2241 lines
70 KiB
Lua
2241 lines
70 KiB
Lua
--- Room是fk游戏逻辑运行的主要场所,同时也提供了许多API函数供编写技能使用。
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---
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--- 一个房间中只有一个Room实例,保存在RoomInstance全局变量中。
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---@class Room : Object
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---@field public room fk.Room @ C++层面的Room类实例,别管他就是了,用不着
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---@field public players ServerPlayer[] @ 这个房间中所有参战玩家
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---@field public alive_players ServerPlayer[] @ 所有还活着的玩家
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---@field public observers fk.ServerPlayer[] @ 旁观者清单,这是c++玩家列表,别乱动
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---@field public current ServerPlayer @ 当前回合玩家
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---@field public game_started boolean @ 游戏是否已经开始
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---@field public game_finished boolean @ 游戏是否已经结束
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---@field public timeout integer @ 出牌时长上限
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---@field public tag table<string, any> @ Tag清单,其实跟Player的标记是差不多的东西
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---@field public draw_pile integer[] @ 摸牌堆,这是卡牌id的数组
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---@field public discard_pile integer[] @ 弃牌堆,也是卡牌id的数组
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---@field public processing_area integer[] @ 处理区,依然是卡牌id数组
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---@field public void integer[] @ 从游戏中除外区,一样的是卡牌id数组
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---@field public card_place table<integer, CardArea> @ 每个卡牌的id对应的区域,一张表
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---@field public owner_map table<integer, integer> @ 每个卡牌id对应的主人,表的值是那个玩家的id,可能是nil
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---@field public status_skills Skill[] @ 这个房间中含有的状态技列表
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---@field public settings table @ 房间的额外设置,差不多是json对象
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---@field public logic GameLogic @ 这个房间使用的游戏逻辑,可能根据游戏模式而变动
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local Room = class("Room")
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-- load classes used by the game
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GameEvent = require "server.gameevent"
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dofile "lua/server/events/init.lua"
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GameLogic = require "server.gamelogic"
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ServerPlayer = require "server.serverplayer"
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---@type Player
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Self = nil -- `Self' is client-only, but we need it in AI
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dofile "lua/server/ai/init.lua"
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--[[--------------------------------------------------------------------
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Room stores all information for server side game room, such as player,
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cards, and other properties.
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It also have a lots of functions that make sure the room run properly.
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content of class Room:
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* contructor
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* getter/setters
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* Basic network functions, notify functions
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* Interactive methods
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* simple game actions, like judge, damage...
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* using cards
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* moving cards
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callbacks (not part of Room)
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see also:
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gamelogic.lua (for the game's main loop and trigger event)
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game_rule.lua (draw initial cards, proceed phase, etc.)
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aux_skills.lua (useful ActiveSkill for some interactive functions)
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]]----------------------------------------------------------------------
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------------------------------------------------------------------------
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-- constructor
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------------------------------------------------------------------------
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--- 构造函数。别去构造
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---@param _room fk.Room
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function Room:initialize(_room)
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self.room = _room
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self.room.startGame = function(_self)
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Room.initialize(self, _room) -- clear old data
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self.settings = json.decode(_room:settings())
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Fk.disabled_packs = self.settings.disabledPack
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local main_co = coroutine.create(function()
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self:run()
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end)
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local request_co = coroutine.create(function(rest)
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self:requestLoop(rest)
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end)
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local ret, err_msg, rest_time = true, true
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while not self.game_finished do
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ret, err_msg, rest_time = coroutine.resume(main_co, err_msg)
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-- handle error
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if ret == false then
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fk.qCritical(err_msg)
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print(debug.traceback(main_co))
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break
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end
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ret, err_msg = coroutine.resume(request_co, rest_time)
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if ret == false then
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fk.qCritical(err_msg)
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print(debug.traceback(request_co))
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break
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end
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-- If ret == true, then when err_msg is true, that means no request
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end
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if not self.game_finished then
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self:doBroadcastNotify("GameOver", "")
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self.room:gameOver()
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end
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end
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self.players = {}
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self.alive_players = {}
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self.observers = {}
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self.current = nil
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self.game_started = false
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self.game_finished = false
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self.timeout = _room:getTimeout()
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self.tag = {}
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self.draw_pile = {}
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self.discard_pile = {}
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self.processing_area = {}
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self.void = {}
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self.card_place = {}
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self.owner_map = {}
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self.status_skills = {}
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for class, skills in pairs(Fk.global_status_skill) do
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self.status_skills[class] = {table.unpack(skills)}
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end
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end
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--- 正式在这个房间中开始游戏。
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---
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--- 当这个函数返回之后,整个Room线程也宣告结束。
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---@return nil
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function Room:run()
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for _, p in fk.qlist(self.room:getPlayers()) do
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local player = ServerPlayer:new(p)
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player.room = self
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table.insert(self.players, player)
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end
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local mode = Fk.game_modes[self.settings.gameMode]
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self.logic = (mode.logic and mode.logic() or GameLogic):new(self)
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if mode.rule then self.logic:addTriggerSkill(mode.rule) end
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self.logic:run()
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end
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------------------------------------------------------------------------
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-- getters and setters
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------------------------------------------------------------------------
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--- 基本算是私有函数,别去用
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---@param cardId integer
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---@param cardArea CardArea
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---@param integer owner
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function Room:setCardArea(cardId, cardArea, owner)
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self.card_place[cardId] = cardArea
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self.owner_map[cardId] = owner
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end
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--- 获取一张牌所处的区域。
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---@param cardId integer | Card @ 要获得区域的那张牌,可以是Card或者一个id
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---@return CardArea @ 这张牌的区域
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function Room:getCardArea(cardId)
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if type(cardId) ~= "number" then
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assert(cardId and cardId:isInstanceOf(Card))
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cardId = cardId:getEffectiveId()
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end
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return self.card_place[cardId] or Card.Unknown
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end
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--- 获得拥有某一张牌的玩家。
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---@param cardId integer | card @ 要获得主人的那张牌,可以是Card实例或者id
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---@return ServerPlayer | nil @ 这张牌的主人,可能返回nil
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function Room:getCardOwner(cardId)
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if type(cardId) ~= "number" then
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assert(cardId and cardId:isInstanceOf(Card))
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cardId = cardId:getEffectiveId()
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end
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return self.owner_map[cardId] and self:getPlayerById(self.owner_map[cardId]) or nil
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end
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--- 根据玩家id,获得那名玩家本人。
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---@param id integer @ 玩家的id
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---@return ServerPlayer @ 这个id对应的ServerPlayer实例
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function Room:getPlayerById(id)
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if not id then return nil end
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assert(type(id) == "number")
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for _, p in ipairs(self.players) do
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if p.id == id then
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return p
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end
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end
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return nil
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end
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--- 将房间中的玩家按照座位顺序重新排序。
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---@param playerIds integer[] @ 玩家id列表,这个数组会被这个函数排序
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function Room:sortPlayersByAction(playerIds)
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end
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function Room:deadPlayerFilter(playerIds)
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local newPlayerIds = {}
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for _, playerId in ipairs(playerIds) do
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if self:getPlayerById(playerId):isAlive() then
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table.insert(newPlayerIds, playerId)
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end
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end
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return newPlayerIds
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end
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--- 获得当前房间中的所有玩家。
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---
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--- 返回的数组的第一个元素是当前回合玩家,并且按行动顺序进行排序。
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---@param sortBySeat boolean @ 是否无视按座位排序直接返回
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---@return ServerPlayer[] @ 房间中玩家的数组
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function Room:getAllPlayers(sortBySeat)
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if not self.game_started then
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return { table.unpack(self.players) }
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end
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if sortBySeat == nil or sortBySeat then
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local current = self.current
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local temp = current.next
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local ret = {current}
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while temp ~= current do
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table.insert(ret, temp)
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temp = temp.next
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end
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return ret
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else
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return { table.unpack(self.players) }
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end
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end
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--- 获得所有存活玩家,参看getAllPlayers
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---@param sortBySeat boolean
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---@return ServerPlayer[]
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function Room:getAlivePlayers(sortBySeat)
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if sortBySeat == nil or sortBySeat then
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local current = self.current
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local temp = current.next
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-- did not arrange seat, use default
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if temp == nil then
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return { table.unpack(self.players) }
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end
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local ret = {current}
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while temp ~= current do
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if not temp.dead then
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table.insert(ret, temp)
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end
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temp = temp.next
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end
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return ret
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else
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return { table.unpack(self.alive_players) }
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end
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end
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--- 获得除一名玩家外的其他玩家。
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---@param player ServerPlayer @ 要排除的玩家
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---@param sortBySeat boolean @ 是否要按座位排序?
