506 lines
14 KiB
Lua
506 lines
14 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
---@class GameLogic: Object
|
|
---@field public room Room
|
|
---@field public skill_table table<Event, TriggerSkill[]>
|
|
---@field public skill_priority_table<Event, number[]>
|
|
---@field public refresh_skill_table table<Event, TriggerSkill[]>
|
|
---@field public skills string[]
|
|
---@field public event_stack Stack
|
|
---@field public game_event_stack Stack
|
|
---@field public role_table string[][]
|
|
local GameLogic = class("GameLogic")
|
|
|
|
function GameLogic:initialize(room)
|
|
self.room = room
|
|
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
|
|
self.skill_priority_table = {}
|
|
self.refresh_skill_table = {}
|
|
self.skills = {} -- skillName[]
|
|
self.event_stack = Stack:new()
|
|
self.game_event_stack = Stack:new()
|
|
|
|
self.role_table = {
|
|
{ "lord" },
|
|
{ "lord", "rebel" },
|
|
{ "lord", "rebel", "renegade" },
|
|
{ "lord", "loyalist", "rebel", "renegade" },
|
|
{ "lord", "loyalist", "rebel", "rebel", "renegade" },
|
|
{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
|
|
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
|
|
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" },
|
|
}
|
|
end
|
|
|
|
function GameLogic:run()
|
|
-- default logic
|
|
local room = self.room
|
|
table.shuffle(self.room.players)
|
|
self:assignRoles()
|
|
room:doBroadcastNotify("StartGame", "")
|
|
room:adjustSeats()
|
|
|
|
self:chooseGenerals()
|
|
|
|
self:buildPlayerCircle()
|
|
self:broadcastGeneral()
|
|
self:prepareDrawPile()
|
|
self:attachSkillToPlayers()
|
|
self:prepareForStart()
|
|
|
|
self.room.game_started = true
|
|
self:action()
|
|
end
|
|
|
|
local function execGameEvent(type, ...)
|
|
local event = GameEvent:new(type, ...)
|
|
local _, ret = event:exec()
|
|
return ret
|
|
end
|
|
|
|
|
|
function GameLogic:assignRoles()
|
|
local room = self.room
|
|
local n = #room.players
|
|
local roles = self.role_table[n]
|
|
table.shuffle(roles)
|
|
|
|
for i = 1, n do
|
|
local p = room.players[i]
|
|
p.role = roles[i]
|
|
if p.role == "lord" then
|
|
p.role_shown = true
|
|
room:broadcastProperty(p, "role")
|
|
else
|
|
room:notifyProperty(p, p, "role")
|
|
end
|
|
end
|
|
end
|
|
|
|
function GameLogic:chooseGenerals()
|
|
local room = self.room
|
|
local generalNum = room.settings.generalNum
|
|
local n = room.settings.enableDeputy and 2 or 1
|
|
local lord = room:getLord()
|
|
local lord_general = nil
|
|
|
|
if lord ~= nil then
|
|
room.current = lord
|
|
local generals = Fk:getGeneralsRandomly(generalNum)
|
|
for i = 1, #generals do
|
|
generals[i] = generals[i].name
|
|
end
|
|
lord_general = room:askForGeneral(lord, generals, n)
|
|
local deputy
|
|
if type(lord_general) == "table" then
|
|
deputy = lord_general[2]
|
|
lord_general = lord_general[1]
|
|
end
|
|
|
|
room:setPlayerGeneral(lord, lord_general, true)
|
|
if lord.kingdom == "god" or Fk.generals[lord_general].subkingdom then
|
|
local allKingdoms = {}
|
|
if lord.kingdom == "god" then
|
|
allKingdoms = table.simpleClone(Fk.kingdoms)
|
|
|
|
local exceptedKingdoms = { "god" }
|
|
for _, kingdom in ipairs(exceptedKingdoms) do
|
|
table.removeOne(allKingdoms, kingdom)
|
|
end
|
|
else
|
|
local curGeneral = Fk.generals[lord_general]
|
|
allKingdoms = { curGeneral.kingdom, curGeneral.subkingdom }
|
|
end
|
