1109 lines
30 KiB
Lua
1109 lines
30 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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---@class ServerPlayer : Player
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---@field public serverplayer fk.ServerPlayer
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---@field public room Room
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---@field public next ServerPlayer
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---@field public request_data string
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---@field public mini_game_data any
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---@field public client_reply string
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---@field public default_reply string
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---@field public reply_ready boolean
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---@field public reply_cancel boolean
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---@field public phases Phase[]
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---@field public skipped_phases Phase[]
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---@field public phase_state table[]
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---@field public phase_index integer
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---@field public role_shown boolean
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---@field private _fake_skills Skill[]
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---@field private _manually_fake_skills Skill[]
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---@field public prelighted_skills Skill[]
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---@field private _timewaste_count integer
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---@field public ai AI
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---@field public ai_data any
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local ServerPlayer = Player:subclass("ServerPlayer")
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function ServerPlayer:initialize(_self)
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Player.initialize(self)
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self.serverplayer = _self -- 控制者
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self._splayer = _self -- 真正在玩的玩家
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self._observers = { _self } -- "旁观"中的玩家,然而不包括真正的旁观者
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self.id = _self:getId()
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self.room = nil
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-- Below are for doBroadcastRequest
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self.request_data = ""
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self.client_reply = ""
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self.default_reply = ""
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self.reply_ready = false
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self.reply_cancel = false
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self.phases = {}
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self.skipped_phases = {}
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self.phase_state = {}
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self._fake_skills = {}
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self._manually_fake_skills = {}
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self.prelighted_skills = {}
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self._prelighted_skills = {}
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self._timewaste_count = 0
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self.ai = RandomAI:new(self)
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end
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---@param command string
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---@param jsonData string
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function ServerPlayer:doNotify(command, jsonData)
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for _, p in ipairs(self._observers) do
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p:doNotify(command, jsonData)
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end
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local room = self.room
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for _, t in ipairs(room.observers) do
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local id, p = table.unpack(t)
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if id == self.id and room.room:hasObserver(p) then
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p:doNotify(command, jsonData)
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end
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end
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end
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--- Send a request to client, and allow client to reply within *timeout* seconds.
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---
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--- *timeout* must not be negative. If nil, room.timeout is used.
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---@param command string
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---@param jsonData string
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---@param timeout? integer
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function ServerPlayer:doRequest(command, jsonData, timeout)
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self.client_reply = ""
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self.reply_ready = false
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self.reply_cancel = false
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if self.serverplayer:busy() then
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self.room.request_queue[self.serverplayer] = self.room.request_queue[self.serverplayer] or {}
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table.insert(self.room.request_queue[self.serverplayer], { self.id, command, jsonData, timeout })
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return
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end
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self.room.request_self[self.serverplayer:getId()] = self.id
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if not table.contains(self._observers, self.serverplayer) then
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self.serverplayer:doNotify("StartChangeSelf", tostring(self.id))
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end
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timeout = timeout or self.room.timeout
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self.serverplayer:setBusy(true)
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self.ai_data = {
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command = command,
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jsonData = jsonData,
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}
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self.serverplayer:doRequest(command, jsonData, timeout)
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end
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local function _waitForReply(player, timeout)
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local result
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local start = os.getms()
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local state = player.serverplayer:getState()
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player.request_timeout = timeout
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player.request_start = start
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if state ~= fk.Player_Online then
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if player.room.hasSurrendered then
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return "__cancel"
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end
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if state ~= fk.Player_Robot then
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player.room:checkNoHuman()
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player.room:delay(500)
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return "__cancel"
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end
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-- Let AI make reply. First handle request
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-- coroutine.yield("__handleRequest", 0)
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player.room:checkNoHuman()
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player.ai:readRequestData()
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local reply = player.ai:makeReply()
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if reply == "" then reply = "__cancel" end
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return reply
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end
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while true do
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player.serverplayer:setThinking(true)
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result = player.serverplayer:waitForReply(0)
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if result ~= "__notready" then
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player._timewaste_count = 0
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player.serverplayer:setThinking(false)
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return result
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end
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local rest = timeout * 1000 - (os.getms() - start) / 1000
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if timeout and rest <= 0 then
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if timeout >= 15 then
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player._timewaste_count = player._timewaste_count + 1
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end
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player.serverplayer:setThinking(false)
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if player._timewaste_count >= 3 then
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player._timewaste_count = 0
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player.serverplayer:emitKick()
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end
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return ""
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end
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if player.room.hasSurrendered then
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player.serverplayer:setThinking(false)
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return ""
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end
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coroutine.yield("__handleRequest", rest)
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end
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end
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--- Wait for at most *timeout* seconds for reply from client.
