-- SPDX-License-Identifier: GPL-3.0-or-later --- Room是fk游戏逻辑运行的主要场所,同时也提供了许多API函数供编写技能使用。 --- --- 一个房间中只有一个Room实例,保存在RoomInstance全局变量中。 ---@class Room : Object ---@field public room fk.Room @ C++层面的Room类实例,别管他就是了,用不着 ---@field public players ServerPlayer[] @ 这个房间中所有参战玩家 ---@field public alive_players ServerPlayer[] @ 所有还活着的玩家 ---@field public observers fk.ServerPlayer[] @ 旁观者清单,这是c++玩家列表,别乱动 ---@field public current ServerPlayer @ 当前回合玩家 ---@field public game_started boolean @ 游戏是否已经开始 ---@field public game_finished boolean @ 游戏是否已经结束 ---@field public timeout integer @ 出牌时长上限 ---@field public tag table @ Tag清单,其实跟Player的标记是差不多的东西 ---@field public draw_pile integer[] @ 摸牌堆,这是卡牌id的数组 ---@field public discard_pile integer[] @ 弃牌堆,也是卡牌id的数组 ---@field public processing_area integer[] @ 处理区,依然是卡牌id数组 ---@field public void integer[] @ 从游戏中除外区,一样的是卡牌id数组 ---@field public card_place table @ 每个卡牌的id对应的区域,一张表 ---@field public owner_map table @ 每个卡牌id对应的主人,表的值是那个玩家的id,可能是nil ---@field public status_skills Skill[] @ 这个房间中含有的状态技列表 ---@field public settings table @ 房间的额外设置,差不多是json对象 ---@field public logic GameLogic @ 这个房间使用的游戏逻辑,可能根据游戏模式而变动 ---@field public request_queue table ---@field public request_self table local Room = class("Room") -- load classes used by the game GameEvent = require "server.gameevent" dofile "lua/server/events/init.lua" GameLogic = require "server.gamelogic" ServerPlayer = require "server.serverplayer" ---@type Player Self = nil -- `Self' is client-only, but we need it in AI dofile "lua/server/ai/init.lua" --[[-------------------------------------------------------------------- Room 保存着服务器端游戏房间的所有信息,比如说玩家、卡牌,以及其他信息。 同时它也提供大量方法,以便于游戏能够顺利运转。 class Room 的大概内容: * 构造方法 * getter/setters * 基本的网络通信相关方法、通知用方法 * 交互式方法 * 各种触发游戏事件的方法 另请参考: gamelogic.lua (游戏逻辑的主循环、触发时机等) gameevent.lua (游戏事件的执行逻辑,以及各种事件的执行方法) game_rule.lua (基础游戏规则,包括执行阶段、决胜负等) aux_skills.lua (某些交互方法是套壳askForUseActiveSkill,就是在这定义的) ]]---------------------------------------------------------------------- ------------------------------------------------------------------------ -- 构造函数 ------------------------------------------------------------------------ --- 构造函数。别去构造 ---@param _room fk.Room function Room:initialize(_room) self.room = _room self.room.startGame = function(_self) Room.initialize(self, _room) -- clear old data self.settings = json.decode(_room:settings()) Fk.disabled_packs = self.settings.disabledPack Fk.disabled_generals = self.settings.disabledGenerals local main_co = coroutine.create(function() self:run() end) local request_co = coroutine.create(function(rest) self:requestLoop(rest) end) local ret, err_msg, rest_time = true, true while not self.game_finished do ret, err_msg, rest_time = coroutine.resume(main_co, err_msg) -- handle error if ret == false then fk.qCritical(err_msg) print(debug.traceback(main_co)) break end ret, err_msg = coroutine.resume(request_co, rest_time) if ret == false then fk.qCritical(err_msg) print(debug.traceback(request_co)) break end -- If ret == true, then when err_msg is true, that means no request end coroutine.close(main_co) coroutine.close(request_co) if not self.game_finished then self:doBroadcastNotify("GameOver", "") self.room:gameOver() end end self.players = {} self.alive_players = {} self.observers = {} self.current = nil self.game_started = false 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 self.request_queue = {} self.request_self = {} end --- 正式在这个房间中开始游戏。 --- --- 当这个函数返回之后,整个Room线程也宣告结束。 ---@return nil 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 local mode = Fk.game_modes[self.settings.gameMode] self.logic = (mode.logic and mode.logic() or GameLogic):new(self) if mode.rule then self.logic:addTriggerSkill(mode.rule) end self.logic:run() end ------------------------------------------------------------------------ -- getters/setters ------------------------------------------------------------------------ --- 基本算是私有函数,别去用 ---@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 --- 获取一张牌所处的区域。 ---@param cardId integer | Card @ 要获得区域的那张牌,可以是Card或者一个id ---@return CardArea @ 这张牌的区域 function Room:getCardArea(cardId) if type(cardId) ~= "number" then assert(cardId and cardId:isInstanceOf(Card)) cardId = cardId:getEffectiveId() end return self.card_place[cardId] or Card.Unknown end --- 获得拥有某一张牌的玩家。 ---@param cardId integer | card @ 要获得主人的那张牌,可以是Card实例或者id ---@return ServerPlayer | nil @ 这张牌的主人,可能返回nil function Room:getCardOwner(cardId) if type(cardId) ~= "number" then assert(cardId and cardId:isInstanceOf(Card)) cardId = cardId:getEffectiveId() end return self.owner_map[cardId] and self:getPlayerById(self.owner_map[cardId]) or nil end --- 根据玩家id,获得那名玩家本人。 ---@param id integer @ 玩家的id ---@return ServerPlayer @ 这个id对应的ServerPlayer实例 function Room:getPlayerById(id) if not id then return nil end assert(type(id) == "number") for _, p in ipairs(self.players) do if p.id == id then return p end end return nil end --- 将房间中的玩家按照座位顺序重新排序。 ---@param playerIds integer[] @ 玩家id列表,这个数组会被这个函数排序 function Room:sortPlayersByAction(playerIds, isTargetGroup) table.sort(playerIds, function(prev, next) local prevSeat = self:getPlayerById(isTargetGroup and prev[1] or prev).seat local nextSeat = self:getPlayerById(isTargetGroup and next[1] or next).seat return prevSeat < nextSeat end) if self.current and table.find(isTargetGroup and TargetGroup:getRealTargets(playerIds) or playerIds, function(id) return self:getPlayerById(id).seat >= self.current.seat end) then while self:getPlayerById(isTargetGroup and playerIds[1][1] or playerIds[1]).seat < self.current.seat do local toPlayerId = table.remove(playerIds, 1) table.insert(playerIds, toPlayerId) end end 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 --- 获得当前房间中的所有玩家。 --- --- 返回的数组的第一个元素是当前回合玩家,并且按行动顺序进行排序。 ---@param sortBySeat boolean @ 是否无视按座位排序直接返回 ---@return ServerPlayer[] @ 房间中玩家的数组 function Room:getAllPlayers(sortBySeat) if not self.game_started then return { table.unpack(self.players) } end 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 --- 获得所有存活玩家,参看getAllPlayers ---@param sortBySeat boolean ---@return ServerPlayer[] function Room:getAlivePlayers(sortBySeat) if sortBySeat == nil or sortBySeat then local current = self.current local temp = current.next -- did not arrange seat, use default if temp == nil then return { table.unpack(self.players) } end 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 --- 获得除一名玩家外的其他玩家。 ---@param player ServerPlayer @ 要排除的玩家 ---@param sortBySeat boolean @ 是否要按座位排序? ---@param include_dead boolean @ 是否要把死人也算进去? ---@return ServerPlayer[] @ 其他玩家列表 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 --- 获得当前房间中的主公。 --- --- 由于某些游戏模式没有主公,该函数可能返回nil。 ---@return ServerPlayer | nil @ 主公 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 --- 从摸牌堆中获取若干张牌。 --- --- 注意了,这个函数会对牌堆进行实际操作,也就是说它返回一系列id后,牌堆中就会少这么多id。 --- --- 如果牌堆中没有足够的牌可以获得,那么会触发洗牌;还是不够的话,游戏就平局。 ---@param num integer @ 要获得的牌的数量 ---@param from string @ 获得牌的位置,可以是 ``"top"`` 或者 ``"bottom"``,表示牌堆顶还是牌堆底 ---@return integer[] @ 得到的id 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() if #self.draw_pile < 1 then self:gameOver("") end 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 self:doBroadcastNotify("UpdateDrawPile", #self.draw_pile) return cardIds end --- 将一名玩家的某种标记数量相应的值。 --- --- 在设置之后,会通知所有客户端也更新一下标记的值。之后的两个相同 ---@param player ServerPlayer @ 要被更新标记的那个玩家 ---@param mark string @ 标记的名称 ---@param value integer @ 要设为的值,其实也可以设为字符串 function Room:setPlayerMark(player, mark, value) player:setMark(mark, value) self:doBroadcastNotify("SetPlayerMark", json.encode{ player.id, mark, value }) end --- 将一名玩家的mark标记增加count个。 ---@param player ServerPlayer @ 要加标记的玩家 ---@param mark string @ 标记名称 ---@param count integer | nil @ 要增加的数量,默认为1 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 --- 将一名玩家的mark标记减少count个。 ---@param player ServerPlayer @ 要减标记的玩家 ---@param mark string @ 标记名称 ---@param count integer | nil @ 要减少的数量,默认为1 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 --- 将一张卡牌的某种标记数量相应的值。 --- --- 在设置之后,会通知所有客户端也更新一下标记的值。之后的两个相同 ---@param card Card @ 要被更新标记的那张牌 ---@param mark string @ 标记的名称 ---@param value integer @ 要设为的值,其实也可以设为字符串 function Room:setCardMark(card, mark, value) card:setMark(mark, value) self:doBroadcastNotify("SetCardMark", json.encode{ card.id, mark, value }) end --- 将一张卡牌的mark标记增加count个。 ---@param card Card @ 要被增加标记的那张牌 ---@param mark string @ 标记名称 ---@param count integer | nil @ 要增加的数量,默认为1 function Room:addCardMark(card, mark, count) count = count or 1 local num = card:getMark(mark) num = num or 0 self:setCardMark(card, mark, math.max(num + count, 0)) end --- 将一名玩家的mark标记减少count个。 ---@param card Card @ 要被减少标记的那张牌 ---@param mark string @ 标记名称 ---@param count integer | nil @ 要减少的数量,默认为1 function Room:removeCardMark(card, mark, count) count = count or 1 local num = card:getMark(mark) num = num or 0 self:setCardMark(card, mark, math.max(num - count, 0)) end --- 将房间中某个tag设为特定值。 --- --- 当在编程中想在服务端搞点全局变量的时候哦,不要自己设置全局变量或者上值,而是应该使用room的tag。 ---@param tag_name string @ tag名字 ---@param value any @ 值 function Room:setTag(tag_name, value) self.tag[tag_name] = value end --- 获得某个tag的值。 ---@param tag_name string @ tag名字 function Room:getTag(tag_name) return self.tag[tag_name] end --- 删除某个tag。 ---@param tag_name string @ tag名字 function Room:removeTag(tag_name) self.tag[tag_name] = nil end ---@param player ServerPlayer ---@param general string ---@param changeKingdom boolean ---@param noBroadcast boolean|null function Room:setPlayerGeneral(player, general, changeKingdom, noBroadcast) if Fk.generals[general] == nil then return end player.general = general player.gender = Fk.generals[general].gender self:notifyProperty(player, player, "general") self:broadcastProperty(player, "gender") if changeKingdom then player.kingdom = Fk.generals[general].kingdom if noBroadcast then self:notifyProperty(player, player, "kingdom") else self:broadcastProperty(player, "kingdom") end end end ---@param player ServerPlayer ---@param general string function Room:setDeputyGeneral(player, general) if Fk.generals[general] == nil then return end player.deputyGeneral = general self:notifyProperty(player, player, "deputyGeneral") end ---@param player ServerPlayer @ 要换将的玩家 ---@param new_general string @ 要变更的武将,若不存在则变身为孙策,孙策也不存在则nil错 ---@param full boolean @ 是否血量满状态变身 ---@param isDeputy boolean @ 是否变的是副将 ---@param sendLog boolean @ 是否发Log function Room:changeHero(player, new_general, full, isDeputy, sendLog) local orig = isDeputy and (player.deputyGeneral or "") or player.general orig = Fk.generals[orig] local orig_skills = orig and orig:getSkillNameList() or {} local new = Fk.generals[new_general] or Fk.generals["sunce"] local new_skills = new:getSkillNameList() table.insertTable(new_skills, table.map(orig_skills, function(e) return "-" .. e end)) self:handleAddLoseSkills(player, table.concat(new_skills, "|"), nil, false) if isDeputy then player.deputyGeneral = new_general self:broadcastProperty(player, "deputyGeneral") else player.general = new_general self:broadcastProperty(player, "general") end if player.kingdom == "unknown" then player.kingdom = new.kingdom self:broadcastProperty(player, "kingdom") end player.maxHp = player:getGeneralMaxHp() self:broadcastProperty(player, "maxHp") if full then player.hp = player.maxHp self:broadcastProperty(player, "hp") end end ------------------------------------------------------------------------ -- 网络通信有关 ------------------------------------------------------------------------ --- 向所有角色广播一名角色的某个property,让大家都知道 ---@param player ServerPlayer @ 要被广而告之的那名角色 ---@param property string @ 这名角色的某种属性,像是"hp"之类的,其实就是Player类的属性名 function Room:broadcastProperty(player, property) for _, p in ipairs(self.players) do self:notifyProperty(p, player, property) end end --- 将player的属性property告诉p。 ---@param p ServerPlayer @ 要被告知相应属性的那名玩家 ---@param player ServerPlayer @ 拥有那个属性的玩家 ---@param property string @ 属性名称 function Room:notifyProperty(p, player, property) p:doNotify("PropertyUpdate", json.encode{ player.id, property, player[property], }) end --- 向多名玩家广播一条消息。 ---@param command string @ 发出这条消息的消息类型 ---@param jsonData string @ 消息的数据,一般是JSON字符串,也可以是普通字符串,取决于client怎么处理了 ---@param players ServerPlayer[] | nil @ 要告知的玩家列表,默认为所有人 function Room:doBroadcastNotify(command, jsonData, players) players = players or self.players for _, p in ipairs(players) do p:doNotify(command, jsonData) end end --- 向某个玩家发起一次Request。 ---@param player ServerPlayer @ 发出这个请求的目标玩家 ---@param command string @ 请求的类型 ---@param jsonData string @ 请求的数据 ---@param wait boolean @ 是否要等待答复,默认为true ---@return string | nil @ 收到的答复,如果wait为false的话就返回nil function Room:doRequest(player, command, jsonData, wait) if wait == nil then wait = true end self.request_queue = {} player:doRequest(command, jsonData, self.timeout) if wait then local ret = player:waitForReply(self.timeout) player.serverplayer:setBusy(false) return ret end end --- 向多名玩家发出请求。 ---@param command string @ 请求类型 ---@param players ServerPlayer[] @ 发出请求的玩家列表 ---@param jsonData string @ 请求数据 function Room:doBroadcastRequest(command, players, jsonData) players = players or self.players self.request_queue = {} for _, p in ipairs(players) do p:doRequest(command, jsonData or p.request_data) 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 for _, p in ipairs(players) do p.serverplayer:setBusy(false) end end --- 向多名玩家发出竞争请求。 --- --- 他们都可以做出答复,但是服务器只认可第一个做出回答的角色。 --- --- 返回获胜的角色,可以通过属性获得回复的具体内容。 ---@param command string @ 请求类型 ---@param players ServerPlayer[] @ 要竞争这次请求的玩家列表 ---@param jsonData string @ 请求数据 ---@return ServerPlayer | nil @ 在这次竞争请求中获胜的角色,可能是nil function Room:doRaceRequest(command, players, jsonData) players = players or self.players players = table.simpleClone(players) local player_len = #players -- self:notifyMoveFocus(players, command) self.request_queue = {} for _, p in ipairs(players) do p:doRequest(command, jsonData or p.request_data) end local remainTime = self.timeout local currentTime = os.time() local elapsed = 0 local winner local canceled_players = {} local ret while true do elapsed = os.time() - currentTime if remainTime - elapsed <= 0 then break 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.removeOne(players, p) table.insertIfNeed(canceled_players, p) end end if winner then self:doBroadcastNotify("CancelRequest", "") ret = winner break end if player_len == #canceled_players then break end coroutine.yield("__handleRequest", remainTime - elapsed) fk.QThread_msleep(10) end for _, p in ipairs(self.players) do p.serverplayer:setBusy(false) end return ret end Room.requestLoop = require "server.request" --- 延迟一段时间。 --- --- 这个函数只应该在主协程中使用。 ---@param ms integer @ 要延迟的毫秒数 function Room:delay(ms) local start = os.getms() while true do local rest = ms - (os.getms() - start) / 1000 if rest <= 0 then break end coroutine.yield("__handleRequest", rest) end end --- 向多名玩家告知一次移牌行为。 ---@param players ServerPlayer[] | nil @ 要被告知的玩家列表,默认为全员 ---@param card_moves CardsMoveStruct[] @ 要告知的移牌信息列表 ---@param forceVisible boolean @ 是否让所有牌对告知目标可见 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) local function infosContainArea(info, area) for _, i in ipairs(info) do if i.fromArea == area then return true end end return false end -- forceVisible make the move visible -- FIXME: move.moveInfo is an array, fix this move.moveVisible = move.moveVisible or (forceVisible) -- if move is relevant to player, it should be open or ((move.from == p.id) or (move.to == p.id)) -- cards move from/to equip/judge/discard/processing should be open or infosContainArea(move.moveInfo, Card.PlayerEquip) or move.toArea == Card.PlayerEquip or infosContainArea(move.moveInfo, Card.PlayerJudge) or move.toArea == Card.PlayerJudge or infosContainArea(move.moveInfo, Card.DiscardPile) or move.toArea == Card.DiscardPile or infosContainArea(move.moveInfo, 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 --- 将焦点转移给一名或者多名角色,并广而告之。 --- --- 形象点说,就是在那些玩家下面显示一个“弃牌 思考中...”之类的烧条提示。 ---@param players ServerPlayer | ServerPlayer[] @ 要获得焦点的一名或者多名角色 ---@param command string @ 烧条的提示文字 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 --- 向战报中发送一条log。 ---@param log LogMessage @ Log的实际内容 function Room:sendLog(log) self:doBroadcastNotify("GameLog", json.encode(log)) end --- 播放某种动画效果给players看。 ---@param type string @ 动画名字 ---@param data any @ 这个动画附加的额外信息,在这个函数将会被转成json字符串 ---@param players ServerPlayer[] | nil @ 要观看动画的玩家们,默认为全员 function Room:doAnimate(type, data, players) players = players or self.players data.type = type self:doBroadcastNotify("Animate", json.encode(data), players) end --- 在player脸上展示名为name的emotion动效。 --- --- 这就是“杀”、“闪”之类的那个动画。 ---@param player ServerPlayer @ 被播放动画的那个角色 ---@param name string @ emotion名字,可以是一个路径 function Room:setEmotion(player, name) self:doAnimate("Emotion", { player = player.id, emotion = name }) end --- 在一张card上播放一段emotion动效。 --- --- 这张card必须在处理区里面,或者至少客户端觉得它在处理区。 ---@param cid integer @ 被播放动效的那个牌的id ---@param name string @ emotion名字,可以是一个路径 function Room:setCardEmotion(cid, name) self:doAnimate("Emotion", { player = cid, emotion = name, is_card = true, }) end --- 播放一个全屏大动画。可以自己指定qml文件路径和额外的信息。 ---@param path string @ qml文件的路径,有默认值 ---@param extra_data any @ 要传递的额外信息 function Room:doSuperLightBox(path, extra_data) path = path or "RoomElement/SuperLightBox.qml" self:doAnimate("SuperLightBox", { path = path, data = extra_data, }) end --- 基本上是个不常用函数就是了 function Room:sendLogEvent(type, data, players) players = players or self.players data.type = type self:doBroadcastNotify("LogEvent", json.encode(data), players) end --- 播放技能的语音。 ---@param skill_name string @ 技能名 ---@param index integer | nil @ 语音编号,默认为-1(也就是随机播放) function Room:broadcastSkillInvoke(skill_name, index) index = index or -1 self:sendLogEvent("PlaySkillSound", { name = skill_name, i = index }) end --- 播放一段音频。 ---@param path string @ 音频文件路径 function Room:broadcastPlaySound(path) self:sendLogEvent("PlaySound", { name = path, }) end --- 在player的脸上播放技能发动的特效。 --- --- 与此同时,在战报里面发一条“xxx发动了xxx” ---@param player ServerPlayer @ 发动技能的那个玩家 ---@param skill_name string @ 技能名 ---@param skill_type string | nil @ 技能的动画效果,默认是那个技能的anim_type function Room:notifySkillInvoked(player, skill_name, skill_type) if not skill_type then local skill = Fk.skills[skill_name] if not skill then skill_type = "" end skill_type = skill.anim_type end self:sendLog{ type = "#InvokeSkill", from = player.id, arg = skill_name, } self:doAnimate("InvokeSkill", { name = skill_name, player = player.id, skill_type = skill_type, }) end --- 播放从source指到targets的指示线效果。 ---@param source integer @ 指示线开始的那个玩家的id ---@param targets integer[] @ 指示线目标玩家的id列表 function Room:doIndicate(source, targets) local target_group = {} for _, id in ipairs(targets) do table.insert(target_group, { id }) end self:doAnimate("Indicate", { from = source, to = target_group, }) end ------------------------------------------------------------------------ -- 交互方法 ------------------------------------------------------------------------ --- 询问player是否要发动一个主动技。 --- --- 如果发动的话,那么会执行一下技能的onUse函数,然后返回选择的牌和目标等。 ---@param player ServerPlayer @ 询问目标 ---@param skill_name string @ 主动技的技能名 ---@param prompt string @ 烧条上面显示的提示文本内容 ---@param cancelable boolean @ 是否可以点取消 ---@param extra_data table @ 额外信息,因技能而异了 ---@return boolean, 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, extra_data.skillName or skill_name) -- for display skill name instead of command name local data = {skill_name, prompt, cancelable, json.encode(extra_data)} Fk.currentResponseReason = extra_data.skillName local result = self:doRequest(player, command, json.encode(data)) Fk.currentResponseReason = nil 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 self:doIndicate(player.id, targets) skill:onUse(self, { from = player.id, cards = selected_cards, tos = targets, }) return true, { cards = selected_cards, targets = targets } end --- 询问一名角色弃牌。 --- --- 在这个函数里面牌已经被弃掉了。 ---@param player ServerPlayer @ 弃牌角色 ---@param minNum integer @ 最小值 ---@param maxNum integer @ 最大值 ---@param includeEquip boolean @ 能不能弃装备区? ---@param skillName string @ 引发弃牌的技能名 ---@param cancelable boolean @ 能不能点取消? ---@param pattern string @ 弃牌需要符合的规则 ---@param prompt string @ 提示信息 ---@return integer[] @ 弃掉的牌的id列表,可能是空的 function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern, prompt) cancelable = cancelable or false pattern = pattern or "" local canDiscards = table.filter( player:getCardIds{ Player.Hand, includeEquip and Player.Equip or nil }, function(id) local checkpoint = true local card = Fk:getCardById(id) local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or {} for _, skill in ipairs(status_skills) do if skill:prohibitDiscard(player, card) then return false end end if pattern ~= "" then checkpoint = checkpoint and (Exppattern:Parse(pattern):match(card)) end return checkpoint end ) maxNum = math.min(#canDiscards, maxNum) minNum = math.min(#canDiscards, minNum) if minNum < 1 and not cancelable then return {} end local toDiscard = {} local data = { num = maxNum, min_num = minNum, include_equip = includeEquip, skillName = skillName, pattern = pattern, } local prompt = prompt or ("#AskForDiscard:::" .. maxNum .. ":" .. minNum) local _, ret = self:askForUseActiveSkill(player, "discard_skill", prompt, cancelable, data) if ret then toDiscard = ret.cards else if cancelable then return {} end toDiscard = table.random(canDiscards, minNum) end self:throwCard(toDiscard, skillName, player, player) return toDiscard end --- 询问一名玩家从targets中选择若干名玩家出来。 ---@param player ServerPlayer @ 要做选择的玩家 ---@param targets integer[] @ 可以选的目标范围,是玩家id数组 ---@param minNum integer @ 最小值 ---@param maxNum integer @ 最大值 ---@param prompt string @ 提示信息 ---@param skillName string @ 技能名 ---@return integer[] @ 选择的玩家id列表,可能为空 function Room:askForChoosePlayers(player, targets, minNum, maxNum, prompt, skillName, cancelable) if maxNum < 1 then return {} end cancelable = (not cancelable) and false or true local data = { targets = targets, num = maxNum, min_num = minNum, pattern = "", skillName = skillName } local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", cancelable, data) if ret then return ret.targets else if cancelable then return {} else return table.random(targets, minNum) end end end --- 询问一名玩家选择自己的几张牌。 --- --- 与askForDiscard类似,但是不对选择的牌进行操作就是了。 ---@param player ServerPlayer @ 要询问的玩家 ---@param minNum integer @ 最小值 ---@param maxNum integer @ 最大值 ---@param includeEquip boolean @ 能不能选装备 ---@param skillName string @ 技能名 ---@param cancelable boolean @ 能不能点取消 ---@param pattern string @ 选牌规则 ---@param prompt string @ 提示信息 ---@param expand_pile string @ 可选私人牌堆名称 ---@return integer[] @ 选择的牌的id列表,可能是空的 function Room:askForCard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern, prompt, expand_pile) if minNum < 1 then return nil end cancelable = cancelable or false pattern = pattern or "" local chosenCards = {} local data = { num = maxNum, min_num = minNum, include_equip = includeEquip, skillName = skillName, pattern = pattern, expand_pile = expand_pile, } local prompt = prompt or ("#AskForCard:::" .. maxNum .. ":" .. minNum) local _, ret = self:askForUseActiveSkill(player, "choose_cards_skill", prompt, cancelable, data) if ret then chosenCards = ret.cards else if cancelable then return {} end local hands = player:getCardIds(Player.Hand) if includeEquip then table.insertTable(hands, player:getCardIds(Player.Equip)) end for i = 1, minNum do local randomId = hands[math.random(1, #hands)] table.insert(chosenCards, randomId) table.removeOne(hands, randomId) end end return chosenCards end --- 询问玩家选择1张牌和若干名角色。 --- --- 返回两个值,第一个是选择的目标列表,第二个是选择的那张牌的id ---@param player ServerPlayer @ 要询问的玩家 ---@param targets integer[] @ 选择目标的id范围 ---@param minNum integer @ 选目标最小值 ---@param maxNum integer @ 选目标最大值 ---@param pattern string @ 选牌规则 ---@param prompt string @ 提示信息 ---@param cancelable boolean @ 能否点取消 ---@return integer[], integer function Room:askForChooseCardAndPlayers(player, targets, minNum, maxNum, pattern, prompt, skillName, cancelable) if maxNum < 1 then return {} end pattern = pattern or "." local pcards = table.filter(player:getCardIds({ Player.Hand, Player.Equip }), function(id) local c = Fk:getCardById(id) return c:matchPattern(pattern) end) if #pcards == 0 then return {} end local data = { targets = targets, num = maxNum, min_num = minNum, pattern = pattern, skillName = skillName } local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data) if ret then return ret.targets, ret.cards[1] else if cancelable then return {} else return table.random(targets, minNum), table.random(pcards) end end end --- 询问玩家选择一名武将。 ---@param player ServerPlayer @ 询问目标 ---@param generals string[] @ 可选武将 ---@return string @ 选择的武将 function Room:askForGeneral(player, generals, n) local command = "AskForGeneral" self:notifyMoveFocus(player, command) n = n or 1 if #generals == n then return n == 1 and generals[1] or generals end local defaultChoice = table.random(generals, n) if (player.state == "online") then local result = self:doRequest(player, command, json.encode{ generals, n }) local choices if result == "" then choices = defaultChoice else choices = json.decode(result) end if #choices == 1 then return choices[1] end return choices end return defaultChoice end --- 询问chooser,选择target的一张牌。 ---@param chooser ServerPlayer @ 要被询问的人 ---@param target ServerPlayer @ 被选牌的人 ---@param flag string @ 用"hej"三个字母的组合表示能选择哪些区域, h 手牌区, e - 装备区, j - 判定区 ---@param reason string @ 原因,一般是技能名 ---@return integer @ 选择的卡牌id 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 local areas = {} if string.find(flag, "h") then table.insert(areas, Player.Hand) end if string.find(flag, "e") then table.insert(areas, Player.Equip) end if string.find(flag, "j") then table.insert(areas, Player.Judge) end local handcards = target:getCardIds(areas) if #handcards == 0 then return end result = handcards[math.random(1, #handcards)] else result = tonumber(result) end if result == -1 then local handcards = target:getCardIds(Player.Hand) if #handcards == 0 then return end result = table.random(handcards) end return result end --- 完全类似askForCardChosen,但是可以选择多张牌。 --- 相应的,返回的是id的数组而不是单个id。 ---@param chooser ServerPlayer @ 要被询问的人 ---@param target ServerPlayer @ 被选牌的人 ---@param min integer @ 最小选牌数 ---@param max integer @ 最大选牌数 ---@param flag string @ 用"hej"三个字母的组合表示能选择哪些区域, h 手牌区, e - 装备区, j - 判定区 ---@param reason string @ 原因,一般是技能名 ---@return integer[] @ 选择的id function Room:askForCardsChosen(chooser, target, min, max, flag, reason) if min == 1 and max == 1 then return { self:askForCardChosen(chooser, target, flag, reason) } end local command = "AskForCardsChosen" self:notifyMoveFocus(chooser, command) local data = {target.id, min, max, flag, reason} local result = self:doRequest(chooser, command, json.encode(data)) local ret if result ~= "" then ret = json.decode(result) else local areas = {} if string.find(flag, "h") then table.insert(areas, Player.Hand) end if string.find(flag, "e") then table.insert(areas, Player.Equip) end if string.find(flag, "j") then table.insert(areas, Player.Judge) end local handcards = target:getCardIds(areas) if #handcards == 0 then return {} end ret = table.random(handcards, math.min(min, #handcards)) end local new_ret = table.filter(ret, function(id) return id ~= -1 end) local hand_num = #ret - #new_ret if hand_num > 0 then table.insertTable(new_ret, table.random(target:getCardIds(Player.Hand), hand_num)) end return new_ret end --- 询问一名玩家从众多选项中选择一个。 ---@param player ServerPlayer @ 要询问的玩家 ---@param choices string[] @ 可选选项列表 ---@param skill_name string @ 技能名 ---@param prompt string @ 提示信息 ---@param data any @ 暂未使用 ---@return string @ 选择的选项 function Room:askForChoice(player, choices, skill_name, prompt, data) if #choices == 1 then return choices[1] end local command = "AskForChoice" prompt = prompt or "" self:notifyMoveFocus(player, skill_name) local result = self:doRequest(player, command, json.encode{ choices, skill_name, prompt }) if result == "" then result = choices[1] end return result end --- 询问玩家是否发动技能。 ---@param player ServerPlayer @ 要询问的玩家 ---@param skill_name string @ 技能名 ---@param data any @ 未使用 ---@param prompt string @ 提示信息 ---@return boolean function Room:askForSkillInvoke(player, skill_name, data, prompt) local command = "AskForSkillInvoke" self:notifyMoveFocus(player, skill_name) local invoked = false local result = self:doRequest(player, command, json.encode{ skill_name, prompt }) if result ~= "" then invoked = true end return invoked end -- TODO: guanxing type --- 询问玩家对若干牌进行观星。 --- --- 观星完成后,相关的牌会被置于牌堆顶或者牌堆底。所以这些cards最好不要来自牌堆,一般先用getNCards从牌堆拿出一些牌。 ---@param player ServerPlayer @ 要询问的玩家 ---@param cards integer[] @ 可以被观星的卡牌id列表 ---@param top_limit integer[] @ 置于牌堆顶的牌的限制(下限,上限),不填写则不限 ---@param bottom_limit integer[] @ 置于牌堆顶的牌的限制(下限,上限),不填写则不限 ---@param customNotify string|null @ 自定义读条操作提示 ---@param noPut boolean|null @ 是否进行放置牌操作 ---@return table function Room:askForGuanxing(player, cards, top_limit, bottom_limit, customNotify, noPut) -- 这一大堆都是来提前报错的 top_limit = top_limit or {} bottom_limit = bottom_limit or {} if #top_limit > 0 then assert(top_limit[1] >= 0 and top_limit[2] >= 0, "牌堆顶区间设置错误:数值小于0") assert(top_limit[1] <= top_limit[2], "牌堆顶区间设置错误:上限小于下限") end if #bottom_limit > 0 then assert(bottom_limit[1] >= 0 and bottom_limit[2] >= 0, "牌堆底区间设置错误:数值小于0") assert(bottom_limit[1] <= bottom_limit[2], "牌堆底区间设置错误:上限小于下限") end if #top_limit > 0 and #bottom_limit > 0 then assert(#cards >= top_limit[1] + bottom_limit[1] and #cards <= top_limit[2] + bottom_limit[2], "限定区间设置错误:可用空间不能容纳所有牌。") end local command = "AskForGuanxing" self:notifyMoveFocus(player, customNotify or command) local data = { cards = cards, min_top_cards = top_limit and top_limit[1] or 0, max_top_cards = top_limit and top_limit[2] or #cards, min_bottom_cards = bottom_limit and bottom_limit[1] or 0, max_bottom_cards = bottom_limit and bottom_limit[2] or #cards, } local result = self:doRequest(player, command, json.encode(data)) local top, bottom if result ~= "" then local d = json.decode(result) if #top_limit > 0 and top_limit[1] == 0 then top = {} bottom = d[1] else top = d[1] bottom = d[2] end else top = cards bottom = {} end if not noPut then for i = #top, 1, -1 do table.insert(self.draw_pile, 1, top[i]) end for _, id in ipairs(bottom) do table.insert(self.draw_pile, id) end self:sendLog{ type = "#GuanxingResult", from = player.id, arg = #top, arg2 = #bottom, } end return { top = top, bottom = bottom } end --- 平时写DIY用不到的函数。 ---@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.interaction then skill.interaction.data = data.interaction_data end if skill:isInstanceOf(ActiveSkill) then self:useSkill(player, skill, function() self:doIndicate(player.id, targets) skill:onUse(self, { from = player.id, cards = selected_cards, tos = targets, }) end) return nil elseif skill:isInstanceOf(ViewAsSkill) then Self = player local c = skill:viewAs(selected_cards) if c then self:useSkill(player, skill) 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 = c skill:beforeUse(player, use) return use end end else if data.special_skill then local skill = Fk.skills[data.special_skill] assert(skill:isInstanceOf(ActiveSkill)) skill:onUse(self, { from = player.id, cards = { card }, tos = targets, }) return nil end 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[] --- 询问玩家使用一张牌。 ---@param player ServerPlayer @ 要询问的玩家 ---@param card_name string @ 使用牌的牌名,若pattern指定了则可随意写,它影响的是烧条的提示信息 ---@param pattern string @ 使用牌的规则,默认就是card_name的值 ---@param prompt string @ 提示信息 ---@param cancelable boolean @ 能否点取消 ---@param extra_data integer @ 额外信息 ---@param event_data CardEffectEvent|nil @ 事件信息 ---@return CardUseStruct | nil @ 返回关于本次使用牌的数据,以便后续处理 function Room:askForUseCard(player, card_name, pattern, prompt, cancelable, extra_data, event_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 "" local askForUseCardData = { user = player, cardName = card_name, pattern = pattern, extraData = extra_data, eventData = event_data, } self.logic:trigger(fk.AskForCardUse, player, askForUseCardData) if askForUseCardData.result and type(askForUseCardData.result) == 'table' then return askForUseCardData.result else local data = {card_name, pattern, prompt, cancelable, extra_data} Fk.currentResponsePattern = pattern local result = self:doRequest(player, command, json.encode(data)) Fk.currentResponsePattern = nil if result ~= "" then return self:handleUseCardReply(player, result) end end return nil end --- 询问一名玩家打出一张牌。 ---@param player ServerPlayer @ 要询问的玩家 ---@param card_name string @ 牌名 ---@param pattern string @ 牌的规则 ---@param prompt string @ 提示信息 ---@param cancelable boolean @ 能否取消 ---@param extra_data any @ 额外数据 ---@return Card | nil @ 打出的牌 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 "" local eventData = { user = player, cardName = card_name, pattern = pattern, extraData = extra_data, } self.logic:trigger(fk.AskForCardResponse, player, eventData) if eventData.result then return eventData.result else local data = {card_name, pattern, prompt, cancelable, extra_data} Fk.currentResponsePattern = pattern local result = self:doRequest(player, command, json.encode(data)) Fk.currentResponsePattern = nil if result ~= "" then local use = self:handleUseCardReply(player, result) if use then return use.card end end end return nil end --- 同时询问多名玩家是否使用某一张牌。 --- --- 函数名字虽然是“询问无懈可击”,不过其实也可以给别的牌用就是了。 ---@param players ServerPlayer[] @ 要询问的玩家列表 ---@param card_name string @ 询问的牌名,默认为无懈 ---@param pattern string @ 牌的规则 ---@param prompt string @ 提示信息 ---@param cancelable boolean @ 能否点取消 ---@param extra_data any @ 额外信息 ---@return CardUseStruct | nil @ 最终决胜出的卡牌使用信息 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 "" pattern = pattern or card_name self:notifyMoveFocus(self.alive_players, card_name) self:doBroadcastNotify("WaitForNullification", "") local data = {card_name, pattern, prompt, cancelable, extra_data} Fk.currentResponsePattern = pattern local winner = self:doRaceRequest(command, players, json.encode(data)) Fk.currentResponsePattern = nil if winner then local result = winner.client_reply return self:handleUseCardReply(winner, result) end return nil end -- AG(a.k.a. Amazing Grace) functions -- Popup a box that contains many cards, then ask player to choose one --- 询问玩家从AG中选择一张牌。 ---@param player ServerPlayer @ 要询问的玩家 ---@param id_list integer[] | Card[] @ 可选的卡牌列表 ---@param cancelable boolean @ 能否点取消 ---@param reason string @ 原因 ---@return integer @ 选择的卡牌 function Room:askForAG(player, id_list, cancelable, reason) id_list = Card:getIdList(id_list) if #id_list == 1 and not cancelable then return id_list[1] end local command = "AskForAG" self:notifyMoveFocus(player, reason or command) local data = { id_list, cancelable, reason } local ret = self:doRequest(player, command, json.encode(data)) if ret == "" and not cancelable then ret = table.random(id_list) end return tonumber(ret) end --- 给player发一条消息,在他的窗口中用一系列卡牌填充一个AG。 ---@param player ServerPlayer @ 要通知的玩家 ---@param id_list integer[] | Card[] @ 要填充的卡牌 ---@param disable_ids integer[] | Card[] @ 未使用 function Room:fillAG(player, id_list, disable_ids) id_list = Card:getIdList(id_list) -- disable_ids = Card:getIdList(disable_ids) player:doNotify("FillAG", json.encode{ id_list, disable_ids }) end --- 告诉一些玩家,AG中的牌被taker取走了。 ---@param taker ServerPlayer @ 拿走牌的玩家 ---@param id integer @ 被拿走的牌 ---@param notify_list ServerPlayer[] @ 要告知的玩家,默认为全员 function Room:takeAG(taker, id, notify_list) self:doBroadcastNotify("TakeAG", json.encode{ taker.id, id }, notify_list) end --- 关闭player那侧显示的AG。 --- --- 若不传参(即player为nil),那么关闭所有玩家的AG。 ---@param player ServerPlayer @ 要关闭AG的玩家 function Room:closeAG(player) if player then player:doNotify("CloseAG", "") else self:doBroadcastNotify("CloseAG", "") end end -- Show a qml dialog and return qml's ClientInstance.replyToServer -- Do anything you like through this function ---@param player ServerPlayer ---@param focustxt string ---@param qmlPath string ---@param extra_data any ---@return string function Room:askForCustomDialog(player, focustxt, qmlPath, extra_data) local command = "CustomDialog" self:notifyMoveFocus(player, focustxt) return self:doRequest(player, command, json.encode{ path = qmlPath, data = extra_data, }) end ------------------------------------------------------------------------ -- 使用牌 ------------------------------------------------------------------------ local function execGameEvent(type, ...) local event = GameEvent:new(type, ...) local _, ret = event:exec() return ret end --- 根据卡牌使用数据,去实际使用这个卡牌。 ---@param cardUseEvent CardUseStruct @ 使用数据 ---@return boolean function Room:useCard(cardUseEvent) return execGameEvent(GameEvent.UseCard, cardUseEvent) 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, true) 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.additionalDamage, extra_data = cardUseEvent.extra_data, } 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 aimStruct.extra_data = cardUseEvent.extra_data 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, true) end cardUseEvent.from = aimStruct.from cardUseEvent.tos = aimEventTargetGroup cardUseEvent.nullifiedTargets = aimStruct.nullifiedTargets cardUseEvent.extra_data = aimStruct.extra_data 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 --- 对卡牌使用数据进行生效 ---@param cardUseEvent CardUseStruct function Room:doCardUseEffect(cardUseEvent) ---@type table local aimEventCollaborators = {} if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then return end local realCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing }) -- If using Equip or Delayed trick, move them to the area and return if cardUseEvent.card.type == Card.TypeEquip then if #realCardIds == 0 then return 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 return elseif cardUseEvent.card.sub_type == Card.SubtypeDelayedTrick then if #realCardIds == 0 then return 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 if cardUseEvent.card:isVirtual() then self:getPlayerById(target):addVirtualEquip(cardUseEvent.card) end self:moveCards({ ids = realCardIds, to = target, toArea = Card.PlayerJudge, moveReason = fk.ReasonUse, }) return end end self:moveCards({ ids = realCardIds, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) return end if not cardUseEvent.card.skill then return end ---@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, additionalDamage = cardUseEvent.additionalDamage, cardIdsResponded = cardUseEvent.nullifiedTargets, extra_data = cardUseEvent.extra_data, } -- If using card to other card (like jink or nullification), simply effect and return if cardUseEvent.toCard ~= nil then self:doCardEffect(cardEffectEvent) return end -- Else: do effect to all targets 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.additionalDamage = 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 cardEffectEvent.fixedResponseTimes = curAimEvent.fixedResponseTimes cardEffectEvent.fixedAddTimesResponsors = curAimEvent.fixedAddTimesResponsors collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1 self:doCardEffect(table.simpleClone(cardEffectEvent)) end end end end --- 对卡牌效果数据进行生效 ---@param cardEffectEvent CardEffectEvent function Room:doCardEffect(cardEffectEvent) for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do if cardEffectEvent.isCancellOut then local user = cardEffectEvent.from and self:getPlayerById(cardEffectEvent.from) or nil if self.logic:trigger(fk.CardEffectCancelledOut, user, cardEffectEvent) then cardEffectEvent.isCancellOut = false else break end 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.skill:aboutToEffect(self, cardEffectEvent) then return end if cardEffectEvent.card.trueName == "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 loopTimes = 1 if cardEffectEvent.fixedResponseTimes then if type(cardEffectEvent.fixedResponseTimes) == "table" then loopTimes = cardEffectEvent.fixedResponseTimes["jink"] or 1 elseif type(cardEffectEvent.fixedResponseTimes) == "number" then loopTimes = cardEffectEvent.fixedResponseTimes end end for i = 1, loopTimes do local to = self:getPlayerById(cardEffectEvent.to) local prompt = "" if cardEffectEvent.from then prompt = "#slash-jink:" .. cardEffectEvent.from .. "::" .. 