688 lines
16 KiB
Lua
688 lines
16 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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local Util = {}
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Util.DummyFunc = function() end
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Util.TrueFunc = function() return true end
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Util.FalseFunc = function() return false end
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Util.DummyTable = setmetatable({}, {
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__newindex = function() error("Cannot assign to dummy table") end
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})
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local metamethods = {
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"__add", "__sub", "__mul", "__div", "__mod", "__pow", "__unm", "__idiv",
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"__band", "__bor", "__bxor", "__bnot", "__shl", "__shr",
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"__concat", "__len", "__eq", "__lt", "__le", "__call",
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-- "__index", "__newindex",
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}
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-- 别对类用 暂且会弄坏isSubclassOf 懒得研究先
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Util.lockTable = function(t)
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local mt = getmetatable(t) or Util.DummyTable
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local new_mt = {
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__index = t,
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__newindex = function() error("Cannot assign to locked table") end,
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__metatable = false,
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}
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for _, e in ipairs(metamethods) do
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new_mt[e] = mt[e]
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end
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return setmetatable({}, new_mt)
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end
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Util.convertSubtypeAndEquipSlot = function(value)
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if type(value) == "number" then
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local mapper = {
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[Card.SubtypeWeapon] = Player.WeaponSlot,
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[Card.SubtypeArmor] = Player.ArmorSlot,
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[Card.SubtypeOffensiveRide] = Player.OffensiveRideSlot,
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[Card.SubtypeDefensiveRide] = Player.DefensiveRideSlot,
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[Card.SubtypeTreasure] = Player.TreasureSlot,
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}
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return mapper[value]
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else
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local mapper = {
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[Player.WeaponSlot] = Card.SubtypeWeapon,
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[Player.ArmorSlot] = Card.SubtypeArmor,
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[Player.OffensiveRideSlot] = Card.SubtypeOffensiveRide,
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[Player.DefensiveRideSlot] = Card.SubtypeDefensiveRide,
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[Player.TreasureSlot] = Card.SubtypeTreasure,
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}
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return mapper[value]
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end
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end
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--- 根据花色文字描述(如 黑桃、红桃、梅花、方块)或者符号(如♠♥♣♦,带颜色)返回花色ID。
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---@param symbol string @ 描述/符号(原文,确保没被翻译过)
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---@return Suit @ 花色ID
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Util.getSuitFromString = function(symbol)
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assert(type(symbol) == "string")
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if symbol:find("spade") then
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return Card.Spade
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elseif symbol:find("heart") then
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return Card.Heart
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elseif symbol:find("club") then
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return Card.Club
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elseif symbol:find("diamond") then
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return Card.Diamond
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else
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return Card.NoSuit
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end
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end
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function printf(fmt, ...)
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print(string.format(fmt, ...))