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---
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--- If *timeout* is negative or **nil**, the function will wait forever until get reply.
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---@param timeout integer @ seconds to wait
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---@return string @ JSON data
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function ServerPlayer:waitForReply(timeout)
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local result = _waitForReply(self, timeout)
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local sid = self.serverplayer:getId()
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local id = self.id
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if self.room.request_self[sid] ~= id then
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result = ""
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end
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self.request_data = ""
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self.client_reply = result
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if result == "__cancel" then
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result = ""
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self.reply_cancel = true
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self.serverplayer:setBusy(false)
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self.serverplayer:setThinking(false)
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end
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if result ~= "" then
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self.reply_ready = true
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self.serverplayer:setBusy(false)
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self.serverplayer:setThinking(false)
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end
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-- FIXME: 一控多求无懈
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local queue = self.room.request_queue[self.serverplayer]
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if queue and #queue > 0 and not self.serverplayer:busy() then
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local i, c, j, t = table.unpack(table.remove(queue, 1))
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self.room:getPlayerById(i):doRequest(c, j, t)
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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 observe? boolean
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function ServerPlayer:marshal(player, observe)
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local room = self.room
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if not room.game_started then
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-- If game does not starts, that mean we are entering room that
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-- all players are choosing their generals.
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-- Note that when we are in this function, the main thread must be
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-- calling delay() or waiting for reply.
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if self.role_shown then
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room:notifyProperty(player, self, "role")
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end
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return
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end
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room:notifyProperty(player, self, "maxHp")
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room:notifyProperty(player, self, "hp")
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room:notifyProperty(player, self, "shield")
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room:notifyProperty(player, self, "gender")
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room:notifyProperty(player, self, "kingdom")
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if self.dead then
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room:notifyProperty(player, self, "dead")
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room:notifyProperty(player, self, self.rest > 0 and "rest" or "role")
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else
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room:notifyProperty(player, self, "seat")
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room:notifyProperty(player, self, "phase")
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end
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if not self.faceup then
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room:notifyProperty(player, self, "faceup")
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end
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if self.chained then
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room:notifyProperty(player, self, "chained")
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end
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local card_moves = {}
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if #self.player_cards[Player.Hand] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Hand]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerHand
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}
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table.insert(card_moves, move)
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end
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if #self.player_cards[Player.Equip] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Equip]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerEquip
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}
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table.insert(card_moves, move)
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end
