FreeKill/lua/server/room.lua

1216 lines
33 KiB
Lua

---@class Room : Object
---@field room fk.Room
---@field players ServerPlayer[]
---@field alive_players ServerPlayer[]
---@field current ServerPlayer
---@field game_finished boolean
---@field timeout integer
---@field tag table<string, any>
---@field draw_pile integer[]
---@field discard_pile integer[]
---@field processing_area integer[]
---@field void integer[]
---@field card_place table<integer, CardArea>
---@field owner_map table<integer, integer>
local Room = class("Room")
-- load classes used by the game
GameLogic = require "server.gamelogic"
ServerPlayer = require "server.serverplayer"
--[[--------------------------------------------------------------------
Room stores all information for server side game room, such as player,
cards, and other properties.
It also have a lots of functions that make sure the room run properly.
content of class Room:
* contructor
* getter/setters
* Basic network functions, notify functions
* Interactive methods
* simple game actions, like judge, damage...
* using cards
* moving cards
callbacks (not part of Room)
see also:
gamelogic.lua (for the game's main loop and trigger event)
game_rule.lua (draw initial cards, proceed phase, etc.)
aux_skills.lua (useful ActiveSkill for some interactive functions)
]]----------------------------------------------------------------------
------------------------------------------------------------------------
-- constructor
------------------------------------------------------------------------
---@param _room fk.Room
function Room:initialize(_room)
self.room = _room
self.room.callback = function(_self, command, jsonData)
local cb = fk.room_callback[command]
if (type(cb) == "function") then
cb(jsonData)
else
print("Lobby error: Unknown command " .. command);
end
end
self.room.startGame = function(_self)
Room.initialize(self, _room) -- clear old data
self:run()
end
self.players = {}
self.alive_players = {}
self.current = nil
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
self.owner_map = {}
end
-- When this function returns, the Room(C++) thread stopped.
function Room:run()
for _, p in fk.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
player.room = self
table.insert(self.players, player)
end
self.logic = GameLogic:new(self)
self.logic:run()
end
------------------------------------------------------------------------
-- getters and setters
------------------------------------------------------------------------
---@param cardId integer
---@param cardArea CardArea
---@param integer owner
function Room:setCardArea(cardId, cardArea, owner)
self.card_place[cardId] = cardArea
self.owner_map[cardId] = owner
end
---@param cardId integer
---@return CardArea
function Room:getCardArea(cardId)
return self.card_place[cardId] or Card.Unknown
end
---@param id integer
---@return ServerPlayer
function Room:getPlayerById(id)
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p.id == id then
return p
end
end
error("cannot find player by " .. id)
end
---@param playerIds integer[]
function Room:sortPlayersByAction(playerIds)
end
function Room:deadPlayerFilter(playerIds)
local newPlayerIds = {}
for _, playerId in ipairs(playerIds) do
if self:getPlayerById(playerId):isAlive() then
table.insert(newPlayerIds, playerId)
end
end
return newPlayerIds
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
sortBySeat = sortBySeat or true
local alivePlayers = {}
for _, player in ipairs(self.players) do
if player:isAlive() then
table.insert(alivePlayers, player)
end
end
return alivePlayers
end
---@param player ServerPlayer
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getOtherPlayers(player, sortBySeat)
local alivePlayers = self:getAlivePlayers(sortBySeat)
for _, p in ipairs(alivePlayers) do
if p.id == player.id then
table.removeOne(alivePlayers, player)
break
end
end
return alivePlayers
end
---@return ServerPlayer | null
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
for _, p in ipairs(self.players) do
if p.role == "lord" then return p end
end
return nil
end
---@param expect ServerPlayer
