-- All functions in this file are used by Qml function Translate(src) return Fk:translate(src) end function GetGeneralData(name) local general = Fk.generals[name] if general == nil then general = Fk.generals["diaochan"] end return json.encode { kingdom = general.kingdom, hp = general.hp, maxHp = general.maxHp } end local cardSubtypeStrings = { [Card.SubtypeNone] = "none", [Card.SubtypeDelayedTrick] = "delayed_trick", [Card.SubtypeWeapon] = "weapon", [Card.SubtypeArmor] = "armor", [Card.SubtypeDefensiveRide] = "defensive_horse", [Card.SubtypeOffensiveRide] = "offensive_horse", [Card.SubtypeTreasure] = "treasure", } function GetCardData(id) local card = Fk.cards[id] if card == nil then return json.encode{ cid = id, known = false } end local ret = { cid = id, name = card.name, number = card.number, suit = card:getSuitString(), color = card.color, subtype = cardSubtypeStrings[card.sub_type] } return json.encode(ret) end function GetAllGeneralPack() local ret = {} for _, name in ipairs(Fk.package_names) do if Fk.packages[name].type == Package.GeneralPack then table.insert(ret, name) end end return json.encode(ret) end function GetGenerals(pack_name) local ret = {} for _, g in ipairs(Fk.packages[pack_name].generals) do table.insert(ret, g.name) end return json.encode(ret) end function GetAllCardPack() local ret = {} for _, name in ipairs(Fk.package_names) do if Fk.packages[name].type == Package.CardPack then table.insert(ret, name) end end return json.encode(ret) end function GetCards(pack_name) local ret = {} for _, c in ipairs(Fk.packages[pack_name].cards) do table.insert(ret, c.id) end return json.encode(ret) end function DistanceTo(from, to) local a = ClientInstance:getPlayerById(from) local b = ClientInstance:getPlayerById(to) return a:distanceTo(b) end ---@param card string | integer ---@param player integer function CanUseCard(card, player) local c ---@type Card if type(card) == "number" then c = Fk:getCardById(card) else local data = json.decode(card) local skill = Fk.skills[data.skill] local selected_cards = data.subcards if skill:isInstanceOf(ViewAsSkill) then c = skill:viewAs(selected_cards) if not c then return "false" end else -- ActiveSkill should return true here return "true" end end local ret = c.skill:canUse(ClientInstance:getPlayerById(player)) return json.encode(ret) end ---@param card string | integer ---@param to_select integer @ id of the target ---@param selected integer[] @ ids of selected targets ---@param selected_cards integer[] @ ids of selected cards function CanUseCardToTarget(card, to_select, selected) if ClientInstance:getPlayerById(to_select).dead then return "false" end local c ---@type Card local selected_cards if type(card) == "number" then c = Fk:getCardById(card) selected_cards = {card} else local t = json.decode(card) return ActiveTargetFilter(t.skill, to_select, selected, t.subcards) end local ret = c.skill:targetFilter(to_select, selected, selected_cards) if ret then local r = Fk:currentRoom() local status_skills = r.status_skills[ProhibitSkill] or {} for _, skill in ipairs(status_skills) do if skill:isProhibited(Self, r:getPlayerById(to_select), c) then ret = false break end end end return json.encode(ret) end ---@param card string | integer ---@param