FreeKill/lua/core/player.lua

1141 lines
34 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

-- SPDX-License-Identifier: GPL-3.0-or-later
--- 玩家分为客户端要处理的玩家,以及服务端处理的玩家两种。
---
--- 客户端能知道的玩家的信息十分有限,而服务端知道一名玩家的所有细节。
---
--- Player类就是这两种玩家的基类包含它们共用的部分。
---
---@class Player : Object
---@field public id integer @ 玩家的id每名玩家的id是唯一的。机器人的id是负数。
---@field public hp integer @ 体力值
---@field public maxHp integer @ 体力上限
---@field public shield integer @ 护甲数
---@field public kingdom string @ 势力
---@field public role string @ 身份
---@field public general string @ 武将
---@field public deputyGeneral string @ 副将
---@field public gender integer @ 性别
---@field public seat integer @ 座位号
---@field public next Player @ 下家
---@field public phase Phase @ 当前阶段
---@field public faceup boolean @ 是否正面朝上
---@field public chained boolean @ 是否被横直
---@field public dying boolean @ 是否处于濒死
---@field public dead boolean @ 是否死亡
---@field public player_skills Skill[] @ 当前拥有的所有技能
---@field public derivative_skills table<Skill, Skill[]> @ 当前拥有的派生技能
---@field public flag string[] @ 当前拥有的flag不过好像没用过
---@field public tag table<string, any> @ 当前拥有的所有tag好像也没用过
---@field public mark table<string, integer> @ 当前拥有的所有标记,用烂了
---@field public player_cards table<integer, integer[]> @ 当前拥有的所有牌键是区域值是id列表
---@field public virtual_equips Card[] @ 当前的虚拟装备牌,其实也包含着虚拟延时锦囊这种
---@field public special_cards table<string, integer[]> @ 类似“屯田”这种的私人牌堆
---@field public cardUsedHistory table<string, integer[]> @ 用牌次数历史记录
---@field public skillUsedHistory table<string, integer[]> @ 发动技能次数的历史记录
---@field public fixedDistance table<Player, integer> @ 与其他玩家的固定距离列表
---@field public buddy_list integer[] @ 队友列表,或者说自己可以观看别人手牌的那些玩家的列表
local Player = class("Player")
---@alias Phase integer
Player.RoundStart = 1
Player.Start = 2
Player.Judge = 3
Player.Draw = 4
Player.Play = 5
Player.Discard = 6
Player.Finish = 7
Player.NotActive = 8
Player.PhaseNone = 9
---@alias PlayerCardArea integer
Player.Hand = 1
Player.Equip = 2
Player.Judge = 3
Player.Special = 4
Player.HistoryPhase = 1
Player.HistoryTurn = 2
Player.HistoryRound = 3
Player.HistoryGame = 4
Player.WeaponSlot = 'WeaponSlot'
Player.ArmorSlot = 'ArmorSlot'
Player.OffensiveRideSlot = 'OffensiveRideSlot'
Player.DefensiveRideSlot = 'DefensiveRideSlot'
Player.TreasureSlot = 'TreasureSlot'
Player.JudgeSlot = 'JudgeSlot'
--- 构造函数。总之这不是随便调用的函数
function Player:initialize()
self.id = 0
self.hp = 0
self.maxHp = 0
self.kingdom = "qun"
self.role = ""
self.general = ""
self.deputyGeneral = ""
self.gender = General.Male
self.seat = 0
self.next = nil
self.phase = Player.NotActive
self.faceup = true
self.chained = false
self.dying = false
self.dead = false
self.drank = 0
self.rest = 0
self.player_skills = {}
self.derivative_skills = {}
self.flag = {}
self.tag = {}
self.mark = {}
self.player_cards = {
[Player.Hand] = {},
[Player.Equip] = {},
[Player.Judge] = {},
}
self.virtual_equips = {}
self.special_cards = {}
self.equipSlots = {
Player.WeaponSlot,
Player.ArmorSlot,
Player.OffensiveRideSlot,
Player.DefensiveRideSlot,
Player.TreasureSlot,
}
self.sealedSlots = {}
self.cardUsedHistory = {}
self.skillUsedHistory = {}
self.fixedDistance = {}
self.buddy_list = {}
end
function Player:__tostring()
