-- SPDX-License-Identifier: GPL-3.0-or-later --- GameMode用来描述一个游戏模式。 --- --- 可以参考欢乐斗地主。 --- ---@class GameMode: Object ---@field public name string @ 游戏模式名 ---@field public minPlayer integer @ 最小玩家数 ---@field public maxPlayer integer @ 最大玩家数 ---@field public rule? TriggerSkill @ 规则(通过技能完成,通常用来为特定角色及特定时机提供触发事件) ---@field public logic? fun(): GameLogic @ 逻辑(通过function完成,通常用来初始化、分配身份及座次) ---@field public whitelist? string[] @ 白名单 ---@field public blacklist? string[] @ 黑名单 local GameMode = class("GameMode") --- 构造函数,不可随意调用。 ---@param name string @ 游戏模式名 ---@param min integer @ 最小玩家数 ---@param max integer @ 最大玩家数 function GameMode:initialize(name, min, max) self.name = name self.minPlayer = math.max(min, 2) self.maxPlayer = math.min(max, 12) end ---@param victim ServerPlayer @ 死者 ---@return string @ 胜者阵营 function GameMode:getWinner(victim) if victim.rest > 0 then return "" end local room = victim.room local winner = "" local alive = table.filter(room.players, function(p) return not p.surrendered and not (p.dead and p.rest == 0) end) if victim.role == "lord" then if #alive == 1 and alive[1].role == "renegade" then winner = "renegade" else winner = "rebel" end elseif victim.role ~= "loyalist" then local lord_win = true for _, p in ipairs(alive) do if p.role == "rebel" or p.role == "renegade" then lord_win = false break end end if lord_win then winner = "lord+loyalist" end end return winner end ---@param playedTime number @ 游戏时长(单位:秒) ---@return table function GameMode:surrenderFunc(playedTime) return {} end ---@param room Room @ 游戏房间 ---@return boolean function GameMode:countInFunc(room) return true end return GameMode