---@class Room : Object ---@field room fk.Room ---@field players ServerPlayer[] ---@field alive_players ServerPlayer[] ---@field current ServerPlayer ---@field game_finished boolean ---@field timeout integer ---@field tag table ---@field draw_pile integer[] ---@field discard_pile integer[] ---@field processing_area integer[] ---@field void integer[] ---@field card_place table ---@field owner_map table ---@field status_skills Skill[] local Room = class("Room") -- load classes used by the game GameLogic = require "server.gamelogic" ServerPlayer = require "server.serverplayer" --[[-------------------------------------------------------------------- Room stores all information for server side game room, such as player, cards, and other properties. It also have a lots of functions that make sure the room run properly. content of class Room: * contructor * getter/setters * Basic network functions, notify functions * Interactive methods * simple game actions, like judge, damage... * using cards * moving cards callbacks (not part of Room) see also: gamelogic.lua (for the game's main loop and trigger event) game_rule.lua (draw initial cards, proceed phase, etc.) aux_skills.lua (useful ActiveSkill for some interactive functions) ]]---------------------------------------------------------------------- ------------------------------------------------------------------------ -- constructor ------------------------------------------------------------------------ ---@param _room fk.Room function Room:initialize(_room) self.room = _room self.room.startGame = function(_self) Room.initialize(self, _room) -- clear old data local main_co = coroutine.create(function() self:run() end) local request_co = coroutine.create(function() self:requestLoop() end) while not self.game_finished do local ret, err_msg = coroutine.resume(main_co) -- handle error if ret == false then fk.qCritical(err_msg) print(debug.traceback(main_co)) break end ret, err_msg = coroutine.resume(request_co) if ret == false then fk.qCritical(err_msg) print(debug.traceback(request_co)) break end end end self.players = {} self.alive_players = {} self.current = nil self.game_finished = false self.timeout = _room:getTimeout() self.tag = {} self.draw_pile = {} self.discard_pile = {} self.processing_area = {} self.void = {} self.card_place = {} self.owner_map = {} self.status_skills = {} for class, skills in pairs(Fk.global_status_skill) do self.status_skills[class] = {table.unpack(skills)} end end -- When this function returns, the Room(C++) thread stopped. function Room:run() for _, p in fk.qlist(self.room:getPlayers()) do local player = ServerPlayer:new(p) player.room = self table.insert(self.players, player) end self.logic = GameLogic:new(self) self.logic:run() end ------------------------------------------------------------------------ -- getters and setters ------------------------------------------------------------------------ ---@param cardId integer ---@param cardArea CardArea ---@param integer owner function Room:setCardArea(cardId, cardArea, owner) self.card_place[cardId] = cardArea self.owner_map[cardId] = owner end ---@param cardId integer ---@return CardArea function Room:getCardArea(cardId) return self.card_place[cardId] or Card.Unknown end ---@param id integer ---@return ServerPlayer function Room:getPlayerById(id) assert(type(id) == "number") for _, p in ipairs(self.players) do if p.id == id then return p end end error("cannot find player by " .. id) end ---@param playerIds integer[] function Room:sortPlayersByAction(playerIds) end function Room:deadPlayerFilter(playerIds) local newPlayerIds = {} for _, playerId in ipairs(playerIds) do if self:getPlayerById(playerId):isAlive() then table.insert(newPlayerIds, playerId) end end return newPlayerIds end ---@param sortBySeat boolean ---@return ServerPlayer[] function Room:getAllPlayers(sortBySeat) if sortBySeat == nil or sortBySeat then local current = self.current local temp = current.next local ret = {current} while temp ~= current do table.insert(ret, temp) temp = temp.next end return ret else return { table.unpack(self.players) } end end ---@param sortBySeat boolean ---@return ServerPlayer[] function Room:getAlivePlayers(sortBySeat) if sortBySeat == nil or sortBySeat then local current = self.current local temp = current.next local ret = {current} while temp ~= current do if not temp.dead then table.insert(ret, temp) end temp = temp.next end return ret else return { table.unpack(self.alive_players) } end end ---@param player ServerPlayer ---@param sortBySeat boolean ---@param include_dead boolean ---@return ServerPlayer[] function Room:getOtherPlayers(player, sortBySeat, include_dead) if sortBySeat == nil then sortBySeat = true end local players = include_dead and self:getAllPlayers(sortBySeat) or self:getAlivePlayers(sortBySeat) for _, p in ipairs(players) do if p.id == player.id then table.removeOne(players, player) break end end return players end ---@return ServerPlayer | null function Room:getLord() local lord = self.players[1] if lord.role == "lord" then return lord end for _, p in ipairs(self.players) do if p.role == "lord" then return p end end return nil end ---@param expect ServerPlayer ---@return ServerPlayer[] function Room:getOtherPlayers(expect, include_dead) local ret if include_dead then ret = {table.unpack(self.players)} else ret = {table.unpack(self.alive_players)} end table.removeOne(ret, expect) return ret end ---@param num integer ---@param from string ---@return integer[] function Room:getNCards(num, from) from = from or "top" assert(from == "top" or from == "bottom") local cardIds = {} while num > 0 do if #self.draw_pile < 1 then self:shuffleDrawPile() end local index = from == "top" and 1 or #self.draw_pile table.insert(cardIds, self.draw_pile[index]) table.remove(self.draw_pile, index) num = num - 1 end return cardIds end ---@param player ServerPlayer ---@param mark string ---@param value