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end
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-- the iterator of QList object
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local qlist_iterator = function(list, n)
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if n < list:length() - 1 then
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return n + 1, list:at(n + 1) -- the next element of list
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end
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end
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function fk.qlist(list)
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return qlist_iterator, list, -1
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end
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--- 用于for循环的迭代函数。可以将表按照某种权值的顺序进行遍历,这样不用进行完整排序。
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---@generic T
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---@param t T[]
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---@param val_func? fun(e: T): integer @ 计算权值的函数,对int[]可不写
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---@param reverse? boolean @ 是否反排?反排的话优先返回权值小的元素
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function fk.sorted_pairs(t, val_func, reverse)
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val_func = val_func or function(e) return e end
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local t2 = table.simpleClone(t) -- 克隆一次表,用作迭代器上值
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local iter = function()
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local max_idx, max, max_val = -1, nil, nil
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for i, v in ipairs(t2) do
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if not max then
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max_idx, max, max_val = i, v, val_func(v)
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else
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local val = val_func(v)
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local checked = val > max_val
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if reverse then checked = not checked end
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if checked then
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max_idx, max, max_val = i, v, val
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end
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end
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end
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if max_idx == -1 then return nil, nil end
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table.remove(t2, max_idx)
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return -1, max, max_val
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end
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return iter, nil, 1
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end
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-- frequenly used filter & map functions
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--- 返回ID
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Util.IdMapper = function(e) return e.id end
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--- 根据卡牌ID返回卡牌
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Util.Id2CardMapper = function(id) return Fk:getCardById(id) end
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--- 根据玩家ID返回玩家
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Util.Id2PlayerMapper = function(id)
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return Fk:currentRoom():getPlayerById(id)
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end
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--- 返回武将名
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Util.NameMapper = function(e) return e.name end
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--- 根据武将名返回武将
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Util.Name2GeneralMapper = function(e) return Fk.generals[e] end
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--- 根据技能名返回技能
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Util.Name2SkillMapper = function(e) return Fk.skills[e] end
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--- 返回译文
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Util.TranslateMapper = function(str) return Fk:translate(str) end
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-- for card preset
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--- 全局卡牌(包括自己)的canUse
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Util.GlobalCanUse = function(self, player, card)
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local room = Fk:currentRoom()
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for _, p in ipairs(room.alive_players) do
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if not (card and player:isProhibited(p, card)) then
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return true
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end
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end
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end
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--- AOE卡牌(不包括自己)的canUse
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Util.AoeCanUse = function(self, player, card)
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local room = Fk:currentRoom()
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for _, p in ipairs(room.alive_players) do
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if p ~= player and not (card and player:isProhibited(p, card)) then
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return true
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end
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end
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end
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--- 全局卡牌(包括自己)的onUse
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Util.GlobalOnUse = function(self, room, cardUseEvent)
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if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
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cardUseEvent.tos = {}
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for _, player in ipairs(room:getAlivePlayers()) do
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if not room:getPlayerById(cardUseEvent.from):isProhibited(player, cardUseEvent.card) then
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TargetGroup:pushTargets(cardUseEvent.tos, player.id)
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end
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end
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end
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end
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--- AOE卡牌(不包括自己)的onUse
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Util.AoeOnUse = function(self, room, cardUseEvent)
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if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
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cardUseEvent.tos = {}
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for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do
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if not room:getPlayerById(cardUseEvent.from):isProhibited(player, cardUseEvent.card) then
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TargetGroup:pushTargets(cardUseEvent.tos, player.id)
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end
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end
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end
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end
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-- Table
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---@param func fun(element, index, array)
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function table:forEach(func)
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for i, v in ipairs(self) do
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func(v, i, self)
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end
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end
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---@param func fun(element, index, array): any
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function table:every(func)
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for i, v in ipairs(self) do
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if not func(v, i, self) then
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return false
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end
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end
