FreeKill/lua/server/room.lua

2004 lines
54 KiB
Lua

---@class Room : Object
---@field room fk.Room
---@field players ServerPlayer[]
---@field alive_players ServerPlayer[]
---@field current ServerPlayer
---@field game_finished boolean
---@field timeout integer
---@field tag table<string, any>
---@field draw_pile integer[]
---@field discard_pile integer[]
---@field processing_area integer[]
---@field void integer[]
---@field card_place table<integer, CardArea>
---@field owner_map table<integer, integer>
---@field status_skills Skill[]
local Room = class("Room")
-- load classes used by the game
GameLogic = require "server.gamelogic"
ServerPlayer = require "server.serverplayer"
--[[--------------------------------------------------------------------
Room stores all information for server side game room, such as player,
cards, and other properties.
It also have a lots of functions that make sure the room run properly.
content of class Room:
* contructor
* getter/setters
* Basic network functions, notify functions
* Interactive methods
* simple game actions, like judge, damage...
* using cards
* moving cards
callbacks (not part of Room)
see also:
gamelogic.lua (for the game's main loop and trigger event)
game_rule.lua (draw initial cards, proceed phase, etc.)
aux_skills.lua (useful ActiveSkill for some interactive functions)
]]----------------------------------------------------------------------
------------------------------------------------------------------------
-- constructor
------------------------------------------------------------------------
---@param _room fk.Room
function Room:initialize(_room)
self.room = _room
self.room.startGame = function(_self)
Room.initialize(self, _room) -- clear old data
local main_co = coroutine.create(function()
self:run()
end)
local request_co = coroutine.create(function()
self:requestLoop()
end)
while not self.game_finished do
local ret, err_msg = coroutine.resume(main_co)
-- handle error
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(main_co))
break
end
ret, err_msg = coroutine.resume(request_co)
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(request_co))
break
end
end
end
self.players = {}
self.alive_players = {}
self.current = nil
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
self.owner_map = {}
self.status_skills = {}
for class, skills in pairs(Fk.global_status_skill) do
self.status_skills[class] = {table.unpack(skills)}
end
end
-- When this function returns, the Room(C++) thread stopped.
function Room:run()
for _, p in fk.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
player.room = self
table.insert(self.players, player)
end
self.logic = GameLogic:new(self)
self.logic:run()
end
------------------------------------------------------------------------
-- getters and setters
------------------------------------------------------------------------
---@param cardId integer
---@param cardArea CardArea
---@param integer owner
function Room:setCardArea(cardId, cardArea, owner)
self.card_place[cardId] = cardArea
self.owner_map[cardId] = owner
end
---@param cardId integer
---@return CardArea
function Room:getCardArea(cardId)
return self.card_place[cardId] or Card.Unknown
end
---@param id integer
---@return ServerPlayer
function Room:getPlayerById(id)
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p.id == id then
return p
end
end
error("cannot find player by " .. id)
end
---@param playerIds integer[]
function Room:sortPlayersByAction(playerIds)
end
function Room:deadPlayerFilter(playerIds)
local newPlayerIds = {}
for _, playerId in ipairs(playerIds) do
if self:getPlayerById(playerId):isAlive() then
table.insert(newPlayerIds, playerId)
end
end
return newPlayerIds
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAllPlayers(sortBySeat)
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
local ret = {current}
while temp ~= current do
table.insert(ret, temp)
temp = temp.next
end
return ret
else
return { table.unpack(self.players) }
end
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
local ret = {current}
while temp ~= current do
if not temp.dead then
table.insert(ret, temp)
end
temp = temp.next
end
return ret
else
return { table.unpack(self.alive_players) }
end
end
---@param player ServerPlayer
---@param sortBySeat boolean
---@param include_dead boolean
---@return ServerPlayer[]
function Room:getOtherPlayers(player, sortBySeat, include_dead)
if sortBySeat == nil then
sortBySeat = true
end
local players = include_dead and self:getAllPlayers(sortBySeat) or self:getAlivePlayers(sortBySeat)
for _, p in ipairs(players) do
if p.id == player.id then
table.removeOne(players, player)
break
end
end
return players
end
---@return ServerPlayer | null
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
for _, p in ipairs(self.players) do
if p.role == "lord" then return p end
end
return nil
end
---@param expect ServerPlayer
---@return ServerPlayer[]
function Room:getOtherPlayers(expect, include_dead)
local ret
if include_dead then
ret = {table.unpack(self.players)}
else
ret = {table.unpack(self.alive_players)}
end
table.removeOne(ret, expect)
return ret
end
---@param num integer
---@param from string
---@return integer[]
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
return cardIds
end
---@param player ServerPlayer
---@param mark string
---@param value integer
function Room:setPlayerMark(player, mark, value)
player:setMark(mark, value)
self:doBroadcastNotify("SetPlayerMark", json.encode{
player.id,
mark,
value
})
end
function Room:addPlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num + count, 0))
end
function Room:removePlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num - count, 0))
end
------------------------------------------------------------------------
-- network functions, notify function
------------------------------------------------------------------------
---@param player ServerPlayer
---@param property string
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
---@param p ServerPlayer
---@param player ServerPlayer
---@param property string
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player.id,
property,
player[property],
})
end
---@param command string
---@param jsonData string
---@param players ServerPlayer[] | nil @ default all players