|
|
|
lord.kingdom = room:askForChoice(lord, allKingdoms, "AskForKingdom", "#ChooseInitialKingdom")
|
|
room:broadcastProperty(lord, "kingdom")
|
|
end
|
|
room:broadcastProperty(lord, "general")
|
|
room:setDeputyGeneral(lord, deputy)
|
|
room:broadcastProperty(lord, "deputyGeneral")
|
|
end
|
|
|
|
local nonlord = room:getOtherPlayers(lord, true)
|
|
local generals = Fk:getGeneralsRandomly(#nonlord * generalNum, nil, {lord_general})
|
|
table.shuffle(generals)
|
|
for _, p in ipairs(nonlord) do
|
|
local arg = {}
|
|
for i = 1, generalNum do
|
|
table.insert(arg, table.remove(generals, 1).name)
|
|
end
|
|
p.request_data = json.encode{ arg, n }
|
|
p.default_reply = table.random(arg, n)
|
|
end
|
|
|
|
room:notifyMoveFocus(nonlord, "AskForGeneral")
|
|
room:doBroadcastRequest("AskForGeneral", nonlord)
|
|
|
|
for _, p in ipairs(nonlord) do
|
|
if p.general == "" and p.reply_ready then
|
|
local generals = json.decode(p.client_reply)
|
|
local general = generals[1]
|
|
local deputy = generals[2]
|
|
room:setPlayerGeneral(p, general, true, true)
|
|
room:setDeputyGeneral(p, deputy)
|
|
else
|
|
room:setPlayerGeneral(p, p.default_reply[1], true, true)
|
|
room:setDeputyGeneral(p, p.default_reply[2])
|
|
end
|
|
p.default_reply = ""
|
|
end
|
|
|
|
local specialKingdomPlayers = table.filter(nonlord, function(p)
|
|
return p.kingdom == "god" or Fk.generals[p.general].subkingdom
|
|
end)
|
|
|
|
if #specialKingdomPlayers > 0 then
|
|
local choiceMap = {}
|
|
for _, p in ipairs(specialKingdomPlayers) do
|
|
local allKingdoms = {}
|
|
if p.kingdom == "god" then
|
|
allKingdoms = table.simpleClone(Fk.kingdoms)
|
|
|
|
local exceptedKingdoms = { "god" }
|
|
for _, kingdom in ipairs(exceptedKingdoms) do
|
|
table.removeOne(allKingdoms, kingdom)
|
|
end
|
|
else
|
|
local curGeneral = Fk.generals[p.general]
|
|
allKingdoms = { curGeneral.kingdom, curGeneral.subkingdom }
|
|
end
|
|
|
|
choiceMap[p.id] = allKingdoms
|
|
|
|
local data = json.encode({ allKingdoms, "AskForKingdom", "#ChooseInitialKingdom" })
|
|
p.request_data = data
|
|
end
|
|
|
|
room:notifyMoveFocus(nonlord, "AskForKingdom")
|
|
room:doBroadcastRequest("AskForChoice", specialKingdomPlayers)
|
|
|
|
for _, p in ipairs(specialKingdomPlayers) do
|
|
local kingdomChosen
|
|
if p.reply_ready then
|
|
kingdomChosen = p.client_reply
|
|
else
|
|
kingdomChosen = choiceMap[p.id][1]
|
|
end
|
|
|
|
p.kingdom = kingdomChosen
|
|
room:notifyProperty(p, p, "kingdom")
|
|
end
|
|
end
|
|
end
|
|
|
|
function GameLogic:buildPlayerCircle()
|
|
local room = self.room
|
|
local players = room.players
|
|
room.alive_players = {table.unpack(players)}
|
|
for i = 1, #players - 1 do
|
|
players[i].next = players[i + 1]
|
|
end
|
|
players[#players].next = players[1]
|
|
end
|
|
|
|
function GameLogic:broadcastGeneral()
|
|
local room = self.room
|
|
local players = room.players
|
|
|
|
for _, p in ipairs(players) do
|
|
assert(p.general ~= "")
|
|
local general = Fk.generals[p.general]
|
|
local deputy = Fk.generals[p.deputyGeneral]
|
|
p.maxHp = deputy and math.floor((deputy.maxHp + general.maxHp) / 2)
|
|
or general.maxHp
|
|
p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
|
|
p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
|
|
-- TODO: setup AI here
|
|
|
|
if p.role ~= "lord" then
|
|
room:broadcastProperty(p, "general")
|
|
room:broadcastProperty(p, "kingdom")
