FreeKill/lua/fk_ex.lua

642 lines
23 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

-- SPDX-License-Identifier: GPL-3.0-or-later
-- fk_ex.lua对标太阳神三国杀的sgs_ex.lua
-- 目的是提供类似太阳神三国杀拓展般的拓展语法。
-- 关于各种CreateXXXSkill的介绍请见相应文档这里不做赘述。
-- 首先加载所有详细的技能类型、卡牌类型等等,以及时机列表
dofile "lua/server/event.lua"
dofile "lua/server/system_enum.lua"
dofile "lua/server/mark_enum.lua"
TriggerSkill = require "core.skill_type.trigger"
ActiveSkill = require "core.skill_type.active"
ViewAsSkill = require "core.skill_type.view_as"
DistanceSkill = require "core.skill_type.distance"
ProhibitSkill = require "core.skill_type.prohibit"
AttackRangeSkill = require "core.skill_type.attack_range"
MaxCardsSkill = require "core.skill_type.max_cards"
TargetModSkill = require "core.skill_type.target_mod"
FilterSkill = require "core.skill_type.filter"
InvaliditySkill = require "lua.core.skill_type.invalidity"
BasicCard = require "core.card_type.basic"
local Trick = require "core.card_type.trick"
TrickCard, DelayedTrickCard = table.unpack(Trick)
local Equip = require "core.card_type.equip"
_, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip)
local function readCommonSpecToSkill(skill, spec)
skill.mute = spec.mute
skill.anim_type = spec.anim_type
if spec.attached_equip then
assert(type(spec.attached_equip) == "string")
skill.attached_equip = spec.attached_equip
end
if spec.switch_skill_name then
assert(type(spec.switch_skill_name) == "string")
skill.switchSkillName = spec.switch_skill_name
end
if spec.relate_to_place then
assert(type(spec.relate_to_place) == "string")
skill.relate_to_place = spec.relate_to_place
end
end
local function readUsableSpecToSkill(skill, spec)
readCommonSpecToSkill(skill, spec)
assert(spec.main_skill == nil or spec.main_skill:isInstanceOf(UsableSkill))
if type(spec.derived_piles) == "string" then
skill.derived_piles = {spec.derived_piles}
else
skill.derived_piles = spec.derived_piles or {}
end
skill.main_skill = spec.main_skill
skill.target_num = spec.target_num or skill.target_num
skill.min_target_num = spec.min_target_num or skill.min_target_num
skill.max_target_num = spec.max_target_num or skill.max_target_num
skill.target_num_table = spec.target_num_table or skill.target_num_table
skill.card_num = spec.card_num or skill.card_num
skill.min_card_num = spec.min_card_num or skill.min_card_num
skill.max_card_num = spec.max_card_num or skill.max_card_num
skill.card_num_table = spec.card_num_table or skill.card_num_table
skill.max_use_time = {
spec.max_phase_use_time or 9999,
spec.max_turn_use_time or 9999,
spec.max_round_use_time or 9999,
spec.max_game_use_time or 9999,
}
skill.distance_limit = spec.distance_limit or skill.distance_limit
skill.expand_pile = spec.expand_pile
end
local function readStatusSpecToSkill(skill, spec)
readCommonSpecToSkill(skill, spec)
if spec.global then
skill.global = spec.global
end
end
---@class UsableSkillSpec: UsableSkill
---@field public max_phase_use_time? integer
---@field public max_turn_use_time? integer
---@field public max_round_use_time? integer
---@field public max_game_use_time? integer
---@class StatusSkillSpec: StatusSkill
---@alias TrigFunc fun(self: TriggerSkill, event: Event, target: ServerPlayer, player: ServerPlayer, data: any): boolean?