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---@param include_dead boolean @ 是否要把死人也算进去?
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---@return ServerPlayer[] @ 其他玩家列表
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function Room:getOtherPlayers(player, sortBySeat, include_dead)
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if sortBySeat == nil then
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sortBySeat = true
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end
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local players = include_dead and self:getAllPlayers(sortBySeat) or self:getAlivePlayers(sortBySeat)
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for _, p in ipairs(players) do
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if p.id == player.id then
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table.removeOne(players, player)
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break
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end
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end
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return players
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end
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--- 获得当前房间中的主公。
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---
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--- 由于某些游戏模式没有主公,该函数可能返回nil。
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---@return ServerPlayer | nil @ 主公
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function Room:getLord()
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local lord = self.players[1]
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if lord.role == "lord" then return lord end
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for _, p in ipairs(self.players) do
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if p.role == "lord" then return p end
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end
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return nil
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end
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--- 从摸牌堆中获取若干张牌。
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---
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--- 注意了,这个函数会对牌堆进行实际操作,也就是说它返回一系列id后,牌堆中就会少这么多id。
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---
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--- 如果牌堆中没有足够的牌可以获得,那么会触发洗牌;还是不够的话,游戏就平局。
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---@param num integer @ 要获得的牌的数量
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---@param from string @ 获得牌的位置,可以是 ``"top"`` 或者 ``"bottom"``,表示牌堆顶还是牌堆底
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---@return integer[] @ 得到的id
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function Room:getNCards(num, from)
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from = from or "top"
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assert(from == "top" or from == "bottom")
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local cardIds = {}
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while num > 0 do
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if #self.draw_pile < 1 then
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self:shuffleDrawPile()
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if #self.draw_pile < 1 then
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self:gameOver("")
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end
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end
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local index = from == "top" and 1 or #self.draw_pile
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table.insert(cardIds, self.draw_pile[index])
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table.remove(self.draw_pile, index)
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num = num - 1
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end
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return cardIds
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end
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--- 将一名玩家的某种标记数量相应的值。
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---
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--- 在设置之后,会通知所有客户端也更新一下标记的值。之后的两个相同
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---@param player ServerPlayer @ 要被更新标记的那个玩家
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---@param mark string @ 标记的名称
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---@param value integer @ 要设为的值,其实也可以设为字符串
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function Room:setPlayerMark(player, mark, value)
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player:setMark(mark, value)
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self:doBroadcastNotify("SetPlayerMark", json.encode{
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player.id,
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mark,
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value
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})
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end
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--- 将一名玩家的mark标记增加count个。
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---@param player ServerPlayer @ 要加标记的玩家
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---@param mark string @ 标记名称
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---@param count integer | nil @ 要增加的数量,默认为1
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function Room:addPlayerMark(player, mark, count)
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count = count or 1
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local num = player:getMark(mark)
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num = num or 0
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self:setPlayerMark(player, mark, math.max(num + count, 0))
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end
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--- 将一名玩家的mark标记减少count个。
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---@param player ServerPlayer @ 要减标记的玩家
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---@param mark string @ 标记名称
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---@param count integer | nil @ 要减少的数量,默认为1
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function Room:removePlayerMark(player, mark, count)
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count = count or 1
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local num = player:getMark(mark)
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num = num or 0
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self:setPlayerMark(player, mark, math.max(num - count, 0))
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end
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--- 将房间中某个tag设为特定值。
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---
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--- 当在编程中想在服务端搞点全局变量的时候哦,不要自己设置全局变量或者上值,而是应该使用room的tag。
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---@param tag_name string @ tag名字
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---@param value any @ 值
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function Room:setTag(tag_name, value)