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if #self.player_cards[Player.Judge] ~= 0 then
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local info = {}
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for _, i in ipairs(self.player_cards[Player.Judge]) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerJudge
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}
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table.insert(card_moves, move)
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end
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for k, v in pairs(self.special_cards) do
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local info = {}
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for _, i in ipairs(v) do
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table.insert(info, { cardId = i, fromArea = Card.DrawPile })
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end
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local move = {
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moveInfo = info,
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to = self.id,
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toArea = Card.PlayerSpecial,
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specialName = k,
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specialVisible = self == player,
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}
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table.insert(card_moves, move)
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end
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if #card_moves > 0 then
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room:notifyMoveCards({ player }, card_moves, observe and self.seat == 1)
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end
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for k, v in pairs(self.mark) do
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player:doNotify("SetPlayerMark", json.encode{self.id, k, v})
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end
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for _, s in ipairs(self.player_skills) do
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player:doNotify("AddSkill", json.encode{self.id, s.name})
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end
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for k, v in pairs(self.cardUsedHistory) do
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if v[1] > 0 then
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player:doNotify("AddCardUseHistory", json.encode{k, v[1]})
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end
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end
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for k, v in pairs(self.skillUsedHistory) do
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if v[4] > 0 then
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player:doNotify("SetSkillUseHistory", json.encode{self.id, k, v[1], 1})
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player:doNotify("SetSkillUseHistory", json.encode{self.id, k, v[2], 2})
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player:doNotify("SetSkillUseHistory", json.encode{self.id, k, v[3], 3})
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player:doNotify("SetSkillUseHistory", json.encode{self.id, k, v[4], 4})
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end
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end
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if self.role_shown then
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room:notifyProperty(player, self, "role")
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end
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if #self.sealedSlots > 0 then
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room:notifyProperty(player, self, "sealedSlots")
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end
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end
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function ServerPlayer:reconnect()
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local room = self.room
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self.serverplayer:setState(fk.Player_Online)
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self:doNotify("Setup", json.encode{
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self.id,
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self._splayer:getScreenName(),
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self._splayer:getAvatar(),
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})
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self:doNotify("AddTotalGameTime", json.encode {
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self.id,
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self._splayer:getTotalGameTime(),
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})
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self:doNotify("EnterLobby", "")
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self:doNotify("EnterRoom", json.encode{
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#room.players, room.timeout, room.settings,
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})
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self:doNotify("StartGame", "")
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room:notifyProperty(self, self, "role")
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-- send player data
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for _, p in ipairs(room:getOtherPlayers(self, false, true)) do
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self:doNotify("AddPlayer", json.encode{
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p.id,
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p._splayer:getScreenName(),
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p._splayer:getAvatar(),