---@class TriggerSkillSpec: UsableSkillSpec
---@field public global? boolean
---@field public events? Event | Event[]
---@field public refresh_events? Event | Event[]
---@field public priority? number | table<Event, number>
---@field public on_trigger? TrigFunc
---@field public can_trigger? TrigFunc
---@field public on_cost? TrigFunc
---@field public on_use? TrigFunc
---@field public on_refresh? TrigFunc
---@field public can_refresh? TrigFunc
---@field public can_wake? TrigFunc
---@param spec TriggerSkillSpec
---@return TriggerSkill
function fk.CreateTriggerSkill(spec)
assert(type(spec.name) == "string")
--assert(type(spec.on_trigger) == "function")
if spec.frequency then assert(type(spec.frequency) == "number") end
local frequency = spec.frequency or Skill.NotFrequent
local skill = TriggerSkill:new(spec.name, frequency)
readUsableSpecToSkill(skill, spec)
if type(spec.events) == "number" then
table.insert(skill.events, spec.events)
elseif type(spec.events) == "table" then
table.insertTable(skill.events, spec.events)
end
if type(spec.refresh_events) == "number" then
table.insert(skill.refresh_events, spec.refresh_events)
elseif type(spec.refresh_events) == "table" then
table.insertTable(skill.refresh_events, spec.refresh_events)
end
if type(spec.global) == "boolean" then skill.global = spec.global end
if spec.on_trigger then skill.trigger = spec.on_trigger end
if spec.can_trigger then
if spec.frequency == Skill.Wake then
skill.triggerable = function(self, event, target, player, data)
return spec.can_trigger(self, event, target, player, data) and
skill:enableToWake(event, target, player, data)
end
else
skill.triggerable = spec.can_trigger
end
end
if skill.frequency == Skill.Wake and spec.can_wake then
skill.canWake = spec.can_wake
end
if spec.on_cost then skill.cost = spec.on_cost end
if spec.on_use then skill.use = spec.on_use end
if spec.can_refresh then
skill.canRefresh = spec.can_refresh
end
if spec.on_refresh then
skill.refresh = spec.on_refresh
end
if spec.attached_equip then
if not spec.priority then
spec.priority = 0.1
end
elseif not spec.priority then
spec.priority = 1
end
if type(spec.priority) == "number" then
for _, event in ipairs(skill.events) do
skill.priority_table[event] = spec.priority
end
elseif type(spec.priority) == "table" then
for event, priority in pairs(spec.priority) do
skill.priority_table[event] = priority
end
end
return skill
end
---@class ActiveSkillSpec: UsableSkillSpec
---@field public can_use? fun(self: ActiveSkill, player: Player, card: Card, extra_data: any): boolean?
---@field public card_filter? fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_targets: integer[]): boolean?
---@field public target_filter? fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_cards: integer[], card: Card, extra_data: any): boolean?
---@field public feasible? fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): boolean?
---@field public on_use? fun(self: ActiveSkill, room: Room, cardUseEvent: CardUseStruct): boolean?
---@field public on_action? fun(self: ActiveSkill, room: Room, cardUseEvent: CardUseStruct, finished: boolean): boolean?
---@field public about_to_effect? fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean?
---@field public on_effect? fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean?
---@field public on_nullified? fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean?
---@field public mod_target_filter? fun(self: ActiveSkill, to_select: integer, selected: integer[], user: integer, card: Card, distance_limited: boolean): boolean?
---@field public prompt? string|fun(self: ActiveSkill, selected_cards: integer[], selected_targets: integer[]): string
---@field public interaction any
---@param spec ActiveSkillSpec
---@return ActiveSkill
function fk.CreateActiveSkill(spec)
assert(type(spec.name) == "string")
local skill = ActiveSkill:new(spec.name, spec.frequency or Skill.NotFrequent)
readUsableSpecToSkill(skill, spec)
if spec.can_use then
skill.canUse = function(curSkill, player, card, extra_data)
return spec.can_use(curSkill, player, card, extra_data) and curSkill:isEffectable(player)
end
end
if spec.card_filter then skill.cardFilter = spec.card_filter end
if spec.target_filter then skill.targetFilter = spec.target_filter end
if spec.mod_target_filter then skill.modTargetFilter = spec.mod_target_filter end
if spec.feasible then
-- print(spec.name .. ": feasible is deprecated. Use target_num and card_num instead.")
skill.feasible = spec.feasible
end
if spec.on_use then skill.onUse = spec.on_use end
if spec.on_action then skill.onAction = spec.on_action end
if spec.about_to_effect then skill.aboutToEffect = spec.about_to_effect end
if spec.on_effect then skill.onEffect = spec.on_effect end
if spec.on_nullified then skill.onNullified = spec.on_nullified end
if spec.prompt then skill.prompt = spec.prompt end
if spec.interaction then
skill.interaction = setmetatable({}, {
__call = function()
if type(spec.interaction) == "function" then
return spec.interaction(skill)
else
return spec.interaction
end
end,
})
end
return skill
end
---@class ViewAsSkillSpec: UsableSkillSpec
---@field public card_filter? fun(self: ViewAsSkill, to_select: integer, selected: integer[]): boolean?
