-- load types for extension SkillCard = require "core.card_type.skill" BasicCard = require "core.card_type.basic" local Trick = require "core.card_type.trick" TrickCard, DelayedTrickCard = table.unpack(Trick) local Equip = require "core.card_type.equip" _, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip) dofile "lua/server/event.lua" dofile "lua/server/system_enum.lua" TriggerSkill = require "core.skill_type.trigger" ---@class CardSpec: Card ---@class SkillSpec: Skill ---@alias TrigFunc fun(self: TriggerSkill, event: Event, target: ServerPlayer, player: ServerPlayer):boolean ---@class TriggerSkillSpec: SkillSpec ---@field global boolean ---@field events Event | Event[] ---@field refresh_events Event | Event[] ---@field priority number | table ---@field on_trigger TrigFunc ---@field can_trigger TrigFunc ---@field on_refresh TrigFunc ---@field can_refresh TrigFunc ---@param spec CardSpec ---@return BasicCard function fk.CreateBasicCard(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = BasicCard:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return TrickCard function fk.CreateTrickCard(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = TrickCard:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return DelayedTrickCard function fk.CreateDelayedTrickCard(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return Weapon function fk.CreateWeapon(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end if spec.attack_range then assert(type(spec.attack_range) == "number" and spec.attack_range >= 0) end local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range) return card end ---@param spec CardSpec ---@return Armor function fk.CreateArmor(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = Armor:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return DefensiveRide function fk.CreateDefensiveRide(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = DefensiveRide:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return OffensiveRide function fk.CreateOffensiveRide(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = OffensiveRide:new(spec.name, spec.suit, spec.number) return card end ---@param spec CardSpec ---@return Treasure function fk.CreateTreasure(spec) assert(type(spec.name) == "string" or type(spec.class_name) == "string") if not spec.name then spec.name = spec.class_name elseif not spec.class_name then spec.class_name = spec.name end if spec.suit then assert(type(spec.suit) == "number") end if spec.number then assert(type(spec.number) == "number") end local card = Treasure:new(spec.name, spec.suit, spec.number) return card end ---@param spec TriggerSkillSpec ---@return TriggerSkill function fk.CreateTriggerSkill(spec) assert(type(spec.name) == "string") --assert(type(spec.on_trigger) == "function") if spec.frequency then assert(type(spec.frequency) == "number") end local frequency = spec.frequency or Skill.NotFrequent local skill = TriggerSkill:new(spec.name, frequency) if type(spec.events) == "number" then table.insert(skill.events, spec.events) elseif type(spec.events) == "table" then table.insertTable(skill.events, spec.events) end if type(spec.refresh_events) == "number" then table.insert(skill.refresh_events, spec.refresh_events) elseif type(spec.refresh_events) == "table" then table.insertTable(skill.refresh_events, spec.refresh_events) end if type(spec.global) == "boolean" then skill.global = spec.global end if spec.on_trigger then skill.trigger = spec.on_trigger end if spec.can_trigger then skill.triggerable = spec.can_trigger end if spec.can_refresh then skill.canRefresh = spec.can_refresh end if spec.on_refresh then skill.refresh = spec.on_refresh end if not spec.priority then if frequency == Skill.Wake then spec.priority = 3 elseif frequency == Skill.Compulsory then spec.priority = 2 else spec.priority = 1 end end if type(spec.priority) == "number" then for _, event in ipairs(skill.events) do skill.priority_table[event] = spec.priority end elseif type(spec.priority) == "table" then for event, priority in pairs(spec.priority) do skill.priority_table[event] = priority end end return skill end