-- SPDX-License-Identifier: GPL-3.0-or-later --- Card记录了FreeKill所有卡牌的基础信息。 --- --- 它包含了ID、所属包、牌名、花色、点数等等 --- ---@class Card : Object ---@field public id integer @ 标志某一张卡牌唯一的数字,从1开始。若此牌是虚拟牌,则其id为0。服务器启动时为卡牌赋予ID。 ---@field public package Package @ 卡牌所属的扩展包 ---@field public name string @ 卡牌的名字 ---@field public suit Suit @ 卡牌的花色(四色及无花色) ---@field public number integer @ 卡牌的点数(0到K) ---@field public trueName string @ 卡牌的真名,一般用于分辨杀。 ---@field public color Color @ 卡牌的颜色(分为黑色、红色、无色) ---@field public type CardType @ 卡牌的种类(基本牌、锦囊牌、装备牌) ---@field public sub_type CardSubtype @ 卡牌的子种类(例如延时锦囊牌、武器、防具等) ---@field public area CardArea @ 卡牌所在区域(例如手牌区,判定区,装备区,牌堆,弃牌堆···) ---@field public mark table @ 当前拥有的所有标记,用烂了 ---@field public subcards integer[] @ 子卡ID表 ---@field public skillName string @ 虚拟牌的技能名 for virtual cards ---@field private _skillName string ---@field public skillNames string[] @ 虚拟牌的技能名们(一张虚拟牌可能有多个技能名,如芳魂、龙胆、朱雀羽扇) ---@field public skill Skill @ 技能(用于实现卡牌效果) ---@field public special_skills? string[] @ 衍生技能,如重铸 ---@field public is_damage_card boolean @ 是否为会造成伤害的牌 ---@field public multiple_targets boolean @ 是否为指定多个目标的牌 ---@field public is_derived? boolean @ 判断是否为衍生牌 local Card = class("Card") ---@alias Suit integer Card.Spade = 1 Card.Club = 2 Card.Heart = 3 Card.Diamond = 4 Card.NoSuit = 5 ---@alias Color integer Card.Black = 1 Card.Red = 2 Card.NoColor = 3 ---@alias CardType integer Card.TypeBasic = 1 Card.TypeTrick = 2 Card.TypeEquip = 3 ---@alias CardSubtype integer Card.SubtypeNone = 1 Card.SubtypeDelayedTrick = 2 Card.SubtypeWeapon = 3 Card.SubtypeArmor = 4 Card.SubtypeDefensiveRide = 5 Card.SubtypeOffensiveRide = 6 Card.SubtypeTreasure = 7 ---@alias CardArea integer Card.Unknown = 0 Card.PlayerHand = 1 Card.PlayerEquip = 2 Card.PlayerJudge = 3 Card.PlayerSpecial = 4 Card.Processing = 5 Card.DrawPile = 6 Card.DiscardPile = 7 Card.Void = 8 --- Card的构造函数。具体负责构建Card实例的函数,请参见fk_ex部分。 function Card:initialize(name, suit, number, color) self.name = name self.suit = suit or Card.NoSuit self.number = number or 0 if string.sub(name, 1, 1) == "&" then self.name = string.sub(name, 2, #name) self.is_derived = true end local name_splited = self.name:split("__") self.trueName = name_splited[#name_splited] if suit == Card.Spade or suit == Card.Club then self.color = Card.Black elseif suit == Card.Heart or suit == Card.Diamond then self.color = Card.Red elseif color ~= nil then self.color = color else self.color = Card.NoColor end -- self.package = nil self.id = 0 self.type = 0 self.sub_type = Card.SubtypeNone -- self.skill = nil self.subcards = {} -- self.skillName = nil self._skillName = "" self.skillNames = {} -- self.mark = {} -- 这个视情况了,只有虚拟牌才有真正的self.mark,真牌的话挂在currentRoom end function Card:__index(k) if k == "skillName" then return self._skillName elseif k == "mark" then if not self:isVirtual() then local mark_tab = Fk:currentRoom().card_marks mark_tab[self.id] = mark_tab[self.id] or {} return mark_tab[self.id] else self.mark = {} return self.mark end end end function Card:__newindex(k, v) if k == "skillName" then table.insertIfNeed(self.skillNames, v) self._skillName = v else rawset(self, k, v) end end function Card:__tostring() return string.format("", self.name, self:getSuitString(), self.number) end --- 克隆特定卡牌并赋予花色与点数。 --- --- 会将skill/special_skills/equip_skill继承到克隆牌中。 ---@param suit? Suit @ 克隆后的牌的花色 ---@param number? integer @ 克隆后的牌的点数 ---@return Card @ 产品 function Card:clone(suit, number) local newCard = self.class:new(self.name, suit, number) newCard.skill = self.skill newCard.special_skills = self.special_skills newCard.is_damage_card = self.is_damage_card newCard.multiple_targets = self.multiple_targets newCard.is_derived = self.is_derived return newCard end --- 检测是否为虚拟卡牌,如果其ID为0及以下,则为虚拟卡牌。 function Card:isVirtual() return self.id == 0 end --- 获取卡牌的ID。 --- --- 如果牌是虚拟牌,则返回其第一张子卡的id,没有子卡就返回nil ---@return integer? function Card:getEffectiveId() if self:isVirtual() then return #self.subcards > 0 and self.subcards[1] or nil end return self.id end local function updateColorAndNumber(card) local color = Card.NoColor local number = 0 local different_color = false for i, id in ipairs(card.subcards) do local c = Fk:getCardById(id) number = math.min(number + c.number, 13) if i == 1 then card.suit = c.suit else card.suit = Card.NoSuit end if color ~= c.color then if not different_color then if c.color ~= Card.NoColor then different_color = true end color = c.color else color = Card.NoColor end end end card.color = color card.number = number end --- 将一张子卡牌加入某张牌中(是addSubcards的基础函数,常用addSubcards)。 ---@param card integer|Card @ 要加入的子卡 function Card:addSubcard(card) if type(card) == "number" then table.insert(self.subcards, card) else assert(card:isInstanceOf(Card)) -- assert(not card:isVirtual(), "Can not add virtual card as subcard") if card:isVirtual() then table.insertTable(self.subcards, card.subcards) else table.insert(self.subcards, card.id) end for _, skill in ipairs(card.skillNames) do self.skillName = skill end end updateColorAndNumber(self) end --- 将一批子卡牌加入某张牌中(常用于将这批牌弃置/交给某个角色···)。 ---@param cards integer[] | Card[] @ 要加入的子卡列表 function Card:addSubcards(cards) for _, c in ipairs(cards) do self:addSubcard(c) end end --- 清空加入某张牌中的子卡牌。 function Card:clearSubcards() self.subcards = {} updateColorAndNumber(self) end --- 判断此牌能否符合一个卡牌规则。 function Card:matchPattern(pattern) return Exppattern:Parse(pattern):match(self) end --- 获取卡牌花色并返回花色文字描述(如 黑桃、红桃、梅花、方块)或者符号(如♠♥♣♦,带颜色)。 ---@param symbol? boolean @ 是否以符号形式显示 ---@return string @ 描述花色的字符串 function Card:getSuitString(symbol) local suit = self.suit local ret if suit == Card.Spade then ret = "spade" elseif suit == Card.Heart then ret = "heart" elseif suit == Card.Club then ret = "club" elseif suit == Card.Diamond then ret = "diamond" else ret = "nosuit" end return symbol and "log_" .. ret or ret end --- 获取卡牌颜色并返回点数颜色描述(例如黑色/红色/无色)。 ---@return string @ 描述颜色的字符串 function Card:getColorString() local color = self.color if color == Card.Black then return "black" elseif color == Card.Red then return "red" end return "nocolor" end --- 获取卡牌类型并返回类型描述(例如基本牌/锦囊牌/装备牌)。 function Card:getTypeString() local t = self.type if t == Card.TypeBasic then return "basic" elseif t == Card.TypeTrick then return "trick" elseif t == Card.TypeEquip then return "equip" end return "notype" end local subtype_string_table = { [Card.SubtypeArmor] = "armor", [Card.SubtypeWeapon] = "weapon", [Card.SubtypeTreasure] = "treasure", [Card.SubtypeDelayedTrick] = "delayed_trick", [Card.SubtypeDefensiveRide] = "defensive_ride", [Card.SubtypeOffensiveRide] = "offensive_ride", } function Card:getSubtypeString() local t = self.sub_type local ret = subtype_string_table[t] if ret == nil then if self.type == Card.TypeTrick then return "normal_trick" elseif self.type == Card.TypeBasic then return "basic" end else return ret end end --- 获取卡牌点数并返回点数文字描述(仅限A/J/Q/K/X)。 local function getNumberStr(num) if num == 1 then return "A" elseif num == 11 then return "J" elseif num == 12 then return "Q" elseif num == 13 then return "K" elseif num == 0 then return "X" end return tostring(num) end --- 获取卡牌点数并返回点数文字描述(仅限A/J/Q/K/X)。 ---@param num integer @ 当你只想翻译点数为文字时(优先检查,请注意) function Card:getNumberStr(num) return tostring(getNumberStr(num and num or self.number)) end --- 根据点数文字描述返回数字。 ---@param str integer @ 只能翻译文字为点数 function Card:strToNumber(str) if str == "A" then return 1 elseif str == "J" then return 11 elseif str == "Q" then return 12 elseif str == "K" then return 13 elseif str == "X" then return 0 end return tonumber(str) end --- 获取卡牌的完整点数(花色+点数),如(黑桃A/♠A)。 ---@param symbol boolean @ 是否以符号形式显示花色 ---@return string @ 完整点数(字符串) function Card:getSuitCompletedString(symbol) return Fk:translate(self:getSuitString(symbol)) .. getNumberStr(self.number) end --- 判断卡牌是否为普通锦囊牌 ---@return boolean function Card:isCommonTrick() return self.type == Card.TypeTrick and self.sub_type ~= Card.SubtypeDelayedTrick end --- 为卡牌赋予Mark。 ---@param mark string @ 标记 ---@param count integer @ 为标记赋予的数量 -- mark name and UI: -- 'xxx': invisible mark -- '@mark': mark with extra data (maybe string or number) -- '@@mark': mark without data function Card:addMark(mark, count) count = count or 1 local num = self.mark[mark] num = num or 0 self:setMark(mark, math.max(num + count, 0)) end --- 为卡牌移除Mark。 ---@param mark string @ 标记 ---@param count integer @ 为标记删除的数量 function Card:removeMark(mark, count) count = count or 1 local num = self.mark[mark] num = num or 0 self:setMark(mark, math.max(num - count, 0)) end --- 为卡牌设置Mark至指定数量。 --- --- 关于标记的说明: --- --- * @开头的为可见标记,其余为隐藏标记。 --- * -turn结尾、-phase结尾、-round结尾的如同玩家标记一样在这个时机自动清理。 --- * -noclear结尾的表示不要自动清理。 --- * 默认的自动清理策略是当卡牌离开手牌区后清除所有的标记。 --- * -turn之类的后缀会覆盖默认清理的方式。 --- * (TODO: 以上皆为画饼) ---@param mark string @ 标记 ---@param count integer @ 为标记删除的数量 function Card:setMark(mark, count) if count == 0 then count = nil end if self.mark[mark] ~= count then self.mark[mark] = count end end --- 获取卡牌对应Mark的数量。 ---@param mark string @ 标记 ---@return any function Card:getMark(mark) local ret = (self.mark[mark] or 0) if (not self:isVirtual()) and next(self.mark) == nil then self.mark = nil end return ret end --- 判定卡牌是否拥有对应的Mark。 ---@param mark string @ 标记 ---@return boolean function Card:hasMark(mark) fk.qWarning("hasMark will be deleted in future version!") return self:getMark(mark) ~= 0 end --- 获取卡牌有哪些Mark。 function Card:getMarkNames() local ret = {} for k, _ in pairs(self.mark) do table.insert(ret, k) end return ret end --- 比较两张卡牌的花色是否相同 ---@param anotherCard Card @ 另一张卡牌 ---@param diff? boolean @ 比较二者不同 ---@return boolean 返回比较结果 function Card:compareSuitWith(anotherCard, diff) if self ~= anotherCard and table.contains({ self.suit, anotherCard.suit }, Card.NoSuit) then return false end if diff then return self.suit ~= anotherCard.suit else return self.suit == anotherCard.suit end end --- 比较两张卡牌的颜色是否相同 ---@param anotherCard Card @ 另一张卡牌 ---@param diff? boolean @ 比较二者不同 ---@return boolean @ 返回比较结果 function Card:compareColorWith(anotherCard, diff) if self ~= anotherCard and table.contains({ self.color, anotherCard.color }, Card.NoColor) then return false end if diff then return self.color ~= anotherCard.color else return self.color == anotherCard.color end end --- 比较两张卡牌的点数是否相同 ---@param anotherCard Card @ 另一张卡牌 ---@param diff? boolean @ 比较二者不同 ---@return boolean @ 返回比较结果 function Card:compareNumberWith(anotherCard, diff) if self ~= anotherCard and self.number < 1 or anotherCard.number < 1 then return false end if diff then return self.number ~= anotherCard.number else return self.number == anotherCard.number end end -- for sendLog --- 获取卡牌的文字信息并准备作为log发送。 function Card:toLogString() local ret = string.format('%s', Fk:translate(self.name) .. "[") if self:isVirtual() and #self.subcards ~= 1 then ret = ret .. Fk:translate(self:getColorString()) else ret = ret .. Fk:translate("log_" .. self:getSuitString()) if self.number > 0 then ret = ret .. string.format('%s', self.color == Card.Red and "#CC3131" or "black", getNumberStr(self.number)) end end ret = ret .. ']' return ret end --- 静态方法。传入下列类型之一的参数,返回id列表。 ---@param c integer|integer[]|Card|Card[] ---@return integer[] function Card:getIdList(c) error("This is a static method. Please use Card:getIdList instead") end function Card.static:getIdList(c) if type(c) == "number" then return {c} end if c.class and c:isInstanceOf(Card) then if c:isVirtual() then return table.clone(c.subcards) else return {c.id} end end -- array local ret = {} for _, c2 in ipairs(c) do table.insertTable(ret, Card:getIdList(c2)) end return ret end return Card