377 lines
10 KiB
Lua
377 lines
10 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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local function drawInit(room, player, n)
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-- TODO: need a new function to call the UI
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local cardIds = room:getNCards(n)
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player:addCards(Player.Hand, cardIds)
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for _, id in ipairs(cardIds) do
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Fk:filterCard(id, player)
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end
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local move_to_notify = {} ---@type CardsMoveStruct
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move_to_notify.toArea = Card.PlayerHand
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move_to_notify.to = player.id
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move_to_notify.moveInfo = {}
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move_to_notify.moveReason = fk.ReasonDraw
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for _, id in ipairs(cardIds) do
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table.insert(move_to_notify.moveInfo,
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{ cardId = id, fromArea = Card.DrawPile })
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end
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room:notifyMoveCards(nil, {move_to_notify})
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for _, id in ipairs(cardIds) do
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room:setCardArea(id, Card.PlayerHand, player.id)
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end
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end
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local function discardInit(room, player)
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local cardIds = player:getCardIds(Player.Hand)
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player:removeCards(Player.Hand, cardIds)
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table.insertTable(room.draw_pile, cardIds)
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for _, id in ipairs(cardIds) do
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Fk:filterCard(id, nil)
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end
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local move_to_notify = {} ---@type CardsMoveStruct
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move_to_notify.from = player.id
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move_to_notify.toArea = Card.DrawPile
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move_to_notify.moveInfo = {}
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move_to_notify.moveReason = fk.ReasonJustMove
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for _, id in ipairs(cardIds) do
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table.insert(move_to_notify.moveInfo,
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{ cardId = id, fromArea = Card.PlayerHand })
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end
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room:notifyMoveCards(nil, {move_to_notify})
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for _, id in ipairs(cardIds) do
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room:setCardArea(id, Card.DrawPile, nil)
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end
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end
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GameEvent.functions[GameEvent.DrawInitial] = function(self)
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local room = self.room
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local luck_data = {
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drawInit = drawInit,
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discardInit = discardInit,
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playerList = table.map(room.alive_players, Util.IdMapper),
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}
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for _, player in ipairs(room.alive_players) do
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local draw_data = { num = 4 }
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room.logic:trigger(fk.DrawInitialCards, player, draw_data)
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luck_data[player.id] = draw_data
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luck_data[player.id].luckTime = room.settings.luckTime
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if player.id < 0 then -- Robot
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luck_data[player.id].luckTime = 0
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end
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if draw_data.num > 0 then
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drawInit(room, player, draw_data.num)
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end
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end
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if room.settings.luckTime <= 0 then
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for _, player in ipairs(room.alive_players) do
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local draw_data = luck_data[player.id]
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draw_data.luckTime = nil
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room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data)
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end
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return
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end
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room:setTag("LuckCardData", luck_data)
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room:notifyMoveFocus(room.alive_players, "AskForLuckCard")
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room:doBroadcastNotify("AskForLuckCard", room.settings.luckTime or 4)
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local remainTime = room.timeout + 1
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local currentTime = os.time()
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local elapsed = 0
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for _, id in ipairs(luck_data.playerList) do
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local pl = room:getPlayerById(id)
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if luck_data[id].luckTime > 0 then
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pl.serverplayer:setThinking(true)
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end
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end
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while true do
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elapsed = os.time() - currentTime
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if remainTime - elapsed <= 0 then
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break
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end
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-- local ldata = room:getTag("LuckCardData")
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local ldata = luck_data
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if table.every(ldata.playerList, function(id)
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return ldata[id].luckTime == 0
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end) then
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break
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end
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for _, id in ipairs(ldata.playerList) do
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local pl = room:getPlayerById(id)
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if pl._splayer:getState() ~= fk.Player_Online then
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ldata[id].luckTime = 0
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pl.serverplayer:setThinking(false)
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end
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end
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-- room:setTag("LuckCardData", ldata)
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room:checkNoHuman()
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coroutine.yield("__handleRequest", (remainTime - elapsed) * 1000)
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end
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for _, player in ipairs(room.alive_players) do
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local draw_data = luck_data[player.id]
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draw_data.luckTime = nil
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room.logic:trigger(fk.AfterDrawInitialCards, player, draw_data)
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end
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room:removeTag("LuckCardData")
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end
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GameEvent.functions[GameEvent.Round] = function(self)
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local room = self.room
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local logic = room.logic
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local p
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local isFirstRound = room:getTag("FirstRound")
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if isFirstRound then
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room:setTag("FirstRound", false)
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end
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local roundCount = room:getTag("RoundCount")
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roundCount = roundCount + 1
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room:setTag("RoundCount", roundCount)
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room:doBroadcastNotify("UpdateRoundNum", roundCount)
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-- 强行平局 防止can_trigger报错导致瞬间几十万轮卡炸服务器
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if roundCount >= 9999 then
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room:gameOver("")
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end
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if isFirstRound then
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logic:trigger(fk.GameStart, room.current)
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end
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logic:trigger(fk.RoundStart, room.current)
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repeat
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p = room.current
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GameEvent(GameEvent.Turn, p):exec()
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if room.game_finished then break end
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room.current = room.current:getNextAlive(true)
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until p.seat >= p:getNextAlive(true).seat
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logic:trigger(fk.RoundEnd, p)
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end
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GameEvent.cleaners[GameEvent.Round] = function(self)
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local room = self.room
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryRound)
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p:setSkillUseHistory("", 0, Player.HistoryRound)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-round") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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for cid, cmark in pairs(room.card_marks) do
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for name, _ in pairs(cmark) do
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if name:endsWith("-round") then
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room:setCardMark(Fk:getCardById(cid), name, 0)