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return true
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end
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---@param func fun(element, index, array): any
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function table:find(func)
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for i, v in ipairs(self) do
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if func(v, i, self) then
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return v
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end
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end
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return nil
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end
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---@generic T
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---@param self T[]
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---@param func fun(element, index, array): any
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---@return T[]
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function table.filter(self, func)
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local ret = {}
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for i, v in ipairs(self) do
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if func(v, i, self) then
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table.insert(ret, v)
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end
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end
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return ret
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end
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---@param func fun(element, index, array): any
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function table:map(func)
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local ret = {}
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for i, v in ipairs(self) do
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table.insert(ret, func(v, i, self))
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end
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return ret
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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 table.reverse(self)
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local ret = {}
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for _, e in ipairs(self) do
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table.insert(ret, 1, e)
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end
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return ret
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end
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function table:contains(element)
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if #self == 0 then return false end
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for _, e in ipairs(self) do
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if e == element then return true end
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end
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end
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function table:shuffle()
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if #self == 2 then
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if math.random() < 0.5 then
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self[1], self[2] = self[2], self[1]
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end
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else
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for i = #self, 2, -1 do
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local j = math.random(i)
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self[i], self[j] = self[j], self[i]
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end
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end
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end
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function table:insertTable(list)
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for _, e in ipairs(list) do
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table.insert(self, e)
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end
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end
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function table:indexOf(value, from)
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from = from or 1
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for i = from, #self do
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if self[i] == value then return i end
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end
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return -1
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end
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function table:removeOne(element)
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if #self == 0 or type(self[1]) ~= type(element) then return false end
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for i = 1, #self do
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if self[i] == element then
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table.remove(self, i)
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return true
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end
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end
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return false
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end
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-- Note: only clone key and value, no metatable
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-- so dont use for class or instance
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---@generic T
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---@param self T
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---@return T
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function table.clone(self)
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local ret = {}
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for k, v in pairs(self) do
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if type(v) == "table" then
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ret[k] = table.clone(v)
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else
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ret[k] = v
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end
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end
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return ret
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end
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-- similar to table.clone but not recursively
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function table.simpleClone(self)
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local ret = {}
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for k, v in pairs(self) do
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ret[k] = v
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end
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return ret
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end
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-- similar to table.clone but not clone class/instances
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function table.cloneWithoutClass(self)
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local ret = {}
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for k, v in pairs(self) do
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if type(v) == "table" then
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if v.class or v.super then
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ret[k] = v
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else
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ret[k] = table.cloneWithoutClass(v)
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end
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else
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ret[k] = v
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end
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end
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return ret
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end
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-- if table does not contain the element, we insert it
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function table:insertIfNeed(element)
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if not table.contains(self, element) then
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table.insert(self, element)
