FreeKill/lua/core/util.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
local Util = {}
Util.DummyFunc = function() end
Util.TrueFunc = function() return true end
Util.FalseFunc = function() return false end
Util.DummyTable = setmetatable({}, {
__newindex = function() error("Cannot assign to dummy table") end
})
local metamethods = {
"__add", "__sub", "__mul", "__div", "__mod", "__pow", "__unm", "__idiv",
"__band", "__bor", "__bxor", "__bnot", "__shl", "__shr",
"__concat", "__len", "__eq", "__lt", "__le", "__call",
-- "__index", "__newindex",
}
-- 别对类用 暂且会弄坏isSubclassOf 懒得研究先
Util.lockTable = function(t)
local mt = getmetatable(t) or Util.DummyTable
local new_mt = {
__index = t,
__newindex = function() error("Cannot assign to locked table") end,
__metatable = false,
}
for _, e in ipairs(metamethods) do
new_mt[e] = mt[e]
end
return setmetatable({}, new_mt)
end
Util.convertSubtypeAndEquipSlot = function(value)
if type(value) == "number" then
local mapper = {
[Card.SubtypeWeapon] = Player.WeaponSlot,
[Card.SubtypeArmor] = Player.ArmorSlot,
[Card.SubtypeOffensiveRide] = Player.OffensiveRideSlot,
[Card.SubtypeDefensiveRide] = Player.DefensiveRideSlot,
[Card.SubtypeTreasure] = Player.TreasureSlot,
}
return mapper[value]
else
local mapper = {
[Player.WeaponSlot] = Card.SubtypeWeapon,
[Player.ArmorSlot] = Card.SubtypeArmor,
[Player.OffensiveRideSlot] = Card.SubtypeOffensiveRide,
[Player.DefensiveRideSlot] = Card.SubtypeDefensiveRide,
[Player.TreasureSlot] = Card.SubtypeTreasure,
}
return mapper[value]
end
end
--- 根据花色文字描述(如 黑桃、红桃、梅花、方块或者符号如♠♥♣♦带颜色返回花色ID。
---@param symbol string @ 描述/符号(原文,确保没被翻译过)
---@return Suit @ 花色ID
Util.getSuitFromString = function(symbol)
assert(type(symbol) == "string")
if symbol:find("spade") then
return Card.Spade
elseif symbol:find("heart") then
return Card.Heart
elseif symbol:find("club") then
return Card.Club
elseif symbol:find("diamond") then
return Card.Diamond
else
return Card.NoSuit
end
end
function printf(fmt, ...)
print(string.format(fmt, ...))
end
-- the iterator of QList object
local qlist_iterator = function(list, n)
if n < list:length() - 1 then
return n + 1, list:at(n + 1) -- the next element of list
end
end
function fk.qlist(list)
return qlist_iterator, list, -1
end
--- 用于for循环的迭代函数。可以将表按照某种权值的顺序进行遍历这样不用进行完整排序。
---@generic T
---@param t T[]
---@param val_func? fun(e: T): integer @ 计算权值的函数对int[]可不写
---@param reverse? boolean @ 是否反排?反排的话优先返回权值小的元素
function fk.sorted_pairs(t, val_func, reverse)
val_func = val_func or function(e) return e end
local t2 = table.simpleClone(t) -- 克隆一次表,用作迭代器上值
local iter = function()
local max_idx, max, max_val = -1, nil, nil
for i, v in ipairs(t2) do
if not max then
max_idx, max, max_val = i, v, val_func(v)
else
local val = val_func(v)
local checked = val > max_val
if reverse then checked = not checked end
if checked then
max_idx, max, max_val = i, v, val
end
end
end
if max_idx == -1 then return nil, nil end
table.remove(t2, max_idx)
return -1, max, max_val
end
return iter, nil, 1
end
-- frequenly used filter & map functions
--- 返回ID
Util.IdMapper = function(e) return e.id end
--- 根据卡牌ID返回卡牌
Util.Id2CardMapper = function(id) return Fk:getCardById(id) end
--- 根据玩家ID返回玩家
Util.Id2PlayerMapper = function(id)
return Fk:currentRoom():getPlayerById(id)
end
--- 返回武将名
Util.NameMapper = function(e) return e.name end
--- 根据武将名返回武将
Util.Name2GeneralMapper = function(e) return Fk.generals[e] end
--- 根据技能名返回技能
Util.Name2SkillMapper = function(e) return Fk.skills[e] end
--- 返回译文
Util.TranslateMapper = function(str) return Fk:translate(str) end
-- for card preset
--- 全局卡牌(包括自己)的canUse
Util.GlobalCanUse = function(self, player, card)
local room = Fk:currentRoom()
for _, p in ipairs(room.alive_players) do
