FreeKill/lua/server/room.lua

2608 lines
81 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

-- SPDX-License-Identifier: GPL-3.0-or-later
--- 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。
---
--- 一个房间中只有一个Room实例保存在RoomInstance全局变量中。
---@class Room : Object
---@field public room fk.Room @ C++层面的Room类实例别管他就是了用不着
---@field public players ServerPlayer[] @ 这个房间中所有参战玩家
---@field public alive_players ServerPlayer[] @ 所有还活着的玩家
---@field public observers fk.ServerPlayer[] @ 旁观者清单这是c++玩家列表,别乱动
---@field public current ServerPlayer @ 当前回合玩家
---@field public game_started boolean @ 游戏是否已经开始
---@field public game_finished boolean @ 游戏是否已经结束
---@field public timeout integer @ 出牌时长上限
---@field public tag table<string, any> @ Tag清单其实跟Player的标记是差不多的东西
---@field public draw_pile integer[] @ 摸牌堆这是卡牌id的数组
---@field public discard_pile integer[] @ 弃牌堆也是卡牌id的数组
---@field public processing_area integer[] @ 处理区依然是卡牌id数组
---@field public void integer[] @ 从游戏中除外区一样的是卡牌id数组
---@field public card_place table<integer, CardArea> @ 每个卡牌的id对应的区域一张表
---@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
---@field public status_skills Skill[] @ 这个房间中含有的状态技列表
---@field public settings table @ 房间的额外设置差不多是json对象
---@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
---@field public request_queue table<userdata, table>
---@field public request_self table<integer, integer>
local Room = class("Room")
-- load classes used by the game
GameEvent = require "server.gameevent"
dofile "lua/server/events/init.lua"
GameLogic = require "server.gamelogic"
ServerPlayer = require "server.serverplayer"
---@type Player
Self = nil -- `Self' is client-only, but we need it in AI
dofile "lua/server/ai/init.lua"
--[[--------------------------------------------------------------------
Room 保存着服务器端游戏房间的所有信息,比如说玩家、卡牌,以及其他信息。
同时它也提供大量方法,以便于游戏能够顺利运转。
class Room 的大概内容:
* 构造方法
* getter/setters
* 基本的网络通信相关方法、通知用方法
* 交互式方法
* 各种触发游戏事件的方法
另请参考:
gamelogic.lua (游戏逻辑的主循环、触发时机等)
gameevent.lua (游戏事件的执行逻辑,以及各种事件的执行方法)
game_rule.lua (基础游戏规则,包括执行阶段、决胜负等)
aux_skills.lua (某些交互方法是套壳askForUseActiveSkill就是在这定义的)
]]----------------------------------------------------------------------
------------------------------------------------------------------------
-- 构造函数
------------------------------------------------------------------------
--- 构造函数。别去构造
---@param _room fk.Room
function Room:initialize(_room)
self.room = _room
self.room.startGame = function(_self)
Room.initialize(self, _room) -- clear old data
self.settings = json.decode(_room:settings())
Fk.disabled_packs = self.settings.disabledPack
Fk.disabled_generals = self.settings.disabledGenerals
local main_co = coroutine.create(function()
self:run()
end)
local request_co = coroutine.create(function(rest)
self:requestLoop(rest)
end)
local ret, err_msg, rest_time = true, true
while not self.game_finished do
ret, err_msg, rest_time = coroutine.resume(main_co, err_msg)
-- handle error
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(main_co))
break
end
ret, err_msg = coroutine.resume(request_co, rest_time)
if ret == false then
fk.qCritical(err_msg)
print(debug.traceback(request_co))
break
end
-- If ret == true, then when err_msg is true, that means no request
end
coroutine.close(main_co)
coroutine.close(request_co)
if not self.game_finished then
self:doBroadcastNotify("GameOver", "")
self.room:gameOver()
end
end
self.players = {}
self.alive_players = {}
self.observers = {}
self.current = nil
self.game_started = false
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
self.owner_map = {}
self.status_skills = {}
for class, skills in pairs(Fk.global_status_skill) do
self.status_skills[class] = {table.unpack(skills)}
end
self.request_queue = {}
self.request_self = {}
end
--- 正式在这个房间中开始游戏。