to_select integer @ id of a card not selected ---@param selected integer[] @ ids of selected cards ---@param selected_targets integer[] @ ids of selected players function CanSelectCardForSkill(card, to_select, selected_targets) local c ---@type Card local selected_cards if type(card) == "number" then c = Fk:getCardById(card) selected_cards = {card} else error() end local ret = c.skill:cardFilter(to_select, selected_cards, selected_targets) return json.encode(ret) end ---@param card string | integer ---@param selected integer[] @ ids of selected cards ---@param selected_targets integer[] @ ids of selected players function CardFeasible(card, selected_targets) local c ---@type Card local selected_cards if type(card) == "number" then c = Fk:getCardById(card) selected_cards = {card} else local t = json.decode(card) return ActiveFeasible(t.skill, selected_targets, t.subcards) end local ret = c.skill:feasible(selected_targets, selected_cards) return json.encode(ret) end -- Handle skills function GetSkillData(skill_name) local skill = Fk.skills[skill_name] local freq = "notactive" if skill:isInstanceOf(ActiveSkill) or skill:isInstanceOf(ViewAsSkill) then freq = "active" end return json.encode{ skill = Fk:translate(skill_name), orig_skill = skill_name, freq = freq } end function ActiveCanUse(skill_name) local skill = Fk.skills[skill_name] local ret = false if skill then if skill:isInstanceOf(ActiveSkill) then ret = skill:canUse(Self) elseif skill:isInstanceOf(ViewAsSkill) then ret = skill:enabledAtPlay(Self) if ret then local exp = Exppattern:Parse(skill.pattern) local cnames = {} for _, m in ipairs(exp.matchers) do if m.name then table.insertTable(cnames, m.name) end end for _, n in ipairs(cnames) do local c = Fk:cloneCard(n) ret = c.skill:canUse(Self) if ret then break end end end end end return json.encode(ret) end function ActiveCardFilter(skill_name, to_select, selected, selected_targets) local skill = Fk.skills[skill_name] local ret = false if skill then if skill:isInstanceOf(ActiveSkill) then ret = skill:cardFilter(to_select, selected, selected_targets) elseif skill:isInstanceOf(ViewAsSkill) then ret = skill:cardFilter(to_select, selected) end end return json.encode(ret) end function ActiveTargetFilter(skill_name, to_select, selected, selected_cards) local skill = Fk.skills[skill_name] local ret = false if skill then if skill:isInstanceOf(ActiveSkill) then ret = skill:targetFilter(to_select, selected, selected_cards) elseif skill:isInstanceOf(ViewAsSkill) then local card = skill:viewAs(selected_cards) if card then ret = card.skill:targetFilter(to_select, selected, selected_cards) end end end return json.encode(ret) end function ActiveFeasible(skill_name, selected, selected_cards) local skill = Fk.skills[skill_name] local ret = false if skill then if skill:isInstanceOf(ActiveSkill) then ret = skill:feasible(selected, selected_cards) elseif skill:isInstanceOf(ViewAsSkill) then local card = skill:viewAs(selected_cards) if card then ret = card.skill:feasible(selected, selected_cards) end end end return json.encode(ret) end function CanViewAs(skill_name, card_ids) local skill = Fk.skills[skill_name] local ret = false if skill then if skill:isInstanceOf(ViewAsSkill) then ret = skill:viewAs(card_ids) ~= nil