99 lines
2.6 KiB
Lua
99 lines
2.6 KiB
Lua
---@class GameEvent: Object
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---@field room Room
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---@field event integer
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---@field data any
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---@field main_func fun(self: GameEvent)
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---@field clear_func fun(self: GameEvent)
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---@field extra_clear_funcs any[]
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---@field interrupted boolean
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local GameEvent = class("GameEvent")
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GameEvent.functions = {}
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GameEvent.cleaners = {}
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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 function dummyFunc() end
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function GameEvent:initialize(event, ...)
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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.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
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self.clear_func = wrapCoFunc(GameEvent.cleaners[event], self) or dummyFunc
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self.extra_clear_funcs = {}
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self.interrupted = false
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end
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function GameEvent:clear()
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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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self:clear_func()
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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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logic.game_event_stack:push(self)
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local co = coroutine.create(self.main_func)
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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)
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print(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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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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-- yield to corresponding GameEvent, first pop self from stack
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self.interrupted = true
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self:clear()
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logic.game_event_stack:pop(self)
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-- then, call yield
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coroutine.yield(yield_result)
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elseif yield_result == "__breakEvent" then
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-- try to break this event
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local cancelEvent = GameEvent:new(GameEvent.BreakEvent, self)
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local notcanceled = cancelEvent:exec()
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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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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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break
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end
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end
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logic.game_event_stack:pop(self)
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return ret, extra_ret
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end
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return GameEvent
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