integer function Room:setPlayerMark(player, mark, value) player:setMark(mark, value) self:doBroadcastNotify("SetPlayerMark", json.encode{ player.id, mark, value }) end function Room:addPlayerMark(player, mark, count) count = count or 1 local num = player:getMark(mark) num = num or 0 self:setPlayerMark(player, mark, math.max(num + count, 0)) end function Room:removePlayerMark(player, mark, count) count = count or 1 local num = player:getMark(mark) num = num or 0 self:setPlayerMark(player, mark, math.max(num - count, 0)) end ------------------------------------------------------------------------ -- network functions, notify function ------------------------------------------------------------------------ ---@param player ServerPlayer ---@param property string function Room:broadcastProperty(player, property) for _, p in ipairs(self.players) do self:notifyProperty(p, player, property) end end ---@param p ServerPlayer ---@param player ServerPlayer ---@param property string function Room:notifyProperty(p, player, property) p:doNotify("PropertyUpdate", json.encode{ player.id, property, player[property], }) end ---@param command string ---@param jsonData string ---@param players ServerPlayer[] | nil @ default all players function Room:doBroadcastNotify(command, jsonData, players) players = players or self.players local tolist = fk.SPlayerList() for _, p in ipairs(players) do tolist:append(p.serverplayer) end self.room:doBroadcastNotify(tolist, command, jsonData) end ---@param player ServerPlayer ---@param command string ---@param jsonData string ---@param wait boolean @ default true ---@return string | nil function Room:doRequest(player, command, jsonData, wait) if wait == nil then wait = true end player:doRequest(command, jsonData, self.timeout) if wait then return player:waitForReply(self.timeout) end end ---@param command string ---@param players ServerPlayer[] function Room:doBroadcastRequest(command, players, jsonData) players = players or self.players self:notifyMoveFocus(players, command) for _, p in ipairs(players) do self:doRequest(p, command, jsonData or p.request_data, false) end local remainTime = self.timeout local currentTime = os.time() local elapsed = 0 for _, p in ipairs(players) do elapsed = os.time() - currentTime p:waitForReply(remainTime - elapsed) end end ---@param command string ---@param players ServerPlayer[] function Room:doRaceRequest(command, players, jsonData) players = players or self.players -- self:notifyMoveFocus(players, command) for _, p in ipairs(players) do self:doRequest(p, command, jsonData or p.request_data, false) end local remainTime = self.timeout local currentTime = os.time() local elapsed = 0 local winner local canceled_players = {} while true do elapsed = os.time() - currentTime if remainTime - elapsed <= 0 then return nil end for _, p in ipairs(players) do p:waitForReply(0) if p.reply_ready == true then winner = p break end if p.reply_cancel then table.insertIfNeed(canceled_players, p) end end if winner then self:doBroadcastNotify("CancelRequest", "") return winner end if #players == #canceled_players then return nil end end end -- main loop for the request handling coroutine function Room:requestLoop() while true do local request = self.room:fetchRequest() if request ~= "" then local id, command = table.unpack(request:split(",")) id = tonumber(id) if command == "reconnect" then self:getPlayerById(id):reconnect() end end coroutine.yield() end end -- delay function, should only be used in main coroutine ---@param ms integer @ millisecond to be delayed function Room:delay(ms) local start = fk.GetMicroSecond() while true do if fk.GetMicroSecond() - start >= ms * 1000 then break end coroutine.yield() end end ---@param players ServerPlayer[] ---@param card_moves CardsMoveStruct[] ---@param forceVisible boolean function Room:notifyMoveCards(players, card_moves, forceVisible) if players == nil or players == {} then players = self.players end for _, p in ipairs(players) do local arg = table.clone(card_moves) for _, move in ipairs(arg) do -- local to = self:getPlayerById(move.to) -- forceVisible make the move visible -- FIXME: move.moveInfo is an array, fix this move.moveVisible = (forceVisible) -- if move is relevant to player, it should be open or ((move.from == p.id) or (move.to == p.id and move.toArea ~= Card.PlayerSpecial)) -- cards move from/to equip/judge/discard/processing should be open or move.moveInfo.fromArea == Card.PlayerEquip or move.toArea == Card.PlayerEquip or move.moveInfo.fromArea == Card.PlayerJudge or move.toArea == Card.PlayerJudge or move.moveInfo.fromArea == Card.DiscardPile or move.toArea == Card.DiscardPile or move.moveInfo.fromArea == Card.Processing or move.toArea == Card.Processing -- TODO: PlayerSpecial if not move.moveVisible then for _, info in ipairs(move.moveInfo) do info.cardId = -1 end end end p:doNotify("MoveCards", json.encode(arg)) end end ---@param players ServerPlayer | ServerPlayer[] ---@param command string function Room:notifyMoveFocus(players, command) if (players.class) then players = {players} end local ids = {} for _, p in ipairs(players) do table.insert(ids, p.id) end self:doBroadcastNotify("MoveFocus", json.encode{ ids, command }) end ---@param log LogMessage function Room:sendLog(log) self:doBroadcastNotify("GameLog", json.encode(log)) end function Room:doAnimate(type, data, players) players = players or self.players data.type = type self:doBroadcastNotify("Animate", json.encode(data), players) end function Room:setEmotion(player, name) self:doAnimate("Emotion", { player = player.id, emotion = name }) end function Room:sendLogEvent(type, data, players) players = players or self.players data.type = type self:doBroadcastNotify("LogEvent", json.encode(data), players) end ---@param player ServerPlayer ---@param skill_name string ---@param skill_type nil function Room:notifySkillInvoked(player, skill_name, skill_type) self:sendLog{ type = "#InvokeSkill", from = player.id, arg = skill_name, } -- TODO: notifySkill animation end ------------------------------------------------------------------------ -- interactive functions ------------------------------------------------------------------------ ---@param player ServerPlayer ---@param skill_name string ---@param prompt string ---@param cancelable boolean ---@param extra_data table function Room:askForUseActiveSkill(player, skill_name, prompt, cancelable, extra_data) prompt = prompt or "" cancelable = cancelable or false extra_data = extra_data or {} local skill = Fk.skills[skill_name] if not (skill and skill:isInstanceOf(ActiveSkill)) then print("Attempt ask for use non-active skill: " .. skill_name) return false end local command = "AskForUseActiveSkill" self:notifyMoveFocus(player, skill_name) -- for display skill name instead of command name local data = {skill_name, prompt, cancelable, json.encode(extra_data)} local result = self:doRequest(player, command, json.encode(data)) if result == "" then return false end data = json.decode(result) local card = data.card local targets = data.targets local card_data = json.decode(card) local selected_cards = card_data.subcards skill:onEffect(room, { from = player.id, cards = selected_cards, tos = targets, }) return true, { cards = selected_cards, targets = targets } end ---@param player ServerPlayer ---@param minNum integer ---@param maxNum integer ---@param includeEquip boolean ---@param skillName string function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName) if minNum < 1 then return nil end local toDiscard = {} local data = { num = maxNum, min_num = minNum, include_equip = includeEquip, reason = skillName } local _, ret = self:askForUseActiveSkill(player, "discard_skill", "", true, data) if ret then toDiscard = ret.cards else local hands = player:getCardIds(Player.Hand) for i = 1, minNum do local randomId = hands[math.random(1, #hands)] table.insert(toDiscard, randomId) table.removeOne(hands, randomId) end end self:throwCard(toDiscard, skillName, player, player) end ---@param player ServerPlayer ---@param targets ServerPlayer[] ---@param minNum integer ---@param maxNum integer ---@return integer[] function Room:askForChoosePlayers(player, targets, minNum, maxNum, skillName) if minNum < 1 then return nil end local data = { targets = targets, num = maxNum, min_num = minNum, reason = skillName } local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", "", true, data) if ret then return ret.targets else -- TODO: default return {} end end ---@param player ServerPlayer ---@param generals string[] ---@return string function Room:askForGeneral(player, generals) local command = "AskForGeneral" self:notifyMoveFocus(player, command) if #generals == 1 then return generals[1] end local defaultChoice = generals[1] if (player.state == "online") then local result = self:doRequest(player, command, json.encode(generals)) if result == "" then return defaultChoice else -- TODO: result is a JSON array -- update here when choose multiple generals return json.decode(result)[1] end end return defaultChoice end ---@param chooser ServerPlayer ---@param target ServerPlayer ---@param flag string @ "hej", h for handcard, e for equip, j for judge ---@param reason string function Room:askForCardChosen(chooser, target, flag, reason) local command = "AskForCardChosen" self:notifyMoveFocus(chooser, command) local data = {target.id, flag, reason} local result = self:doRequest(chooser, command, json.encode(data)) if result == "" then -- FIXME: generate a random card according to flag result = -1 else result = tonumber(result) end if result == -1 then local handcards = target.player_cards[Player.Hand] result = handcards[math.random(1, #handcards)] end return result end ---@param player ServerPlayer ---@param choices string[] ---@param skill_name string function Room:askForChoice(player, choices, skill_name, data) if #choices == 1 then return choices[1] end local command = "AskForChoice" self:notifyMoveFocus(player, skill_name) local result = self:doRequest(player, command, json.encode{ choices, skill_name }) if result == "" then result = choices[1] end return result end ---@param player ServerPlayer ---@param skill_name string ---@return boolean function Room:askForSkillInvoke(player, skill_name, data) local command = "AskForSkillInvoke" self:notifyMoveFocus(player, skill_name) local invoked = false local result = self:doRequest(player, command, skill_name) if result ~= "" then invoked = true end return invoked end ---@param player ServerPlayer ---@param data string ---@return CardUseStruct function Room:handleUseCardReply(player, data) data = json.decode(data) local card = data.card local targets = data.targets if type(card) == "string" then local card_data = json.decode(card) local skill = Fk.skills[card_data.skill] local selected_cards = card_data.subcards if skill:isInstanceOf(ActiveSkill) then self:notifySkillInvoked(player, skill.name) skill:onEffect(self, { from = player.id, cards = selected_cards, tos = targets, }) return nil elseif skill:isInstanceOf(ViewAsSkill) then local c = skill:viewAs(selected_cards) if c then self:notifySkillInvoked(player, skill.name) local use = {} ---@type CardUseStruct use.from = player.id use.tos = {} for _, target in ipairs(targets) do table.insert(use.tos, { target }) end use.card = c return use end end else local use = {} ---@type CardUseStruct use.from = player.id use.tos = {} for _, target in ipairs(targets) do table.insert(use.tos, { target }) end if #use.tos == 0 then use.tos = nil end use.card = Fk:getCardById(card) return use end end -- available extra_data: -- * must_targets: integer[] ---@param player ServerPlayer ---@param card_name string ---@param pattern string ---@param prompt string ---@return CardUseStruct function Room:askForUseCard(player, card_name, pattern, prompt, cancelable, extra_data) local command = "AskForUseCard" self:notifyMoveFocus(player, card_name) cancelable = cancelable or false extra_data = extra_data or {} pattern = pattern or card_name prompt = prompt or "#AskForUseCard" local data = {card_name, pattern, prompt, cancelable, extra_data} local result = self:doRequest(player, command, json.encode(data)) if result ~= "" then return self:handleUseCardReply(player, result) end return nil end ---@param player ServerPlayer ---@param card_name string ---@param pattern string ---@param prompt string ---@param cancelable string function Room:askForResponse(player, card_name, pattern, prompt, cancelable, extra_data) local command = "AskForResponseCard" self:notifyMoveFocus(player, card_name) cancelable = cancelable or false extra_data = extra_data or {} pattern = pattern or card_name prompt = prompt or "#AskForResponseCard" local data = {card_name, pattern, prompt, cancelable, extra_data} local result = self:doRequest(player, command, json.encode(data)) if result ~= "" then local use = self:handleUseCardReply(player, result) if use then return use.card end end return nil end function Room:askForNullification(players, card_name, pattern, prompt, cancelable, extra_data) if #players == 0 then return nil end local command = "AskForUseCard" card_name = card_name or "nullification" cancelable = cancelable or false extra_data = extra_data or {} prompt = prompt or "#AskForUseCard" pattern = pattern or card_name self:notifyMoveFocus(self.alive_players, card_name) self:doBroadcastNotify("WaitForNullification", "") local data = {card_name, pattern, prompt, cancelable, extra_data} local winner = self:doRaceRequest(command, players, json.encode(data)) if winner then local result = winner.client_reply return self:handleUseCardReply(winner, result) end return nil end ------------------------------------------------------------------------ -- use card logic, and wrappers ------------------------------------------------------------------------ ---@param room Room ---@param cardUseEvent CardUseStruct local sendCardEmotionAndLog = function(room, cardUseEvent) local from = cardUseEvent.from local card = cardUseEvent.card room:setEmotion(room:getPlayerById(from), card.name) room:doAnimate("Indicate", { from = from, to = cardUseEvent.tos or {}, }) local useCardIds = card:isVirtual() and card.subcards or { card.id } if cardUseEvent.tos and #cardUseEvent.tos > 0 then local to = {} for _, t in ipairs(cardUseEvent.tos) do table.insert(to, t[1]) end if card:isVirtual() then if #useCardIds == 0 then room:sendLog{ type = "#UseV0CardToTargets", from = from, to = to, arg = card:toLogString(), } else room:sendLog{ type = "#UseVCardToTargets", from = from, to = to, card = useCardIds, arg = card:toLogString(), } end else room:sendLog{ type = "#UseCardToTargets", from = from, to = to, card = useCardIds } end for _, t in ipairs(cardUseEvent.tos) do if t[2] then local temp = {table.unpack(t)} table.remove(temp, 1) room:sendLog{ type = "#CardUseCollaborator", from = t[1], to = temp, arg = card.name, } end end elseif cardUseEvent.toCard then if card:isVirtual() then if #useCardIds == 0 then room:sendLog{ type = "#UseV0CardToCard", from = from, arg = cardUseEvent.toCard.name, arg2 = card:toLogString(), } else room:sendLog{ type = "#UseVCardToCard", from = from, card = useCardIds, arg = cardUseEvent.toCard.name, arg2 = card:toLogString(), } end else room:sendLog{ type = "#UseCardToCard", from = from, card = useCardIds, arg = cardUseEvent.toCard.name, } end else if card:isVirtual() then if #useCardIds == 0 then room:sendLog{ type = "#UseV0Card", from = from, arg = card:toLogString(), } else room:sendLog{ type = "#UseVCard", from = from, card = useCardIds, arg = card:toLogString(), } end else room:sendLog{ type = "#UseCard", from = from, card = useCardIds, } end end end ---@param room Room ---@param cardUseEvent CardUseStruct ---@param aimEventCollaborators table ---@return boolean local onAim = function(room, cardUseEvent, aimEventCollaborators) local eventStages = { fk.TargetSpecifying, fk.TargetConfirming, fk.TargetSpecified, fk.TargetConfirmed } for _, stage in ipairs(eventStages) do if (not cardUseEvent.tos) or #cardUseEvent.tos == 0 then return false end room:sortPlayersByAction(cardUseEvent.tos) local aimGroup = AimGroup:initAimGroup(TargetGroup:getRealTargets(cardUseEvent.tos)) local collaboratorsIndex = {} local firstTarget = true repeat local toId = AimGroup:getUndoneOrDoneTargets(aimGroup)[1] ---@type AimStruct local aimStruct local initialEvent = false collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1 if not aimEventCollaborators[toId] or collaboratorsIndex[toId] > #aimEventCollaborators[toId] then aimStruct = { from = cardUseEvent.from, card = cardUseEvent.card, to = toId, targetGroup = cardUseEvent.tos, nullifiedTargets = cardUseEvent.nullifiedTargets or {}, tos = aimGroup, firstTarget = firstTarget, additionalDamage = cardUseEvent.addtionalDamage } local index = 1 for _, targets in ipairs(cardUseEvent.tos) do if index > collaboratorsIndex[toId] then break end if #targets > 1 then for i = 2, #targets do aimStruct.subTargets = {} table.insert(aimStruct.subTargets, targets[i]) end end end collaboratorsIndex[toId] = 1 initialEvent = true else aimStruct = aimEventCollaborators[toId][collaboratorsIndex[toId]] aimStruct.from = cardUseEvent.from aimStruct.card = cardUseEvent.card aimStruct.tos = aimGroup aimStruct.targetGroup = cardUseEvent.tos aimStruct.nullifiedTargets = cardUseEvent.nullifiedTargets or {} aimStruct.firstTarget = firstTarget end firstTarget = false if room.logic:trigger(stage, (stage == fk.TargetSpecifying or stage == fk.TargetSpecified) and room:getPlayerById(aimStruct.from) or room:getPlayerById(aimStruct.to), aimStruct) then return false end AimGroup:removeDeadTargets(room, aimStruct) local aimEventTargetGroup = aimStruct.targetGroup if aimEventTargetGroup then room:sortPlayersByAction(aimEventTargetGroup) end cardUseEvent.from = aimStruct.from