123 lines
3.7 KiB
Lua
123 lines
3.7 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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--- Skill用来描述一个技能。
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---
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---@class Skill : Object
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---@field public name string @ 技能名
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---@field public trueName string @ 技能真名
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---@field public package Package @ 技能所属的包
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---@field public frequency Frequency @ 技能发动的频繁程度,通常compulsory(锁定技)及limited(限定技)用的多。
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---@field public visible boolean @ 技能是否会显示在游戏中
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---@field public mute boolean @ 决定是否关闭技能配音
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---@field public global boolean @ 决定是否是全局技能
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---@field public anim_type string @ 技能类型定义
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---@field public related_skills Skill[] @ 和本技能相关的其他技能,有时候一个技能实际上是通过好几个技能拼接而实现的。
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---@field public attached_equip string @ 属于什么装备的技能?
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---@field public switchSkillName string @ 转换技名字
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local Skill = class("Skill")
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---@alias Frequency integer
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Skill.Frequent = 1
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Skill.NotFrequent = 2
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Skill.Compulsory = 3
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Skill.Limited = 4
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Skill.Wake = 5
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Skill.Quest = 6
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--- 构造函数,不可随意调用。
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---@param name string @ 技能名
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---@param frequency Frequency @ 技能发动的频繁程度,通常compulsory(锁定技)及limited(限定技)用的多。
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function Skill:initialize(name, frequency)
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-- TODO: visible, lord, etc
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self.name = name
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-- skill's package is assigned when calling General:addSkill
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-- if you need skills that not belongs to any general (like 'jixi')
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-- then you should use general function addRelatedSkill to assign them
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self.package = { extensionName = "standard" }
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self.frequency = frequency
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self.visible = true
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self.lordSkill = false
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self.cardSkill = false
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self.mute = false
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self.anim_type = ""
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self.related_skills = {}
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self.attachedKingdom = {}
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local name_splited = name:split("__")
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self.trueName = name_splited[#name_splited]
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if string.sub(name, 1, 1) == "#" then
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self.visible = false
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end
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if string.sub(name, #name) == "$" then
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self.name = string.sub(name, 1, #name - 1)
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self.lordSkill = true
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end
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self.attached_equip = nil
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end
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function Skill:__index(k)
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if k == "cost_data" then
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return Fk:currentRoom().skill_costs[self.name]
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end
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end
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function Skill:__newindex(k, v)
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if k == "cost_data" then
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Fk:currentRoom().skill_costs[self.name] = v
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else
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rawset(self, k, v)
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end
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end
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function Skill:__tostring()
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return "<Skill " .. self.name .. ">"
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end
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--- 为一个技能增加相关技能。
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---@param skill Skill @ 技能
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function Skill:addRelatedSkill(skill)
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table.insert(self.related_skills, skill)
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end
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--- 确认本技能是否为装备技能。
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---@return boolean
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function Skill:isEquipmentSkill()
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return self.attached_equip and type(self.attached_equip) == 'string' and self.attached_equip ~= ""
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end
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--- 判断技能是不是对于某玩家而言失效了。
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---
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--- 它影响的是hasSkill,但也可以单独拿出来判断。
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---@param player Player @ 玩家
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---@return boolean
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function Skill:isEffectable(player)
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if self.cardSkill then
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return true
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end
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local nullifySkills = Fk:currentRoom().status_skills[InvaliditySkill] or Util.DummyTable
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for _, nullifySkill in ipairs(nullifySkills) do
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if self.name ~= nullifySkill.name and nullifySkill:getInvalidity(player, self) then
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return false
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end
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end
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return true
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end
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--- 为技能增加所属势力,需要在隶属特定势力时才能使用此技能。
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--- 案例:手杀文鸯
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function Skill:addAttachedKingdom(kingdom)
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table.insertIfNeed(self.attachedKingdom, kingdom)
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end
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--- 判断某个技能是否为转换技
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function Skill:isSwitchSkill()
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return self.switchSkillName and type(self.switchSkillName) == 'string' and self.switchSkillName ~= ""
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end
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return Skill
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