---
--- 当这个函数返回之后整个Room线程也宣告结束。
---@return nil
function Room:run()
for _, p in fk.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
player.room = self
table.insert(self.players, player)
end
local mode = Fk.game_modes[self.settings.gameMode]
self.logic = (mode.logic and mode.logic() or GameLogic):new(self)
if mode.rule then self.logic:addTriggerSkill(mode.rule) end
self.logic:run()
end
------------------------------------------------------------------------
-- getters/setters
------------------------------------------------------------------------
--- 基本算是私有函数,别去用
---@param cardId integer
---@param cardArea CardArea
---@param integer owner
function Room:setCardArea(cardId, cardArea, owner)
self.card_place[cardId] = cardArea
self.owner_map[cardId] = owner
end
--- 获取一张牌所处的区域。
---@param cardId integer | Card @ 要获得区域的那张牌可以是Card或者一个id
---@return CardArea @ 这张牌的区域
function Room:getCardArea(cardId)
if type(cardId) ~= "number" then
assert(cardId and cardId:isInstanceOf(Card))
cardId = cardId:getEffectiveId()
end
return self.card_place[cardId] or Card.Unknown
end
--- 获得拥有某一张牌的玩家。
---@param cardId integer | card @ 要获得主人的那张牌可以是Card实例或者id
---@return ServerPlayer | nil @ 这张牌的主人可能返回nil
function Room:getCardOwner(cardId)
if type(cardId) ~= "number" then
assert(cardId and cardId:isInstanceOf(Card))
cardId = cardId:getEffectiveId()
end
return self.owner_map[cardId] and self:getPlayerById(self.owner_map[cardId]) or nil
end
--- 根据玩家id获得那名玩家本人。
---@param id integer @ 玩家的id
---@return ServerPlayer @ 这个id对应的ServerPlayer实例
function Room:getPlayerById(id)
if not id then return nil end
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p.id == id then
return p
end
end
return nil
end
--- 将房间中的玩家按照座位顺序重新排序。
---@param playerIds integer[] @ 玩家id列表这个数组会被这个函数排序
function Room:sortPlayersByAction(playerIds, isTargetGroup)
table.sort(playerIds, function(prev, next)
local prevSeat = self:getPlayerById(isTargetGroup and prev[1] or prev).seat
local nextSeat = self:getPlayerById(isTargetGroup and next[1] or next).seat
return prevSeat < nextSeat
end)
if
self.current and
table.find(isTargetGroup and TargetGroup:getRealTargets(playerIds) or playerIds, function(id)
return self:getPlayerById(id).seat >= self.current.seat
end)
then
while self:getPlayerById(isTargetGroup and playerIds[1][1] or playerIds[1]).seat < self.current.seat do
local toPlayerId = table.remove(playerIds, 1)
table.insert(playerIds, toPlayerId)
end
end
end
function Room:deadPlayerFilter(playerIds)
local newPlayerIds = {}
for _, playerId in ipairs(playerIds) do
if self:getPlayerById(playerId):isAlive() then
table.insert(newPlayerIds, playerId)
end
end
return newPlayerIds
end
--- 获得当前房间中的所有玩家。
---
--- 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。
---@param sortBySeat boolean @ 是否无视按座位排序直接返回
---@return ServerPlayer[] @ 房间中玩家的数组
function Room:getAllPlayers(sortBySeat)
if not self.game_started then
return { table.unpack(self.players) }
end
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
local ret = {current}
while temp ~= current do
table.insert(ret, temp)
temp = temp.next
end
return ret
else
return { table.unpack(self.players) }
end
end
--- 获得所有存活玩家参看getAllPlayers
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
if sortBySeat == nil or sortBySeat then
local current = self.current
local temp = current.next
-- did not arrange seat, use default
if temp == nil then
return { table.unpack(self.players) }
end
local ret = {current}
while temp ~= current do
if not temp.dead then
table.insert(ret, temp)
end
temp = temp.next
end
return ret
else
return { table.unpack(self.alive_players) }
end
end
--- 获得除一名玩家外的其他玩家。
---@param player ServerPlayer @ 要排除的玩家
---@param sortBySeat boolean @ 是否要按座位排序?
---@param include_dead boolean @ 是否要把死人也算进去?
