---@class GameLogic: Object ---@field room Room ---@field skill_table table ---@field refresh_skill_table table ---@field skills string[] ---@field event_stack Stack ---@field role_table string[][] local GameLogic = class("GameLogic") function GameLogic:initialize(room) self.room = room self.skill_table = {} -- TriggerEvent --> TriggerSkill[] self.refresh_skill_table = {} self.skills = {} -- skillName[] self.event_stack = Stack:new() 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 table.shuffle(self.room.players) self:assignRoles() self.room:adjustSeats() self:chooseGenerals() self:prepareForStart() self:action() end function GameLogic:assignRoles() 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 room:broadcastProperty(p, "role") else room:notifyProperty(p, p, "role") end end end function GameLogic:chooseGenerals() local room = self.room local function setPlayerGeneral(player, general) if Fk.generals[general] == nil then return end player.general = general self.room:notifyProperty(player, player, "general") end local lord = room:getLord() local lord_general = nil if lord ~= nil then room.current = lord local generals = Fk:getGeneralsRandomly(3) for i = 1, #generals do generals[i] = generals[i].name end lord_general = room:askForGeneral(lord, generals) setPlayerGeneral(lord, lord_general) room:broadcastProperty(lord, "general") end local nonlord = room:getOtherPlayers(lord) local generals = Fk:getGeneralsRandomly(#nonlord * 3, Fk.generals, {lord_general}) table.shuffle(generals) for _, p in ipairs(nonlord) do local arg = { (table.remove(generals, 1)).name, (table.remove(generals, 1)).name, (table.remove(generals, 1)).name, } p.request_data = json.encode(arg) p.default_reply = arg[1] end room:doBroadcastRequest("AskForGeneral", nonlord) for _, p in ipairs(nonlord) do if p.general == "" and p.reply_ready then local general = json.decode(p.client_reply)[1] setPlayerGeneral(p, general) else setPlayerGeneral(p, p.default_reply) end p.default_reply = "" end end function GameLogic:prepareForStart() 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] for _, p in ipairs(players) do assert(p.general ~= "") local general = Fk.generals[p.general] p.maxHp = general.maxHp p.hp = general.hp -- TODO: setup AI here if p.role ~= "lord" then room:broadcastProperty(p, "general") elseif #players >= 5 then p.maxHp = p.maxHp + 1 p.hp = p.hp + 1 end room:broadcastProperty(p, "maxHp") room:broadcastProperty(p, "hp") -- TODO: add skills to player end -- TODO: prepare drawPile -- TODO: init cards in drawPile local allCardIds = Fk:getAllCardIds() table.shuffle(allCardIds) room.draw_pile = allCardIds for _, id in ipairs(room.draw_pile) do self.room:setCardArea(id, Card.DrawPile, nil) end for _, p in ipairs(room.alive_players) do room:handleAddLoseSkills(p, "zhiheng") end self:addTriggerSkill(GameRule) for _, trig in ipairs(Fk.global_trigger) do self:addTriggerSkill(trig) end end function GameLogic:action() self:trigger(fk.GameStart) local room = self.room for _, p in ipairs(room.players) do self:trigger(fk.DrawInitialCards, p, { num = 4 }) end local function checkNoHuman() for _, p in ipairs(room.players) do if p.serverplayer:getStateString() == "online" then return false end end return true end while true do self:trigger(fk.TurnStart, room.current) if room.game_finished then break end room.current = room.current:getNextAlive() if checkNoHuman() then room:gameOver() 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) end if skill.visible then if (Fk.related_skills[skill.name] == nil) then return end for _, s in ipairs(Fk.related_skills[skill.name]) do if (s.class == TriggerSkill) then self:addTriggerSkill(s) end end end end ---@param event Event ---@param target ServerPlayer ---@param data any function GameLogic:trigger(event, target, data) local room = self.room local broken = false local skills = self.skill_table[event] or {} local skills_to_refresh = self.refresh_skill_table[event] or {} local player = target self.event_stack:push({event, target, data}) if target == nil then for _, skill in ipairs(skills_to_refresh) do if skill:canRefresh(event, target, player, data) then skill:refresh(event, target, player, data) end end for _, skill in ipairs(skills) do if skill:triggerable(event, target, player, data) then broken = skill:trigger(event, target, player, data) if broken then break end end end self.event_stack:pop() return broken end 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 ---@param a TriggerSkill ---@param b TriggerSkill local compare_func = function (a, b) return a.priority_table[event] > b.priority_table[event] end table.sort(skills, compare_func) repeat do local triggerable_skills = {} ---@type table local priority_table = {} ---@type number[] for _, skill in ipairs(skills) do if skill:triggerable(event, target, player, data) then local priority = skill.priority_table[event] if triggerable_skills[priority] == nil then triggerable_skills[priority] = {} end table.insert(triggerable_skills[priority], skill) if not table.contains(priority_table, priority) then table.insert(priority_table, priority) end end end for _, priority in ipairs(priority_table) do local triggerables = triggerable_skills[priority] local skill_names = {} ---@type string[] for _, skill in ipairs(triggerables) do table.insert(skill_names, skill.name) end while #skill_names > 0 do local skill_name = room:askForChoice(player, skill_names, "trigger") local skill = triggerables[table.indexOf(skill_names, skill_name)] broken = skill:trigger(event, target, player, data) if broken then break end table.removeOne(skill_names, skill_name) table.removeOne(triggerables, skill) end end if broken then break end player = player.next end until player == target self.event_stack:pop() return broken end return GameLogic