return string.format("<%s %d>", self.id < 0 and "Bot" or "Player", math.abs(self.id))
end
--- 设置角色、体力、技能。
---@param general General @ 角色类型
---@param setHp? boolean @ 是否设置体力
---@param addSkills? boolean @ 是否增加技能
function Player:setGeneral(general, setHp, addSkills)
self.general = general.name
if setHp then
self.maxHp = general.maxHp
self.hp = general.hp
end
if addSkills then
table.insertTable(self.player_skills, general.skills)
end
end
function Player:getGeneralMaxHp()
local general = Fk.generals[type(self:getMark("__heg_general")) == "string" and self:getMark("__heg_general") or self.general]
local deputy = Fk.generals[type(self:getMark("__heg_deputy")) == "string" and self:getMark("__heg_deputy") or self.deputyGeneral]
if not deputy then
return general.maxHp + general.mainMaxHpAdjustedValue
else
return (general.maxHp + general.mainMaxHpAdjustedValue + deputy.maxHp + deputy.deputyMaxHpAdjustedValue) // 2
end
end
--- 查询角色是否存在flag。
---@param flag string @ 一种标记
function Player:hasFlag(flag)
return table.contains(self.flag, flag)
end
--- 为角色赋予flag。
---@param flag string @ 一种标记
function Player:setFlag(flag)
if flag == "." then
self:clearFlags()
return
end
if flag:sub(1, 1) == "-" then
flag = flag:sub(2, #flag)
table.removeOne(self.flag, flag)
return
end
if not self:hasFlag(flag) then
table.insert(self.flag, flag)
end
end
--- 清除角色flag。
function Player:clearFlags()
self.flag = {}
end
--- 为角色赋予Mark。
---@param mark string @ 标记
---@param count integer @ 为标记赋予的数量
-- mark name and UI:
-- 'xxx': invisible mark
-- '@mark': mark with extra data (maybe string or number)
-- '@@mark': mark without data
-- '@$mark': mark with card_name[] data
-- '@&mark': mark with general_name[] data
function Player:addMark(mark, count)
count = count or 1
local num = self.mark[mark]
num = num or 0
self:setMark(mark, math.max(num + count, 0))
end
--- 为角色移除Mark。
---@param mark string @ 标记
---@param count integer @ 为标记删除的数量
function Player:removeMark(mark, count)
count = count or 1
local num = self.mark[mark]
num = num or 0
self:setMark(mark, math.max(num - count, 0))
end
--- 为角色设置Mark至指定数量。
---@param mark string @ 标记
---@param count? integer @ 为标记删除的数量
function Player:setMark(mark, count)
if count == 0 then count = nil end
if self.mark[mark] ~= count then
self.mark[mark] = count
end
end
--- 获取角色对应Mark的数量。
---@param mark string @ 标记
---@return any
function Player:getMark(mark)
local mark = self.mark[mark]
if not mark then return 0 end
if type(mark) == "table" then return table.simpleClone(mark) end
return mark
end
--- 获取角色有哪些Mark。
function Player:getMarkNames()
local ret = {}
for k, _ in pairs(self.mark) do
table.insert(ret, k)
end
return ret
end
--- 将指定数量的牌加入玩家的对应区域。
---@param playerArea PlayerCardArea @ 玩家牌所在的区域
---@param cardIds integer[] @ 牌的ID返回唯一牌
---@param specialName? string @ 私人牌堆名
function Player:addCards(playerArea, cardIds, specialName)
assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
assert(playerArea ~= Player.Special or type(specialName) == "string")
if playerArea == Player.Special then
self.special_cards[specialName] = self.special_cards[specialName] or {}
table.insertTable(self.special_cards[specialName], cardIds)
else
table.insertTable(self.player_cards[playerArea], cardIds)
end
end
--- 将指定数量的牌移除出玩家的对应区域。
---@param playerArea PlayerCardArea @ 玩家牌所在的区域
