529 lines
17 KiB
Lua
529 lines
17 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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--- Engine是整个FreeKill赖以运行的核心。
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---
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--- 它包含了FreeKill涉及的所有武将、卡牌、游戏模式等等
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---
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--- 同时也提供了许多常用的函数。
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---
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---@class Engine : Object
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---@field public packages table<string, Package> @ 所有拓展包的列表
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---@field public package_names string[] @ 含所有拓展包名字的数组,为了方便排序
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---@field public skills table<string, Skill> @ 所有的技能
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---@field public related_skills table<string, Skill[]> @ 所有技能的关联技能
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---@field public global_trigger TriggerSkill[] @ 所有的全局触发技
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---@field public global_status_skill table<class, Skill[]> @ 所有的全局状态技
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---@field public generals table<string, General> @ 所有武将
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---@field public same_generals table<string, string[]> @ 所有同名武将组合
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---@field public lords string[] @ 所有主公武将,用于常备主公
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---@field public cards Card[] @ 所有卡牌
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---@field public translations table<string, table<string, string>> @ 翻译表
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---@field public game_modes table<string, GameMode> @ 所有游戏模式
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---@field public game_mode_disabled table<string, string[]> @ 游戏模式禁用的包
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---@field public currentResponsePattern string @ 要求用牌的种类(如要求用特定花色的桃···)
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---@field public currentResponseReason string @ 要求用牌的原因(如濒死,被特定牌指定,使用特定技能···)
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---@field public filtered_cards table<integer, Card> @ 被锁视技影响的卡牌
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---@field public printed_cards table<integer, Card> @ 被某些房间现场打印的卡牌,id都是负数且从-2开始
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---@field private _custom_events any[] @ 自定义事件列表
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---@field public poxi_methods table<string, PoxiSpec> @ “魄袭”框操作方法表
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local Engine = class("Engine")
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--- Engine的构造函数。
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---
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--- 这个函数只应该被执行一次。执行了之后,会创建一个Engine实例,并放入全局变量Fk中。
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---@return nil
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function Engine:initialize()
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-- Engine should be singleton
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if Fk ~= nil then
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error("Engine has been initialized")
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return
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end
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Fk = self
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self.packages = {} -- name --> Package
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self.package_names = {}
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self.skills = {} -- name --> Skill
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self.related_skills = {} -- skillName --> relatedSkill[]
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self.global_trigger = {}
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self.global_status_skill = {}
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self.generals = {} -- name --> General
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self.same_generals = {}
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self.lords = {} -- lordName[]
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self.cards = {} -- Card[]
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self.translations = {} -- srcText --> translated
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self.game_modes = {}
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self.game_mode_disabled = {}
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self.kingdoms = {}
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self._custom_events = {}
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self.poxi_methods = {}
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self:loadPackages()
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self:loadDisabled()
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self:addSkills(AuxSkills)
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end
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local _foreign_keys = {
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"currentResponsePattern",
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"currentResponseReason",
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"filtered_cards",
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"printed_cards",
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}
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function Engine:__index(k)
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if table.contains(_foreign_keys, k) then
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return self:currentRoom()[k]
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end
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end
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function Engine:__newindex(k, v)
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if table.contains(_foreign_keys, k) then
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self:currentRoom()[k] = 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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--- 向Engine中加载一个拓展包。
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---
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--- 会加载这个拓展包含有的所有武将、卡牌以及游戏模式。
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---@param pack Package @ 要加载的拓展包
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function Engine:loadPackage(pack)
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assert(pack:isInstanceOf(Package))
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if self.packages[pack.name] ~= nil then
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error(string.format("Duplicate package %s detected", pack.name))
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end
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self.packages[pack.name] = pack
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table.insert(self.package_names, pack.name)
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-- add cards, generals and skills to Engine
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if pack.type == Package.CardPack then
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self:addCards(pack.cards)
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elseif pack.type == Package.GeneralPack then
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self:addGenerals(pack.generals)
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end
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self:addSkills(pack:getSkills())
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self:addGameModes(pack.game_modes)
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end
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--- 加载所有拓展包。
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---
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--- Engine会在packages/下搜索所有含有init.lua的文件夹,并把它们作为拓展包加载进来。
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---
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--- 这样的init.lua可以返回单个拓展包,也可以返回拓展包数组,或者什么都不返回。
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---
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--- 标包和标准卡牌包比较特殊,它们永远会在第一个加载。
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---@return nil
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function Engine:loadPackages()