function Room:doBroadcastNotify(command, jsonData, players)
players = players or self.players
local tolist = fk.SPlayerList()
for _, p in ipairs(players) do
tolist:append(p.serverplayer)
end
self.room:doBroadcastNotify(tolist, command, jsonData)
end
---@param player ServerPlayer
---@param command string
---@param jsonData string
---@param wait boolean @ default true
---@return string | nil
function Room:doRequest(player, command, jsonData, wait)
if wait == nil then wait = true end
player:doRequest(command, jsonData, self.timeout)
if wait then
return player:waitForReply(self.timeout)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doBroadcastRequest(command, players, jsonData)
players = players or self.players
self:notifyMoveFocus(players, command)
for _, p in ipairs(players) do
self:doRequest(p, command, jsonData or p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
for _, p in ipairs(players) do
elapsed = os.time() - currentTime
p:waitForReply(remainTime - elapsed)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doRaceRequest(command, players, jsonData)
players = players or self.players
-- self:notifyMoveFocus(players, command)
for _, p in ipairs(players) do
self:doRequest(p, command, jsonData or p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
local winner
local canceled_players = {}
while true do
elapsed = os.time() - currentTime
if remainTime - elapsed <= 0 then
return nil
end
for _, p in ipairs(players) do
p:waitForReply(0)
if p.reply_ready == true then
winner = p
break
end
if p.reply_cancel then
table.insertIfNeed(canceled_players, p)
end
end
if winner then
self:doBroadcastNotify("CancelRequest", "")
return winner
end
if #players == #canceled_players then
return nil
end
end
end
-- main loop for the request handling coroutine
function Room:requestLoop()
while true do
local request = self.room:fetchRequest()
if request ~= "" then
local id, command = table.unpack(request:split(","))
id = tonumber(id)
if command == "reconnect" then
self:getPlayerById(id):reconnect()
end
end
coroutine.yield()
end
end
-- delay function, should only be used in main coroutine
---@param ms integer @ millisecond to be delayed
function Room:delay(ms)
local start = fk.GetMicroSecond()
while true do
if fk.GetMicroSecond() - start >= ms * 1000 then
break
end
coroutine.yield()
end
end
---@param players ServerPlayer[]
---@param card_moves CardsMoveStruct[]
---@param forceVisible boolean
function Room:notifyMoveCards(players, card_moves, forceVisible)
if players == nil or players == {} then players = self.players end
for _, p in ipairs(players) do
local arg = table.clone(card_moves)
for _, move in ipairs(arg) do
-- local to = self:getPlayerById(move.to)
-- forceVisible make the move visible
-- FIXME: move.moveInfo is an array, fix this
move.moveVisible = (forceVisible)
-- if move is relevant to player, it should be open
or ((move.from == p.id) or (move.to == p.id and move.toArea ~= Card.PlayerSpecial))
-- cards move from/to equip/judge/discard/processing should be open
or move.moveInfo.fromArea == Card.PlayerEquip
or move.toArea == Card.PlayerEquip
or move.moveInfo.fromArea == Card.PlayerJudge
or move.toArea == Card.PlayerJudge
or move.moveInfo.fromArea == Card.DiscardPile
or move.toArea == Card.DiscardPile
or move.moveInfo.fromArea == Card.Processing
or move.toArea == Card.Processing
-- TODO: PlayerSpecial
if not move.moveVisible then
for _, info in ipairs(move.moveInfo) do
info.cardId = -1
end
end
end
p:doNotify("MoveCards", json.encode(arg))
end
end
---@param players ServerPlayer | ServerPlayer[]
---@param command string
function Room:notifyMoveFocus(players, command)
if (players.class) then
players = {players}
end
local ids = {}
for _, p in ipairs(players) do
table.insert(ids, p.id)
end
self:doBroadcastNotify("MoveFocus", json.encode{
ids,
command
})
end
---@param log LogMessage
function Room:sendLog(log)
self:doBroadcastNotify("GameLog", json.encode(log))
end
function Room:doAnimate(type, data, players)
players = players or self.players
data.type = type
self:doBroadcastNotify("Animate", json.encode(data), players)
end
function Room:setEmotion(player, name)
self:doAnimate("Emotion", {
player = player.id,
emotion = name
})
end
function Room:sendLogEvent(type, data, players)
players = players or self.players
data.type = type
self:doBroadcastNotify("LogEvent", json.encode(data), players)
end
---@param player ServerPlayer
---@param skill_name string
---@param skill_type nil
function Room:notifySkillInvoked(player, skill_name, skill_type)
self:sendLog{
type = "#InvokeSkill",
from = player.id,
arg = skill_name,
}
-- TODO: notifySkill animation
end
------------------------------------------------------------------------
-- interactive functions
------------------------------------------------------------------------
---@param player ServerPlayer
---@param skill_name string
---@param prompt string
---@param cancelable boolean
---@param extra_data table
function Room:askForUseActiveSkill(player, skill_name, prompt, cancelable, extra_data)
prompt = prompt or ""
cancelable = cancelable or false
extra_data = extra_data or {}
local skill = Fk.skills[skill_name]
if not (skill and skill:isInstanceOf(ActiveSkill)) then
print("Attempt ask for use non-active skill: " .. skill_name)
return false
end
local command = "AskForUseActiveSkill"
self:notifyMoveFocus(player, skill_name) -- for display skill name instead of command name
local data = {skill_name, prompt, cancelable, json.encode(extra_data)}
local result = self:doRequest(player, command, json.encode(data))
if result == "" then
return false
end
data = json.decode(result)
local card = data.card
local targets = data.targets
local card_data = json.decode(card)
local selected_cards = card_data.subcards
skill:onEffect(room, {
from = player.id,
cards = selected_cards,
tos = targets,
})
return true, {
cards = selected_cards,
targets = targets
}
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName)
if minNum < 1 then
return nil
end
local toDiscard = {}
local data = {
num = maxNum,
min_num = minNum,
include_equip = includeEquip,
reason = skillName
}
local _, ret = self:askForUseActiveSkill(player, "discard_skill", "", true, data)
if ret then
toDiscard = ret.cards
else
