554 lines
18 KiB
Lua
554 lines
18 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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-- fk_ex.lua对标太阳神三国杀的sgs_ex.lua
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-- 目的是提供类似太阳神三国杀拓展般的拓展语法。
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-- 关于各种CreateXXXSkill的介绍,请见相应文档,这里不做赘述。
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-- 首先加载所有详细的技能类型、卡牌类型等等,以及时机列表
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dofile "lua/server/event.lua"
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dofile "lua/server/system_enum.lua"
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dofile "lua/server/mark_enum.lua"
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TriggerSkill = require "core.skill_type.trigger"
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ActiveSkill = require "core.skill_type.active"
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ViewAsSkill = require "core.skill_type.view_as"
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DistanceSkill = require "core.skill_type.distance"
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ProhibitSkill = require "core.skill_type.prohibit"
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AttackRangeSkill = require "core.skill_type.attack_range"
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MaxCardsSkill = require "core.skill_type.max_cards"
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TargetModSkill = require "core.skill_type.target_mod"
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FilterSkill = require "core.skill_type.filter"
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InvaliditySkill = require "lua.core.skill_type.invalidity"
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BasicCard = require "core.card_type.basic"
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local Trick = require "core.card_type.trick"
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TrickCard, DelayedTrickCard = table.unpack(Trick)
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local Equip = require "core.card_type.equip"
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_, Weapon, Armor, DefensiveRide, OffensiveRide, Treasure = table.unpack(Equip)
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local function readCommonSpecToSkill(skill, spec)
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skill.mute = spec.mute
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skill.anim_type = spec.anim_type
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if spec.attached_equip then
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assert(type(spec.attached_equip) == "string")
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skill.attached_equip = spec.attached_equip
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end
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if spec.switch_skill_name then
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assert(type(spec.switch_skill_name) == "string")
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skill.switchSkillName = spec.switch_skill_name
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end
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end
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local function readUsableSpecToSkill(skill, spec)
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readCommonSpecToSkill(skill, spec)
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skill.target_num = spec.target_num or skill.target_num
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skill.min_target_num = spec.min_target_num or skill.min_target_num
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skill.max_target_num = spec.max_target_num or skill.max_target_num
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skill.target_num_table = spec.target_num_table or skill.target_num_table
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skill.card_num = spec.card_num or skill.card_num
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skill.min_card_num = spec.min_card_num or skill.min_card_num
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skill.max_card_num = spec.max_card_num or skill.max_card_num
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skill.card_num_table = spec.card_num_table or skill.card_num_table
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skill.max_use_time = {
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spec.max_phase_use_time or 9999,
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spec.max_turn_use_time or 9999,
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spec.max_round_use_time or 9999,
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spec.max_game_use_time or 9999,
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}
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skill.distance_limit = spec.distance_limit or skill.distance_limit
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skill.expand_pile = spec.expand_pile
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end
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local function readStatusSpecToSkill(skill, spec)
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readCommonSpecToSkill(skill, spec)
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if spec.global then
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skill.global = spec.global
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end
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end
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---@class UsableSkillSpec: UsableSkill
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---@field public max_phase_use_time integer
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---@field public max_turn_use_time integer
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---@field public max_round_use_time integer
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---@field public max_game_use_time integer
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---@class StatusSkillSpec: StatusSkill
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---@alias TrigFunc fun(self: TriggerSkill, event: Event, target: ServerPlayer, player: ServerPlayer):boolean
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---@class TriggerSkillSpec: UsableSkillSpec
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---@field public global boolean
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---@field public events Event | Event[]
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---@field public refresh_events Event | Event[]
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---@field public priority number | table<Event, number>
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---@field public on_trigger TrigFunc
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---@field public can_trigger TrigFunc
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---@field public on_cost TrigFunc
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---@field public on_use TrigFunc
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---@field public on_refresh TrigFunc
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---@field public can_refresh TrigFunc
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---@param spec TriggerSkillSpec
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---@return TriggerSkill
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function fk.CreateTriggerSkill(spec)
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assert(type(spec.name) == "string")
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--assert(type(spec.on_trigger) == "function")
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if spec.frequency then assert(type(spec.frequency) == "number") end
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local frequency = spec.frequency or Skill.NotFrequent
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local skill = TriggerSkill:new(spec.name, frequency)
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readUsableSpecToSkill(skill, spec)
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if type(spec.events) == "number" then
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table.insert(skill.events, spec.events)
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elseif type(spec.events) == "table" then
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table.insertTable(skill.events, spec.events)
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end
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if type(spec.refresh_events) == "number" then
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table.insert(skill.refresh_events, spec.refresh_events)
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elseif type(spec.refresh_events) == "table" then
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table.insertTable(skill.refresh_events, spec.refresh_events)
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end
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if type(spec.global) == "boolean" then skill.global = spec.global end
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if spec.on_trigger then skill.trigger = spec.on_trigger end
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if spec.can_trigger then
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if spec.frequency == Skill.Wake then
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skill.triggerable = function(self, event, target, player, data)
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return spec.can_trigger(self, event, target, player, data) and
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skill:enableToWake(event, target, player, data)
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end
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else
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skill.triggerable = spec.can_trigger
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end
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end
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if skill.frequency == Skill.Wake and spec.can_wake then