---@param cardIds integer[] @ 牌的ID返回唯一牌
---@param specialName? string @ 私人牌堆名
function Player:removeCards(playerArea, cardIds, specialName)
assert(table.contains({ Player.Hand, Player.Equip, Player.Judge, Player.Special }, playerArea))
assert(playerArea ~= Player.Special or type(specialName) == "string")
local fromAreaIds = playerArea == Player.Special and self.special_cards[specialName] or self.player_cards[playerArea]
if fromAreaIds then
for _, id in ipairs(cardIds) do
if #fromAreaIds == 0 then
break
end
if table.contains(fromAreaIds, id) then
table.removeOne(fromAreaIds, id)
-- FIXME: 为客户端移动id为-1的牌考虑但总感觉有地方需要商讨啊
elseif table.every(fromAreaIds, function(e) return e == -1 end) then
table.remove(fromAreaIds, 1)
elseif id == -1 then
table.remove(fromAreaIds, 1)
end
end
end
end
-- virtual delayed trick can use these functions too
--- 为玩家提供虚拟装备。
---@param card Card @ 卡牌
function Player:addVirtualEquip(card)
assert(card and card:isInstanceOf(Card) and card:isVirtual())
table.insertIfNeed(self.virtual_equips, card)
end
--- 为玩家移除虚拟装备。
---@param cid integer @ 卡牌ID用来定位装备
function Player:removeVirtualEquip(cid)
for _, c in ipairs(self.virtual_equips) do
for _, id in ipairs(c.subcards) do
if id == cid then
table.removeOne(self.virtual_equips, c)
return c
end
end
end
end
--- 确认玩家是否存在虚拟装备。
---@param cid integer @ 卡牌ID用来定位装备
function Player:getVirualEquip(cid)
for _, c in ipairs(self.virtual_equips) do
for _, id in ipairs(c.subcards) do
if id == cid then
return c
end
end
end
end
--- 确认玩家判定区是否存在延迟锦囊牌。
function Player:hasDelayedTrick(card_name)
for _, id in ipairs(self:getCardIds(Player.Judge)) do
local c = self:getVirualEquip(id)
if not c then c = Fk:getCardById(id) end
if c.name == card_name then
return true
end
end
end
--- 获取玩家特定区域所有牌的ID。
---@param playerAreas? PlayerCardArea|PlayerCardArea[]|string @ 玩家牌所在的区域
---@param specialName? string @私人牌堆名
---@return integer[] @ 返回对应区域的所有牌对应的ID
function Player:getCardIds(playerAreas, specialName)
local rightAreas = { Player.Hand, Player.Equip, Player.Judge }
playerAreas = playerAreas or rightAreas
local cardIds = {}
if type(playerAreas) == "string" then
local str = playerAreas
playerAreas = {}
if str:find("h") then
table.insert(playerAreas, Player.Hand)
end
if str:find("&") then--增加特殊区域
for k, v in pairs(self.special_cards) do
if k:endsWith("&") then table.insertTable(cardIds, v) end
end
end
if str:find("e") then
table.insert(playerAreas, Player.Equip)
end
if str:find("j") then
table.insert(playerAreas, Player.Judge)
end
end
assert(type(playerAreas) == "number" or type(playerAreas) == "table")
local areas = type(playerAreas) == "table" and playerAreas or { playerAreas }
rightAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
for _, area in ipairs(areas) do
assert(table.contains(rightAreas, area))
assert(area ~= Player.Special or type(specialName) == "string")
local currentCardIds = area == Player.Special and self.special_cards[specialName] or self.player_cards[area]
table.insertTable(cardIds, currentCardIds)
end
return cardIds
end
--- 通过名字检索获取玩家对应的私人牌堆。
---@param name string @ 私人牌堆名
function Player:getPile(name)
return table.simpleClone(self.special_cards[name] or {})
end
--- 通过ID检索获取玩家对应的私人牌堆。
---@param id integer @ 私人牌堆ID
---@return string?
