-- SPDX-License-Identifier: GPL-3.0-or-later local function drawInit(room, player, n) -- TODO: need a new function to call the UI local cardIds = room:getNCards(n) 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 end local function discardInit(room, player) local cardIds = player:getCardIds(Player.Hand) player:removeCards(Player.Hand, cardIds) table.insertTable(room.draw_pile, cardIds) for _, id in ipairs(cardIds) do Fk:filterCard(id, nil) end local move_to_notify = {} ---@type CardsMoveStruct move_to_notify.from = player.id move_to_notify.toArea = Card.DrawPile move_to_notify.moveInfo = {} move_to_notify.moveReason = fk.ReasonJustMove for _, id in ipairs(cardIds) do table.insert(move_to_notify.moveInfo, { cardId = id, fromArea = Card.PlayerHand }) end room:notifyMoveCards(nil, {move_to_notify}) for _, id in ipairs(cardIds) do room:setCardArea(id, Card.DrawPile, nil) end end GameEvent.functions[GameEvent.DrawInitial] = function(self) local room = self.room local luck_data = { drawInit = drawInit, discardInit = discardInit, playerList = table.map(room.alive_players, Util.IdMapper), } for _, player in ipairs(room.alive_players) do local draw_data = { num = 4 } room.logic:trigger(fk.DrawInitialCards, player, draw_data) luck_data[player.id] = draw_data luck_data[player.id].luckTime = room.settings.luckTime if player.id < 0 then -- Robot luck_data[player.id].luckTime = 0 end if draw_data.num > 0 then drawInit(room, player, draw_data.num) end end if room.settings.luckTime <= 0 then for _, player in ipairs(room.alive_players) do local draw_data = luck_data[player.id] draw_data.luckTime = nil room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data) end return end room:setTag("LuckCardData", luck_data) room:notifyMoveFocus(room.alive_players, "AskForLuckCard") room:doBroadcastNotify("AskForLuckCard", room.settings.luckTime or 4) local remainTime = room.timeout + 1 local currentTime = os.time() local elapsed = 0 for _, id in ipairs(luck_data.playerList) do local pl = room:getPlayerById(id) if luck_data[id].luckTime > 0 then pl.serverplayer:setThinking(true) end end while true do elapsed = os.time() - currentTime if remainTime - elapsed <= 0 then break end -- local ldata = room:getTag("LuckCardData") local ldata = luck_data if table.every(ldata.playerList, function(id) return ldata[id].luckTime == 0 end) then break end for _, id in ipairs(ldata.playerList) do local pl = room:getPlayerById(id) if pl._splayer:getState() ~= fk.Player_Online then ldata[id].luckTime = 0 pl.serverplayer:setThinking(false) end end -- room:setTag("LuckCardData", ldata) room:checkNoHuman() coroutine.yield("__handleRequest", (remainTime - elapsed) * 1000) end for _, player in ipairs(room.alive_players) do local draw_data = luck_data[player.id] draw_data.luckTime = nil room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data) end room:removeTag("LuckCardData") end GameEvent.functions[GameEvent.Round] = function(self) local room = self.room local logic = room.logic local p local isFirstRound = room:getTag("FirstRound") if isFirstRound then room:setTag("FirstRound", false) end local roundCount = room:getTag("RoundCount") roundCount = roundCount + 1 room:setTag("RoundCount", roundCount) room:doBroadcastNotify("UpdateRoundNum", roundCount) -- 强行平局 防止can_trigger报错导致瞬间几十万轮卡炸服务器 if roundCount >= 9999 then room:gameOver("") end if isFirstRound then logic:trigger(fk.GameStart, room.current) end logic:trigger(fk.RoundStart, room.current) repeat p = room.current GameEvent(GameEvent.Turn, p):exec() if room.game_finished then break end room.current = room.current:getNextAlive(true, nil, true) until p.seat >= p:getNextAlive(true, nil, true).