local hands = player:getCardIds(Player.Hand)
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(toDiscard, randomId)
table.removeOne(hands, randomId)
end
end
self:throwCard(toDiscard, skillName, player, player)
end
---@param player ServerPlayer
---@param targets ServerPlayer[]
---@param minNum integer
---@param maxNum integer
---@return integer[]
function Room:askForChoosePlayers(player, targets, minNum, maxNum, skillName)
if minNum < 1 then
return nil
end
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
reason = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", "", true, data)
if ret then
return ret.targets
else
-- TODO: default
return {}
end
end
---@param player ServerPlayer
---@param generals string[]
---@return string
function Room:askForGeneral(player, generals)
local command = "AskForGeneral"
self:notifyMoveFocus(player, command)
if #generals == 1 then return generals[1] end
local defaultChoice = generals[1]
if (player.state == "online") then
local result = self:doRequest(player, command, json.encode(generals))
if result == "" then
return defaultChoice
else
-- TODO: result is a JSON array
-- update here when choose multiple generals
return json.decode(result)[1]
end
end
return defaultChoice
end
---@param chooser ServerPlayer
---@param target ServerPlayer
---@param flag string @ "hej", h for handcard, e for equip, j for judge
---@param reason string
function Room:askForCardChosen(chooser, target, flag, reason)
local command = "AskForCardChosen"
self:notifyMoveFocus(chooser, command)
local data = {target.id, flag, reason}
local result = self:doRequest(chooser, command, json.encode(data))
if result == "" then
-- FIXME: generate a random card according to flag
result = -1
else
result = tonumber(result)
end
if result == -1 then
local handcards = target.player_cards[Player.Hand]
result = handcards[math.random(1, #handcards)]
end
return result
end
---@param player ServerPlayer
---@param choices string[]
---@param skill_name string
function Room:askForChoice(player, choices, skill_name, data)
if #choices == 1 then return choices[1] end
local command = "AskForChoice"
self:notifyMoveFocus(player, skill_name)
local result = self:doRequest(player, command, json.encode{
choices, skill_name
})
if result == "" then result = choices[1] end
return result
end
---@param player ServerPlayer
---@param skill_name string
---@return boolean
function Room:askForSkillInvoke(player, skill_name, data)
local command = "AskForSkillInvoke"
self:notifyMoveFocus(player, skill_name)
local invoked = false
local result = self:doRequest(player, command, skill_name)
if result ~= "" then invoked = true end
return invoked
end
---@param player ServerPlayer
---@param data string
---@return CardUseStruct
function Room:handleUseCardReply(player, data)
data = json.decode(data)
local card = data.card
local targets = data.targets
if type(card) == "string" then
local card_data = json.decode(card)
local skill = Fk.skills[card_data.skill]
local selected_cards = card_data.subcards
if skill:isInstanceOf(ActiveSkill) then
self:notifySkillInvoked(player, skill.name)
skill:onEffect(self, {
from = player.id,
cards = selected_cards,
tos = targets,
})
return nil
elseif skill:isInstanceOf(ViewAsSkill) then
local c = skill:viewAs(selected_cards)
if c then
self:notifySkillInvoked(player, skill.name)
local use = {} ---@type CardUseStruct
use.from = player.id
use.tos = {}
for _, target in ipairs(targets) do
table.insert(use.tos, { target })
end
use.card = c
return use
end
end
else
local use = {} ---@type CardUseStruct
use.from = player.id
use.tos = {}
for _, target in ipairs(targets) do
table.insert(use.tos, { target })
end
if #use.tos == 0 then
use.tos = nil
end
use.card = Fk:getCardById(card)
return use
end
end
-- available extra_data:
-- * must_targets: integer[]
---@param player ServerPlayer
---@param card_name string
---@param pattern string
---@param prompt string
---@return CardUseStruct
function Room:askForUseCard(player, card_name, pattern, prompt, cancelable, extra_data)
local command = "AskForUseCard"
self:notifyMoveFocus(player, card_name)
cancelable = cancelable or false
extra_data = extra_data or {}
pattern = pattern or card_name
prompt = prompt or "#AskForUseCard"
local data = {card_name, pattern, prompt, cancelable, extra_data}
local result = self:doRequest(player, command, json.encode(data))
if result ~= "" then
return self:handleUseCardReply(player, result)
end
return nil
end
---@param player ServerPlayer
---@param card_name string
---@param pattern string
---@param prompt string
---@param cancelable string
function Room:askForResponse(player, card_name, pattern, prompt, cancelable, extra_data)
local command = "AskForResponseCard"
self:notifyMoveFocus(player, card_name)
cancelable = cancelable or false
extra_data = extra_data or {}
pattern = pattern or card_name
prompt = prompt or "#AskForResponseCard"
local data = {card_name, pattern, prompt, cancelable, extra_data}
local result = self:doRequest(player, command, json.encode(data))
if result ~= "" then
local use = self:handleUseCardReply(player, result)
if use then
return use.card
end
end
return nil
end
function Room:askForNullification(players, card_name, pattern, prompt, cancelable, extra_data)
if #players == 0 then
return nil
end
local command = "AskForUseCard"
card_name = card_name or "nullification"
cancelable = cancelable or false
extra_data = extra_data or {}
prompt = prompt or "#AskForUseCard"
pattern = pattern or card_name
self:notifyMoveFocus(self.alive_players, card_name)
self:doBroadcastNotify("WaitForNullification", "")
local data = {card_name, pattern, prompt, cancelable, extra_data}
local winner = self:doRaceRequest(command, players, json.encode(data))
if winner then
local result = winner.client_reply
return self:handleUseCardReply(winner, result)
end
return nil
end
------------------------------------------------------------------------
-- use card logic, and wrappers
------------------------------------------------------------------------
---@param room Room
---@param cardUseEvent CardUseStruct
local sendCardEmotionAndLog = function(room, cardUseEvent)
local from = cardUseEvent.from
local card = cardUseEvent.card
room:setEmotion(room:getPlayerById(from), card.name)
room:doAnimate("Indicate", {