function Player:getPileNameOfId(id)
for k, v in pairs(self.special_cards) do
if table.contains(v, id) then return k end
end
end
--- 返回所有“如手牌般使用或打出”的牌。
--- 或者说,返回所有名字以“&”结尾的pile的牌。
---@param include_hand? boolean @ 是否包含真正的手牌
---@return integer[]
function Player:getHandlyIds(include_hand)
include_hand = include_hand or include_hand == nil
local ret = include_hand and self:getCardIds("h") or {}
for k, v in pairs(self.special_cards) do
if k:endsWith("&") then table.insertTable(ret, v) end
end
return ret
end
-- for fkp only
function Player:getHandcardNum()
return #self:getCardIds(Player.Hand)
end
function Player:filterHandcards()
for _, id in ipairs(self:getCardIds(Player.Hand)) do
Fk:filterCard(id, self)
end
end
--- 检索玩家装备区是否存在对应类型的装备。
---@param cardSubtype CardSubtype @ 卡牌子类
---@return integer? @ 返回卡牌ID或nil
function Player:getEquipment(cardSubtype)
for _, cardId in ipairs(self.player_cards[Player.Equip]) do
if Fk:getCardById(cardId).sub_type == cardSubtype then
return cardId
end
end
return nil
end
--- 检索玩家装备区是否存在对应类型的装备列表。
---@param cardSubtype CardSubtype @ 卡牌子类
---@return integer[] @ 返回卡牌ID或空表
function Player:getEquipments(cardSubtype)
local cardIds = {}
for _, cardId in ipairs(self.player_cards[Player.Equip]) do
if Fk:getCardById(cardId).sub_type == cardSubtype then
table.insert(cardIds, cardId)
end
end
return cardIds
end
--- 获取玩家手牌上限。
function Player:getMaxCards()
local baseValue = math.max(self.hp, 0)
local status_skills = Fk:currentRoom().status_skills[MaxCardsSkill] or Util.DummyTable
local max_fixed = nil
for _, skill in ipairs(status_skills) do
local f = skill:getFixed(self)
if f ~= nil then
max_fixed = max_fixed and math.max(max_fixed, f) or f
end
end
if max_fixed then baseValue = math.max(max_fixed, 0) end
for _, skill in ipairs(status_skills) do
local c = skill:getCorrect(self)
baseValue = baseValue + (c or 0)
end
return math.max(baseValue, 0)
end
--- 获取玩家攻击范围。
function Player:getAttackRange()
local baseValue = 1
local weapons = self:getEquipments(Card.SubtypeWeapon)
if #weapons > 0 then
baseValue = 0
for _, id in ipairs(weapons) do
local weapon = Fk:getCardById(id)
baseValue = math.max(baseValue, weapon.attack_range or 1)
end
end
local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable
local max_fixed, correct = nil, 0
for _, skill in ipairs(status_skills) do
local f = skill:getFixed(self)
if f ~= nil then
max_fixed = max_fixed and math.max(max_fixed, f) or f
end
local c = skill:getCorrect(self)
correct = correct + (c or 0)
end
return math.max(math.max(baseValue, (max_fixed or 0)) + correct, 0)
end
--- 获取角色是否被移除。
function Player:isRemoved()
for mark, _ in pairs(self.mark) do
if mark == MarkEnum.PlayerRemoved then return true end
if mark:startsWith(MarkEnum.PlayerRemoved .. "-") then
for _, suffix in ipairs(MarkEnum.TempMarkSuffix) do
if mark:find(suffix, 1, true) then return true end
end
end
end
-- return self:getMark(MarkEnum.PlayerRemoved) ~= 0 or table.find(MarkEnum.TempMarkSuffix, function(s)
-- return self:getMark(MarkEnum.PlayerRemoved .. s) ~= 0
-- end)
end
--- 修改玩家与其他角色的固定距离。
---@param other Player @ 其他玩家
---@param num integer @ 距离数
function Player:setFixedDistance(other, num)
--print(self.name .. ": fixedDistance is deprecated. Use fixed_func instead.")
self.fixedDistance[other] = num
end
--- 移除玩家与其他角色的固定距离。
---@param other Player @ 其他玩家
function Player:removeFixedDistance(other)
--print(self.name .. ": fixedDistance is deprecated. Use fixed_func instead.")
self.fixedDistance[other] = nil
end
--- 获取玩家与其他角色的实际距离。
---
--- 通过 二者位次+距离技能之和 与 两者间固定距离 进行对比,更大的为实际距离。
---@param other Player @ 其他玩家
---@param mode? string @ 计算模式(left/right/both)
---@param ignore_dead? boolean @ 是否忽略尸体
function Player:distanceTo(other, mode, ignore_dead)
assert(other:isInstanceOf(Player))
mode = mode or "both"
if other == self then return 0 end
if not ignore_dead and other.dead then
return -1
end
if self:isRemoved() or other:isRemoved() then
return -1
end
local right = 0
local temp = self
local try_time = 10
for _ = 0, try_time do
if temp == other then break end
if (ignore_dead or not temp.dead) and not temp:isRemoved() then
right = right + 1
end
temp = temp.next
end
if temp ~= other then
print("Distance malfunction: start and end does not match.")