1 end local use = self:askForUseCard( to, "jink", nil, prompt, true, nil, cardEffectEvent ) if use then use.toCard = cardEffectEvent.card use.responseToEvent = cardEffectEvent self:useCard(use) end if not cardEffectEvent.isCancellOut then break end cardEffectEvent.isCancellOut = i == loopTimes end elseif cardEffectEvent.card.type == Card.TypeTrick and not cardEffectEvent.disresponsive then local players = {} for _, p in ipairs(self.alive_players) do local cards = p:getCardIds(Player.Hand) for _, cid in ipairs(cards) do if Fk:getCardById(cid).name == "nullification" and not table.contains(cardEffectEvent.disresponsiveList or {}, p.id) then table.insert(players, p) break end end if not table.contains(players, p) then for _, s in ipairs(p.player_skills) do if s.pattern and Exppattern:Parse("nullification"):matchExp(s.pattern) and not table.contains(cardEffectEvent.disresponsiveList or {}, p.id) then table.insert(players, p) break end end end end local prompt = "" if cardEffectEvent.to then prompt = "#AskForNullification::" .. cardEffectEvent.to .. ":" .. cardEffectEvent.card.name elseif cardEffectEvent.from then prompt = "#AskForNullificationWithoutTo:" .. cardEffectEvent.from .. "::" .. cardEffectEvent.card.name end local use = self:askForNullification(players, nil, nil, prompt) 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 execGameEvent(GameEvent.SkillEffect, function () cardEffectEvent.card.skill:onEffect(self, cardEffectEvent) end) end end end end --- 对“打出牌”进行处理 ---@param cardResponseEvent CardResponseEvent function Room:responseCard(cardResponseEvent) return execGameEvent(GameEvent.RespondCard, cardResponseEvent) end ---@param card_name string @ 想要视为使用的牌名 ---@param subcards integer[] @ 子卡,可以留空或者直接nil ---@param from ServerPlayer @ 使用来源 ---@param tos ServerPlayer | ServerPlayer[] @ 目标角色(列表) ---@param skillName string @ 技能名 ---@param extra boolean @ 是否计入次数 function Room:useVirtualCard(card_name, subcards, from, tos, skillName, extra) local card = Fk:cloneCard(card_name) card.skillName = skillName if from:prohibitUse(card) then return false end if tos.class then tos = { tos } end for i, p in ipairs(tos) do if from:isProhibited(p, card) then table.remove(tos, i) end end if #tos == 0 then return false end if subcards then card:addSubcards(Card:getIdList(subcards)) end local use = {} ---@type CardUseStruct use.from = from.id use.tos = table.map(tos, function(p) return { p.id } end) use.card = card use.extraUse = extra self:useCard(use) return true end ------------------------------------------------------------------------ -- 移动牌 ------------------------------------------------------------------------ --- 传入一系列移牌信息,去实际移动这些牌 ---@vararg CardsMoveInfo ---@return boolean function Room:moveCards(...) return execGameEvent(GameEvent.MoveCards, ...) end --- 让一名玩家获得一张牌 ---@param player integer|ServerPlayer @ 要拿牌的玩家 ---@param cid integer|Card @ 要拿到的卡牌 ---@param unhide boolean @ 是否明着拿 ---@param reason CardMoveReason @ 卡牌移动的原因 function Room:obtainCard(player, cid, unhide, reason) if type(cid) ~= "number" then assert(cid and cid:isInstanceOf(Card)) cid = cid:isVirtual() and cid.subcards or {cid.id} else cid = {cid} end if #cid == 0 then return end if type(player) == "table" then player = player.id end self:moveCards({ ids = cid, from = self.owner_map[cid[1]], to = player, toArea = Card.PlayerHand, moveReason = reason or fk.ReasonJustMove, proposer = player, moveVisible = unhide or false, }) end --- 让玩家摸牌 ---@param player ServerPlayer @ 摸牌的玩家 ---@param num integer @ 摸牌数 ---@param skillName string @ 技能名 ---@param fromPlace string @ 摸牌的位置,"top" 或者 "bottom" ---@return integer[] @ 摸到的牌 function Room:drawCards(player, num, skillName, fromPlace) local drawData = { who = player, num = num, skillName = skillName, fromPlace = fromPlace, } self.logic:trigger(fk.BeforeDrawCard, player, drawData) num = drawData.num fromPlace = drawData.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 --- 将一张或多张牌移动到某处 ---@param card Card | Card[] @ 要移动的牌 ---@param to_place integer @ 移动的目标位置 ---@param target ServerPlayer @ 移动的目标玩家 ---@param reason integer @ 移动时使用的移牌原因 ---@param skill_name string @ 技能名 ---@param special_name string @ 私人牌堆名 ---@param visible boolean @ 是否明置 function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name, visible) reason = reason or fk.ReasonJustMove skill_name = skill_name or "" special_name = special_name or "" local ids = Card:getIdList(card) 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, moveVisible = visible, } end ------------------------------------------------------------------------ -- 其他游戏事件 ------------------------------------------------------------------------ -- 与体力值等有关的事件 --- 改变一名玩家的体力。 ---@param player ServerPlayer @ 玩家 ---@param num integer @ 变化量 ---@param reason string|nil @ 原因 ---@param skillName string @ 技能名 ---@param damageStruct DamageStruct|null @ 伤害数据 ---@return boolean function Room:changeHp(player, num, reason, skillName, damageStruct) return execGameEvent(GameEvent.ChangeHp, player, num, reason, skillName, damageStruct) end --- 改变玩家的护甲数 ---@param player ServerPlayer ---@param num integer @ 变化量 function Room:changeShield(player, num) if num == 0 then return end player.shield = math.max(player.shield + num, 0) player.shield = math.min(player.shield, 5) self:broadcastProperty(player, "shield") end --- 令一名玩家失去体力。 ---@param player ServerPlayer @ 玩家 ---@param num integer @ 失去的数量 ---@param skillName string @ 技能名 ---@return boolean function Room:loseHp(player, num, skillName) return execGameEvent(GameEvent.LoseHp, player, num, skillName) end --- 改变一名玩家的体力上限。 ---@param player ServerPlayer @ 玩家 ---@param num integer @ 变化量 ---@return boolean function Room:changeMaxHp(player, num) return execGameEvent(GameEvent.ChangeMaxHp, player, num) end --- 根据伤害数据造成伤害。 ---@param damageStruct DamageStruct ---@return boolean function Room:damage(damageStruct) return execGameEvent(GameEvent.Damage, damageStruct) end --- 根据回复数据回复体力。 ---@param recoverStruct RecoverStruct ---@return boolean function Room:recover(recoverStruct) return execGameEvent(GameEvent.Recover, recoverStruct) end --- 根据濒死数据让人进入濒死。 ---@param dyingStruct DyingStruct function Room:enterDying(dyingStruct) return execGameEvent(GameEvent.Dying, dyingStruct) end --- 根据死亡数据杀死角色。 ---@param deathStruct DeathStruct function Room:killPlayer(deathStruct) return execGameEvent(GameEvent.Death, deathStruct) end -- 与失去/获得技能有关的事件 --- 令一名玩家获得/失去技能。 --- --- skill_names 是字符串数组或者用管道符号(|)分割的字符串。 --- --- 每个skill_name都是要获得的技能的名。如果在skill_name前面加上"-",那就是失去技能。 ---@param player ServerPlayer @ 玩家 ---@param skill_names string[] | string @ 要获得/失去的技能 ---@param source_skill string | Skill | null @ 源技能 ---@param no_trigger boolean | null @ 是否不触发相关时机 function Room:handleAddLoseSkills(player, skill_names, source_skill, sendlog, no_trigger) 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, true, true) 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 and s.visible 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, true, true) 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 and s.visible 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 (not no_trigger) and #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 -- 判定 --- 根据判定数据进行判定。