FreeKill/lua/server/room.lua

2038 lines
56 KiB
Lua

---@class Room : Object
---@field room fk.Room
---@field players ServerPlayer[]
---@field alive_players ServerPlayer[]
---@field observers fk.ServerPlayer[]
---@field current ServerPlayer
---@field game_started boolean
---@field game_finished boolean
---@field timeout integer
---@field tag table<string, any>
---@field draw_pile integer[]
---@field discard_pile integer[]
---@field processing_area integer[]
---@field void integer[]
---@field card_place table<integer, CardArea>
---@field owner_map table<integer, integer>
---@field status_skills Skill[]
---@field settings table
local Room = class("Room")
-- load classes used by the game
GameEvent = require "server.gameevent"
dofile "lua/server/events/init.lua"
GameLogic = require "server.gamelogic"
ServerPlayer = require "server.serverplayer"
---@type Player
Self = nil -- `Self' is client-only, but we need it in AI
dofile "lua/server/ai/init.lua"
--[[--------------------------------------------------------------------
Room stores all information for server side game room, such as player,
cards, and other properties.
It also have a lots of functions that make sure the room run properly.
content of class Room:
* contructor
* getter/setters
* Basic network functions, notify functions
* Interactive methods
* simple game actions, like judge, damage...
* using cards
* moving cards
callbacks (not part of Room)
see also:
gamelogic.lua (for the game's main loop and trigger event)
game_rule.lua (draw initial cards, proceed phase, etc.)
aux_skills.lua (useful ActiveSkill for some interactive functions)
]]----------------------------------------------------------------------
------------------------------------------------------------------------
-- constructor
------------------------------------------------------------------------
---@param _room fk.Room
function Room:initialize(_room)
self.room = _room
self.room.startGame = function(_self)
Room.initialize(self, _room) -- clear old data
self.settings = json.decode(_room:settings())
Fk.disabled_packs = self.settings.disabledPack
local main_co = coroutine.create(function()
self:run()
end)
local request_co = coroutine.create(function(rest)
self:requestLoop(rest)
end)
local ret, err_msg, rest_time = true, true
while not self.game_finished do
ret, err_msg, rest_time = coroutine.resume(main_co, err_msg)
-- handle error
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(main_co))
break
end
ret, err_msg = coroutine.resume(request_co, rest_time)
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(request_co))
break
end
-- If ret == true, then when err_msg is true, that means no request
end
end
self.players = {}
self.alive_players = {}
self.observers = {}
self.current = nil
self.game_started = false
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
self.owner_map = {}
self.status_skills = {}
for class, skills in pairs(Fk.global_status_skill) do
self.status_skills[class] = {table.unpack(skills)}
end
end
-- When this function returns, the Room(C++) thread stopped.
function Room:run()
for _, p in fk.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
player.room = self
table.insert(self.players, player)
end
local mode = Fk.game_modes[self.settings.gameMode]
self.logic = (mode.logic and mode.logic() or GameLogic):new(self)
if mode.rule then self.logic:addTriggerSkill(mode.rule) end
self.logic:run()
end
------------------------------------------------------------------------
-- getters and setters
------------------------------------------------------------------------
---@param cardId integer
---@param cardArea CardArea
---@param integer owner
function Room:setCardArea(cardId, cardArea, owner)
self.card_place[cardId] = cardArea
self.owner_map[cardId] = owner
end
---@param cardId integer | card
---@return CardArea
function Room:getCardArea(cardId)
if type(cardId) ~= "number" then
assert(cardId and cardId:isInstanceOf(Card))
cardId = cardId:getEffectiveId()
end
return self.card_place[cardId] or Card.Unknown
end
---@param cardId integer | card
---@return ServerPlayer
function Room:getCardOwner(cardId)
if type(cardId) ~= "number" then
assert(cardId and cardId:isInstanceOf(Card))
cardId = cardId:getEffectiveId()
end
return self.owner_map[cardId] and self:getPlayerById(self.owner_map[cardId]) or nil
end
---@param id integer
---@return ServerPlayer
function Room:getPlayerById(id)
if not id then return nil end
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p.id == id then
return p
end
end
return nil
end
---@param playerIds integer[]
function Room:sortPlayersByAction(playerIds)
end
function Room:deadPlayerFilter(playerIds)
local newPlayerIds = {}
for _, playerId in ipairs(playerIds) do
if self:getPlayerById(playerId):isAlive() then
table.insert(newPlayerIds, playerId)
end
end
return newPlayerIds
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAllPlayers(sortBySeat)
if not self.game_started then
return { table.unpack(self.players) }
end
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
local ret = {current}
while temp ~= current do
table.insert(ret, temp)
temp = temp.next
end
return ret
else
return { table.unpack(self.players) }
end
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
-- did not arrange seat, use default
if temp == nil then
return { table.unpack(self.players) }
end
local ret = {current}
while temp ~= current do
if not temp.dead then
table.insert(ret, temp)
end
temp = temp.next
end
return ret
else
return { table.unpack(self.alive_players) }
end
end
---@param player ServerPlayer
---@param sortBySeat boolean
---@param include_dead boolean
---@return ServerPlayer[]
function Room:getOtherPlayers(player, sortBySeat, include_dead)
if sortBySeat == nil then
sortBySeat = true
end
local players = include_dead and self:getAllPlayers(sortBySeat) or self:getAlivePlayers(sortBySeat)
for _, p in ipairs(players) do
if p.id == player.id then
table.removeOne(players, player)
break
end
end
return players
end
---@return ServerPlayer | null
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
for _, p in ipairs(self.players) do
if p.role == "lord" then return p end