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local directories = FileIO.ls("packages")
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-- load standard & standard_cards first
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self:loadPackage(require("packages.standard"))
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self:loadPackage(require("packages.standard_cards"))
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self:loadPackage(require("packages.maneuvering"))
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table.removeOne(directories, "standard")
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table.removeOne(directories, "standard_cards")
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table.removeOne(directories, "maneuvering")
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local _disable_packs = json.decode(fk.GetDisabledPacks())
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for _, dir in ipairs(directories) do
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if (not string.find(dir, ".disabled")) and not table.contains(_disable_packs, dir)
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and FileIO.isDir("packages/" .. dir)
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and FileIO.exists("packages/" .. dir .. "/init.lua") then
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local pack = require(string.format("packages.%s", dir))
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-- Note that instance of Package is a table too
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-- so dont use type(pack) == "table" here
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if type(pack) == "table" then
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if pack[1] ~= nil then
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for _, p in ipairs(pack) do
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self:loadPackage(p)
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end
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else
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self:loadPackage(pack)
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end
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end
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end
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end
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end
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---@return nil
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function Engine:loadDisabled()
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for mode_name, game_mode in pairs(self.game_modes) do
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local disabled_packages = {}
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for name, pkg in pairs(self.packages) do
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if table.contains(game_mode.blacklist or Util.DummyTable, name) or
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(game_mode.whitelist and not table.contains(game_mode.whitelist, name)) or
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table.contains(pkg.game_modes_blacklist or Util.DummyTable, mode_name) or
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(pkg.game_modes_whitelist and not table.contains(pkg.game_modes_whitelist, mode_name)) then
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table.insert(disabled_packages, name)
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end
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end
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self.game_mode_disabled[game_mode.name] = disabled_packages
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end
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end
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--- 向翻译表中加载新的翻译表。
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---@param t table @ 要加载的翻译表,这是一个 原文 --> 译文 的键值对表
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---@param lang string|nil @ 目标语言,默认为zh_CN
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function Engine:loadTranslationTable(t, lang)
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assert(type(t) == "table")
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lang = lang or "zh_CN"
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self.translations[lang] = self.translations[lang] or {}
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for k, v in pairs(t) do
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self.translations[lang][k] = v
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end
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end
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--- 翻译一段文本。其实就是从翻译表中去找
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---@param src string @ 要翻译的文本
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function Engine:translate(src)
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local lang = Config.language or "zh_CN"
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if not self.translations[lang] then lang = "zh_CN" end
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local ret = self.translations[lang][src]
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return ret or src
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end
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--- 向Engine中加载一个技能。
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---
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--- 如果技能是global的,那么同时会将其放到那些global技能表中。
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---
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--- 如果技能有关联技能,那么递归地加载那些关联技能。
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---@param skill Skill @ 要加载的技能
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function Engine:addSkill(skill)
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assert(skill.class:isSubclassOf(Skill))
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if self.skills[skill.name] ~= nil then
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error(string.format("Duplicate skill %s detected", skill.name))
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end
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self.skills[skill.name] = skill
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if skill.global then
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if skill:isInstanceOf(TriggerSkill) then
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table.insert(self.global_trigger, skill)
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else
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local t = self.global_status_skill
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t[skill.class] = t[skill.class] or {}
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table.insert(t[skill.class], skill)
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end
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end
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for _, s in ipairs(skill.related_skills) do
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self:addSkill(s)
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end
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end
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--- 加载一系列技能。
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---@param skills Skill[] @ 要加载的技能数组
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function Engine:addSkills(skills)
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assert(type(skills) == "table")
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for _, skill in ipairs(skills) do
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self:addSkill(skill)
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end
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end
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--- 加载一个武将到Engine中。
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---
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--- 如果武将的trueName和name不同的话,那么也会将其加到同将清单中。
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---@param general General @ 要添加的武将
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function Engine:addGeneral(general)
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assert(general:isInstanceOf(General))
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if self.generals[general.name] ~= nil then
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error(string.format("Duplicate general %s detected", general.name))
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end
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self.generals[general.name] = general