end
local left = #(ignore_dead and Fk:currentRoom().players or Fk:currentRoom().alive_players) - right - #table.filter(Fk:currentRoom().alive_players, function(p) return p:isRemoved() end)
local ret = 0
if mode == "left" then
ret = left
elseif mode == "right" then
ret = right
else
ret = math.min(left, right)
end
local status_skills = Fk:currentRoom().status_skills[DistanceSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
local fixed = skill:getFixed(self, other)
local correct = skill:getCorrect(self, other)
if fixed ~= nil then
ret = fixed
break
end
ret = ret + (correct or 0)
end
if self.fixedDistance[other] then
ret = self.fixedDistance[other]
end
return math.max(ret, 1)
end
--- 获取其他玩家是否在玩家的攻击范围内。
---@param other Player @ 其他玩家
---@param fixLimit? integer @ 卡牌距离限制增加专用
function Player:inMyAttackRange(other, fixLimit)
assert(other:isInstanceOf(Player))
if self == other or (other and (other.dead or other:isRemoved())) or self:isRemoved() then
return false
end
fixLimit = fixLimit or 0
local status_skills = Fk:currentRoom().status_skills[AttackRangeSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:withinAttackRange(self, other) then
return true
end
end
local baseAttackRange = self:getAttackRange()
return self:distanceTo(other) <= (baseAttackRange + fixLimit)
end
--- 获取下家。
---@param ignoreRemoved? boolean @ 忽略被移除
---@param num? integer @ 第几个默认1
---@return ServerPlayer
function Player:getNextAlive(ignoreRemoved, num, ignoreRest)
if #Fk:currentRoom().alive_players == 0 then
return self.rest > 0 and self.next.rest > 0 and self.next or self
end
local doNotIgnore = not ignoreRemoved
if doNotIgnore and table.every(Fk:currentRoom().alive_players, function(p) return p:isRemoved() end) then
return self
end
local ret = self
num = num or 1
for _ = 1, num do
ret = ret.next
while (ret.dead and not ignoreRest) or (doNotIgnore and ret:isRemoved()) do
ret = ret.next
end
end
return ret
end
--- 获取上家。
---@param ignoreRemoved boolean @ 忽略被移除
---@param num? integer @ 第几个默认1
---@return ServerPlayer
function Player:getLastAlive(ignoreRemoved, num)
num = num or 1
local index = (ignoreRemoved and #Fk:currentRoom().alive_players or #table.filter(Fk:currentRoom().alive_players, function(p) return not p:isRemoved() end)) - num
return self:getNextAlive(ignoreRemoved, index)
end
--- 增加玩家使用特定牌的历史次数。
---@param cardName string @ 牌名
---@param num? integer @ 次数
function Player:addCardUseHistory(cardName, num)
num = num or 1
assert(type(num) == "number" and num ~= 0)
self.cardUsedHistory[cardName] = self.cardUsedHistory[cardName] or {0, 0, 0, 0}
local t = self.cardUsedHistory[cardName]
for i, _ in ipairs(t) do
t[i] = t[i] + num
end
end
--- 设定玩家使用特定牌的历史次数。
---@param cardName string @ 牌名
---@param num integer @ 次数
---@param scope? integer @ 历史范围 全为nil意为清空
function Player:setCardUseHistory(cardName, num, scope)
if cardName == "" and num == nil and scope == nil then
self.cardUsedHistory = {}
return
end
num = num or 0
if cardName == "" then
for _, v in pairs(self.cardUsedHistory) do
v[scope] = num
end
return
end
if self.cardUsedHistory[cardName] then
self.cardUsedHistory[cardName][scope] = num
end
end
--- 增加玩家使用特定技能的历史次数。
---@param skill_name string @ 技能名
---@param num? integer @ 次数 默认1
function Player:addSkillUseHistory(skill_name, num)
num = num or 1
assert(type(num) == "number" and num ~= 0)
self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0}
local t = self.skillUsedHistory[skill_name]
for i, _ in ipairs(t) do
t[i] = t[i] + num
end
end
--- 设定玩家使用特定技能的历史次数。
---@param skill_name string @ 技能名
---@param num? integer @ 次数 默认0
---@param scope? integer @ 查询历史范围
function Player:setSkillUseHistory(skill_name, num, scope)
if skill_name == "" and num == nil and scope == nil then
self.skillUsedHistory = {}
return
end
num = num or 0
if skill_name == "" then