from = from,
to = cardUseEvent.tos or {},
})
local useCardIds = card:isVirtual() and card.subcards or { card.id }
if cardUseEvent.tos and #cardUseEvent.tos > 0 then
local to = {}
for _, t in ipairs(cardUseEvent.tos) do
table.insert(to, t[1])
end
if card:isVirtual() then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0CardToTargets",
from = from,
to = to,
arg = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCardToTargets",
from = from,
to = to,
card = useCardIds,
arg = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCardToTargets",
from = from,
to = to,
card = useCardIds
}
end
for _, t in ipairs(cardUseEvent.tos) do
if t[2] then
local temp = {table.unpack(t)}
table.remove(temp, 1)
room:sendLog{
type = "#CardUseCollaborator",
from = t[1],
to = temp,
arg = card.name,
}
end
end
elseif cardUseEvent.toCard then
if card:isVirtual() then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0CardToCard",
from = from,
arg = cardUseEvent.toCard.name,
arg2 = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCardToCard",
from = from,
card = useCardIds,
arg = cardUseEvent.toCard.name,
arg2 = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCardToCard",
from = from,
card = useCardIds,
arg = cardUseEvent.toCard.name,
}
end
else
if card:isVirtual() then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0Card",
from = from,
arg = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCard",
from = from,
card = useCardIds,
arg = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCard",
from = from,
card = useCardIds,
}
end
end
end
---@param room Room
---@param cardUseEvent CardUseStruct
---@param aimEventCollaborators table<string, AimStruct[]>
---@return boolean
local onAim = function(room, cardUseEvent, aimEventCollaborators)
local eventStages = { fk.TargetSpecifying, fk.TargetConfirming, fk.TargetSpecified, fk.TargetConfirmed }
for _, stage in ipairs(eventStages) do
if (not cardUseEvent.tos) or #cardUseEvent.tos == 0 then
return false
end
room:sortPlayersByAction(cardUseEvent.tos)
local aimGroup = AimGroup:initAimGroup(TargetGroup:getRealTargets(cardUseEvent.tos))
local collaboratorsIndex = {}
local firstTarget = true
repeat
local toId = AimGroup:getUndoneOrDoneTargets(aimGroup)[1]
---@type AimStruct
local aimStruct
local initialEvent = false
collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1
if not aimEventCollaborators[toId] or collaboratorsIndex[toId] > #aimEventCollaborators[toId] then
aimStruct = {
from = cardUseEvent.from,
card = cardUseEvent.card,
to = toId,
targetGroup = cardUseEvent.tos,
nullifiedTargets = cardUseEvent.nullifiedTargets or {},
tos = aimGroup,
firstTarget = firstTarget,
additionalDamage = cardUseEvent.addtionalDamage
}
local index = 1
for _, targets in ipairs(cardUseEvent.tos) do
if index > collaboratorsIndex[toId] then
break
end
if #targets > 1 then
for i = 2, #targets do
aimStruct.subTargets = {}
table.insert(aimStruct.subTargets, targets[i])
end
end
end
collaboratorsIndex[toId] = 1
initialEvent = true
else
aimStruct = aimEventCollaborators[toId][collaboratorsIndex[toId]]
aimStruct.from = cardUseEvent.from
aimStruct.card = cardUseEvent.card
aimStruct.tos = aimGroup
aimStruct.targetGroup = cardUseEvent.tos
aimStruct.nullifiedTargets = cardUseEvent.nullifiedTargets or {}
aimStruct.firstTarget = firstTarget
end
firstTarget = false
if room.logic:trigger(stage, (stage == fk.TargetSpecifying or stage == fk.TargetSpecified) and room:getPlayerById(aimStruct.from) or room:getPlayerById(aimStruct.to), aimStruct) then
return false
end
AimGroup:removeDeadTargets(room, aimStruct)
local aimEventTargetGroup = aimStruct.targetGroup
if aimEventTargetGroup then
room:sortPlayersByAction(aimEventTargetGroup)
end
cardUseEvent.from = aimStruct.from
cardUseEvent.tos = aimEventTargetGroup
cardUseEvent.nullifiedTargets = aimStruct.nullifiedTargets
if #AimGroup:getAllTargets(aimStruct.tos) == 0 then
return false
end
local cancelledTargets = AimGroup:getCancelledTargets(aimStruct.tos)
if #cancelledTargets > 0 then
for _, target in ipairs(cancelledTargets) do
aimEventCollaborators[target] = {}
collaboratorsIndex[target] = 1
end
end
aimStruct.tos[AimGroup.Cancelled] = {}
aimEventCollaborators[toId] = aimEventCollaborators[toId] or {}
if room:getPlayerById(toId):isAlive() then
if initialEvent then
table.insert(aimEventCollaborators[toId], aimStruct)
else
aimEventCollaborators[toId][collaboratorsIndex[toId]] = aimStruct
end
collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
end
AimGroup:setTargetDone(aimStruct.tos, toId)
aimGroup = aimStruct.tos
until #AimGroup:getUndoneOrDoneTargets(aimGroup) == 0
end
return true
end
---@param cardUseEvent CardUseStruct
---@return boolean
function Room:useCard(cardUseEvent)
local from = cardUseEvent.from
self:moveCards({
ids = self:getSubcardsByRule(cardUseEvent.card),
from = from,
toArea = Card.Processing,
moveReason = fk.ReasonUse,
})
if cardUseEvent.card.skill then
cardUseEvent.card.skill:onUse(self, cardUseEvent)
end
sendCardEmotionAndLog(self, cardUseEvent)
if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
return false
end
if not cardUseEvent.extraUse then
self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1)
end
if cardUseEvent.responseToEvent then
cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {}
table.insert(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
end
for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.BeforeCardUseEffect, fk.CardUsing }) do
if not cardUseEvent.toCard and #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
break
end
self.logic:trigger(event, self:getPlayerById(cardUseEvent.from), cardUseEvent)
if event == fk.CardUsing then
---@type table<string, AimStruct>
local aimEventCollaborators = {}
if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then
break
end
local realCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
if cardUseEvent.card.type == Card.TypeEquip then
if #realCardIds == 0 then
break
end
if self:getPlayerById(TargetGroup:getRealTargets(cardUseEvent.tos)[1]).dead then
self.moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
else
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
local existingEquipId = self:getPlayerById(target):getEquipment(cardUseEvent.card.sub_type)
if existingEquipId then
