574 lines
14 KiB
Lua
574 lines
14 KiB
Lua
---@class ServerPlayer : Player
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---@field serverplayer fk.ServerPlayer
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---@field room Room
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---@field next ServerPlayer
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---@field request_data string
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---@field client_reply string
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---@field default_reply string
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---@field reply_ready boolean
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---@field reply_cancel boolean
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---@field phases Phase[]
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---@field skipped_phases Phase[]
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---@field phase_state table[]
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---@field phase_index integer
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---@field role_shown boolean
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---@field ai AI
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---@field ai_data any
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local ServerPlayer = Player:subclass("ServerPlayer")
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function ServerPlayer:initialize(_self)
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Player.initialize(self)
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self.serverplayer = _self
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self.id = _self:getId()
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self.state = _self:getStateString()
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self.room = nil
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-- Below are for doBroadcastRequest
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self.request_data = ""
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self.client_reply = ""
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self.default_reply = ""
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self.reply_ready = false
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self.reply_cancel = false
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self.phases = {}
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self.skipped_phases = {}
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self.ai = RandomAI:new(self)
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end
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---@param command string
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---@param jsonData string
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function ServerPlayer:doNotify(command, jsonData)
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self.serverplayer:doNotify(command, jsonData)
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local room = self.room
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for _, t in ipairs(room.observers) do
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local id, p = table.unpack(t)
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if id == self.id then
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p:doNotify(command, jsonData)
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end
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end
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end
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--- Send a request to client, and allow client to reply within *timeout* seconds.
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---
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--- *timeout* must not be negative. If nil, room.timeout is used.
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---@param command string
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---@param jsonData string
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---@param timeout integer
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function ServerPlayer:doRequest(command, jsonData, timeout)
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timeout = timeout or self.room.timeout
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self.client_reply = ""
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self.reply_ready = false
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self.reply_cancel = false
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self.ai_data = {
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command = command,
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jsonData = jsonData,
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}
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self.serverplayer:doRequest(command, jsonData, timeout)
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end
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local function checkNoHuman(room)
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for _, p in ipairs(room.players) do
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-- TODO: trust
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if p.serverplayer:getStateString() == "online" then
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return
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end
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end
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room:gameOver("")
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end
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local function _waitForReply(player, timeout)
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local result
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local start = os.getms()
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local state = player.serverplayer:getStateString()
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if state ~= "online" then
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-- Let AI make reply. First handle request
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local ret_msg = true
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while ret_msg do
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-- when ret_msg is false, that means there is no request in the queue
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ret_msg = coroutine.yield("__handleRequest", 1)
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end
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checkNoHuman(player.room)
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player.ai:readRequestData()
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local reply = player.ai:makeReply()
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return reply
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end
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while true do
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result = player.serverplayer:waitForReply(0)
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if result ~= "__notready" then
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return result
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end
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local rest = timeout * 1000 - (os.getms() - start) / 1000
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if timeout and rest <= 0 then
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return ""
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end
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coroutine.yield("__handleRequest", rest)
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end
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end
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--- Wait for at most *timeout* seconds for reply from client.
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---
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--- If *timeout* is negative or **nil**, the function will wait forever until get reply.
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---@param timeout integer @ seconds to wait
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---@return string @ JSON data
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function ServerPlayer:waitForReply(timeout)
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local result = _waitForReply(self, timeout)
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self.request_data = ""
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self.client_reply = result
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if result == "__cancel" then
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result = ""
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self.reply_cancel = true
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end
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if result ~= "" then self.reply_ready = true end
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return result
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end
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---@param player ServerPlayer
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function ServerPlayer:marshal(player)
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local room = self.room
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if not room.game_started then
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-- If game does not starts, that mean we are entering room that
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-- all players are choosing their generals.
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-- Note that when we are in this function, the main thread must be
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-- calling delay() or waiting for reply.