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end
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end
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end
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end
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GameEvent.prepare_funcs[GameEvent.Turn] = function(self)
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local room = self.room
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local logic = room.logic
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local player = room.current
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if player.dead then return true end
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room:sendLog{ type = "$AppendSeparator" }
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if not player.faceup then
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player:turnOver()
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return true
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end
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return logic:trigger(fk.BeforeTurnStart, player)
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end
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GameEvent.functions[GameEvent.Turn] = function(self)
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local room = self.room
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local logic = room.logic
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logic:trigger(fk.TurnStart, room.current)
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room.current:play()
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end
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GameEvent.cleaners[GameEvent.Turn] = function(self)
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local room = self.room
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local current = room.current
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local logic = room.logic
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if self.interrupted then
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if current.phase ~= Player.NotActive then
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local current_phase = current.phase
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current.phase = Player.PhaseNone
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logic:trigger(fk.EventPhaseChanging, current,
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{ from = current_phase, to = Player.NotActive }, true)
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current.phase = Player.NotActive
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room:broadcastProperty(current, "phase")
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logic:trigger(fk.EventPhaseStart, current, nil, true)
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end
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current.skipped_phases = {}
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end
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logic:trigger(fk.TurnEnd, current, nil, self.interrupted)
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logic:trigger(fk.AfterTurnEnd, current, nil, self.interrupted)
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryTurn)
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p:setSkillUseHistory("", 0, Player.HistoryTurn)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-turn") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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for cid, cmark in pairs(room.card_marks) do
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for name, _ in pairs(cmark) do
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if name:endsWith("-turn") then
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room:setCardMark(Fk:getCardById(cid), name, 0)
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end
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end
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end
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end
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GameEvent.functions[GameEvent.Phase] = function(self)
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local room = self.room
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local logic = room.logic
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local player = self.data[1]
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if not logic:trigger(fk.EventPhaseStart, player) then
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if player.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseProceeding, player)
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switch(player.phase, {
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[Player.PhaseNone] = function()
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error("You should never proceed PhaseNone")
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end,
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[Player.RoundStart] = function()
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end,
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[Player.Start] = function()
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end,
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[Player.Judge] = function()
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local cards = player:getCardIds(Player.Judge)
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for i = #cards, 1, -1 do
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local card
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card = player:removeVirtualEquip(cards[i])
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if not card then
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card = Fk:getCardById(cards[i])
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end
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room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name)
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---@type CardEffectEvent
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local effect_data = {
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card = card,
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to = player.id,
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tos = { {player.id} },
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}
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room:doCardEffect(effect_data)
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if effect_data.isCancellOut and card.skill then
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card.skill:onNullified(room, effect_data)
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end
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end
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end,
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[Player.Draw] = function()
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local data = {
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n = 2
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}
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room.logic:trigger(fk.DrawNCards, player, data)
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room:drawCards(player, data.n, "game_rule")
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room.logic:trigger(fk.AfterDrawNCards, player, data)
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end,
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[Player.Play] = function()
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player._play_phase_end = false
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while not player.dead do
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logic:trigger(fk.StartPlayCard, player, nil, true)
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room:notifyMoveFocus(player, "PlayCard")
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local result = room:doRequest(player, "PlayCard", player.id)
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if result == "" then break end
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local use = room:handleUseCardReply(player, result)
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if use then
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room:useCard(use)
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end
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if player._play_phase_end then
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player._play_phase_end = false
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break
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end
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end
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end,
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[Player.Discard] = function()
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local discardNum = #table.filter(
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player:getCardIds(Player.Hand), function(id)
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local card = Fk:getCardById(id)
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return table.every(room.status_skills[MaxCardsSkill] or Util.DummyTable, function(skill)
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return not skill:excludeFrom(player, card)
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end)
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end
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) - player:getMaxCards()
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if discardNum > 0 then
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room:askForDiscard(player, discardNum, discardNum, false, "game_rule", false)
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end
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end,
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[Player.Finish] = function()
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end,
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})
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end
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end
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end
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GameEvent.cleaners[GameEvent.Phase] = function(self)
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local room = self.room
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local player = self.data[1]
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local logic = room.logic
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if player.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseEnd, player, nil, self.interrupted)
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logic:trigger(fk.AfterPhaseEnd, player, nil, self.interrupted)
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else
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player.skipped_phases = {}
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end
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryPhase)
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p:setSkillUseHistory("", 0, Player.HistoryPhase)
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for name, _ in pairs(p.mark) do
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if name:endsWith("-phase") then
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room:setPlayerMark(p, name, 0)
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end
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end
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end
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for cid, cmark in pairs(room.card_marks) do
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for name, _ in pairs(cmark) do
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if name:endsWith("-phase") then
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room:setCardMark(Fk:getCardById(cid), name, 0)
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end
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end
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end
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end
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