1216 lines
33 KiB
Lua
1216 lines
33 KiB
Lua
---@class Room : Object
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---@field room fk.Room
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---@field players ServerPlayer[]
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---@field alive_players ServerPlayer[]
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---@field current ServerPlayer
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---@field game_finished boolean
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---@field timeout integer
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---@field tag table<string, any>
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---@field draw_pile integer[]
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---@field discard_pile integer[]
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---@field processing_area integer[]
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---@field void integer[]
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---@field card_place table<integer, CardArea>
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---@field owner_map table<integer, integer>
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local Room = class("Room")
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-- load classes used by the game
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GameLogic = require "server.gamelogic"
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ServerPlayer = require "server.serverplayer"
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--[[--------------------------------------------------------------------
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Room stores all information for server side game room, such as player,
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cards, and other properties.
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It also have a lots of functions that make sure the room run properly.
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content of class Room:
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* contructor
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* getter/setters
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* Basic network functions, notify functions
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* Interactive methods
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* simple game actions, like judge, damage...
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* using cards
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* moving cards
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callbacks (not part of Room)
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see also:
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gamelogic.lua (for the game's main loop and trigger event)
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game_rule.lua (draw initial cards, proceed phase, etc.)
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aux_skills.lua (useful ActiveSkill for some interactive functions)
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]]----------------------------------------------------------------------
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------------------------------------------------------------------------
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-- constructor
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------------------------------------------------------------------------
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---@param _room fk.Room
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function Room:initialize(_room)
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self.room = _room
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self.room.callback = function(_self, command, jsonData)
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local cb = fk.room_callback[command]
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if (type(cb) == "function") then
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cb(jsonData)
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else
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print("Lobby error: Unknown command " .. command);
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end
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end
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self.room.startGame = function(_self)
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Room.initialize(self, _room) -- clear old data
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self:run()
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end
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self.players = {}
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self.alive_players = {}
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self.current = nil
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self.game_finished = false
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self.timeout = _room:getTimeout()
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self.tag = {}
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self.draw_pile = {}
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self.discard_pile = {}
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self.processing_area = {}
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self.void = {}
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self.card_place = {}
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self.owner_map = {}
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end
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-- When this function returns, the Room(C++) thread stopped.
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function Room:run()
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for _, p in fk.qlist(self.room:getPlayers()) do
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local player = ServerPlayer:new(p)
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player.room = self
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table.insert(self.players, player)
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end
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self.logic = GameLogic:new(self)
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self.logic:run()
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end
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------------------------------------------------------------------------
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-- getters and setters
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------------------------------------------------------------------------
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---@param cardId integer
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---@param cardArea CardArea
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---@param integer owner
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function Room:setCardArea(cardId, cardArea, owner)
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self.card_place[cardId] = cardArea
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self.owner_map[cardId] = owner
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end
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---@param cardId integer
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---@return CardArea
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function Room:getCardArea(cardId)
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return self.card_place[cardId] or Card.Unknown
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end
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---@param id integer
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---@return ServerPlayer
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function Room:getPlayerById(id)
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assert(type(id) == "number")
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for _, p in ipairs(self.players) do
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if p.id == id then
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return p
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end
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end
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error("cannot find player by " .. id)
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end
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---@param playerIds integer[]
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function Room:sortPlayersByAction(playerIds)
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end
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function Room:deadPlayerFilter(playerIds)
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local newPlayerIds = {}
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for _, playerId in ipairs(playerIds) do
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if self:getPlayerById(playerId):isAlive() then
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table.insert(newPlayerIds, playerId)
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end
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end
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return newPlayerIds
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end
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---@param sortBySeat boolean
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---@return ServerPlayer[]
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function Room:getAlivePlayers(sortBySeat)
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sortBySeat = sortBySeat or true
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local alivePlayers = {}
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for _, player in ipairs(self.players) do
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if player:isAlive() then
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table.insert(alivePlayers, player)