for _, v in pairs(self.skillUsedHistory) do
v[scope] = num
end
return
end
self.skillUsedHistory[skill_name] = self.skillUsedHistory[skill_name] or {0, 0, 0, 0}
self.skillUsedHistory[skill_name][scope] = num
end
--- 获取玩家使用特定牌的历史次数。
---@param cardName string @ 牌名
---@param scope? integer @ 查询历史范围默认Turn
function Player:usedCardTimes(cardName, scope)
if not self.cardUsedHistory[cardName] then
return 0
end
scope = scope or Player.HistoryTurn
return self.cardUsedHistory[cardName][scope]
end
--- 获取玩家使用特定技能的历史次数。
---@param skill_name string @ 技能名
---@param scope? integer @ 查询历史范围默认Turn
function Player:usedSkillTimes(skill_name, scope)
if not self.skillUsedHistory[skill_name] then
return 0
end
scope = scope or Player.HistoryTurn
return self.skillUsedHistory[skill_name][scope]
end
--- 获取玩家是否无手牌。
function Player:isKongcheng()
return #self:getCardIds(Player.Hand) == 0
end
--- 获取玩家是否无手牌及装备牌。
function Player:isNude()
return #self:getCardIds{Player.Hand, Player.Equip} == 0
end
--- 获取玩家所有区域是否无牌。
function Player:isAllNude()
return #self:getCardIds() == 0
end
--- 获取玩家是否受伤。
function Player:isWounded()
return self.hp < self.maxHp
end
--- 获取玩家已失去体力。
function Player:getLostHp()
return math.min(self.maxHp - self.hp, self.maxHp)
end
---@param skill string | Skill
---@return Skill
local function getActualSkill(skill)
if type(skill) == "string" then
skill = Fk.skills[skill]
end
assert(skill:isInstanceOf(Skill))
return skill
end
--- 检索玩家是否有对应技能。
---@param skill string | Skill @ 技能名
---@param ignoreNullified? boolean @ 忽略技能是否被无效
---@param ignoreAlive? boolean @ 忽略角色在场与否
function Player:hasSkill(skill, ignoreNullified, ignoreAlive)
if not ignoreAlive and self.dead then
return false
end
skill = getActualSkill(skill)
if not (ignoreNullified or skill:isEffectable(self)) then
return false
end
if table.contains(self.player_skills, skill) then
return true
end
if self:isInstanceOf(ServerPlayer) and -- isInstanceOf(nil) will return false
table.contains(self._fake_skills, skill) and
table.contains(self.prelighted_skills, skill) then
return true
end
for _, v in pairs(self.derivative_skills) do
if table.contains(v, skill) then
return true
end
end
return false
end
--- 为玩家增加对应技能。
---@param skill string | Skill @ 技能名
---@param source_skill? string | Skill @ 本有技能(和衍生技能相对)
---@return Skill[] @ got skills that Player didn't have at start
function Player:addSkill(skill, source_skill)
skill = getActualSkill(skill)
local toget = {table.unpack(skill.related_skills)}
table.insert(toget, skill)
local room = Fk:currentRoom()
local ret = {}
for _, s in ipairs(toget) do
if not self:hasSkill(s, true, true) then
table.insert(ret, s)
if s:isInstanceOf(TriggerSkill) and RoomInstance then
room.logic:addTriggerSkill(s)
end
if s:isInstanceOf(StatusSkill) then
room.status_skills[s.class] = room.status_skills[s.class] or {}
table.insertIfNeed(room.status_skills[s.class], s)
end
end
end
if source_skill then
source_skill = getActualSkill(source_skill)
if not self.derivative_skills[source_skill] then
self.derivative_skills[source_skill] = {}
end
table.insertIfNeed(self.derivative_skills[source_skill], skill)
else
table.insertIfNeed(self.player_skills, skill)
end
-- add related skills
if not self.derivative_skills[skill] then
self.derivative_skills[skill] = {}
end
for _, s in ipairs(skill.related_skills) do
table.insertIfNeed(self.derivative_skills[skill], s)
end
return ret
end
--- 为玩家删除对应技能。
---@param skill string | Skill @ 技能名
---@param source_skill? string | Skill @ 本有技能(和衍生技能相对)
---@return Skill[] @ lost skills that the Player doesn't have anymore
function Player:loseSkill(skill, source_skill)
skill = getActualSkill(skill)
if source_skill then
source_skill = getActualSkill(source_skill)
if not self.derivative_skills[source_skill] then
self.derivative_skills[source_skill] = {}
end
table.removeOne(self.derivative_skills[source_skill], skill)