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false,
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p._splayer:getTotalGameTime(),
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})
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end
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self:doNotify("RoomOwner", json.encode{ room.room:getOwner():getId() })
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local player_circle = {}
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for i = 1, #room.players do
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table.insert(player_circle, room.players[i].id)
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end
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self:doNotify("ArrangeSeats", json.encode(player_circle))
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-- send printed_cards
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for i = -2, -math.huge, -1 do
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local c = Fk.printed_cards[i]
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if not c then break end
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self:doNotify("PrintCard", json.encode{ c.name, c.suit, c.number })
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end
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-- send card marks
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for id, marks in pairs(room.card_marks) do
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for k, v in pairs(marks) do
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self:doNotify("SetCardMark", json.encode{ id, k, v })
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end
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end
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-- send banners
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for k, v in pairs(room.banners) do
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self:doNotify("SetBanner", json.encode{ k, v })
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end
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for _, p in ipairs(room.players) do
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room:notifyProperty(self, p, "general")
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room:notifyProperty(self, p, "deputyGeneral")
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p:marshal(self)
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end
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self:doNotify("UpdateDrawPile", #room.draw_pile)
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self:doNotify("UpdateRoundNum", room:getTag("RoundCount") or 0)
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-- send fake skills
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for _, s in ipairs(self._manually_fake_skills) do
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self:doNotify("AddSkill", json.encode{ self.id, s.name, true })
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if table.contains(self.prelighted_skills, s) then
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self:doNotify("PrelightSkill", json.encode{ s.name, true })
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end
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end
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room:broadcastProperty(self, "state")
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end
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function ServerPlayer:isAlive()
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return self.dead == false
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end
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function ServerPlayer:turnOver()
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if self.room.logic:trigger(fk.BeforeTurnOver, self) then
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return
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end
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self.faceup = not self.faceup
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self.room:broadcastProperty(self, "faceup")
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self.room:sendLog{
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type = "#TurnOver",
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from = self.id,
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arg = self.faceup and "face_up" or "face_down",
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}
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self.room.logic:trigger(fk.TurnedOver, self)
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end
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function ServerPlayer:showCards(cards)
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cards = Card:getIdList(cards)
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for _, id in ipairs(cards) do
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Fk:filterCard(id, self)
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end
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local room = self.room
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room:sendLog{
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type = "#ShowCard",
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from = self.id,
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card = cards,
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}
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room:doBroadcastNotify("ShowCard", json.encode{
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from = self.id,
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cards = cards,
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})
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room:sendFootnote(cards, {
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type = "##ShowCard",
