This commit is contained in:
DESKTOP-C7UTUBQ\32064 2023-09-23 14:09:09 +08:00
commit c99e200301
9 changed files with 1318 additions and 1479 deletions

View File

@ -747,6 +747,26 @@ Item {
} }
} }
// manualBox: same as popupBox, but must be closed manually
Loader {
id: manualBox
z: 999
onSourceChanged: {
if (item === null)
return;
item.finished.connect(() => sourceComponent = undefined);
item.widthChanged.connect(() => manualBox.moveToCenter());
item.heightChanged.connect(() => manualBox.moveToCenter());
moveToCenter();
}
onSourceComponentChanged: sourceChanged();
function moveToCenter() {
item.x = Math.round((roomArea.width - item.width) / 2);
item.y = Math.round(roomArea.height * 0.67 - item.height / 2);
}
}
Loader { Loader {
id: popupBox id: popupBox
z: 999 z: 999
@ -772,27 +792,6 @@ Item {
} }
} }
// manualBox: same as popupBox, but must be closed manually
Loader {
id: manualBox
z: 999
onSourceChanged: {
if (item === null)
return;
item.finished.connect(() => sourceComponent = undefined);
item.widthChanged.connect(() => manualBox.moveToCenter());
item.heightChanged.connect(() => manualBox.moveToCenter());
moveToCenter();
}
onSourceComponentChanged: sourceChanged();
function moveToCenter()
{
item.x = Math.round((roomArea.width - item.width) / 2);
item.y = Math.round(roomArea.height * 0.67 - item.height / 2);
}
}
Loader { Loader {
id: bigAnim id: bigAnim
anchors.fill: parent anchors.fill: parent

View File

@ -695,4 +695,54 @@ function SaveRecord()
c.client:saveRecord(json.encode(c.record), c.record[2]) c.client:saveRecord(json.encode(c.record), c.record[2])
end end
function GetCardProhibitReason(cid, method, pattern)
local card = Fk:getCardById(cid)
if not card then return "" end
if method == "play" and not card.skill:canUse(Self, card) then return "" end
if method ~= "play" and not card:matchPattern(pattern) then return "" end
if method == "play" then method = "use" end
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
local s
for _, skill in ipairs(status_skills) do
local fn = method == "use" and skill.prohibitUse or skill.prohibitResponse
if fn(skill, Self, card) then
s = skill
break
end
end
if not s then return "" end
-- try to return a translated string
local skillName = s.name
local ret = Fk:translate(skillName)
if ret ~= skillName then
-- TODO: translate
return ret .. "" .. (method == "use" and "使用" or "打出")
elseif skillName:endsWith("_prohibit") and skillName:startsWith("#") then
return Fk:translate(skillName:sub(2, -10)) .. "" .. (method == "use" and "使用" or "打出")
else
return ret
end
end
function PoxiPrompt(poxi_type, data)
local poxi = Fk.poxi_methods[poxi_type]
if not poxi or not poxi.prompt then return "" end
if type(poxi.prompt) == "string" then return Fk:translate(poxi.prompt) end
return poxi.prompt(data)
end
function PoxiFilter(poxi_type, to_select, selected, data)
local poxi = Fk.poxi_methods[poxi_type]
if not poxi then return "false" end
return json.encode(poxi.card_filter(to_select, selected, data))
end
function PoxiFeasible(poxi_type, selected, data)
local poxi = Fk.poxi_methods[poxi_type]
if not poxi then return "false" end
return json.encode(poxi.feasible(selected, data))
end
dofile "lua/client/i18n/init.lua" dofile "lua/client/i18n/init.lua"

View File

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

View File

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

View File

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

View File

@ -324,7 +324,6 @@ function GameLogic:addTriggerSkill(skill)
end end
if not table.contains(self.skill_priority_table[event], skill.priority_table[event]) then 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]) table.insert(self.skill_priority_table[event], skill.priority_table[event])
end end
end end
@ -498,7 +497,6 @@ function GameLogic:dumpAllEvents(from, to)
from = from or 1 from = from or 1
to = to or #self.all_game_events to = to or #self.all_game_events
assert(from <= to) assert(from <= to)
local indent = 0 local indent = 0
local tab = " " local tab = " "
for i = from, to, 1 do for i = from, to, 1 do

View File

@ -3,7 +3,7 @@
dir=FreeKill-${FK_VER} dir=FreeKill-${FK_VER}
mkdir $dir mkdir $dir
echo Copying echo Copying
cp -r ./Freekill/.git $dir cp -r ./FreeKill/.git $dir
cd $dir cd $dir
git restore . git restore .

View File

@ -8,10 +8,10 @@
给FreeKill的GitHub仓库点一个star吧 给FreeKill的GitHub仓库点一个star吧
你可以在武将一览界面禁将,在你创建的房间中禁用武将不会出现在选将框。 你可以在武将一览界面禁将,在你创建的房间中禁用武将不会出现在选将框。
如果你遇到了bug请截图并反馈给开发者 如果你遇到了bug请截图并反馈给开发者
如果你想要制作FK的mod需要先学习Lua语言 如果你想要制作新月杀的mod需要先学习Lua语言
目光所及短寸吾才之间满腹狭目之阿瞒有我见袁本良计初只能窥取冀州便是底竟不从易成略在胸如反掌之良计速出吾才满目光所及腹袁本初竟短寸之间不从之 目光所及短寸吾才之间满腹狭目之阿瞒有我见袁本良计初只能窥取冀州便是底竟不从易成略在胸如反掌之良计速出吾才满目光所及腹袁本初竟短寸之间不从之
吔! 吔!
想要参与到FK的开发工作中那么就从制作自己的Mod开始吧 想要参与到新月杀的开发工作中那么就从制作自己的Mod开始吧
在游戏的一些地方,长按可以显示该元素的详情。如果你用的是电脑版的话可以用鼠标右键代替长按。 在游戏的一些地方,长按可以显示该元素的详情。如果你用的是电脑版的话可以用鼠标右键代替长按。
注意:官方不支持任何形式的账号交易行为,请妥善保管好您的账号密码。请勿与他人共享账号。因账号交易、共享引起的账号争议官方均不受理。 注意:官方不支持任何形式的账号交易行为,请妥善保管好您的账号密码。请勿与他人共享账号。因账号交易、共享引起的账号争议官方均不受理。
如果牌不好的话就请辱骂GK的发牌员吧 如果牌不好的话就请辱骂GK的发牌员吧
@ -19,8 +19,9 @@
神曰“MBKS” 神曰“MBKS”
正在匹配势均力敌的对手…… 匹配到界徐盛 正在匹配势均力敌的对手…… 匹配到界徐盛
先喝酒还是先上刀,这是个值得考虑的问题 先喝酒还是先上刀,这是个值得考虑的问题
在抱怨FK只有标准包?那么去试着参与联机吧 在抱怨新月杀只有标准包?那么去试着参与联机吧
如果在牌局内想查看技能,可以长按想要看技能的角色 如果在牌局内想查看技能,可以长按想要看技能的角色
FK的开服很简单,只要单机启动就可以当做服务器使用了 新月杀的开服很简单,只要单机启动就可以当做服务器使用了
用Linux也能搭建FK服务器起始页推荐的联机IP就是跑在Linux服务器上的 用Linux也能搭建新月杀服务器起始页推荐的联机IP就是跑在Linux服务器上的
我们的游戏正在蒸蒸日上哦~ 我们的游戏正在蒸蒸日上哦~
请素质游戏!不要做出烧条之类的举动哦~