FreeKill/lua/server/gameevent.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
---@class GameEvent: Object
---@field public id integer @ 事件的id随着时间推移自动增加并分配给新事件
---@field public end_id integer @ 事件的对应结束id如果整个事件中未插入事件那么end_id就是自己的id
---@field public room Room @ room实例
---@field public event integer @ 该事件对应的EventType
---@field public data any @ 事件的附加数据,视类型而定
---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
---@field public prepare_func fun(self: GameEvent) @ 事件即将开始时执行的函数
---@field public main_func fun(self: GameEvent) @ 事件的主函数
---@field public clear_func fun(self: GameEvent) @ 事件结束时执行的函数
---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
---@field public interrupted boolean @ 事件是否是因为被中断而结束的,可能是防止事件或者被杀
---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
---@field public revived boolean @ 事件被killed但因为在cleaner中发生而被复活
local GameEvent = class("GameEvent")
---@type (fun(self: GameEvent): bool)[]
GameEvent.prepare_funcs = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.functions = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.cleaners = {}
---@type (fun(self: GameEvent): bool)[]
GameEvent.exit_funcs = {}
local function wrapCoFunc(f, ...)
if not f then return nil end
local args = {...}
return function() return f(table.unpack(args)) end
end
local dummyFunc = Util.DummyFunc
function GameEvent:initialize(event, ...)
self.id = -1
self.end_id = -1
self.room = RoomInstance
self.event = event
self.data = { ... }
self.prepare_func = GameEvent.prepare_funcs[event] or dummyFunc
self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
self.clear_func = GameEvent.cleaners[event] or dummyFunc
self.extra_clear_funcs = Util.DummyTable
self.exit_func = GameEvent.exit_funcs[event] or dummyFunc
self.extra_exit_funcs = Util.DummyTable
self.interrupted = false
end
-- 静态函数实际定义在events/init.lua
function GameEvent:translate(id)
error('static')
end
function GameEvent:__tostring()
return string.format("<%s #%d>", GameEvent:translate(self.event), self.id)
end
function GameEvent:addCleaner(f)
if self.extra_clear_funcs == Util.DummyTable then
self.extra_clear_funcs = {}
end
table.insert(self.extra_clear_funcs, f)
end
function GameEvent:addExitFunc(f)
if self.extra_exit_funcs == Util.DummyTable then
self.extra_exit_funcs = {}
end
table.insert(self.extra_exit_funcs, f)
end
function GameEvent:prependExitFunc(f)
if self.extra_exit_funcs == Util.DummyTable then
self.extra_exit_funcs = {}
end
table.insert(self.extra_exit_funcs, 1, f)
end
function GameEvent:findParent(eventType, includeSelf)
if includeSelf and self.event == eventType then return self end
local e = self.parent
repeat
if e.event == eventType then return e end
e = e.parent
until not e
return nil
end
-- 找n个id介于from和to之间的事件。
local function bin_search(events, from, to, n, func)
local left = 1
local right = #events
local mid
local ret = {}
if from < events[1].id then
mid = 1
elseif from > events[right].id then
return ret
else
while true do
if left > right then return ret end
mid = (left + right) // 2
local id = events[mid].id
local id_left = mid == 1 and -math.huge or events[mid - 1].id
if from < id then
if from >= id_left then
break
end
right = mid - 1
else
left = mid + 1
end
end
end
for i = mid, #events do
local v = events[i]
if v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
return ret
end
-- 从某个区间中找出类型符合且符合func函数检测的至多n个事件。
---@param eventType integer @ 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 endEvent GameEvent|nil @ 区间终止点,默认为本事件结束
---@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 GameEvent:searchEvents(eventType, n, func, endEvent)
local logic = self.room.logic
local events = logic.event_recorder[eventType] or Util.DummyTable
local from = self.id
local to = endEvent and endEvent.id or self.end_id
if math.abs(to) == 1 then to = #logic.all_game_events end
n = n or 1
func = func or Util.TrueFunc
local ret
if #events < 6 then
ret = {}
for _, v in ipairs(events) do
if v.id >= from and v.id <= to and func(v) then