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skill.canWake = spec.can_wake
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end
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if spec.on_cost then skill.cost = spec.on_cost end
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if spec.on_use then skill.use = spec.on_use end
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if spec.can_refresh then
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skill.canRefresh = spec.can_refresh
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end
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if spec.on_refresh then
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skill.refresh = spec.on_refresh
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end
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if spec.attached_equip then
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if not spec.priority then
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spec.priority = 0.1
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end
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elseif not spec.priority then
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spec.priority = 1
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end
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if type(spec.priority) == "number" then
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for _, event in ipairs(skill.events) do
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skill.priority_table[event] = spec.priority
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end
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elseif type(spec.priority) == "table" then
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for event, priority in pairs(spec.priority) do
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skill.priority_table[event] = priority
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end
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end
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return skill
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end
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---@class ActiveSkillSpec: UsableSkillSpec
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---@field public can_use fun(self: ActiveSkill, player: Player, card: Card): boolean
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---@field public card_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_targets: integer[]): boolean
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---@field public target_filter fun(self: ActiveSkill, to_select: integer, selected: integer[], selected_cards: integer[], card: Card): boolean
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---@field public feasible fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): boolean
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---@field public on_use fun(self: ActiveSkill, room: Room, cardUseEvent: CardUseStruct): boolean
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---@field public about_to_effect fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
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---@field public on_effect fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
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---@field public on_nullified fun(self: ActiveSkill, room: Room, cardEffectEvent: CardEffectEvent): boolean
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---@field public prompt fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): string
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---@param spec ActiveSkillSpec
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---@return ActiveSkill
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function fk.CreateActiveSkill(spec)
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assert(type(spec.name) == "string")
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local skill = ActiveSkill:new(spec.name, spec.frequency or Skill.NotFrequent)
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readUsableSpecToSkill(skill, spec)
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if spec.can_use then
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skill.canUse = function(curSkill, player, card)
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return spec.can_use(curSkill, player, card) and curSkill:isEffectable(player)
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end
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end
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if spec.card_filter then skill.cardFilter = spec.card_filter end
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if spec.target_filter then skill.targetFilter = spec.target_filter end
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if spec.feasible then
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print(spec.name .. ": feasible is deprecated. Use target_num and card_num instead.")
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skill.feasible = spec.feasible
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end
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if spec.on_use then skill.onUse = spec.on_use end
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if spec.about_to_effect then skill.aboutToEffect = spec.about_to_effect end
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if spec.on_effect then skill.onEffect = spec.on_effect end
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if spec.on_nullified then skill.onNullified = spec.on_nullified end
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if spec.prompt then skill.prompt = spec.prompt end
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if spec.interaction then
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skill.interaction = setmetatable({}, {
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__call = function(self)
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if type(spec.interaction) == "function" then
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return spec.interaction(self)
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else
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return spec.interaction
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end
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end,
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})
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end
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return skill
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end
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---@class ViewAsSkillSpec: UsableSkillSpec
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---@field public card_filter fun(self: ViewAsSkill, to_select: integer, selected: integer[]): boolean
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---@field public view_as fun(self: ViewAsSkill, cards: integer[])
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---@field public pattern string
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---@field public enabled_at_play fun(self: ViewAsSkill, player: Player): boolean
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---@field public enabled_at_response fun(self: ViewAsSkill, player: Player): boolean
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---@field public before_use fun(self: ViewAsSkill, player: ServerPlayer)
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---@field public prompt fun(self: ActiveSkill, selected: integer[], selected_cards: integer[]): string
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---@param spec ViewAsSkillSpec
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---@return ViewAsSkill
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function fk.CreateViewAsSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.view_as) == "function")
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local skill = ViewAsSkill:new(spec.name, spec.frequency or Skill.NotFrequent)
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readUsableSpecToSkill(skill, spec)
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skill.viewAs = spec.view_as
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if spec.card_filter then
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skill.cardFilter = spec.card_filter
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end
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if type(spec.pattern) == "string" then
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skill.pattern = spec.pattern
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end
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if type(spec.enabled_at_play) == "function" then
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skill.enabledAtPlay = function(curSkill, player)
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return spec.enabled_at_play(curSkill, player) and curSkill:isEffectable(player)
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end
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end
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if type(spec.enabled_at_response) == "function" then
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skill.enabledAtResponse = function(curSkill, player, cardResponsing)
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return spec.enabled_at_response(curSkill, player, cardResponsing) and curSkill:isEffectable(player)
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end
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end
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if spec.prompt then skill.prompt = spec.prompt end
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if spec.interaction then
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skill.interaction = setmetatable({}, {
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__call = function()
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if type(spec.interaction) == "function" then
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return spec.interaction(skill)
