278 lines
8.3 KiB
Lua
278 lines
8.3 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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local extension = Package("test_p_0")
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local cheat = fk.CreateActiveSkill{
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name = "cheat",
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anim_type = "drawcard",
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can_use = function(self, player)
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return true
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end,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local cardTypeName = room:askForChoice(from, { 'BasicCard', 'TrickCard', 'Equip' }, "cheat")
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local cardType = Card.TypeBasic
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if cardTypeName == 'TrickCard' then
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cardType = Card.TypeTrick
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elseif cardTypeName == 'Equip' then
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cardType = Card.TypeEquip
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end
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local allCardIds = Fk:getAllCardIds()
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local allCardMapper = {}
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local allCardNames = {}
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for _, id in ipairs(allCardIds) do
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local card = Fk:getCardById(id)
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if card.type == cardType then
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if allCardMapper[card.name] == nil then
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table.insert(allCardNames, card.name)
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end
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allCardMapper[card.name] = allCardMapper[card.name] or {}
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table.insert(allCardMapper[card.name], id)
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end
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end
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if #allCardNames == 0 then
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return
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end
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local cardName = room:askForChoice(from, allCardNames, "cheat", nil, nil, true)
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local toGain = nil
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if #allCardMapper[cardName] > 0 then
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toGain = allCardMapper[cardName][math.random(1, #allCardMapper[cardName])]
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end
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from:addToPile(self.name, toGain, true, self.name)
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room:obtainCard(effect.from, toGain, true, fk.ReasonPrey)
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end
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}
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local test_filter = fk.CreateFilterSkill{
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name = "test_filter",
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card_filter = function(self, card)
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return card.number > 11
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end,
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view_as = function(self, card)
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return Fk:cloneCard("crossbow", card.suit, card.number)
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end,
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}
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local control = fk.CreateActiveSkill{
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name = "control",
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anim_type = "control",
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can_use = function(self, player)
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return true
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end,
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card_filter = function(self, card)
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-- if self.interaction.data == "joy" then
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--local c = Fk:getCardById(card)
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--return Self:getPileNameOfId(card) == self.name and c.color == Card.Red
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return false
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-- end
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end,
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card_num = 0,
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target_filter = function(self, to_select)
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return to_select ~= Self.id
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end,
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min_target_num = 1,
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--interaction = function()return UI.Spin {
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--choices = Fk.package_names,
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--from=2,to=8,
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-- default = "guanyu",
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--}end,
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on_use = function(self, room, effect)
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--room:doSuperLightBox("packages/test/qml/Test.qml")
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local from = room:getPlayerById(effect.from)
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-- room:swapSeat(from, to)
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for _, pid in ipairs(effect.tos) do
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local to = room:getPlayerById(pid)
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if to:getMark("mouxushengcontrolled") == 0 then
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room:addPlayerMark(to, "mouxushengcontrolled")
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from:control(to)
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else
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room:setPlayerMark(to, "mouxushengcontrolled", 0)
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to:control(to)
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end
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end
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--local success, dat = room:askForUseViewAsSkill(from, "test_vs", nil, true)
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--if success then
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--local card = Fk.skills["test_vs"]:viewAs(dat.cards)
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--room:useCard{
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--from = from.id,
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--tos = table.map(dat.targets, function(e) return {e} end),
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--card = card,
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--}
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--end
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-- from:pindian({to})
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-- local result = room:askForCustomDialog(from, "simayi", "packages/test/qml/TestDialog.qml", "Hello, world. FROM LUA")
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-- print(result)
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-- room:fillAG(from, { 1, 43, 77 })
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-- local id = room:askForAG(from, { 1, 43, 77 })
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-- room:takeAG(from, id)
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-- room:delay(2000)
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-- room:closeAG(from)
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-- local cards = room:askForCardsChosen(from, from, 2, 3, "hej", "")
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-- from:addToPile(self.name, cards)
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-- from.kingdom = "wei"
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-- room:broadcastProperty(from, "kingdom")
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-- p(cards)
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-- room:useVirtualCard("slash", nil, from, room:getOtherPlayers(from), self.name, true)
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end,
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}
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local test_vs = fk.CreateViewAsSkill{
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name = "test_vs",
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pattern = "nullification",
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card_filter = function(self, to_select, selected)
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return #selected == 0
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end,
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interaction = function(self)
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return UI.ComboBox {
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choices = {
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"ex_nihilo",
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"duel",
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"snatch",
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"dismantlement",
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"savage_assault",
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"archery_attack",
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"lightning",
