403 lines
8.6 KiB
Lua
403 lines
8.6 KiB
Lua
-- the iterator of QList object
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local qlist_iterator = function(list, n)
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if n < list:length() - 1 then
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return n + 1, list:at(n + 1) -- the next element of list
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end
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end
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function fk.qlist(list)
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return qlist_iterator, list, -1
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end
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---@param func fun(element, index, array)
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function table:forEach(func)
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for i, v in ipairs(self) do
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func(v, i, self)
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end
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end
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---@param func fun(element, index, array)
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function table:every(func)
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for i, v in ipairs(self) do
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if not func(v, i, self) then
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return false
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end
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end
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return true
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end
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---@generic T
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---@param self T[]
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---@param func fun(element, index, array)
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---@return T[]
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function table.filter(self, func)
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local ret = {}
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for i, v in ipairs(self) do
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if func(v, i, self) then
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table.insert(ret, v)
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end
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end
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return ret
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end
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---@param func fun(element, index, array)
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function table.map(self, func)
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local ret = {}
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for i, v in ipairs(self) do
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table.insert(ret, func(v, i, self))
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end
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return ret
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end
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---@generic T
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---@param self T[]
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---@return T[]
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function table.reverse(self)
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local ret = {}
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for _, e in ipairs(self) do
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table.insert(ret, 1, e)
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end
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return ret
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end
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function table:contains(element)
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if #self == 0 then return false end
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for _, e in ipairs(self) do
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if e == element then return true end
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end
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end
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function table:shuffle()
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for i = #self, 2, -1 do
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local j = math.random(i)
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self[i], self[j] = self[j], self[i]
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end
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end
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function table:insertTable(list)
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for _, e in ipairs(list) do
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table.insert(self, e)
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end
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end
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function table:indexOf(value, from)
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from = from or 1
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for i = from, #self do
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if self[i] == value then return i end
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end
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return -1
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end
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function table:removeOne(element)
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if #self == 0 or type(self[1]) ~= type(element) then return false end
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for i = 1, #self do
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if self[i] == element then
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table.remove(self, i)
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return true
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end
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end
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return false
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end
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-- Note: only clone key and value, no metatable
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-- so dont use for class or instance
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---@generic T
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---@param self T
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---@return T
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function table.clone(self)
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local ret = {}
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for k, v in pairs(self) do
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if type(v) == "table" then
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ret[k] = table.clone(v)
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else
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ret[k] = v
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end
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end
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return ret
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end
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-- similar to table.clone but not recursively
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function table.simpleClone(self)
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local ret = {}
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for k, v in pairs(self) do
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ret[k] = v
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end
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return ret
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end
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-- if table does not contain the element, we insert it
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function table:insertIfNeed(element)
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if not table.contains(self, element) then
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table.insert(self, element)
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end
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end
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---@generic T
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---@param self T[]
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---@param n integer
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---@return T|T[]
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function table.random(tab, n)
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n = n or 1
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if #tab == 0 then return nil end
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local tmp = {table.unpack(tab)}
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local ret = {}
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while n > 0 do
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local i = math.random(1, #tmp)
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table.insert(ret, table.remove(tmp, i))
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n = n - 1
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end
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return #ret == 1 and ret[1] or ret
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end
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---@param delimiter string
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---@return string[]
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function string:split(delimiter)
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if #self == 0 then return {} end
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local result = {}
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local from = 1
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local delim_from, delim_to = string.find(self, delimiter, from)
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while delim_from do
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table.insert(result, string.sub(self, from, delim_from - 1))
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from = delim_to + 1
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delim_from, delim_to = string.find(self, delimiter, from)
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end
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table.insert(result, string.sub(self, from))
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return result
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end
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---@class Sql
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Sql = {
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---@param filename string
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open = function(filename)
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return fk.OpenDatabase(filename)
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end,
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---@param db fk.SQLite3
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close = function(db)
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fk.CloseDatabase(db)
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end,
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--- Execute an SQL statement.
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---@param db fk.SQLite3
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---@param sql string
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exec = function(db, sql)
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fk.ExecSQL(db, sql)
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end,
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--- Execute a `SELECT` SQL statement.
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---@param db fk.SQLite3
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---@param sql string
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---@return table[] @ Array of Json object, the key is column name and value is row value
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exec_select = function(db, sql)
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return json.decode(fk.SelectFromDb(db, sql))
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end,
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}
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FileIO = {
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pwd = fk.QmlBackend_pwd,
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ls = function(filename)
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if filename == nil then
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return fk.QmlBackend_ls(".")
