358 lines
11 KiB
Lua
358 lines
11 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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---@class GameEvent: Object
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---@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
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---@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
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---@field public room Room @ room实例
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---@field public event integer @ 该事件对应的EventType
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---@field public data any @ 事件的附加数据,视类型而定
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---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
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---@field public prepare_func fun(self: GameEvent) @ 事件即将开始时执行的函数
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---@field public main_func fun(self: GameEvent) @ 事件的主函数
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---@field public clear_func fun(self: GameEvent) @ 事件结束时执行的函数
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---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
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---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
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---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
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---@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
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---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
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---@field public revived boolean @ 事件被killed,但因为在cleaner中发生而被复活
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local GameEvent = class("GameEvent")
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.prepare_funcs = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.functions = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.cleaners = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.exit_funcs = {}
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local function wrapCoFunc(f, ...)
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if not f then return nil end
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local args = {...}
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return function() return f(table.unpack(args)) end
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end
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local dummyFunc = Util.DummyFunc
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function GameEvent:initialize(event, ...)
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self.id = -1
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self.end_id = -1
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self.room = RoomInstance
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self.event = event
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self.data = { ... }
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self.prepare_func = GameEvent.prepare_funcs[event] or dummyFunc
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self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
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self.clear_func = GameEvent.cleaners[event] or dummyFunc
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self.extra_clear_funcs = Util.DummyTable
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self.exit_func = GameEvent.exit_funcs[event] or dummyFunc
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self.extra_exit_funcs = Util.DummyTable
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self.interrupted = false
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end
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-- 静态函数,实际定义在events/init.lua
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function GameEvent:translate(id)
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error('static')
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end
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function GameEvent:__tostring()
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return string.format("<%s #%d>", GameEvent:translate(self.event), self.id)
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end
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function GameEvent:addCleaner(f)
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if self.extra_clear_funcs == Util.DummyTable then
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self.extra_clear_funcs = {}
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end
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table.insert(self.extra_clear_funcs, f)
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end
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function GameEvent:addExitFunc(f)
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if self.extra_exit_funcs == Util.DummyTable then
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self.extra_exit_funcs = {}
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end
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table.insert(self.extra_exit_funcs, f)
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end
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function GameEvent:prependExitFunc(f)
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if self.extra_exit_funcs == Util.DummyTable then
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self.extra_exit_funcs = {}
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end
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table.insert(self.extra_exit_funcs, 1, f)
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end
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function GameEvent:findParent(eventType, includeSelf)
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if includeSelf and self.event == eventType then return self end
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local e = self.parent
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repeat
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if e.event == eventType then return e end
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e = e.parent
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until not e
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return nil
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end
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-- 找n个id介于from和to之间的事件。
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local function bin_search(events, from, to, n, func)
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local left = 1
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local right = #events
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local mid
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local ret = {}
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if from < events[1].id then
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mid = 1
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elseif from > events[right].id then
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return ret
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else
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while true do
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if left > right then return ret end
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mid = (left + right) // 2
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local id = events[mid].id
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local id_left = mid == 1 and -math.huge or events[mid - 1].id
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if from < id then
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if from >= id_left then
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break
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end
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right = mid - 1
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else
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left = mid + 1
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end
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end
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end
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for i = mid, #events do
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local v = events[i]
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if v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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return ret
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end
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-- 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。
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---@param eventType integer @ 要查找的事件类型
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---@param n integer @ 最多找多少个
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---@param func fun(e: GameEvent): boolean @ 过滤用的函数
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---@param endEvent GameEvent|nil @ 区间终止点,默认为本事件结束
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---@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
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function GameEvent:searchEvents(eventType, n, func, endEvent)
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local logic = self.room.logic
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local events = logic.event_recorder[eventType] or Util.DummyTable
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local from = self.id
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local to = endEvent and endEvent.id or self.end_id
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if math.abs(to) == 1 then to = #logic.all_game_events end
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n = n or 1
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func = func or Util.TrueFunc
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local ret
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if #events < 6 then
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ret = {}
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for _, v in ipairs(events) do
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if v.id >= from and v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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else
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ret = bin_search(events, from, to, n, func)
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end
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return ret
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end
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function GameEvent:clear()
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local clear_co = coroutine.create(function()
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self:clear_func()
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for _, f in ipairs(self.extra_clear_funcs) do
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if type(f) == "function" then f(self) end
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end
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end)
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local zhuran_jmp, zhuran_msg -- SB老朱然
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while true do
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local err, yield_result, extra_yield_result = coroutine.resume(clear_co)
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if err == false then
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-- handle error, then break
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if not string.find(yield_result, "__manuallyBreak") then