---@return ServerPlayer[] @ 其他玩家列表
function Room:getOtherPlayers(player, sortBySeat, include_dead)
if sortBySeat == nil then
sortBySeat = true
end
local players = include_dead and self:getAllPlayers(sortBySeat) or self:getAlivePlayers(sortBySeat)
for _, p in ipairs(players) do
if p.id == player.id then
table.removeOne(players, player)
break
end
end
return players
end
--- 获得当前房间中的主公。
---
--- 由于某些游戏模式没有主公该函数可能返回nil。
---@return ServerPlayer | nil @ 主公
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
for _, p in ipairs(self.players) do
if p.role == "lord" then return p end
end
return nil
end
--- 从摸牌堆中获取若干张牌。
---
--- 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。
---
--- 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。
---@param num integer @ 要获得的牌的数量
---@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
---@return integer[] @ 得到的id
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
if #self.draw_pile < 1 then
self:gameOver("")
end
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
self:doBroadcastNotify("UpdateDrawPile", #self.draw_pile)
return cardIds
end
--- 将一名玩家的某种标记数量相应的值。
---
--- 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
---@param player ServerPlayer @ 要被更新标记的那个玩家
---@param mark string @ 标记的名称
---@param value integer @ 要设为的值,其实也可以设为字符串
function Room:setPlayerMark(player, mark, value)
player:setMark(mark, value)
self:doBroadcastNotify("SetPlayerMark", json.encode{
player.id,
mark,
value
})
end
--- 将一名玩家的mark标记增加count个。
---@param player ServerPlayer @ 要加标记的玩家
---@param mark string @ 标记名称
---@param count integer | nil @ 要增加的数量默认为1
function Room:addPlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num + count, 0))
end
--- 将一名玩家的mark标记减少count个。
---@param player ServerPlayer @ 要减标记的玩家
---@param mark string @ 标记名称
---@param count integer | nil @ 要减少的数量默认为1
function Room:removePlayerMark(player, mark, count)
count = count or 1
local num = player:getMark(mark)
num = num or 0
self:setPlayerMark(player, mark, math.max(num - count, 0))
end
--- 将一张卡牌的某种标记数量相应的值。
---
--- 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
---@param card Card @ 要被更新标记的那张牌
---@param mark string @ 标记的名称
---@param value integer @ 要设为的值,其实也可以设为字符串
function Room:setCardMark(card, mark, value)
card:setMark(mark, value)
self:doBroadcastNotify("SetCardMark", json.encode{
card.id,
mark,
value
})
end
--- 将一张卡牌的mark标记增加count个。
---@param card Card @ 要被增加标记的那张牌
---@param mark string @ 标记名称
---@param count integer | nil @ 要增加的数量默认为1
function Room:addCardMark(card, mark, count)
count = count or 1
local num = card:getMark(mark)
num = num or 0
self:setCardMark(card, mark, math.max(num + count, 0))
end
--- 将一名玩家的mark标记减少count个。
---@param card Card @ 要被减少标记的那张牌
---@param mark string @ 标记名称
---@param count integer | nil @ 要减少的数量默认为1
function Room:removeCardMark(card, mark, count)
count = count or 1
local num = card:getMark(mark)
num = num or 0
self:setCardMark(card, mark, math.max(num - count, 0))
end
--- 将房间中某个tag设为特定值。
---
--- 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。
---@param tag_name string @ tag名字
---@param value any @ 值
function Room:setTag(tag_name, value)
self.tag[tag_name] = value
end
--- 获得某个tag的值。
---@param tag_name string @ tag名字
function Room:getTag(tag_name)
return self.tag[tag_name]
end
--- 删除某个tag。
---@param tag_name string @ tag名字
function Room:removeTag(tag_name)
self.tag[tag_name] = nil
end
---@param player ServerPlayer
---@param general string
---@param changeKingdom boolean
---@param noBroadcast boolean|null
function Room:setPlayerGeneral(player, general, changeKingdom, noBroadcast)
if Fk.generals[general] == nil then return end
player.general = general
player.gender = Fk.generals[general].gender
self:notifyProperty(player, player, "general")
self:broadcastProperty(player, "gender")
if changeKingdom then
player.kingdom = Fk.generals[general].kingdom
if noBroadcast then
self:notifyProperty(player, player, "kingdom")
else
self:broadcastProperty(player, "kingdom")
end
end
end
---@param player ServerPlayer
---@param general string
function Room:setDeputyGeneral(player, general)
if Fk.generals[general] == nil then return end
player.deputyGeneral = general
self:notifyProperty(player, player, "deputyGeneral")
end
---@param player ServerPlayer @ 要换将的玩家
