---@class GameEvent: Object ---@field room Room ---@field event integer ---@field data any ---@field main_func fun(self: GameEvent) ---@field clear_func fun(self: GameEvent) ---@field extra_clear_funcs any[] ---@field interrupted boolean local GameEvent = class("GameEvent") GameEvent.functions = {} GameEvent.cleaners = {} local function wrapCoFunc(f, ...) if not f then return nil end local args = {...} return function() return f(table.unpack(args)) end end local function dummyFunc() end function GameEvent:initialize(event, ...) self.room = RoomInstance self.event = event self.data = { ... } self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc self.clear_func = wrapCoFunc(GameEvent.cleaners[event], self) or dummyFunc self.extra_clear_funcs = {} self.interrupted = false end function GameEvent:clear() for _, f in ipairs(self.extra_clear_funcs) do if type(f) == "function" then f(self) end end self:clear_func() end function GameEvent:exec() local room = self.room local logic = room.logic local ret = false -- false or nil means this event is running normally local extra_ret logic.game_event_stack:push(self) local co = coroutine.create(self.main_func) while true do local err, yield_result, extra_yield_result = coroutine.resume(co) if err == false then -- handle error, then break if not string.find(yield_result, "__manuallyBreak") then fk.qCritical(yield_result) print(debug.traceback(co)) end self.interrupted = true self:clear() ret = true break end if yield_result == "__handleRequest" then -- yield to requestLoop coroutine.yield(yield_result, extra_yield_result) elseif type(yield_result) == "table" and yield_result.class and yield_result:isInstanceOf(GameEvent) then -- yield to corresponding GameEvent, first pop self from stack self.interrupted = true self:clear() logic.game_event_stack:pop(self) -- then, call yield coroutine.yield(yield_result) elseif yield_result == "__breakEvent" then -- try to break this event local cancelEvent = GameEvent:new(GameEvent.BreakEvent, self) local notcanceled = cancelEvent:exec() if not notcanceled then self.interrupted = true self:clear() ret = true extra_ret = extra_yield_result break end else -- normally exit, simply break the loop self:clear() extra_ret = yield_result break end end logic.game_event_stack:pop(self) return ret, extra_ret end return GameEvent