cardUseEvent.tos = aimEventTargetGroup cardUseEvent.nullifiedTargets = aimStruct.nullifiedTargets if #AimGroup:getAllTargets(aimStruct.tos) == 0 then return false end local cancelledTargets = AimGroup:getCancelledTargets(aimStruct.tos) if #cancelledTargets > 0 then for _, target in ipairs(cancelledTargets) do aimEventCollaborators[target] = {} collaboratorsIndex[target] = 1 end end aimStruct.tos[AimGroup.Cancelled] = {} aimEventCollaborators[toId] = aimEventCollaborators[toId] or {} if room:getPlayerById(toId):isAlive() then if initialEvent then table.insert(aimEventCollaborators[toId], aimStruct) else aimEventCollaborators[toId][collaboratorsIndex[toId]] = aimStruct end collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1 end AimGroup:setTargetDone(aimStruct.tos, toId) aimGroup = aimStruct.tos until #AimGroup:getUndoneOrDoneTargets(aimGroup) == 0 end return true end ---@param cardUseEvent CardUseStruct ---@return boolean function Room:useCard(cardUseEvent) local from = cardUseEvent.from self:moveCards({ ids = self:getSubcardsByRule(cardUseEvent.card), from = from, toArea = Card.Processing, moveReason = fk.ReasonUse, }) if cardUseEvent.card.skill then cardUseEvent.card.skill:onUse(self, cardUseEvent) end sendCardEmotionAndLog(self, cardUseEvent) if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then return false end if not cardUseEvent.extraUse then self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1) end if cardUseEvent.responseToEvent then cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {} table.insert(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card) end for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.BeforeCardUseEffect, fk.CardUsing }) do if not cardUseEvent.toCard and #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then break end self.logic:trigger(event, self:getPlayerById(cardUseEvent.from), cardUseEvent) if event == fk.CardUsing then ---@type table local aimEventCollaborators = {} if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then break end local realCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing }) if cardUseEvent.card.type == Card.TypeEquip then if #realCardIds == 0 then break end if self:getPlayerById(TargetGroup:getRealTargets(cardUseEvent.tos)[1]).dead then self.moveCards({ ids = realCardIds, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) else local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1] local existingEquipId = self:getPlayerById(target):getEquipment(cardUseEvent.card.sub_type) if existingEquipId then self:moveCards( { ids = { existingEquipId }, from = target, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }, { ids = realCardIds, to = target, toArea = Card.PlayerEquip, moveReason = fk.ReasonUse, } ) else self:moveCards({ ids = realCardIds, to = target, toArea = Card.PlayerEquip, moveReason = fk.ReasonUse, }) end end break elseif cardUseEvent.card.sub_type == Card.SubtypeDelayedTrick then if #realCardIds == 0 then break end local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1] if not self:getPlayerById(target).dead then local findSameCard = false for _, cardId in ipairs(self:getPlayerById(target):getCardIds(Player.Judge)) do if Fk:getCardById(cardId).trueName == cardUseEvent.card.trueName then findSameCard = true end end if not findSameCard then self:moveCards({ ids = realCardIds, to = target, toArea = Card.PlayerJudge, moveReason = fk.ReasonUse, }) break end end self:moveCards({ ids = realCardIds, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) break end if cardUseEvent.card.skill then ---@type CardEffectEvent local cardEffectEvent = { from = cardUseEvent.from, tos = cardUseEvent.tos, card = cardUseEvent.card, toCard = cardUseEvent.toCard, responseToEvent = cardUseEvent.responseToEvent, nullifiedTargets = cardUseEvent.nullifiedTargets, disresponsiveList = cardUseEvent.disresponsiveList, unoffsetableList = cardUseEvent.unoffsetableList, addtionalDamage = cardUseEvent.addtionalDamage, cardIdsResponded = cardUseEvent.nullifiedTargets, } if cardUseEvent.toCard ~= nil then self:doCardEffect(cardEffectEvent) else local collaboratorsIndex = {} for _, toId in ipairs(TargetGroup:getRealTargets(cardUseEvent.tos)) do if not table.contains(cardUseEvent.nullifiedTargets, toId) and self:getPlayerById(toId):isAlive() then if aimEventCollaborators[toId] then cardEffectEvent.to = toId collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1 local curAimEvent = aimEventCollaborators[toId][collaboratorsIndex[toId]] cardEffectEvent.subTargets = curAimEvent.subTargets cardEffectEvent.addtionalDamage = curAimEvent.additionalDamage if curAimEvent.disresponsiveList then for _, disresponsivePlayer in ipairs(curAimEvent.disresponsiveList) do if not table.contains(cardEffectEvent.disresponsiveList, disresponsivePlayer) then table.insert(cardEffectEvent.disresponsiveList, disresponsivePlayer) end end end if curAimEvent.unoffsetableList then for _, unoffsetablePlayer in ipairs(curAimEvent.unoffsetableList) do if not table.contains(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer) then table.insert(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer) end end end cardEffectEvent.disresponsive = curAimEvent.disresponsive cardEffectEvent.unoffsetable = curAimEvent.unoffsetable collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1 self:doCardEffect(cardEffectEvent) end end end end end end end self.logic:trigger(fk.CardUseFinished, self:getPlayerById(cardUseEvent.from), cardUseEvent) local leftRealCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing }) if #leftRealCardIds > 0 then self:moveCards({ ids = leftRealCardIds, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) end end ---@param cardEffectEvent CardEffectEvent function Room:doCardEffect(cardEffectEvent) for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do if cardEffectEvent.isCancellOut then if cardEffectEvent.from then