self:moveCards(
{
ids = { existingEquipId },
from = target,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
},
{
ids = realCardIds,
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
}
)
else
self:moveCards({
ids = realCardIds,
to = target,
toArea = Card.PlayerEquip,
moveReason = fk.ReasonUse,
})
end
end
break
elseif cardUseEvent.card.sub_type == Card.SubtypeDelayedTrick then
if #realCardIds == 0 then
break
end
local target = TargetGroup:getRealTargets(cardUseEvent.tos)[1]
if not self:getPlayerById(target).dead then
local findSameCard = false
for _, cardId in ipairs(self:getPlayerById(target):getCardIds(Player.Judge)) do
if Fk:getCardById(cardId).trueName == cardUseEvent.card.trueName then
findSameCard = true
end
end
if not findSameCard then
self:moveCards({
ids = realCardIds,
to = target,
toArea = Card.PlayerJudge,
moveReason = fk.ReasonUse,
})
break
end
end
self:moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
break
end
if cardUseEvent.card.skill then
---@type CardEffectEvent
local cardEffectEvent = {
from = cardUseEvent.from,
tos = cardUseEvent.tos,
card = cardUseEvent.card,
toCard = cardUseEvent.toCard,
responseToEvent = cardUseEvent.responseToEvent,
nullifiedTargets = cardUseEvent.nullifiedTargets,
disresponsiveList = cardUseEvent.disresponsiveList,
unoffsetableList = cardUseEvent.unoffsetableList,
addtionalDamage = cardUseEvent.addtionalDamage,
cardIdsResponded = cardUseEvent.nullifiedTargets,
}
if cardUseEvent.toCard ~= nil then
self:doCardEffect(cardEffectEvent)
else
local collaboratorsIndex = {}
for _, toId in ipairs(TargetGroup:getRealTargets(cardUseEvent.tos)) do
if not table.contains(cardUseEvent.nullifiedTargets, toId) and self:getPlayerById(toId):isAlive() then
if aimEventCollaborators[toId] then
cardEffectEvent.to = toId
collaboratorsIndex[toId] = collaboratorsIndex[toId] or 1
local curAimEvent = aimEventCollaborators[toId][collaboratorsIndex[toId]]
cardEffectEvent.subTargets = curAimEvent.subTargets
cardEffectEvent.addtionalDamage = curAimEvent.additionalDamage
if curAimEvent.disresponsiveList then
for _, disresponsivePlayer in ipairs(curAimEvent.disresponsiveList) do
if not table.contains(cardEffectEvent.disresponsiveList, disresponsivePlayer) then
table.insert(cardEffectEvent.disresponsiveList, disresponsivePlayer)
end
end
end
if curAimEvent.unoffsetableList then
for _, unoffsetablePlayer in ipairs(curAimEvent.unoffsetableList) do
if not table.contains(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer) then
table.insert(cardEffectEvent.unoffsetablePlayer, unoffsetablePlayer)
end
end
end
cardEffectEvent.disresponsive = curAimEvent.disresponsive
cardEffectEvent.unoffsetable = curAimEvent.unoffsetable
collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
self:doCardEffect(cardEffectEvent)
end
end
end
end
end
end
end
self.logic:trigger(fk.CardUseFinished, self:getPlayerById(cardUseEvent.from), cardUseEvent)
local leftRealCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
if #leftRealCardIds > 0 then
self:moveCards({
ids = leftRealCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end
---@param cardEffectEvent CardEffectEvent
function Room:doCardEffect(cardEffectEvent)
for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do
if cardEffectEvent.isCancellOut then
if cardEffectEvent.from then
self.logic:trigger(fk.CardEffectCancelledOut, self:getPlayerById(cardEffectEvent.from), cardEffectEvent)
end
break
end
if not cardEffectEvent.toCard and (not (self:getPlayerById(cardEffectEvent.to):isAlive() and cardEffectEvent.to) or #self:deadPlayerFilter(TargetGroup:getRealTargets(cardEffectEvent.tos)) == 0) then
break
end
if table.contains((cardEffectEvent.nullifiedTargets or {}), cardEffectEvent.to) then
break
end
if cardEffectEvent.from and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
return
end
if event == fk.PreCardEffect then
if cardEffectEvent.card.name == 'slash' and
not (
cardEffectEvent.disresponsive or
cardEffectEvent.unoffsetable or
table.contains(cardEffectEvent.disresponsiveList or {}, cardEffectEvent.to) or
table.contains(cardEffectEvent.unoffsetableList or {}, cardEffectEvent.to)
) then
local to = self:getPlayerById(cardEffectEvent.to)
local use = self:askForUseCard(to, "jink")
if use then
use.toCard = cardEffectEvent.card
use.responseToEvent = cardEffectEvent
self:useCard(use)
end
elseif cardEffectEvent.card.type == Card.TypeTrick then
local players = {}
for _, p in ipairs(self.alive_players) do
local cards = p.player_cards[Player.Hand]
for _, cid in ipairs(cards) do
if Fk:getCardById(cid).name == "nullification" then
table.insert(players, p)
break
end
end
end
local use = self:askForNullification(players)
if use then
use.toCard = cardEffectEvent.card
use.responseToEvent = cardEffectEvent
self:useCard(use)
end
end
end
if event == fk.CardEffecting then
if cardEffectEvent.card.skill then
cardEffectEvent.card.skill:onEffect(self, cardEffectEvent)
end
end
end
end
---@param cardResponseEvent CardResponseEvent
function Room:responseCard(cardResponseEvent)
local from = cardResponseEvent.customFrom or cardResponseEvent.from
local card = cardResponseEvent.card
local cardIds = self:getSubcardsByRule(card)
if card:isVirtual() then
if #cardIds == 0 then
self:sendLog{
type = "#ResponsePlayV0Card",
from = from,
arg = card:toLogString(),
}
else
self:sendLog{
type = "#ResponsePlayVCard",
from = from,
card = cardIds,
arg = card:toLogString(),
}
end
else
self:sendLog{
type = "#ResponsePlayCard",
from = from,
card = cardIds,
}
end
self:moveCards({
ids = cardIds,
from = from,
toArea = Card.Processing,
moveReason = fk.ReasonResonpse,
})
self:setEmotion(self:getPlayerById(from), card.name)
for _, event in ipairs({ fk.PreCardRespond, fk.CardResponding, fk.CardRespondFinished }) do
self.logic:trigger(event, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
end
local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
if #realCardIds > 0 and not cardResponseEvent.skipDrop then
self:moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end
------------------------------------------------------------------------
-- move cards, and wrappers
------------------------------------------------------------------------
---@vararg CardsMoveInfo
---@return boolean
function Room:moveCards(...)