|
|
room:broadcastProperty(p, "deputyGeneral")
|
|
elseif #players >= 5 then
|
|
p.maxHp = p.maxHp + 1
|
|
p.hp = p.hp + 1
|
|
end
|
|
room:broadcastProperty(p, "maxHp")
|
|
room:broadcastProperty(p, "hp")
|
|
room:broadcastProperty(p, "shield")
|
|
end
|
|
end
|
|
|
|
function GameLogic:prepareDrawPile()
|
|
local room = self.room
|
|
local allCardIds = Fk:getAllCardIds()
|
|
|
|
for i = #allCardIds, 1, -1 do
|
|
if Fk:getCardById(allCardIds[i]).is_derived then
|
|
local id = allCardIds[i]
|
|
table.removeOne(allCardIds, id)
|
|
table.insert(room.void, id)
|
|
room:setCardArea(id, Card.Void, nil)
|
|
end
|
|
end
|
|
|
|
table.shuffle(allCardIds)
|
|
room.draw_pile = allCardIds
|
|
for _, id in ipairs(room.draw_pile) do
|
|
self.room:setCardArea(id, Card.DrawPile, nil)
|
|
end
|
|
end
|
|
|
|
function GameLogic:attachSkillToPlayers()
|
|
local room = self.room
|
|
local players = room.players
|
|
|
|
local addRoleModSkills = function(player, skillName)
|
|
local skill = Fk.skills[skillName]
|
|
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
|
|
return
|
|
end
|
|
|
|
if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
|
|
return
|
|
end
|
|
|
|
room:handleAddLoseSkills(player, skillName, nil, false)
|
|
end
|
|
for _, p in ipairs(room.alive_players) do
|
|
local skills = Fk.generals[p.general].skills
|
|
for _, s in ipairs(skills) do
|
|
addRoleModSkills(p, s.name)
|
|
end
|
|
for _, sname in ipairs(Fk.generals[p.general].other_skills) do
|
|
addRoleModSkills(p, sname)
|
|
end
|
|
|
|
local deputy = Fk.generals[p.deputyGeneral]
|
|
if deputy then
|
|
skills = deputy.skills
|
|
for _, s in ipairs(skills) do
|
|
addRoleModSkills(p, s.name)
|
|
end
|
|
for _, sname in ipairs(deputy.other_skills) do
|
|
addRoleModSkills(p, sname)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GameLogic:prepareForStart()
|
|
local room = self.room
|
|
local players = room.players
|
|
|
|
self:addTriggerSkill(GameRule)
|
|
for _, trig in ipairs(Fk.global_trigger) do
|
|
self:addTriggerSkill(trig)
|
|
end
|
|
|
|
self.room:sendLog{ type = "$GameStart" }
|
|
end
|
|
|
|
function GameLogic:action()
|
|
self:trigger(fk.GamePrepared)
|
|
local room = self.room
|
|
|
|
execGameEvent(GameEvent.DrawInitial)
|
|
|
|
while true do
|
|
execGameEvent(GameEvent.Round)
|
|
if room.game_finished then break end
|
|
end
|
|
end
|
|
|
|
---@param skill TriggerSkill
|
|
function GameLogic:addTriggerSkill(skill)
|
|
if skill == nil or table.contains(self.skills, skill.name) then
|
|
return
|
|
end
|
|
|
|
table.insert(self.skills, skill.name)
|
|
|
|
for _, event in ipairs(skill.refresh_events) do
|
|
if self.refresh_skill_table[event] == nil then
|
|
self.refresh_skill_table[event] = {}
|
|
end
|
|
table.insert(self.refresh_skill_table[event], skill)
|
|
end
|
|
|
|
for _, event in ipairs(skill.events) do
|
|
if self.skill_table[event] == nil then
|
|
self.skill_table[event] = {}
|
|
end
|
|
table.insert(self.skill_table[event], skill)
|
|
|
|
if self.skill_priority_table[event] == nil then
|
|
self.skill_priority_table[event] = {}
|
|
end
|
|
|
|
local priority_tab = self.skill_priority_table[event]
|
|
local prio = skill.priority_table[event]
|
|
if not table.contains(priority_tab, prio) then
|
|
for i, v in ipairs(priority_tab) do
|
|
if v < prio then
|
|
table.insert(priority_tab, i, prio)
|
|
break
|
|
