202 lines
5.9 KiB
Lua
202 lines
5.9 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
|
||
|
||
---@class GameEvent: Object
|
||
---@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
|
||
---@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
|
||
---@field public room Room @ room实例
|
||
---@field public event integer @ 该事件对应的EventType
|
||
---@field public data any @ 事件的附加数据,视类型而定
|
||
---@field public parent GameEvent @ 事件的父事件(栈中的上一层事件)
|
||
---@field public prepare_func fun(self: GameEvent) @ 事件即将开始时执行的函数
|
||
---@field public main_func fun(self: GameEvent) @ 事件的主函数
|
||
---@field public clear_func fun(self: GameEvent) @ 事件结束时执行的函数
|
||
---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
|
||
---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
|
||
---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
|
||
---@field public exec_ret boolean? @ exec函数的返回值,可能不存在
|
||
---@field public status string @ ready, running, exiting, dead
|
||
---@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
|
||
---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
|
||
local GameEvent = class("GameEvent")
|
||
|
||
---@type (fun(self: GameEvent): bool)[]
|
||
GameEvent.prepare_funcs = {}
|
||
|
||
---@type (fun(self: GameEvent): bool)[]
|
||
GameEvent.functions = {}
|
||
|
||
---@type (fun(self: GameEvent): bool)[]
|
||
GameEvent.cleaners = {}
|
||
|
||
---@type (fun(self: GameEvent): bool)[]
|
||
GameEvent.exit_funcs = {}
|
||
|
||
local function wrapCoFunc(f, ...)
|
||
if not f then return nil end
|
||
local args = {...}
|
||
return function() return f(table.unpack(args)) end
|
||
end
|
||
local dummyFunc = Util.DummyFunc
|
||
|
||
function GameEvent:initialize(event, ...)
|
||
self.id = -1
|
||
self.end_id = -1
|
||
self.room = RoomInstance
|
||
self.event = event
|
||
self.data = { ... }
|
||
self.prepare_func = GameEvent.prepare_funcs[event] or dummyFunc
|
||
self.main_func = wrapCoFunc(GameEvent.functions[event], self) or dummyFunc
|
||
self.clear_func = GameEvent.cleaners[event] or dummyFunc
|
||
self.extra_clear_funcs = Util.DummyTable
|
||
self.exit_func = GameEvent.exit_funcs[event] or dummyFunc
|
||
self.extra_exit_funcs = Util.DummyTable
|
||
self.status = "ready"
|
||
self.interrupted = false
|
||
end
|
||
|
||
-- 静态函数,实际定义在events/init.lua
|
||
function GameEvent:translate(id)
|
||
error('static')
|
||
end
|
||
|
||
function GameEvent:__tostring()
|
||
return string.format("<%s #%d>", GameEvent:translate(self.event), self.id)
|
||
end
|
||
|
||
function GameEvent:addCleaner(f)
|
||
if self.extra_clear_funcs == Util.DummyTable then
|
||
self.extra_clear_funcs = {}
|
||
end
|
||
table.insert(self.extra_clear_funcs, f)
|
||
end
|
||
|
||
function GameEvent:addExitFunc(f)
|
||
if self.extra_exit_funcs == Util.DummyTable then
|
||
self.extra_exit_funcs = {}
|
||
end
|
||
table.insert(self.extra_exit_funcs, f)
|
||
end
|
||
|
||
function GameEvent:prependExitFunc(f)
|
||
if self.extra_exit_funcs == Util.DummyTable then
|
||
self.extra_exit_funcs = {}
|
||
end
|
||
table.insert(self.extra_exit_funcs, 1, f)
|
||
end
|
||
|
||
function GameEvent:findParent(eventType, includeSelf)
|
||
if includeSelf and self.event == eventType then return self end
|
||
local e = self.parent
|
||
while e do
|
||
if e.event == eventType then return e end
|
||
e = e.parent
|
||
end
|
||
return nil
|
||
end
|
||
|
||
-- 找n个id介于from和to之间的事件。
|
||
local function bin_search(events, from, to, n, func)
|
||
local left = 1
|
||
local right = #events
|
||
local mid
|
||
local ret = {}
|
||
|
||
if from < events[1].id then
|
||
mid = 1
|
||
elseif from > events[right].id then
|
||
return ret
|
||
else
|
||
while true do
|
||
if left > right then return ret end
|
||
mid = (left + right) // 2
|
||
local id = events[mid].id
|
||
local id_left = mid == 1 and -math.huge or events[mid - 1].id
|
||
|
||
if from < id then
|
||
if from >= id_left then
|
||
break
|
||
end
|
||
right = mid - 1
|
||
else
|
||
left = mid + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
for i = mid, #events do
|
||
local v = events[i]
|
||
if v.id <= to and func(v) then
|
||
table.insert(ret, v)
|
||
end
|
||
if #ret >= n then break end
|
||
end
|
||
|
||
return ret
|
||
end
|
||
|
||
-- 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。
|
||
---@param eventType integer @ 要查找的事件类型
|
||
---@param n integer @ 最多找多少个
|
||
---@param func fun(e: GameEvent): boolean? @ 过滤用的函数
|
||
---@param endEvent? GameEvent @ 区间终止点,默认为本事件结束
|
||
---@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
|
||
function GameEvent:searchEvents(eventType, n, func, endEvent)
|
||
local logic = self.room.logic
|
||
local events = logic.event_recorder[eventType] or Util.DummyTable
|
||
local from = self.id
|
||
local to = endEvent and endEvent.id or self.end_id
|
||
if math.abs(to) == 1 then to = #logic.all_game_events end
|
||
n = n or 1
|
||
func = func or Util.TrueFunc
|
||
|
||
local ret
|
||
if #events < 6 then
|
||
ret = {}
|
||
for _, v in ipairs(events) do
|
||
if v.id >= from and v.id <= to and func(v) then
|
||
table.insert(ret, v)
|
||
end
|
||
if #ret >= n then break end
|
||
end
|
||
else
|
||
ret = bin_search(events, from, to, n, func)
|
||
end
|
||
|
||
return ret
|
||
end
|
||
|
||
function GameEvent:exec()
|
||
local room = self.room
|
||
local logic = room.logic
|
||
if self.status ~= "ready" then return true end
|
||
|
||
self.parent = logic:getCurrentEvent()
|
||
|
||
if self:prepare_func() then return true end
|
||
|
||
logic:pushEvent(self)
|
||
|
||
local co = coroutine.create(self.main_func)
|
||
self._co = co
|
||
self.status = "running"
|
||
|
||
coroutine.yield(self, "__newEvent")
|
||
|
||
Pcall(self.exit_func, self)
|
||
for _, f in ipairs(self.extra_exit_funcs) do
|
||
if type(f) == "function" then
|
||
Pcall(f, self)
|
||
end
|
||
end
|
||
|
||
return self.interrupted, self.exec_ret
|
||
end
|
||
|
||
function GameEvent:shutdown()
|
||
if self.status ~= "running" then return end
|
||
-- yield to self and break
|
||
coroutine.yield(self, "__breakEvent")
|
||
end
|
||
|
||
return GameEvent
|