elseif skill:isInstanceOf(ActiveSkill) then ret = true end end return json.encode(ret) end -- card_name may be id, name of card, or json string function CardFitPattern(card_name, pattern) local exp = Exppattern:Parse(pattern) local c local ret = false if type(card_name) == "number" then c = Fk:getCardById(card_name) ret = exp:match(c) elseif string.sub(card_name, 1, 1) == "{" then local data = json.decode(card_name) local skill = Fk.skills[data.skill] local selected_cards = data.subcards if skill:isInstanceOf(ViewAsSkill) then c = skill:viewAs(selected_cards) if c then ret = exp:match(c) end else return "true" end else ret = exp:matchExp(card_name) end return json.encode(ret) end function SkillFitPattern(skill_name, pattern) local skill = Fk.skills[skill_name] local ret = false if skill and skill.pattern then local exp = Exppattern:Parse(pattern) ret = exp:matchExp(skill.pattern) end return json.encode(ret) end function SkillCanResponse(skill_name) local skill = Fk.skills[skill_name] local ret = false if skill and skill:isInstanceOf(ViewAsSkill) then ret = skill:enabledAtResponse(Self) end return json.encode(ret) end function GetVirtualEquip(player, cid) local c = ClientInstance:getPlayerById(player):getVirualEquip(cid) if not c then return "null" end return json.encode{ name = c.name, cid = c.subcards[1], } end Fk:loadTranslationTable{ -- Lobby ["Room List"] = "房间列表", ["Enter"] = "进入", ["Edit Profile"] = "编辑个人信息", ["Username"] = "用户名", ["Avatar"] = "头像", ["Old Password"] = "旧密码", ["New Password"] = "新密码", ["Update Avatar"] = "更新头像", ["Update Password"] = "更新密码", ["Create Room"] = "创建房间", ["Room Name"] = "房间名字", ["$RoomName"] = "%1的房间", ["Player num"] = "玩家数目", ["Generals Overview"] = "武将一览", ["Cards Overview"] = "卡牌一览", ["Scenarios Overview"] = "玩法一览", ["Replay"] = "录像", ["About"] = "关于", ["about_freekill_description"] = "关于FreeKill
" .. "以便于DIY为首要目的的开源三国杀游戏。
" .. "
项目链接: https://github.com/Notify-ctrl/FreeKill", ["about_qt_description"] = "关于Qt
" .. "Qt是一个C++图形界面应用程序开发框架,拥有强大的跨平台能力以及易于使用的API。
" .. "
本程序使用Qt 6.2+,主要利用QtQuick开发UI,同时也使用Qt的网络库开发服务端程序。
" .. "
官网: https://www.qt.io", ["about_lua_description"] = "关于Lua
" .. "Lua是一种小巧、灵活、高效的脚本语言,广泛用于游戏开发中。
" .. "
本程序使用Lua 5.4,利用其完全实现了整个游戏逻辑。
" .. "
官网: https://www.lua.org", ["about_ossl_description"] = "关于OpenSSL
" .. "OpenSSL是一个开源包,用来提供安全通信与各种加密支持。
" .. "
本程序目前用到了crypto库,以获得RSA加密算法支持。
" .. "
官网: https://www.openssl.org", ["about_gplv3_description"] = "关于GPLv3
" .. "GNU通用公共许可协议(简称GPL)是一个广泛使用的自由软件许可证条款,它确保广大用户自由地使用、学习、共享或修改软件。
" .. "
由于Qt是按照GPLv3协议开源的库,与此同时本程序用到的readline库也属于GPLv3库,再加上QSanguosha也是以GPLv3协议开源的软件(从中借鉴了不少代码和思路),因此这个项目也使用GPLv3协议开源。
" .. "
官网: https://gplv3.fsf.org", ["about_sqlite_description"] = "关于SQLite
" .. "SQLite是一个轻量级的数据库,具有占用资源低、运行效率快、嵌入性好等优点。
" .. "
FreeKill使用sqlite3在服务端保存用户的各种信息。
" .. "