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self.tag[tag_name] = value
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end
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--- 获得某个tag的值。
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---@param tag_name string @ tag名字
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function Room:getTag(tag_name)
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return self.tag[tag_name]
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end
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--- 删除某个tag。
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---@param tag_name string @ tag名字
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function Room:removeTag(tag_name)
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self.tag[tag_name] = nil
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end
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------------------------------------------------------------------------
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-- network functions, notify function
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------------------------------------------------------------------------
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--- 向所有角色广播一名角色的某个property,让大家都知道
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---@param player ServerPlayer @ 要被广而告之的那名角色
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---@param property string @ 这名角色的某种属性,像是"hp"之类的,其实就是Player类的属性名
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function Room:broadcastProperty(player, property)
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for _, p in ipairs(self.players) do
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self:notifyProperty(p, player, property)
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end
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end
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--- 将player的属性property告诉p。
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---@param p ServerPlayer @ 要被告知相应属性的那名玩家
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---@param player ServerPlayer @ 拥有那个属性的玩家
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---@param property string @ 属性名称
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function Room:notifyProperty(p, player, property)
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p:doNotify("PropertyUpdate", json.encode{
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player.id,
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property,
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player[property],
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})
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end
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--- 向多名玩家广播一条消息。
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---@param command string @ 发出这条消息的消息类型
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---@param jsonData string @ 消息的数据,一般是JSON字符串,也可以是普通字符串,取决于client怎么处理了
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---@param players ServerPlayer[] | nil @ 要告知的玩家列表,默认为所有人
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function Room:doBroadcastNotify(command, jsonData, players)
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players = players or self.players
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for _, p in ipairs(players) do
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p:doNotify(command, jsonData)
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end
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end
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--- 向某个玩家发起一次Request。
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---@param player ServerPlayer @ 发出这个请求的目标玩家
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---@param command string @ 请求的类型
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---@param jsonData string @ 请求的数据
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---@param wait boolean @ 是否要等待答复,默认为true
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---@return string | nil @ 收到的答复,如果wait为false的话就返回nil
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function Room:doRequest(player, command, jsonData, wait)
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if wait == nil then wait = true end
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player:doRequest(command, jsonData, self.timeout)
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if wait then
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return player:waitForReply(self.timeout)
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end
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end
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|
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--- 向多名玩家发出请求。
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---@param command string @ 请求类型
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---@param players ServerPlayer[] @ 发出请求的玩家列表
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---@param jsonData string @ 请求数据
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function Room:doBroadcastRequest(command, players, jsonData)
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players = players or self.players
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for _, p in ipairs(players) do
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self:doRequest(p, command, jsonData or p.request_data, false)
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end
|
||
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||
local remainTime = self.timeout
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||
local currentTime = os.time()
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||
local elapsed = 0
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||
for _, p in ipairs(players) do
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||
elapsed = os.time() - currentTime
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p:waitForReply(remainTime - elapsed)
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end
|
||
end
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||
|
||
--- 向多名玩家发出竞争请求。
|
||
---
|
||
--- 他们都可以做出答复,但是服务器只认可第一个做出回答的角色。
|
||
---
|
||
--- 返回获胜的角色,可以通过属性获得回复的具体内容。
|
||
---@param command string @ 请求类型
|
||
---@param players ServerPlayer[] @ 要竞争这次请求的玩家列表
|
||
---@param jsonData string @ 请求数据
|
||
---@return ServerPlayer | nil @ 在这次竞争请求中获胜的角色,可能是nil
|
||
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
|
||
--- 这是个私有函数,不用管。
|
||
function Room:requestLoop(rest_time)
|
||
local function tellRoomToObserver(player)
|
||
local observee = self.players[1]
|
||
player:doNotify("Setup", json.encode{
|
||
observee.id,
|
||
player:getScreenName(),
|
||
player:getAvatar(),
|
||
})
|
||
player:doNotify("EnterRoom", json.encode{
|
||
#self.players, self.timeout,
|
||
-- FIXME: use real room settings here
|
||
{ enableFreeAssign = false }
|
||
})
|
||
|
||
-- send player data
|
||
for _, p in ipairs(self:getOtherPlayers(observee, true, true)) do
|
||
player:doNotify("AddPlayer", json.encode{
|
||
p.id,
|
||
p.serverplayer:getScreenName(),
|
||
p.serverplayer:getAvatar(),
|
||
})
|
||
end
|
||
|
||
local player_circle = {}
|
||
for i = 1, #self.players do
|
||
table.insert(player_circle, self.players[i].id)
|
||
end
|
||