---@return ServerPlayer[]
function Room:getOtherPlayers(expect)
local ret = {table.unpack(self.players)}
table.removeOne(ret, expect)
return ret
end
---@param num integer
---@param from string
---@return integer[]
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
return cardIds
end
------------------------------------------------------------------------
-- network functions, notify function
------------------------------------------------------------------------
---@param player ServerPlayer
---@param property string
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
---@param p ServerPlayer
---@param player ServerPlayer
---@param property string
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player.id,
property,
player[property],
})
end
---@param command string
---@param jsonData string
---@param players ServerPlayer[] | nil @ default all players
function Room:doBroadcastNotify(command, jsonData, players)
players = players or self.players
local tolist = fk.SPlayerList()
for _, p in ipairs(players) do
tolist:append(p.serverplayer)
end
self.room:doBroadcastNotify(tolist, command, jsonData)
end
---@param player ServerPlayer
---@param command string
---@param jsonData string
---@param wait boolean @ default true
---@return string | nil
function Room:doRequest(player, command, jsonData, wait)
if wait == nil then wait = true end
player:doRequest(command, jsonData, self.timeout)
if wait then
return player:waitForReply(self.timeout)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doBroadcastRequest(command, players)
players = players or self.players
self:notifyMoveFocus(players, command)
for _, p in ipairs(players) do
self:doRequest(p, command, p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
for _, p in ipairs(players) do
elapsed = os.time() - currentTime
remainTime = remainTime - elapsed
p:waitForReply(remainTime)
end
end
---@param players ServerPlayer[]
---@param card_moves CardsMoveStruct[]
---@param forceVisible boolean
function Room:notifyMoveCards(players, card_moves, forceVisible)
if players == nil or players == {} then players = self.players end
for _, p in ipairs(players) do
local arg = table.clone(card_moves)
for _, move in ipairs(arg) do
-- local to = self:getPlayerById(move.to)
-- forceVisible make the move visible
-- FIXME: move.moveInfo is an array, fix this
move.moveVisible = (forceVisible)
-- if move is relevant to player, it should be open
or ((move.from == p.id) or (move.to == p.id and move.toArea ~= Card.PlayerSpecial))
-- cards move from/to equip/judge/discard/processing should be open
or move.moveInfo.fromArea == Card.PlayerEquip
or move.toArea == Card.PlayerEquip
or move.moveInfo.fromArea == Card.PlayerJudge
or move.toArea == Card.PlayerJudge
or move.moveInfo.fromArea == Card.DiscardPile
or move.toArea == Card.DiscardPile
or move.moveInfo.fromArea == Card.Processing
or move.toArea == Card.Processing
-- TODO: PlayerSpecial
if not move.moveVisible then
for _, info in ipairs(move.moveInfo) do
info.cardId = -1
end
end
end
p:doNotify("MoveCards", json.encode(arg))
end
end
---@param players ServerPlayer | ServerPlayer[]
---@param command string
function Room:notifyMoveFocus(players, command)
if (players.class) then
players = {players}
end
local ids = {}
for _, p in ipairs(players) do
table.insert(ids, p.id)
end
self:doBroadcastNotify("MoveFocus", json.encode{
ids,
command
})
end
------------------------------------------------------------------------
-- interactive functions
------------------------------------------------------------------------
---@param player ServerPlayer
---@param skill_name string
---@param prompt string
---@param cancelable boolean
---@param extra_data table
function Room:askForUseActiveSkill(player, skill_name, prompt, cancelable, extra_data)
prompt = prompt or ""
cancelable = cancelable or false
extra_data = extra_data or {}
local skill = Fk.skills[skill_name]
if not (skill and skill:isInstanceOf(ActiveSkill)) then
print("Attempt ask for use non-active skill: " .. skill_name)
return false
end
local command = "AskForUseActiveSkill"