---@param new_general string @ 要变更的武将若不存在则变身为孙策孙策也不存在则nil错
---@param full boolean @ 是否血量满状态变身
---@param isDeputy boolean @ 是否变的是副将
---@param sendLog boolean @ 是否发Log
function Room:changeHero(player, new_general, full, isDeputy, sendLog)
local orig = isDeputy and (player.deputyGeneral or "") or player.general
orig = Fk.generals[orig]
local orig_skills = orig and orig:getSkillNameList() or {}
local new = Fk.generals[new_general] or Fk.generals["sunce"]
local new_skills = new:getSkillNameList()
table.insertTable(new_skills, table.map(orig_skills, function(e)
return "-" .. e
end))
self:handleAddLoseSkills(player, table.concat(new_skills, "|"), nil, false)
if isDeputy then
player.deputyGeneral = new_general
self:broadcastProperty(player, "deputyGeneral")
else
player.general = new_general
self:broadcastProperty(player, "general")
end
if player.kingdom == "unknown" then
player.kingdom = new.kingdom
self:broadcastProperty(player, "kingdom")
end
player.maxHp = player:getGeneralMaxHp()
self:broadcastProperty(player, "maxHp")
if full then
player.hp = player.maxHp
self:broadcastProperty(player, "hp")
end
end
------------------------------------------------------------------------
-- 网络通信有关
------------------------------------------------------------------------
--- 向所有角色广播一名角色的某个property让大家都知道
---@param player ServerPlayer @ 要被广而告之的那名角色
---@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
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
--- 将player的属性property告诉p。
---@param p ServerPlayer @ 要被告知相应属性的那名玩家
---@param player ServerPlayer @ 拥有那个属性的玩家
---@param property string @ 属性名称
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player.id,
property,
player[property],
})
end
--- 向多名玩家广播一条消息。
---@param command string @ 发出这条消息的消息类型
---@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
---@param players ServerPlayer[] | nil @ 要告知的玩家列表,默认为所有人
function Room:doBroadcastNotify(command, jsonData, players)
players = players or self.players
for _, p in ipairs(players) do
p:doNotify(command, jsonData)
end
end
--- 向某个玩家发起一次Request。
---@param player ServerPlayer @ 发出这个请求的目标玩家
---@param command string @ 请求的类型
---@param jsonData string @ 请求的数据
---@param wait boolean @ 是否要等待答复默认为true
---@return string | nil @ 收到的答复如果wait为false的话就返回nil
function Room:doRequest(player, command, jsonData, wait)
if wait == nil then wait = true end
self.request_queue = {}
player:doRequest(command, jsonData, self.timeout)
if wait then
local ret = player:waitForReply(self.timeout)
player.serverplayer:setBusy(false)
return ret
end
end
--- 向多名玩家发出请求。
---@param command string @ 请求类型
---@param players ServerPlayer[] @ 发出请求的玩家列表
---@param jsonData string @ 请求数据
function Room:doBroadcastRequest(command, players, jsonData)
players = players or self.players
self.request_queue = {}
for _, p in ipairs(players) do
p:doRequest(command, jsonData or p.request_data)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
for _, p in ipairs(players) do
elapsed = os.time() - currentTime
p:waitForReply(remainTime - elapsed)
end
for _, p in ipairs(players) do
p.serverplayer:setBusy(false)
end
end
--- 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
players = table.simpleClone(players)
local player_len = #players
-- self:notifyMoveFocus(players, command)
self.request_queue = {}
for _, p in ipairs(players) do
p:doRequest(command, jsonData or p.request_data)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
local winner
local canceled_players = {}
local ret
while true do
elapsed = os.time() - currentTime
if remainTime - elapsed <= 0 then
break
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.removeOne(players, p)
table.insertIfNeed(canceled_players, p)
end
end
if winner then
self:doBroadcastNotify("CancelRequest", "")
ret = winner
break
end
if player_len == #canceled_players then
break
end
coroutine.yield("__handleRequest", remainTime - elapsed)
fk.QThread_msleep(10)
end
for _, p in ipairs(self.players) do
p.serverplayer:setBusy(false)
end
return ret
end
Room.requestLoop = require "server.request"
--- 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
------------------------------------------------------------------------
-- 交互方法
------------------------------------------------------------------------
--- 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)}