player:doNotify("ArrangeSeats", json.encode(player_circle))
|
||
|
||
for _, p in ipairs(self.players) do
|
||
self:notifyProperty(player, p, "general")
|
||
p:marshal(player)
|
||
end
|
||
|
||
-- TODO: tell drawPile
|
||
table.insert(self.observers, {observee.id, player})
|
||
end
|
||
|
||
local function addObserver(id)
|
||
local all_observers = self.room:getObservers()
|
||
for _, p in fk.qlist(all_observers) do
|
||
if p:getId() == id then
|
||
tellRoomToObserver(p)
|
||
self:doBroadcastNotify("AddObserver", json.encode{
|
||
p:getId(),
|
||
p:getScreenName(),
|
||
p:getAvatar()
|
||
})
|
||
break
|
||
end
|
||
end
|
||
end
|
||
|
||
local function removeObserver(id)
|
||
for _, t in ipairs(self.observers) do
|
||
local __, p = table.unpack(t)
|
||
if p:getId() == id then
|
||
table.removeOne(self.observers, t)
|
||
self:doBroadcastNotify("RemoveObserver", json.encode{
|
||
p:getId(),
|
||
})
|
||
break
|
||
end
|
||
end
|
||
end
|
||
|
||
while true do
|
||
local ret = false
|
||
local request = self.room:fetchRequest()
|
||
if request ~= "" then
|
||
ret = true
|
||
local id, command = table.unpack(request:split(","))
|
||
id = tonumber(id)
|
||
if command == "reconnect" then
|
||
self:getPlayerById(id):reconnect()
|
||
elseif command == "observe" then
|
||
addObserver(id)
|
||
elseif command == "leave" then
|
||
removeObserver(id)
|
||
end
|
||
elseif rest_time > 10 then
|
||
-- let current thread sleep 10ms
|
||
-- otherwise CPU usage will be 100% (infinite yield <-> resume loop)
|
||
fk.QThread_msleep(10)
|
||
end
|
||
coroutine.yield(ret)
|
||
end
|
||
end
|
||
|
||
--- 延迟一段时间。
|
||
---
|
||
--- 这个函数只应该在主协程中使用。
|
||
---@param ms integer @ 要延迟的毫秒数
|
||
function Room:delay(ms)
|
||
local start = os.getms()
|
||
while true do
|
||
local rest = ms - (os.getms() - start) / 1000
|
||
if rest <= 0 then
|
||
break
|
||
end
|
||
coroutine.yield("__handleRequest", rest)
|
||
end
|
||
end
|
||
|
||
--- 向多名玩家告知一次移牌行为。
|
||
---@param players ServerPlayer[] | nil @ 要被告知的玩家列表,默认为全员
|
||
---@param card_moves CardsMoveStruct[] @ 要告知的移牌信息列表
|
||
---@param forceVisible boolean @ 是否让所有牌对告知目标可见
|
||
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)
|
||
|
||
local function infosContainArea(info, area)
|
||
for _, i in ipairs(info) do
|
||
if i.fromArea == area then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
-- forceVisible make the move visible
|
||
-- FIXME: move.moveInfo is an array, fix this
|
||
move.moveVisible = move.moveVisible or (forceVisible)
|
||
-- if move is relevant to player, it should be open
|
||
or ((move.from == p.id) or (move.to == p.id))
|
||
-- cards move from/to equip/judge/discard/processing should be open
|
||
or infosContainArea(move.moveInfo, Card.PlayerEquip)
|
||
or move.toArea == Card.PlayerEquip
|
||
or infosContainArea(move.moveInfo, Card.PlayerJudge)
|
||
or move.toArea == Card.PlayerJudge
|
||
or infosContainArea(move.moveInfo, Card.DiscardPile)
|
||
or move.toArea == Card.DiscardPile
|
||
or infosContainArea(move.moveInfo, 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
|
||
|
||
--- 将焦点转移给一名或者多名角色,并广而告之。
|
||
---
|
||
--- 形象点说,就是在那些玩家下面显示一个“弃牌 思考中...”之类的烧条提示。
|
||
---@param players ServerPlayer | ServerPlayer[] @ 要获得焦点的一名或者多名角色
|
||
---@param command string @ 烧条的提示文字
|
||
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
|
||
|
||
--- 向战报中发送一条log。
|
||
---@param log LogMessage @ Log的实际内容
|
||
function Room:sendLog(log)
|
||
self:doBroadcastNotify("GameLog", json.encode(log))
|
||
end
|
||
|
||
--- 播放某种动画效果给players看。
|
||
---@param type string @ 动画名字
|
||
---@param data any @ 这个动画附加的额外信息,在这个函数将会被转成json字符串
|
||
---@param players ServerPlayer[] | nil @ 要观看动画的玩家们,默认为全员
|
||
function Room:doAnimate(type, data, players)
|
||
players = players or self.players
|
||
data.type = type
|
||
self:doBroadcastNotify("Animate", json.encode(data), players)
|
||
end
|
||
|
||
--- 在player脸上展示名为name的emotion动效。
|
||
---
|
||
--- 这就是“杀”、“闪”之类的那个动画。
|
||
---@param player ServerPlayer @ 被播放动画的那个角色
|
||
---@param name string @ emotion名字,可以是一个路径
|
||
function Room:setEmotion(player, name)
|
||
self:doAnimate("Emotion", {
|
||
player = player.id,
|
||
emotion = name
|
||
})
|
||
end
|
||
|
||
--- 在一张card上播放一段emotion动效。
|
||
---
|
||
--- 这张card必须在处理区里面,或者至少客户端觉得它在处理区。
|
||
---@param cid integer @ 被播放动效的那个牌的id
|
||
---@param name string @ emotion名字,可以是一个路径
|
||
function Room:setCardEmotion(cid, name)
|
||
self:doAnimate("Emotion", {
|
||
player = cid,
|
||
emotion = name,
|
||
is_card = true,
|
||
})
|
||
end
|
||
|
||
--- 播放一个全屏大动画。可以自己指定qml文件路径和额外的信息。
|
||
---@param path string @ qml文件的路径,有默认值
|
||
---@param extra_data any @ 要传递的额外信息
|
||
function Room:doSuperLightBox(path, extra_data)
|
||
path = path or "RoomElement/SuperLightBox.qml"
|
||
self:doAnimate("SuperLightBox", {
|
||
path = path,
|
||
data = extra_data,
|
||
})
|
||
end
|
||
|
||
--- 基本上是个不常用函数就是了
|
||
function Room:sendLogEvent(type, data, players)
|
||
players = players or self.players
|
||
data.type = type
|
||
self:doBroadcastNotify("LogEvent", json.encode(data), players)
|
||
end
|
||
|
||
--- 播放技能的语音。
|
||
---@param skill_name string @ 技能名
|
||
---@param index integer | nil @ 语音编号,默认为-1(也就是随机播放)
|
||
function Room:broadcastSkillInvoke(skill_name, index)
|
||
index = index or -1
|
||
self:sendLogEvent("PlaySkillSound", {
|
||
name = skill_name,
|
||
i = index
|
||
})
|
||
end
|
||
|
||
--- 播放一段音频。
|
||
---@param path string @ 音频文件路径
|
||
function Room:broadcastPlaySound(path)
|
||
self:sendLogEvent("PlaySound", {
|
||
name = path,
|
||
})
|
||
end
|
||
|
||
--- 在player的脸上播放技能发动的特效。
|
||
---
|
||
--- 与此同时,在战报里面发一条“xxx发动了xxx”
|
||
---@param player ServerPlayer @ 发动技能的那个玩家
|
||
---@param skill_name string @ 技能名
|
||
---@param skill_type string | nil @ 技能的动画效果,默认是那个技能的anim_type
|
||
function Room:notifySkillInvoked(player, skill_name, skill_type)
|
||
if not skill_type then
|
||
local skill = Fk.skills[skill_name]
|
||
if not skill then skill_type = "" end
|
||
skill_type = skill.anim_type
|
||
end
|
||
self:sendLog{
|
||
type = "#InvokeSkill",
|
||
from = player.id,
|
||
arg = skill_name,
|
||
}
|
||
|
||
self:doAnimate("InvokeSkill", {
|
||
name = skill_name,
|
||
player = player.id,
|
||
skill_type = skill_type,
|
||
})
|
||
end
|
||
|
||
--- 播放从source指到targets的指示线效果。
|
||
---@param source integer @ 指示线开始的那个玩家的id
|
||
---@param targets integer[] @ 指示线目标玩家的id列表
|
||
function Room:doIndicate(source, targets)
|
||
local target_group = {}
|
||
for _, id in ipairs(targets) do
|
||
table.insert(target_group, { id })
|
||
end
|
||
self:doAnimate("Indicate", {
|
||
from = source,
|
||
to = target_group,
|
||
})
|
||
end
|
||
|
||
------------------------------------------------------------------------
|
||
-- interactive functions
|
||
------------------------------------------------------------------------
|
||
|
||
--- 询问player是否要发动一个主动技。
|
||
---
|
||
--- 如果发动的话,那么会执行一下技能的onUse函数,然后返回选择的牌和目标等。
|
||
---@param player ServerPlayer @ 询问目标
|
||
---@param skill_name string @ 主动技的技能名
|
||
---@param prompt string @ 烧条上面显示的提示文本内容
|
||
---@param cancelable boolean @ 是否可以点取消
|
||
---@param extra_data table @ 额外信息,因技能而异了
|
||
---@return boolean, 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, extra_data.skillName or 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
|
||
self:doIndicate(player.id, targets)
|
||
skill:onUse(self, {
|
||
from = player.id,
|
||
cards = selected_cards,
|
||
tos = targets,
|
||
})
|
||
|
||