end
return nil
end
---@param num integer
---@param from string
---@return integer[]
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
return cardIds
end
---@param player ServerPlayer
---@param mark string
---@param value integer
function Room:setPlayerMark(player, mark, value)
player:setMark(mark, value)
self:doBroadcastNotify("SetPlayerMark", json.encode{
player.id,
mark,
value
})
end
function Room:addPlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num + count, 0))
end
function Room:removePlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num - count, 0))
end
---@param tag_name string
function Room:setTag(tag_name, value)
self.tag[tag_name] = value
end
---@param tag_name string
function Room:getTag(tag_name)
return self.tag[tag_name]
end
---@param tag_name string
function Room:removeTag(tag_name)
self.tag[tag_name] = nil
end
------------------------------------------------------------------------
-- network functions, notify function
------------------------------------------------------------------------
---@param player ServerPlayer
---@param property string
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
---@param p ServerPlayer
---@param player ServerPlayer
---@param property string
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player.id,
property,
player[property],
})
end
---@param command string
---@param jsonData string
---@param players ServerPlayer[] | nil @ default all players
function Room:doBroadcastNotify(command, jsonData, players)
players = players or self.players
for _, p in ipairs(players) do
p:doNotify(command, jsonData)
end
end
---@param player ServerPlayer
---@param command string
---@param jsonData string
---@param wait boolean @ default true
---@return string | nil
function Room:doRequest(player, command, jsonData, wait)
if wait == nil then wait = true end
player:doRequest(command, jsonData, self.timeout)
if wait then
return player:waitForReply(self.timeout)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doBroadcastRequest(command, players, jsonData)
players = players or self.players
for _, p in ipairs(players) do
self:doRequest(p, command, jsonData or p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
for _, p in ipairs(players) do
elapsed = os.time() - currentTime
p:waitForReply(remainTime - elapsed)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doRaceRequest(command, players, jsonData)
players = players or self.players
-- self:notifyMoveFocus(players, command)
for _, p in ipairs(players) do
self:doRequest(p, command, jsonData or p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
local winner
local canceled_players = {}
while true do
elapsed = os.time() - currentTime
if remainTime - elapsed <= 0 then
return nil
end
for _, p in ipairs(players) do
p:waitForReply(0)
if p.reply_ready == true then
winner = p
break
end
if p.reply_cancel then
table.insertIfNeed(canceled_players, p)
end
end
if winner then
self:doBroadcastNotify("CancelRequest", "")
return winner
end
if #players == #canceled_players then
return nil
end
end
end
-- main loop for the request handling coroutine
function Room:requestLoop(rest_time)
local function tellRoomToObserver(player)
local observee = self.players[1]
player:doNotify("Setup", json.encode{
observee.id,
player:getScreenName(),
player:getAvatar(),
})
player:doNotify("EnterRoom", json.encode{
#self.players, self.timeout,
-- FIXME: use real room settings here
{ enableFreeAssign = false }
})
-- send player data
for _, p in ipairs(self:getOtherPlayers(observee, true, true)) do
player:doNotify("AddPlayer", json.encode{
p.id,
p.serverplayer:getScreenName(),
p.serverplayer:getAvatar(),
})
end
local player_circle = {}
for i = 1, #self.players do
table.insert(player_circle, self.players[i].id)
end
player:doNotify("ArrangeSeats", json.encode(player_circle))
for _, p in ipairs(self.players) do
self:notifyProperty(player, p, "general")
p:marshal(player)
end
-- TODO: tell drawPile
table.insert(self.observers, {observee.id, player})
end
local function addObserver(id)
local all_observers = self.room:getObservers()
for _, p in fk.qlist(all_observers) do
if p:getId() == id then
tellRoomToObserver(p)
self:doBroadcastNotify("AddObserver", json.encode{
p:getId(),
p:getScreenName(),
p:getAvatar()
})
break
end
end
end
local function removeObserver(id)
for _, t in ipairs(self.observers) do
local __, p = table.unpack(t)
if p:getId() == id then
table.removeOne(self.observers, t)
self:doBroadcastNotify("RemoveObserver", json.encode{
p:getId(),
})
break
end
end
end
while true do
local ret = false
local request = self.room:fetchRequest()
if request ~= "" then
ret = true
local id, command = table.unpack(request:split(","))
id = tonumber(id)
if command == "reconnect" then
self:getPlayerById(id):reconnect()
elseif command == "observe" then
addObserver(id)
elseif command == "leave" then
removeObserver(id)
end
elseif rest_time > 10 then
-- let current thread sleep 10ms
-- otherwise CPU usage will be 100% (infinite yield <-> resume loop)
fk.QThread_msleep(10)
end
coroutine.yield(ret)
end
end
-- delay function, should only be used in main coroutine
---@param ms integer @ millisecond to be delayed
function Room:delay(ms)
local start = os.getms()
while true do
local rest = ms - (os.getms() - start) / 1000
if rest <= 0 then
break
end
coroutine.yield("__handleRequest", rest)
end
end
---@param players ServerPlayer[]
---@param card_moves CardsMoveStruct[]
---@param forceVisible boolean
function Room:notifyMoveCards(players, card_moves, forceVisible)
if players == nil or players == {} then players = self.players end
for _, p in ipairs(players) do
local arg = table.clone(card_moves)
for _, move in ipairs(arg) do
-- local to = self:getPlayerById(move.to)
local function infosContainArea(info, area)
for _, i in ipairs(info) do
if i.fromArea == area then
return true
end
end
return false
end
-- forceVisible make the move visible
-- FIXME: move.moveInfo is an array, fix this
move.moveVisible = move.moveVisible or (forceVisible)
-- if move is relevant to player, it should be open
or ((move.from == p.id) or (move.to == p.id))