判定的结果直接保存在这个数据中。 ---@param data JudgeStruct function Room:judge(data) return execGameEvent(GameEvent.Judge, data) end --- 改判。 ---@param card Card @ 改判的牌 ---@param player ServerPlayer @ 改判的玩家 ---@param judge JudgeStruct @ 要被改判的判定数据 ---@param skillName string @ 技能名 ---@param exchange boolean @ 是否要替换原有判定牌(即类似鬼道那样) function Room:retrial(card, player, judge, skillName, exchange) if not card then return end local triggerResponded = self.owner_map[card:getEffectiveId()] == player local isHandcard = (triggerResponded and self:getCardArea(card:getEffectiveId()) == Card.PlayerHand) local oldJudge = judge.card judge.card = Fk:getCardById(card:getEffectiveId()) local rebyre = judge.retrial_by_response judge.retrial_by_response = player local resp = {} ---@type CardResponseEvent resp.from = player.id resp.card = card if triggerResponded then self.logic:trigger(fk.PreCardRespond, player, resp) end local move1 = {} ---@type CardsMoveInfo move1.ids = { card:getEffectiveId() } move1.from = player.id move1.toArea = Card.Processing move1.moveReason = fk.ReasonResonpse move1.skillName = skillName local move2 = {} ---@type CardsMoveInfo move2.ids = { oldJudge:getEffectiveId() } move2.toArea = exchange and Card.PlayerHand or Card.DiscardPile move2.moveReason = fk.ReasonJustMove move2.to = exchange and player.id or nil self:sendLog{ type = "#ChangedJudge", from = player.id, to = { judge.who.id }, card = { card:getEffectiveId() }, arg = skillName, } self:moveCards(move1, move2) if triggerResponded then self.logic:trigger(fk.CardRespondFinished, player, resp) end end --- 弃置一名角色的牌。 ---@param card_ids integer[] @ 被弃掉的牌 ---@param skillName string @ 技能名 ---@param who ServerPlayer @ 被弃牌的人 ---@param thrower ServerPlayer @ 弃别人牌的人 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 --- 重铸一名角色的牌。 ---@param card_ids integer[] @ 被重铸的牌 ---@param who ServerPlayer @ 重铸的角色 ---@param skillName string @ 技能名,默认为“重铸” function Room:recastCard(card_ids, who, skillName) if type(card_ids) == "number" then card_ids = {card_ids} end skillName = skillName or "recast" self:moveCards({ ids = card_ids, from = who.id, toArea = Card.DiscardPile, skillName = skillName, moveReason = fk.ReasonPutIntoDiscardPile, proposer = who.id }) self:sendLog{ type = skillName == "recast" and "#Recast" or "#RecastBySkill", from = who.id, card = card_ids, arg = skillName, } self:drawCards(who, #card_ids, skillName) end --- 根据拼点信息开始拼点。 ---@param pindianData PindianStruct function Room:pindian(pindianData) return execGameEvent(GameEvent.Pindian, pindianData) end -- 杂项函数 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 ---@param a ServerPlayer ---@param b ServerPlayer function Room:swapSeat(a, b) local ai, bi local players = self.players for i, v in ipairs(self.players) do if v == a then ai = i end if v == b then bi = i end end players[ai] = b players[bi] = a a.seat, b.seat = b.seat, a.seat local player_circle = {} for _, v in ipairs(players) do table.insert(player_circle, v.id) end for i = 1, #players - 1 do players[i].next = players[i + 1] end players[#players].next = players[1] self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle)) end --- 洗牌。 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) self.logic:trigger(fk.AfterDrawPileShuffle, nil, {}) end --- 使用技能。先增加技能发动次数,再执行相应的函数。 ---@param player ServerPlayer @ 发动技能的玩家 ---@param skill Skill @ 发动的技能 ---@param effect_cb fun() @ 实际要调用的函数 function Room:useSkill(player, skill, effect_cb) player:revealBySkillName(skill.name) if not skill.mute then if skill.attached_equip then local equip = Fk:cloneCard(skill.attached_equip) local pkgPath = "./packages/" .. equip.package.extensionName local soundName = pkgPath .. "/audio/card/" .. equip.name self:broadcastPlaySound(soundName) self:setEmotion(player, pkgPath .. "/image/anim/" .. equip.name) else self:broadcastSkillInvoke(skill.name) self:notifySkillInvoked(player, skill.name) end end if skill:isSwitchSkill() then local switchSkillName = skill.switchSkillName self:setPlayerMark( player, MarkEnum.SwithSkillPreName .. switchSkillName, player:getSwitchSkillState(switchSkillName, true) ) end player:addSkillUseHistory(skill.name) if effect_cb then return execGameEvent(GameEvent.SkillEffect, effect_cb) end end ---@param room Room local function shouldUpdateWinRate(room) if room.settings.gameMode == "heg_mode" then return false end if room.settings.gameMode == "aaa_role_mode" and #room.players < 5 then return false end for _, p in ipairs(room.players) do if p.id < 0 then return false end end return true end --- 结束一局游戏。 ---@param winner string @ 获胜的身份,空字符串表示平局 function Room:gameOver(winner) self.logic:trigger(fk.GameFinished, nil, winner) self.game_started = false self.game_finished = true for _, p in ipairs(self.players) do self:broadcastProperty(p, "role") end self:doBroadcastNotify("GameOver", winner) if shouldUpdateWinRate(self) then for _, p in ipairs(self.players) do local id = p.id local general = p.general local mode = self.settings.gameMode if p.id > 0 then if table.contains(winner:split("+"), p.role) then self.room:updateWinRate(id, general, mode, 1) elseif winner == "" then self.room:updateWinRate(id, general, mode, 3) else self.room:updateWinRate(id, general, mode, 2) end end end end self.room:gameOver() coroutine.yield("__handleRequest") 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 ---@param pattern string ---@param num number|null ---@param fromPile string|null @ 查找的来源区域,值为drawPile|discardPile|allPiles ---@return cardId[] function Room:getCardsFromPileByRule(pattern, num, fromPile) num = num or 1 local pileToSearch = self.draw_pile if fromPile == "discardPile" then pileToSearch = self.discard_pile elseif fromPile == "allPiles" then pileToSearch = table.clone(self.draw_pile) table.insertTable(pileToSearch, self.discard_pile) end local cardPack = {} if num < 3 then for i = 1, num do local randomIndex = math.random(1, #pileToSearch) local curIndex = randomIndex repeat local curCardId = pileToSearch[curIndex] if Fk:getCardById(curCardId):matchPattern(pattern) and not table.contains(cardPack, curCardId) then table.insert(cardPack, pileToSearch[curIndex]) break end curIndex = curIndex + 1 if curIndex > #pileToSearch then curIndex = 1 end until curIndex == randomIndex if #cardPack < num then break end end else local matchedIds = {} for _, id in ipairs(pileToSearch) do if Fk:getCardById(id):matchPattern(pattern) then table.insert(matchedIds, id) end end local loopTimes = math.min(num, #matchedIds) for i = 1, loopTimes do local randomCardId = matchedIds[math.random(1, #matchedIds)] table.insert(cardPack, randomCardId) table.removeOne(matchedIds, randomCardId) end end return cardPack end function CreateRoom(_room) RoomInstance = Room:new(_room) end