---@field public view_as fun(self: ViewAsSkill, cards: integer[]): Card?
---@field public pattern? string
---@field public enabled_at_play? fun(self: ViewAsSkill, player: Player): boolean?
---@field public enabled_at_response? fun(self: ViewAsSkill, player: Player, response: boolean): boolean?
---@field public before_use? fun(self: ViewAsSkill, player: ServerPlayer, use: CardUseStruct): string?
---@field public prompt? string|fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): string
---@param spec ViewAsSkillSpec
---@return ViewAsSkill
function fk.CreateViewAsSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.view_as) == "function")
local skill = ViewAsSkill:new(spec.name, spec.frequency or Skill.NotFrequent)
readUsableSpecToSkill(skill, spec)
skill.viewAs = spec.view_as
if spec.card_filter then
skill.cardFilter = spec.card_filter
end
if type(spec.pattern) == "string" then
skill.pattern = spec.pattern
end
if type(spec.enabled_at_play) == "function" then
skill.enabledAtPlay = function(curSkill, player)
return spec.enabled_at_play(curSkill, player) and curSkill:isEffectable(player)
end
end
if type(spec.enabled_at_response) == "function" then
skill.enabledAtResponse = function(curSkill, player, cardResponsing)
return spec.enabled_at_response(curSkill, player, cardResponsing) and curSkill:isEffectable(player)
end
end
if spec.prompt then skill.prompt = spec.prompt end
if spec.interaction then
skill.interaction = setmetatable({}, {
__call = function()
if type(spec.interaction) == "function" then
return spec.interaction(skill)
else
return spec.interaction
end
end,
})
end
if spec.before_use and type(spec.before_use) == "function" then
skill.beforeUse = spec.before_use
end
if spec.after_use and type(spec.after_use) == "function" then
skill.afterUse = spec.after_use
end
return skill
end
---@class DistanceSpec: StatusSkillSpec
---@field public correct_func? fun(self: DistanceSkill, from: Player, to: Player): integer?
---@field public fixed_func? fun(self: DistanceSkill, from: Player, to: Player): integer?
---@param spec DistanceSpec
---@return DistanceSkill
function fk.CreateDistanceSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.correct_func) == "function" or type(spec.fixed_func) == "function")
local skill = DistanceSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
skill.getCorrect = spec.correct_func
skill.getFixed = spec.fixed_func
return skill
end
---@class ProhibitSpec: StatusSkillSpec
---@field public is_prohibited? fun(self: ProhibitSkill, from: Player, to: Player, card: Card): boolean?
---@field public prohibit_use? fun(self: ProhibitSkill, player: Player, card: Card): boolean?
---@field public prohibit_response? fun(self: ProhibitSkill, player: Player, card: Card): boolean?
---@field public prohibit_discard? fun(self: ProhibitSkill, player: Player, card: Card): boolean?
---@field public prohibit_pindian? fun(self: ProhibitSkill, from: Player, to: Player): boolean?
---@param spec ProhibitSpec
---@return ProhibitSkill
function fk.CreateProhibitSkill(spec)
assert(type(spec.name) == "string")
local skill = ProhibitSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
skill.isProhibited = spec.is_prohibited or skill.isProhibited
skill.prohibitUse = spec.prohibit_use or skill.prohibitUse
skill.prohibitResponse = spec.prohibit_response or skill.prohibitResponse
skill.prohibitDiscard = spec.prohibit_discard or skill.prohibitDiscard
skill.prohibitPindian = spec.prohibit_pindian or skill.prohibitPindian
return skill
end
---@class AttackRangeSpec: StatusSkillSpec
---@field public correct_func? fun(self: AttackRangeSkill, from: Player, to: Player): number?
---@field public fixed_func? fun(self: AttackRangeSkill, player: Player): number?
---@field public within_func? fun(self: AttackRangeSkill, from: Player, to: Player): boolean?
---@param spec AttackRangeSpec
---@return AttackRangeSkill
function fk.CreateAttackRangeSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.correct_func) == "function" or type(spec.fixed_func) == "function" or type(spec.within_func) == "function")
local skill = AttackRangeSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
if spec.correct_func then
skill.getCorrect = spec.correct_func
end
if spec.fixed_func then
skill.getFixed = spec.fixed_func
end
if spec.within_func then
skill.withinAttackRange = spec.within_func
end
return skill
end
---@class MaxCardsSpec: StatusSkillSpec
---@field public correct_func? fun(self: MaxCardsSkill, player: Player): number?