---@type CardsMoveStruct[]
local cardsMoveStructs = {}
local infoCheck = function(info)
assert(table.contains({ Card.PlayerHand, Card.PlayerEquip, Card.PlayerJudge, Card.PlayerSpecial, Card.Processing, Card.DrawPile, Card.DiscardPile, Card.Void }, info.toArea))
assert(info.toArea ~= Card.PlayerSpecial or type(info.specialName) == "string")
assert(type(info.moveReason) == "number")
end
for _, cardsMoveInfo in ipairs({...}) do
if #cardsMoveInfo.ids > 0 then
infoCheck(cardsMoveInfo)
---@type MoveInfo[]
local infos = {}
for _, id in ipairs(cardsMoveInfo.ids) do
table.insert(infos, { cardId = id, fromArea = self:getCardArea(id) })
end
---@type CardsMoveStruct
local cardsMoveStruct = {
moveInfo = infos,
from = cardsMoveInfo.from,
to = cardsMoveInfo.to,
toArea = cardsMoveInfo.toArea,
moveReason = cardsMoveInfo.moveReason,
proposer = cardsMoveInfo.proposer,
skillName = cardsMoveInfo.skillName,
moveVisible = cardsMoveInfo.moveVisible,
specialName = cardsMoveInfo.specialName,
specialVisible = cardsMoveInfo.specialVisible,
}
table.insert(cardsMoveStructs, cardsMoveStruct)
end
end
if #cardsMoveStructs < 1 then
return false
end
if self.logic:trigger(fk.BeforeCardsMove, nil, cardsMoveStructs) then
return false
end
self:notifyMoveCards(nil, cardsMoveStructs)
for _, data in ipairs(cardsMoveStructs) do
if #data.moveInfo > 0 then
infoCheck(data)
---@param info MoveInfo
for _, info in ipairs(data.moveInfo) do
local realFromArea = self:getCardArea(info.cardId)
local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
if table.contains(playerAreas, realFromArea) and data.from then
self:getPlayerById(data.from):removeCards(realFromArea, { info.cardId }, data.specialName)
elseif realFromArea ~= Card.Unknown then
local fromAreaIds = {}
if realFromArea == Card.Processing then
fromAreaIds = self.processing_area
elseif realFromArea == Card.DrawPile then
fromAreaIds = self.draw_pile
elseif realFromArea == Card.DiscardPile then
fromAreaIds = self.discard_pile
elseif realFromArea == Card.Void then
fromAreaIds = self.void
end
table.removeOne(fromAreaIds, info.cardId)
end
if table.contains(playerAreas, data.toArea) and data.to then
self:getPlayerById(data.to):addCards(data.toArea, { info.cardId }, data.specialName)
else
local toAreaIds = {}
if data.toArea == Card.Processing then
toAreaIds = self.processing_area
elseif data.toArea == Card.DrawPile then
toAreaIds = self.draw_pile
elseif data.toArea == Card.DiscardPile then
toAreaIds = self.discard_pile
elseif data.toArea == Card.Void then
toAreaIds = self.void
end
table.insert(toAreaIds, toAreaIds == Card.DrawPile and 1 or #toAreaIds + 1, info.cardId)
end
self:setCardArea(info.cardId, data.toArea, data.to)
end
end
end
self.logic:trigger(fk.AfterCardsMove, nil, cardsMoveStructs)
return true
end
---@param player integer
---@param cid integer
---@param unhide boolean
---@param reason CardMoveReason
function Room:obtainCard(player, cid, unhide, reason)
self:moveCards({
ids = {cid},
from = self.owner_map[cid],
to = player,
toArea = Card.PlayerHand,
moveReason = reason or fk.ReasonJustMove,
proposer = player,
moveVisible = unhide or false,
})
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@param fromPlace "top"|"bottom"
---@return integer[]
function Room:drawCards(player, num, skillName, fromPlace)
local topCards = self:getNCards(num, fromPlace)
self:moveCards({
ids = topCards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonDraw,
proposer = player.id,
skillName = skillName,
})
return { table.unpack(topCards) }
end
---@param card Card | Card[]
---@param to_place integer
---@param target ServerPlayer
---@param reason integer
---@param skill_name string
---@param special_name string
function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name)
reason = reason or fk.ReasonJustMove
skill_name = skill_name or ""
special_name = special_name or ""
local ids = {}
if card[1] ~= nil then
for i, cd in ipairs(card) do
ids[i] = cd.id
end
else
ids[1] = card.id
end
local to
if table.contains(
{Card.PlayerEquip, Card.PlayerHand,
Card.PlayerJudge, Card.PlayerSpecial}, to_place) then
to = target.id
end
self:moveCards{
ids = ids,
from = self.owner_map[ids[1]],
to = to,
toArea = to_place,
moveReason = reason,
skillName = skill_name,
specialName = special_name
}
end
------------------------------------------------------------------------
-- some easier actions
------------------------------------------------------------------------
-- actions related to hp
---@param player ServerPlayer
---@param num integer
---@param reason "loseHp"|"damage"|"recover"|null
---@param skillName string
---@param damageStruct DamageStruct|null
---@return boolean
function Room:changeHp(player, num, reason, skillName, damageStruct)
if num == 0 then
return false
end
assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason))
---@type HpChangedData
local data = {
num = num,
reason = reason,