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end
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end
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return alivePlayers
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end
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---@param player ServerPlayer
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---@param sortBySeat boolean
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---@return ServerPlayer[]
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function Room:getOtherPlayers(player, sortBySeat)
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local alivePlayers = self:getAlivePlayers(sortBySeat)
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for _, p in ipairs(alivePlayers) do
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if p.id == player.id then
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table.removeOne(alivePlayers, player)
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break
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end
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end
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return alivePlayers
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end
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---@return ServerPlayer | null
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function Room:getLord()
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local lord = self.players[1]
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if lord.role == "lord" then return lord end
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for _, p in ipairs(self.players) do
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if p.role == "lord" then return p end
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end
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return nil
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end
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---@param expect ServerPlayer
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---@return ServerPlayer[]
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function Room:getOtherPlayers(expect)
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local ret = {table.unpack(self.players)}
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table.removeOne(ret, expect)
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return ret
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end
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---@param num integer
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---@param from string
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---@return integer[]
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function Room:getNCards(num, from)
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from = from or "top"
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assert(from == "top" or from == "bottom")
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local cardIds = {}
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while num > 0 do
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if #self.draw_pile < 1 then
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self:shuffleDrawPile()
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end
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local index = from == "top" and 1 or #self.draw_pile
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table.insert(cardIds, self.draw_pile[index])
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table.remove(self.draw_pile, index)
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num = num - 1
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end
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return cardIds
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end
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------------------------------------------------------------------------
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-- network functions, notify function
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------------------------------------------------------------------------
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---@param player ServerPlayer
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---@param property string
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function Room:broadcastProperty(player, property)
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for _, p in ipairs(self.players) do
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self:notifyProperty(p, player, property)
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end
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end
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---@param p ServerPlayer
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---@param player ServerPlayer
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---@param property string
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function Room:notifyProperty(p, player, property)
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p:doNotify("PropertyUpdate", json.encode{
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player.id,
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property,
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player[property],
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})
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end
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---@param command string
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---@param jsonData string
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---@param players ServerPlayer[] | nil @ default all players
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function Room:doBroadcastNotify(command, jsonData, players)
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players = players or self.players
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local tolist = fk.SPlayerList()
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for _, p in ipairs(players) do
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tolist:append(p.serverplayer)
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end
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self.room:doBroadcastNotify(tolist, command, jsonData)
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end
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---@param player ServerPlayer
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---@param command string
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---@param jsonData string
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---@param wait boolean @ default true
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---@return string | nil
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function Room:doRequest(player, command, jsonData, wait)
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if wait == nil then wait = true end
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player:doRequest(command, jsonData, self.timeout)
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if wait then
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return player:waitForReply(self.timeout)
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end
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end
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---@param command string
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---@param players ServerPlayer[]
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function Room:doBroadcastRequest(command, players)
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players = players or self.players
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self:notifyMoveFocus(players, command)
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for _, p in ipairs(players) do
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self:doRequest(p, command, p.request_data, false)
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end
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local remainTime = self.timeout
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local currentTime = os.time()
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local elapsed = 0
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for _, p in ipairs(players) do
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elapsed = os.time() - currentTime
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remainTime = remainTime - elapsed
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p:waitForReply(remainTime)
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end
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end
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---@param players ServerPlayer[]
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---@param card_moves CardsMoveStruct[]
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---@param forceVisible boolean
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function Room:notifyMoveCards(players, card_moves, forceVisible)
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if players == nil or players == {} then players = self.players end
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for _, p in ipairs(players) do
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local arg = table.clone(card_moves)
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for _, move in ipairs(arg) do
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-- local to = self:getPlayerById(move.to)
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-- forceVisible make the move visible
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-- FIXME: move.moveInfo is an array, fix this
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move.moveVisible = (forceVisible)
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-- if move is relevant to player, it should be open
