-- SPDX-License-Identifier: GPL-3.0-or-later GameEvent.functions[GameEvent.DrawInitial] = function(self) local room = self.room for _, player in ipairs(room.alive_players) do local draw_data = { num = 4 } room.logic:trigger(fk.DrawInitialCards, player, draw_data) if draw_data.num > 0 then -- TODO: need a new function to call the UI local cardIds = room:getNCards(draw_data.num) player:addCards(Player.Hand, cardIds) for _, id in ipairs(cardIds) do Fk:filterCard(id, player) end local move_to_notify = {} ---@type CardsMoveStruct move_to_notify.toArea = Card.PlayerHand move_to_notify.to = player.id move_to_notify.moveInfo = {} move_to_notify.moveReason = fk.ReasonDraw for _, id in ipairs(cardIds) do table.insert(move_to_notify.moveInfo, { cardId = id, fromArea = Card.DrawPile }) end room:notifyMoveCards(nil, {move_to_notify}) for _, id in ipairs(cardIds) do room:setCardArea(id, Card.PlayerHand, player.id) end room.logic:trigger(fk.AfterDrawInitialCards, player, data) end end end GameEvent.functions[GameEvent.Round] = function(self) local room = self.room local logic = room.logic local p if room:getTag("FirstRound") then room:setTag("FirstRound", false) end room:setTag("RoundCount", room:getTag("RoundCount") + 1) room:doBroadcastNotify("UpdateRoundNum", room:getTag("RoundCount")) logic:trigger(fk.RoundStart, room.current) repeat p = room.current GameEvent(GameEvent.Turn):exec() if room.game_finished then break end room.current = room.current:getNextAlive() until p.seat > p:getNextAlive().seat logic:trigger(fk.RoundEnd, p) end GameEvent.cleaners[GameEvent.Round] = function(self) local room = self.room for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryRound) p:setSkillUseHistory("", 0, Player.HistoryRound) for name, _ in pairs(p.mark) do if name:endsWith("-round") then room:setPlayerMark(p, name, 0) end end end end GameEvent.functions[GameEvent.Turn] = function(self) local room = self.room room.logic:trigger(fk.TurnStart, room.current) room:sendLog{ type = "$AppendSeparator" } local player = room.current if not player.faceup then player:turnOver() elseif not player.dead then player:play() end room.logic:trigger(fk.TurnEnd, room.current) end GameEvent.cleaners[GameEvent.Turn] = function(self) local room = self.room for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryTurn) p:setSkillUseHistory("", 0, Player.HistoryTurn) for name, _ in pairs(p.mark) do if name:endsWith("-turn") then room:setPlayerMark(p, name, 0) end end end if self.interrupted then room.current.phase = Player.Finish room.logic:trigger(fk.EventPhaseStart, room.current, nil, true) room.logic:trigger(fk.EventPhaseEnd, room.current, nil, true) room.current.phase = Player.NotActive room:notifyProperty(room.current, room.current, "phase") room.logic:trigger(fk.EventPhaseChanging, room.current, { from = Player.Finish, to = Player.NotActive }, true) room.logic:trigger(fk.EventPhaseStart, room.current, nil, true) room.current.skipped_phases = {} room.logic:trigger(fk.TurnEnd, room.current, nil, true) end end GameEvent.functions[GameEvent.Phase] = function(self) local room = self.room local logic = room.logic local player = self.data[1] if not logic:trigger(fk.EventPhaseStart, player) then if player.phase ~= Player.NotActive then logic:trigger(fk.EventPhaseProceeding, player) switch(player.phase, { [Player.PhaseNone] = function() error("You should never proceed PhaseNone") end, [Player.RoundStart] = function() end, [Player.Start] = function() end, [Player.Judge] = function() local cards = player:getCardIds(Player.Judge) for i = #cards, 1, -1 do local card card = player:removeVirtualEquip(cards[i]) if not card then card = Fk:getCardById(cards[i]) end room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name) ---@type CardEffectEvent local effect_data = { card = card, to = player.id, tos = { {player.id} }, } room:doCardEffect(effect_data) if effect_data.isCancellOut and card.skill then card.skill:onNullified(room, effect_data) end end end, [Player.Draw] = function() local data = { n = 2 } room.logic:trigger(fk.DrawNCards, player, data) room:drawCards(player, data.n, self.name) room.logic:trigger(fk.AfterDrawNCards, player, data) end, [Player.Play] = function() while not player.dead do room:notifyMoveFocus(player, "PlayCard") local result = room:doRequest(player, "PlayCard", player.id) if result == "" then break end local use = room:handleUseCardReply(player, result) if use then room:useCard(use) end end end, [Player.Discard] = function() local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards() if discardNum > 0 then room:askForDiscard(player, discardNum, discardNum, false, self.name) end end, [Player.Finish] = function() end, [Player.NotActive] = function() end, }) end end if self.phase ~= Player.NotActive then logic:trigger(fk.EventPhaseEnd, self) else self.skipped_phases = {} end end GameEvent.cleaners[GameEvent.Phase] = function(self) local room = self.room local player = self.data[1] for _, p in ipairs(room.players) do p:setCardUseHistory("", 0, Player.HistoryPhase) p:setSkillUseHistory("", 0, Player.HistoryPhase) for name, _ in pairs(p.mark) do if name:endsWith("-phase") then room:setPlayerMark(p, name, 0) end end end if self.interrupted then room.logic:trigger(fk.EventPhaseEnd, player, nil, true) end end