847 lines
24 KiB
Lua
847 lines
24 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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---@class GameLogic: Object
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---@field public room Room
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---@field public skill_table table<Event, TriggerSkill[]>
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---@field public skill_priority_table table<Event, number[]>
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---@field public refresh_skill_table table<Event, TriggerSkill[]>
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---@field public skills string[]
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---@field public game_event_stack Stack
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---@field public cleaner_stack Stack
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---@field public role_table string[][]
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---@field public all_game_events GameEvent[]
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---@field public event_recorder table<GameEvent, GameEvent>
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---@field public current_event_id integer
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local GameLogic = class("GameLogic")
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function GameLogic:initialize(room)
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self.room = room
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self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
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self.skill_priority_table = {}
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self.refresh_skill_table = {}
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self.skills = {} -- skillName[]
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self.game_event_stack = Stack:new()
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self.cleaner_stack = Stack:new()
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self.all_game_events = {}
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self.event_recorder = setmetatable({}, {
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-- 对派生事件而言 共用一个键 键取决于最接近GameEvent类的基类
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__newindex = function(t, k, v)
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if type(k) == "table" and k:isSubclassOf(GameEvent) then
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k = k:getBaseClass()
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end
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rawset(t, k, v)
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end,
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__index = function(t, k)
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if type(k) == "table" and k:isSubclassOf(GameEvent) then
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k = k:getBaseClass()
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end
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return rawget(t, k)
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end,
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})
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self.current_event_id = 0
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self.specific_events_id = {
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[GameEvent.Damage] = 1,
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}
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self.role_table = {
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{ "lord" },
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{ "lord", "rebel" },
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{ "lord", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" },
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}
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end
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function GameLogic:run()
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-- default logic
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local room = self.room
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table.shuffle(self.room.players)
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self:assignRoles()
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self.room.game_started = true
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room:doBroadcastNotify("StartGame", "")
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room:adjustSeats()
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--[[ 因为未完工,在release版暂时不启用。
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for _, p in ipairs(room.players) do
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p.ai = SmartAI:new(p)
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end
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--]]
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self:chooseGenerals()
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self:buildPlayerCircle()
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self:broadcastGeneral()
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self:prepareDrawPile()
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self:attachSkillToPlayers()
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self:prepareForStart()
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self:action()
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end
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---@return boolean
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local function execGameEvent(tp, ...)
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local event = tp:create(...)
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local _, ret = event:exec()
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return ret
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end
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function GameLogic:assignRoles()
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local room = self.room
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local n = #room.players
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local roles = self.role_table[n]
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table.shuffle(roles)
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for i = 1, n do
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local p = room.players[i]
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p.role = roles[i]
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if p.role == "lord" then
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p.role_shown = true
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room:broadcastProperty(p, "role")
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else
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room:notifyProperty(p, p, "role")
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end
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end
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end
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function GameLogic:chooseGenerals()
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local room = self.room
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local generalNum = room.settings.generalNum
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local n = room.settings.enableDeputy and 2 or 1
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local lord = room:getLord()
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local lord_generals = {}
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if lord ~= nil then
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room.current = lord
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local generals = room:getNGenerals(generalNum)
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lord_generals = room:askForGeneral(lord, generals, n)
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local lord_general, deputy
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if type(lord_generals) == "table" then
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deputy = lord_generals[2]
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lord_general = lord_generals[1]
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else
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lord_general = lord_generals
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lord_generals = {lord_general}
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end
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generals = table.filter(generals, function(g) return not table.contains(lord_generals, g) end)
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room:returnToGeneralPile(generals)
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room:prepareGeneral(lord, lord_general, deputy, true)
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room:askForChooseKingdom({lord})
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end
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local nonlord = room:getOtherPlayers(lord, true)
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local generals = table.random(room.general_pile, #nonlord * generalNum)
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for i, p in ipairs(nonlord) do
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local arg = table.slice(generals, (i - 1) * generalNum + 1, i * generalNum + 1)
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p.request_data = json.encode{ arg, n }
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p.default_reply = table.random(arg, n)
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end
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room:notifyMoveFocus(nonlord, "AskForGeneral")
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room:doBroadcastRequest("AskForGeneral", nonlord)
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for _, p in ipairs(nonlord) do
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local general, deputy
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if p.general == "" and p.reply_ready then
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local general_ret = json.decode(p.client_reply)
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general = general_ret[1]
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deputy = general_ret[2]
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else
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general = p.default_reply[1]
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deputy = p.default_reply[2]
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end
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room:findGeneral(general)
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room:findGeneral(deputy)
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room:prepareGeneral(p, general, deputy)
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p.default_reply = ""
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end
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room:askForChooseKingdom(nonlord)
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end
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function GameLogic:buildPlayerCircle()
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local room = self.room
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local players = room.players