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or ((move.from == p.id) or (move.to == p.id and move.toArea ~= Card.PlayerSpecial))
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-- cards move from/to equip/judge/discard/processing should be open
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or move.moveInfo.fromArea == Card.PlayerEquip
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or move.toArea == Card.PlayerEquip
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or move.moveInfo.fromArea == Card.PlayerJudge
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or move.toArea == Card.PlayerJudge
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or move.moveInfo.fromArea == Card.DiscardPile
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or move.toArea == Card.DiscardPile
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or move.moveInfo.fromArea == Card.Processing
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or move.toArea == Card.Processing
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-- TODO: PlayerSpecial
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if not move.moveVisible then
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for _, info in ipairs(move.moveInfo) do
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info.cardId = -1
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end
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end
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end
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p:doNotify("MoveCards", json.encode(arg))
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end
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end
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---@param players ServerPlayer | ServerPlayer[]
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---@param command string
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function Room:notifyMoveFocus(players, command)
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if (players.class) then
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players = {players}
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end
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local ids = {}
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for _, p in ipairs(players) do
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table.insert(ids, p.id)
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end
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self:doBroadcastNotify("MoveFocus", json.encode{
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ids,
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command
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})
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end
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------------------------------------------------------------------------
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-- interactive functions
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------------------------------------------------------------------------
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---@param player ServerPlayer
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---@param skill_name string
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---@param prompt string
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---@param cancelable boolean
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---@param extra_data table
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function Room:askForUseActiveSkill(player, skill_name, prompt, cancelable, extra_data)
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prompt = prompt or ""
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cancelable = cancelable or false
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extra_data = extra_data or {}
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local skill = Fk.skills[skill_name]
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if not (skill and skill:isInstanceOf(ActiveSkill)) then
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print("Attempt ask for use non-active skill: " .. skill_name)
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return false
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end
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local command = "AskForUseActiveSkill"
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self:notifyMoveFocus(player, skill_name) -- for display skill name instead of command name
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local data = {skill_name, prompt, cancelable, json.encode(extra_data)}
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local result = self:doRequest(player, command, json.encode(data))
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if result == "" then
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return false
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end
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data = json.decode(result)
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local card = data.card
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local targets = data.targets
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local card_data = json.decode(card)
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local selected_cards = card_data.subcards
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skill:onEffect(room, {
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from = player.id,
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cards = selected_cards,
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tos = targets,
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})
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return true, {
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cards = selected_cards,
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targets = targets
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}
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end
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---@param player ServerPlayer
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---@param minNum integer
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---@param maxNum integer
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---@param includeEquip boolean
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---@param skillName string
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function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName)
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if minNum < 1 then
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return nil
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end
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local toDiscard = {}
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local data = {
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num = maxNum,
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min_num = minNum,
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include_equip = includeEquip,
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reason = skillName
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}
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local _, ret = self:askForUseActiveSkill(player, "discard_skill", "", true, data)
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if ret then
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toDiscard = ret.cards
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else
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local hands = player:getCardIds(Player.Hand)
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for i = 1, minNum do
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local randomId = hands[math.random(1, #hands)]
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table.insert(toDiscard, randomId)
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table.removeOne(hands, randomId)
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end
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end
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self:moveCards({
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ids = toDiscard,
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from = player.id,
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toArea = Card.DiscardPile,
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moveReason = fk.ReasonDiscard,
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proposer = player.id,
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skillName = skillName
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})
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end
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---@param player ServerPlayer
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---@param targets ServerPlayer[]
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---@param minNum integer
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---@param maxNum integer
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---@return integer[]
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function Room:askForChoosePlayers(player, targets, minNum, maxNum, skillName)
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if minNum < 1 then
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return nil
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end
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local data = {
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targets = targets,
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num = maxNum,
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min_num = minNum,
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reason = skillName
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}
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local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", "", true, data)
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if ret then
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return ret.targets
