-- SPDX-License-Identifier: GPL-3.0-or-later --- 玩家分为客户端要处理的玩家,以及服务端处理的玩家两种。 --- --- 客户端能知道的玩家的信息十分有限,而服务端知道一名玩家的所有细节。 --- --- Player类就是这两种玩家的基类,包含它们共用的部分。 --- ---@class Player : Object ---@field public id integer @ 玩家的id,每名玩家的id是唯一的。机器人的id是负数。 ---@field public hp integer @ 体力值 ---@field public maxHp integer @ 体力上限 ---@field public shield integer @ 护甲数 ---@field public kingdom string @ 势力 ---@field public role string @ 身份 ---@field public general string @ 武将 ---@field public deputyGeneral string @ 副将 ---@field public gender integer @ 性别 ---@field public seat integer @ 座位号 ---@field public next Player @ 下家 ---@field public phase Phase @ 当前阶段 ---@field public faceup boolean @ 是否正面朝上 ---@field public chained boolean @ 是否被横直 ---@field public dying boolean @ 是否处于濒死 ---@field public dead boolean @ 是否死亡 ---@field public player_skills Skill[] @ 当前拥有的所有技能 ---@field public derivative_skills table @ 当前拥有的派生技能 ---@field public flag string[] @ 当前拥有的flag,不过好像没用过 ---@field public tag table @ 当前拥有的所有tag,好像也没用过 ---@field public mark table @ 当前拥有的所有标记,用烂了 ---@field public player_cards table @ 当前拥有的所有牌,键是区域,值是id列表 ---@field public virtual_equips Card[] @ 当前的虚拟装备牌,其实也包含着虚拟延时锦囊这种 ---@field public special_cards table @ 类似“屯田”这种的私人牌堆 ---@field public cardUsedHistory table @ 用牌次数历史记录 ---@field public skillUsedHistory table @ 发动技能次数的历史记录 ---@field public fixedDistance table @ 与其他玩家的固定距离列表 local Player = class("Player") ---@alias Phase integer Player.RoundStart = 1 Player.Start = 2 Player.Judge = 3 Player.Draw = 4 Player.Play = 5 Player.Discard = 6 Player.Finish = 7 Player.NotActive = 8 Player.PhaseNone = 9 ---@alias PlayerCardArea integer Player.Hand = 1 Player.Equip = 2 Player.Judge = 3 Player.Special = 4 Player.HistoryPhase = 1 Player.HistoryTurn = 2 Player.HistoryRound = 3 Player.HistoryGame = 4 --- 构造函数。总之这不是随便调用的函数 function Player:initialize() self.id = 114514 self.hp = 0 self.maxHp = 0 self.kingdom = "qun" self.role = "" self.general = "" self.deputyGeneral = "" self.gender = General.Male self.seat = 0 self.next = nil self.phase = Player.NotActive self.faceup = true self.chained = false self.dying = false self.dead = false self.drank = 0 self.player_skills = {} self.derivative_skills = {} self.flag = {} self.tag = {} self.mark = {} self.player_cards = { [Player.Hand] = {}, [Player.Equip] = {}, [Player.Judge] = {}, } self.virtual_equips = {} self.special_cards = {} self.cardUsedHistory = {} self.skillUsedHistory = {} self.fixedDistance = {} end function Player:__tostring() return string.format("<%s %d>", self.id < 0 and "Bot" or "Player", math.abs(self.id)) end --- 设置角色、体力、技能。 ---@param general General @ 角色类型 ---@param setHp boolean|nil @ 是否设置体力 ---@param addSkills boolean|nil @ 是否增加技能 function Player:setGeneral(general, setHp, addSkills) self.general = general.name if setHp then self.maxHp = general.maxHp self.hp = general.hp end if addSkills then table.insertTable(self.player_skills, general.skills) end end function Player:getGeneralMaxHp() local general = Fk.generals[type(self:getMark("__heg_general")) == "string" and self:getMark("__heg_general") or self.general] local deputy = Fk.generals[type(self:getMark("__heg_deputy")) == "string" and self:getMark("__heg_deputy") or self.deputy] if not deputy then return general.maxHp else return (general.maxHp + deputy.maxHp) // 2 end end --- 查询角色是否存在flag。 ---@param flag string @ 一种标记 function Player:hasFlag(flag) return table.contains(self.flag, flag) end --- 为角色赋予flag。 ---@param flag string @ 一种标记 function Player:setFlag(flag) if flag == "." then self:clearFlags() return end if flag:sub(1, 1) == "-" then flag = flag:sub(2, #flag) table.removeOne(self.flag, flag) return end if not self:hasFlag(flag) then table.insert(self.flag, flag) end end --- 清除角色flag。 function Player:clearFlags() self.flag = {} end --- 为角色赋予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 Player: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 --- 为角色移除Mark。 ---@param mark string @ 标记 ---@param count integer @ 为标记删除的数量 function Player: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 --- 为角色设置Mark至指定数量。 ---@param mark string @ 标记 ---@param count integer|nil @ 为标记删除的数量 function Player:setMark(mark, count) if count == 0 then count = nil end if self.mark[mark] ~= count then self.mark[mark] = count end end --- 获取角色对应Mark的数量。 ---@param mark string @ 标记 ---@return any function Player:getMark(mark) return (self.mark[mark] or 0) end --- 判定角色是否拥有对应的Mark。 ---@param mark string @ 标记 ---@return boolean function Player:hasMark(mark) fk.qWarning("hasMark will be deleted in future version!") return self:getMark(mark) ~= 0 end --- 获取角色有哪些Mark。 function Player:getMarkNames() local ret = {} for k, _ in pairs(self.mark) do table.insert(ret, k) end return ret end --- 将指定数量的牌加入玩家的对应区域。 ---@param playerArea PlayerCardArea @ 玩家牌所在的区域 ---@param cardIds integer[] @ 牌的ID,返回唯一牌 ---@param specialName string|nil @ 私人牌堆名 function Player:addCards(playerArea, cardIds, specialName) assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea)) assert(playerArea ~= Player.Special or type(specialName) == "string") if playerArea == Player.Special then self.special_cards[specialName] = self.special_cards[specialName] or {} table.insertTable(self.special_cards[specialName], cardIds) else table.insertTable(self.player_cards[playerArea], cardIds) end end --- 将指定数量的牌移除出玩家的对应区域。 ---@param playerArea PlayerCardArea @ 玩家牌所在的区域 ---@param cardIds integer[] @ 牌的ID,返回唯一牌 ---@param specialName string|nil @ 私人牌堆名 function Player:removeCards(playerArea, cardIds, specialName) assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea)) assert(playerArea ~= Player.Special or type(specialName) == "string") local fromAreaIds = playerArea == Player.Special and self.special_cards[specialName] or self.player_cards[playerArea] if fromAreaIds then for _, id in ipairs(cardIds) do if #fromAreaIds == 0 then break end if table.contains(fromAreaIds, id) then table.removeOne(fromAreaIds, id) -- FIXME: 为客户端移动id为-1的牌考虑,但总感觉有地方需要商讨啊! elseif table.every(fromAreaIds, function(e) return e == -1 end) then table.remove(fromAreaIds, 1) elseif id == -1 then table.remove(fromAreaIds, 1) end end end end -- virtual delayed trick can use these functions too --- 为玩家提供虚拟装备。 ---@param card Card @ 卡牌 function Player:addVirtualEquip(card) assert(card and card:isInstanceOf(Card) and card:isVirtual()) table.insertIfNeed(self.virtual_equips, card) end --- 为玩家移除虚拟装备。 ---@param cid integer @ 卡牌ID,用来定位装备 function Player:removeVirtualEquip(cid) for _, c in ipairs(self.virtual_equips) do for _, id in ipairs(c.subcards) do if id == cid then table.removeOne(self.virtual_equips, c) return c end end end end --- 确认玩家是否存在虚拟装备。 ---@param cid integer @ 卡牌ID,用来定位装备 function Player:getVirualEquip(cid) for _, c in ipairs(self.virtual_equips) do for _, id in ipairs(c.subcards) do if id == cid then return c end end end end --- 确认玩家判定区是否存在延迟锦囊牌。 function Player:hasDelayedTrick(card_name) for _, id in ipairs(self:getCardIds(Player.Judge)) do local c = self:getVirualEquip(id) if not c then c = Fk:getCardById(id) end if c.name == card_name then return true end end end --- 获取玩家特定区域所有牌的ID。 ---@param playerAreas PlayerCardArea|PlayerCardArea[]|string|nil @ 玩家牌所在的区域 ---@param specialName string|nil @私人牌堆名 ---@return integer[] @ 返回对应区域的所有牌对应的ID function Player:getCardIds(playerAreas, specialName) local rightAreas = { Player.Hand, Player.Equip, Player.Judge } playerAreas = playerAreas or rightAreas if type(playerAreas) == "string" then local str = playerAreas playerAreas = {} if str:find("h") then table.insert(playerAreas, Player.Hand) end if str:find("e") then table.insert(playerAreas, Player.Equip) end if str:find("j") then table.insert(playerAreas, Player.Judge) end end assert(type(playerAreas) == "number" or type(playerAreas) == "table") local areas = type(playerAreas) == "table" and playerAreas or { playerAreas } local rightAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special } local cardIds = {} for _, area in ipairs(areas) do assert(table.contains(rightAreas, area)) assert(area ~= Player.Special or type(specialName) == "string") local currentCardIds = area == Player.Special and self.special_cards[specialName] or self.player_cards[area] table.insertTable(cardIds, currentCardIds) end return cardIds end --- 通过名字检索获取玩家是否存在对应私人牌堆。 ---@param name string @ 私人牌堆名 function Player:getPile(name) return self.special_cards[name] or {} end --- 通过ID检索获取玩家是否存在对应私人牌堆。 ---@param id integer @ 私人牌堆ID ---@return string|null function Player:getPileNameOfId(id) for k, v in pairs(self.special_cards) do if table.contains(v, id) then return k end end end --- 返回所有“如手牌般使用或打出”的牌。 --- 或者说,返回所有名字以“&”结尾的pile的牌。 ---@param include_hand boolean|nil @ 是否包含真正的手牌 ---@return integer[] function Player:getHandlyIds(include_hand) local ret = include_hand and self:getCardIds("h") or {} for k, v in pairs(self.special_cards) do if k:endsWith("&") then table.insertTable(ret, v) end end return ret end -- for fkp only function Player:getHandcardNum() return #self:getCardIds(Player.Hand) end function Player:filterHandcards() for _, id in ipairs(self:getCardIds(Player.Hand)) do Fk:filterCard(id, self) end end --- 检索玩家装备区是否存在对应类型的装备。 ---@param cardSubtype CardSubtype @ 卡牌子类 ---@return integer|null @ 返回卡牌ID或nil function Player:getEquipment(cardSubtype) for _, cardId in ipairs(self.player_cards[Player.Equip]) do if Fk:getCardById(cardId).sub_type == cardSubtype then return cardId end end return nil end --- 获取玩家手牌上限。 function Player:getMaxCards() local baseValue = math.max(self.hp, 0) local status_skills = Fk:currentRoom().status_skills[MaxCardsSkill] or Util.DummyTable local max_fixed = nil for _, skill in ipairs(status_skills) do local f = skill:getFixed(self) if f ~= nil then max_fixed = max_fixed and math.max(max_fixed, f) or f end end if max_fixed then baseValue = math.max(max_fixed, 0) end for _, skill in ipairs(status_skills) do local c = skill:getCorrect(self) baseValue = baseValue + (c or 0) end return math.max(baseValue, 0) end --- 获取玩家攻击距离。 function Player:getAttackRange() local weapon = Fk:getCardById(self:getEquipment(Card.SubtypeWeapon)) local baseAttackRange = math.max(weapon and weapon.attack_range or 1, 0) local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do local correct = skill:getCorrect(self) baseAttackRange = baseAttackRange + (correct or 0) end return math.max(baseAttackRange, 0) end --- 修改玩家与其他角色的固定距离。 ---@param other Player @ 其他玩家 ---@param num integer @ 距离数 function Player:setFixedDistance(other, num) --print(self.name .. ": fixedDistance is deprecated. Use fixed_func instead.") self.fixedDistance[other] = num end --- 移除玩家与其他角色的固定距离。 ---@param other Player @ 其他玩家 function Player:removeFixedDistance(other) --print(self.name .. ": fixedDistance is deprecated. Use fixed_func instead.") self.fixedDistance[other] = nil end --- 获取玩家与其他角色的实际距离。 --- --- 通过 二者位次+距离技能之和 与 两者间固定距离 进行对比,更大的为实际距离。 ---@param other Player @ 其他玩家 ---@param mode string|nil @ 计算模式(left/right/both) ---@param ignore_dead boolean|nil @ 是否忽略尸体 function Player:distanceTo(other, mode, ignore_dead) assert(other:isInstanceOf(Player)) mode = mode or "both" if other == self then return 0 end if ignore_dead and other.dead then print(other.name .. " is dead!") return -1 end local right = 0 local temp = self local try_time = 10 for _ = 0, try_time do if temp == other then break end if ignore_dead or not temp.dead then right = right + 1 end temp = temp.next end if temp ~= other then print("Distance malfunction: start and end does not matched.") end local left = #(ignore_dead and Fk:currentRoom().players or Fk:currentRoom().alive_players) - right local ret = 0 if mode == "left" then ret = left elseif mode == "right" then ret = right else ret = math.min(left, right) end local status_skills = Fk:currentRoom().status_skills[DistanceSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do local fixed = skill:getFixed(self, other) local correct = skill:getCorrect(self, other) if fixed ~= nil then ret = fixed break end ret = ret + (correct or 0) end if self.fixedDistance[other] then ret = self.fixedDistance[other] end return math.max(ret, 1) end --- 获取其他玩家是否在玩家的攻击距离内。 ---@param other Player @ 其他玩家 ---@param fixLimit number|null @ 卡牌距离限制增加专用 function Player:inMyAttackRange(other, fixLimit) assert(other:isInstanceOf(Player)) if self == other or (other and other.dead) then return false end fixLimit = fixLimit or 0 local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do if skill:withinAttackRange(self, other) then return true end end local baseAttackRange = self:getAttackRange() return self:distanceTo(other) <= (baseAttackRange + fixLimit) end function Player:getNextAlive() if Fk:currentRoom().alive_players == 0 then return self end local ret = self.next while ret.dead do ret = ret.next end return ret end --- 增加玩家使用特定牌的历史次数。 ---@param cardName string @ 牌名 ---@param num integer|nil @ 次数 function Player:addCardUseHistory(cardName, num) num = num or 1 assert(type(num) == "number" and num ~= 0) self.cardUsedHistory[cardName] = self.cardUsedHistory[cardName] or {0, 0, 0, 0} local t = self.cardUsedHistory[cardName] for i, _ in ipairs(t) do t[i] = t[i] + num end end --- 设定玩家使用特定牌的历史次数。 ---@param cardName string @ 牌名 ---@param num integer @ 次数 ---@param scope integer|nil @ 查询历史范围 function Player:setCardUseHistory(cardName, num, scope) if cardName == "" and num == nil and scope == nil then self.cardUsedHistory = {} return end num = num or 0 if cardName == "" then for _, v in pairs(self.cardUsedHistory) do v[scope] = num end return end if self.cardUsedHistory[cardName] then self.cardUsedHistory[cardName][scope] = num end end --- 增加玩家使用特定技能的历史次数。 ---@param skill_name string @ 技能名 ---@param num integer|nil @ 次数 function Player:addSkillUseHistory(skill_name, num) num = num or 1 assert(type(num) == "number" and num ~= 0) self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0} local t = self.skillUsedHistory[skill_name] for i, _ in ipairs(t) do t[i] = t[i] + num end end --- 设定玩家使用特定技能的历史次数。 ---@param skill_name string @ 技能名 ---@param num integer|nil @ 次数 ---@param scope integer|nil @ 查询历史范围 function Player:setSkillUseHistory(skill_name, num, scope) if skill_name == "" and num == nil and scope == nil then self.skillUsedHistory = {} return end num = num or 0 if skill_name == "" then for _, v in pairs(self.skillUsedHistory) do v[scope] = num end return end self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0} self.skillUsedHistory[skill_name][scope] = num end --- 获取玩家使用特定牌的历史次数。 ---@param cardName string @ 牌名 ---@param scope integer|nil @ 查询历史范围 function Player:usedCardTimes(cardName, scope) if not self.cardUsedHistory[cardName] then return 0 end scope = scope or Player.HistoryTurn return self.cardUsedHistory[cardName][scope] end --- 获取玩家使用特定技能的历史次数。 ---@param skill_name string @ 技能名 ---@param scope integer|nil @ 查询历史范围 function Player:usedSkillTimes(skill_name, scope) if not self.skillUsedHistory[skill_name] then return 0 end scope = scope or Player.HistoryTurn return self.skillUsedHistory[skill_name][scope] end --- 获取玩家是否无手牌。 function Player:isKongcheng() return #self:getCardIds(Player.Hand) == 0 end --- 获取玩家是否无手牌及装备牌。 function Player:isNude() return #self:getCardIds{Player.Hand, Player.Equip} == 0 end --- 获取玩家所有区域是否无牌。 function Player:isAllNude() return #self:getCardIds() == 0 end --- 获取玩家是否受伤。 function Player:isWounded() return self.hp < self.maxHp end --- 获取玩家已失去体力。 function Player:getLostHp() return math.min(self.maxHp - self.hp, self.maxHp) end ---@param skill string | Skill ---@return Skill local function getActualSkill(skill) if type(skill) == "string" then skill = Fk.skills[skill] end assert(skill:isInstanceOf(Skill)) return skill end --- 检索玩家是否有对应技能。 ---@param skill string | Skill @ 技能名 ---@param ignoreNullified boolean|nil @ 忽略技能是否被无效 ---@param ignoreAlive boolean|nil @ 忽略角色在场与否 function Player:hasSkill(skill, ignoreNullified, ignoreAlive) if not ignoreAlive and self.dead then return false end skill = getActualSkill(skill) if not (ignoreNullified or skill:isEffectable(self)) then return false end if table.contains(self.player_skills, skill) then return true end for _, v in pairs(self.derivative_skills) do if table.contains(v, skill) then return true end end return false end --- 为玩家增加对应技能。 ---@param skill string | Skill @ 技能名 ---@param source_skill string | Skill | nil @ 本有技能(和衍生技能相对) ---@return Skill[] @ got skills that Player didn't have at start function Player:addSkill(skill, source_skill) skill = getActualSkill(skill) local toget = {table.unpack(skill.related_skills)} table.insert(toget, skill) local room = Fk:currentRoom() local ret = {} for _, s in ipairs(toget) do if not self:hasSkill(s, true, true) then table.insert(ret, s) if s:isInstanceOf(TriggerSkill) and RoomInstance then room.logic:addTriggerSkill(s) end if s:isInstanceOf(StatusSkill) then room.status_skills[s.class] = room.status_skills[s.class] or {} table.insertIfNeed(room.status_skills[s.class], s) end end end if source_skill then source_skill = getActualSkill(source_skill) if not self.derivative_skills[source_skill] then self.derivative_skills[source_skill] = {} end table.insertIfNeed(self.derivative_skills[source_skill], skill) else table.insertIfNeed(self.player_skills, skill) end -- add related skills if not self.derivative_skills[skill] then self.derivative_skills[skill] = {} end for _, s in ipairs(skill.related_skills) do table.insertIfNeed(self.derivative_skills[skill], s) end return ret end --- 为玩家删除对应技能。 ---@param skill string | Skill @ 技能名 ---@param source_skill string | Skill | nil @ 本有技能(和衍生技能相对) ---@return Skill[] @ lost skills that the Player doesn't have anymore function Player:loseSkill(skill, source_skill) skill = getActualSkill(skill) if source_skill then source_skill = getActualSkill(source_skill) if not self.derivative_skills[source_skill] then self.derivative_skills[source_skill] = {} end table.removeOne(self.derivative_skills[source_skill], skill) else table.removeOne(self.player_skills, skill) end -- clear derivative skills of this skill as well local tolose = self.derivative_skills[skill] or {} table.insert(tolose, skill) self.derivative_skills[skill] = nil local ret = {} ---@type Skill[] for _, s in ipairs(tolose) do if not self:hasSkill(s, true, true) then table.insert(ret, s) end end return ret end --- 获取对应玩家所有技能。 -- return all skills that xxx:hasSkill() == true function Player:getAllSkills() local ret = {table.unpack(self.player_skills)} for _, t in pairs(self.derivative_skills) do for _, s in ipairs(t) do table.insertIfNeed(ret, s) end end return ret end --- 确认玩家是否可以使用特定牌。 ---@param card Card @ 特定牌 function Player:canUse(card) assert(card, "Error: No Card") return card.skill:canUse(self, card) end --- 确认玩家是否被禁止对特定玩家使用特定牌。 ---@param to Player @ 特定玩家 ---@param card Card @ 特定牌 function Player:isProhibited(to, card) local r = Fk:currentRoom() local status_skills = r.status_skills[ProhibitSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do if skill:isProhibited(self, to, card) then return true end end return false end --- 确认玩家是否被禁止使用特定牌。 ---@param card Card @ 特定的牌 function Player:prohibitUse(card) local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do if skill:prohibitUse(self, card) then return true end end return false end --- 确认玩家是否被禁止打出特定牌。 ---@param card Card @ 特定的牌 function Player:prohibitResponse(card) local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do if skill:prohibitResponse(self, card) then return true end end return false end --- 确认玩家是否被禁止弃置特定牌。 ---@param card Card @ 特定的牌 function Player:prohibitDiscard(card) local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable for _, skill in ipairs(status_skills) do if skill:prohibitDiscard(self, card) then return true end end return false end --转换技状态阳 fk.SwitchYang = 0 --转换技状态阴 fk.SwitchYin = 1 --- 获取转换技状态 ---@param skillName string @ 技能名 ---@param afterUse boolean|nil @ 是否提前计算转换后状态 ---@param inWord boolean|nil @ 是否返回文字 ---@return number|string @ 转换技状态 function Player:getSwitchSkillState(skillName, afterUse, inWord) if afterUse then return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yin" or fk.SwitchYin) or (inWord and "yang" or fk.SwitchYang) else return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yang" or fk.SwitchYang) or (inWord and "yin" or fk.SwitchYin) end end function Player:canMoveCardInBoardTo(to, id) if self == to then return false end local card = Fk:getCardById(id) assert(card.type == Card.TypeEquip or card.sub_type == Card.SubtypeDelayedTrick) if card.type == Card.TypeEquip then return not to:getEquipment(card.sub_type) else return not table.find(to:getCardIds(Player.Judge), function(cardId) return Fk:getCardById(cardId).name == card.name end) end end function Player:canMoveCardsInBoardTo(to, flag) if self == to then return false end assert(flag == nil or flag == "e" or flag == "j") local areas = {} if flag == "e" then table.insert(areas, Player.Equip) elseif flag == "j" then table.insert(areas, Player.Judge) else areas = { Player.Equip, Player.Judge } end for _, cardId in ipairs(self:getCardIds(areas)) do if self:canMoveCardInBoardTo(to, cardId) then return true end end return false end function Player:getQuestSkillState(skillName) local questSkillState = self:getMark(MarkEnum.QuestSkillPreName .. skillName) return type(questSkillState) == "string" and questSkillState or nil end return Player