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room.alive_players = {table.unpack(players)}
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for i = 1, #players - 1 do
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players[i].next = players[i + 1]
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end
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players[#players].next = players[1]
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end
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function GameLogic:broadcastGeneral()
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local room = self.room
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local players = room.players
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for _, p in ipairs(players) do
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assert(p.general ~= "")
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local general = Fk.generals[p.general]
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local deputy = Fk.generals[p.deputyGeneral]
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p.maxHp = p:getGeneralMaxHp()
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p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
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p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
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-- TODO: setup AI here
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local changer = Fk.game_modes[room.settings.gameMode]:getAdjustedProperty(p)
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if changer then
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for key, value in pairs(changer) do
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p[key] = value
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end
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end
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local fixMaxHp = Fk.generals[p.general].fixMaxHp
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local deputyFix = Fk.generals[p.deputyGeneral] and Fk.generals[p.deputyGeneral].fixMaxHp
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if deputyFix then
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fixMaxHp = fixMaxHp and math.min(fixMaxHp, deputyFix) or deputyFix
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end
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if fixMaxHp then
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p.maxHp = fixMaxHp
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end
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p.hp = math.min(p.maxHp, p.hp)
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room:broadcastProperty(p, "general")
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room:broadcastProperty(p, "deputyGeneral")
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room:broadcastProperty(p, "kingdom")
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room:broadcastProperty(p, "maxHp")
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room:broadcastProperty(p, "hp")
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room:broadcastProperty(p, "shield")
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end
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end
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function GameLogic:prepareDrawPile()
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local room = self.room
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local allCardIds = Fk:getAllCardIds()
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for i = #allCardIds, 1, -1 do
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if Fk:getCardById(allCardIds[i]).is_derived then
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local id = allCardIds[i]
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table.removeOne(allCardIds, id)
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table.insert(room.void, id)
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room:setCardArea(id, Card.Void, nil)
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end
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end
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table.shuffle(allCardIds)
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room.draw_pile = allCardIds
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for _, id in ipairs(room.draw_pile) do
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self.room:setCardArea(id, Card.DrawPile, nil)
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end
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end
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function GameLogic:attachSkillToPlayers()
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local room = self.room
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local players = room.players
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local addRoleModSkills = function(player, skillName)
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local skill = Fk.skills[skillName]
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if not skill then
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fk.qCritical("Skill: "..skillName.." doesn't exist!")
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return
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end
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if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
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return
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end
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if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
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return
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end
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room:handleAddLoseSkills(player, skillName, nil, false)
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end
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for _, p in ipairs(room.alive_players) do
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local skills = Fk.generals[p.general].skills
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for _, s in ipairs(skills) do
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addRoleModSkills(p, s.name)
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end
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for _, sname in ipairs(Fk.generals[p.general].other_skills) do
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addRoleModSkills(p, sname)
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end
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local deputy = Fk.generals[p.deputyGeneral]
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if deputy then
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skills = deputy.skills
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for _, s in ipairs(skills) do
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addRoleModSkills(p, s.name)
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end
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for _, sname in ipairs(deputy.other_skills) do
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addRoleModSkills(p, sname)
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end
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end
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end
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end
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function GameLogic:prepareForStart()
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local room = self.room
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local players = room.players
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self:addTriggerSkill(GameRule)
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for _, trig in ipairs(Fk.global_trigger) do
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self:addTriggerSkill(trig)
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end
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self.room:sendLog{ type = "$GameStart" }
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end
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function GameLogic:action()
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self:trigger(fk.GamePrepared)
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local room = self.room
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execGameEvent(GameEvent.DrawInitial)
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while true do
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execGameEvent(GameEvent.Round)
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if room.game_finished then break end
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end
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end
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---@param skill TriggerSkill
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function GameLogic:addTriggerSkill(skill)
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if skill == nil or table.contains(self.skills, skill.name) then
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return
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end
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table.insert(self.skills, skill.name)
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for _, event in ipairs(skill.refresh_events) do
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if self.refresh_skill_table[event] == nil then
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self.refresh_skill_table[event] = {}
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end
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table.insert(self.refresh_skill_table[event], skill)
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end
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for _, event in ipairs(skill.events) do
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if self.skill_table[event] == nil then
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self.skill_table[event] = {}
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end
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table.insert(self.skill_table[event], skill)
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if self.skill_priority_table[event] == nil then
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self.skill_priority_table[event] = {}
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end
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local priority_tab = self.skill_priority_table[event]
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local prio = skill.priority_table[event]
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if not table.contains(priority_tab, prio) then
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for i, v in ipairs(priority_tab) do
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if v < prio then
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table.insert(priority_tab, i, prio)
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break
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end
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end
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if not table.contains(priority_tab, prio) then
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table.insert(priority_tab, prio)
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end