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else
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-- TODO: default
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return {}
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end
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end
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---@param player ServerPlayer
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---@param generals string[]
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---@return string
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function Room:askForGeneral(player, generals)
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local command = "AskForGeneral"
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self:notifyMoveFocus(player, command)
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if #generals == 1 then return generals[1] end
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local defaultChoice = generals[1]
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if (player.state == "online") then
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local result = self:doRequest(player, command, json.encode(generals))
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if result == "" then
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return defaultChoice
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else
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-- TODO: result is a JSON array
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-- update here when choose multiple generals
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return json.decode(result)[1]
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end
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end
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return defaultChoice
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end
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---@param chooser ServerPlayer
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---@param target ServerPlayer
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---@param flag string @ "hej", h for handcard, e for equip, j for judge
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---@param reason string
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function Room:askForCardChosen(chooser, target, flag, reason)
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local command = "AskForCardChosen"
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self:notifyMoveFocus(chooser, command)
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local data = {target.id, flag, reason}
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local result = self:doRequest(chooser, command, json.encode(data))
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if result == "" then
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-- FIXME: generate a random card according to flag
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result = -1
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else
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result = tonumber(result)
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end
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if result == -1 then
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local handcards = target.player_cards[Player.Hand]
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result = handcards[math.random(1, #handcards)]
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end
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return result
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end
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---@param player ServerPlayer
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---@param choices string[]
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---@param skill_name string
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function Room:askForChoice(player, choices, skill_name, data)
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if #choices == 1 then return choices[1] end
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local command = "AskForChoice"
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self:notifyMoveFocus(player, skill_name)
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local result = self:doRequest(player, command, json.encode{
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choices, skill_name
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})
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if result == "" then result = choices[1] end
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return result
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end
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---@param player ServerPlayer
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---@param skill_name string
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---@return boolean
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function Room:askForSkillInvoke(player, skill_name, data)
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local command = "AskForSkillInvoke"
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self:notifyMoveFocus(player, skill_name)
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local invoked = false
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local result = self:doRequest(player, command, skill_name)
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if result ~= "" then invoked = true end
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return invoked
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end
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function Room:askForUseCard() end
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function Room:askForResponse() end
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------------------------------------------------------------------------
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-- use card logic, and wrappers
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------------------------------------------------------------------------
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---@param room Room
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---@param cardUseEvent CardUseStruct
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---@param aimEventCollaborators table<string, AimStruct[]>
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---@return boolean
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local onAim = function(room, cardUseEvent, aimEventCollaborators)
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local eventStages = { fk.TargetSpecifying, fk.TargetConfirming, fk.TargetSpecified, fk.TargetConfirmed }
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for _, stage in ipairs(eventStages) do
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if not cardUseEvent.tos then
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return false
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end
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room:sortPlayersByAction(cardUseEvent.tos)
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local aimGroup = AimGroup:initAimGroup(TargetGroup:getRealTargets(cardUseEvent.tos))
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local collaboratorsIndex = {}
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local firstTarget = true
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repeat
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local toId = AimGroup:getUndoneOrDoneTargets(aimGroup)[1]
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---@type AimStruct
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local aimStruct
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local initialEvent = false
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collaboratorsIndex[toId] = collaboratorsIndex[toId] or 0
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if not aimEventCollaborators[toId] or collaboratorsIndex[toId] >= #aimEventCollaborators[toId] then
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aimStruct = {
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from = cardUseEvent.from,
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cardId = cardUseEvent.cardId,
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to = toId,
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targetGroup = cardUseEvent.tos,
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nullifiedTargets = cardUseEvent.nullifiedTargets or {},
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tos = aimGroup,
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firstTarget = firstTarget,
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additionalDamage = cardUseEvent.addtionalDamage
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}
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collaboratorsIndex[toId] = 1
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initialEvent = true
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else
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aimStruct = aimEventCollaborators[toId][collaboratorsIndex[toId]]
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aimStruct.from = cardUseEvent.from
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aimStruct.cardId = cardUseEvent.cardId
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aimStruct.tos = aimGroup
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aimStruct.targetGroup = cardUseEvent.tos
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aimStruct.nullifiedTargets = cardUseEvent.nullifiedTargets or {}
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aimStruct.firstTarget = firstTarget
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end
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firstTarget = false
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|
|
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
|