248 lines
7.1 KiB
Lua
248 lines
7.1 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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---@class GameEvent: Object
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---@field public id integer @ 事件的id,随着时间推移自动增加并分配给新事件
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---@field public end_id integer @ 事件的对应结束id,如果整个事件中未插入事件,那么end_id就是自己的id
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---@field public room Room @ room实例
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---@field public event GameEvent @ 该事件对应的EventType,现已改为对应的class
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---@field public data any @ 事件的附加数据,视类型而定
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---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
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---@field public extra_clear fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
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---@field public extra_exit fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
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---@field public exec_ret boolean? @ exec函数的返回值,可能不存在
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---@field public status string @ ready, running, exiting, dead
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---@field public interrupted boolean @ 事件是否是因为被中断而结束的,可能是防止事件或者被杀
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---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
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local GameEvent = class("GameEvent")
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.prepare_funcs = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.functions = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.cleaners = {}
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---@type (fun(self: GameEvent): bool)[]
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GameEvent.exit_funcs = {}
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local dummyFunc = Util.DummyFunc
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function GameEvent:initialize(event, ...)
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self.id = -1
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self.end_id = -1
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self.room = RoomInstance
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-- for compat
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self.event = event
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---@diagnostic disable-next-line
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-- self.event = self.class
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self.data = { ... }
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self.status = "ready"
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self.interrupted = false
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self.extra_clear = Util.DummyTable
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self.extra_exit = Util.DummyTable
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end
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---@generic T
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---@param self T
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---@return T
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function GameEvent.create(self, ...)
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if self.class then error('cannot use "create()" by event instances') end
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return self:new(self, ...)
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end
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-- 获取最接近GameEvent的基类
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---@return GameEvent
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function GameEvent.getBaseClass(self, ...)
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if self.class then error('cannot use "getBaseClass()" by event instances') end
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if self.super == GameEvent or self == GameEvent then
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return self
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end
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return self.super:getBaseClass()
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end
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function GameEvent.static:subclassed(subclass)
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local mt = getmetatable(subclass)
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-- 适配老代码event == GameEvent.Turn之类的奇技淫巧,危险性待评估
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-- 这样若某个模式启用派生类修改逻辑,那么findParent之类的基于父类也能找
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mt.__eq = function(a, b)
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if not a.super or not b.super then return false end
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return rawequal(a, b) or a:isSubclassOf(b) or b:isSubclassOf(a)
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end
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end
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function GameEvent:__tostring()
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return string.format("<%s #%d>",
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type(self.event == "string") and self.event or self.class.name, self.id)
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end
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function GameEvent:prepare()
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return (GameEvent.prepare_funcs[self.event] or dummyFunc)(self)
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end
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function GameEvent:main()
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return (GameEvent.functions[self.event] or dummyFunc)(self)
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end
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function GameEvent:clear()
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return (GameEvent.cleaners[self.event] or dummyFunc)(self)
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end
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function GameEvent:exit()
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return (GameEvent.exit_funcs[self.event] or dummyFunc)(self)
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end
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function GameEvent:addCleaner(f)
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if self.extra_clear == Util.DummyTable then
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self.extra_clear= {}
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end
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table.insert(self.extra_clear, f)
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end
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function GameEvent:addExitFunc(f)
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if self.extra_exit== Util.DummyTable then
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self.extra_exit= {}
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end
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table.insert(self.extra_exit, f)
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end
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function GameEvent:prependExitFunc(f)
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if self.extra_exit== Util.DummyTable then
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self.extra_exit= {}
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end
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table.insert(self.extra_exit, 1, f)
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end
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-- 找第一个与当前事件有继承关系的特定事件
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---@param eventType GameEvent @ 事件类型
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---@param includeSelf bool @ 是否包括本事件
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---@param depth? integer @ 搜索深度
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---@return GameEvent?
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function GameEvent:findParent(eventType, includeSelf, depth)
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if includeSelf and self.event == eventType then return self end
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if depth == 0 then return nil end
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local e = self.parent
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local l = 1
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while e do
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if e.event == eventType then return e end
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if depth and l >= depth then break end
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e = e.parent
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l = l + 1
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end
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return nil
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end
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-- 找n个id介于from和to之间的事件。
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---@param events GameEvent[] @ 事件数组
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---@param from integer @ 起始id
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---@param to integer @ 终止id
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---@param n integer @ 最多找多少个
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---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
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---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
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local function bin_search(events, from, to, n, func)
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local left = 1
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local right = #events
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local mid
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local ret = {}
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if from < events[1].id then
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mid = 1
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elseif from > events[right].id then
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return ret
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else
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while true do
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if left > right then return ret end
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mid = (left + right) // 2
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local id = events[mid].id
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local id_left = mid == 1 and -math.huge or events[mid - 1].id
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if from < id then
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if from >= id_left then
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break
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end
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right = mid - 1
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else
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left = mid + 1
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end
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end
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end
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for i = mid, #events do
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local v = events[i]
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if v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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return ret
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end
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-- 从某个区间中,找出类型符合且符合func函数检测的至多n个事件。
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---@param eventType integer @ 要查找的事件类型
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---@param n integer @ 最多找多少个
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---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
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---@param endEvent? GameEvent @ 区间终止点,默认为本事件结束
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---@return GameEvent[] @ 找到的符合条件的所有事件,最多n个但不保证有n个
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function GameEvent:searchEvents(eventType, n, func, endEvent)
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local logic = self.room.logic
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local events = logic.event_recorder[eventType] or Util.DummyTable
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local from = self.id
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local to = endEvent and endEvent.id or self.end_id
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if math.abs(to) == 1 then to = #logic.all_game_events end
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n = n or 1
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func = func or Util.TrueFunc
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local ret
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if #events < 6 then
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ret = {}
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for _, v in ipairs(events) do
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if v.id >= from and v.id <= to and func(v) then
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table.insert(ret, v)
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end
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if #ret >= n then break end
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end
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else
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ret = bin_search(events, from, to, n, func)
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end
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return ret
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end
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function GameEvent:exec()
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local room = self.room
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local logic = room.logic
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if self.status ~= "ready" then return true end
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self.parent = logic:getCurrentEvent()
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if self:prepare() then return true end
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logic:pushEvent(self)
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local co = coroutine.create(function() return self:main() end)
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self._co = co
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self.status = "running"
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coroutine.yield(self, "__newEvent")
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Pcall(self.exit, self)
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for _, f in ipairs(self.extra_exit) do
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if type(f) == "function" then
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Pcall(f, self)
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end
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end
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return self.interrupted, self.exec_ret
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end
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function GameEvent:shutdown()
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if self.status ~= "running" then return end
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-- yield to self and break
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coroutine.yield(self, "__breakEvent")
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end
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return GameEvent
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