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end
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if not table.contains(self.skill_priority_table[event],
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skill.priority_table[event]) then
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table.insert(self.skill_priority_table[event],
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skill.priority_table[event])
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end
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end
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if skill.visible then
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if (Fk.related_skills[skill.name] == nil) then return end
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for _, s in ipairs(Fk.related_skills[skill.name]) do
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if (s.class == TriggerSkill) then
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self:addTriggerSkill(s)
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end
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end
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end
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end
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---@param event Event
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---@param target? ServerPlayer
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---@param data? any
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function GameLogic:trigger(event, target, data, refresh_only)
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local room = self.room
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local broken = false
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local skills = self.skill_table[event] or {}
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local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
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local _target = room.current -- for iteration
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local player = _target
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local cur_event = self:getCurrentEvent() or {}
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-- 如果当前事件被杀,就强制只refresh
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-- 因为被杀的事件再进行正常trigger只可能在cleaner和exit了
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refresh_only = refresh_only or cur_event.killed
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if #skills_to_refresh > 0 then repeat do
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-- refresh skills. This should not be broken
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for _, skill in ipairs(skills_to_refresh) do
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if skill:canRefresh(event, target, player, data) then
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skill:refresh(event, target, player, data)
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end
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end
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player = player.next
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end until player == _target end
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if #skills == 0 or refresh_only then return end
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local prio_tab = self.skill_priority_table[event]
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local prev_prio = math.huge
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for _, prio in ipairs(prio_tab) do
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if broken then break end
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if prio >= prev_prio then
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-- continue
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goto trigger_loop_continue
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end
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repeat do
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local invoked_skills = {}
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local filter_func = function(skill)
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return skill.priority_table[event] == prio and
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not table.contains(invoked_skills, skill) and
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skill:triggerable(event, target, player, data)
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end
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local skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
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while #skill_names > 0 do
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local skill_name = prio <= 0 and table.random(skill_names) or
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room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
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local skill = skill_name == "game_rule" and GameRule
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or Fk.skills[skill_name]
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table.insert(invoked_skills, skill)
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broken = skill:trigger(event, target, player, data)
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skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
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broken = broken or (event == fk.AskForPeaches
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and room:getPlayerById(data.who).hp > 0) or
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(table.contains({fk.PreDamage, fk.DamageCaused, fk.DamageInflicted}, event) and data.damage < 1) or
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cur_event.killed
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if broken then break end
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end
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if broken then break end
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player = player.next
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end until player == _target
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prev_prio = prio
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::trigger_loop_continue::
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end
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return broken
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end
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-- 此为启动事件管理器并启动第一个事件的初始函数
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function GameLogic:start()
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local root_event = GameEvent.Game:create()
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self:pushEvent(root_event)
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-- 此时的协程:room.main_co
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-- 事件管理器协程,同时也是Game事件
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-- 当新事件想要exec时,就切回此处,由这里负责调度协程
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-- 一个事件结束后也切回此处,然后resume
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local co = coroutine.create(function() return root_event:main() end)
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root_event._co = co
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while true do
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-- 对于cleaner和正常事件,处理更后面来的
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local ne = self:getCurrentEvent()
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local ce = self:getCurrentCleaner()
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local e = ce and (ce.id >= ne.id and ce or ne) or ne
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if e == ne and e.killed then
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e.interrupted = true
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self:clearEvent(e)
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coroutine.close(e._co)
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e.status = "dead"
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e = self:getCurrentCleaner()
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end
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if not e then -- 没有事件,按理说不应该,平局处理
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self.room:sendLog{
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type = "#NoEventDraw",
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toast = true,
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}
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self.room:gameOver("")
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end
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-- ret, evt解释:
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-- * true, nil: 中止
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-- * false, nil: 正常结束
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-- * true, GameEvent: 中止直到某event
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-- * false, GameEvent: 未结束,插入新event
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-- 若jump_to不为nil,表示正在中断至某某事件
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local ret, evt = self:resumeEvent(e)
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if evt == nil then
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e.interrupted = ret
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self:clearEvent(e)
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coroutine.close(e._co)
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e.status = "dead"
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elseif ret == true then
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-- 遍历栈,将shutdown图中的事件全标记上killed
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-- 被标记killed的事件之后会自动结束并清理
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for i = self.game_event_stack.p, 1, -1 do
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local event = self.game_event_stack.t[i]
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event.killed = true
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if event == evt then break end
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end
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end
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end
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end
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---@param event GameEvent
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function GameLogic:pushEvent(event)
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self.game_event_stack:push(event)
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self.current_event_id = self.current_event_id + 1
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event.id = self.current_event_id
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self.all_game_events[event.id] = event
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self.event_recorder[event.event] = self.event_recorder[event.event] or {}
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table.insert(self.event_recorder[event.event], event)
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end
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-- 一般来说从GameEvent:exec切回start再被start调用
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-- 作用是启动新事件 都是结构差不多的函数
|
||
---@param event GameEvent
|
||
---@return boolean, GameEvent?