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:find("-round", 1, true) then room:setPlayerMark(p, name, 0) end end end for cid, cmark in pairs(room.card_marks) do for name, _ in pairs(cmark) do if name:find("-round", 1, true) then room:setCardMark(Fk:getCardById(cid), name, 0) end end end end GameEvent.prepare_funcs[GameEvent.Turn] = function(self) local room = self.room local logic = room.logic local player = room.current if player.rest > 0 and player.rest < 999 then room:setPlayerRest(player, player.rest - 1) if player.rest == 0 and player.dead then room:revivePlayer(player, true, "rest") else room:delay(50) end end if player.dead then return true end room:sendLog{ type = "$AppendSeparator" } if not player.faceup then player:turnOver() return true end return logic:trigger(fk.BeforeTurnStart, player) end GameEvent.functions[GameEvent.Turn] = function(self) local room = self.room local logic = room.logic logic:trigger(fk.TurnStart, room.current) room.current:play() end GameEvent.cleaners[GameEvent.Turn] = function(self) local room = self.room local current = room.current local logic = room.logic if self.interrupted then if current.phase ~= Player.NotActive then local current_phase = current.phase current.phase = Player.PhaseNone logic:trigger(fk.EventPhaseChanging, current, { from = current_phase, to = Player.NotActive }, true) current.phase = Player.NotActive room:broadcastProperty(current, "phase") logic:trigger(fk.EventPhaseStart, current, nil, true) end current.skipped_phases = {} end logic:trigger(fk.TurnEnd, current, nil, self.interrupted) logic:trigger(fk.AfterTurnEnd, current, nil, self.interrupted) 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:find("-turn", 1, true) then room:setPlayerMark(p, name, 0) end end end for cid, cmark in pairs(room.card_marks) do for name, _ in pairs(cmark) do if name:find("-turn", 1, true) then room:setCardMark(Fk:getCardById(cid), name, 0) end end end end GameEvent.functions[GameEvent.Phase] = function(self) local room = self.room local logic = room.logic local player = self.data[1] ---@type Player 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) while #cards > 0 do local cid = table.remove(cards) if not cid then return end local card = player:removeVirtualEquip(cid) if not card then card = Fk:getCardById(cid) end if table.contains(player:getCardIds(Player.Judge), cid) then 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 end, [Player.Draw] = function() local data = { n = 2 } room.logic:trigger(fk.DrawNCards, player, data) room:drawCards(player, data.n, "game_rule") room.logic:trigger(fk.AfterDrawNCards, player, data) end, [Player.Play] = function() player._play_phase_end = false while not player.dead do logic:trigger(fk.StartPlayCard, player, nil, true) room:notifyMoveFocus(player, "PlayCard") local result = room:doRequest(player, "PlayCard", player.id) if result == "" then break end local useResult = room:handleUseCardReply(player, result) if type(useResult) == "table" then room:useCard(useResult) end if player._play_phase_end then player._play_phase_end = false break end end end, [Player.Discard] = function() local discardNum = #table.filter( player:getCardIds(Player.Hand), function(id) local card = Fk:getCardById(id) return table.every(room.status_skills[MaxCardsSkill] or Util.DummyTable, function(skill) return not skill:excludeFrom(player, card) end) end ) - player:getMaxCards() if discardNum > 0 then room:askForDiscard(player, discardNum, discardNum, false, "game_rule", false) end end, [Player.Finish] = function() end, }) end end end GameEvent.cleaners[GameEvent.Phase] = function(self) local room = self.room local player = self.data[1] local logic = room.logic if player.phase ~= Player.NotActive then logic:trigger(fk.EventPhaseEnd, player, nil, self.interrupted) logic:trigger(fk.AfterPhaseEnd, player, nil, self.interrupted) else player.skipped_phases = {} end 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:find("-phase", 1, true) then room:setPlayerMark(p, name, 0) end end end for cid, cmark in pairs(room.card_marks) do for name, _ in pairs(cmark) do if name:find("-phase", 1, true) then room:setCardMark(Fk:getCardById(cid), name, 0) end end end end