if not (card and player:isProhibited(p, card)) then
return true
end
end
end
--- AOE卡牌(不包括自己)的canUse
Util.AoeCanUse = function(self, player, card)
local room = Fk:currentRoom()
for _, p in ipairs(room.alive_players) do
if p ~= player and not (card and player:isProhibited(p, card)) then
return true
end
end
end
--- 全局卡牌(包括自己)的onUse
Util.GlobalOnUse = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getAlivePlayers()) do
if not room:getPlayerById(cardUseEvent.from):isProhibited(player, cardUseEvent.card) then
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end
end
--- AOE卡牌(不包括自己)的onUse
Util.AoeOnUse = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do
if not room:getPlayerById(cardUseEvent.from):isProhibited(player, cardUseEvent.card) then
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end
end
-- Table
---@param func fun(element, index, array)
function table:forEach(func)
for i, v in ipairs(self) do
func(v, i, self)
end
end
---@param func fun(element, index, array): any
function table:every(func)
for i, v in ipairs(self) do
if not func(v, i, self) then
return false
end
end
return true
end
---@param func fun(element, index, array): any
function table:find(func)
for i, v in ipairs(self) do
if func(v, i, self) then
return v
end
end
return nil
end
---@generic T
---@param self T[]
---@param func fun(element, index, array): any
---@return T[]
function table.filter(self, func)
local ret = {}
for i, v in ipairs(self) do
if func(v, i, self) then
table.insert(ret, v)
end
end
return ret
end
---@param func fun(element, index, array): any
function table:map(func)
local ret = {}
for i, v in ipairs(self) do
table.insert(ret, func(v, i, self))
end
return ret
end
---@generic T
---@param self T[]
---@return T[]
function table.reverse(self)
local ret = {}
for _, e in ipairs(self) do
table.insert(ret, 1, e)
end
return ret
end
function table:contains(element)
if #self == 0 then return false end
for _, e in ipairs(self) do
if e == element then return true end
end
end
function table:shuffle()
if #self == 2 then
if math.random() < 0.5 then
self[1], self[2] = self[2], self[1]
end
else
for i = #self, 2, -1 do
local j = math.random(i)
self[i], self[j] = self[j], self[i]
end
end
end
function table:insertTable(list)
for _, e in ipairs(list) do
table.insert(self, e)
end
end
function table:indexOf(value, from)
from = from or 1
for i = from, #self do
if self[i] == value then return i end
end
return -1
end
function table:removeOne(element)
if #self == 0 or type(self[1]) ~= type(element) then return false end
for i = 1, #self do
if self[i] == element then
table.remove(self, i)
return true
end
end
return false
end
-- Note: only clone key and value, no metatable
-- so dont use for class or instance
---@generic T
---@param self T
---@return T
function table.clone(self)
local ret = {}
for k, v in pairs(self) do
if type(v) == "table" then
ret[k] = table.clone(v)
else
ret[k] = v
end
end
return ret
end
-- similar to table.clone but not recursively
function table.simpleClone(self)
local ret = {}
for k, v in pairs(self) do
ret[k] = v
end
return ret
end
-- similar to table.clone but not clone class/instances
function table.cloneWithoutClass(self)
local ret = {}
for k, v in pairs(self) do
if type(v) == "table" then
if v.class or v.super then
ret[k] = v
else
ret[k] = table.cloneWithoutClass(v)
end
else
ret[k] = v
end
end
return ret
end
-- if table does not contain the element, we insert it
function table:insertIfNeed(element)
if not table.contains(self, element) then
table.insert(self, element)
return true
end
end
-- similar to table.insertTable but insertIfNeed inside
function table:insertTableIfNeed(list)
for _, e in ipairs(list) do
table.insertIfNeed(self, e)
end
end
---@generic T
---@return T[]
function table.connect(...)