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end
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end
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-- similar to table.insertTable but insertIfNeed inside
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function table:insertTableIfNeed(list)
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for _, e in ipairs(list) do
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table.insertIfNeed(self, e)
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end
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end
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---@generic T
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---@return T[]
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function table.connect(...)
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local ret = {}
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for _, v in ipairs({...}) do
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table.insertTable(ret, v)
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end
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return ret
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end
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---@generic T
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---@return T[]
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function table.connectIfNeed(...)
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local ret = {}
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for _, v in ipairs({...}) do
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table.insertTableIfNeed(ret, v)
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end
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return ret
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end
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---@generic T
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---@param self T[]
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---@param n? integer
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---@return T|T[]
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function table:random(n)
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local n0 = n
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n = n or 1
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if #self == 0 then return n0 ~= nil and {} or nil end
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local tmp = {table.unpack(self)}
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local ret = {}
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while n > 0 and #tmp > 0 do
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local i = math.random(1, #tmp)
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table.insert(ret, table.remove(tmp, i))
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n = n - 1
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end
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return n0 == nil and ret[1] or ret
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end
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function table:slice(begin, _end)
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local len = #self
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begin = begin or 1
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_end = _end or len + 1
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if begin <= 0 then begin = len + 1 + begin end
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if _end <= 0 then _end = len + 1 + _end end
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if begin >= _end then return {} end
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local ret = {}
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for i = math.max(begin, 1), math.min(_end - 1, len), 1 do
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table.insert(ret, self[i])
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end
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return ret
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end
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function table:assign(targetTbl)
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for key, value in pairs(targetTbl) do
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if self[key] then
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if type(value) == "table" then
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table.insertTable(self[key], value)
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else
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table.insert(self[key], value)
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end
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else
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self[key] = value
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end
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end
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end
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function table.empty(t)
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return next(t) == nil
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end
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-- allow a = "Hello"; a[1] == "H"
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local str_mt = getmetatable("")
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str_mt.__index = function(str, k)
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if type(k) == "number" then
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if math.abs(k) > str:len() then
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error("string index out of range")
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end
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local start, _end
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if k > 0 then
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start, _end = utf8.offset(str, k), utf8.offset(str, k + 1)
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elseif k < 0 then
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local len = str:len()
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start, _end = utf8.offset(str, len + k + 1), utf8.offset(str, len + k + 2)
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else
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error("str[0] is undefined behavior")
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end
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return str:sub(start, _end - 1)
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end
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return string[k]
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end
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str_mt.__add = function(a, b)
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return a .. b
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end
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str_mt.__mul = function(a, b)
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return a:rep(b)
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end
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-- override default string.len
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string.rawlen = string.len
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---@diagnostic disable-next-line: duplicate-set-field
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function string:len()
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return utf8.len(self)
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end
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---@param delimiter string
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---@return string[]
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function string:split(delimiter)
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if #self == 0 then return {} end
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local result = {}
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local from = 1
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local delim_from, delim_to = string.find(self, delimiter, from)
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while delim_from do
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table.insert(result, string.sub(self, from, delim_from - 1))
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from = delim_to + 1
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delim_from, delim_to = string.find(self, delimiter, from)
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end
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table.insert(result, string.sub(self, from))