-- cards move from/to equip/judge/discard/processing should be open
or infosContainArea(move.moveInfo, Card.PlayerEquip)
or move.toArea == Card.PlayerEquip
or infosContainArea(move.moveInfo, Card.PlayerJudge)
or move.toArea == Card.PlayerJudge
or infosContainArea(move.moveInfo, Card.DiscardPile)
or move.toArea == Card.DiscardPile
or infosContainArea(move.moveInfo, Card.Processing)
or move.toArea == Card.Processing
-- TODO: PlayerSpecial
if not move.moveVisible then
for _, info in ipairs(move.moveInfo) do
info.cardId = -1
end
end
end
p:doNotify("MoveCards", json.encode(arg))
end
end
---@param players ServerPlayer | ServerPlayer[]
---@param command string
function Room:notifyMoveFocus(players, command)
if (players.class) then
players = {players}
end
local ids = {}
for _, p in ipairs(players) do
table.insert(ids, p.id)
end
self:doBroadcastNotify("MoveFocus", json.encode{
ids,
command
})
end
---@param log LogMessage
function Room:sendLog(log)
self:doBroadcastNotify("GameLog", json.encode(log))
end
function Room:doAnimate(type, data, players)
players = players or self.players
data.type = type
self:doBroadcastNotify("Animate", json.encode(data), players)
end
function Room:setEmotion(player, name)
self:doAnimate("Emotion", {
player = player.id,
emotion = name
})
end
function Room:setCardEmotion(cid, name)
self:doAnimate("Emotion", {
player = cid,
emotion = name,
is_card = true,
})
end
function Room:doSuperLightBox(path, extra_data)
path = path or "RoomElement/SuperLightBox.qml"
self:doAnimate("SuperLightBox", {
path = path,
data = extra_data,
})
end
function Room:sendLogEvent(type, data, players)
players = players or self.players
data.type = type
self:doBroadcastNotify("LogEvent", json.encode(data), players)
end
---@param skill_name string
---@param index integer
function Room:broadcastSkillInvoke(skill_name, index)
index = index or -1
self:sendLogEvent("PlaySkillSound", {
name = skill_name,
i = index
})
end
---@param skill_name string
---@param index integer
function Room:broadcastPlaySound(path)
self:sendLogEvent("PlaySound", {
name = path,
})
end
---@param player ServerPlayer
---@param skill_name string
---@param skill_type string
function Room:notifySkillInvoked(player, skill_name, skill_type)
if not skill_type then
local skill = Fk.skills[skill_name]
if not skill then skill_type = "" end
skill_type = skill.anim_type
end
self:sendLog{
type = "#InvokeSkill",
from = player.id,
arg = skill_name,
}
self:doAnimate("InvokeSkill", {
name = skill_name,
player = player.id,
skill_type = skill_type,
})
end
---@param source integer
---@param targets integer[]
function Room:doIndicate(source, targets)
local target_group = {}
for _, id in ipairs(targets) do
table.insert(target_group, { id })
end
self:doAnimate("Indicate", {
from = source,
to = target_group,
})
end
------------------------------------------------------------------------
-- interactive functions
------------------------------------------------------------------------
---@param player ServerPlayer
---@param skill_name string
---@param prompt string
---@param cancelable boolean
---@param extra_data table
function Room:askForUseActiveSkill(player, skill_name, prompt, cancelable, extra_data)
prompt = prompt or ""
cancelable = cancelable or false
extra_data = extra_data or {}
local skill = Fk.skills[skill_name]
if not (skill and skill:isInstanceOf(ActiveSkill)) then
print("Attempt ask for use non-active skill: " .. skill_name)
return false
end
local command = "AskForUseActiveSkill"
self:notifyMoveFocus(player, extra_data.skillName or skill_name) -- for display skill name instead of command name
local data = {skill_name, prompt, cancelable, json.encode(extra_data)}
local result = self:doRequest(player, command, json.encode(data))
if result == "" then
return false
end
data = json.decode(result)
local card = data.card
local targets = data.targets
local card_data = json.decode(card)
local selected_cards = card_data.subcards
self:doIndicate(player.id, targets)
skill:onUse(self, {
from = player.id,
cards = selected_cards,
tos = targets,
})
return true, {
cards = selected_cards,
targets = targets
}
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName, cancelable)
if minNum < 1 then
return nil
end
cancelable = cancelable or false
local toDiscard = {}
local data = {
num = maxNum,
min_num = minNum,
include_equip = includeEquip,
reason = skillName
}
local prompt = "#AskForDiscard:::" .. maxNum .. ":" .. minNum
local _, ret = self:askForUseActiveSkill(player, "discard_skill", prompt, cancelable, data)
if ret then
toDiscard = ret.cards
else
if cancelable then return {} end
local hands = player:getCardIds(Player.Hand)
if includeEquip then
table.insertTable(hands, player:getCardIds(Player.Equip))
end
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(toDiscard, randomId)
table.removeOne(hands, randomId)
end
end
self:throwCard(toDiscard, skillName, player, player)
return toDiscard
end
---@param player ServerPlayer
---@param targets integer[]
---@param minNum integer
---@param maxNum integer
---@param prompt string
---@return integer[]
function Room:askForChoosePlayers(player, targets, minNum, maxNum, prompt, skillName)
if maxNum < 1 then
return {}
end
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
pattern = "",
skillName = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data)
if ret then
return ret.targets
else
-- TODO: default
return {}
end
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
---@param cancelable boolean
function Room:askForCard(player, minNum, maxNum, includeEquip, skillName, cancelable)
if minNum < 1 then
return nil
end
cancelable = cancelable or false
local chosenCards = {}
local data = {
num = maxNum,
min_num = minNum,
include_equip = includeEquip,
reason = skillName
}
local prompt = "#askForCard:::" .. maxNum .. ":" .. minNum
local _, ret = self:askForUseActiveSkill(player, "choose_cards_skill", prompt, cancelable, data)
if ret then
chosenCards = ret.cards
else
if cancelable then return {} end
local hands = player:getCardIds(Player.Hand)
if includeEquip then
table.insertTable(hands, player:getCardIds(Player.Equip))
end
