91 lines
2.4 KiB
Lua
91 lines
2.4 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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-- Definitions of game events
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-- 某类事件对应的结束事件,其id刚好就是那个事件的相反数
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-- GameEvent.EventFinish = -1
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GameEvent.ChangeHp = 1
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GameEvent.Damage = 2
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GameEvent.LoseHp = 3
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GameEvent.Recover = 4
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GameEvent.ChangeMaxHp = 5
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dofile "lua/server/events/hp.lua"
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GameEvent.Dying = 6
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GameEvent.Death = 7
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GameEvent.Revive = 22
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dofile "lua/server/events/death.lua"
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GameEvent.MoveCards = 8
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dofile "lua/server/events/movecard.lua"
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GameEvent.UseCard = 9
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GameEvent.RespondCard = 10
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GameEvent.CardEffect = 20
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dofile "lua/server/events/usecard.lua"
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GameEvent.SkillEffect = 11
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-- GameEvent.AddSkill = 12
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-- GameEvent.LoseSkill = 13
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dofile "lua/server/events/skill.lua"
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GameEvent.Judge = 14
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dofile "lua/server/events/judge.lua"
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GameEvent.DrawInitial = 15
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GameEvent.Round = 16
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GameEvent.Turn = 17
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GameEvent.Phase = 18
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dofile "lua/server/events/gameflow.lua"
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GameEvent.Pindian = 19
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dofile "lua/server/events/pindian.lua"
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-- 20 = CardEffect
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GameEvent.ChangeProperty = 21
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dofile "lua/server/events/misc.lua"
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-- TODO: fix this
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GameEvent.BreakEvent = 999
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for _, l in ipairs(Fk._custom_events) do
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local name, p, m, c, e = l.name, l.p, l.m, l.c, l.e
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GameEvent.prepare_funcs[name] = p
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GameEvent.functions[name] = m
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GameEvent.cleaners[name] = c
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GameEvent.exit_funcs[name] = e
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end
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local eventTranslations = {
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[GameEvent.ChangeHp] = "GameEvent.ChangeHp",
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[GameEvent.Damage] = "GameEvent.Damage",
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[GameEvent.LoseHp] = "GameEvent.LoseHp",
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[GameEvent.Recover] = "GameEvent.Recover",
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[GameEvent.ChangeMaxHp] = "GameEvent.ChangeMaxHp",
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[GameEvent.Dying] = "GameEvent.Dying",
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[GameEvent.Death] = "GameEvent.Death",
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[GameEvent.Revive] = "GameEvent.Revive",
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[GameEvent.MoveCards] = "GameEvent.MoveCards",
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[GameEvent.UseCard] = "GameEvent.UseCard",
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[GameEvent.RespondCard] = "GameEvent.RespondCard",
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[GameEvent.CardEffect] = "GameEvent.CardEffect",
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[GameEvent.SkillEffect] = "GameEvent.SkillEffect",
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[GameEvent.Judge] = "GameEvent.Judge",
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[GameEvent.DrawInitial] = "GameEvent.DrawInitial",
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[GameEvent.Round] = "GameEvent.Round",
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[GameEvent.Turn] = "GameEvent.Turn",
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[GameEvent.Phase] = "GameEvent.Phase",
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[GameEvent.Pindian] = "GameEvent.Pindian",
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[GameEvent.ChangeProperty] = "GameEvent.ChangeProperty",
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[GameEvent.BreakEvent] = "GameEvent.BreakEvent",
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}
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function GameEvent.static:translate(id)
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local ret = eventTranslations[id]
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if not ret then ret = id end
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return ret
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end
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