self:notifyMoveFocus(player, skill_name) -- for display skill name instead of command name
local data = {skill_name, prompt, cancelable, json.encode(extra_data)}
local result = self:doRequest(player, command, json.encode(data))
if result == "" then
return false
end
data = json.decode(result)
local card = data.card
local targets = data.targets
local card_data = json.decode(card)
local selected_cards = card_data.subcards
skill:onEffect(room, {
from = player.id,
cards = selected_cards,
tos = targets,
})
return true, {
cards = selected_cards,
targets = targets
}
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName)
if minNum < 1 then
return nil
end
local toDiscard = {}
local data = {
num = maxNum,
min_num = minNum,
include_equip = includeEquip,
reason = skillName
}
local _, ret = self:askForUseActiveSkill(player, "discard_skill", "", true, data)
if ret then
toDiscard = ret.cards
else
local hands = player:getCardIds(Player.Hand)
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(toDiscard, randomId)
table.removeOne(hands, randomId)
end
end
self:moveCards({
ids = toDiscard,
from = player.id,
toArea = Card.DiscardPile,
moveReason = fk.ReasonDiscard,
proposer = player.id,
skillName = skillName
})
end
---@param player ServerPlayer
---@param targets ServerPlayer[]
---@param minNum integer
---@param maxNum integer
---@return integer[]
function Room:askForChoosePlayers(player, targets, minNum, maxNum, skillName)
if minNum < 1 then
return nil
end
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
reason = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", "", true, data)
if ret then
return ret.targets
else
-- TODO: default
return {}
end
end
---@param player ServerPlayer
---@param generals string[]
---@return string
function Room:askForGeneral(player, generals)
local command = "AskForGeneral"
self:notifyMoveFocus(player, command)
if #generals == 1 then return generals[1] end
local defaultChoice = generals[1]
if (player.state == "online") then
local result = self:doRequest(player, command, json.encode(generals))
if result == "" then
return defaultChoice
else
-- TODO: result is a JSON array
-- update here when choose multiple generals
return json.decode(result)[1]
end
end
return defaultChoice
end
---@param chooser ServerPlayer
---@param target ServerPlayer
---@param flag string @ "hej", h for handcard, e for equip, j for judge
---@param reason string
function Room:askForCardChosen(chooser, target, flag, reason)
local command = "AskForCardChosen"
self:notifyMoveFocus(chooser, command)
local data = {target.id, flag, reason}
local result = self:doRequest(chooser, command, json.encode(data))
if result == "" then
-- FIXME: generate a random card according to flag
result = -1
else
result = tonumber(result)
end
if result == -1 then
local handcards = target.player_cards[Player.Hand]
result = handcards[math.random(1, #handcards)]
end
return result
end
---@param player ServerPlayer
---@param choices string[]
---@param skill_name string
function Room:askForChoice(player, choices, skill_name, data)
if #choices == 1 then return choices[1] end
local command = "AskForChoice"
self:notifyMoveFocus(player, skill_name)
local result = self:doRequest(player, command, json.encode{
choices, skill_name
})
if result == "" then result = choices[1] end
return result
end
---@param player ServerPlayer
---@param skill_name string
---@return boolean
function Room:askForSkillInvoke(player, skill_name, data)
local command = "AskForSkillInvoke"
self:notifyMoveFocus(player, skill_name)
local invoked = false
local result = self:doRequest(player, command, skill_name)
if result ~= "" then invoked = true end
return invoked
end
function Room:askForUseCard() end
function Room:askForResponse() end
------------------------------------------------------------------------
-- use card logic, and wrappers
------------------------------------------------------------------------
---@param room Room
---@param cardUseEvent CardUseStruct
---@param aimEventCollaborators table<string, AimStruct[]>
---@return boolean