官网: https://www.sqlite.org", ["Exit Lobby"] = "退出大厅", ["OK"] = "确定", ["Cancel"] = "取消", ["End"] = "结束", ["Quit"] = "退出", ["$WelcomeToLobby"] = "欢迎进入FreeKill游戏大厅!", -- Room ["$EnterRoom"] = "成功加入房间。", ["$Choice"] = "%1:请选择", ["$ChooseGeneral"] = "请选择 %1 名武将", ["Fight"] = "出战", ["#PlayCard"] = "出牌阶段,请使用一张牌", ["#AskForGeneral"] = "请选择 1 名武将", ["#AskForSkillInvoke"] = "你想发动技能“%1”吗?", ["#AskForChoice"] = "%1:请选择", ["#choose-trigger"] = "请选择一项技能发动", ["trigger"] = "选择技能", ["Please arrange cards"] = "请拖拽移动卡牌", [" thinking..."] = " 思考中...", ["AskForGeneral"] = "选择武将", ["AskForChoice"] = "选择", ["PlayCard"] = "出牌", ["AskForCardChosen"] = "选牌", ["#AskForChooseCard"] = "%1:请选择其一张卡牌", ["$ChooseCard"] = "请选择一张卡牌", ["$Hand"] = "手牌区", ["$Equip"] = "装备区", ["$Judge"] = "判定区", ["#AskForUseActiveSkill"] = "请使用技能 %1", ["#AskForUseCard"] = "请使用卡牌 %1", ["#AskForResponseCard"] = "请打出卡牌 %1", ["#AskForNullification"] = "是否为目标为 %dest 的 %arg 使用无懈可击?", ["#AskForNullificationWithoutTo"] = "是否对 %src 使用的 %arg 使用无懈可击?", ["#AskForDiscard"] = "请弃置 %arg 张牌,最少 %arg2 张", ["Trust"] = "托管", ["Sort Cards"] = "牌序", ["Chat"] = "聊天", ["Log"] = "战报", ["$GameOver"] = "游戏结束", ["$Winner"] = "%1 获胜", ["Back To Lobby"] = "返回大厅", } -- Game concepts Fk:loadTranslationTable{ ["lord"] = "主公", ["loyalist"] = "忠臣", ["rebel"] = "反贼", ["renegade"] = "内奸", ["lord+loyalist"] = "主忠", ["normal_damage"] = "无属性", ["fire_damage"] = "火属性", ["thunder_damage"] = "雷属性", ["phase_judge"] = "判定阶段", ["phase_draw"] = "摸牌阶段", ["phase_play"] = "出牌阶段", ["phase_discard"] = "弃牌阶段", } -- related to sendLog Fk:loadTranslationTable{ -- game processing ["$AppendSeparator"] = '------------------------------', ["$GameStart"] = "== 游戏开始 ==", ["$GameEnd"] = "== 游戏结束 ==", -- get/lose skill ["#AcquireSkill"] = "%from 获得了技能“%arg”", ["#LoseSkill"] = "%from 失去了技能“%arg”", -- moveCards (they are sent by notifyMoveCards) ["unknown_card"] = '未知牌', ["log_spade"] = "♠", ["log_heart"] = '', ["log_club"] = "♣", ["log_diamond"] = '', ["log_nosuit"] = "无花色", ["nosuit"] = "无花色", ["spade"] = "黑桃", ["heart"] = "红桃", ["club"] = "梅花", ["diamond"] = "方块", ["$DrawCards"] = "%from 摸了 %arg 张牌 %card", ["$DiscardCards"] = "%from 弃置了 %arg 张牌 %card", -- phase ["#PhaseSkipped"] = "%from 跳过了 %arg", -- useCard ["#UseCard"] = "%from 使用了牌 %card", ["#UseCardToTargets"] = "%from 使用了牌 %card,目标是 %to", ["#CardUseCollaborator"] = "%from 在此次 %arg 中的子目标是 %to", ["#UseCardToCard"] = "%from 使用了牌 %card,目标是 %arg", ["#ResponsePlayCard"] = "%from 打出了牌 %card", ["#UseVCard"] = "%from 将 %card 当 %arg 使用", ["#UseVCardToTargets"] = "%from 将 %card 当 %arg 使用,目标是 %to", ["#UseVCardToCard"] = "%from 将 %card 当 %arg2 使用,目标是 %arg", ["#ResponsePlayVCard"] = "%from 将 %card 当 %arg 打出", ["#UseV0Card"] = "%from 使用了 %arg", ["#UseV0CardToTargets"] = "%from 使用了 %arg,目标是 %to", ["#UseV0CardToCard"] = "%from 使用了 %arg2,目标是 %arg", ["#ResponsePlayV0Card"] = "%from 打出了 %arg", -- skill ["#InvokeSkill"] = "%from 发动了 “%arg”", -- judge ["#StartJudgeReason"] = "%from 开始了 %arg 的判定", ["#InitialJudge"] = "%from 的判定牌为 %card", ["#ChangedJudge"] = "%from 发动“%arg”把 %to 的判定牌改为 %card", ["#JudgeResult"] = "%from 的判定结果为 %card", -- turnOver ["#TurnOver"] = "%from 将武将牌翻面,现在是 %arg", ["face_up"] = "正面朝上", ["face_down"] = "背面朝上", -- damage, heal and lose HP ["#Damage"] = "%to 对 %from 造成了 %arg 点 %arg2 伤害", ["#DamageWithNoFrom"] = "%from 受到了 %arg 点 %arg2 伤害", ["#LoseHP"] = "%from 失去了 %arg 点体力", ["#HealHP"] = "%from 回复了 %arg 点体力", ["#ShowHPAndMaxHP"] = "%from 现在的体力值为 %arg,体力上限为 %arg2", -- dying and death ["#EnterDying"] = "%from 进入了濒死阶段", ["#KillPlayer"] = "%from [%arg] 阵亡,凶手是 %to", ["#KillPlayerWithNoKiller"] = "%from [%arg] 阵亡,无伤害来源", -- misc ["#GuanxingResult"] = "%from 的观星结果为 %arg 上 %arg2 下", }