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if general.kingdom ~= "unknown" then
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table.insertIfNeed(self.kingdoms, general.kingdom)
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end
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if general.name ~= general.trueName then
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local tName = general.trueName
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self.same_generals[tName] = self.same_generals[tName] or { tName }
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table.insert(self.same_generals[tName], general.name)
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end
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end
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--- 加载一系列武将。
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---@param generals General[] @ 要加载的武将列表
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function Engine:addGenerals(generals)
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assert(type(generals) == "table")
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for _, general in ipairs(generals) do
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self:addGeneral(general)
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end
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end
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--- 判断一个武将是否在本房间可用。
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---@param g string @ 武将名
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function Engine:canUseGeneral(g)
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local r = self:currentRoom()
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local general = self.generals[g]
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if not general then return false end
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return not table.contains(r.disabled_packs, general.package.name) and
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not table.contains(r.disabled_generals, g) and not general.hidden and not general.total_hidden
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end
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--- 根据武将名称,获取它的同名武将。
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---
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--- 注意以此法返回的同名武将列表不包含他自己。
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---@param name string @ 要查询的武将名字
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---@return string[] @ 这个武将对应的同名武将列表
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function Engine:getSameGenerals(name)
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local tmp = name:split("__")
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local tName = tmp[#tmp]
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local ret = self.same_generals[tName] or {}
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return table.filter(ret, function(g)
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return g ~= name and self.generals[g] ~= nil and self:canUseGeneral(g)
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end)
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end
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local cardId = 1
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local _card_name_table = {}
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--- 向Engine中加载一张卡牌。
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---
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--- 卡牌在加载的时候,会被赋予一个唯一的id。(从1开始)
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---@param card Card @ 要加载的卡牌
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function Engine:addCard(card)
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assert(card.class:isSubclassOf(Card))
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card.id = cardId
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cardId = cardId + 1
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table.insert(self.cards, card)
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if _card_name_table[card.name] == nil then
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_card_name_table[card.name] = card
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end
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end
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--- 向Engine中加载一系列卡牌。
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---@param cards Card[] @ 要加载的卡牌列表
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function Engine:addCards(cards)
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for _, card in ipairs(cards) do
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self:addCard(card)
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end
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end
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--- 根据牌名、花色、点数,复制一张牌。
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---
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--- 返回的牌是一张虚拟牌。
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---@param name string @ 牌名
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---@param suit Suit|nil @ 花色
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---@param number integer|nil @ 点数
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---@return Card
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function Engine:cloneCard(name, suit, number)
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local cd = _card_name_table[name]
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assert(cd, "Attempt to clone a card that not added to engine")
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local ret = cd:clone(suit, number)
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ret.package = cd.package
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return ret
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end
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--- 向Engine中添加一系列游戏模式。
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---@param game_modes GameMode[] @ 要添加的游戏模式列表
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function Engine:addGameModes(game_modes)
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for _, s in ipairs(game_modes) do
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self:addGameMode(s)
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end
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end
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--- 向Engine中添加一个游戏模式。
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---@param game_mode GameMode @ 要添加的游戏模式
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function Engine:addGameMode(game_mode)
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assert(game_mode:isInstanceOf(GameMode))
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if self.game_modes[game_mode.name] ~= nil then
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error(string.format("Duplicate game_mode %s detected", game_mode.name))
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end
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self.game_modes[game_mode.name] = game_mode
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end
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function Engine:addGameEvent(name, pfunc, mfunc, cfunc, efunc)
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table.insert(self._custom_events, { name = name, p = pfunc, m = mfunc, c = cfunc, e = efunc })
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end
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---@param spec PoxiSpec
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function Engine:addPoxiMethod(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.card_filter) == "function")
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assert(type(spec.feasible) == "function")
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self.poxi_methods[spec.name] = spec
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spec.default_choice = spec.default_choice or function() return {} end
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spec.post_select = spec.post_select or function(s) return s end
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end
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--- 从已经开启的拓展包中,随机选出若干名武将。
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---
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--- 对于同名武将不会重复选取。
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---
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--- 如果符合条件的武将不够,那么就不能保证能选出那么多武将。
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---@param num integer @ 要选出的武将数量