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(chosenCards, randomId)
table.removeOne(hands, randomId)
end
end
return chosenCards
end
---@param player ServerPlayer
---@param targets integer[]
---@param minNum integer
---@param maxNum integer
---@param pattern string
---@param prompt string
---@return integer[], integer
function Room:askForChooseCardAndPlayers(player, targets, minNum, maxNum, pattern, prompt, skillName)
if maxNum < 1 then
return {}
end
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
pattern = pattern or ".",
skillName = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data)
if ret then
return ret.targets, ret.cards[1]
else
-- TODO: default
return {}
end
end
---@param player ServerPlayer
---@param generals string[]
---@return string
function Room:askForGeneral(player, generals)
local command = "AskForGeneral"
self:notifyMoveFocus(player, command)
if #generals == 1 then return generals[1] end
local defaultChoice = generals[1]
if (player.state == "online") then
local result = self:doRequest(player, command, json.encode(generals))
if result == "" then
return defaultChoice
else
-- TODO: result is a JSON array
-- update here when choose multiple generals
return json.decode(result)[1]
end
end
return defaultChoice
end
---@param chooser ServerPlayer
---@param target ServerPlayer
---@param flag string @ "hej", h for handcard, e for equip, j for judge
---@param reason string
---@return integer
function Room:askForCardChosen(chooser, target, flag, reason)
local command = "AskForCardChosen"
self:notifyMoveFocus(chooser, command)
local data = {target.id, flag, reason}
local result = self:doRequest(chooser, command, json.encode(data))
if result == "" then
local areas = {}
if string.find(flag, "h") then table.insert(areas, Player.Hand) end
if string.find(flag, "e") then table.insert(areas, Player.Equip) end
if string.find(flag, "j") then table.insert(areas, Player.Judge) end
local handcards = target:getCardIds(areas)
if #handcards == 0 then return end
result = handcards[math.random(1, #handcards)]
else
result = tonumber(result)
end
if result == -1 then
local handcards = target:getCardIds(Player.Hand)
if #handcards == 0 then return end
result = table.random(handcards)
end
return result
end
---@param chooser ServerPlayer
---@param target ServerPlayer
---@param min integer
---@param max integer
---@param flag string @ "hej", h for handcard, e for equip, j for judge
---@param reason string
---@return integer[]
function Room:askForCardsChosen(chooser, target, min, max, flag, reason)
if min == 1 and max == 1 then
return { self:askForCardChosen(chooser, target, flag, reason) }
end
local command = "AskForCardsChosen"
self:notifyMoveFocus(chooser, command)
local data = {target.id, min, max, flag, reason}
local result = self:doRequest(chooser, command, json.encode(data))
local ret
if result ~= "" then
ret = json.decode(result)
else
local areas = {}
if string.find(flag, "h") then table.insert(areas, Player.Hand) end
if string.find(flag, "e") then table.insert(areas, Player.Equip) end
if string.find(flag, "j") then table.insert(areas, Player.Judge) end
local handcards = target:getCardIds(areas)
if #handcards == 0 then return {} end
ret = table.random(handcards, math.min(min, #handcards))
end
local new_ret = table.filter(ret, function(id) return id ~= -1 end)
local hand_num = #ret - #new_ret
if hand_num > 0 then
table.insertTable(new_ret, table.random(target:getCardIds(Player.Hand), hand_num))
end
return new_ret
end
---@param player ServerPlayer
---@param choices string[]
---@param skill_name string
function Room:askForChoice(player, choices, skill_name, prompt, data)
if #choices == 1 then return choices[1] end
local command = "AskForChoice"
prompt = prompt or ""
self:notifyMoveFocus(player, skill_name)
local result = self:doRequest(player, command, json.encode{
choices, skill_name, prompt
})
if result == "" then result = choices[1] end
return result
end
---@param player ServerPlayer
---@param skill_name string
---@return boolean
function Room:askForSkillInvoke(player, skill_name, data)
local command = "AskForSkillInvoke"
self:notifyMoveFocus(player, skill_name)
local invoked = false
local result = self:doRequest(player, command, skill_name)
if result ~= "" then invoked = true end
return invoked
end
-- TODO: guanxing type
function Room:askForGuanxing(player, cards)
if #cards == 1 then
table.insert(self.draw_pile, 1, cards[1])
return
end
local command = "AskForGuanxing"
self:notifyMoveFocus(player, command)
local data = {
cards = cards,
}
local result = self:doRequest(player, command, json.encode(data))
local top, bottom
if result ~= "" then
local d = json.decode(result)
top = d[1]
bottom = d[2]
else
top = cards
bottom = {}
end
for i = #top, 1, -1 do
table.insert(self.draw_pile, 1, top[i])
end
for _, id in ipairs(bottom) do
table.insert(self.draw_pile, id)
end
self:sendLog{
type = "#GuanxingResult",
from = player.id,
arg = #top,
arg2 = #bottom,
}
end
---@param player ServerPlayer
---@param data string
---@return CardUseStruct
function Room:handleUseCardReply(player, data)
data = json.decode(data)
local card = data.card
local targets = data.targets
if type(card) == "string" then
local card_data = json.decode(card)
local skill = Fk.skills[card_data.skill]
local selected_cards = card_data.subcards
if skill:isInstanceOf(ActiveSkill) then
self:useSkill(player, skill, function()
self:doIndicate(player.id, targets)
skill:onUse(self, {
from = player.id,
cards = selected_cards,
tos = targets,
})
end)
return nil
elseif skill:isInstanceOf(ViewAsSkill) then
Self = player
local c = skill:viewAs(selected_cards)
if c then
self:useSkill(player, skill)
local use = {} ---@type CardUseStruct
use.from = player.id
use.tos = {}
for _, target in ipairs(targets) do
table.insert(use.tos, { target })
end
if #use.tos == 0 then
use.tos = nil
end
use.card = c
return use
end
end
else
local use = {} ---@type CardUseStruct
use.from = player.id
use.tos = {}
for _, target in ipairs(targets) do
table.insert(use.tos, { target })
end
if #use.tos == 0 then
use.tos = nil
end
use.card = Fk:getCardById(card)
return use
end
end
-- available extra_data:
-- * must_targets: integer[]
---@param player ServerPlayer
---@param card_name string
---@param pattern string
---@param prompt string
---@param cancelable boolean
---@param extra_data integer
---@param event_data CardEffectEvent|null
---@return CardUseStruct
function Room:askForUseCard(player, card_name, pattern, prompt, cancelable, extra_data, event_data)
local command = "AskForUseCard"
self:notifyMoveFocus(player, card_name)
cancelable = cancelable or false
extra_data = extra_data or {}
pattern = pattern or card_name
prompt = prompt or ""
local askForUseCardData = {
user = player,
cardName = card_name,
pattern = pattern,
extraData = extra_data,
eventData = event_data,
}
self.logic:trigger(fk.AskForCardUse, player, askForUseCardData)
if askForUseCardData.result and type(askForUseCardData.result) == 'table' then
return askForUseCardData.result
else
local data = {card_name, pattern, prompt, cancelable, extra_data}
local result = self:doRequest(player, command, json.encode(data))
if result ~= "" then
return self:handleUseCardReply(player, result)
end
end
return nil
end
---@param player ServerPlayer
---@param card_name string
---@param pattern string
---@param prompt string
---@param cancelable string
function Room:askForResponse(player, card_name, pattern, prompt, cancelable, extra_data)
local command = "AskForResponseCard"
self:notifyMoveFocus(player, card_name)
cancelable = cancelable or false
extra_data = extra_data or {}
pattern = pattern or card_name
prompt = prompt or ""
local eventData = {
user = player,
cardName = card_name,
pattern = pattern,
extraData = extra_data,
}
self.logic:trigger(fk.AskForCardResponse, player, eventData)
if eventData.result then
return eventData.result
else
local data = {card_name, pattern, prompt, cancelable, extra_data}
local result = self:doRequest(player, command, json.encode(data))
if result ~= "" then
local use = self:handleUseCardReply(player, result)
if use then
return use.card
end
end
end
return nil
end
function Room:askForNullification(players, card_name, pattern, prompt, cancelable, extra_data)
if #players == 0 then
return nil
end
local command = "AskForUseCard"
card_name = card_name or "nullification"
cancelable = cancelable or false
extra_data = extra_data or {}
prompt = prompt or ""
pattern = pattern or card_name
self:notifyMoveFocus(self.alive_players, card_name)
self:doBroadcastNotify("WaitForNullification", "")
local data = {card_name, pattern, prompt, cancelable, extra_data}
local winner = self:doRaceRequest(command, players, json.encode(data))
if winner then
local result = winner.client_reply
return self:handleUseCardReply(winner, result)
end
return nil
end
-- AG(a.k.a. Amazing Grace) functions
-- Popup a box that contains many cards, then ask player to choose one
---@param player ServerPlayer
---@param id_list integer[] | Card[]
---@param cancelable boolean
---@param reason string
---@return integer
function Room:askForAG(player, id_list, cancelable, reason)
id_list = Card:getIdList(id_list)
if #id_list == 1 and not cancelable then
return id_list[1]
end
local command = "AskForAG"
self:notifyMoveFocus(player, reason or command)
local data = { id_list, cancelable, reason }
local ret = self:doRequest(player, command, json.encode(data))
if ret == "" and not cancelable then
ret = table.random(id_list)
end
return tonumber(ret)
end
---@param player ServerPlayer
---@param id_list integer[] | Card[]
---@param disable_ids integer[] | Card[]
function Room:fillAG(player, id_list, disable_ids)
id_list = Card:getIdList(id_list)
-- disable_ids = Card:getIdList(disable_ids)
player:doNotify("FillAG", json.encode{ id_list, disable_ids })
end
---@param player ServerPlayer
---@param id integer
function Room:takeAG(taker, id, notify_list)
self:doBroadcastNotify("TakeAG", json.encode{ taker.id, id }, notify_list)
end
---@param player ServerPlayer
function Room:closeAG(player)
if player then player:doNotify("CloseAG", "")
else self:doBroadcastNotify("CloseAG", "") end
end
-- Show a qml dialog and return qml's ClientInstance.replyToServer
-- Do anything you like through this function
---@param player ServerPlayer
---@param focustxt string
---@param qmlPath string
---@param extra_data any
---@return string
function Room:askForCustomDialog(player, focustxt, qmlPath, extra_data)
local command = "CustomDialog"
self:notifyMoveFocus(player, focustxt)
return self:doRequest(player, command, json.encode{
path = qmlPath,
data = extra_data,
})
end
------------------------------------------------------------------------
-- use card logic, and wrappers
------------------------------------------------------------------------
local function execGameEvent(type, ...)
local event = GameEvent:new(type, ...)
local _, ret = event:exec()
return ret
end
---@param cardUseEvent CardUseStruct
---@return boolean
function Room:useCard(cardUseEvent)
return execGameEvent(GameEvent.UseCard, cardUseEvent)
end
---@param room Room
---@param cardUseEvent CardUseStruct
---@param aimEventCollaborators table<string, AimStruct[]>
---@return boolean
local onAim = function(room, cardUseEvent, aimEventCollaborators)
local eventStages = { fk.TargetSpecifying, fk.TargetConfirming, fk.TargetSpecified, fk.TargetConfirmed }
for _, stage in ipairs(eventStages) do
if (not cardUseEvent.tos) or #cardUseEvent.tos == 0 then
return false
end
room:sortPlayersByAction(cardUseEvent.tos)
local aimGroup = AimGroup:initAimGroup(TargetGroup:getRealTargets(cardUseEvent.tos))
local collaboratorsIndex = {}
local firstTarget = true
repeat
local toId = AimGroup:getUndoneOrDoneTargets(aimGroup)[1]
---@type AimStruct
local aimStruct
local initialEvent = false
collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1
if not aimEventCollaborators[toId] or collaboratorsIndex[toId] > #aimEventCollaborators[toId] then
aimStruct = {
from = cardUseEvent.from,
card = cardUseEvent.card,
to = toId,
targetGroup = cardUseEvent.tos,
nullifiedTargets = cardUseEvent.nullifiedTargets or {},
tos = aimGroup,
firstTarget = firstTarget,
additionalDamage = cardUseEvent.additionalDamage
}
local index = 1
for _, targets in ipairs(cardUseEvent.tos) do
