249 lines
6.9 KiB
Lua
249 lines
6.9 KiB
Lua
---@param victim ServerPlayer
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local function getWinner(victim)
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local room = victim.room
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local winner = ""
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local alive = room.alive_players
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if victim.role == "lord" then
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if #alive == 1 and alive[1].role == "renegade" then
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winner = "renegede"
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else
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winner = "rebel"
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end
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elseif victim.role ~= "loyalist" then
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local lord_win = true
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for _, p in ipairs(alive) do
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if p.role == "rebel" or p.role == "renegade" then
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lord_win = false
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break
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end
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end
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if lord_win then
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winner = "lord+loyalist"
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end
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end
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return winner
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end
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---@param killer ServerPlayer
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local function rewardAndPunish(killer, victim)
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if killer.dead then return end
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if victim.role == "rebel" then
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killer:drawCards(3, "kill")
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elseif victim.role == "loyalist" and killer.role == "lord" then
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killer:throwAllCards("he")
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end
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end
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GameRule = fk.CreateTriggerSkill{
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name = "game_rule",
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refresh_events = {
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fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
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fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
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fk.AskForPeaches, fk.AskForPeachesDone,
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fk.GameOverJudge, fk.BuryVictim,
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},
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priority = 0,
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can_refresh = function(self, event, target, player, data)
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return (target == player) or (target == nil)
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end,
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on_refresh = function(self, event, target, player, data)
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if RoomInstance.tag["SkipGameRule"] then
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RoomInstance.tag["SkipGameRule"] = false
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return false
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end
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if event == fk.GameStart then
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RoomInstance.tag["FirstRound"] = true
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return false
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end
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local room = player.room
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switch(event, {
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[fk.DrawInitialCards] = function()
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if data.num > 0 then
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-- TODO: need a new function to call the UI
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local cardIds = room:getNCards(data.num)
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player:addCards(Player.Hand, cardIds)
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for _, id in ipairs(cardIds) do
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Fk:filterCard(id, player)
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end
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local move_to_notify = {} ---@type CardsMoveStruct
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move_to_notify.toArea = Card.PlayerHand
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move_to_notify.to = player.id
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move_to_notify.moveInfo = {}
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move_to_notify.moveReason = fk.ReasonDraw
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for _, id in ipairs(cardIds) do
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table.insert(move_to_notify.moveInfo,
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{ cardId = id, fromArea = Card.DrawPile })
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end
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room:notifyMoveCards(nil, {move_to_notify})
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for _, id in ipairs(cardIds) do
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room:setCardArea(id, Card.PlayerHand, player.id)
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end
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room.logic:trigger(fk.AfterDrawInitialCards, player, data)
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end
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end,
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[fk.TurnStart] = function()
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player = room.current
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if room.tag["FirstRound"] == true then
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room.tag["FirstRound"] = false
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player:setFlag("Global_FirstRound")
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end
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if player.seat == 1 then
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryRound)
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p:setSkillUseHistory("", 0, Player.HistoryRound)
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end
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end
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room:sendLog{ type = "$AppendSeparator" }
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player:addMark("Global_TurnCount")
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if not player.faceup then
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player:setFlag("-Global_FirstRound")
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player:turnOver()
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elseif not player.dead then
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player:play()
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end
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end,
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[fk.EventPhaseProceeding] = function()
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switch(player.phase, {
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[Player.PhaseNone] = function()
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error("You should never proceed PhaseNone")
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end,
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[Player.RoundStart] = function()
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end,
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[Player.Start] = function()
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end,
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[Player.Judge] = function()
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local cards = player:getCardIds(Player.Judge)
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for i = #cards, 1, -1 do
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local card
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card = player:removeVirtualEquip(cards[i])
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if not card then
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card = Fk:getCardById(cards[i])
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end
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room:moveCardTo(card, Card.Processing, nil, fk.ReasonPut, self.name)
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---@type CardEffectEvent
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local effect_data = {
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card = card,
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to = player.id,
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tos = { {player.id} },
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}
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room:doCardEffect(effect_data)
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if effect_data.isCancellOut and card.skill then
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card.skill:onNullified(room, effect_data)
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end
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end
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end,
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[Player.Draw] = function()
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local data = {
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n = 2
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}
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room.logic:trigger(fk.DrawNCards, player, data)
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room:drawCards(player, data.n, self.name)
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room.logic:trigger(fk.AfterDrawNCards, player, data)
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end,
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[Player.Play] = function()
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while not player.dead do
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room:notifyMoveFocus(player, "PlayCard")
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local result = room:doRequest(player, "PlayCard", player.id)
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if result == "" then break end
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local use = room:handleUseCardReply(player, result)
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if use then
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room:useCard(use)
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end
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end
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end,
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[Player.Discard] = function()
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local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
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if discardNum > 0 then
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room:askForDiscard(player, discardNum, discardNum, false, self.name)
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end
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end,
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[Player.Finish] = function()
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end,
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[Player.NotActive] = function()
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end,
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})
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end,
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[fk.EventPhaseEnd] = function()
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if player.phase == Player.Play then
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryPhase)
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p:setSkillUseHistory("", 0, Player.HistoryPhase)
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end
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end
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end,
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[fk.EventPhaseChanging] = function()
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-- TODO: copy but dont copy all
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if data.to == Player.NotActive then
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for _, p in ipairs(room.players) do
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p:setCardUseHistory("", 0, Player.HistoryTurn)
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p:setSkillUseHistory("", 0, Player.HistoryTurn)
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end
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end
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end,
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[fk.AskForPeaches] = function()
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local savers = room:getAlivePlayers()
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for _, p in ipairs(savers) do
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if player.hp > 0 or player.dead then break end
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while player.hp < 1 do
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local peach_use = room:askForUseCard(p, "peach")
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if not peach_use then break end
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peach_use.tos = { {player.id} }
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room:useCard(peach_use)
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end
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end
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end,
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[fk.AskForPeachesDone] = function()
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if player.hp < 1 then
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---@type DeathStruct
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local deathData = {
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who = player.id,
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damage = data.damage,
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}
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room:killPlayer(deathData)
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end
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end,
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[fk.GameOverJudge] = function()
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local winner = getWinner(player)
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if winner ~= "" then
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room:gameOver(winner)
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return true
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end
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end,
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[fk.BuryVictim] = function()
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player:bury()
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if room.tag["SkipNormalDeathProcess"] then
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return false
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end
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local damage = data.damage
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if damage and damage.from then
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local killer = damage.from
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rewardAndPunish(killer, player);
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end
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end,
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default = function()
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print("game_rule: Event=" .. event)
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room:askForSkillInvoke(player, "rule")
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end,
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})
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return false
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end,
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}
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