end
|
|
end
|
|
|
|
if not table.contains(priority_tab, prio) then
|
|
table.insert(priority_tab, prio)
|
|
end
|
|
end
|
|
|
|
if not table.contains(self.skill_priority_table[event],
|
|
skill.priority_table[event]) then
|
|
|
|
table.insert(self.skill_priority_table[event],
|
|
skill.priority_table[event])
|
|
end
|
|
end
|
|
|
|
if skill.visible then
|
|
if (Fk.related_skills[skill.name] == nil) then return end
|
|
for _, s in ipairs(Fk.related_skills[skill.name]) do
|
|
if (s.class == TriggerSkill) then
|
|
self:addTriggerSkill(s)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
---@param event Event
|
|
---@param target ServerPlayer
|
|
---@param data any
|
|
function GameLogic:trigger(event, target, data, refresh_only)
|
|
local room = self.room
|
|
local broken = false
|
|
local skills = self.skill_table[event] or {}
|
|
local skills_to_refresh = self.refresh_skill_table[event] or {}
|
|
local _target = room.current -- for iteration
|
|
local player = _target
|
|
|
|
self.event_stack:push({event, target, data})
|
|
|
|
if #skills_to_refresh > 0 then repeat do
|
|
-- refresh skills. This should not be broken
|
|
for _, skill in ipairs(skills_to_refresh) do
|
|
if skill:canRefresh(event, target, player, data) then
|
|
skill:refresh(event, target, player, data)
|
|
end
|
|
end
|
|
player = player.next
|
|
end until player == _target end
|
|
|
|
if #skills == 0 or refresh_only then return end
|
|
|
|
local prio_tab = self.skill_priority_table[event]
|
|
local prev_prio = math.huge
|
|
|
|
for _, prio in ipairs(prio_tab) do
|
|
if broken then break end
|
|
if prio >= prev_prio then
|
|
-- continue
|
|
goto trigger_loop_continue
|
|
end
|
|
|
|
repeat do
|
|
local triggerables = table.filter(skills, function(skill)
|
|
return skill.priority_table[event] == prio and
|
|
skill:triggerable(event, target, player, data)
|
|
end)
|
|
|
|
local skill_names = table.map(triggerables, function(skill)
|
|
return skill.name
|
|
end)
|
|
|
|
while #skill_names > 0 do
|
|
local skill_name = prio <= 0 and table.random(skill_names) or
|
|
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
|
|
|
|
local skill = skill_name == "game_rule" and GameRule
|
|
or Fk.skills[skill_name]
|
|
|
|
local len = #skills
|
|
broken = skill:trigger(event, target, player, data)
|
|
|
|
table.insertTable(
|
|
skill_names,
|
|
table.map(table.filter(table.slice(skills, len - #skills), function(s)
|
|
return
|
|
s.priority_table[event] == prio and
|
|
s:triggerable(event, target, player, data)
|
|
end), function(s) return s.name end)
|
|
)
|
|
|
|
broken = broken or (event == fk.AskForPeaches
|
|
and room:getPlayerById(data.who).hp > 0)
|
|
|
|
if broken then break end
|
|
table.removeOne(skill_names, skill_name)
|
|
end
|
|
|
|
if broken then break end
|
|
|
|
player = player.next
|
|
end until player == _target
|
|
|
|
prev_prio = prio
|
|
::trigger_loop_continue::
|
|
end
|
|
|
|
self.event_stack:pop()
|
|
return broken
|
|
end
|
|
|
|
---@return GameEvent
|
|
function GameLogic:getCurrentEvent()
|
|
return self.game_event_stack.t[self.game_event_stack.p]
|
|
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:breakEvent(ret)
|
|
coroutine.yield("__breakEvent", ret)
|
|
end
|
|
|
|
function GameLogic:breakTurn()
|
|
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
|
|
event:shutdown()
|
|
end
|
|
|
|
return GameLogic
|