119 lines
3.8 KiB
Lua
119 lines
3.8 KiB
Lua
GameRule = fk.CreateTriggerSkill{
|
|
name = "game_rule",
|
|
events = {
|
|
fk.GameStart, fk.DrawInitialCards, fk.TurnStart,
|
|
fk.EventPhaseProceeding, fk.EventPhaseEnd, fk.EventPhaseChanging,
|
|
},
|
|
priority = 0,
|
|
|
|
can_trigger = function(self, event, target, player, data)
|
|
return (target == player) or (target == nil)
|
|
end,
|
|
|
|
on_trigger = function(self, event, target, player, data)
|
|
if RoomInstance.tag["SkipGameRule"] then
|
|
RoomInstance.tag["SkipGameRule"] = false
|
|
return false
|
|
end
|
|
|
|
if target == nil then
|
|
if event == fk.GameStart then
|
|
print("Game started")
|
|
RoomInstance.tag["FirstRound"] = true
|
|
end
|
|
return false
|
|
end
|
|
|
|
local room = player.room
|
|
switch(event, {
|
|
[fk.DrawInitialCards] = function()
|
|
if data.num > 0 then
|
|
-- TODO: need a new function to call the UI
|
|
local cardIds = room:getNCards(data.num)
|
|
player:addCards(Player.Hand, cardIds)
|
|
local move_to_notify = {} ---@type CardsMoveStruct
|
|
move_to_notify.toArea = Card.PlayerHand
|
|
move_to_notify.to = player:getId()
|
|
move_to_notify.moveInfo = {}
|
|
for _, id in ipairs(cardIds) do
|
|
table.insert(move_to_notify.moveInfo,
|
|
{ cardId = id, fromArea = Card.DrawPile })
|
|
end
|
|
room:notifyMoveCards(room.players, {move_to_notify})
|
|
|
|
for _, id in ipairs(cardIds) do
|
|
room:setCardArea(id, Card.PlayerHand)
|
|
end
|
|
|
|
room.logic:trigger(fk.AfterDrawInitialCards, player, data)
|
|
end
|
|
end,
|
|
[fk.TurnStart] = function()
|
|
player = room.current
|
|
if room.tag["FirstRound"] == true then
|
|
room.tag["FirstRound"] = false
|
|
player:setFlag("Global_FirstRound")
|
|
end
|
|
|
|
-- TODO: send log
|
|
|
|
player:addMark("Global_TurnCount")
|
|
if not player.faceup then
|
|
player:setFlag("-Global_FirstRound")
|
|
player:turnOver()
|
|
elseif not player.dead then
|
|
player:play()
|
|
end
|
|
end,
|
|
[fk.EventPhaseProceeding] = function()
|
|
switch(player.phase, {
|
|
[Player.PhaseNone] = function()
|
|
error("You should never proceed PhaseNone")
|
|
end,
|
|
[Player.RoundStart] = function()
|
|
|
|
end,
|
|
[Player.Start] = function()
|
|
|
|
end,
|
|
[Player.Judge] = function()
|
|
|
|
end,
|
|
[Player.Draw] = function()
|
|
room:drawCards(player, 2, self.name)
|
|
end,
|
|
[Player.Play] = function()
|
|
room:askForSkillInvoke(player, "rule")
|
|
end,
|
|
[Player.Discard] = function()
|
|
local discardNum = #player:getCardIds(Player.Hand) - player:getMaxCards()
|
|
if discardNum > 0 then
|
|
room:askForDiscard(player, discardNum, discardNum, false, self.name)
|
|
end
|
|
end,
|
|
[Player.Finish] = function()
|
|
|
|
end,
|
|
[Player.NotActive] = function()
|
|
|
|
end,
|
|
})
|
|
end,
|
|
[fk.EventPhaseEnd] = function()
|
|
if player.phase == Player.Play then
|
|
-- TODO: clear history
|
|
end
|
|
end,
|
|
[fk.EventPhaseChanging] = function()
|
|
-- TODO: copy but dont copy all
|
|
end,
|
|
default = function()
|
|
print("game_rule: Event=" .. event)
|
|
room:askForSkillInvoke(player, "rule")
|
|
end,
|
|
})
|
|
return false
|
|
end,
|
|
|
|
}
|