skillName = skillName,
}
if self.logic:trigger(fk.BeforeHpChanged, player, data) then
return false
end
assert(not (data.reason == "recover" and data.num < 0))
player.hp = math.min(player.hp + data.num, player.maxHp)
self:broadcastProperty(player, "hp")
if reason == "damage" then
local damage_nature_table = {
[fk.NormalDamage] = "normal_damage",
[fk.FireDamage] = "fire_damage",
[fk.ThunderDamage] = "thunder_damage",
}
if damageStruct.from then
self:sendLog{
type = "#Damage",
to = {damageStruct.from},
from = player.id,
arg = 0 - num,
arg2 = damage_nature_table[damageStruct.damageType],
}
else
self:sendLog{
type = "#DamageWithNoFrom",
from = player.id,
arg = 0 - num,
arg2 = damage_nature_table[damageStruct.damageType],
}
end
self:sendLogEvent("Damage", {
to = player.id,
damageType = damage_nature_table[damageStruct.damageType],
})
elseif reason == "loseHp" then
self:sendLog{
type = "#LoseHP",
from = player.id,
arg = 0 - num,
}
elseif reason == "recover" then
self:sendLog{
type = "#HealHP",
from = player.id,
arg = num,
}
end
self:sendLog{
type = "#ShowHPAndMaxHP",
from = player.id,
arg = player.hp,
arg2 = player.maxHp,
}
self.logic:trigger(fk.HpChanged, player, data)
if player.hp < 1 then
if num < 0 then
---@type DyingStruct
local dyingStruct = {
who = player.id,
damage = damageStruct,
}
self:enterDying(dyingStruct)
end
elseif player.dying then
player.dying = false
end
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@return boolean
function Room:loseHp(player, num, skillName)
if num == nil then
num = 1
elseif num < 1 then
return false
end
---@type HpLostData
local data = {
num = num,
skillName = skillName,
}
if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then
return false
end
if not self:changeHp(player, -num, "loseHp", skillName) then
return false
end
self.logic:trigger(fk.HpLost, player, data)
return true
end
---@param player ServerPlayer
---@param num integer
---@return boolean
function Room:changeMaxHp(player, num)
if num == 0 then
return false
end
player.maxHp = math.max(player.maxHp + num, 0)
self:broadcastProperty(player, "maxHp")
local diff = player.hp - player.maxHp
if diff > 0 then
if not self:changeHp(player, -diff) then
player.hp = player.hp - diff
end
end
if player.maxHp == 0 then
self:killPlayer({ who = player.id })
end
self.logic:trigger(fk.MaxHpChanged, player, { num = num })
return true
end
---@param damageStruct DamageStruct
---@return boolean
function Room:damage(damageStruct)
if damageStruct.damage < 1 then
return false
end
if damageStruct.from and not self:getPlayerById(damageStruct.from):isAlive() then
damageStruct.from = nil
end
assert(type(damageStruct.to) == "number")
local stages = {
{fk.PreDamage, damageStruct.from},
{fk.DamageCaused, damageStruct.from},
{fk.DamageInflicted, damageStruct.to},
}
for _, struct in ipairs(stages) do
local event, playerId = table.unpack(struct)
local player = playerId and self:getPlayerById(playerId) or nil
if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
end
assert(self:getPlayerById(damageStruct.to))
local victim = self:getPlayerById(damageStruct.to)
if not victim:isAlive() then
return false
end
if not self:changeHp(victim, -damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then
return false
end
stages = {
{fk.Damage, damageStruct.from},
{fk.Damaged, damageStruct.to},
{fk.DamageFinished, damageStruct.from},
}
for _, struct in ipairs(stages) do
local event, playerId = table.unpack(struct)
local player = playerId and self:getPlayerById(playerId) or nil
self.logic:trigger(event, player, damageStruct)
end
return true
end
---@param recoverStruct RecoverStruct
---@return boolean
function Room:recover(recoverStruct)
if recoverStruct.num < 1 then
return false
end
local who = self:getPlayerById(recoverStruct.who)
if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then
return false
end
if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then
return false
end
self.logic:trigger(fk.HpRecover, who, recoverStruct)
return true
end
---@param dyingStruct DyingStruct
function Room:enterDying(dyingStruct)
local dyingPlayer = self:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
self:broadcastProperty(dyingPlayer, "dying")
self:sendLog{
type = "#EnterDying",
from = dyingPlayer.id,
}
self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
self.logic:trigger(fk.Dying, dyingPlayer, dyingStruct)
self.logic:trigger(fk.AskForPeaches, dyingPlayer, dyingStruct)
self.logic:trigger(fk.AskForPeachesDone, dyingPlayer, dyingStruct)
end
if not dyingPlayer.dead then
dyingPlayer.dying = false
self:broadcastProperty(dyingPlayer, "dying")
end
self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
end
---@param deathStruct DeathStruct
function Room:killPlayer(deathStruct)
local victim = self:getPlayerById(deathStruct.who)
victim.dead = true
table.removeOne(self.alive_players, victim)
local logic = self.logic