return true, {
|
||
cards = selected_cards,
|
||
targets = targets
|
||
}
|
||
end
|
||
|
||
--- 询问一名角色弃牌。
|
||
---
|
||
--- 在这个函数里面牌已经被弃掉了。
|
||
---@param player ServerPlayer @ 弃牌角色
|
||
---@param minNum integer @ 最小值
|
||
---@param maxNum integer @ 最大值
|
||
---@param includeEquip boolean @ 能不能弃装备区?
|
||
---@param skillName string @ 引发弃牌的技能名
|
||
---@param cancelable boolean @ 能不能点取消?
|
||
---@param pattern string @ 弃牌需要符合的规则
|
||
---@return integer[] @ 弃掉的牌的id列表,可能是空的
|
||
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern)
|
||
if minNum < 1 then
|
||
return nil
|
||
end
|
||
cancelable = cancelable or false
|
||
pattern = pattern or ""
|
||
|
||
local toDiscard = {}
|
||
local data = {
|
||
num = maxNum,
|
||
min_num = minNum,
|
||
include_equip = includeEquip,
|
||
reason = skillName,
|
||
pattern = pattern,
|
||
}
|
||
local prompt = "#AskForDiscard:::" .. maxNum .. ":" .. minNum
|
||
local _, ret = self:askForUseActiveSkill(player, "discard_skill", prompt, cancelable, data)
|
||
if ret then
|
||
toDiscard = ret.cards
|
||
else
|
||
if cancelable then return {} end
|
||
local hands = player:getCardIds(Player.Hand)
|
||
if includeEquip then
|
||
table.insertTable(hands, player:getCardIds(Player.Equip))
|
||
end
|
||
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)
|
||
return toDiscard
|
||
end
|
||
|
||
--- 询问一名玩家从targets中选择若干名玩家出来。
|
||
---@param player ServerPlayer @ 要做选择的玩家
|
||
---@param targets integer[] @ 可以选的目标范围,是玩家id数组
|
||
---@param minNum integer @ 最小值
|
||
---@param maxNum integer @ 最大值
|
||
---@param prompt string @ 提示信息
|
||
---@param skillName string @ 技能名
|
||
---@return integer[] @ 选择的玩家id列表,可能为空
|
||
function Room:askForChoosePlayers(player, targets, minNum, maxNum, prompt, skillName)
|
||
if maxNum < 1 then
|
||
return {}
|
||
end
|
||
|
||
local data = {
|
||
targets = targets,
|
||
num = maxNum,
|
||
min_num = minNum,
|
||
pattern = "",
|
||
skillName = skillName
|
||
}
|
||
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data)
|
||
if ret then
|
||
return ret.targets
|
||
else
|
||
-- TODO: default
|
||
return {}
|
||
end
|
||
end
|
||
|
||
--- 询问一名玩家选择自己的几张牌。
|
||
---
|
||
--- 与askForDiscard类似,但是不对选择的牌进行操作就是了。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param minNum integer @ 最小值
|
||
---@param maxNum integer @ 最大值
|
||
---@param includeEquip boolean @ 能不能选装备
|
||
---@param skillName string @ 技能名
|
||
---@param cancelable boolean @ 能不能点取消
|
||
---@param pattern string @ 选牌规则
|
||
---@return integer[] @ 选择的牌的id列表,可能是空的
|
||
function Room:askForCard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern)
|
||
if minNum < 1 then
|
||
return nil
|
||
end
|
||
cancelable = cancelable or false
|
||
pattern = pattern or ""
|
||
|
||
local chosenCards = {}
|
||
local data = {
|
||
num = maxNum,
|
||
min_num = minNum,
|
||
include_equip = includeEquip,
|
||
reason = skillName,
|
||
pattern = pattern,
|
||
}
|
||
local prompt = "#askForCard:::" .. maxNum .. ":" .. minNum
|
||
local _, ret = self:askForUseActiveSkill(player, "choose_cards_skill", prompt, cancelable, data)
|
||
if ret then
|
||
chosenCards = ret.cards
|
||
else
|
||
if cancelable then return {} end
|
||
local hands = player:getCardIds(Player.Hand)
|
||
if includeEquip then
|
||
table.insertTable(hands, player:getCardIds(Player.Equip))
|
||
end
|
||
for i = 1, minNum do
|
||
local randomId = hands[math.random(1, #hands)]
|
||
table.insert(chosenCards, randomId)
|
||
table.removeOne(hands, randomId)
|
||
end
|
||
end
|
||
|
||
return chosenCards
|
||
end
|
||
|
||
--- 询问玩家选择1张牌和若干名角色。
|
||
---
|
||
--- 返回两个值,第一个是选择的目标列表,第二个是选择的那张牌的id
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param targets integer[] @ 选择目标的id范围
|
||
---@param minNum integer @ 选目标最小值
|
||
---@param maxNum integer @ 选目标最大值
|
||
---@param pattern string @ 选牌规则
|
||
---@param prompt string @ 提示信息
|
||
---@return integer[], integer
|
||
function Room:askForChooseCardAndPlayers(player, targets, minNum, maxNum, pattern, prompt, skillName)
|
||
if maxNum < 1 then
|
||
return {}
|
||
end
|
||
|
||
local data = {
|
||
targets = targets,
|
||
num = maxNum,
|
||
min_num = minNum,
|
||
pattern = pattern or ".",
|
||
skillName = skillName
|
||
}
|
||
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data)
|
||
if ret then
|
||
return ret.targets, ret.cards[1]
|
||
else
|
||
-- TODO: default
|
||
return {}
|
||
end
|
||
end
|
||
|
||
--- 询问玩家选择一名武将。
|
||
---@param player ServerPlayer @ 询问目标
|
||
---@param generals string[] @ 可选武将
|
||
---@return string @ 选择的武将
|
||
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
|
||
|
||
--- 询问chooser,选择target的一张牌。
|
||
---@param chooser ServerPlayer @ 要被询问的人
|
||
---@param target ServerPlayer @ 被选牌的人
|
||
---@param flag string @ 用"hej"三个字母的组合表示能选择哪些区域, h 手牌区, e - 装备区, j - 判定区
|
||
---@param reason string @ 原因,一般是技能名
|
||
---@return integer @ 选择的卡牌id
|
||
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
|
||
local areas = {}
|
||
if string.find(flag, "h") then table.insert(areas, Player.Hand) end
|
||
if string.find(flag, "e") then table.insert(areas, Player.Equip) end
|
||
if string.find(flag, "j") then table.insert(areas, Player.Judge) end
|
||
local handcards = target:getCardIds(areas)
|
||
if #handcards == 0 then return end
|
||
result = handcards[math.random(1, #handcards)]
|
||
else
|
||
result = tonumber(result)
|
||
end
|
||
|
||
if result == -1 then
|
||
local handcards = target:getCardIds(Player.Hand)
|
||
if #handcards == 0 then return end
|
||
result = table.random(handcards)
|
||
end
|
||
|
||
return result
|
||
end
|
||
|
||
--- 完全类似askForCardChosen,但是可以选择多张牌。
|
||
--- 相应的,返回的是id的数组而不是单个id。
|
||
---@param chooser ServerPlayer @ 要被询问的人
|
||
---@param target ServerPlayer @ 被选牌的人
|
||
---@param min integer @ 最小选牌数
|
||
---@param max integer @ 最大选牌数
|
||
---@param flag string @ 用"hej"三个字母的组合表示能选择哪些区域, h 手牌区, e - 装备区, j - 判定区
|
||
---@param reason string @ 原因,一般是技能名
|
||
---@return integer[] @ 选择的id
|
||
function Room:askForCardsChosen(chooser, target, min, max, flag, reason)
|
||
if min == 1 and max == 1 then
|
||
return { self:askForCardChosen(chooser, target, flag, reason) }
|
||
end
|
||
|
||
local command = "AskForCardsChosen"
|
||
self:notifyMoveFocus(chooser, command)
|
||
local data = {target.id, min, max, flag, reason}
|
||
local result = self:doRequest(chooser, command, json.encode(data))
|
||
|
||
local ret
|
||
if result ~= "" then
|
||
ret = json.decode(result)
|
||
else
|
||
local areas = {}
|
||
if string.find(flag, "h") then table.insert(areas, Player.Hand) end
|
||
if string.find(flag, "e") then table.insert(areas, Player.Equip) end
|
||
if string.find(flag, "j") then table.insert(areas, Player.Judge) end
|
||
local handcards = target:getCardIds(areas)
|
||
if #handcards == 0 then return {} end
|
||
ret = table.random(handcards, math.min(min, #handcards))
|
||
end
|
||
|
||
local new_ret = table.filter(ret, function(id) return id ~= -1 end)
|
||
local hand_num = #ret - #new_ret
|
||
if hand_num > 0 then
|
||
table.insertTable(new_ret, table.random(target:getCardIds(Player.Hand), hand_num))
|
||
end
|
||
|
||
return new_ret
|
||
end
|
||
|
||
--- 询问一名玩家从众多选项中选择一个。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param choices string[] @ 可选选项列表
|
||
---@param skill_name string @ 技能名
|
||
---@param prompt string @ 提示信息
|
||
---@param data any @ 暂未使用
|
||
---@return string @ 选择的选项
|
||
function Room:askForChoice(player, choices, skill_name, prompt, data)
|
||