local ret = {}
for _, v in ipairs({...}) do
table.insertTable(ret, v)
end
return ret
end
---@generic T
---@return T[]
function table.connectIfNeed(...)
local ret = {}
for _, v in ipairs({...}) do
table.insertTableIfNeed(ret, v)
end
return ret
end
---@generic T
---@param self T[]
---@param n? integer
---@return T|T[]
function table:random(n)
local n0 = n
n = n or 1
if #self == 0 then return n0 ~= nil and {} or nil end
local tmp = {table.unpack(self)}
local ret = {}
while n > 0 and #tmp > 0 do
local i = math.random(1, #tmp)
table.insert(ret, table.remove(tmp, i))
n = n - 1
end
return n0 == nil and ret[1] or ret
end
function table:slice(begin, _end)
local len = #self
begin = begin or 1
_end = _end or len + 1
if begin <= 0 then begin = len + 1 + begin end
if _end <= 0 then _end = len + 1 + _end end
if begin >= _end then return {} end
local ret = {}
for i = math.max(begin, 1), math.min(_end - 1, len), 1 do
table.insert(ret, self[i])
end
return ret
end
function table:assign(targetTbl)
for key, value in pairs(targetTbl) do
if self[key] then
if type(value) == "table" then
table.insertTable(self[key], value)
else
table.insert(self[key], value)
end
else
self[key] = value
end
end
end
function table.empty(t)
return next(t) == nil
end
-- allow a = "Hello"; a[1] == "H"
local str_mt = getmetatable("")
str_mt.__index = function(str, k)
if type(k) == "number" then
if math.abs(k) > str:len() then
error("string index out of range")
end
local start, _end
if k > 0 then
start, _end = utf8.offset(str, k), utf8.offset(str, k + 1)
elseif k < 0 then
local len = str:len()
start, _end = utf8.offset(str, len + k + 1), utf8.offset(str, len + k + 2)
else
error("str[0] is undefined behavior")
end
return str:sub(start, _end - 1)
end
return string[k]
end
str_mt.__add = function(a, b)
return a .. b
end
str_mt.__mul = function(a, b)
return a:rep(b)
end
-- override default string.len
string.rawlen = string.len
---@param self string
---@diagnostic disable-next-line: duplicate-set-field
function string:len()
return utf8.len(self)
end
---@param self string
---@param delimiter string
---@return string[]
function string:split(delimiter)
if #self == 0 then return {} end
local result = {}
local from = 1
local delim_from, delim_to = string.find(self, delimiter, from)
while delim_from do
table.insert(result, string.sub(self, from, delim_from - 1))
from = delim_to + 1
delim_from, delim_to = string.find(self, delimiter, from)
end
table.insert(result, string.sub(self, from))
return result
end
---@param self string
function string:startsWith(start)
return self:sub(1, #start) == start
end
---@param self string
function string:endsWith(e)
return e == "" or self:sub(-#e) == e
end
FileIO = {
pwd = fk.QmlBackend_pwd,
---@return string[]
ls = function(filename)
if filename == nil then
return fk.QmlBackend_ls(".")