Fk.currentResponseReason = extra_data.skillName
local result = self:doRequest(player, command, json.encode(data))
Fk.currentResponseReason = nil
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
---@param prompt string @ 提示信息
---@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, prompt)
cancelable = cancelable or false
pattern = pattern or ""
local canDiscards = table.filter(
player:getCardIds{ Player.Hand, includeEquip and Player.Equip or nil }, function(id)
local checkpoint = true
local card = Fk:getCardById(id)
local status_skills = Fk:currentRoom().status_skills[ProhibitSkill] or {}
for _, skill in ipairs(status_skills) do
if skill:prohibitDiscard(player, card) then
return false
end
end
if pattern ~= "" then
checkpoint = checkpoint and (Exppattern:Parse(pattern):match(card))
end
return checkpoint
end
)
maxNum = math.min(#canDiscards, maxNum)
minNum = math.min(#canDiscards, minNum)
if minNum < 1 and not cancelable then
return {}
end
local toDiscard = {}
local data = {
num = maxNum,
min_num = minNum,
include_equip = includeEquip,
skillName = skillName,
pattern = pattern,
}
local prompt = prompt or ("#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
toDiscard = table.random(canDiscards, minNum)
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, cancelable)
if maxNum < 1 then
return {}
end
cancelable = (not cancelable) and false or true
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
pattern = "",
skillName = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", cancelable, data)
if ret then
return ret.targets
else
if cancelable then
return {}
else
return table.random(targets, minNum)
end
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
---@param prompt string @ 提示信息
---@param expand_pile string @ 可选私人牌堆名称
---@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, prompt, expand_pile)
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,
skillName = skillName,
pattern = pattern,
expand_pile = expand_pile,
}
local prompt = prompt or ("#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
---@param cancelable boolean @ 能否点取消
---@return integer[], integer
function Room:askForChooseCardAndPlayers(player, targets, minNum, maxNum, pattern, prompt, skillName, cancelable)
if maxNum < 1 then
return {}
end
pattern = pattern or "."
local pcards = table.filter(player:getCardIds({ Player.Hand, Player.Equip }), function(id)
local c = Fk:getCardById(id)
return c:matchPattern(pattern)
end)
if #pcards == 0 then return {} end
local data = {
targets = targets,
num = maxNum,
min_num = minNum,
pattern = pattern,
skillName = skillName
}
local _, ret = self:askForUseActiveSkill(player, "choose_players_skill", prompt or "", true, data)
if ret then
return ret.targets, ret.cards[1]
else
if cancelable then
return {}
else
return table.random(targets, minNum), table.random(pcards)
end
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, n)
local command = "AskForGeneral"
self:notifyMoveFocus(player, command)
n = n or 1
if #generals == n then return n == 1 and generals[1] or generals end
local defaultChoice = table.random(generals, n)
if (player.state == "online") then
local result = self:doRequest(player, command, json.encode{ generals, n })
local choices
if result == "" then
choices = defaultChoice
else
choices = json.decode(result)
end
if #choices == 1 then return choices[1] end
return choices
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
---@param prompt string @ 提示信息
---@return boolean
function Room:askForSkillInvoke(player, skill_name, data, prompt)
local command = "AskForSkillInvoke"
self:notifyMoveFocus(player, skill_name)
local invoked = false
local result = self:doRequest(player, command, json.encode{ skill_name, prompt })
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
---@param top_limit integer[] @ 置于牌堆顶的牌的限制(下限,上限),不填写则不限
---@param bottom_limit integer[] @ 置于牌堆顶的牌的限制(下限,上限),不填写则不限
---@param customNotify string|null @ 自定义读条操作提示
---@param noPut boolean|null @ 是否进行放置牌操作
---@return table<top|bottom, cardId[]>
function Room:askForGuanxing(player, cards, top_limit, bottom_limit, customNotify, noPut)
-- 这一大堆都是来提前报错的
top_limit = top_limit or {}
bottom_limit = bottom_limit or {}
if #top_limit > 0 then
assert(top_limit[1] >= 0 and top_limit[2] >= 0, "牌堆顶区间设置错误数值小于0")