if index > collaboratorsIndex[toId] then
break
end
if #targets > 1 then
for i = 2, #targets do
aimStruct.subTargets = {}
table.insert(aimStruct.subTargets, targets[i])
end
end
end
collaboratorsIndex[toId] = 1
initialEvent = true
else
aimStruct = aimEventCollaborators[toId][collaboratorsIndex[toId]]
aimStruct.from = cardUseEvent.from
aimStruct.card = cardUseEvent.card
aimStruct.tos = aimGroup
aimStruct.targetGroup = cardUseEvent.tos
aimStruct.nullifiedTargets = cardUseEvent.nullifiedTargets or {}
aimStruct.firstTarget = firstTarget
end
firstTarget = false
if room.logic:trigger(stage, (stage == fk.TargetSpecifying or stage == fk.TargetSpecified) and room:getPlayerById(aimStruct.from) or room:getPlayerById(aimStruct.to), aimStruct) then
return false
end
AimGroup:removeDeadTargets(room, aimStruct)
local aimEventTargetGroup = aimStruct.targetGroup
if aimEventTargetGroup then
room:sortPlayersByAction(aimEventTargetGroup)
end
cardUseEvent.from = aimStruct.from
cardUseEvent.tos = aimEventTargetGroup
cardUseEvent.nullifiedTargets = aimStruct.nullifiedTargets
if #AimGroup:getAllTargets(aimStruct.tos) == 0 then
return false
end
local cancelledTargets = AimGroup:getCancelledTargets(aimStruct.tos)
if #cancelledTargets > 0 then
for _, target in ipairs(cancelledTargets) do
aimEventCollaborators[target] = {}
collaboratorsIndex[target] = 1
end
end
aimStruct.tos[AimGroup.Cancelled] = {}
aimEventCollaborators[toId] = aimEventCollaborators[toId] or {}
if room:getPlayerById(toId):isAlive() then
if initialEvent then
table.insert(aimEventCollaborators[toId], aimStruct)
else
aimEventCollaborators[toId][collaboratorsIndex[toId]] = aimStruct
end
collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
end
AimGroup:setTargetDone(aimStruct.tos, toId)
aimGroup = aimStruct.tos
until #AimGroup:getUndoneOrDoneTargets(aimGroup) == 0
end
return true
end
---@param cardUseEvent CardUseStruct
function Room:doCardUseEffect(cardUseEvent)
---@type table<string, AimStruct>
local aimEventCollaborators = {}
if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then
return
end
local realCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
-- If using Equip or Delayed trick, move them to the area and return
if cardUseEvent.card.type == Card.TypeEquip then
if #realCardIds == 0 then
return
end
if self:getPlayerById(TargetGroup:getRealTargets(cardUseEvent.tos)[1]).dead then
self.moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
else
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
local existingEquipId = self:getPlayerById(target):getEquipment(cardUseEvent.card.sub_type)
if existingEquipId then
self:moveCards(
{
ids = { existingEquipId },
from = target,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
},
{
ids = realCardIds,
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
}
)
else
self:moveCards({
ids = realCardIds,
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
})
end
end
return
elseif cardUseEvent.card.sub_type == Card.SubtypeDelayedTrick then
if #realCardIds == 0 then
return
end
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
if not self:getPlayerById(target).dead then
local findSameCard = false
for _, cardId in ipairs(self:getPlayerById(target):getCardIds(Player.Judge)) do
if Fk:getCardById(cardId).trueName == cardUseEvent.card.trueName then
findSameCard = true
end
end
if not findSameCard then
if cardUseEvent.card:isVirtual() then
self:getPlayerById(target):addVirtualEquip(cardUseEvent.card)
end
self:moveCards({
ids = realCardIds,
to = target,
toArea = Card.PlayerJudge,
moveReason = fk.ReasonUse,
})
return
end
end
self:moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
return
end
if not cardUseEvent.card.skill then
return
end
---@type CardEffectEvent
local cardEffectEvent = {
from = cardUseEvent.from,
tos = cardUseEvent.tos,
card = cardUseEvent.card,
toCard = cardUseEvent.toCard,
responseToEvent = cardUseEvent.responseToEvent,
nullifiedTargets = cardUseEvent.nullifiedTargets,
disresponsiveList = cardUseEvent.disresponsiveList,
unoffsetableList = cardUseEvent.unoffsetableList,
additionalDamage = cardUseEvent.additionalDamage,
cardIdsResponded = cardUseEvent.nullifiedTargets,
extra_data = cardUseEvent.extra_data,
}
-- If using card to other card (like jink or nullification), simply effect and return
if cardUseEvent.toCard ~= nil then
self:doCardEffect(cardEffectEvent)
return
end
-- Else: do effect to all targets
local collaboratorsIndex = {}
for _, toId in ipairs(TargetGroup:getRealTargets(cardUseEvent.tos)) do
if not table.contains(cardUseEvent.nullifiedTargets, toId) and self:getPlayerById(toId):isAlive() then
if aimEventCollaborators[toId] then
cardEffectEvent.to = toId
collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1
local curAimEvent = aimEventCollaborators[toId][collaboratorsIndex[toId]]
cardEffectEvent.subTargets = curAimEvent.subTargets
cardEffectEvent.additionalDamage = curAimEvent.additionalDamage
if curAimEvent.disresponsiveList then
for _, disresponsivePlayer in ipairs(curAimEvent.disresponsiveList) do
if not table.contains(cardEffectEvent.disresponsiveList, disresponsivePlayer) then
table.insert(cardEffectEvent.disresponsiveList, disresponsivePlayer)
end
end
end
if curAimEvent.unoffsetableList then
for _, unoffsetablePlayer in ipairs(curAimEvent.unoffsetableList) do
if not table.contains(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer) then
table.insert(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer)
end
end
end
cardEffectEvent.disresponsive = curAimEvent.disresponsive
cardEffectEvent.unoffsetable = curAimEvent.unoffsetable
cardEffectEvent.fixedResponseTimes = curAimEvent.fixedResponseTimes
cardEffectEvent.fixedAddTimesResponsors = curAimEvent.fixedAddTimesResponsors
collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
self:doCardEffect(table.simpleClone(cardEffectEvent))
end
end
end
end
---@param cardEffectEvent CardEffectEvent
function Room:doCardEffect(cardEffectEvent)
for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do
if cardEffectEvent.isCancellOut then
local user = cardEffectEvent.from and self:getPlayerById(cardEffectEvent.from) or nil