local onAim = function(room, cardUseEvent, aimEventCollaborators)
local eventStages = { fk.TargetSpecifying, fk.TargetConfirming, fk.TargetSpecified, fk.TargetConfirmed }
for _, stage in ipairs(eventStages) do
if not cardUseEvent.tos then
return false
end
room:sortPlayersByAction(cardUseEvent.tos)
local aimGroup = AimGroup:initAimGroup(TargetGroup:getRealTargets(cardUseEvent.tos))
local collaboratorsIndex = {}
local firstTarget = true
repeat
local toId = AimGroup:getUndoneOrDoneTargets(aimGroup)[1]
---@type AimStruct
local aimStruct
local initialEvent = false
collaboratorsIndex[toId] = collaboratorsIndex[toId] or 0
if not aimEventCollaborators[toId] or collaboratorsIndex[toId] >= #aimEventCollaborators[toId] then
aimStruct = {
from = cardUseEvent.from,
cardId = cardUseEvent.cardId,
to = toId,
targetGroup = cardUseEvent.tos,
nullifiedTargets = cardUseEvent.nullifiedTargets or {},
tos = aimGroup,
firstTarget = firstTarget,
additionalDamage = cardUseEvent.addtionalDamage
}
collaboratorsIndex[toId] = 1
initialEvent = true
else
aimStruct = aimEventCollaborators[toId][collaboratorsIndex[toId]]
aimStruct.from = cardUseEvent.from
aimStruct.cardId = cardUseEvent.cardId
aimStruct.tos = aimGroup
aimStruct.targetGroup = cardUseEvent.tos
aimStruct.nullifiedTargets = cardUseEvent.nullifiedTargets or {}
aimStruct.firstTarget = firstTarget
end
firstTarget = false
if room.logic:trigger(stage, (stage == fk.TargetSpecifying or stage == fk.TargetSpecified) and room:getPlayerById(aimStruct.from) or room:getPlayerById(aimStruct.to), aimStruct) then
return false
end
AimGroup:removeDeadTargets(room, aimStruct)
local aimEventTargetGroup = aimStruct.targetGroup
if aimEventTargetGroup then
room:sortPlayersByAction(aimEventTargetGroup)
end
cardUseEvent.from = aimStruct.from
cardUseEvent.tos = aimEventTargetGroup
cardUseEvent.nullifiedTargets = aimStruct.nullifiedTargets
if #AimGroup:getAllTargets(aimStruct.tos) == 0 then
return false
end
local cancelledTargets = AimGroup:getCancelledTargets(aimStruct.tos)
if #cancelledTargets > 0 then
for _, target in ipairs(cancelledTargets) do
aimEventCollaborators[target] = {}
collaboratorsIndex[target] = 0
end
end
aimStruct.tos[AimGroup.Cancelled] = {}
aimEventCollaborators[toId] = aimEventCollaborators[toId] or {}
if not room:getPlayerById(toId):isAlive() then
if initialEvent then
table.insert(aimEventCollaborators[toId], aimStruct)
else
aimEventCollaborators[toId][collaboratorsIndex[toId]] = aimStruct
end
end
AimGroup:setTargetDone(aimStruct.tos, toId)
aimGroup = aimStruct.tos
until #AimGroup:getUndoneOrDoneTargets(aimGroup) == 0
end
return true
end
---@param cardUseEvent CardUseStruct
---@return boolean
function Room:useCard(cardUseEvent)
self:moveCards({
ids = { cardUseEvent.cardId },
from = cardUseEvent.customFrom or cardUseEvent.from,
toArea = Card.Processing,
moveReason = fk.ReasonUse,
})
if Fk:getCardById(cardUseEvent.cardId).skill then
Fk:getCardById(cardUseEvent.cardId).skill:onUse(self, cardUseEvent)
end
if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
return false
end
if not cardUseEvent.extraUse then
self:getPlayerById(cardUseEvent.from):addCardUseHistory(Fk:getCardById(cardUseEvent.cardId).trueName, 1)
end
if cardUseEvent.responseToEvent then
cardUseEvent.responseToEvent.cardIdsResponded = cardUseEvent.responseToEvent.cardIdsResponded or {}
table.insert(cardUseEvent.responseToEvent.cardIdsResponded, cardUseEvent.cardId)
end
for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.BeforeCardUseEffect, fk.CardUsing }) do
-- TODO: need to complete the cards for response
self.logic:trigger(event, self:getPlayerById(cardUseEvent.from), cardUseEvent)
if event == fk.CardUsing then
---@type table<string, AimStruct>
local aimEventCollaborators = {}
if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then
break
end
if Fk:getCardById(cardUseEvent.cardId).type == Card.TypeEquip then
if self:getCardArea(cardUseEvent.cardId) ~= Card.Processing then
break
end
if self:getPlayerById(TargetGroup:getRealTargets(cardUseEvent.tos)[1]).dead then
self.moveCards({
ids = { cardUseEvent.cardId },