assert(top_limit[1] <= top_limit[2], "牌堆顶区间设置错误:上限小于下限")
end
if #bottom_limit > 0 then
assert(bottom_limit[1] >= 0 and bottom_limit[2] >= 0, "牌堆底区间设置错误数值小于0")
assert(bottom_limit[1] <= bottom_limit[2], "牌堆底区间设置错误:上限小于下限")
end
if #top_limit > 0 and #bottom_limit > 0 then
assert(#cards >= top_limit[1] + bottom_limit[1] and #cards <= top_limit[2] + bottom_limit[2], "限定区间设置错误:可用空间不能容纳所有牌。")
end
local command = "AskForGuanxing"
self:notifyMoveFocus(player, customNotify or command)
local data = {
cards = cards,
min_top_cards = top_limit and top_limit[1] or 0,
max_top_cards = top_limit and top_limit[2] or #cards,
min_bottom_cards = bottom_limit and bottom_limit[1] or 0,
max_bottom_cards = bottom_limit and bottom_limit[2] or #cards,
}
local result = self:doRequest(player, command, json.encode(data))
local top, bottom
if result ~= "" then
local d = json.decode(result)
if #top_limit > 0 and top_limit[1] == 0 then
top = {}
bottom = d[1]
else
top = d[1]
bottom = d[2]
end
else
top = cards
bottom = {}
end
if not noPut then
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
return { top = top, bottom = 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.interaction then skill.interaction.data = data.interaction_data end
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
skill:beforeUse(player, use)
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}
Fk.currentResponsePattern = pattern
local result = self:doRequest(player, command, json.encode(data))
Fk.currentResponsePattern = nil
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}
Fk.currentResponsePattern = pattern
local result = self:doRequest(player, command, json.encode(data))
Fk.currentResponsePattern = nil
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}
Fk.currentResponsePattern = pattern
local winner = self:doRaceRequest(command, players, json.encode(data))
Fk.currentResponsePattern = nil
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
------------------------------------------------------------------------
-- 使用牌
------------------------------------------------------------------------
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, true)
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, true)
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
if not table.contains(players, p) then
for _, s in ipairs(p.player_skills) do
if s.pattern and Exppattern:Parse("nullification"):matchExp(s.pattern)
and not table.contains(cardEffectEvent.disresponsiveList or {}, p.id) then
table.insert(players, p)
break
end
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
---@param card_name string @ 想要视为使用的牌名
---@param subcards integer[] @ 子卡可以留空或者直接nil
---@param from ServerPlayer @ 使用来源
---@param tos ServerPlayer | ServerPlayer[] @ 目标角色(列表)
---@param skillName string @ 技能名
---@param extra boolean @ 是否计入次数
function Room:useVirtualCard(card_name, subcards, from, tos, skillName, extra)
local card = Fk:cloneCard(card_name)
card.skillName = skillName
if from:prohibitUse(card) then return false end
if tos.class then tos = { tos } end
for i, p in ipairs(tos) do
if from:isProhibited(p, card) then
table.remove(tos, i)
end
end
if #tos == 0 then return false end
if subcards then card:addSubcards(Card:getIdList(subcards)) end
local use = {} ---@type CardUseStruct
use.from = from.id
use.tos = table.map(tos, function(p) return { p.id } end)
use.card = card
use.extraUse = extra
self:useCard(use)
return true
end
------------------------------------------------------------------------
-- 移动牌
------------------------------------------------------------------------
--- 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 drawData = {
who = player,
num = num,
skillName = skillName,
fromPlace = fromPlace,
}
self.logic:trigger(fk.BeforeDrawCard, player, drawData)
num = drawData.num
fromPlace = drawData.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
------------------------------------------------------------------------
-- 其他游戏事件
------------------------------------------------------------------------
-- 与体力值等有关的事件
--- 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
--- 改变玩家的护甲数
---@param player ServerPlayer
---@param num integer @ 变化量
function Room:changeShield(player, num)
if num == 0 then return end
player.shield = math.max(player.shield + num, 0)