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from = self.id,
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})
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room.logic:trigger(fk.CardShown, self, { cardIds = cards })
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end
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local phase_name_table = {
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[Player.Judge] = "phase_judge",
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[Player.Draw] = "phase_draw",
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[Player.Play] = "phase_play",
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[Player.Discard] = "phase_discard",
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}
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---@param from_phase Phase
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---@param to_phase Phase
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function ServerPlayer:changePhase(from_phase, to_phase)
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local room = self.room
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local logic = room.logic
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self.phase = Player.PhaseNone
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local phase_change = {
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from = from_phase,
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to = to_phase
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}
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local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
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if skip and to_phase ~= Player.NotActive then
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self.phase = from_phase
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return true
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end
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self.phase = to_phase
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room:broadcastProperty(self, "phase")
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if #self.phases > 0 then
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table.remove(self.phases, 1)
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end
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GameEvent(GameEvent.Phase, self, self.phase):exec()
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return false
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end
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|
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---@param phase Phase
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---@param delay? boolean
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function ServerPlayer:gainAnExtraPhase(phase, delay)
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local room = self.room
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delay = (delay == nil) and true or delay
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local logic = room.logic
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if delay then
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local turn = logic:getCurrentEvent():findParent(GameEvent.Phase, true)
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if turn then
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turn:prependExitFunc(function() self:gainAnExtraPhase(phase, false) end)
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return
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end
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end
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local current = self.phase
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local phase_change = {
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||
from = current,
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to = phase
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}
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local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
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phase = phase_change.to
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self.phase = phase
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room:broadcastProperty(self, "phase")
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local cancel_skip = true
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if phase ~= Player.NotActive and (skip) then
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cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
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end
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if (not skip) or (cancel_skip) then
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room:sendLog{
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type = "#GainAnExtraPhase",
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from = self.id,
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arg = phase_name_table[phase],
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}
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GameEvent(GameEvent.Phase, self, self.phase):exec()
|
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|
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phase_change = {
|
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from = phase,
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to = current
|
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}
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logic:trigger(fk.EventPhaseChanging, self, phase_change)
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else
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room:sendLog{
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type = "#PhaseSkipped",
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||
from = self.id,
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arg = phase_name_table[phase],
