FreeKill/lua/server/serverplayer.lua

210 lines
5.3 KiB
Lua

---@class ServerPlayer : Player
---@field serverplayer fk.ServerPlayer
---@field room Room
---@field next ServerPlayer
---@field request_data string
---@field client_reply string
---@field default_reply string
---@field reply_ready boolean
---@field phases Phase[]
---@field phase_state table[]
---@field phase_index integer
local ServerPlayer = Player:subclass("ServerPlayer")
function ServerPlayer:initialize(_self)
Player.initialize(self)
self.serverplayer = _self
self.id = _self:getId()
self.room = nil
self.next = nil
-- Below are for doBroadcastRequest
self.request_data = ""
self.client_reply = ""
self.default_reply = ""
self.reply_ready = false
self.phases = {}
end
---@return integer
function ServerPlayer:getId()
return self.id
end
---@param command string
---@param jsonData string
function ServerPlayer:doNotify(command, jsonData)
self.serverplayer:doNotify(command, jsonData)
end
--- Send a request to client, and allow client to reply within *timeout* seconds.
---
--- *timeout* must not be negative. If nil, room.timeout is used.
---@param command string
---@param jsonData string
---@param timeout integer
function ServerPlayer:doRequest(command, jsonData, timeout)
timeout = timeout or self.room.timeout
self.client_reply = ""
self.reply_ready = false
self.serverplayer:doRequest(command, jsonData, timeout)
end
--- Wait for at most *timeout* seconds for reply from client.
---
--- If *timeout* is negative or **nil**, the function will wait forever until get reply.
---@param timeout integer @ seconds to wait
---@return string @ JSON data
function ServerPlayer:waitForReply(timeout)
local result = ""
if timeout == nil then
result = self.serverplayer:waitForReply()
else
result = self.serverplayer:waitForReply(timeout)
end
self.request_data = ""
self.client_reply = result
if result ~= "" then self.reply_ready = true end
return result
end
---@param skill Skill
function ServerPlayer:hasSkill(skill)
return table.contains(self.player_skills, skill)
end
function ServerPlayer:isAlive()
return self.dead == false
end
function ServerPlayer:getNextAlive()
if #self.room.alive_players == 0 then
return self
end
local ret = self.next
while ret.dead do
ret = ret.next
end
return ret
end
function ServerPlayer:turnOver()
self.faceup = not self.faceup
self.room:broadcastProperty(self, "faceup")
-- TODO: log
self.room.logic:trigger(fk.TurnedOver, self)
end
---@param from_phase Phase
---@param to_phase Phase
function ServerPlayer:changePhase(from_phase, to_phase)
local room = self.room
local logic = room.logic
self.phase = Player.PhaseNone
local phase_change = {
from = from_phase,
to = to_phase
}
local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
if skip and to_phase ~= Player.NotActive then
self.phase = from_phase
return true
end
self.phase = to_phase
room:notifyProperty(self, self, "phase")
if #self.phases > 0 then
table.remove(self.phases, 1)
end
if not logic:trigger(fk.EventPhaseStart, self) then
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseProceeding, self)
end
end
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseEnd, self)
end
return false
end
---@param phase_table Phase[]
function ServerPlayer:play(phase_table)
phase_table = phase_table or {}
if #phase_table > 0 then
if not table.contains(phase_table, Player.NotActive) then
table.insert(phase_table, Player.NotActive)
end
else
phase_table = {
Player.RoundStart, Player.Start,
Player.Judge, Player.Draw, Player.Play, Player.Discard,
Player.Finish, Player.NotActive,
}
end
self.phases = phase_table
self.phase_state = {}
local phases = self.phases
local phase_state = self.phase_state
local room = self.room
for i = 1, #phases do
phase_state[i] = {
phase = phases[i],
skipped = false
}
end
for i = 1, #phases do
if self.dead then
self:changePhase(self.phase, Player.NotActive)
break
end
self.phase_index = i
local phase_change = {
from = self.phase,
to = phases[i]
}
local logic = self.room.logic
self.phase = Player.PhaseNone
local skip = logic:trigger(fk.EventPhaseChanging, self, phase_change)
phases[i] = phase_change.to
phase_state[i].phase = phases[i]
self.phase = phases[i]
room:notifyProperty(self, self, "phase")
local cancel_skip = true
if phases[i] ~= Player.NotActive and (phase_state[i].skipped or skip) then
cancel_skip = logic:trigger(fk.EventPhaseSkipping, self)
end
if (not skip) or (cancel_skip) then
if not logic:trigger(fk.EventPhaseStart, self) then
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseProceeding, self)
end
end
if self.phase ~= Player.NotActive then
logic:trigger(fk.EventPhaseEnd, self)
else break end
end
end
end
return ServerPlayer