player.shield = math.min(player.shield, 5)
self:broadcastProperty(player, "shield")
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
-- 与失去/获得技能有关的事件
--- 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
-- 判定
--- 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
--- 弃置一名角色的牌。
---@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
--- 重铸一名角色的牌。
---@param card_ids integer[] @ 被重铸的牌
---@param who ServerPlayer @ 重铸的角色
---@param skillName string @ 技能名,默认为“重铸”
function Room:recastCard(card_ids, who, skillName)
if type(card_ids) == "number" then
card_ids = {card_ids}
end
skillName = skillName or "recast"
self:moveCards({
ids = card_ids,
from = who.id,
toArea = Card.DiscardPile,
skillName = skillName,
moveReason = fk.ReasonPutIntoDiscardPile,
proposer = who.id
})
self:sendLog{
type = skillName == "recast" and "#Recast" or "#RecastBySkill",
from = who.id,
card = card_ids,
arg = skillName,
}
self:drawCards(who, #card_ids, 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
-- 杂项函数
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
---@param a ServerPlayer
---@param b ServerPlayer
function Room:swapSeat(a, b)
local ai, bi
local players = self.players
for i, v in ipairs(self.players) do
if v == a then ai = i end
if v == b then bi = i end
end
players[ai] = b
players[bi] = a
a.seat, b.seat = b.seat, a.seat
local player_circle = {}
for _, v in ipairs(players) do
table.insert(player_circle, v.id)
end
for i = 1, #players - 1 do
players[i].next = players[i + 1]
end
players[#players].next = players[1]
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)
self.logic:trigger(fk.AfterDrawPileShuffle, nil, {})
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)
player:revealBySkillName(skill.name)
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
if skill:isSwitchSkill() then
local switchSkillName = skill.switchSkillName
self:setPlayerMark(
player,
MarkEnum.SwithSkillPreName .. switchSkillName,
player:getSwitchSkillState(switchSkillName, true)
)
end
player:addSkillUseHistory(skill.name)
if effect_cb then
return execGameEvent(GameEvent.SkillEffect, effect_cb)
end
end
---@param room Room
local function shouldUpdateWinRate(room)
if room.settings.gameMode == "heg_mode" then return false end
if room.settings.gameMode == "aaa_role_mode" and #room.players < 5 then
return false
end
for _, p in ipairs(room.players) do
if p.id < 0 then return false end
end
return true
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)
if shouldUpdateWinRate(self) then
for _, p in ipairs(self.players) do
local id = p.id
local general = p.general
local mode = self.settings.gameMode
if p.id > 0 then
if table.contains(winner:split("+"), p.role) then
self.room:updateWinRate(id, general, mode, 1)
elseif winner == "" then
self.room:updateWinRate(id, general, mode, 3)
else
self.room:updateWinRate(id, general, mode, 2)
end
end
end
end
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
---@param pattern string
---@param num number|null
---@param fromPile string|null @ 查找的来源区域值为drawPile|discardPile|allPiles
---@return cardId[]
function Room:getCardsFromPileByRule(pattern, num, fromPile)
num = num or 1
local pileToSearch = self.draw_pile
if fromPile == "discardPile" then
pileToSearch = self.discard_pile
elseif fromPile == "allPiles" then
pileToSearch = table.clone(self.draw_pile)
table.insertTable(pileToSearch, self.discard_pile)
end
local cardPack = {}
if num < 3 then
for i = 1, num do
local randomIndex = math.random(1, #pileToSearch)
local curIndex = randomIndex
repeat
local curCardId = pileToSearch[curIndex]
if Fk:getCardById(curCardId):matchPattern(pattern) and not table.contains(cardPack, curCardId) then
table.insert(cardPack, pileToSearch[curIndex])
break
end
curIndex = curIndex + 1
if curIndex > #pileToSearch then
curIndex = 1
end
until curIndex == randomIndex
if #cardPack < num then
break
end
end
else
local matchedIds = {}
for _, id in ipairs(pileToSearch) do
if Fk:getCardById(id):matchPattern(pattern) then
table.insert(matchedIds, id)
end
end
local loopTimes = math.min(num, #matchedIds)
for i = 1, loopTimes do
local randomCardId = matchedIds[math.random(1, #matchedIds)]
table.insert(cardPack, randomCardId)
table.removeOne(matchedIds, randomCardId)
end
end
return cardPack
end
function CreateRoom(_room)
RoomInstance = Room:new(_room)
end