if #choices == 1 then return choices[1] end
|
||
local command = "AskForChoice"
|
||
prompt = prompt or ""
|
||
self:notifyMoveFocus(player, skill_name)
|
||
local result = self:doRequest(player, command, json.encode{
|
||
choices, skill_name, prompt
|
||
})
|
||
if result == "" then result = choices[1] end
|
||
return result
|
||
end
|
||
|
||
--- 询问玩家是否发动技能。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param skill_name string @ 技能名
|
||
---@param data any @ 未使用
|
||
---@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
|
||
|
||
-- TODO: guanxing type
|
||
--- 询问玩家对若干牌进行观星。
|
||
---
|
||
--- 观星完成后,相关的牌会被置于牌堆顶或者牌堆底。所以这些cards最好不要来自牌堆,一般先用getNCards从牌堆拿出一些牌。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param cards integer[] @ 可以被观星的卡牌id列表
|
||
function Room:askForGuanxing(player, cards)
|
||
if #cards == 1 then
|
||
table.insert(self.draw_pile, 1, cards[1])
|
||
return
|
||
end
|
||
local command = "AskForGuanxing"
|
||
self:notifyMoveFocus(player, command)
|
||
local data = {
|
||
cards = cards,
|
||
}
|
||
|
||
local result = self:doRequest(player, command, json.encode(data))
|
||
local top, bottom
|
||
if result ~= "" then
|
||
local d = json.decode(result)
|
||
top = d[1]
|
||
bottom = d[2]
|
||
else
|
||
top = cards
|
||
bottom = {}
|
||
end
|
||
|
||
for i = #top, 1, -1 do
|
||
table.insert(self.draw_pile, 1, top[i])
|
||
end
|
||
for _, id in ipairs(bottom) do
|
||
table.insert(self.draw_pile, id)
|
||
end
|
||
|
||
self:sendLog{
|
||
type = "#GuanxingResult",
|
||
from = player.id,
|
||
arg = #top,
|
||
arg2 = #bottom,
|
||
}
|
||
end
|
||
|
||
--- 平时写DIY用不到的函数。
|
||
---@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:useSkill(player, skill, function()
|
||
self:doIndicate(player.id, targets)
|
||
skill:onUse(self, {
|
||
from = player.id,
|
||
cards = selected_cards,
|
||
tos = targets,
|
||
})
|
||
end)
|
||
return nil
|
||
elseif skill:isInstanceOf(ViewAsSkill) then
|
||
Self = player
|
||
local c = skill:viewAs(selected_cards)
|
||
if c then
|
||
self:useSkill(player, skill)
|
||
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 = c
|
||
return use
|
||
end
|
||
end
|
||
else
|
||
if data.special_skill then
|
||
local skill = Fk.skills[data.special_skill]
|
||
assert(skill:isInstanceOf(ActiveSkill))
|
||
skill:onUse(self, {
|
||
from = player.id,
|
||
cards = { card },
|
||
tos = targets,
|
||
})
|
||
return nil
|
||
end
|
||
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[]
|
||
--- 询问玩家使用一张牌。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param card_name string @ 使用牌的牌名,若pattern指定了则可随意写,它影响的是烧条的提示信息
|
||
---@param pattern string @ 使用牌的规则,默认就是card_name的值
|
||
---@param prompt string @ 提示信息
|
||
---@param cancelable boolean @ 能否点取消
|
||
---@param extra_data integer @ 额外信息
|
||
---@param event_data CardEffectEvent|nil @ 事件信息
|
||
---@return CardUseStruct | nil @ 返回关于本次使用牌的数据,以便后续处理
|
||
function Room:askForUseCard(player, card_name, pattern, prompt, cancelable, extra_data, event_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 ""
|
||
|
||
local askForUseCardData = {
|
||
user = player,
|
||
cardName = card_name,
|
||
pattern = pattern,
|
||
extraData = extra_data,
|
||
eventData = event_data,
|
||
}
|
||
self.logic:trigger(fk.AskForCardUse, player, askForUseCardData)
|
||
|
||
if askForUseCardData.result and type(askForUseCardData.result) == 'table' then
|
||
return askForUseCardData.result
|
||
else
|
||
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
|
||
end
|
||
return nil
|
||
end
|
||
|
||
--- 询问一名玩家打出一张牌。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param card_name string @ 牌名
|
||
---@param pattern string @ 牌的规则
|
||
---@param prompt string @ 提示信息
|
||
---@param cancelable boolean @ 能否取消
|
||
---@param extra_data any @ 额外数据
|
||
---@return Card | nil @ 打出的牌
|
||
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 ""
|
||
|
||
local eventData = {
|
||
user = player,
|
||
cardName = card_name,
|
||
pattern = pattern,
|
||
extraData = extra_data,
|
||
}
|
||
self.logic:trigger(fk.AskForCardResponse, player, eventData)
|
||
|
||
if eventData.result then
|
||
return eventData.result
|
||
else
|
||
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
|
||
end
|
||
return nil
|
||
end
|
||
|
||
--- 同时询问多名玩家是否使用某一张牌。
|
||
---
|
||
--- 函数名字虽然是“询问无懈可击”,不过其实也可以给别的牌用就是了。
|
||
---@param players ServerPlayer[] @ 要询问的玩家列表
|
||
---@param card_name string @ 询问的牌名,默认为无懈
|
||
---@param pattern string @ 牌的规则
|
||
---@param prompt string @ 提示信息
|
||
---@param cancelable boolean @ 能否点取消
|
||
---@param extra_data any @ 额外信息
|
||
---@return CardUseStruct | nil @ 最终决胜出的卡牌使用信息
|
||
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 ""
|
||
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
|
||
|
||
-- AG(a.k.a. Amazing Grace) functions
|
||
-- Popup a box that contains many cards, then ask player to choose one
|
||
|
||
--- 询问玩家从AG中选择一张牌。
|
||
---@param player ServerPlayer @ 要询问的玩家
|
||
---@param id_list integer[] | Card[] @ 可选的卡牌列表
|
||
---@param cancelable boolean @ 能否点取消
|
||
---@param reason string @ 原因
|
||
---@return integer @ 选择的卡牌
|
||
function Room:askForAG(player, id_list, cancelable, reason)
|
||
id_list = Card:getIdList(id_list)
|
||
if #id_list == 1 and not cancelable then
|
||
return id_list[1]
|
||
end
|
||
|
||
local command = "AskForAG"
|
||
self:notifyMoveFocus(player, reason or command)
|
||
local data = { id_list, cancelable, reason }
|
||
local ret = self:doRequest(player, command, json.encode(data))
|
||
if ret == "" and not cancelable then
|
||
ret = table.random(id_list)
|
||
end
|
||
return tonumber(ret)
|
||
end
|
||
|
||
--- 给player发一条消息,在他的窗口中用一系列卡牌填充一个AG。
|
||
---@param player ServerPlayer @ 要通知的玩家
|
||
---@param id_list integer[] | Card[] @ 要填充的卡牌
|
||
---@param disable_ids integer[] | Card[] @ 未使用
|
||
function Room:fillAG(player, id_list, disable_ids)
|
||
id_list = Card:getIdList(id_list)
|
||
-- disable_ids = Card:getIdList(disable_ids)
|
||
player:doNotify("FillAG", json.encode{ id_list, disable_ids })
|
||
end
|
||
|
||
--- 告诉一些玩家,AG中的牌被taker取走了。
|
||
---@param taker ServerPlayer @ 拿走牌的玩家
|
||
---@param id integer @ 被拿走的牌
|
||
---@param notify_list ServerPlayer[] @ 要告知的玩家,默认为全员
|
||
function Room:takeAG(taker, id, notify_list)
|
||
self:doBroadcastNotify("TakeAG", json.encode{ taker.id, id }, notify_list)
|
||
end
|
||
|
||
--- 关闭player那侧显示的AG。
|
||
---
|
||
--- 若不传参(即player为nil),那么关闭所有玩家的AG。
|
||
---@param player ServerPlayer @ 要关闭AG的玩家
|
||
function Room:closeAG(player)
|
||
if player then player:doNotify("CloseAG", "")
|
||
else self:doBroadcastNotify("CloseAG", "") end
|
||
end
|
||
|
||
-- Show a qml dialog and return qml's ClientInstance.replyToServer
|
||
-- Do anything you like through this function
|
||
|
||
---@param player ServerPlayer
|
||
---@param focustxt string
|
||
---@param qmlPath string
|
||
---@param extra_data any
|
||
---@return string
|
||
function Room:askForCustomDialog(player, focustxt, qmlPath, extra_data)
|
||
local command = "CustomDialog"
|
||
self:notifyMoveFocus(player, focustxt)
|
||
return self:doRequest(player, command, json.encode{
|
||
path = qmlPath,
|
||
data = extra_data,
|
||
})
|
||
end
|
||
|
||
------------------------------------------------------------------------
|
||
-- use card logic, and wrappers
|
||
------------------------------------------------------------------------
|
||
|
||
local function execGameEvent(type, ...)
|
||
local event = GameEvent:new(type, ...)