self.logic:trigger(fk.CardEffectCancelledOut, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) end break end if not cardEffectEvent.toCard and (not (self:getPlayerById(cardEffectEvent.to):isAlive() and cardEffectEvent.to) or #self:deadPlayerFilter(TargetGroup:getRealTargets(cardEffectEvent.tos)) == 0) then break end if table.contains((cardEffectEvent.nullifiedTargets or {}), cardEffectEvent.to) then break end if cardEffectEvent.from and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) then return end if event == fk.PreCardEffect then if cardEffectEvent.card.name == 'slash' and not ( cardEffectEvent.disresponsive or cardEffectEvent.unoffsetable or table.contains(cardEffectEvent.disresponsiveList or {}, cardEffectEvent.to) or table.contains(cardEffectEvent.unoffsetableList or {}, cardEffectEvent.to) ) then local to = self:getPlayerById(cardEffectEvent.to) local use = self:askForUseCard(to, "jink") if use then use.toCard = cardEffectEvent.card use.responseToEvent = cardEffectEvent self:useCard(use) end elseif cardEffectEvent.card.type == Card.TypeTrick then local players = {} for _, p in ipairs(self.alive_players) do local cards = p.player_cards[Player.Hand] for _, cid in ipairs(cards) do if Fk:getCardById(cid).name == "nullification" then table.insert(players, p) break end end end local use = self:askForNullification(players) if use then use.toCard = cardEffectEvent.card use.responseToEvent = cardEffectEvent self:useCard(use) end end end if event == fk.CardEffecting then if cardEffectEvent.card.skill then cardEffectEvent.card.skill:onEffect(self, cardEffectEvent) end end end end ---@param cardResponseEvent CardResponseEvent function Room:responseCard(cardResponseEvent) local from = cardResponseEvent.customFrom or cardResponseEvent.from local card = cardResponseEvent.card local cardIds = self:getSubcardsByRule(card) if card:isVirtual() then if #cardIds == 0 then self:sendLog{ type = "#ResponsePlayV0Card", from = from, arg = card:toLogString(), } else self:sendLog{ type = "#ResponsePlayVCard", from = from, card = cardIds, arg = card:toLogString(), } end else self:sendLog{ type = "#ResponsePlayCard", from = from, card = cardIds, } end self:moveCards({ ids = cardIds, from = from, toArea = Card.Processing, moveReason = fk.ReasonResonpse, }) self:setEmotion(self:getPlayerById(from), card.name) for _, event in ipairs({ fk.PreCardRespond, fk.CardResponding, fk.CardRespondFinished }) do self.logic:trigger(event, self:getPlayerById(cardResponseEvent.from), cardResponseEvent) end local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing }) if #realCardIds > 0 and not cardResponseEvent.skipDrop then self:moveCards({ ids = realCardIds, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) end end ------------------------------------------------------------------------ -- move cards, and wrappers ------------------------------------------------------------------------ ---@vararg CardsMoveInfo ---@return boolean function Room:moveCards(...) ---@type CardsMoveStruct[] local cardsMoveStructs = {} local infoCheck = function(info) assert(table.contains({ Card.PlayerHand, Card.PlayerEquip, Card.PlayerJudge, Card.PlayerSpecial, Card.Processing, Card.DrawPile, Card.DiscardPile, Card.Void }, info.toArea)) assert(info.toArea ~= Card.PlayerSpecial or type(info.specialName) == "string") assert(type(info.moveReason) == "number") end for _, cardsMoveInfo in ipairs({...}) do if #cardsMoveInfo.ids > 0 then infoCheck(cardsMoveInfo) ---@type MoveInfo[] local infos = {} for _, id in ipairs(cardsMoveInfo.ids) do table.insert(infos, { cardId = id, fromArea = self:getCardArea(id) }) end ---@type CardsMoveStruct local cardsMoveStruct = { moveInfo = infos, from = cardsMoveInfo.from, to = cardsMoveInfo.to, toArea = cardsMoveInfo.toArea, moveReason = cardsMoveInfo.moveReason, proposer = cardsMoveInfo.proposer, skillName = cardsMoveInfo.skillName, moveVisible = cardsMoveInfo.moveVisible, specialName = cardsMoveInfo.specialName, specialVisible = cardsMoveInfo.specialVisible, } table.insert(cardsMoveStructs, cardsMoveStruct) end end if #cardsMoveStructs < 1 then return false end if self.logic:trigger(fk.BeforeCardsMove, nil, cardsMoveStructs) then return false end self:notifyMoveCards(nil, cardsMoveStructs) for _, data in ipairs(cardsMoveStructs) do if #data.moveInfo > 0 then infoCheck(data) ---@param info MoveInfo for _, info in ipairs(data.moveInfo) do local realFromArea = self:getCardArea(info.cardId) local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special } if table.contains(playerAreas, realFromArea) and data.from then self:getPlayerById(data.from):removeCards(realFromArea, { info.cardId }, data.specialName) elseif realFromArea ~= Card.Unknown then local fromAreaIds = {} if realFromArea == Card.Processing then fromAreaIds = self.processing_area elseif realFromArea == Card.DrawPile then fromAreaIds = self.draw_pile elseif realFromArea == Card.DiscardPile then fromAreaIds = self.discard_pile elseif realFromArea == Card.Void then fromAreaIds = self.void end table.removeOne(fromAreaIds, info.cardId) end if table.contains(playerAreas, data.toArea) and data.to then self:getPlayerById(data.to):addCards(data.toArea, { info.cardId }, data.specialName) else local toAreaIds = {} if data.toArea == Card.Processing then toAreaIds = self.processing_area elseif data.toArea == Card.DrawPile then toAreaIds = self.draw_pile elseif data.toArea == Card.DiscardPile then toAreaIds = self.discard_pile elseif data.toArea == Card.Void then toAreaIds = self.void end table.insert(toAreaIds, toAreaIds == Card.DrawPile and 1 or #toAreaIds + 1, info.cardId) end self:setCardArea(info.cardId, data.toArea, data.to) end end end self.logic:trigger(fk.AfterCardsMove, nil, cardsMoveStructs) return true end ---@param player integer ---@param cid integer ---@param unhide boolean ---@param reason CardMoveReason function Room:obtainCard(player, cid, unhide, reason) self:moveCards({ ids = {cid}, from = self.owner_map[cid], to = player, toArea = Card.PlayerHand, moveReason = reason or fk.ReasonJustMove, proposer = player, moveVisible = unhide or false, }) end ---@param player ServerPlayer ---@param num integer ---@param skillName string ---@param fromPlace "top"|"bottom" ---@return integer[] function Room:drawCards(player, num, skillName, fromPlace) local topCards = self:getNCards(num, fromPlace) self:moveCards({ ids = topCards, to = player.id, toArea = Card.PlayerHand, moveReason = fk.ReasonDraw, proposer = player.id, skillName = skillName, }) return { table.unpack(topCards) } end ---@param card Card | Card[] ---@param to_place integer ---@param target ServerPlayer ---@param reason integer ---@param skill_name string ---@param special_name string function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name) reason = reason or fk.ReasonJustMove skill_name = skill_name or "" special_name = special_name or "" local ids = {} if card[1] ~= nil then for i, cd in ipairs(card) do ids[i] = cd.id end else ids[1] = card.id end local to if table.contains( {Card.PlayerEquip, Card.PlayerHand, Card.PlayerJudge, Card.PlayerSpecial}, to_place) then to = target.id end self:moveCards{ ids = ids, from = self.owner_map[ids[1]], to = to, toArea = to_place, moveReason = reason, skillName = skill_name, specialName = special_name } end ------------------------------------------------------------------------ -- some easier actions ------------------------------------------------------------------------ -- actions related to hp ---@param player ServerPlayer ---@param num integer ---@param reason "loseHp"|"damage"|"recover"|null ---@param skillName string ---@param damageStruct DamageStruct|null ---@return boolean function Room:changeHp(player, num, reason, skillName, damageStruct) if num == 0 then return false end assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason)) ---@type HpChangedData local data = { num = num, reason = reason, skillName = skillName, } if self.logic:trigger(fk.BeforeHpChanged, player, data) then return false end assert(not (data.reason == "recover" and data.num < 0)) player.hp = math.min(player.hp + data.num, player.maxHp) self:broadcastProperty(player, "hp") if reason == "damage" then local damage_nature_table = { [fk.NormalDamage] = "normal_damage", [fk.FireDamage] = "fire_damage", [fk.ThunderDamage] = "thunder_damage", } if damageStruct.from then self:sendLog{ type = "#Damage", to = {damageStruct.from}, from = player.id, arg = 0 - num, arg2 = damage_nature_table[damageStruct.damageType], } else self:sendLog{ type = "#DamageWithNoFrom", from = player.id, arg = 0 - num, arg2 = damage_nature_table[damageStruct.damageType], } end self:sendLogEvent("Damage", { to = player.id, damageType = damage_nature_table[damageStruct.damageType], }) elseif reason == "loseHp" then self:sendLog{ type = "#LoseHP", from = player.id, arg = 0 - num, } elseif reason == "recover" then self:sendLog{ type = "#HealHP", from = player.id, arg = num, } end self:sendLog{ type = "#ShowHPAndMaxHP", from = player.id, arg = player.hp, arg2 = player.maxHp, } self.logic:trigger(fk.HpChanged, player, data) if player.hp < 1 then if num < 0 then ---@type DyingStruct local dyingStruct = { who = player.id, damage = damageStruct, } self:enterDying(dyingStruct) end elseif player.dying then player.dying = false end return true end ---@param player ServerPlayer ---@param num integer ---@param skillName string ---@return boolean function Room:loseHp(player, num, skillName) if num == nil then num = 1 elseif num < 1 then return false end ---@type HpLostData local data = { num = num, skillName = skillName, } if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then return false end if not self:changeHp(player, -num, "loseHp", skillName) then return false end self.logic:trigger(fk.HpLost, player, data) return true end ---@param player ServerPlayer ---@param num integer ---@return boolean function Room:changeMaxHp(player, num) if num == 0 then return false end player.maxHp = math.max(player.maxHp + num, 0) self:broadcastProperty(player, "maxHp") local diff = player.hp - player.maxHp if diff > 0 then if not self:changeHp(player, -diff) then player.hp = player.hp - diff end end if player.maxHp == 0 then self:killPlayer({ who = player.id }) end self.logic:trigger(fk.MaxHpChanged, player, { num = num }) return true end ---@param damageStruct DamageStruct ---@return boolean function Room:damage(damageStruct) if damageStruct.damage < 1 then return false end if damageStruct.from and not self:getPlayerById(damageStruct.from):isAlive() then damageStruct.from = nil end assert(type(damageStruct.to) == "number") local stages = { {fk.PreDamage, damageStruct.from}, {fk.DamageCaused, damageStruct.from}, {fk.DamageInflicted, damageStruct.to}, } for _, struct in ipairs(stages) do local event, playerId = table.unpack(struct) local player = playerId and self:getPlayerById(playerId) or nil if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then return false end assert(type(damageStruct.to) == "number") end assert(self:getPlayerById(damageStruct.to)) local victim = self:getPlayerById(damageStruct.to) if not victim:isAlive() then return false end if not self:changeHp(victim, -damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then return false end stages = { {fk.Damage, damageStruct.from}, {fk.Damaged, damageStruct.to}, {fk.DamageFinished, damageStruct.from}, } for _, struct in ipairs(stages) do local event, playerId = table.unpack(struct) local player = playerId and self:getPlayerById(playerId) or nil self.logic:trigger(event, player, damageStruct) end return true end ---@param recoverStruct RecoverStruct ---@return boolean function Room:recover(recoverStruct) if recoverStruct.num < 1 then return false end local who = self:getPlayerById(recoverStruct.who) if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then return false end if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then