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else
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return fk.QmlBackend_ls(filename)
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end
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end,
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cd = fk.QmlBackend_cd,
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exists = fk.QmlBackend_exists,
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isDir = fk.QmlBackend_isDir
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}
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os.getms = fk.GetMicroSecond
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---@class Stack : Object
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Stack = class("Stack")
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function Stack:initialize()
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self.t = {}
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self.p = 0
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end
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function Stack:push(e)
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self.p = self.p + 1
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self.t[self.p] = e
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end
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function Stack:isEmpty()
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return self.p == 0
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end
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function Stack:pop()
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if self.p == 0 then return nil end
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self.p = self.p - 1
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return self.t[self.p + 1]
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end
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--- useful function to create enums
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---
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--- only use it in a terminal
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---@param table string
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---@param enum string[]
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function CreateEnum(table, enum)
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local enum_format = "%s.%s = %d"
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for i, v in ipairs(enum) do
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print(string.format(enum_format, table, v, i))
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end
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end
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function switch(param, case_table)
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local case = case_table[param]
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if case then return case() end
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local def = case_table["default"]
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return def and def() or nil
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end
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---@class TargetGroup : Object
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local TargetGroup = {}
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function TargetGroup:getRealTargets(targetGroup)
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if not targetGroup then
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return {}
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end
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local realTargets = {}
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for _, targets in ipairs(targetGroup) do
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table.insert(realTargets, targets[1])
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end
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return realTargets
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end
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function TargetGroup:includeRealTargets(targetGroup, playerId)
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if not targetGroup then
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return false
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end
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for _, targets in ipairs(targetGroup) do
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if targets[1] == playerId then
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return true
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end
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end
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return false
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end
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function TargetGroup:removeTarget(targetGroup, playerId)
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if not targetGroup then
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return
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end
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for index, targets in ipairs(targetGroup) do
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if (targets[1] == playerId) then
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table.remove(targetGroup, index)
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return
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end
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end
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end
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function TargetGroup:pushTargets(targetGroup, playerIds)
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if not targetGroup then
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return
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end
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if type(playerIds) == "table" then
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table.insert(targetGroup, playerIds)
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elseif type(playerIds) == "number" then
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table.insert(targetGroup, { playerIds })
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end
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end
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---@class AimGroup : Object
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local AimGroup = {}
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AimGroup.Undone = 1
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AimGroup.Done = 2
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AimGroup.Cancelled = 3
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function AimGroup:initAimGroup(playerIds)
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return { [AimGroup.Undone] = playerIds, [AimGroup.Done] = {}, [AimGroup.Cancelled] = {} }
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end
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function AimGroup:getAllTargets(aimGroup)
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local targets = {}
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table.insertTable(targets, aimGroup[AimGroup.Undone])
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table.insertTable(targets, aimGroup[AimGroup.Done])
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return targets
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end
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function AimGroup:getUndoneOrDoneTargets(aimGroup, done)
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return done and aimGroup[AimGroup.Done] or aimGroup[AimGroup.Undone]
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end
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function AimGroup:setTargetDone(aimGroup, playerId)
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local index = table.indexOf(aimGroup[AimGroup.Undone], playerId)
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if index ~= -1 then
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table.remove(aimGroup[AimGroup.Undone], index)
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table.insert(aimGroup[AimGroup.Done], playerId)
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end
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end
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function AimGroup:addTargets(room, aimEvent, playerIds)
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local playerId = type(playerIds) == "table" and playerIds[1] or playerIds
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table.insert(aimEvent.tos[AimGroup.Undone], playerId)
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if type(playerIds) == "table" then
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for i = 2, #playerIds do
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aimEvent.subTargets = aimEvent.subTargets or {}
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table.insert(aimEvent.subTargets, playerIds[i])
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end
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end
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room:sortPlayersByAction(aimEvent.tos[AimGroup.Undone])
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if aimEvent.targetGroup then
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TargetGroup:pushTargets(aimEvent.targetGroup, playerIds)
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end
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end
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function AimGroup:cancelTarget(aimEvent, playerId)
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local cancelled = false
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for status = AimGroup.Undone, AimGroup.Done do
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local indexList = {}
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for index, pId in ipairs(aimEvent.tos[status]) do
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if pId == playerId then
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table.insert(indexList, index)
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end
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end
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if #indexList > 0 then
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cancelled = true
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for i = 1, #indexList do
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table.remove(aimEvent.tos[status], indexList[i])
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end
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end
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end
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if cancelled then
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table.insert(aimEvent.tos[AimGroup.Cancelled], playerId)
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if aimEvent.targetGroup then
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TargetGroup:removeTarget(aimEvent.targetGroup, playerId)
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end
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end
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end
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function AimGroup:removeDeadTargets(room, aimEvent)
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for index = AimGroup.Undone, AimGroup.Done do
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aimEvent.tos[index] = room:deadPlayerFilter(aimEvent.tos[index])
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end
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if aimEvent.targetGroup then
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local targets = TargetGroup:getRealTargets(aimEvent.targetGroup)
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for _, target in ipairs(targets) do
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if not room:getPlayerById(target):isAlive() then
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TargetGroup:removeTarget(aimEvent.targetGroup, target)
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end
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end
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end
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end
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function AimGroup:getCancelledTargets(aimGroup)
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return aimGroup[AimGroup.Cancelled]
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end
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return { TargetGroup, AimGroup }
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