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---@param generalPool General[] | nil @ 选择的范围,默认是已经启用的所有武将
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---@param except string[] | nil @ 特别要排除掉的武将名列表,默认是空表
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---@param filter nil | fun(g: General): boolean @ 可选参数,若这个函数返回true的话这个武将被排除在外
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---@return General[] @ 随机选出的武将列表
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function Engine:getGeneralsRandomly(num, generalPool, except, filter)
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if filter then
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assert(type(filter) == "function")
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end
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generalPool = generalPool or self:getAllGenerals()
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except = except or {}
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for _, g in ipairs(self.packages["test_p_0"].generals) do
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table.insert(except, g.name)
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end
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local availableGenerals = {}
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for _, general in pairs(generalPool) do
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if not table.contains(except, general.name) and not (filter and filter(general)) then
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if (not general.hidden and not general.total_hidden) and
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#table.filter(availableGenerals, function(g)
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return g.trueName == general.trueName
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end) == 0 then
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table.insert(availableGenerals, general)
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end
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end
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end
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if #availableGenerals < num then
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return {}
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end
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return table.random(availableGenerals, num)
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end
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--- 获取已经启用的所有武将的列表。
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---@param except General[] | nil @ 特别指明要排除在外的武将
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---@return General[] @ 所有武将的列表
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function Engine:getAllGenerals(except)
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local result = {}
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for _, general in pairs(self.generals) do
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if not (except and table.contains(except, general)) then
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if self:canUseGeneral(general.name) then
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table.insert(result, general)
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end
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end
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end
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return result
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end
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--- 获取当前已经启用的所有卡牌。
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---@param except integer[] | nil @ 特别指定要排除在外的id列表
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---@return integer[] @ 所有卡牌id的列表
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function Engine:getAllCardIds(except)
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local result = {}
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for _, card in ipairs(self.cards) do
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if not (except and table.contains(except, card.id)) then
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if not table.contains(self:currentRoom().disabled_packs, card.package.name) then
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table.insert(result, card.id)
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end
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end
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end
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return result
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end
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--- 根据id返回相应的卡牌。
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---@param id integer @ 牌的id
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---@param ignoreFilter bool @ 是否要无视掉锁定视为技,直接获得真牌
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---@return Card @ 这个id对应的卡牌
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function Engine:getCardById(id, ignoreFilter)
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if id == nil then return nil end
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local card_tab = (id >= -1) and self.cards or self.printed_cards
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local ret = card_tab[id]
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if not ignoreFilter then
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ret = self.filtered_cards[id] or card_tab[id]
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end
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return ret
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end
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--- 对那个id应用锁定视为技,将它变成要被锁定视为的牌。
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---@param id integer @ 要处理的id
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---@param player Player @ 和这张牌扯上关系的那名玩家
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---@param data any @ 随意,目前只用到JudgeStruct,为了影响判定牌
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function Engine:filterCard(id, player, data)
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local card = self:getCardById(id, true)
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if player == nil then
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self.filtered_cards[id] = nil
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return
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end
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||
local skills = player:getAllSkills()
|
||
local filters = self:currentRoom().status_skills[FilterSkill] or Util.DummyTable
|
||
|
||
if #filters == 0 then
|
||
self.filtered_cards[id] = nil
|
||
return
|
||
end
|
||
|
||
local modify = false
|
||
if data and type(data) == "table" and data.card
|
||
and type(data.card) == "table" and data.card:isInstanceOf(Card) then
|
||
modify = true
|
||
end
|
||
|
||
for _, f in ipairs(filters) do
|
||
if f:cardFilter(card, player) then
|
||
local _card = f:viewAs(card, player)
|
||
_card.id = id
|
||
_card.skillName = f.name
|
||
if modify and RoomInstance then
|
||
if not f.mute then
|
||
player:broadcastSkillInvoke(f.name)
|
||
end
|
||
RoomInstance:doAnimate("InvokeSkill", {
|
||
name = f.name,
|
||
player = player.id,
|
||
skill_type = f.anim_type,
|
||
})
|
||
RoomInstance:sendLog{
|
||
type = "#FilterCard",
|
||
arg = f.name,
|
||
from = player.id,
|
||
arg2 = card:toLogString(),
|
||
arg3 = _card:toLogString(),
|
||
}
|
||
end
|
||
card = _card
|
||
end
|
||
if card == nil then
|
||
card = self:getCardById(id)
|
||
end
|
||
self.filtered_cards[id] = card
|
||
end
|
||
|
||
if modify then
|
||
self.filtered_cards[id] = nil
|
||
data.card = card
|
||
return
|
||
end
|
||
end
|
||
|
||
--- 添加一张现场打印的牌到游戏中。
|
||
---
|
||
--- 这张牌必须是clone出来的虚拟牌,不能有子卡;因为他接下来就要变成实体卡了
|
||
---@param card Card
|
||
function Engine:_addPrintedCard(card)
|
||
assert(card:isVirtual() and #card.subcards == 0)
|
||
table.insert(self.printed_cards, card)
|
||
local id = -#self.printed_cards - 1
|
||
card.id = id
|
||
self.printed_cards[id] = card
|
||
end
|
||
|
||
--- 获知当前的Engine是跑在服务端还是客户端,并返回相应的实例。
|
||
---@return Room | Client
|
||
function Engine:currentRoom()
|
||
if RoomInstance then
|
||
return RoomInstance
|
||
end
|
||
return ClientInstance
|
||
end
|
||
|
||
--- 根据字符串获得这个技能或者这张牌的描述
|
||
---
|
||
--- 其实就是翻译了 ":" .. name 罢了
|
||
---@param name string @ 要获得描述的名字
|
||
---@return string @ 描述
|
||
function Engine:getDescription(name)
|
||
return self:translate(":" .. name)
|
||
end
|
||
|
||
return Engine
|