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if self.role_shown then
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room:notifyProperty(player, self, "role")
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end
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return
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end
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room:notifyProperty(player, self, "maxHp")
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room:notifyProperty(player, self, "hp")
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room:notifyProperty(player, self, "gender")
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if self.kingdom ~= Fk.generals[self.general].kingdom then
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self.kingdom = Fk.generals[self.general].kingdom
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room:notifyProperty(player, self, "kingdom")
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end
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if self.dead then
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room:notifyProperty(player, self, "dead")
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room:notifyProperty(player, self, "role")
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else
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room:notifyProperty(player, self, "seat")
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room:notifyProperty(player, self, "phase")
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end
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if not self.faceup then
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room:notifyProperty(player, self, "faceup")
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end
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if self.chained then
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room:notifyProperty(player, self, "chained")
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end
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local card_moves = {}
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if #self.player_cards[Player.Hand] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Hand]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerHand
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}
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table.insert(card_moves, move)
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end
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if #self.player_cards[Player.Equip] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Equip]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerEquip
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}
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table.insert(card_moves, move)
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end
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if #self.player_cards[Player.Judge] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Judge]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerJudge
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}
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table.insert(card_moves, move)
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end
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if #card_moves > 0 then
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room:notifyMoveCards({ player }, card_moves)
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end
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-- TODO: pile, mark
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for _, s in ipairs(self.player_skills) do
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player:doNotify("AddSkill", json.encode{self.id, s.name})
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end
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for k, v in pairs(self.cardUsedHistory) do
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if v[1] > 0 then
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player:doNotify("AddCardUseHistory", json.encode{k, v[1]})
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end
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end
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if self.role_shown then
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room:notifyProperty(player, self, "role")
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end
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end
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function ServerPlayer:reconnect()
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local room = self.room
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self.serverplayer:setStateString("online")
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self:doNotify("Setup", json.encode{
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self.id,
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self.serverplayer:getScreenName(),
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self.serverplayer:getAvatar(),
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})
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self:doNotify("EnterLobby", "")
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self:doNotify("EnterRoom", json.encode{
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#room.players, room.timeout,
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-- FIXME: use real room settings here
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{ enableFreeAssign = false }
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})
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room:notifyProperty(self, self, "role")
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-- send player data
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for _, p in ipairs(room:getOtherPlayers(self, true, true)) do
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self:doNotify("AddPlayer", json.encode{
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p.id,
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p.serverplayer:getScreenName(),
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p.serverplayer:getAvatar(),
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})
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end
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local player_circle = {}
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for i = 1, #room.players do
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table.insert(player_circle, room.players[i].id)
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end
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self:doNotify("ArrangeSeats", json.encode(player_circle))
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for _, p in ipairs(room.players) do
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room:notifyProperty(self, p, "general")
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p:marshal(self)
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end
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-- TODO: tell drawPile
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room:broadcastProperty(self, "state")
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end
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function ServerPlayer:isAlive()
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return self.dead == false
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end
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function ServerPlayer:getNextAlive()
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if #self.room.alive_players == 0 then
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return self
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end
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local ret = self.next
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while ret.dead do
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ret = ret.next
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end
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return ret
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end
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function ServerPlayer:turnOver()
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self.faceup = not self.faceup
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self.room:broadcastProperty(self, "faceup")
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self.room:sendLog{
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type = "#TurnOver",
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from = self.id,
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arg = self.faceup and "face_up" or "face_down",
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}
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self.room.logic:trigger(fk.TurnedOver, self)
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end
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function ServerPlayer:showCards(cards)
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cards = Card:getIdList(cards)
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local room = self.room
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room:sendLog{
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type = "#ShowCard",
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from = self.id,
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card = cards,
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}
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room:doBroadcastNotify("ShowCard", json.encode{
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from = self.id,
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cards = cards,
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})
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end
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---@param from_phase Phase
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---@param to_phase Phase
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function ServerPlayer:changePhase(from_phase, to_phase)
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local room = self.room
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local logic = room.logic
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self.phase = Player.PhaseNone
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local phase_change = {
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from = from_phase,
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to = to_phase
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}
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local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
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if skip and to_phase ~= Player.NotActive then
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self.phase = from_phase
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return true
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end
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self.phase = to_phase
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room:notifyProperty(self, self, "phase")
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if #self.phases > 0 then
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table.remove(self.phases, 1)
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end
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if not logic:trigger(fk.EventPhaseStart, self) then
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if self.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseProceeding, self)
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end
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end
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if self.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseEnd, self)
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end
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return false
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end
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local phase_name_table = {
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[Player.Judge] = "phase_judge",
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[Player.Draw] = "phase_draw",
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[Player.Play] = "phase_play",
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[Player.Discard] = "phase_discard",
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}
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---@param phase_table Phase[]
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function ServerPlayer:play(phase_table)
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phase_table = phase_table or {}
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if #phase_table > 0 then
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if not table.contains(phase_table, Player.NotActive) then
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table.insert(phase_table, Player.NotActive)
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end
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else
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phase_table = {
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Player.RoundStart, Player.Start,
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Player.Judge, Player.Draw, Player.Play, Player.Discard,
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Player.Finish, Player.NotActive,
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}
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end
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self.phases = phase_table
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self.phase_state = {}