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}
|
||
end
|
||
|
||
self.phase = current
|
||
room:broadcastProperty(self, "phase")
|
||
end
|
||
|
||
---@param phase_table? Phase[]
|
||
function ServerPlayer:play(phase_table)
|
||
phase_table = phase_table or {}
|
||
if #phase_table > 0 then
|
||
if not table.contains(phase_table, Player.NotActive) then
|
||
table.insert(phase_table, Player.NotActive)
|
||
end
|
||
else
|
||
phase_table = {
|
||
Player.RoundStart, Player.Start,
|
||
Player.Judge, Player.Draw, Player.Play, Player.Discard,
|
||
Player.Finish, Player.NotActive,
|
||
}
|
||
end
|
||
|
||
self.phases = phase_table
|
||
self.phase_state = {}
|
||
|
||
local phases = self.phases
|
||
local phase_state = self.phase_state
|
||
local room = self.room
|
||
|
||
for i = 1, #phases do
|
||
phase_state[i] = {
|
||
phase = phases[i],
|
||
skipped = self.skipped_phases[phases[i]] or false
|
||
}
|
||
end
|
||
|
||
for i = 1, #phases do
|
||
if self.dead then
|
||
self:changePhase(self.phase, Player.NotActive)
|
||
break
|
||
end
|
||
|
||
self.phase_index = i
|
||
local phase_change = {
|
||
from = self.phase,
|
||
to = phases[i]
|
||
}
|
||
|
||
local logic = self.room.logic
|
||
self.phase = Player.PhaseNone
|
||
|
||
local skip = phase_state[i].skipped
|
||
if not skip then
|
||
skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
|
||
end
|
||
phases[i] = phase_change.to
|
||
phase_state[i].phase = phases[i]
|
||
|
||
self.phase = phases[i]
|
||
room:broadcastProperty(self, "phase")
|
||
|
||
local cancel_skip = true
|
||
if phases[i] ~= Player.NotActive and (skip) then
|
||
cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
|
||
end
|
||
|
||
if (not skip) or (cancel_skip) then
|
||
GameEvent(GameEvent.Phase, self, self.phase):exec()
|
||
else
|
||
room:sendLog{
|
||
type = "#PhaseSkipped",
|
||
from = self.id,
|
||
arg = phase_name_table[self.phase],
|
||
}
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param phase Phase
|
||
function ServerPlayer:skip(phase)
|
||
if not table.contains({
|
||
Player.Judge,
|
||
Player.Draw,
|
||
Player.Play,
|
||
Player.Discard
|
||
}, phase) then
|
||
return
|
||
end
|
||
self.skipped_phases[phase] = true
|
||
for _, t in ipairs(self.phase_state) do
|
||
if t.phase == phase then
|
||
t.skipped = true
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 当进行到出牌阶段空闲点时,结束出牌阶段。
|
||
function ServerPlayer:endPlayPhase()
|
||
self._play_phase_end = true
|
||
-- TODO: send log
|
||
end
|
||
|
||
--- 获得一个额外回合
|
||
---@param delay? boolean
|
||
---@param skillName? string
|
||
function ServerPlayer:gainAnExtraTurn(delay, skillName)
|
||
local room = self.room
|
||
delay = (delay == nil) and true or delay
|
||
skillName = (skillName == nil) and room.logic:getCurrentSkillName() or skillName
|
||
if delay then
|
||
local logic = room.logic
|
||
local turn = logic:getCurrentEvent():findParent(GameEvent.Turn, true)
|
||
if turn then
|
||
turn:prependExitFunc(function() self:gainAnExtraTurn(false, skillName) end)
|
||
return
|
||
end
|
||
end
|
||
|
||
room:sendLog{
|
||
type = "#GainAnExtraTurn",
|
||
from = self.id
|
||
}
|
||
|
||
local current = room.current
|
||
room.current = self
|
||
|
||
self.tag["_extra_turn_count"] = self.tag["_extra_turn_count"] or {}
|
||
local ex_tag = self.tag["_extra_turn_count"]
|
||
table.insert(ex_tag, skillName)
|
||
|
||
GameEvent(GameEvent.Turn, self):exec()
|
||
|
||
table.remove(ex_tag)
|
||
|
||
room.current = current
|
||
end
|
||
|
||
--- 当前是否处于额外的回合。
|
||
--- @return boolean
|
||
function ServerPlayer:insideExtraTurn()
|
||
return self.tag["_extra_turn_count"] and #self.tag["_extra_turn_count"] > 0
|
||
end
|
||
|
||
--- 当前额外回合的技能原因。
|
||
---@return string
|
||
function ServerPlayer:getCurrentExtraTurnReason()
|
||
local ex_tag = self.tag["_extra_turn_count"]
|
||
if (not ex_tag) or #ex_tag == 0 then
|
||
return "game_rule"
|
||
end
|
||
return ex_tag[#ex_tag]
|
||
end
|
||
|
||
--- 角色摸牌。
|
||
---@param num integer @ 摸牌数
|
||
---@param skillName? string @ 技能名
|
||
---@param fromPlace? string @ 摸牌的位置,"top" 或者 "bottom"
|
||
---@return integer[] @ 摸到的牌
|
||
function ServerPlayer:drawCards(num, skillName, fromPlace)
|
||
return self.room:drawCards(self, num, skillName, fromPlace)
|
||
end
|
||
|
||
---@param pile_name string
|
||
---@param card integer|Card
|
||
---@param visible? boolean
|
||
---@param skillName? string
|
||
function ServerPlayer:addToPile(pile_name, card, visible, skillName)
|
||
local room = self.room
|
||
room:moveCardTo(card, Card.PlayerSpecial, self, fk.ReasonJustMove, skillName, pile_name, visible)
|
||
end
|
||
|
||
function ServerPlayer:bury()
|
||
self:setCardUseHistory("")
|
||
self:setSkillUseHistory("")
|
||
self:throwAllCards()
|
||
self:throwAllMarks()
|
||
self:clearPiles()
|
||
self:reset()
|
||
end
|
||
|
||
function ServerPlayer:throwAllCards(flag)
|
||
local cardIds = {}
|
||
flag = flag or "hej"
|
||
if string.find(flag, "h") then
|
||
table.insertTable(cardIds, self.player_cards[Player.Hand])
|
||
end
|
||
|
||
if string.find(flag, "e") then
|
||
table.insertTable(cardIds, self.player_cards[Player.Equip])
|
||
end
|
||
|
||
if string.find(flag, "j") then
|
||
table.insertTable(cardIds, self.player_cards[Player.Judge])
|
||
end
|
||
|
||
self.room:throwCard(cardIds, "", self)
|
||
end
|
||
|
||
function ServerPlayer:throwAllMarks()
|
||
for name, _ in pairs(self.mark) do
|
||
self.room:setPlayerMark(self, name, 0)
|
||
end
|
||
end
|
||
|
||
function ServerPlayer:clearPiles()
|
||
local cardIds = {}
|
||
for _, ids in pairs(self.special_cards) do
|
||
table.insertTable(cardIds, ids)
|
||
end
|
||
self.room:moveCardTo(cardIds, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, "", nil, true)
|
||
end
|
||
|
||
function ServerPlayer:addVirtualEquip(card)
|
||
Player.addVirtualEquip(self, card)
|
||
self.room:doBroadcastNotify("AddVirtualEquip", json.encode{
|
||
player = self.id,
|
||
name = card.name,
|
||
subcards = card.subcards,
|
||
})
|