|
||
local _, ret = event:exec()
|
||
return ret
|
||
end
|
||
|
||
--- 根据卡牌使用数据,去实际使用这个卡牌。
|
||
---@param cardUseEvent CardUseStruct @ 使用数据
|
||
---@return boolean
|
||
function Room:useCard(cardUseEvent)
|
||
return execGameEvent(GameEvent.UseCard, cardUseEvent)
|
||
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.additionalDamage,
|
||
extra_data = cardUseEvent.extra_data,
|
||
}
|
||
|
||
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
|
||
aimStruct.extra_data = cardUseEvent.extra_data
|
||
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
|
||
cardUseEvent.extra_data = aimStruct.extra_data
|
||
|
||
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
|
||
|
||
--- 对卡牌使用数据进行生效
|
||
---@param cardUseEvent CardUseStruct
|
||
function Room:doCardUseEffect(cardUseEvent)
|
||
---@type table<string, AimStruct>
|
||
local aimEventCollaborators = {}
|
||
if cardUseEvent.tos and not onAim(self, cardUseEvent, aimEventCollaborators) then
|
||
return
|
||
end
|
||
|
||
local realCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
|
||
|
||
-- If using Equip or Delayed trick, move them to the area and return
|
||
if cardUseEvent.card.type == Card.TypeEquip then
|
||
if #realCardIds == 0 then
|
||
return
|
||
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
|
||
|
||
return
|
||
elseif cardUseEvent.card.sub_type == Card.SubtypeDelayedTrick then
|
||
if #realCardIds == 0 then
|
||
return
|
||
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
|
||
if cardUseEvent.card:isVirtual() then
|
||
self:getPlayerById(target):addVirtualEquip(cardUseEvent.card)
|
||
end
|
||
|
||
self:moveCards({
|
||
ids = realCardIds,
|
||
to = target,
|
||
toArea = Card.PlayerJudge,
|
||
moveReason = fk.ReasonUse,
|
||
})
|
||
|
||
return
|
||
end
|
||
end
|
||
|
||
self:moveCards({
|
||
ids = realCardIds,
|
||
toArea = Card.DiscardPile,
|
||
moveReason = fk.ReasonPutIntoDiscardPile,
|
||
})
|
||
|
||
return
|
||
end
|
||
|
||
if not cardUseEvent.card.skill then
|
||
return
|
||
end
|
||
|
||
---@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,
|
||
additionalDamage = cardUseEvent.additionalDamage,
|
||
cardIdsResponded = cardUseEvent.nullifiedTargets,
|
||
extra_data = cardUseEvent.extra_data,
|
||
}
|
||
|
||
-- If using card to other card (like jink or nullification), simply effect and return
|
||
if cardUseEvent.toCard ~= nil then
|
||
self:doCardEffect(cardEffectEvent)
|
||
return
|
||
end
|
||
|
||
-- Else: do effect to all targets
|
||
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.additionalDamage = 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
|
||
cardEffectEvent.fixedResponseTimes = curAimEvent.fixedResponseTimes
|
||
cardEffectEvent.fixedAddTimesResponsors = curAimEvent.fixedAddTimesResponsors
|
||
|
||
collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
|
||
|
||
self:doCardEffect(table.simpleClone(cardEffectEvent))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 对卡牌效果数据进行生效
|
||
---@param cardEffectEvent CardEffectEvent
|
||
function Room:doCardEffect(cardEffectEvent)
|
||
for _, event in ipairs({ fk.PreCardEffect, fk.BeforeCardEffect, fk.CardEffecting, fk.CardEffectFinished }) do
|
||
if cardEffectEvent.isCancellOut then
|
||
local user = cardEffectEvent.from and self:getPlayerById(cardEffectEvent.from) or nil
|
||
if self.logic:trigger(fk.CardEffectCancelledOut, user, cardEffectEvent) then
|
||
cardEffectEvent.isCancellOut = false
|
||
else
|
||
break
|
||
end
|
||
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.skill:aboutToEffect(self, cardEffectEvent) then return end
|
||
if cardEffectEvent.card.trueName == "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 loopTimes = 1
|
||
if cardEffectEvent.fixedResponseTimes then
|
||
if type(cardEffectEvent.fixedResponseTimes) == "table" then
|
||
loopTimes = cardEffectEvent.fixedResponseTimes["jink"] or 1
|
||
elseif type(cardEffectEvent.fixedResponseTimes) == "number" then
|
||
loopTimes = cardEffectEvent.fixedResponseTimes
|
||
end
|
||
end
|
||
|
||
for i = 1, loopTimes do
|
||
local to = self:getPlayerById(cardEffectEvent.to)
|
||
local prompt = ""
|
||
if cardEffectEvent.from then
|
||
prompt = "#slash-jink:" .. cardEffectEvent.from .. "::" .. 1
|
||
end
|
||
|
||
local use = self:askForUseCard(
|
||
to,
|
||
"jink",
|
||
nil,
|
||
prompt,
|
||
true,
|
||
nil,
|
||
cardEffectEvent
|
||
)
|
||
if use then
|
||
use.toCard = cardEffectEvent.card
|
||
use.responseToEvent = cardEffectEvent
|
||
self:useCard(use)
|
||
end
|
||
|
||
if not cardEffectEvent.isCancellOut then
|
||
break
|
||
end
|
||
|
||
cardEffectEvent.isCancellOut = i == loopTimes
|
||
end
|
||
elseif cardEffectEvent.card.type == Card.TypeTrick and
|
||
not cardEffectEvent.disresponsive then
|
||
local players = {}
|
||
for _, p in ipairs(self.alive_players) do
|
||
local cards = p:getCardIds(Player.Hand)
|
||
for _, cid in ipairs(cards) do
|
||
if Fk:getCardById(cid).name == "nullification" and
|
||
not table.contains(cardEffectEvent.disresponsiveList or {}, p.id) then
|
||
table.insert(players, p)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
|
||
local prompt = ""
|
||
if cardEffectEvent.to then
|
||
prompt = "#AskForNullification::" .. cardEffectEvent.to .. ":" .. cardEffectEvent.card.name
|
||
elseif cardEffectEvent.from then
|
||
prompt = "#AskForNullificationWithoutTo:" .. cardEffectEvent.from .. "::" .. cardEffectEvent.card.name
|
||
end
|
||
local use = self:askForNullification(players, nil, nil, prompt)
|
||
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
|
||
execGameEvent(GameEvent.SkillEffect, function ()
|
||
cardEffectEvent.card.skill:onEffect(self, cardEffectEvent)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 对“打出牌”进行处理
|
||
---@param cardResponseEvent CardResponseEvent
|
||
function Room:responseCard(cardResponseEvent)
|
||
return execGameEvent(GameEvent.RespondCard, cardResponseEvent)
|
||
end
|
||
|
||
------------------------------------------------------------------------
|
||
-- move cards, and wrappers
|
||
------------------------------------------------------------------------
|
||
|
||
--- 传入一系列移牌信息,去实际移动这些牌
|
||
---@vararg CardsMoveInfo
|
||
---@return boolean
|
||
function Room:moveCards(...)
|
||
return execGameEvent(GameEvent.MoveCards, ...)