logic:trigger(fk.BeforeGameOverJudge, victim, deathStruct)
local killer = deathStruct.damage and deathStruct.damage.from or nil
if killer then
self:sendLog{
type = "#KillPlayer",
to = {killer},
from = victim.id,
arg = victim.role,
}
else
self:sendLog{
type = "#KillPlayerWithNoKiller",
from = victim.id,
arg = victim.role,
}
end
self:sendLogEvent("Death", {to = victim.id})
self:broadcastProperty(victim, "role")
self:broadcastProperty(victim, "dead")
logic:trigger(fk.GameOverJudge, victim, deathStruct)
logic:trigger(fk.Death, victim, deathStruct)
logic:trigger(fk.BuryVictim, victim, deathStruct)
end
-- lose/acquire skill actions
---@param player ServerPlayer
---@param skill_names string[] | string
---@param source_skill string | Skill | nil
function Room:handleAddLoseSkills(player, skill_names, source_skill, sendlog)
if type(skill_names) == "string" then
skill_names = skill_names:split("|")
end
if sendlog == nil then sendlog = true end
if #skill_names == 0 then return end
local losts = {} ---@type boolean[]
local triggers = {} ---@type Skill[]
for _, skill in ipairs(skill_names) do
if string.sub(skill, 1, 1) == "-" then
local actual_skill = string.sub(skill, 2, #skill)
if player:hasSkill(actual_skill) then
local lost_skills = player:loseSkill(actual_skill, source_skill)
for _, s in ipairs(lost_skills) do
self:doBroadcastNotify("LoseSkill", json.encode{
player.id,
s.name
})
if sendlog then
self:sendLog{
type = "#LoseSkill",
from = player.id,
arg = s.name
}
end
table.insert(losts, true)
table.insert(triggers, s)
end
end
else
local sk = Fk.skills[skill]
if sk and not player:hasSkill(sk) then
local got_skills = player:addSkill(sk)
for _, s in ipairs(got_skills) do
-- TODO: limit skill mark
self:doBroadcastNotify("AddSkill", json.encode{
player.id,
s.name
})
if sendlog then
self:sendLog{
type = "#AcquireSkill",
from = player.id,
arg = s.name
}
end
table.insert(losts, false)
table.insert(triggers, s)
end
end
end
end
if #triggers > 0 then
for i = 1, #triggers do
local event = losts[i] and fk.EventLoseSkill or fk.EventAcquireSkill
self.logic:trigger(event, player, triggers[i])
end
end
end
-- judge
---@param data JudgeData
---@return Card
function Room:judge(data)
local who = data.who
self.logic:trigger(fk.StartJudge, who, data)
data.card = Fk:getCardById(self:getNCards(1)[1])
if data.reason ~= "" then
self:sendLog{
type = "#StartJudgeReason",
from = who.id,
arg = data.reason,
}
end
self:sendLog{
type = "#InitialJudge",
from = who.id,
card = {data.card.id},
}
self:moveCardTo(data.card, Card.Processing, nil, fk.ReasonPrey)
self.logic:trigger(fk.AskForRetrial, who, data)
self.logic:trigger(fk.FinishRetrial, who, data)
self:sendLog{
type = "#JudgeResult",
from = who.id,
card = {data.card.id},
}
self.logic:trigger(fk.FinishJudge, who, data)
if self:getCardArea(data.card.id) == Card.Processing then
self:moveCardTo(data.card, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile)
end
end
---@param card_ids integer[]
---@param skillName string
---@param who ServerPlayer
---@param thrower ServerPlayer
function Room:throwCard(card_ids, skillName, who, thrower)
if type(card_ids) == "number" then
card_ids = {card_ids}
end
skillName = skillName or ""
thrower = thrower or who
self:moveCards({
ids = card_ids,
from = who.id,
toArea = Card.DiscardPile,
moveReason = fk.ReasonDiscard,
proposer = thrower.id,
skillName = skillName
})
end
-- other helpers
function Room:adjustSeats()
local players = {}
local p = 0
for i = 1, #self.players do
if self.players[i].role == "lord" then
p = i
break
end
end
for j = p, #self.players do
table.insert(players, self.players[j])
end
for j = 1, p - 1 do
table.insert(players, self.players[j])
end
self.players = players
local player_circle = {}
for i = 1, #self.players do
self.players[i].seat = i
table.insert(player_circle, self.players[i].id)
end
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
function Room:shuffleDrawPile()
if #self.draw_pile + #self.discard_pile == 0 then
return
end
table.insertTable(self.draw_pile, self.discard_pile)
for _, id in ipairs(self.discard_pile) do
self:setCardArea(id, Card.DrawPile, nil)
end
self.discard_pile = {}
table.shuffle(self.draw_pile)
end
function Room:gameOver(winner)
self.game_finished = true
for _, p in ipairs(self.players) do
self:broadcastProperty(p, "role")
end
self:doBroadcastNotify("GameOver", winner)
self.room:gameOver()
coroutine.yield()
end
---@param card Card
---@param fromAreas CardArea[]|null
---@return integer[]
function Room:getSubcardsByRule(card, fromAreas)
if card:isVirtual() and #card.subcards == 0 then
return {}
end
local cardIds = {}
fromAreas = fromAreas or {}
for _, cardId in ipairs(card:isVirtual() and card.subcards or { card.id }) do
if #fromAreas == 0 or table.contains(fromAreas, self:getCardArea(cardId)) then
table.insert(cardIds, cardId)
end
end
return cardIds
end
function CreateRoom(_room)
RoomInstance = Room:new(_room)
end