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
else
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
local existingEquipId = self:getPlayerById(target):getEquipment(Fk:getCardById(cardUseEvent.cardId).sub_type)
if existingEquipId then
self:moveCards(
{
ids = { existingEquipId },
from = target,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
},
{
ids = { cardUseEvent.cardId },
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
}
)
else
self:moveCards({
ids = { cardUseEvent.cardId },
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
})
end
end
break
elseif Fk:getCardById(cardUseEvent.cardId).sub_type == Card.SubtypeDelayedTrick then
if self:getCardArea(cardUseEvent.cardId) ~= Card.Processing then
break
end
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
if not self:getPlayerById(target).dead then
local findSameCard = false
for _, cardId in ipairs(self:getPlayerById(target):getCardIds(Player.Equip)) do
if Fk:getCardById(cardId).trueName == Fk:getCardById(cardUseEvent.cardId) then
findSameCard = true
end
end
if not findSameCard then
self:moveCards({
ids = { cardUseEvent.cardId },
to = target,
toArea = Card.PlayerJudge,
moveReason = fk.ReasonUse,
})
break
end
end
self:moveCards({
ids = { cardUseEvent.cardId },
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
break
end
if Fk:getCardById(cardUseEvent.cardId).skill then
Fk:getCardById(cardUseEvent.cardId).skill:onEffect(self, cardUseEvent)
end
end
end
self.logic:trigger(fk.CardUseFinished, self:getPlayerById(cardUseEvent.from), cardUseEvent)
if self:getCardArea(cardUseEvent.cardId) == Card.Processing then
self:moveCards({
ids = { cardUseEvent.cardId },
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end
------------------------------------------------------------------------
-- move cards, and wrappers
------------------------------------------------------------------------
---@vararg CardsMoveInfo
---@return boolean
function Room:moveCards(...)
---@type CardsMoveStruct[]
local cardsMoveStructs = {}
local infoCheck = function(info)
assert(table.contains({ Card.PlayerHand, Card.PlayerEquip, Card.PlayerJudge, Card.PlayerSpecial, Card.Processing, Card.DrawPile, Card.DiscardPile, Card.Void }, info.toArea))
assert(info.toArea ~= Card.PlayerSpecial or type(info.specialName) == "string")
assert(type(info.moveReason) == "number")
end
for _, cardsMoveInfo in ipairs({...}) do
if #cardsMoveInfo.ids > 0 then
infoCheck(cardsMoveInfo)
---@type MoveInfo[]
local infos = {}
for _, id in ipairs(cardsMoveInfo.ids) do
table.insert(infos, { cardId = id, fromArea = self:getCardArea(id) })
end
---@type CardsMoveStruct
local cardsMoveStruct = {
moveInfo = infos,
from = cardsMoveInfo.from,
to = cardsMoveInfo.to,
toArea = cardsMoveInfo.toArea,
moveReason = cardsMoveInfo.moveReason,
proposer = cardsMoveInfo.proposer,
skillName = cardsMoveInfo.skillName,
moveVisible = cardsMoveInfo.moveVisible,
specialName = cardsMoveInfo.specialName,
specialVisible = cardsMoveInfo.specialVisible,
}
table.insert(cardsMoveStructs, cardsMoveStruct)
end
end
if #cardsMoveStructs < 1 then
return false
end
if self.logic:trigger(fk.BeforeCardsMove, nil, cardsMoveStructs) then
return false
end
self:notifyMoveCards(self.players, cardsMoveStructs)
for _, data in ipairs(cardsMoveStructs) do
if #data.moveInfo > 0 then
infoCheck(data)
---@param info MoveInfo
for _, info in ipairs(data.moveInfo) do
local realFromArea = self:getCardArea(info.cardId)
local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
if table.contains(playerAreas, realFromArea) and data.from then
self:getPlayerById(data.from):removeCards(realFromArea, { info.cardId }, data.specialName)
elseif realFromArea ~= Card.Unknown then
local fromAreaIds = {}
if realFromArea == Card.Processing then
fromAreaIds = self.processing_area
elseif realFromArea == Card.DrawPile then
fromAreaIds = self.draw_pile
elseif realFromArea == Card.DiscardPile then
fromAreaIds = self.discard_pile
elseif realFromArea == Card.Void then
fromAreaIds = self.void
end
table.removeOne(fromAreaIds, info.cardId)
end
if table.contains(playerAreas, data.toArea) and data.to then