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local phases = self.phases
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local phase_state = self.phase_state
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local room = self.room
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for i = 1, #phases do
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phase_state[i] = {
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phase = phases[i],
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skipped = self.skipped_phases[phases[i]] or false
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}
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end
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for i = 1, #phases do
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if self.dead then
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self:changePhase(self.phase, Player.NotActive)
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break
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end
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self.phase_index = i
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local phase_change = {
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from = self.phase,
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to = phases[i]
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}
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local logic = self.room.logic
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self.phase = Player.PhaseNone
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local skip = phase_state[i].skipped
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if not skip then
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skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
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end
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phases[i] = phase_change.to
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phase_state[i].phase = phases[i]
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self.phase = phases[i]
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room:notifyProperty(self, self, "phase")
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local cancel_skip = true
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if phases[i] ~= Player.NotActive and (skip) then
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cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
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end
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if (not skip) or (cancel_skip) then
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if not logic:trigger(fk.EventPhaseStart, self) then
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if self.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseProceeding, self)
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end
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end
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if self.phase ~= Player.NotActive then
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logic:trigger(fk.EventPhaseEnd, self)
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else
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self.skipped_phases = {}
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end
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else
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room:sendLog{
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type = "#PhaseSkipped",
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from = self.id,
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arg = phase_name_table[self.phase],
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}
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end
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end
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end
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---@param phase Phase
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function ServerPlayer:skip(phase)
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if not table.contains({
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Player.Judge,
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Player.Draw,
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Player.Play,
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Player.Discard
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}, phase) then
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return
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end
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self.skipped_phases[phase] = true
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for _, t in ipairs(self.phase_state) do
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if t.phase == phase then
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t.skipped = true
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end
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end
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end
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function ServerPlayer:gainAnExtraTurn()
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local room = self.room
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room:sendLog{
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type = "#GainAnExtraTurn",
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from = self.id
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}
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local current = room.current
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room.current = self
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GameEvent(GameEvent.Turn):exec()
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room.current = current
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end
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function ServerPlayer:drawCards(num, skillName, fromPlace)
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return self.room:drawCards(self, num, skillName, fromPlace)
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end
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---@param pile_name string
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---@param card integer|Card
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---@param visible boolean
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---@param skillName string
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function ServerPlayer:addToPile(pile_name, card, visible, skillName)
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local room = self.room
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room:moveCardTo(card, Card.PlayerSpecial, self, fk.ReasonJustMove, skillName, pile_name, visible)
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end
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function ServerPlayer:bury()
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self:setCardUseHistory("")
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self:setSkillUseHistory("")
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self:throwAllCards()
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self:throwAllMarks()
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self:clearPiles()
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end
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function ServerPlayer:throwAllCards(flag)
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local room = self.room
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flag = flag or "hej"
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if string.find(flag, "h") then
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room:throwCard(self.player_cards[Player.Hand], "", self)
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end
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if string.find(flag, "e") then
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room:throwCard(self.player_cards[Player.Equip], "", self)
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end
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if string.find(flag, "j") then
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room:throwCard(self.player_cards[Player.Judge], "", self)
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end
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end
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function ServerPlayer:throwAllMarks()
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for name, _ in pairs(self.mark) do
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self.room:setPlayerMark(self, name, 0)
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end
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end
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function ServerPlayer:clearPiles()
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for _, ids in pairs(self.special_cards) do
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self.room:throwCard(ids, "", self)
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end
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end
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function ServerPlayer:addVirtualEquip(card)
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Player.addVirtualEquip(self, card)
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self.room:doBroadcastNotify("AddVirtualEquip", json.encode{
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player = self.id,
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name = card.name,
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subcards = card.subcards,
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})
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end
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function ServerPlayer:removeVirtualEquip(cid)
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local ret = Player.removeVirtualEquip(self, cid)
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self.room:doBroadcastNotify("RemoveVirtualEquip", json.encode{
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player = self.id,
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id = cid,
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})
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return ret
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end
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function ServerPlayer:addCardUseHistory(cardName, num)
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Player.addCardUseHistory(self, cardName, num)
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self:doNotify("AddCardUseHistory", json.encode{cardName, num})
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end
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function ServerPlayer:setCardUseHistory(cardName, num, scope)
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Player.setCardUseHistory(self, cardName, num, scope)
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self:doNotify("SetCardUseHistory", json.encode{cardName, num, scope})
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end
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function ServerPlayer:addSkillUseHistory(cardName, num)
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Player.addSkillUseHistory(self, cardName, num)
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self:doNotify("AddSkillUseHistory", json.encode{cardName, num})
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end
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function ServerPlayer:setSkillUseHistory(cardName, num, scope)
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Player.setSkillUseHistory(self, cardName, num, scope)
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self:doNotify("SetSkillUseHistory", json.encode{cardName, num, scope})
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end
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---@param chained boolean
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function ServerPlayer:setChainState(chained)
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self.chained = chained
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self.room:broadcastProperty(self, "chained")
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self.room:sendLog{
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type = "#ChainStateChange",
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from = self.id,
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arg = self.chained and "chained" or "not-chained"
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}
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end
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---@param from ServerPlayer
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---@param tos ServerPlayer[]
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---@param skillName string
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---@param initialCard Card
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---@return PindianStruct
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function ServerPlayer:pindian(tos, skillName, initialCard)
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local pindianData = { from = self, tos = tos, reson = skillName, fromCard = initialCard, results = {} }
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self.room:pindian(pindianData)
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return pindianData
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end
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return ServerPlayer
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