---@field public fixed_func? fun(self: MaxCardsSkill, player: Player): number?
---@field public exclude_from? fun(self: MaxCardsSkill, player: Player, card: Card): boolean?
---@param spec MaxCardsSpec
---@return MaxCardsSkill
function fk.CreateMaxCardsSkill(spec)
assert(type(spec.name) == "string")
assert(type(spec.correct_func) == "function" or type(spec.fixed_func) == "function" or type(spec.exclude_from) == "function")
local skill = MaxCardsSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
if spec.correct_func then
skill.getCorrect = spec.correct_func
end
if spec.fixed_func then
skill.getFixed = spec.fixed_func
end
skill.excludeFrom = spec.exclude_from or skill.excludeFrom
return skill
end
---@class TargetModSpec: StatusSkillSpec
---@field public bypass_times? fun(self: TargetModSkill, player: Player, skill: ActiveSkill, scope: integer, card: Card, to: Player): boolean?
---@field public residue_func? fun(self: TargetModSkill, player: Player, skill: ActiveSkill, scope: integer, card: Card, to: Player): number?
---@field public bypass_distances? fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card, to: Player): boolean?
---@field public distance_limit_func? fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card, to: Player): number?
---@field public extra_target_func? fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card): number?
---@param spec TargetModSpec
---@return TargetModSkill
function fk.CreateTargetModSkill(spec)
assert(type(spec.name) == "string")
local skill = TargetModSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
if spec.bypass_times then
skill.bypassTimesCheck = spec.bypass_times
end
if spec.residue_func then
skill.getResidueNum = spec.residue_func
end
if spec.bypass_distances then
skill.bypassDistancesCheck = spec.bypass_distances
end
if spec.distance_limit_func then
skill.getDistanceLimit = spec.distance_limit_func
end
if spec.extra_target_func then
skill.getExtraTargetNum = spec.extra_target_func
end
return skill
end
---@class FilterSpec: StatusSkillSpec
---@field public card_filter? fun(self: FilterSkill, card: Card, player: Player, isJudgeEvent: boolean): boolean?
---@field public view_as? fun(self: FilterSkill, card: Card, player: Player): Card?
---@param spec FilterSpec
---@return FilterSkill
function fk.CreateFilterSkill(spec)
assert(type(spec.name) == "string")
local skill = FilterSkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
skill.cardFilter = spec.card_filter
skill.viewAs = spec.view_as
return skill
end
---@class InvaliditySpec: StatusSkillSpec
---@field public invalidity_func? fun(self: InvaliditySkill, from: Player, skill: Skill): boolean?
---@param spec InvaliditySpec
---@return InvaliditySkill
function fk.CreateInvaliditySkill(spec)
assert(type(spec.name) == "string")
local skill = InvaliditySkill:new(spec.name)
readStatusSpecToSkill(skill, spec)
skill.getInvalidity = spec.invalidity_func
return skill
end
---@class CardSpec: Card
---@field public skill? Skill
---@field public equip_skill? Skill
---@field public special_skills? string[]
---@field public is_damage_card? boolean
---@field public multiple_targets? boolean
---@field public is_passive? boolean
local defaultCardSkill = fk.CreateActiveSkill{
name = "default_card_skill",
on_use = function(self, room, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
end
}
local defaultEquipSkill = fk.CreateActiveSkill{
name = "default_equip_skill",
prompt = function(_, selected_cards, _)
return "#default_equip_skill:::" .. Fk:getCardById(selected_cards).name .. ":" .. Fk:getCardById(selected_cards):getSubtypeString()
end,
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
return #Fk:currentRoom():getPlayerById(to_select):getAvailableEquipSlots(card.sub_type) > 0
end,
can_use = function(self, player, card)
return self:modTargetFilter(player.id, {}, player.id, card, true) and not player:isProhibited(player, card)
end,
on_use = function(self, room, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
end
}
local function preprocessCardSpec(spec)
assert(type(spec.name) == "string" or type(spec.class_name) == "string")
if not spec.name then spec.name = spec.class_name
elseif not spec.class_name then spec.class_name = spec.name end
if spec.suit then assert(type(spec.suit) == "number") end
if spec.number then assert(type(spec.number) == "number") end
end
local function readCardSpecToCard(card, spec)