|
||
function GameLogic:resumeEvent(event, ...)
|
||
local ret, evt
|
||
|
||
local co = event._co
|
||
|
||
while true do
|
||
local err, yield_result, extra_yield_result = coroutine.resume(co, ...)
|
||
|
||
if err == false then
|
||
-- handle error, then break
|
||
if not string.find(yield_result, "__manuallyBreak") then
|
||
fk.qCritical(yield_result .. "\n" .. debug.traceback(co))
|
||
end
|
||
ret = true
|
||
break
|
||
end
|
||
|
||
if yield_result == "__handleRequest" then
|
||
-- yield to requestLoop
|
||
coroutine.yield(yield_result, extra_yield_result)
|
||
|
||
elseif type(yield_result) == "table" and yield_result.class
|
||
and yield_result:isInstanceOf(GameEvent) then
|
||
|
||
if extra_yield_result == "__newEvent" then
|
||
ret, evt = false, yield_result
|
||
break
|
||
elseif extra_yield_result == "__breakEvent" then
|
||
ret, evt = true, yield_result
|
||
if event.event ~= GameEvent.ClearEvent then break end
|
||
end
|
||
|
||
elseif yield_result == "__breakEvent" then
|
||
ret = true
|
||
if event.event ~= GameEvent.ClearEvent then break end
|
||
|
||
else
|
||
ret = false
|
||
event.exec_ret = yield_result
|
||
break
|
||
end
|
||
end
|
||
|
||
return ret, evt
|
||
end
|
||
|
||
---@return GameEvent
|
||
function GameLogic:getCurrentCleaner()
|
||
return self.cleaner_stack.t[self.cleaner_stack.p]
|
||
end
|
||
|
||
-- 事件中的清理。
|
||
-- cleaner单独开协程运行,exitFunc须转到上个事件的协程内执行
|
||
-- 注意插入新event
|
||
---@param event GameEvent
|
||
function GameLogic:clearEvent(event)
|
||
if event.event == GameEvent.ClearEvent then return end
|
||
if event.status == "exiting" then return end
|
||
event.status = "exiting"
|
||
local ce = GameEvent.ClearEvent:create(event)
|
||
ce.id = self.current_event_id
|
||
local co = coroutine.create(function() return ce:main() end)
|
||
ce._co = co
|
||
self.cleaner_stack:push(ce)
|
||
end
|
||
|
||
---@return GameEvent
|
||
function GameLogic:getCurrentEvent()
|
||
return self.game_event_stack.t[self.game_event_stack.p]
|
||
end
|
||
|
||
---@param eventType GameEvent
|
||
function GameLogic:getMostRecentEvent(eventType)
|
||
return self:getCurrentEvent():findParent(eventType, true)
|
||
end
|
||
|
||
--- 如果当前事件刚好是技能生效事件,就返回那个技能名,否则返回空串。
|
||
function GameLogic:getCurrentSkillName()
|
||
local skillEvent = self:getCurrentEvent()
|
||
local ret = ""
|
||
if skillEvent.event == GameEvent.SkillEffect then
|
||
local _, _, _skill = table.unpack(skillEvent.data)
|
||
local skill = _skill.main_skill and _skill.main_skill or _skill
|
||
ret = skill.name
|
||
end
|
||
return ret
|
||
end
|
||
|
||
-- 在指定历史范围中找至多n个符合条件的事件
|
||
---@param eventType GameEvent @ 要查找的事件类型
|
||
---@param n integer @ 最多找多少个
|
||
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
|
||
---@param scope integer @ 查询历史范围,只能是当前阶段/回合/轮次
|
||
---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
|
||
function GameLogic:getEventsOfScope(eventType, n, func, scope)
|
||
scope = scope or Player.HistoryTurn
|
||
local event = self:getCurrentEvent()
|
||
local start_event ---@type GameEvent
|
||
if scope == Player.HistoryGame then
|
||
start_event = self.all_game_events[1]
|
||
elseif scope == Player.HistoryRound then
|
||
start_event = event:findParent(GameEvent.Round, true)
|
||
elseif scope == Player.HistoryTurn then
|
||
start_event = event:findParent(GameEvent.Turn, true)