else
table.removeOne(self.player_skills, skill)
end
-- clear derivative skills of this skill as well
local tolose = self.derivative_skills[skill] or {}
table.insert(tolose, skill)
self.derivative_skills[skill] = nil
local ret = {} ---@type Skill[]
for _, s in ipairs(tolose) do
if not self:hasSkill(s, true, true) then
table.insert(ret, s)
end
end
return ret
end
--- 获取对应玩家所有技能。
-- return all skills that xxx:hasSkill() == true
function Player:getAllSkills()
local ret = {table.unpack(self.player_skills)}
for _, t in pairs(self.derivative_skills) do
for _, s in ipairs(t) do
table.insertIfNeed(ret, s)
end
end
return ret
end
--- 确认玩家是否可以使用特定牌。
---@param card Card @ 特定牌
---@param extra_data? UseExtraData @ 额外数据
function Player:canUse(card, extra_data)
return card.skill:canUse(self, card, extra_data)
end
--- 确认玩家是否可以对特定玩家使用特定牌。
---@param card Card @ 特定牌
---@param to Player @ 特定玩家
---@param extra_data? UseExtraData @ 额外数据
function Player:canUseTo(card, to, extra_data)
if self:prohibitUse(card) or self:isProhibited(to, card) then return false end
local distance_limited = not (extra_data and extra_data.bypass_distances)
local can_use = self:canUse(card, extra_data)
return can_use and card.skill:modTargetFilter(to.id, {}, self.id, card, distance_limited)
end
--- 确认玩家是否被禁止对特定玩家使用特定牌。
---@param to Player @ 特定玩家
---@param card Card @ 特定牌
function Player:isProhibited(to, card)
local r = Fk:currentRoom()
if card.type == Card.TypeEquip and #to:getAvailableEquipSlots(card.sub_type) == 0 then
return true
end
if card.sub_type == Card.SubtypeDelayedTrick and
(table.contains(to.sealedSlots, Player.JudgeSlot) or to:hasDelayedTrick(card.name)) then
return true
end
local status_skills = r.status_skills[ProhibitSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:isProhibited(self, to, card) then
return true
end
end
return false
end
--- 确认玩家是否被禁止使用特定牌。
---@param card Card @ 特定的牌
function Player:prohibitUse(card)
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:prohibitUse(self, card) then
return true
end
end
return false
end
--- 确认玩家是否被禁止打出特定牌。
---@param card Card @ 特定的牌
function Player:prohibitResponse(card)
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:prohibitResponse(self, card) then
return true
end
end
return false
end
--- 确认玩家是否被禁止弃置特定牌。
---@param card Card|integer @ 特定的牌
function Player:prohibitDiscard(card)
if type(card) == "number" then
card = Fk:getCardById(card)
end
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:prohibitDiscard(self, card) then
return true
end
end
return false
end
--- 确认角色是否被禁止亮将。
function Player:prohibitReveal(isDeputy)
local place = isDeputy and "d" or "m"
if type(self:getMark(MarkEnum.RevealProhibited)) == "table" and table.contains(self:getMark(MarkEnum.RevealProhibited), place) then
return true
end
for mark, value in pairs(self.mark) do
if mark:startsWith(MarkEnum.RevealProhibited .. "-") and type(value) == "table" then
for _, suffix in ipairs(MarkEnum.TempMarkSuffix) do
if mark:find(suffix, 1, true) then return true end
end
end
end
-- for _, m in ipairs(table.map(MarkEnum.TempMarkSuffix, function(s)
-- return self:getMark(MarkEnum.RevealProhibited .. s)
-- end)) do
-- if type(m) == "table" and table.contains(m, place) then
-- return true
-- end
-- end
return false
end
---@param to Player
---@param ignoreFromKong? boolean
---@param ignoreToKong? boolean
function Player:canPindian(to, ignoreFromKong, ignoreToKong)
if self == to then return false end
if self:isKongcheng() and not ignoreFromKong then
return false
end
if to:isKongcheng() and not ignoreToKong then
return false
end
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or Util.DummyTable
for _, skill in ipairs(status_skills) do
if skill:prohibitPindian(self, to) then
return false
end
end
return true
end
--- 判断一张牌能否移动至某角色的装备区