||
end
|
||
|
||
function ServerPlayer:removeVirtualEquip(cid)
|
||
local ret = Player.removeVirtualEquip(self, cid)
|
||
self.room:doBroadcastNotify("RemoveVirtualEquip", json.encode{
|
||
player = self.id,
|
||
id = cid,
|
||
})
|
||
return ret
|
||
end
|
||
|
||
function ServerPlayer:addCardUseHistory(cardName, num)
|
||
Player.addCardUseHistory(self, cardName, num)
|
||
self:doNotify("AddCardUseHistory", json.encode{cardName, num})
|
||
end
|
||
|
||
function ServerPlayer:setCardUseHistory(cardName, num, scope)
|
||
Player.setCardUseHistory(self, cardName, num, scope)
|
||
self:doNotify("SetCardUseHistory", json.encode{cardName, num, scope})
|
||
end
|
||
|
||
function ServerPlayer:addSkillUseHistory(cardName, num)
|
||
Player.addSkillUseHistory(self, cardName, num)
|
||
self.room:doBroadcastNotify("AddSkillUseHistory", json.encode{self.id, cardName, num})
|
||
end
|
||
|
||
function ServerPlayer:setSkillUseHistory(cardName, num, scope)
|
||
Player.setSkillUseHistory(self, cardName, num, scope)
|
||
self.room:doBroadcastNotify("SetSkillUseHistory", json.encode{self.id, cardName, num, scope})
|
||
end
|
||
|
||
---@param chained boolean
|
||
function ServerPlayer:setChainState(chained)
|
||
local room = self.room
|
||
if room.logic:trigger(fk.BeforeChainStateChange, self) then
|
||
return
|
||
end
|
||
|
||
self.chained = chained
|
||
|
||
room:broadcastProperty(self, "chained")
|
||
room:sendLog{
|
||
type = "#ChainStateChange",
|
||
from = self.id,
|
||
arg = self.chained and "chained" or "un-chained"
|
||
}
|
||
room:delay(150)
|
||
room:broadcastPlaySound("./audio/system/chain")
|
||
room.logic:trigger(fk.ChainStateChanged, self)
|
||
end
|
||
|
||
function ServerPlayer:reset()
|
||
if self.faceup and not self.chained then return end
|
||
self.room:sendLog{
|
||
type = "#ChainStateChange",
|
||
from = self.id,
|
||
arg = "reset-general"
|
||
}
|
||
if self.chained then self:setChainState(false) end
|
||
if not self.faceup then self:turnOver() end
|
||
end
|
||
|
||
--- 进行拼点。
|
||
---@param tos ServerPlayer[]
|
||
---@param skillName string
|
||
---@param initialCard? Card
|
||
---@return PindianStruct
|
||
function ServerPlayer:pindian(tos, skillName, initialCard)
|
||
local pindianData = { from = self, tos = tos, reason = skillName, fromCard = initialCard, results = {} }
|
||
self.room:pindian(pindianData)
|
||
return pindianData
|
||
end
|
||
|
||
--- 播放技能的语音。
|
||
---@param skill_name string @ 技能名
|
||
---@param index? integer @ 语音编号,默认为-1(也就是随机播放)
|
||
function ServerPlayer:broadcastSkillInvoke(skill_name, index)
|
||
index = index or -1
|
||
self.room:sendLogEvent("PlaySkillSound", {
|
||
name = skill_name,
|
||
i = index,
|
||
general = self.general,
|
||
deputy = self.deputyGeneral,
|
||
})
|
||
end
|
||
|
||
-- Hegemony func
|
||
|
||
---@param skill Skill | string
|
||
function ServerPlayer:addFakeSkill(skill)
|
||
assert(type(skill) == "string" or skill:isInstanceOf(Skill))
|
||
if type(skill) == "string" then
|
||
skill = Fk.skills[skill]
|
||
end
|
||
if table.contains(self._fake_skills, skill) then return end
|
||
|
||
table.insertIfNeed(self._manually_fake_skills, skill)
|
||
|
||
table.insert(self._fake_skills, skill)
|
||
for _, s in ipairs(skill.related_skills) do
|
||
-- if s.main_skill == skill then -- TODO: need more detailed
|
||
table.insert(self._fake_skills, s)
|
||
-- end
|
||
end
|
||
|
||
-- TODO
|
||
self:doNotify("AddSkill", json.encode{ self.id, skill.name, true })
|
||
end
|
||
|
||
---@param skill Skill | string
|
||
function ServerPlayer:loseFakeSkill(skill)
|
||
assert(type(skill) == "string" or skill:isInstanceOf(Skill))
|
||
if type(skill) == "string" then
|
||
skill = Fk.skills[skill]
|
||
end
|
||
if not table.contains(self._fake_skills, skill) then return end
|
||
|
||
table.removeOne(self._manually_fake_skills, skill)
|
||
|
||
table.removeOne(self._fake_skills, skill)
|
||
for _, s in ipairs(skill.related_skills) do
|
||
table.removeOne(self._fake_skills, s)
|
||
end
|
||
|
||
-- TODO
|
||
self:doNotify("LoseSkill", json.encode{ self.id, skill.name, true })
|
||
end
|
||
|
||
---@param skill Skill | string
|
||
function ServerPlayer:isFakeSkill(skill)
|
||
if type(skill) == "string" then skill = Fk.skills[skill] end
|
||
assert(skill:isInstanceOf(Skill))
|
||
return table.contains(self._fake_skills, skill)
|
||
end
|
||
|
||
---@param skill string | Skill
|
||
---@param isPrelight? boolean
|
||
function ServerPlayer:prelightSkill(skill, isPrelight)
|
||
if type(skill) == "string" then skill = Fk.skills[skill] end
|
||
assert(skill:isInstanceOf(Skill))
|
||
|
||
if not self._prelighted_skills[skill] and not self:hasSkill(skill) then
|
||
self._prelighted_skills[skill] = true
|
||
-- to attach skill to room
|
||
self:addSkill(skill)
|
||
self:loseSkill(skill)
|
||
end
|
||
|
||
if isPrelight then
|
||
-- self:addSkill(skill)
|
||
table.insert(self.prelighted_skills, skill)
|
||
for _, s in ipairs(skill.related_skills) do
|
||
table.insert(self.prelighted_skills, s)
|
||
end
|
||
else
|
||
-- self:loseSkill(skill)
|
||
table.removeOne(self.prelighted_skills, skill)
|
||
for _, s in ipairs(skill.related_skills) do
|
||
table.removeOne(self.prelighted_skills, s)
|
||
end
|
||
end
|
||
|
||
self:doNotify("PrelightSkill", json.encode{ skill.name, isPrelight })
|
||
end
|
||
|
||
---@param isDeputy? boolean
|
||
---@param no_trigger? boolean
|
||
function ServerPlayer:revealGeneral(isDeputy, no_trigger)
|
||
local room = self.room
|
||
local generalName
|
||
if isDeputy then
|
||
if self.deputyGeneral ~= "anjiang" then return end
|
||
generalName = self:getMark("__heg_deputy")
|
||
else
|
||
if self.general ~= "anjiang" then return end
|
||
generalName = self:getMark("__heg_general")
|
||
end
|
||
|
||
local general = Fk.generals[generalName] or Fk.generals["blank_shibing"]
|
||
for _, s in ipairs(general:getSkillNameList(true)) do
|
||
local skill = Fk.skills[s]
|
||
self:loseFakeSkill(skill)
|
||
end
|
||
|
||
local ret = true
|
||