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"nullification",
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}
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}
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end,
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view_as = function(self, cards)
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if #cards ~= 1 then
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return nil
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end
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if not self.interaction.data then return end
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local c = Fk:cloneCard(self.interaction.data)
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c.skillName = self.name
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c:addSubcard(cards[1])
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return c
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end,
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}
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local test_trig = fk.CreateTriggerSkill{
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name = "test_trig",
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events = {fk.EventPhaseEnd},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name) and player.phase == Player.Discard
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end,
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on_cost = function(self, event, target, player, data)
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local cards = player.room:askForDiscard(player, 1, 1, false, self.name, true, nil, "#test_trig-ask", true)
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if #cards > 0 then
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self.cost_data = cards
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return true
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end
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end,
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on_use = function(self, event, target, player, data)
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player.room:throwCard(self.cost_data, self.name, player, player)
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end,
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}
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local damage_maker = fk.CreateActiveSkill{
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name = "damage_maker",
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anim_type = "offensive",
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can_use = function(self, player)
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return true
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end,
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card_filter = function(self, card)
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return false
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end,
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card_num = 0,
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target_filter = function(self)
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return true
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end,
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target_num = 1,
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interaction = function()return UI.ComboBox {
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choices = {"normal_damage", "fire_damage", "thunder_damage", "ice_damage", "lose_hp", "heal_hp", "lose_max_hp", "heal_max_hp"}
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}end,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local target = room:getPlayerById(effect.tos[1])
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local choice = self.interaction.data
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local choices = {}
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for i = 1, 99 do
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table.insert(choices, tostring(i))
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end
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local number = tonumber(room:askForChoice(from, choices, self.name, nil))
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if choice == "heal_hp" then
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room:recover{
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who = target,
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num = number,
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recoverBy = from,
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skillName = self.name
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}
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elseif choice == "heal_max_hp" then
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room:changeMaxHp(target, number)
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elseif choice == "lose_max_hp" then
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room:changeMaxHp(target, -number)
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elseif choice == "lose_hp" then
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room:loseHp(target, number, self.name)
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else
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choices = {"normal_damage", "fire_damage", "thunder_damage", "ice_damage"}
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room:damage({
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from = from,
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to = target,
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damage = number,
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damageType = table.indexOf(choices, choice),
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skillName = self.name
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})
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end
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end,
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}
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local change_hero = fk.CreateActiveSkill{
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name = "change_hero",
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can_use = function(self, player)
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return true
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end,
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card_filter = function(self, card)
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return false
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end,
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card_num = 0,
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target_filter = function(self, to_select, selected)
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return #selected < 1
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end,
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target_num = 1,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local target = room:getPlayerById(effect.tos[1])
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local generals = table.map(Fk:getGeneralsRandomly(8, Fk:getAllGenerals()), function(p) return p.name end)
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local general = room:askForGeneral(from, generals, 1)
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if general == nil then
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general = table.random(generals)
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end
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room:changeHero(target, general, false, false, true)
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end,
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}
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local test2 = General(extension, "mouxusheng", "wu", 4, 4, General.Female)
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test2.shield = 4
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test2:addSkill("rende")
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test2:addSkill(cheat)
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test2:addSkill(control)
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test2:addSkill(test_vs)
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--test2:addSkill(test_trig)
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test2:addSkill(damage_maker)
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test2:addSkill(change_hero)
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Fk:loadTranslationTable{
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["test_p_0"] = "测试包",
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["test"] = "测试",
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["test_filter"] = "破军",
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[":test_filter"] = "你的点数大于11的牌视为无中生有。",
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["mouxusheng"] = "谋徐盛",
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-- ["cheat"] = "小开",
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[":cheat"] = "出牌阶段,你可以获得一张想要的牌。",
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--["#test_trig-ask"] = "你可弃置一张手牌",
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["control"] = "控制",
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[":control"] = "出牌阶段,你可以控制/解除控制若干名其他角色。",
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["test_vs"] = "视为",
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[":test_vs"] = "你可以将牌当包含无懈在内的某张锦囊使用。",
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["damage_maker"] = "制伤",
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[":damage_maker"] = "出牌阶段,你可以进行一次伤害制造器。",
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["change_hero"] = "变更",
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[":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。",
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}
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return { extension }
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