|
||
end
|
||
|
||
--- 让一名玩家获得一张牌
|
||
---@param player integer|ServerPlayer @ 要拿牌的玩家
|
||
---@param cid integer|Card @ 要拿到的卡牌
|
||
---@param unhide boolean @ 是否明着拿
|
||
---@param reason CardMoveReason @ 卡牌移动的原因
|
||
function Room:obtainCard(player, cid, unhide, reason)
|
||
if type(cid) ~= "number" then
|
||
assert(cid and cid:isInstanceOf(Card))
|
||
cid = cid:isVirtual() and cid.subcards or {cid.id}
|
||
else
|
||
cid = {cid}
|
||
end
|
||
if #cid == 0 then return end
|
||
|
||
if type(player) == "table" then
|
||
player = player.id
|
||
end
|
||
|
||
self:moveCards({
|
||
ids = cid,
|
||
from = self.owner_map[cid[1]],
|
||
to = player,
|
||
toArea = Card.PlayerHand,
|
||
moveReason = reason or fk.ReasonJustMove,
|
||
proposer = player,
|
||
moveVisible = unhide or false,
|
||
})
|
||
end
|
||
|
||
--- 让玩家摸牌
|
||
---@param player ServerPlayer @ 摸牌的玩家
|
||
---@param num integer @ 摸牌数
|
||
---@param skillName string @ 技能名
|
||
---@param fromPlace string @ 摸牌的位置,"top" 或者 "bottom"
|
||
---@return integer[] @ 摸到的牌
|
||
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
|
||
|
||
--- 将一张或多张牌移动到某处
|
||
---@param card Card | Card[] @ 要移动的牌
|
||
---@param to_place integer @ 移动的目标位置
|
||
---@param target ServerPlayer @ 移动的目标玩家
|
||
---@param reason integer @ 移动时使用的移牌原因
|
||
---@param skill_name string @ 技能名
|
||
---@param special_name string @ 私人牌堆名
|
||
---@param visible boolean @ 是否明置
|
||
function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name, visible)
|
||
reason = reason or fk.ReasonJustMove
|
||
skill_name = skill_name or ""
|
||
special_name = special_name or ""
|
||
local ids = Card:getIdList(card)
|
||
|
||
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,
|
||
moveVisible = visible,
|
||
}
|
||
end
|
||
|
||
------------------------------------------------------------------------
|
||
-- some easier actions
|
||
------------------------------------------------------------------------
|
||
|
||
-- actions related to hp
|
||
|
||
--- 改变一名玩家的体力。
|
||
---@param player ServerPlayer @ 玩家
|
||
---@param num integer @ 变化量
|
||
---@param reason string|nil @ 原因
|
||
---@param skillName string @ 技能名
|
||
---@param damageStruct DamageStruct|null @ 伤害数据
|
||
---@return boolean
|
||
function Room:changeHp(player, num, reason, skillName, damageStruct)
|
||
return execGameEvent(GameEvent.ChangeHp, player, num, reason, skillName, damageStruct)
|
||
end
|
||
|
||
--- 令一名玩家失去体力。
|
||
---@param player ServerPlayer @ 玩家
|
||
---@param num integer @ 失去的数量
|
||
---@param skillName string @ 技能名
|
||
---@return boolean
|
||
function Room:loseHp(player, num, skillName)
|
||
return execGameEvent(GameEvent.LoseHp, player, num, skillName)
|
||
end
|
||
|
||
--- 改变一名玩家的体力上限。
|
||
---@param player ServerPlayer @ 玩家
|
||
---@param num integer @ 变化量
|
||
---@return boolean
|
||
function Room:changeMaxHp(player, num)
|
||
return execGameEvent(GameEvent.ChangeMaxHp, player, num)
|
||
end
|
||
|
||
--- 根据伤害数据造成伤害。
|
||
---@param damageStruct DamageStruct
|
||
---@return boolean
|
||
function Room:damage(damageStruct)
|
||
return execGameEvent(GameEvent.Damage, damageStruct)
|
||
end
|
||
|
||
--- 根据回复数据回复体力。
|
||
---@param recoverStruct RecoverStruct
|
||
---@return boolean
|
||
function Room:recover(recoverStruct)
|
||
return execGameEvent(GameEvent.Recover, recoverStruct)
|
||
end
|
||
|
||
--- 根据濒死数据让人进入濒死。
|
||
---@param dyingStruct DyingStruct
|
||
function Room:enterDying(dyingStruct)
|
||
return execGameEvent(GameEvent.Dying, dyingStruct)
|
||
end
|
||
|
||
--- 根据死亡数据杀死角色。
|
||
---@param deathStruct DeathStruct
|
||
function Room:killPlayer(deathStruct)
|
||
return execGameEvent(GameEvent.Death, deathStruct)
|
||
end
|
||
|
||
-- lose/acquire skill actions
|
||
|
||
--- 令一名玩家获得/失去技能。
|
||
---
|
||
--- skill_names 是字符串数组或者用管道符号(|)分割的字符串。
|
||
---
|
||
--- 每个skill_name都是要获得的技能的名。如果在skill_name前面加上"-",那就是失去技能。
|
||
---@param player ServerPlayer @ 玩家
|
||
---@param skill_names string[] | string @ 要获得/失去的技能
|
||
---@param source_skill string | Skill | null @ 源技能
|
||
---@param no_trigger boolean | null @ 是否不触发相关时机
|
||
function Room:handleAddLoseSkills(player, skill_names, source_skill, sendlog, no_trigger)
|
||
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, true, true) 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 and s.visible 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, true, true) 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 and s.visible 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 (not no_trigger) and #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
|
||
|
||
--- 根据判定数据进行判定。判定的结果直接保存在这个数据中。
|
||
---@param data JudgeStruct
|
||
function Room:judge(data)
|
||
return execGameEvent(GameEvent.Judge, data)
|
||
end
|
||
|
||
--- 改判。
|
||
---@param card Card @ 改判的牌
|
||
---@param player ServerPlayer @ 改判的玩家
|
||
---@param judge JudgeStruct @ 要被改判的判定数据
|
||
---@param skillName string @ 技能名
|
||
---@param exchange boolean @ 是否要替换原有判定牌(即类似鬼道那样)
|
||
function Room:retrial(card, player, judge, skillName, exchange)
|
||
if not card then return end
|
||
local triggerResponded = self.owner_map[card:getEffectiveId()] == player
|
||
local isHandcard = (triggerResponded and self:getCardArea(card:getEffectiveId()) == Card.PlayerHand)
|
||
|
||
local oldJudge = judge.card
|
||
judge.card = Fk:getCardById(card:getEffectiveId())
|
||
local rebyre = judge.retrial_by_response
|
||
judge.retrial_by_response = player
|
||
|
||
local resp = {} ---@type CardResponseEvent
|
||
resp.from = player.id
|
||
resp.card = card
|
||
|
||
if triggerResponded then
|
||
self.logic:trigger(fk.PreCardRespond, player, resp)
|
||
end
|
||
|
||
local move1 = {} ---@type CardsMoveInfo
|
||
move1.ids = { card:getEffectiveId() }
|
||
move1.from = player.id
|
||
move1.toArea = Card.Processing
|
||
move1.moveReason = fk.ReasonResonpse
|
||
move1.skillName = skillName
|
||
|
||
local move2 = {} ---@type CardsMoveInfo
|
||
move2.ids = { oldJudge:getEffectiveId() }
|
||
move2.toArea = exchange and Card.PlayerHand or Card.DiscardPile
|
||
move2.moveReason = fk.ReasonJustMove
|
||
move2.to = exchange and player.id or nil
|
||
|
||
self:sendLog{
|
||
type = "#ChangedJudge",
|
||
from = player.id,
|
||
to = { judge.who.id },
|
||
card = { card:getEffectiveId() },
|
||
arg = skillName,
|
||
}
|
||
|
||
self:moveCards(move1, move2)
|
||
|
||
if triggerResponded then
|
||
self.logic:trigger(fk.CardRespondFinished, player, resp)
|
||
end
|
||
end
|
||
|
||
--- 弃置一名玩家的牌。
|
||
---@param card_ids integer[] @ 被弃掉的牌
|
||
---@param skillName string @ 技能名
|
||
---@param who ServerPlayer @ 被弃牌的人
|
||
---@param thrower ServerPlayer @ 弃别人牌的人
|
||
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
|
||
|
||
--- 根据拼点信息开始拼点。
|
||
---@param pindianData PindianStruct
|
||
function Room:pindian(pindianData)
|
||
return execGameEvent(GameEvent.Pindian, pindianData)
|
||
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
|
||
|
||
--- 洗牌。
|
||
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
|
||
|
||
--- 使用技能。先增加技能发动次数,再执行相应的函数。
|
||
---@param player ServerPlayer @ 发动技能的玩家
|
||
---@param skill Skill @ 发动的技能
|
||
---@param effect_cb fun() @ 实际要调用的函数
|
||
function Room:useSkill(player, skill, effect_cb)
|
||
if not skill.mute then
|
||
if skill.attached_equip then
|
||
local equip = Fk:cloneCard(skill.attached_equip)
|
||
local pkgPath = "./packages/" .. equip.package.extensionName
|
||
local soundName = pkgPath .. "/audio/card/" .. equip.name
|
||
self:broadcastPlaySound(soundName)
|
||
self:setEmotion(player, pkgPath .. "/image/anim/" .. equip.name)
|
||
else
|
||
self:broadcastSkillInvoke(skill.name)
|
||
self:notifySkillInvoked(player, skill.name)
|
||
end
|
||
end
|
||
player:addSkillUseHistory(skill.name)
|
||
if effect_cb then
|
||
return execGameEvent(GameEvent.SkillEffect, effect_cb)
|
||
end
|
||
end
|
||
|
||
--- 结束一局游戏。
|
||
---@param winner string @ 获胜的身份,空字符串表示平局
|
||
function Room:gameOver(winner)
|
||
self.logic:trigger(fk.GameFinished, nil, winner)
|
||
self.game_started = false
|
||
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("__handleRequest")
|
||
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
|