-- the iterator of QList object local qlist_iterator = function(list, n) if n < list:length() - 1 then return n + 1, list:at(n + 1) -- the next element of list end end function fk.qlist(list) return qlist_iterator, list, -1 end function table:contains(element) if #self == 0 or type(self[1]) ~= type(element) then return false end for _, e in ipairs(self) do if e == element then return true end end end function table:shuffle() for i = #self, 2, -1 do local j = math.random(i) self[i], self[j] = self[j], self[i] end end function table:insertTable(list) for _, e in ipairs(list) do table.insert(self, e) end end function table:indexOf(value, from) from = from or 1 for i = from, #self do if self[i] == value then return i end end return -1 end function table:removeOne(element) if #self == 0 or type(self[1]) ~= type(element) then return false end for i = 1, #self do if self[i] == element then table.remove(self, i) return true end end return false end -- Note: only clone key and value, no metatable -- so dont use for class or instance ---@generic T ---@param self T ---@return T function table.clone(self) local ret = {} for k, v in pairs(self) do if type(v) == "table" then ret[k] = table.clone(v) else ret[k] = v end end return ret end ---@class Sql Sql = { ---@param filename string open = function(filename) return fk.OpenDatabase(filename) end, ---@param db fk.SQLite3 close = function(db) fk.CloseDatabase(db) end, --- Execute an SQL statement. ---@param db fk.SQLite3 ---@param sql string exec = function(db, sql) fk.ExecSQL(db, sql) end, --- Execute a `SELECT` SQL statement. ---@param db fk.SQLite3 ---@param sql string ---@return table @ { [columnName] --> result : string[] } exec_select = function(db, sql) return json.decode(fk.SelectFromDb(db, sql)) end, } FileIO = { pwd = fk.QmlBackend_pwd, ls = function(filename) if filename == nil then return fk.QmlBackend_ls(".") else return fk.QmlBackend_ls(filename) end end, cd = fk.QmlBackend_cd, exists = fk.QmlBackend_exists, isDir = fk.QmlBackend_isDir } os.getms = fk.GetMicroSecond ---@class Stack : Object Stack = class("Stack") function Stack:initialize() self.t = {} self.p = 0 end function Stack:push(e) self.p = self.p + 1 self.t[self.p] = e end function Stack:isEmpty() return self.p == 0 end function Stack:pop() if self.p == 0 then return nil end self.p = self.p - 1 return self.t[self.p + 1] end --- useful function to create enums --- --- only use it in a terminal ---@param table string ---@param enum string[] function CreateEnum(table, enum) local enum_format = "%s.%s = %d" for i, v in ipairs(enum) do print(string.format(enum_format, table, v, i)) end end function switch(param, case_table) local case = case_table[param] if case then return case() end local def = case_table["default"] return def and def() or nil end ---@class TargetGroup : Object local TargetGroup = class("TargetGroup") function TargetGroup.static:getRealTargets(targetGroup) if not targetGroup then return {} end local realTargets = {} for _, targets in ipairs(targetGroup) do table.insert(realTargets, targets[1]) end return realTargets end function TargetGroup.static:includeRealTargets(targetGroup, playerId) if not targetGroup then return false end for _, targets in ipairs(targetGroup) do if targets[1] == playerId then return true end end return false end function TargetGroup.static:removeTarget(targetGroup, playerId) if not targetGroup then return end for index, targets in ipairs(targetGroup) do if (targets[1] == playerId) then table.remove(targetGroup, index) return end end end function TargetGroup.static:pushTargets(targetGroup, playerIds) if not targetGroup then return end if type(playerIds) == "table" then table.insert(targetGroup, playerIds) elseif type(playerIds) == "number" then table.insert(targetGroup, { playerIds }) end end ---@class AimGroup : Object local AimGroup = class("AimGroup") AimGroup.Undone = 1 AimGroup.Done = 2 AimGroup.Cancelled = 3 function AimGroup.static:initAimGroup(playerIds) return { [AimGroup.Undone] = playerIds, [AimGroup.Done] = {}, [AimGroup.Cancelled] = {} } end function AimGroup.static:getAllTargets(aimGroup) local targets = {} table.insertTable(targets, aimGroup[AimGroup.Undone]) table.insertTable(targets, aimGroup[AimGroup.Done]) return targets end function AimGroup.static:getUndoneOrDoneTargets(aimGroup, done) return done and aimGroup[AimGroup.Done] or aimGroup[AimGroup.Undone] end function AimGroup.static:setTargetDone(aimGroup, playerId) local index = table.indexOf(aimGroup[AimGroup.Undone], playerId) if index ~= -1 then table.remove(aimGroup[AimGroup.Undone], index) table.insert(aimGroup[AimGroup.Done], playerId) end end function AimGroup.static:addTargets(room, aimEvent, playerIds) local playerId = type(playerIds) == "table" and playerIds[1] or playerIds table.insert(aimEvent.tos[AimGroup.Undone], playerId) room:sortPlayersByAction(aimEvent.tos[AimGroup.Undone]) if aimEvent.targetGroup then TargetGroup:pushTargets(aimEvent.targetGroup, playerIds) end end function AimGroup.static:cancelTarget(aimEvent, playerId) local cancelled = false for status = AimGroup.Undone, AimGroup.Done do local indexList = {} for index, pId in ipairs(aimEvent.tos[status]) do if pId == playerId then table.insert(indexList, index) end end if #indexList > 0 then cancelled = true for i = 1, #indexList do table.remove(aimEvent.tos[status], indexList[i]) end end end if cancelled then table.insert(aimEvent.tos[AimGroup.Cancelled], playerId) if aimEvent.targetGroup then TargetGroup:removeTarget(aimEvent.targetGroup, playerId) end end end function AimGroup.static:removeDeadTargets(room, aimEvent) for index = AimGroup.Undone, AimGroup.Done do aimEvent.tos[index] = room:deadPlayerFilter(aimEvent.tos[index]) end if aimEvent.targetGroup then local targets = TargetGroup:getRealTargets(aimEvent.targetGroup) for _, target in ipairs(targets) do if not room:getPlayerById(target):isAlive() then TargetGroup:removeTarget(aimEvent.targetGroup, target) end end end end function AimGroup.static:getCancelledTargets(aimGroup) return aimGroup[AimGroup.Cancelled] end return { TargetGroup, AimGroup }