return false end self.logic:trigger(fk.HpRecover, who, recoverStruct) return true end ---@param dyingStruct DyingStruct function Room:enterDying(dyingStruct) local dyingPlayer = self:getPlayerById(dyingStruct.who) dyingPlayer.dying = true self:broadcastProperty(dyingPlayer, "dying") self:sendLog{ type = "#EnterDying", from = dyingPlayer.id, } self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct) if dyingPlayer.hp < 1 then self.logic:trigger(fk.Dying, dyingPlayer, dyingStruct) self.logic:trigger(fk.AskForPeaches, dyingPlayer, dyingStruct) self.logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct) end if not dyingPlayer.dead then dyingPlayer.dying = false self:broadcastProperty(dyingPlayer, "dying") end self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct) end ---@param deathStruct DeathStruct function Room:killPlayer(deathStruct) local victim = self:getPlayerById(deathStruct.who) victim.dead = true table.removeOne(self.alive_players, victim) local logic = self.logic logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct) local killer = deathStruct.damage and deathStruct.damage.from or nil if killer then self:sendLog{ type = "#KillPlayer", to = {killer}, from = victim.id, arg = victim.role, } else self:sendLog{ type = "#KillPlayerWithNoKiller", from = victim.id, arg = victim.role, } end self:sendLogEvent("Death", {to = victim.id}) self:broadcastProperty(victim, "role") self:broadcastProperty(victim, "dead") logic:trigger(fk.GameOverJudge, victim, deathStruct) logic:trigger(fk.Death, victim, deathStruct) logic:trigger(fk.BuryVictim, victim, deathStruct) end -- lose/acquire skill actions ---@param player ServerPlayer ---@param skill_names string[] | string ---@param source_skill string | Skill | nil function Room:handleAddLoseSkills(player, skill_names, source_skill, sendlog) if type(skill_names) == "string" then skill_names = skill_names:split("|") end if sendlog == nil then sendlog = true end if #skill_names == 0 then return end local losts = {} ---@type boolean[] local triggers = {} ---@type Skill[] for _, skill in ipairs(skill_names) do if string.sub(skill, 1, 1) == "-" then local actual_skill = string.sub(skill, 2, #skill) if player:hasSkill(actual_skill) then local lost_skills = player:loseSkill(actual_skill, source_skill) for _, s in ipairs(lost_skills) do self:doBroadcastNotify("LoseSkill", json.encode{ player.id, s.name }) if sendlog then self:sendLog{ type = "#LoseSkill", from = player.id, arg = s.name } end table.insert(losts, true) table.insert(triggers, s) end end else local sk = Fk.skills[skill] if sk and not player:hasSkill(sk) then local got_skills = player:addSkill(sk) for _, s in ipairs(got_skills) do -- TODO: limit skill mark self:doBroadcastNotify("AddSkill", json.encode{ player.id, s.name }) if sendlog then self:sendLog{ type = "#AcquireSkill", from = player.id, arg = s.name } end table.insert(losts, false) table.insert(triggers, s) end end end end if #triggers > 0 then for i = 1, #triggers do local event = losts[i] and fk.EventLoseSkill or fk.EventAcquireSkill self.logic:trigger(event, player, triggers[i]) end end end -- judge ---@param data JudgeData ---@return Card function Room:judge(data) local who = data.who self.logic:trigger(fk.StartJudge, who, data) data.card = Fk:getCardById(self:getNCards(1)[1]) if data.reason ~= "" then self:sendLog{ type = "#StartJudgeReason", from = who.id, arg = data.reason, } end self:sendLog{ type = "#InitialJudge", from = who.id, card = {data.card.id}, } self:moveCardTo(data.card, Card.Processing, nil, fk.ReasonPrey) self.logic:trigger(fk.AskForRetrial, who, data) self.logic:trigger(fk.FinishRetrial, who, data) self:sendLog{ type = "#JudgeResult", from = who.id, card = {data.card.id}, } self.logic:trigger(fk.FinishJudge, who, data) if self:getCardArea(data.card.id) == Card.Processing then self:moveCardTo(data.card, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile) end end ---@param card_ids integer[] ---@param skillName string ---@param who ServerPlayer ---@param thrower ServerPlayer function Room:throwCard(card_ids, skillName, who, thrower) if type(card_ids) == "number" then card_ids = {card_ids} end skillName = skillName or "" thrower = thrower or who self:moveCards({ ids = card_ids, from = who.id, toArea = Card.DiscardPile, moveReason = fk.ReasonDiscard, proposer = thrower.id, skillName = skillName }) end -- other helpers function Room:adjustSeats() local players = {} local p = 0 for i = 1, #self.players do if self.players[i].role == "lord" then p = i break end end for j = p, #self.players do table.insert(players, self.players[j]) end for j = 1, p - 1 do table.insert(players, self.players[j]) end self.players = players local player_circle = {} for i = 1, #self.players do self.players[i].seat = i table.insert(player_circle, self.players[i].id) end self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle)) end function Room:shuffleDrawPile() if #self.draw_pile + #self.discard_pile == 0 then return end table.insertTable(self.draw_pile, self.discard_pile) for _, id in ipairs(self.discard_pile) do self:setCardArea(id, Card.DrawPile, nil) end self.discard_pile = {} table.shuffle(self.draw_pile) end function Room:gameOver(winner) self.game_finished = true for _, p in ipairs(self.players) do self:broadcastProperty(p, "role") end self:doBroadcastNotify("GameOver", winner) self.room:gameOver() coroutine.yield() end ---@param card Card ---@param fromAreas CardArea[]|null ---@return integer[] function Room:getSubcardsByRule(card, fromAreas) if card:isVirtual() and #card.subcards == 0 then return {} end local cardIds = {} fromAreas = fromAreas or {} for _, cardId in ipairs(card:isVirtual() and card.subcards or { card.id }) do if #fromAreas == 0 or table.contains(fromAreas, self:getCardArea(cardId)) then table.insert(cardIds, cardId) end end return cardIds end function CreateRoom(_room) RoomInstance = Room:new(_room) end