---@param cardId integer @ 移动的牌
---@param convert? boolean @ 是否可以替换装备(默认可以)
---@return boolean
function Player:canMoveCardIntoEquip(cardId, convert)
convert = (convert == nil) and true or convert
local card = Fk:getCardById(cardId)
if not (card.sub_type >= 3 and card.sub_type <= 7) then return false end
if self.dead or table.contains(self:getCardIds("e"), cardId) then return false end
if self:hasEmptyEquipSlot(card.sub_type) or (#self:getEquipments(card.sub_type) > 0 and convert) then
return true
end
return false
end
--转换技状态阳
fk.SwitchYang = 0
--转换技状态阴
fk.SwitchYin = 1
--- 获取转换技状态
---@param skillName string @ 技能名
---@param afterUse? boolean @ 是否提前计算转换后状态
---@param inWord? boolean @ 是否返回文字
---@return number|string @ 转换技状态
function Player:getSwitchSkillState(skillName, afterUse, inWord)
if afterUse then
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yin" or fk.SwitchYin) or (inWord and "yang" or fk.SwitchYang)
else
return self:getMark(MarkEnum.SwithSkillPreName .. skillName) < 1 and (inWord and "yang" or fk.SwitchYang) or (inWord and "yin" or fk.SwitchYin)
end
end
function Player:canMoveCardInBoardTo(to, id)
if self == to then
return false
end
local card = self:getVirualEquip(id) or Fk:getCardById(id)
assert(card.type == Card.TypeEquip or card.sub_type == Card.SubtypeDelayedTrick)
if card.type == Card.TypeEquip then
return to:hasEmptyEquipSlot(card.sub_type)
else
return
not (
table.find(to:getCardIds(Player.Judge), function(cardId)
return (to:getVirualEquip(cardId) or Fk:getCardById(cardId)).name == card.name
end) or
table.contains(to.sealedSlots, Player.JudgeSlot)
)
end
end
function Player:canMoveCardsInBoardTo(to, flag, excludeIds)
if self == to then
return false
end
assert(flag == nil or flag == "e" or flag == "j")
excludeIds = type(excludeIds) == "table" and excludeIds or {}
local areas = {}
if flag == "e" then
table.insert(areas, Player.Equip)
elseif flag == "j" then
table.insert(areas, Player.Judge)
else
areas = { Player.Equip, Player.Judge }
end
for _, cardId in ipairs(self:getCardIds(areas)) do
if not table.contains(excludeIds, cardId) and self:canMoveCardInBoardTo(to, cardId) then
return true
end
end
return false
end
function Player:getQuestSkillState(skillName)
local questSkillState = self:getMark(MarkEnum.QuestSkillPreName .. skillName)
return type(questSkillState) == "string" and questSkillState or nil
end
function Player:getAvailableEquipSlots(subtype)
local tempSlots = table.simpleClone(self.equipSlots)
local tempSealedSlots = table.simpleClone(self.sealedSlots)
if subtype then
local singleSlot = table.filter(tempSlots, function(slot)
return slot == Util.convertSubtypeAndEquipSlot(subtype)
end)
for _, sealedSlot in ipairs(tempSealedSlots) do
table.removeOne(singleSlot, sealedSlot)
end
return singleSlot
end
for _, sealedSlot in ipairs(tempSealedSlots) do
table.removeOne(tempSlots, sealedSlot)
end
return tempSlots
end
function Player:hasEmptyEquipSlot(subtype)
return #self:getAvailableEquipSlots(subtype) - #self:getEquipments(subtype) > 0
end
function Player:addBuddy(other)
table.insert(self.buddy_list, other.id)
end
function Player:removeBuddy(other)
table.removeOne(self.buddy_list, other.id)
end
function Player:isBuddy(other)
local id = type(other) == "number" and other or other.id
return self.id == id or table.contains(self.buddy_list, id)
end
--- 比较两名角色的性别是否相同。
---@param other Player @ 另一名角色
---@param diff? bool @ 比较二者不同
---@return boolean @ 返回比较结果
function Player:compareGenderWith(other, diff)
if self == other then return not diff end
if self.gender == General.Agender or other.gender == General.Agender then return false end
if self.gender == General.Bigender or other.gender == General.Bigender then return true end
if diff then
return self.gender ~= other.gender
else
return self.gender == other.gender
end
end
return Player