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return result
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end
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function string:startsWith(start)
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return self:sub(1, #start) == start
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end
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function string:endsWith(e)
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return e == "" or self:sub(-#e) == e
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end
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FileIO = {
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pwd = fk.QmlBackend_pwd,
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ls = function(filename)
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if filename == nil then
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return fk.QmlBackend_ls(".")
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else
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return fk.QmlBackend_ls(filename)
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end
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end,
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cd = fk.QmlBackend_cd,
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exists = fk.QmlBackend_exists,
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isDir = fk.QmlBackend_isDir
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}
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os.getms = function() return fk.GetMicroSecond(fk) end
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---@class Stack : Object
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Stack = class("Stack")
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function Stack:initialize()
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self.t = {}
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self.p = 0
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end
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function Stack:push(e)
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self.p = self.p + 1
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self.t[self.p] = e
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end
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function Stack:isEmpty()
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return self.p == 0
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end
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function Stack:pop()
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if self.p == 0 then return nil end
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self.p = self.p - 1
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local ret = self.t[self.p + 1]
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self.t[self.p + 1] = nil
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return ret
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end
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--- useful function to create enums
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---
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--- only use it in a terminal
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---@param table string
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---@param enum string[]
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function CreateEnum(table, enum)
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local enum_format = "%s.%s = %d"
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for i, v in ipairs(enum) do
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print(string.format(enum_format, table, v, i))
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end
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end
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function switch(param, case_table)
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local case = case_table[param]
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if case then return case() end
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local def = case_table["default"]
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return def and def() or nil
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end
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---@class TargetGroup : Object
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local TargetGroup = {}
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function TargetGroup:getRealTargets(targetGroup)
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if not targetGroup then
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return {}
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end
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||
|
||
local realTargets = {}
|
||
for _, targets in ipairs(targetGroup) do
|
||
table.insert(realTargets, targets[1])
|
||
end
|
||
|
||
return realTargets
|
||
end
|
||
|
||
function TargetGroup:includeRealTargets(targetGroup, playerId)
|
||
if not targetGroup then
|
||
return false
|
||
end
|
||
|
||
for _, targets in ipairs(targetGroup) do
|
||
if targets[1] == playerId then
|
||
return true
|
||
end
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
function TargetGroup:removeTarget(targetGroup, playerId)
|
||
if not targetGroup then
|
||
return
|
||
end
|
||
|
||
for index, targets in ipairs(targetGroup) do
|
||
if (targets[1] == playerId) then
|
||
table.remove(targetGroup, index)
|
||
return
|
||
end
|
||
end
|
||
end
|
||
|
||
function TargetGroup:pushTargets(targetGroup, playerIds)
|
||
if not targetGroup then
|
||
return
|
||
end
|
||
|
||
if type(playerIds) == "table" then
|
||
table.insert(targetGroup, playerIds)
|
||
elseif type(playerIds) == "number" then
|
||
table.insert(targetGroup, { playerIds })
|
||
end
|
||
end
|
||
|
||
---@class AimGroup : Object
|
||
local AimGroup = {}
|
||
|
||
AimGroup.Undone = 1
|
||
AimGroup.Done = 2
|
||
AimGroup.Cancelled = 3
|
||
|
||
function AimGroup:initAimGroup(playerIds)
|
||
return { [AimGroup.Undone] = playerIds, [AimGroup.Done] = {}, [AimGroup.Cancelled] = {} }
|
||
end
|
||
|
||
function AimGroup:getAllTargets(aimGroup)
|
||
local targets = {}
|
||
table.insertTable(targets, aimGroup[AimGroup.Undone])
|
||
table.insertTable(targets, aimGroup[AimGroup.Done])
|
||
return targets
|
||
end
|
||
|
||
function AimGroup:getUndoneOrDoneTargets(aimGroup, done)
|
||
return done and aimGroup[AimGroup.Done] or aimGroup[AimGroup.Undone]
|
||
end
|
||
|
||
function AimGroup:setTargetDone(aimGroup, playerId)
|
||
local index = table.indexOf(aimGroup[AimGroup.Undone], playerId)
|
||
if index ~= -1 then
|
||
table.remove(aimGroup[AimGroup.Undone], index)
|
||
table.insert(aimGroup[AimGroup.Done], playerId)
|
||
end
|
||
end
|
||
|
||
function AimGroup:addTargets(room, aimEvent, playerIds)
|
||
local playerId = type(playerIds) == "table" and playerIds[1] or playerIds
|
||
table.insert(aimEvent.tos[AimGroup.Undone], playerId)
|
||
|
||
if type(playerIds) == "table" then
|
||
for i = 2, #playerIds do
|
||
aimEvent.subTargets = aimEvent.subTargets or {}
|
||
table.insert(aimEvent.subTargets, playerIds[i])
|
||
end
|
||
end
|
||
|
||
room:sortPlayersByAction(aimEvent.tos[AimGroup.Undone])
|
||
if aimEvent.targetGroup then
|
||
TargetGroup:pushTargets(aimEvent.targetGroup, playerIds)
|
||
end
|
||
end
|
||
|
||
function AimGroup:cancelTarget(aimEvent, playerId)
|
||
local cancelled = false
|
||
for status = AimGroup.Undone, AimGroup.Done do
|
||
local indexList = {}
|
||
for index, pId in ipairs(aimEvent.tos[status]) do
|
||
if pId == playerId then
|
||
table.insert(indexList, index)
|
||
end
|
||
end
|
||
|
||
if #indexList > 0 then
|
||
cancelled = true
|
||
for i = 1, #indexList do
|
||
table.remove(aimEvent.tos[status], indexList[i])
|
||
end
|
||
end
|
||
end
|
||
|
||
if cancelled then
|
||
table.insert(aimEvent.tos[AimGroup.Cancelled], playerId)
|
||
if aimEvent.targetGroup then
|
||
TargetGroup:removeTarget(aimEvent.targetGroup, playerId)
|
||
end
|
||
end
|
||
end
|
||
|
||
function AimGroup:removeDeadTargets(room, aimEvent)
|
||
for index = AimGroup.Undone, AimGroup.Done do
|
||
aimEvent.tos[index] = room:deadPlayerFilter(aimEvent.tos[index])
|
||
end
|
||
|
||
if aimEvent.targetGroup then
|
||
local targets = TargetGroup:getRealTargets(aimEvent.targetGroup)
|
||
for _, target in ipairs(targets) do
|
||
if not room:getPlayerById(target):isAlive() then
|
||
TargetGroup:removeTarget(aimEvent.targetGroup, target)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function AimGroup:getCancelledTargets(aimGroup)
|
||
return aimGroup[AimGroup.Cancelled]
|
||
end
|
||
|
||
return { TargetGroup, AimGroup, Util }
|