self:getPlayerById(data.to):addCards(data.toArea, { info.cardId }, data.specialName)
else
local toAreaIds = {}
if data.toArea == Card.Processing then
toAreaIds = self.processing_area
elseif data.toArea == Card.DrawPile then
toAreaIds = self.draw_pile
elseif data.toArea == Card.DiscardPile then
toAreaIds = self.discard_pile
elseif data.toArea == Card.Void then
toAreaIds = self.void
end
table.insert(toAreaIds, toAreaIds == Card.DrawPile and 1 or #toAreaIds + 1, info.cardId)
end
self:setCardArea(info.cardId, data.toArea, data.to)
end
end
end
self.logic:trigger(fk.AfterCardsMove, nil, cardsMoveStructs)
return true
end
---@param player integer
---@param cid integer
---@param unhide boolean
---@param reason CardMoveReason
function Room:obtainCard(player, cid, unhide, reason)
self:moveCards({
ids = {cid},
from = self.owner_map[cid],
to = player,
toArea = Card.PlayerHand,
moveReason = reason or fk.ReasonJustMove,
proposer = player,
moveVisible = unhide or false,
})
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@param fromPlace "top"|"bottom"
---@return integer[]
function Room:drawCards(player, num, skillName, fromPlace)
local topCards = self:getNCards(num, fromPlace)
self:moveCards({
ids = topCards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonDraw,
proposer = player.id,
skillName = skillName,
})
return { table.unpack(topCards) }
end
------------------------------------------------------------------------
-- some easier actions
------------------------------------------------------------------------
-- actions related to hp
---@param player ServerPlayer
---@param num integer
---@param reason "loseHp"|"damage"|"recover"|null
---@param skillName string
---@param damageStruct DamageStruct|null
---@return boolean
function Room:changeHp(player, num, reason, skillName, damageStruct)
if num == 0 then
return false
end
assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason))
---@type HpChangedData
local data = {
num = num,
reason = reason,
skillName = skillName,
}
if self.logic:trigger(fk.BeforeHpChanged, player, data) then
return false
end
assert(not (data.reason == "recover" and data.num < 0))
player.hp = math.min(player.hp + data.num, player.maxHp)
self.logic:trigger(fk.HpChanged, player, data)
if player.hp < 1 then
---@type DyingStruct
local dyingStruct = {
who = player.id,
damage = damageStruct,
}
self:enterDying(dyingStruct)
elseif player.dying then
player.dying = false
end
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@return boolean
function Room:loseHp(player, num, skillName)
if num == nil then
num = 1
elseif num < 1 then
return false
end
---@type HpLostData
local data = {
num = num,
skillName = skillName,
}
if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then
return false
end
if not self:changeHp(player, -num, "loseHp", skillName) then
return false
end
self.logic:trigger(fk.HpLost, player, data)
return true
end
---@param player ServerPlayer
---@param num integer
---@return boolean
function Room:changeMaxHp(player, num)
if num == 0 then
return false
end
player.maxHp = math.max(player.maxHp + num, 0)
local diff = player.hp - player.maxHp
if diff > 0 then
if not self:changeHp(player, -diff) then
player.hp = player.hp - diff
end
end
if player.maxHp == 0 then
self:killPlayer({ who = player.id })
end
self.logic:trigger(fk.MaxHpChanged, player, { num = num })
return true
end
---@param damageStruct DamageStruct
---@return boolean
function Room:damage(damageStruct)
if damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
local stages = {
[fk.PreDamage] = damageStruct.from,
[fk.DamageCaused] = damageStruct.from,
[fk.DamageInflicted] = damageStruct.to,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
end
assert(self:getPlayerById(damageStruct.to))
local victim = self:getPlayerById(damageStruct.to)
if not victim:isAlive() then
return false
end
if not self:changeHp(victim, -damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then
return false
end
stages = {
[fk.Damage] = damageStruct.from,
[fk.Damaged] = damageStruct.to,