table.insert(ret, v)
end
if #ret >= n then break end
end
else
ret = bin_search(events, from, to, n, func)
end
return ret
end
function GameEvent:clear()
local clear_co = coroutine.create(function()
self:clear_func()
for _, f in ipairs(self.extra_clear_funcs) do
if type(f) == "function" then f(self) end
end
end)
local zhuran_jmp, zhuran_msg -- SB老朱然
while true do
local err, yield_result, extra_yield_result = coroutine.resume(clear_co)
if err == false then
-- handle error, then break
if not string.find(yield_result, "__manuallyBreak") then
fk.qCritical(yield_result .. "\n" .. debug.traceback(clear_co))
end
coroutine.close(clear_co)
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) and self ~= yield_result then
-- 不是谁TM还在cleaner里面玩老朱然啊
-- 总之cleaner不能断
-- 倒是没必要手动resume新一轮while true会自动resume只要把返回值
-- 传回去就行
-- 一般来说都是由cleaner中的trigger引起
-- 以胆守合击为例就是trigger -> SkillEffect事件 -> UseCard事件 -> 胆守
-- 此时胆守的话最后从SkillEffect事件的exec内部yield出来
-- 当前协程就应该正在执行room:useSkill函数resume会去只会让那个函数返回
if zhuran_jmp == nil or zhuran_jmp.id > yield_result.id then
zhuran_jmp = yield_result
zhuran_msg = extra_yield_result
end
-- 自己本来应该被杀的但是因为自己正在执行self:clear()而逃过一劫啊
-- 还是得标记一下被杀才行,顺便因为实际上没死所以标记被复活
self.killed = true
self.revived = true
-- 什么都不做等下轮while自己resume
else
coroutine.close(clear_co)
break
end
end
-- cleaner顺利执行完了出栈吧
local logic = RoomInstance.logic
local end_id = logic.current_event_id + 1
if self.id ~= end_id - 1 then
logic.all_game_events[end_id] = self.event
logic.current_event_id = end_id
self.end_id = end_id
else
self.end_id = self.id
end
logic.game_event_stack:pop()
-- 好了确保cleaner走完了此时中断就会进入下层事件的正常中断处理
if zhuran_jmp then
coroutine.close(self._co)
coroutine.yield(zhuran_jmp, zhuran_msg)
-- 此时仍可能出现在插结在其他事件的clear函数中
-- 但就算被交付回去了也能安然返回而不是继续while
-- 但愿如此吧
end
-- 保险而已其实如果被杀的话应该已经在前面的yield终止了
-- 但担心cleaner嵌套三国杀是这样的还是补一刀
if self.killed then return end
-- 恭喜没被杀掉,我们来执行一些事件结束之后的结算吧
Pcall(self.exit_func, self)
for _, f in ipairs(self.extra_exit_funcs) do
if type(f) == "function" then
Pcall(f, self)
end
end
end
local function breakEvent(self, extra_yield_result)
local cancelEvent = GameEvent:new(GameEvent.BreakEvent, self)
cancelEvent.toId = self.id
local notcanceled = cancelEvent:exec()
local ret, extra_ret = false, nil
if not notcanceled then
self.interrupted = true
self:clear()
ret = true
extra_ret = extra_yield_result
end
return ret, extra_ret
end
function GameEvent:exec()
local room = self.room
local logic = room.logic
local ret = false -- false or nil means this event is running normally
local extra_ret
self.parent = logic:getCurrentEvent()
if self:prepare_func() then return true end
logic.game_event_stack:push(self)
logic.current_event_id = logic.current_event_id + 1
self.id = logic.current_event_id
logic.all_game_events[self.id] = self
logic.event_recorder[self.event] = logic.event_recorder[self.event] or {}
table.insert(logic.event_recorder[self.event], self)
local co = coroutine.create(self.main_func)
self._co = 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
self.interrupted = true
self:clear()
ret = true
coroutine.close(co)
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 self ~= yield_result then
-- yield to corresponding GameEvent, first pop self from stack
self.interrupted = true
self.killed = true -- 老朱然!你不得好死
self:clear()
-- logic.game_event_stack:pop(self)
coroutine.close(co)
-- then, call yield
coroutine.yield(yield_result, extra_yield_result)
-- 如果是在cleaner/exit里面发生此类中断的话是会被cleaner原地返回的
-- 此时正常执行程序流就变成继续while循环了这是不行的
break
elseif extra_yield_result == "__breakEvent" then
if breakEvent(self) then
coroutine.close(co)
break
end
end
elseif yield_result == "__breakEvent" then
-- try to break this event
if breakEvent(self) then
coroutine.close(co)
break
end
else
-- normally exit, simply break the loop
self:clear()
extra_ret = yield_result
coroutine.close(co)
break
end
end
return ret, extra_ret
end
function GameEvent:shutdown()
-- yield to self and break
coroutine.yield(self, "__breakEvent")
end
return GameEvent