|
||
elseif scope == Player.HistoryPhase then
|
||
start_event = event:findParent(GameEvent.Phase, true)
|
||
end
|
||
if not start_event then return {} end
|
||
return start_event:searchEvents(eventType, n, func)
|
||
end
|
||
|
||
-- 在指定历史范围中找符合条件的事件(逆序)
|
||
---@param eventType integer @ 要查找的事件类型
|
||
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
|
||
---@param n integer @ 最多找多少个
|
||
---@param end_id integer @ 查询历史范围:从最后的事件开始逆序查找直到id为end_id的事件(不含)
|
||
---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
|
||
function GameLogic:getEventsByRule(eventType, n, func, end_id)
|
||
local ret = {}
|
||
local events = self.event_recorder[eventType] or Util.DummyTable
|
||
for i = #events, 1, -1 do
|
||
local e = events[i]
|
||
if e.id <= end_id then break end
|
||
if func(e) then
|
||
table.insert(ret, e)
|
||
if #ret >= n then break end
|
||
end
|
||
end
|
||
return ret
|
||
end
|
||
|
||
|
||
--- 获取实际的伤害事件
|
||
---@param n integer @ 最多找多少个
|
||
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
|
||
---@param scope? integer @ 查询历史范围,只能是当前阶段/回合/轮次
|
||
---@param end_id? integer @ 查询历史范围:从最后的事件开始逆序查找直到id为end_id的事件(不含)
|
||
---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
|
||
function GameLogic:getActualDamageEvents(n, func, scope, end_id)
|
||
if not end_id then
|
||
scope = scope or Player.HistoryTurn
|
||
end
|
||
|
||
n = n or 1
|
||
func = func or Util.TrueFunc
|
||
|
||
local eventType = GameEvent.Damage
|
||
local ret = {}
|
||
local endIdRecorded
|
||
local tempEvents = {}
|
||
|
||
local addTempEvents = function(reverse)
|
||
if #tempEvents > 0 and #ret < n then
|
||
table.sort(tempEvents, function(a, b)
|
||
if reverse then
|
||
return a.data[1].dealtRecorderId > b.data[1].dealtRecorderId
|
||
else
|
||
return a.data[1].dealtRecorderId < b.data[1].dealtRecorderId
|
||
end
|
||
end)
|
||
|
||
for _, e in ipairs(tempEvents) do
|
||
table.insert(ret, e)
|
||
if #ret >= n then return true end
|
||
end
|
||
end
|
||
|
||
endIdRecorded = nil
|
||
tempEvents = {}
|
||
|
||
return false
|
||
end
|
||
|
||
if scope then
|
||
local event = self:getCurrentEvent()
|
||
local start_event ---@type GameEvent
|
||
if scope == Player.HistoryGame then
|
||
start_event = self.all_game_events[1]
|
||
elseif scope == Player.HistoryRound then
|
||
start_event = event:findParent(GameEvent.Round, true)
|
||
elseif scope == Player.HistoryTurn then
|
||
start_event = event:findParent(GameEvent.Turn, true)
|
||
elseif scope == Player.HistoryPhase then
|
||
start_event = event:findParent(GameEvent.Phase, true)
|
||
end
|
||
|
||
if not start_event then return {} end
|
||
|
||
local events = self.event_recorder[eventType] or Util.DummyTable
|
||
local from = start_event.id
|
||
local to = start_event.end_id
|
||
if math.abs(to) == 1 then to = #self.all_game_events end
|
||
|
||
for _, v in ipairs(events) do
|
||
local damageStruct = v.data[1]
|
||
if damageStruct.dealtRecorderId then
|
||
if endIdRecorded and v.id > endIdRecorded then
|
||
local result = addTempEvents()
|
||
if result then
|
||
return ret
|
||
end
|
||
end
|
||
|
||
if v.id >= from and v.id <= to then
|
||
if not endIdRecorded and v.end_id > -1 and v.end_id > v.id then
|
||
endIdRecorded = v.end_id
|
||
end
|
||
|
||
if func(v) then
|
||
if endIdRecorded then
|
||