if self.logic:trigger(fk.CardEffectCancelledOut, user, cardEffectEvent) then
cardEffectEvent.isCancellOut = false
else
break
end
end
if not cardEffectEvent.toCard and (not (self:getPlayerById(cardEffectEvent.to):isAlive() and cardEffectEvent.to) or #self:deadPlayerFilter(TargetGroup:getRealTargets(cardEffectEvent.tos)) == 0) then
break
end
if table.contains((cardEffectEvent.nullifiedTargets or {}), cardEffectEvent.to) then
break
end
if cardEffectEvent.from and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
return
end
if event == fk.PreCardEffect then
if cardEffectEvent.card.skill:aboutToEffect(self, cardEffectEvent) then return end
if cardEffectEvent.card.trueName == "slash" and
not (
cardEffectEvent.disresponsive or
cardEffectEvent.unoffsetable or
table.contains(cardEffectEvent.disresponsiveList or {}, cardEffectEvent.to) or
table.contains(cardEffectEvent.unoffsetableList or {}, cardEffectEvent.to)
) then
local loopTimes = 1
if cardEffectEvent.fixedResponseTimes then
if type(cardEffectEvent.fixedResponseTimes) == "table" then
loopTimes = cardEffectEvent.fixedResponseTimes["jink"] or 1
elseif type(cardEffectEvent.fixedResponseTimes) == "number" then
loopTimes = cardEffectEvent.fixedResponseTimes
end
end
for i = 1, loopTimes do
local to = self:getPlayerById(cardEffectEvent.to)
local prompt = ""
if cardEffectEvent.from then
prompt = "#slash-jink:" .. cardEffectEvent.from .. "::" .. 1
end
local use = self:askForUseCard(
to,
"jink",
nil,
prompt,
true,
nil,
cardEffectEvent
)
if use then
use.toCard = cardEffectEvent.card
use.responseToEvent = cardEffectEvent
self:useCard(use)
end
if not cardEffectEvent.isCancellOut then
break
end
cardEffectEvent.isCancellOut = i == loopTimes
end
elseif cardEffectEvent.card.type == Card.TypeTrick and
not cardEffectEvent.disresponsive then
local players = {}
for _, p in ipairs(self.alive_players) do
local cards = p:getCardIds(Player.Hand)
for _, cid in ipairs(cards) do
if Fk:getCardById(cid).name == "nullification" and
not table.contains(cardEffectEvent.disresponsiveList or {}, p.id) then
table.insert(players, p)
break
end
end
end
local prompt = ""
if cardEffectEvent.to then
prompt = "#AskForNullification::" .. cardEffectEvent.to .. ":" .. cardEffectEvent.card.name
elseif cardEffectEvent.from then
prompt = "#AskForNullificationWithoutTo:" .. cardEffectEvent.from .. "::" .. cardEffectEvent.card.name
end
local use = self:askForNullification(players, nil, nil, prompt)
if use then
use.toCard = cardEffectEvent.card
use.responseToEvent = cardEffectEvent
self:useCard(use)
end
end
end
if event == fk.CardEffecting then
if cardEffectEvent.card.skill then
execGameEvent(GameEvent.SkillEffect, function ()
cardEffectEvent.card.skill:onEffect(self, cardEffectEvent)
end)
end
end
end
end
---@param cardResponseEvent CardResponseEvent
function Room:responseCard(cardResponseEvent)
return execGameEvent(GameEvent.RespondCard, cardResponseEvent)
end
------------------------------------------------------------------------
-- move cards, and wrappers
------------------------------------------------------------------------
---@vararg CardsMoveInfo
---@return boolean
function Room:moveCards(...)
return execGameEvent(GameEvent.MoveCards, ...)
end
---@param player integer
---@param cid integer|Card
---@param unhide boolean
---@param reason CardMoveReason
function Room:obtainCard(player, cid, unhide, reason)
if type(cid) ~= "number" then
assert(cid and cid:isInstanceOf(Card))
cid = cid:isVirtual() and cid.subcards or {cid.id}
else
cid = {cid}
end
if #cid == 0 then return end
self:moveCards({
ids = cid,
from = self.owner_map[cid[1]],
to = player,
toArea = Card.PlayerHand,
moveReason = reason or fk.ReasonJustMove,
proposer = player,
moveVisible = unhide or false,
})
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@param fromPlace "top"|"bottom"
---@return integer[]
function Room:drawCards(player, num, skillName, fromPlace)
local topCards = self:getNCards(num, fromPlace)
self:moveCards({
ids = topCards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonDraw,
proposer = player.id,
skillName = skillName,
})
return { table.unpack(topCards) }
end
---@param card Card | Card[]
---@param to_place integer
---@param target ServerPlayer
---@param reason integer
---@param skill_name string
---@param special_name string
---@param visible boolean
function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name, visible)
reason = reason or fk.ReasonJustMove
skill_name = skill_name or ""
special_name = special_name or ""
local ids = Card:getIdList(card)
local to
if table.contains(
{Card.PlayerEquip, Card.PlayerHand,
Card.PlayerJudge, Card.PlayerSpecial}, to_place) then
to = target.id
end
self:moveCards{
ids = ids,
from = self.owner_map[ids[1]],
to = to,
toArea = to_place,
moveReason = reason,
skillName = skill_name,
specialName = special_name,
moveVisible = visible,
}
end
------------------------------------------------------------------------
-- some easier actions
------------------------------------------------------------------------
-- actions related to hp
---@param player ServerPlayer
---@param num integer
---@param reason "loseHp"|"damage"|"recover"|null
---@param skillName string
---@param damageStruct DamageStruct|null
---@return boolean
function Room:changeHp(player, num, reason, skillName, damageStruct)
return execGameEvent(GameEvent.ChangeHp, player, num, reason, skillName, damageStruct)
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@return boolean
function Room:loseHp(player, num, skillName)
return execGameEvent(GameEvent.LoseHp, player, num, skillName)
end
---@param player ServerPlayer
---@param num integer
---@return boolean
function Room:changeMaxHp(player, num)
return execGameEvent(GameEvent.ChangeMaxHp, player, num)
end
---@param damageStruct DamageStruct
---@return boolean
function Room:damage(damageStruct)
return execGameEvent(GameEvent.Damage, damageStruct)
end
---@param recoverStruct RecoverStruct
---@return boolean
function Room:recover(recoverStruct)
return execGameEvent(GameEvent.Recover, recoverStruct)
end
---@param dyingStruct DyingStruct
function Room:enterDying(dyingStruct)
