 then
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for i = num, 1, -1 do
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local c = table.remove(_cards, i)
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table.insert(list[pid], c)
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minNum = minNum - 1
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end
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end
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end
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if not skipMove then
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self:doYiji(self, list, player.id, skillName)
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end
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return list
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end
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--- 抽个武将
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---
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--- 同getNCards,抽出来就没有了,所以记得放回去。
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@ -3009,6 +3097,65 @@ function Room:moveCardTo(card, to_place, target, reason, skill_name, special_nam
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self:moveCards(table.unpack(movesSplitedByOwner))
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end
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--- 将一些卡牌同时分配给一些角色。
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---@param room Room @ 房间
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---@param list table<integer[]> @ 分配牌和角色的数据表,键为角色id,值为分配给其的牌id数组
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---@param proposer? integer @ 操作者的id。默认为空
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---@param skillName? string @ 技能名。默认为“分配”
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---@return table<integer[]> @ 返回成功分配的卡牌
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function Room:doYiji(room, list, proposer, skillName)
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skillName = skillName or "distribution_skill"
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local moveInfos = {}
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local move_ids = {}
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for to, cards in pairs(list) do
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local toP = room:getPlayerById(to)
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local handcards = toP:getCardIds("h")
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cards = table.filter(cards, function (id) return not table.contains(handcards, id) end)
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if #cards > 0 then
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table.insertTable(move_ids, cards)
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local moveMap = {}
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local noFrom = {}
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for _, id in ipairs(cards) do
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local from = room.owner_map[id]
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if from then
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moveMap[from] = moveMap[from] or {}
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table.insert(moveMap[from], id)
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else
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table.insert(noFrom, id)
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end
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end
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for from, _cards in pairs(moveMap) do
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table.insert(moveInfos, {
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ids = _cards,
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moveInfo = table.map(_cards, function(id)
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return {cardId = id, fromArea = room:getCardArea(id), fromSpecialName = room:getPlayerById(from):getPileNameOfId(id)}
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end),
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from = from,
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to = to,
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toArea = Card.PlayerHand,
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moveReason = fk.ReasonGive,
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proposer = proposer,
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skillName = skillName,
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})
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end
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if #noFrom > 0 then
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table.insert(moveInfos, {
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ids = noFrom,
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to = to,
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toArea = Card.PlayerHand,
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moveReason = fk.ReasonGive,
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proposer = proposer,
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skillName = skillName,
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})
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end
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end
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end
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if #moveInfos > 0 then
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room:moveCards(table.unpack(moveInfos))
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end
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return move_ids
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end
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------------------------------------------------------------------------
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-- 其他游戏事件
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------------------------------------------------------------------------
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@ -78,8 +78,8 @@ local chooseCardsSkill = fk.CreateActiveSkill{
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local choosePlayersSkill = fk.CreateActiveSkill{
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name = "choose_players_skill",
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card_filter = function(self, to_select)
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return self.pattern ~= "" and Exppattern:Parse(self.pattern):match(Fk:getCardById(to_select))
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card_filter = function(self, to_select, selected)
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return self.pattern ~= "" and Exppattern:Parse(self.pattern):match(Fk:getCardById(to_select)) and #selected == 0
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end,
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target_filter = function(self, to_select, selected, cards)
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if self.pattern ~= "" and #cards == 0 then return end
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@ -137,6 +137,21 @@ local maxCardsSkill = fk.CreateMaxCardsSkill{
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end,
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}
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local distributionSelectSkill = fk.CreateActiveSkill{
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name = "distribution_select_skill",
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mute = true,
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min_card_num = 1,
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card_filter = function(self, to_select, selected)
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return #selected < self.max_num and table.contains(self.cards, to_select)
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end,
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target_num = 1,
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target_filter = function(self, to_select, selected, selected_cards)
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return #selected == 0 and #selected_cards > 0 and table.contains(self.targets, to_select)
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and #selected_cards <= (self.residued_list[string.format("%d", to_select)] or 0)
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end,
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}
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local choosePlayersToMoveCardInBoardSkill = fk.CreateActiveSkill{
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name = "choose_players_to_move_card_in_board",
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target_num = 2,
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@ -281,6 +296,7 @@ AuxSkills = {
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chooseCardsSkill,
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choosePlayersSkill,
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exChooseSkill,
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distributionSelectSkill,
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maxCardsSkill,
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choosePlayersToMoveCardInBoardSkill,
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uncompulsoryInvalidity,
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@ -192,6 +192,8 @@ Fk:loadTranslationTable({
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["discard_skill"] = "Discard",
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["choose_cards_skill"] = "Choose card",
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["choose_players_skill"] = "Choose players",
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["ex__choose_skill"] = "Choose",
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["distribution_select_skill"] = "Distribute",
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["choose_players_to_move_card_in_board"] = "Choose players",
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["reveal_skill"] = "Reveal",
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["#reveal_skill"] = "Choose a character to reveal",
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@ -519,6 +519,8 @@ Fk:loadTranslationTable{
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["discard_skill"] = "弃牌",
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["choose_cards_skill"] = "选牌",
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["choose_players_skill"] = "选择角色",
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["ex__choose_skill"] = "选择",
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["distribution_select_skill"] = "分配",
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["choose_players_to_move_card_in_board"] = "选择角色",
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["reveal_skill"] = "亮将",
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["#reveal_skill"] = "选择一个武将亮将(点击左侧选择框展开)",
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@ -80,6 +80,7 @@ local control = fk.CreateActiveSkill{
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-- ok = {10, 2},
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-- })
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-- room:swapSeat(from, to)
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-- p(room:askForYiji(from, from:getCardIds(Player.Hand), table.map(effect.tos, Util.Id2PlayerMapper), self.name, 2, 10, nil, false, nil, false, 3, true))
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for _, pid in ipairs(effect.tos) do
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local to = room:getPlayerById(pid)
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-- p(room:askForPoxi(from, "test", {
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