table.insert(tempEvents, v)
|
||
else
|
||
table.insert(ret, v)
|
||
end
|
||
end
|
||
end
|
||
if #ret >= n then break end
|
||
end
|
||
end
|
||
|
||
addTempEvents()
|
||
else
|
||
local events = self.event_recorder[eventType] or Util.DummyTable
|
||
|
||
for i = #events, 1, -1 do
|
||
local e = events[i]
|
||
if e.id <= end_id then break end
|
||
|
||
local damageStruct = e.data[1]
|
||
if damageStruct.dealtRecorderId then
|
||
if e.end_id == -1 or (endIdRecorded and endIdRecorded > e.end_id) then
|
||
local result = addTempEvents(true)
|
||
if result then
|
||
return ret
|
||
end
|
||
|
||
if func(e) then
|
||
table.insert(ret, e)
|
||
end
|
||
else
|
||
endIdRecorded = e.end_id
|
||
if func(e) then
|
||
table.insert(tempEvents, e)
|
||
end
|
||
end
|
||
|
||
if #ret >= n then break end
|
||
end
|
||
end
|
||
|
||
addTempEvents(true)
|
||
end
|
||
|
||
return ret
|
||
end
|
||
|
||
--检测最近的伤害事件是否由执行牌的效果触发,即通常描述的使用牌对目标角色造成伤害
|
||
---@param is_exact? bool @ 是否进一步判定使用者和来源是否一致(默认为true)
|
||
---@return bool
|
||
function GameLogic:damageByCardEffect(is_exact)
|
||
is_exact = (is_exact == nil) and true or is_exact
|
||
local d_event = self:getCurrentEvent():findParent(GameEvent.Damage, true)
|
||
if d_event == nil then return false end
|
||
local damage = d_event.data[1]
|
||
if damage.chain or damage.card == nil then return false end
|
||
local c_event = d_event:findParent(GameEvent.CardEffect, false, 2)
|
||
if c_event == nil then return false end
|
||
return damage.card == c_event.data[1].card and
|
||
(not is_exact or d_event.data[1].from.id == c_event.data[1].from)
|
||
end
|
||
|
||
function GameLogic:dumpEventStack(detailed)
|
||
local top = self:getCurrentEvent()
|
||
local i = self.game_event_stack.p
|
||
local inspect = p
|
||
if not top then return end
|
||
|
||
print("===== Start of event stack dump =====")
|
||
if not detailed then print("") end
|
||
|
||
repeat
|
||
local printable_data
|
||
if type(top.data) ~= "table" then
|
||
printable_data = top.data
|
||
else
|
||
printable_data = table.cloneWithoutClass(top.data)
|
||
end
|
||
|
||
if not detailed then
|
||
print("Stack level #" .. i .. ": " .. tostring(top))
|
||
else
|
||
print("\nStack level #" .. i .. ":")
|
||
inspect{
|
||
eventId = GameEvent:translate(top.event),
|
||
data = printable_data or "nil",
|
||
}
|
||
end
|
||
|
||
top = top.parent
|
||
i = i - 1
|
||
until not top
|
||
|
||
print("\n===== End of event stack dump =====")
|
||
end
|
||
|
||
function GameLogic:dumpAllEvents(from, to)
|
||
from = from or 1
|
||
to = to or #self.all_game_events
|
||
assert(from <= to)
|
||
|
||
local indent = 0
|
||
local tab = " "
|
||
for i = from, to, 1 do
|
||
local v = self.all_game_events[i]
|
||
if type(v) ~= "table" then
|
||
indent = math.max(indent - 1, 0)
|
||
-- v = "End"
|
||
-- print(tab:rep(indent) .. string.format("#%d: %s", i, v))
|
||
else
|
||
print(tab:rep(indent) .. string.format("%s", tostring(v)))
|
||
if v.id ~= v.end_id then
|
||
indent = indent + 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function GameLogic:breakEvent(ret)
|
||
coroutine.yield("__breakEvent", ret)
|
||
end
|
||
|
||
function GameLogic:breakTurn()
|
||
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
|
||
if not event then return end
|
||
event:shutdown()
|
||
end
|
||
|
||
return GameLogic
|