else
return fk.QmlBackend_ls(filename)
end
end,
cd = fk.QmlBackend_cd,
exists = fk.QmlBackend_exists,
isDir = fk.QmlBackend_isDir
}
os.getms = function() return fk.GetMicroSecond(fk) end
---@class Stack : Object
Stack = class("Stack")
function Stack:initialize()
self.t = {}
self.p = 0
end
function Stack:push(e)
self.p = self.p + 1
self.t[self.p] = e
end
function Stack:isEmpty()
return self.p == 0
end
function Stack:pop()
if self.p == 0 then return nil end
self.p = self.p - 1
local ret = self.t[self.p + 1]
self.t[self.p + 1] = nil
return ret
end
--- useful function to create enums
---
--- only use it in a terminal
---@param table string
---@param enum string[]
function CreateEnum(table, enum)
local enum_format = "%s.%s = %d"
for i, v in ipairs(enum) do
print(string.format(enum_format, table, v, i))
end
end
function switch(param, case_table)
local case = case_table[param]
if case then return case() end
local def = case_table["default"]
return def and def() or nil
end
---@class TargetGroup : Object
local TargetGroup = {}
function TargetGroup:getRealTargets(targetGroup)
if not targetGroup then
return {}
end
local realTargets = {}
for _, targets in ipairs(targetGroup) do
table.insert(realTargets, targets[1])
end
return realTargets
end
function TargetGroup:includeRealTargets(targetGroup, playerId)
if not targetGroup then
return false
end
for _, targets in ipairs(targetGroup) do
if targets[1] == playerId then
return true
end
end
return false
end
function TargetGroup:removeTarget(targetGroup, playerId)
if not targetGroup then
return
end
for index, targets in ipairs(targetGroup) do
if (targets[1] == playerId) then
table.remove(targetGroup, index)
return
end
end
end
function TargetGroup:pushTargets(targetGroup, playerIds)
if not targetGroup then
return
end
if type(playerIds) == "table" then
table.insert(targetGroup, playerIds)
elseif type(playerIds) == "number" then
table.insert(targetGroup, { playerIds })
end
end
---@class AimGroup : Object
local AimGroup = {}
AimGroup.Undone = 1
AimGroup.Done = 2
AimGroup.Cancelled = 3
function AimGroup:initAimGroup(playerIds)
return { [AimGroup.Undone] = playerIds, [AimGroup.Done] = {}, [AimGroup.Cancelled] = {} }
end
function AimGroup:getAllTargets(aimGroup)
local targets = {}
table.insertTable(targets, aimGroup[AimGroup.Undone])
table.insertTable(targets, aimGroup[AimGroup.Done])
return targets
end
function AimGroup:getUndoneOrDoneTargets(aimGroup, done)
return done and aimGroup[AimGroup.Done] or aimGroup[AimGroup.Undone]
end
function AimGroup:setTargetDone(aimGroup, playerId)
local index = table.indexOf(aimGroup[AimGroup.Undone], playerId)
if index ~= -1 then
table.remove(aimGroup[AimGroup.Undone], index)
table.insert(aimGroup[AimGroup.Done], playerId)
end
end
function AimGroup:addTargets(room, aimEvent, playerIds)
local playerId = type(playerIds) == "table" and playerIds[1] or playerIds
table.insert(aimEvent.tos[AimGroup.Undone], playerId)
if type(playerIds) == "table" then
for i = 2, #playerIds do
aimEvent.subTargets = aimEvent.subTargets or {}
table.insert(aimEvent.subTargets, playerIds[i])
end
end
room:sortPlayersByAction(aimEvent.tos[AimGroup.Undone])
if aimEvent.targetGroup then
TargetGroup:pushTargets(aimEvent.targetGroup, playerIds)
end
end
function AimGroup:cancelTarget(aimEvent, playerId)
local cancelled = false
for status = AimGroup.Undone, AimGroup.Done do
local indexList = {}
for index, pId in ipairs(aimEvent.tos[status]) do
if pId == playerId then
table.insert(indexList, index)
end
end
if #indexList > 0 then
cancelled = true
for i = 1, #indexList do
table.remove(aimEvent.tos[status], indexList[i])
end
end
end
if cancelled then
table.insert(aimEvent.tos[AimGroup.Cancelled], playerId)
if aimEvent.targetGroup then
TargetGroup:removeTarget(aimEvent.targetGroup, playerId)
end
end
end
function AimGroup:removeDeadTargets(room, aimEvent)
for index = AimGroup.Undone, AimGroup.Done do
aimEvent.tos[index] = room:deadPlayerFilter(aimEvent.tos[index])
end
if aimEvent.targetGroup then
local targets = TargetGroup:getRealTargets(aimEvent.targetGroup)
for _, target in ipairs(targets) do
if not room:getPlayerById(target):isAlive() then
TargetGroup:removeTarget(aimEvent.targetGroup, target)
end
end
end
end
function AimGroup:getCancelledTargets(aimGroup)
return aimGroup[AimGroup.Cancelled]
end
return { TargetGroup, AimGroup, Util }