if not ((isDeputy and self.general ~= "anjiang") or (not isDeputy and self.deputyGeneral ~= "anjiang")) then
|
||
local other = Fk.generals[self:getMark(isDeputy and "__heg_general" or "__heg_deputy")] or Fk.generals["blank_shibing"]
|
||
for _, sname in ipairs(other:getSkillNameList(true)) do
|
||
local s = Fk.skills[sname]
|
||
if s.frequency == Skill.Compulsory and s.relate_to_place ~= (isDeputy and "m" or "d") then
|
||
ret = false
|
||
break
|
||
end
|
||
end
|
||
end
|
||
if ret then
|
||
self:loseFakeSkill("reveal_skill&")
|
||
end
|
||
|
||
local oldKingdom = self.kingdom
|
||
room:changeHero(self, generalName, false, isDeputy, false, false, false)
|
||
if oldKingdom ~= "wild" then
|
||
local kingdom = (self:getMark("__heg_wild") == 1 and not isDeputy) and "wild" or self:getMark("__heg_kingdom")
|
||
self.kingdom = kingdom
|
||
if oldKingdom == "unknown" and kingdom ~= "wild" and #table.filter(room:getOtherPlayers(self, false, true),
|
||
function(p)
|
||
return p.kingdom == kingdom
|
||
end) >= #room.players // 2 and table.every(room.alive_players, function(p) return p.kingdom ~= kingdom or not string.find(p.general, "lord") end) then
|
||
self.kingdom = "wild"
|
||
end
|
||
room:broadcastProperty(self, "kingdom")
|
||
else
|
||
room:setPlayerProperty(self, "kingdom", "wild")
|
||
end
|
||
|
||
if self.gender == General.Agender or self.gender ~= Fk.generals[self.general].gender then
|
||
room:setPlayerProperty(self, "gender", general.gender)
|
||
end
|
||
|
||
room:sendLog{
|
||
type = "#RevealGeneral",
|
||
from = self.id,
|
||
arg = isDeputy and "deputyGeneral" or "mainGeneral",
|
||
arg2 = generalName,
|
||
}
|
||
|
||
local data = {[isDeputy and "d" or "m"] = generalName}
|
||
room.logic:trigger(fk.GeneralShown, self, data)
|
||
if not no_trigger then
|
||
local current_event = room.logic:getCurrentEvent()
|
||
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.event) then
|
||
room.logic:trigger(fk.GeneralRevealed, self, data)
|
||
else
|
||
if current_event.parent then
|
||
repeat
|
||
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.parent.event) then break end
|
||
current_event = current_event.parent
|
||
until (not current_event.parent)
|
||
end
|
||
current_event:addExitFunc(function ()
|
||
room.logic:trigger(fk.GeneralRevealed, self, data)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
function ServerPlayer:revealGenerals()
|
||
self:revealGeneral(false, true)
|
||
self:revealGeneral(true, true)
|
||
local room = self.room
|
||
local current_event = room.logic:getCurrentEvent()
|
||
local data = {["m"] = self:getMark("__heg_general"), ["d"] = self:getMark("__heg_deputy")}
|
||
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.event) then
|
||
room.logic:trigger(fk.GeneralRevealed, self, data)
|
||
else
|
||
if current_event.parent then
|
||
repeat
|
||
if table.contains({GameEvent.Round, GameEvent.Turn, GameEvent.Phase}, current_event.parent.event) then break end
|
||
current_event = current_event.parent
|
||
until (not current_event.parent)
|
||
end
|
||
current_event:addExitFunc(function ()
|
||
room.logic:trigger(fk.GeneralRevealed, self, data)
|
||
end)
|
||
end
|
||
end
|
||
|
||
function ServerPlayer:revealBySkillName(skill_name)
|
||
local main = self.general == "anjiang"
|
||
local deputy = self.deputyGeneral == "anjiang"
|
||
|
||
if main then
|
||
if table.contains(Fk.generals[self:getMark("__heg_general")]
|
||
:getSkillNameList(true), skill_name) then
|
||
self:revealGeneral(false)
|
||
return
|
||
end
|
||
end
|
||
|
||
if deputy then
|
||
if table.contains(Fk.generals[self:getMark("__heg_deputy")]
|
||
:getSkillNameList(true), skill_name) then
|
||
self:revealGeneral(true)
|
||
return
|
||
end
|
||
end
|
||
end
|
||
|
||
function ServerPlayer:hideGeneral(isDeputy)
|
||
local room = self.room
|
||
local generalName = isDeputy and self.deputyGeneral or self.general
|
||
local mark = isDeputy and "__heg_deputy" or "__heg_general"
|
||
|
||
self:setMark(mark, generalName)
|
||
self:doNotify("SetPlayerMark", json.encode{ self.id, mark, generalName})
|
||
|
||
if isDeputy then
|
||
room:setDeputyGeneral(self, "anjiang")
|
||
room:broadcastProperty(self, "deputyGeneral")
|
||
else
|
||
room:setPlayerGeneral(self, "anjiang", false)
|
||
room:broadcastProperty(self, "general")
|
||
end
|
||
|
||
local general = Fk.generals[generalName]
|
||
local place = isDeputy and "m" or "d"
|
||
for _, sname in ipairs(general:getSkillNameList()) do
|
||
room:handleAddLoseSkills(self, "-" .. sname, nil, false, true)
|
||
local s = Fk.skills[sname]
|
||
if s.relate_to_place ~= place then
|
||
if s.frequency == Skill.Compulsory then
|
||
self:addFakeSkill("reveal_skill&")
|
||
end
|
||
self:addFakeSkill(s)
|
||
end
|
||
end
|
||
|
||
self.gender = General.Agender
|
||
if Fk.generals[self.general].gender ~= General.Agender then
|
||
self.gender = Fk.generals[self.general].gender
|
||
elseif self.deputyGeneral and Fk.generals[self.deputyGeneral].gender ~= General.Agender then
|
||
self.gender = Fk.generals[self.deputyGeneral].gender
|
||
end
|
||
room:broadcastProperty(self, "gender")
|
||
|
||
room.logic:trigger(fk.GeneralHidden, self, generalName)
|
||
end
|
||
|
||
-- 神貂蝉
|
||
|
||
---@param p ServerPlayer
|
||
function ServerPlayer:control(p)
|
||
if self == p then
|
||
self.room:setPlayerMark(p, "@ControledBy", 0)
|
||
else
|
||
self.room:setPlayerMark(p, "@ControledBy", "seat#" .. self.seat)
|
||
end
|
||
p.serverplayer = self._splayer
|
||
end
|
||
|
||
-- 22
|
||
|
||
function ServerPlayer:addBuddy(other)
|
||
if type(other) == "number" then
|
||
other = self.room:getPlayerById(other)
|
||
end
|
||
Player.addBuddy(self, other)
|
||
self:doNotify("AddBuddy", json.encode{ other.id, other.player_cards[Player.Hand] })
|
||
end
|
||
|
||
function ServerPlayer:removeBuddy(other)
|
||
if type(other) == "number" then
|
||
other = self.room:getPlayerById(other)
|
||
end
|
||
Player.removeBuddy(self, other)
|
||
self:doNotify("RmBuddy", tostring(other.id))
|
||
end
|
||
|
||
return ServerPlayer
|