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fk.qCritical(yield_result .. "\n" .. debug.traceback(clear_co))
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end
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coroutine.close(clear_co)
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break
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end
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if yield_result == "__handleRequest" then
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-- yield to requestLoop
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coroutine.yield(yield_result, extra_yield_result)
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elseif type(yield_result) == "table" and yield_result.class
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and yield_result:isInstanceOf(GameEvent) and self ~= yield_result then
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-- 不是,谁TM还在cleaner里面玩老朱然啊
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-- 总之,cleaner不能断
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-- 倒是没必要手动resume,新一轮while true会自动resume,只要把返回值
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-- 传回去就行
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-- 一般来说都是由cleaner中的trigger引起
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-- 以胆守合击为例就是trigger -> SkillEffect事件 -> UseCard事件 -> 胆守
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-- 此时胆守的话最后从SkillEffect事件的exec内部yield出来
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-- 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
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if zhuran_jmp == nil or zhuran_jmp.id > yield_result.id then
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zhuran_jmp = yield_result
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zhuran_msg = extra_yield_result
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end
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-- 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
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-- 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
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self.killed = true
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self.revived = true
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-- 什么都不做,等下轮while自己resume
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else
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coroutine.close(clear_co)
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break
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end
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end
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-- cleaner顺利执行完了,出栈吧
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local logic = RoomInstance.logic
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local end_id = logic.current_event_id + 1
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if self.id ~= end_id - 1 then
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logic.all_game_events[end_id] = self.event
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logic.current_event_id = end_id
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self.end_id = end_id
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else
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self.end_id = self.id
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end
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logic.game_event_stack:pop()
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-- 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
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if zhuran_jmp then
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coroutine.close(self._co)
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coroutine.yield(zhuran_jmp, zhuran_msg)
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-- 此时仍可能出现在插结在其他事件的clear函数中
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-- 但就算被交付回去了,也能安然返回而不是继续while
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-- 但愿如此吧
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end
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-- 保险而已,其实如果被杀的话应该已经在前面的yield终止了
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-- 但担心cleaner嵌套(三国杀是这样的)还是补一刀
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if self.killed then return end
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-- 恭喜没被杀掉,我们来执行一些事件结束之后的结算吧
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Pcall(self.exit_func, self)
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for _, f in ipairs(self.extra_exit_funcs) do
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if type(f) == "function" then
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Pcall(f, self)
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end
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end
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end
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local function breakEvent(self, extra_yield_result)
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local cancelEvent = GameEvent:new(GameEvent.BreakEvent, self)
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cancelEvent.toId = self.id
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local notcanceled = cancelEvent:exec()
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local ret, extra_ret = false, nil
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if not notcanceled then
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self.interrupted = true
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self:clear()
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ret = true
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extra_ret = extra_yield_result
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end
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return ret, extra_ret
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end
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function GameEvent:exec()
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local room = self.room
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local logic = room.logic
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local ret = false -- false or nil means this event is running normally
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local extra_ret
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self.parent = logic:getCurrentEvent()
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if self:prepare_func() then return true end
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logic.game_event_stack:push(self)
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logic.current_event_id = logic.current_event_id + 1
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self.id = logic.current_event_id
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logic.all_game_events[self.id] = self
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logic.event_recorder[self.event] = logic.event_recorder[self.event] or {}
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table.insert(logic.event_recorder[self.event], self)
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local co = coroutine.create(self.main_func)
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self._co = co
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while true do
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local err, yield_result, extra_yield_result = coroutine.resume(co)
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if err == false then
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-- handle error, then break
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if not string.find(yield_result, "__manuallyBreak") then
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fk.qCritical(yield_result .. "\n" .. debug.traceback(co))
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end
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self.interrupted = true
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self:clear()
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ret = true
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coroutine.close(co)
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break
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end
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if yield_result == "__handleRequest" then
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-- yield to requestLoop
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coroutine.yield(yield_result, extra_yield_result)
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elseif type(yield_result) == "table" and yield_result.class
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and yield_result:isInstanceOf(GameEvent) then
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if self ~= yield_result then
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-- yield to corresponding GameEvent, first pop self from stack
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self.interrupted = true
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self.killed = true -- 老朱然!你不得好死
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self:clear()
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-- logic.game_event_stack:pop(self)
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coroutine.close(co)
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-- then, call yield
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coroutine.yield(yield_result, extra_yield_result)
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-- 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
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-- 此时正常执行程序流就变成继续while循环了,这是不行的
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break
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elseif extra_yield_result == "__breakEvent" then
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if breakEvent(self) then
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coroutine.close(co)
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break
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end
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end
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elseif yield_result == "__breakEvent" then
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-- try to break this event
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if breakEvent(self) then
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coroutine.close(co)
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break
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end
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else
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-- normally exit, simply break the loop
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self:clear()
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extra_ret = yield_result
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coroutine.close(co)
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break
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end
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end
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return ret, extra_ret
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end
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function GameEvent:shutdown()
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-- yield to self and break
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coroutine.yield(self, "__breakEvent")
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end
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return GameEvent
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