return execGameEvent(GameEvent.Dying, dyingStruct)
end
---@param deathStruct DeathStruct
function Room:killPlayer(deathStruct)
return execGameEvent(GameEvent.Death, deathStruct)
end
-- lose/acquire skill actions
---@param player ServerPlayer
---@param skill_names string[] | string
---@param source_skill string | Skill | null
---@param no_trigger boolean | null
function Room:handleAddLoseSkills(player, skill_names, source_skill, sendlog, no_trigger)
if type(skill_names) == "string" then
skill_names = skill_names:split("|")
end
if sendlog == nil then sendlog = true end
if #skill_names == 0 then return end
local losts = {} ---@type boolean[]
local triggers = {} ---@type Skill[]
for _, skill in ipairs(skill_names) do
if string.sub(skill, 1, 1) == "-" then
local actual_skill = string.sub(skill, 2, #skill)
if player:hasSkill(actual_skill) then
local lost_skills = player:loseSkill(actual_skill, source_skill)
for _, s in ipairs(lost_skills) do
self:doBroadcastNotify("LoseSkill", json.encode{
player.id,
s.name
})
if sendlog then
self:sendLog{
type = "#LoseSkill",
from = player.id,
arg = s.name
}
end
table.insert(losts, true)
table.insert(triggers, s)
end
end
else
local sk = Fk.skills[skill]
if sk and not player:hasSkill(sk) then
local got_skills = player:addSkill(sk)
for _, s in ipairs(got_skills) do
-- TODO: limit skill mark
self:doBroadcastNotify("AddSkill", json.encode{
player.id,
s.name
})
if sendlog then
self:sendLog{
type = "#AcquireSkill",
from = player.id,
arg = s.name
}
end
table.insert(losts, false)
table.insert(triggers, s)
end
end
end
end
if (not no_trigger) and #triggers > 0 then
for i = 1, #triggers do
local event = losts[i] and fk.EventLoseSkill or fk.EventAcquireSkill
self.logic:trigger(event, player, triggers[i])
end
end
end
-- judge
---@param data JudgeStruct
function Room:judge(data)
return execGameEvent(GameEvent.Judge, data)
end
---@param card Card
---@param player ServerPlayer
---@param judge JudgeStruct
---@param skillName string
---@param exchange boolean
function Room:retrial(card, player, judge, skillName, exchange)
if not card then return end
local triggerResponded = self.owner_map[card:getEffectiveId()] == player
local isHandcard = (triggerResponded and self:getCardArea(card:getEffectiveId()) == Card.PlayerHand)
local oldJudge = judge.card
judge.card = Fk:getCardById(card:getEffectiveId())
local rebyre = judge.retrial_by_response
judge.retrial_by_response = player
local resp = {} ---@type CardResponseEvent
resp.from = player.id
resp.card = card
if triggerResponded then
self.logic:trigger(fk.PreCardRespond, player, resp)
end
local move1 = {} ---@type CardsMoveInfo
move1.ids = { card:getEffectiveId() }
move1.from = player.id
move1.toArea = Card.Processing
move1.moveReason = fk.ReasonResonpse
move1.skillName = skillName
local move2 = {} ---@type CardsMoveInfo
move2.ids = { oldJudge:getEffectiveId() }
move2.toArea = exchange and Card.PlayerHand or Card.DiscardPile
move2.moveReason = fk.ReasonJustMove
move2.to = exchange and player.id or nil
self:sendLog{
type = "#ChangedJudge",
from = player.id,
to = { judge.who.id },
card = { card:getEffectiveId() },
arg = skillName,
}
self:moveCards(move1, move2)
if triggerResponded then
self.logic:trigger(fk.CardRespondFinished, player, resp)
end
end
---@param card_ids integer[]
---@param skillName string
---@param who ServerPlayer
---@param thrower ServerPlayer
function Room:throwCard(card_ids, skillName, who, thrower)
if type(card_ids) == "number" then
card_ids = {card_ids}
end
skillName = skillName or ""
thrower = thrower or who
self:moveCards({
ids = card_ids,
from = who.id,
toArea = Card.DiscardPile,
moveReason = fk.ReasonDiscard,
proposer = thrower.id,
skillName = skillName
})
end
---@param pindianData PindianStruct
function Room:pindian(pindianData)
return execGameEvent(GameEvent.Pindian, pindianData)
end
-- other helpers
function Room:adjustSeats()
local players = {}
local p = 0
for i = 1, #self.players do
if self.players[i].role == "lord" then
p = i
break
end
end
for j = p, #self.players do
table.insert(players, self.players[j])
end
for j = 1, p - 1 do
table.insert(players, self.players[j])
end
self.players = players
local player_circle = {}
for i = 1, #self.players do
self.players[i].seat = i
table.insert(player_circle, self.players[i].id)
end
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
function Room:shuffleDrawPile()
if #self.draw_pile + #self.discard_pile == 0 then
return
end
table.insertTable(self.draw_pile, self.discard_pile)
for _, id in ipairs(self.discard_pile) do
self:setCardArea(id, Card.DrawPile, nil)
end
self.discard_pile = {}
table.shuffle(self.draw_pile)
end
---@param player ServerPlayer
---@param skill Skill
---@param effect_cb fun()
function Room:useSkill(player, skill, effect_cb)
if not skill.mute then
if skill.attached_equip then
local equip = Fk:cloneCard(skill.attached_equip)
local pkgPath = "./packages/" .. equip.package.extensionName
local soundName = pkgPath .. "/audio/card/" .. equip.name
self:broadcastPlaySound(soundName)
self:setEmotion(player, pkgPath .. "/image/anim/" .. equip.name)
else
self:broadcastSkillInvoke(skill.name)
self:notifySkillInvoked(player, skill.name)
end
end
player:addSkillUseHistory(skill.name)
if effect_cb then
return execGameEvent(GameEvent.SkillEffect, effect_cb)
end
end
function Room:gameOver(winner)
self.logic:trigger(fk.GameFinished, nil, winner)
self.game_started = false
self.game_finished = true
for _, p in ipairs(self.players) do
self:broadcastProperty(p, "role")
end
self:doBroadcastNotify("GameOver", winner)
self.room:gameOver()
coroutine.yield("__handleRequest")
end
---@param card Card
---@param fromAreas CardArea[]|null
---@return integer[]
function Room:getSubcardsByRule(card, fromAreas)
if card:isVirtual() and #card.subcards == 0 then
return {}
end
local cardIds = {}
fromAreas = fromAreas or {}
for _, cardId in ipairs(card:isVirtual() and card.subcards or { card.id }) do
if #fromAreas == 0 or table.contains(fromAreas, self:getCardArea(cardId)) then
table.insert(cardIds, cardId)
end
end
return cardIds
end
function CreateRoom(_room)
RoomInstance = Room:new(_room)
end