card.skill = spec.skill or (card.type == Card.TypeEquip and defaultEquipSkill or defaultCardSkill)
card.skill.cardSkill = true
card.special_skills = spec.special_skills
card.is_damage_card = spec.is_damage_card
card.multiple_targets = spec.multiple_targets
card.is_passive = spec.is_passive
end
---@param spec CardSpec
---@return BasicCard
function fk.CreateBasicCard(spec)
preprocessCardSpec(spec)
local card = BasicCard:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
return card
end
---@param spec CardSpec
---@return TrickCard
function fk.CreateTrickCard(spec)
preprocessCardSpec(spec)
local card = TrickCard:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
return card
end
---@param spec CardSpec
---@return DelayedTrickCard
function fk.CreateDelayedTrickCard(spec)
preprocessCardSpec(spec)
local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
return card
end
local function readCardSpecToEquip(card, spec)
card.equip_skill = spec.equip_skill
if spec.on_install then card.onInstall = spec.on_install end
if spec.on_uninstall then card.onUninstall = spec.on_uninstall end
end
---@param spec CardSpec
---@return Weapon
function fk.CreateWeapon(spec)
preprocessCardSpec(spec)
if spec.attack_range then
assert(type(spec.attack_range) == "number" and spec.attack_range >= 0)
end
local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range)
readCardSpecToCard(card, spec)
readCardSpecToEquip(card, spec)
return card
end
---@param spec CardSpec
---@return Armor
function fk.CreateArmor(spec)
preprocessCardSpec(spec)
local card = Armor:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
readCardSpecToEquip(card, spec)
return card
end
---@param spec CardSpec
---@return DefensiveRide
function fk.CreateDefensiveRide(spec)
preprocessCardSpec(spec)
local card = DefensiveRide:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
readCardSpecToEquip(card, spec)
return card
end
---@param spec CardSpec
---@return OffensiveRide
function fk.CreateOffensiveRide(spec)
preprocessCardSpec(spec)
local card = OffensiveRide:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
readCardSpecToEquip(card, spec)
return card
end
---@param spec CardSpec
---@return Treasure
function fk.CreateTreasure(spec)
preprocessCardSpec(spec)
local card = Treasure:new(spec.name, spec.suit, spec.number)
readCardSpecToCard(card, spec)
readCardSpecToEquip(card, spec)
return card
end
---@param spec GameMode
---@return GameMode
function fk.CreateGameMode(spec)
assert(type(spec.name) == "string")
assert(type(spec.minPlayer) == "number")
assert(type(spec.maxPlayer) == "number")
local ret = GameMode:new(spec.name, spec.minPlayer, spec.maxPlayer)
ret.whitelist = spec.whitelist
ret.blacklist = spec.blacklist
ret.rule = spec.rule
ret.logic = spec.logic
if spec.winner_getter then
assert(type(spec.winner_getter) == "function")
ret.getWinner = spec.winner_getter
end
if spec.surrender_func then
assert(type(spec.surrender_func) == "function")
ret.surrenderFunc = spec.surrender_func
end
if spec.is_counted then
assert(type(spec.is_counted) == "function")
ret.countInFunc = spec.is_counted
end
return ret
end
-- other
---@class PoxiSpec
---@field name string
---@field card_filter fun(to_select: int, selected: int[], data: any, extra_data: any): boolean?
---@field feasible fun(selected: int[], data: any, extra_data: any): boolean?
---@field post_select? fun(selected: int[], data: any, extra_data: any): int[]
---@field default_choice? fun(data: any, extra_data: any): int[]
---@field prompt? string | fun(data: any, extra_data: any): string
---@class QmlMarkSpec
---@field name string
---@field qml_path string | fun(name: string, value?: any, player?: Player): string
---@field how_to_show fun(name: string, value?: any, player?: Player): string?
-- TODO: 断连 不操作的人观看 现在只做了专为22设计的框
---@class MiniGameSpec
---@field name string
---@field qml_path string | fun(player: Player, data: any): string
---@field update_func? fun(player: ServerPlayer, data: any)
---@field default_choice? fun(player: ServerPlayer, data: any): any
---@class YuqiSpec
---@field name string
---@field feasible fun(current_data: any, old_data: any, extra_data: any): bool
---@field entry_filter fun(card: int, from_pile: int, to_pile: int, data: any, extra_data: any): bool
---@field out_filter fun(card: int, from_pile: int, data: any, extra_data: any): bool
---@field prompt? string | fun(data: any, extra_data: any): string