[fk.DamageFinished] = damageStruct.from,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
self.logic:trigger(event, player, damageStruct)
end
return true
end
---@param recoverStruct RecoverStruct
---@return boolean
function Room:recover(recoverStruct)
if recoverStruct.num < 1 then
return false
end
local who = self:getPlayerById(recoverStruct.who)
if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then
return false
end
if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then
return false
end
self.logic:trigger(fk.HpRecover, who, recoverStruct)
return true
end
---@param dyingStruct DyingStruct
function Room:enterDying(dyingStruct)
local dyingPlayer = self:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
local alivePlayers = self:getAlivePlayers()
for _, player in ipairs(alivePlayers) do
self.logic:trigger(fk.Dying, player, dyingStruct)
if player.hp > 0 then
break
end
end
if dyingPlayer.hp < 1 then
---@type DeathStruct
local deathData = {
who = dyingPlayer.id,
damage = dyingStruct.damage,
}
self:killPlayer(deathData)
end
end
self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
end
---@param deathStruct DeathStruct
function Room:killPlayer(deathStruct)
print(self:getPlayerById(deathStruct.who).general .. " is dead")
self:gameOver()
end
-- lose/acquire skill actions
---@param player ServerPlayer
---@param skill_names string[] | string
---@param source_skill string | Skill | nil
function Room:handleAddLoseSkills(player, skill_names, source_skill)
if type(skill_names) == "string" then
skill_names = skill_names:split("|")
end
if #skill_names == 0 then return end
local losts = {} ---@type boolean[]
local triggers = {} ---@type Skill[]
for _, skill in ipairs(skill_names) do
if string.sub(skill, 1, 1) == "-" then
local actual_skill = string.sub(skill, 2, #skill)
if player:hasSkill(actual_skill) then
local lost_skills = player:loseSkill(actual_skill, source_skill)
for _, s in ipairs(lost_skills) do
self:doBroadcastNotify("LoseSkill", json.encode{
player.id,
s.name
})
-- TODO: send a log here
table.insert(losts, true)
table.insert(triggers, s)
end
end
else
local sk = Fk.skills[skill]
if sk and not player:hasSkill(sk) then
local got_skills = player:addSkill(sk)
for _, s in ipairs(got_skills) do
-- TODO: limit skill mark
self:doBroadcastNotify("AddSkill", json.encode{
player.id,
s.name
})
-- TODO: send log
table.insert(losts, false)
table.insert(triggers, s)
end
end
end
end
if #triggers > 0 then
for i = 1, #triggers do
local event = losts[i] and fk.EventLoseSkill or fk.EventAcquireSkill
self.logic:trigger(event, player, triggers[i])
end
end
end
-- other helpers
function Room:adjustSeats()
local players = {}
local p = 0
for i = 1, #self.players do
if self.players[i].role == "lord" then
p = i
break
end
end
for j = p, #self.players do
table.insert(players, self.players[j])
end
for j = 1, p - 1 do
table.insert(players, self.players[j])
end
self.players = players
local player_circle = {}
for i = 1, #self.players do
self.players[i].seat = i
table.insert(player_circle, self.players[i].id)
end
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
function Room:shuffleDrawPile()
if #self.draw_pile + #self.discard_pile == 0 then
return
end
table.insertTable(self.draw_pile, self.discard_pile)
for _, id in ipairs(self.discard_pile) do
self:setCardArea(id, Card.DrawPile, nil)
end
self.discard_pile = {}
table.shuffle(self.draw_pile)
end
function Room:gameOver()
self.game_finished = true
-- dosomething
self.room:gameOver()
end
fk.room_callback = {}
fk.room_callback["QuitRoom"] = function(jsonData)
-- jsonData: [ int uid ]
local data = json.decode(jsonData)
local player = fk.ServerInstance:findPlayer(tonumber(data[1]))
local room = player:getRoom()
if not room:isLobby() then
room:removePlayer(player)
end
end
fk.room_callback["AddRobot"] = function(jsonData)
-- jsonData: [ int uid ]
local data = json.decode(jsonData)
local player = fk.ServerInstance:findPlayer(tonumber(data[1]))
local room = player:getRoom()
if not room:isLobby() then
room:addRobot(player)
end
end
function CreateRoom(_room)
RoomInstance = Room:new(_room)
end