-- SPDX-License-Identifier: GPL-3.0-or-later --- Engine是整个FreeKill赖以运行的核心。 --- --- 它包含了FreeKill涉及的所有武将、卡牌、游戏模式等等 --- --- 同时也提供了许多常用的函数。 --- ---@class Engine : Object ---@field public packages table @ 所有拓展包的列表 ---@field public package_names string[] @ 含所有拓展包名字的数组,为了方便排序 ---@field public skills table @ 所有的技能 ---@field public related_skills table @ 所有技能的关联技能 ---@field public global_trigger TriggerSkill[] @ 所有的全局触发技 ---@field public global_status_skill table @ 所有的全局状态技 ---@field public generals table @ 所有武将 ---@field public same_generals table @ 所有同名武将组合 ---@field public lords string[] @ 所有主公武将,用于常备主公 ---@field public all_card_types table @ 所有的卡牌类型以及一张样板牌 ---@field public cards Card[] @ 所有卡牌 ---@field public translations table> @ 翻译表 ---@field public game_modes table @ 所有游戏模式 ---@field public game_mode_disabled table @ 游戏模式禁用的包 ---@field public currentResponsePattern string @ 要求用牌的种类(如要求用特定花色的桃···) ---@field public currentResponseReason string @ 要求用牌的原因(如濒死,被特定牌指定,使用特定技能···) ---@field public filtered_cards table @ 被锁视技影响的卡牌 ---@field public printed_cards table @ 被某些房间现场打印的卡牌,id都是负数且从-2开始 ---@field private _custom_events any[] @ 自定义事件列表 ---@field public poxi_methods table @ “魄袭”框操作方法表 ---@field public qml_marks table @ 自定义Qml标记的表 local Engine = class("Engine") --- Engine的构造函数。 --- --- 这个函数只应该被执行一次。执行了之后,会创建一个Engine实例,并放入全局变量Fk中。 ---@return nil function Engine:initialize() -- Engine should be singleton if Fk ~= nil then error("Engine has been initialized") return end Fk = self self.packages = {} -- name --> Package self.package_names = {} self.skills = {} -- name --> Skill self.related_skills = {} -- skillName --> relatedSkill[] self.global_trigger = {} self.global_status_skill = {} self.generals = {} -- name --> General self.same_generals = {} self.lords = {} -- lordName[] self.all_card_types = {} self.cards = {} -- Card[] self.translations = {} -- srcText --> translated self.game_modes = {} self.game_mode_disabled = {} self.kingdoms = {} self._custom_events = {} self.poxi_methods = {} self.qml_marks = {} self:loadPackages() self:loadDisabled() self:addSkills(AuxSkills) end local _foreign_keys = { "currentResponsePattern", "currentResponseReason", "filtered_cards", "printed_cards", } function Engine:__index(k) if table.contains(_foreign_keys, k) then return self:currentRoom()[k] end end function Engine:__newindex(k, v) if table.contains(_foreign_keys, k) then self:currentRoom()[k] = v else rawset(self, k, v) end end --- 向Engine中加载一个拓展包。 --- --- 会加载这个拓展包含有的所有武将、卡牌以及游戏模式。 ---@param pack Package @ 要加载的拓展包 function Engine:loadPackage(pack) assert(pack:isInstanceOf(Package)) if self.packages[pack.name] ~= nil then error(string.format("Duplicate package %s detected", pack.name)) end self.packages[pack.name] = pack table.insert(self.package_names, pack.name) -- add cards, generals and skills to Engine if pack.type == Package.CardPack then self:addCards(pack.cards) elseif pack.type == Package.GeneralPack then self:addGenerals(pack.generals) end self:addSkills(pack:getSkills()) self:addGameModes(pack.game_modes) end --- 加载所有拓展包。 --- --- Engine会在packages/下搜索所有含有init.lua的文件夹,并把它们作为拓展包加载进来。 --- --- 这样的init.lua可以返回单个拓展包,也可以返回拓展包数组,或者什么都不返回。 --- --- 标包和标准卡牌包比较特殊,它们永远会在第一个加载。 ---@return nil function Engine:loadPackages() local directories = FileIO.ls("packages") -- load standard & standard_cards first self:loadPackage(require("packages.standard")) self:loadPackage(require("packages.standard_cards")) self:loadPackage(require("packages.maneuvering")) table.removeOne(directories, "standard") table.removeOne(directories, "standard_cards") table.removeOne(directories, "maneuvering") local _disable_packs = json.decode(fk.GetDisabledPacks()) for _, dir in ipairs(directories) do if (not string.find(dir, ".disabled")) and not table.contains(_disable_packs, dir) and FileIO.isDir("packages/" .. dir) and FileIO.exists("packages/" .. dir .. "/init.lua") then local pack = require(string.format("packages.%s", dir)) -- Note that instance of Package is a table too -- so dont use type(pack) == "table" here if type(pack) == "table" then if pack[1] ~= nil then for _, p in ipairs(pack) do self:loadPackage(p) end else self:loadPackage(pack) end end end end end ---@return nil function Engine:loadDisabled() for mode_name, game_mode in pairs(self.game_modes) do local disabled_packages = {} for name, pkg in pairs(self.packages) do if table.contains(game_mode.blacklist or Util.DummyTable, name) or (game_mode.whitelist and not table.contains(game_mode.whitelist, name)) or table.contains(pkg.game_modes_blacklist or Util.DummyTable, mode_name) or (pkg.game_modes_whitelist and not table.contains(pkg.game_modes_whitelist, mode_name)) then table.insert(disabled_packages, name) end end self.game_mode_disabled[game_mode.name] = disabled_packages end end --- 向翻译表中加载新的翻译表。 ---@param t table @ 要加载的翻译表,这是一个 原文 --> 译文 的键值对表 ---@param lang? string @ 目标语言,默认为zh_CN function Engine:loadTranslationTable(t, lang) assert(type(t) == "table") lang = lang or "zh_CN" self.translations[lang] = self.translations[lang] or {} for k, v in pairs(t) do self.translations[lang][k] = v end end --- 翻译一段文本。其实就是从翻译表中去找 ---@param src string @ 要翻译的文本 ---@param lang? string @ 要使用的语言,默认读取config function Engine:translate(src, lang) lang = lang or (Config.language or "zh_CN") if not self.translations[lang] then lang = "zh_CN" end local ret = self.translations[lang][src] return ret or src end --- 向Engine中加载一个技能。 --- --- 如果技能是global的,那么同时会将其放到那些global技能表中。 --- --- 如果技能有关联技能,那么递归地加载那些关联技能。 ---@param skill Skill @ 要加载的技能 function Engine:addSkill(skill) assert(skill.class:isSubclassOf(Skill)) if self.skills[skill.name] ~= nil then error(string.format("Duplicate skill %s detected", skill.name)) end self.skills[skill.name] = skill if skill.global then if skill:isInstanceOf(TriggerSkill) then table.insert(self.global_trigger, skill) else local t = self.global_status_skill t[skill.class] = t[skill.class] or {} table.insert(t[skill.class], skill) end end for _, s in ipairs(skill.related_skills) do self:addSkill(s) end end --- 加载一系列技能。 ---@param skills Skill[] @ 要加载的技能数组 function Engine:addSkills(skills) assert(type(skills) == "table") for _, skill in ipairs(skills) do self:addSkill(skill) end end --- 加载一个武将到Engine中。 --- --- 如果武将的trueName和name不同的话,那么也会将其加到同将清单中。 ---@param general General @ 要添加的武将 function Engine:addGeneral(general) assert(general:isInstanceOf(General)) if self.generals[general.name] ~= nil then error(string.format("Duplicate general %s detected", general.name)) end self.generals[general.name] = general if general.kingdom ~= "unknown" then table.insertIfNeed(self.kingdoms, general.kingdom) end if general.name ~= general.trueName then local tName = general.trueName self.same_generals[tName] = self.same_generals[tName] or { tName } table.insert(self.same_generals[tName], general.name) end end --- 加载一系列武将。 ---@param generals General[] @ 要加载的武将列表 function Engine:addGenerals(generals) assert(type(generals) == "table") for _, general in ipairs(generals) do self:addGeneral(general) end end --- 判断一个武将是否在本房间可用。 ---@param g string @ 武将名 function Engine:canUseGeneral(g) local r = self:currentRoom() local general = self.generals[g] if not general then return false end return not table.contains(r.disabled_packs, general.package.name) and not table.contains(r.disabled_generals, g) and not general.hidden and not general.total_hidden end --- 根据武将名称,获取它的同名武将。 --- --- 注意以此法返回的同名武将列表不包含他自己。 ---@param name string @ 要查询的武将名字 ---@return string[] @ 这个武将对应的同名武将列表 function Engine:getSameGenerals(name) local tmp = name:split("__") local tName = tmp[#tmp] local ret = self.same_generals[tName] or {} return table.filter(ret, function(g) return g ~= name and self.generals[g] ~= nil and self:canUseGeneral(g) end) end local cardId = 1 --- 向Engine中加载一张卡牌。 --- --- 卡牌在加载的时候,会被赋予一个唯一的id。(从1开始) ---@param card Card @ 要加载的卡牌 function Engine:addCard(card) assert(card.class:isSubclassOf(Card)) card.id = cardId cardId = cardId + 1 table.insert(self.cards, card) if self.all_card_types[card.name] == nil then self.skills[card.skill.name] = card.skill self.all_card_types[card.name] = card end end --- 向Engine中加载一系列卡牌。 ---@param cards Card[] @ 要加载的卡牌列表 function Engine:addCards(cards) for _, card in ipairs(cards) do self:addCard(card) end end --- 根据牌名、花色、点数,复制一张牌。 --- --- 返回的牌是一张虚拟牌。 ---@param name string @ 牌名 ---@param suit? Suit @ 花色 ---@param number? integer @ 点数 ---@return Card function Engine:cloneCard(name, suit, number) local cd = self.all_card_types[name] assert(cd, "Attempt to clone a card that not added to engine") local ret = cd:clone(suit, number) ret.package = cd.package return ret end --- 向Engine中添加一系列游戏模式。 ---@param game_modes GameMode[] @ 要添加的游戏模式列表 function Engine:addGameModes(game_modes) for _, s in ipairs(game_modes) do self:addGameMode(s) end end --- 向Engine中添加一个游戏模式。 ---@param game_mode GameMode @ 要添加的游戏模式 function Engine:addGameMode(game_mode) assert(game_mode:isInstanceOf(GameMode)) if self.game_modes[game_mode.name] ~= nil then error(string.format("Duplicate game_mode %s detected", game_mode.name)) end self.game_modes[game_mode.name] = game_mode end function Engine:addGameEvent(name, pfunc, mfunc, cfunc, efunc) table.insert(self._custom_events, { name = name, p = pfunc, m = mfunc, c = cfunc, e = efunc }) end ---@param spec PoxiSpec function Engine:addPoxiMethod(spec) assert(type(spec.name) == "string") assert(type(spec.card_filter) == "function") assert(type(spec.feasible) == "function") if self.poxi_methods[spec.name] then fk.qCritical("Warning: duplicated poxi_method " .. spec.name) end self.poxi_methods[spec.name] = spec spec.default_choice = spec.default_choice or function() return {} end spec.post_select = spec.post_select or function(s) return s end end function Engine:addQmlMark(spec) assert(type(spec.name) == "string") if self.qml_marks[spec.name] then fk.qCritical("Warning: duplicated qml mark type " .. spec.name) end self.qml_marks[spec.name] = spec end --- 从已经开启的拓展包中,随机选出若干名武将。 --- --- 对于同名武将不会重复选取。 --- --- 如果符合条件的武将不够,那么就不能保证能选出那么多武将。 ---@param num integer @ 要选出的武将数量 ---@param generalPool? General[] @ 选择的范围,默认是已经启用的所有武将 ---@param except? string[] @ 特别要排除掉的武将名列表,默认是空表 ---@param filter? fun(g: General): boolean? @ 可选参数,若这个函数返回true的话这个武将被排除在外 ---@return General[] @ 随机选出的武将列表 function Engine:getGeneralsRandomly(num, generalPool, except, filter) if filter then assert(type(filter) == "function") end generalPool = generalPool or self:getAllGenerals() except = except or {} for _, g in ipairs(self.packages["test_p_0"].generals) do table.insert(except, g.name) end local availableGenerals = {} for _, general in pairs(generalPool) do if not table.contains(except, general.name) and not (filter and filter(general)) then if (not general.hidden and not general.total_hidden) and #table.filter(availableGenerals, function(g) return g.trueName == general.trueName end) == 0 then table.insert(availableGenerals, general) end end end if #availableGenerals < num then return {} end return table.random(availableGenerals, num) end --- 获取已经启用的所有武将的列表。 ---@param except? General[] @ 特别指明要排除在外的武将 ---@return General[] @ 所有武将的列表 function Engine:getAllGenerals(except) local result = {} for _, general in pairs(self.generals) do if not (except and table.contains(except, general)) then if self:canUseGeneral(general.name) then table.insert(result, general) end end end return result end --- 获取当前已经启用的所有卡牌。 ---@param except? integer[] @ 特别指定要排除在外的id列表 ---@return integer[] @ 所有卡牌id的列表 function Engine:getAllCardIds(except) local result = {} for _, card in ipairs(self.cards) do if not (except and table.contains(except, card.id)) then if not table.contains(self:currentRoom().disabled_packs, card.package.name) then table.insert(result, card.id) end end end return result end --- 根据id返回相应的卡牌。 ---@param id integer @ 牌的id ---@param ignoreFilter? boolean @ 是否要无视掉锁定视为技,直接获得真牌 ---@return Card @ 这个id对应的卡牌 function Engine:getCardById(id, ignoreFilter) if id == nil then return nil end local card_tab = (id >= -1) and self.cards or self.printed_cards local ret = card_tab[id] if not ignoreFilter then ret = self.filtered_cards[id] or card_tab[id] end return ret end --- 对那个id应用锁定视为技,将它变成要被锁定视为的牌。 ---@param id integer @ 要处理的id ---@param player Player @ 和这张牌扯上关系的那名玩家 ---@param data any @ 随意,目前只用到JudgeStruct,为了影响判定牌 function Engine:filterCard(id, player, data) if player == nil then self.filtered_cards[id] = nil return end local card = self:getCardById(id, true) local filters = self:currentRoom().status_skills[FilterSkill] or Util.DummyTable if #filters == 0 then self.filtered_cards[id] = nil return end local modify = false if data and type(data) == "table" and data.card and type(data.card) == "table" and data.card:isInstanceOf(Card) then modify = true end for _, f in ipairs(filters) do if f:cardFilter(card, player, type(data) == "table" and data.isJudgeEvent) then local _card = f:viewAs(card, player) _card.id = id _card.skillName = f.name if modify and RoomInstance then if not f.mute then player:broadcastSkillInvoke(f.name) end RoomInstance:doAnimate("InvokeSkill", { name = f.name, player = player.id, skill_type = f.anim_type, }) RoomInstance:sendLog{ type = "#FilterCard", arg = f.name, from = player.id, arg2 = card:toLogString(), arg3 = _card:toLogString(), } end card = _card end if card == nil then card = self:getCardById(id) end self.filtered_cards[id] = card end if modify then self.filtered_cards[id] = nil data.card = card return end end --- 添加一张现场打印的牌到游戏中。 --- --- 这张牌必须是clone出来的虚拟牌,不能有子卡;因为他接下来就要变成实体卡了 ---@param card Card function Engine:_addPrintedCard(card) assert(card:isVirtual() and #card.subcards == 0) table.insert(self.printed_cards, card) local id = -#self.printed_cards - 1 card.id = id self.printed_cards[id] = card end --- 获知当前的Engine是跑在服务端还是客户端,并返回相应的实例。 ---@return Room | Client function Engine:currentRoom() if RoomInstance then return RoomInstance end return ClientInstance end --- 根据字符串获得这个技能或者这张牌的描述 --- --- 其实就是翻译了 ":" .. name 罢了 ---@param name string @ 要获得描述的名字 ---@return string @ 描述 function Engine:getDescription(name) return self:translate(":" .. name) end return Engine