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else
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return spec.interaction
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end
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end,
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})
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end
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if spec.before_use and type(spec.before_use) == "function" then
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skill.beforeUse = spec.before_use
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end
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return skill
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end
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---@class DistanceSpec: StatusSkillSpec
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---@field public correct_func fun(self: DistanceSkill, from: Player, to: Player)
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---@param spec DistanceSpec
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---@return DistanceSkill
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function fk.CreateDistanceSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.correct_func) == "function")
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local skill = DistanceSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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skill.getCorrect = spec.correct_func
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return skill
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end
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---@class ProhibitSpec: StatusSkillSpec
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---@field public is_prohibited fun(self: ProhibitSkill, from: Player, to: Player, card: Card)
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---@field public prohibit_use fun(self: ProhibitSkill, player: Player, card: Card)
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---@field public prohibit_response fun(self: ProhibitSkill, player: Player, card: Card)
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---@field public prohibit_discard fun(self: ProhibitSkill, player: Player, card: Card)
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---@param spec ProhibitSpec
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---@return ProhibitSkill
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function fk.CreateProhibitSkill(spec)
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assert(type(spec.name) == "string")
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local skill = ProhibitSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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skill.isProhibited = spec.is_prohibited or skill.isProhibited
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skill.prohibitUse = spec.prohibit_use or skill.prohibitUse
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skill.prohibitResponse = spec.prohibit_response or skill.prohibitResponse
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skill.prohibitDiscard = spec.prohibit_discard or skill.prohibitDiscard
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return skill
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end
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---@class AttackRangeSpec: StatusSkillSpec
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---@field public correct_func fun(self: AttackRangeSkill, from: Player)
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---@field public within_func fun(self: AttackRangeSkill, from: Player, to: Player)
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---@param spec AttackRangeSpec
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---@return AttackRangeSkill
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function fk.CreateAttackRangeSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.correct_func) == "function" or type(spec.within_func) == "function")
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local skill = AttackRangeSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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if spec.correct_func then
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skill.getCorrect = spec.correct_func
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end
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if spec.within_func then
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skill.withinAttackRange = spec.within_func
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end
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return skill
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end
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---@class MaxCardsSpec: StatusSkillSpec
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---@field public correct_func fun(self: MaxCardsSkill, player: Player)
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---@field public fixed_func fun(self: MaxCardsSkill, player: Player)
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---@field public exclude_from fun(self: MaxCardsSkill, player: Player, card: Card)
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---@param spec MaxCardsSpec
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---@return MaxCardsSkill
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function fk.CreateMaxCardsSkill(spec)
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assert(type(spec.name) == "string")
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assert(type(spec.correct_func) == "function" or type(spec.fixed_func) == "function" or type(spec.exclude_from) == "function")
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local skill = MaxCardsSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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if spec.correct_func then
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skill.getCorrect = spec.correct_func
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end
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if spec.fixed_func then
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skill.getFixed = spec.fixed_func
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end
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skill.excludeFrom = spec.exclude_from or skill.excludeFrom
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return skill
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end
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---@class TargetModSpec: StatusSkillSpec
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---@field public bypass_times fun(self: TargetModSkill, player: Player, skill: ActiveSkill, scope: integer, card: Card, to: Player)
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---@field public residue_func fun(self: TargetModSkill, player: Player, skill: ActiveSkill, scope: integer, card: Card, to: Player)
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---@field public bypass_distances fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card, to: Player)
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---@field public distance_limit_func fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card, to: Player)
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---@field public extra_target_func fun(self: TargetModSkill, player: Player, skill: ActiveSkill, card: Card)
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---@param spec TargetModSpec
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---@return TargetModSkill
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function fk.CreateTargetModSkill(spec)
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assert(type(spec.name) == "string")
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local skill = TargetModSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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if spec.bypass_times then
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skill.bypassTimesCheck = spec.bypass_times
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end
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if spec.residue_func then
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skill.getResidueNum = spec.residue_func
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end
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if spec.bypass_distances then
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skill.bypassDistancesCheck = spec.bypass_distances
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end
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if spec.distance_limit_func then
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skill.getDistanceLimit = spec.distance_limit_func
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end
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if spec.extra_target_func then
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skill.getExtraTargetNum = spec.extra_target_func
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end
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return skill
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end
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---@class FilterSpec: StatusSkillSpec
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---@field public card_filter fun(self: FilterSkill, card: Card, player: Player)
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---@field public view_as fun(self: FilterSkill, card: Card, player: Player)
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---@param spec FilterSpec
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---@return FilterSkill
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function fk.CreateFilterSkill(spec)
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assert(type(spec.name) == "string")
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local skill = FilterSkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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skill.cardFilter = spec.card_filter
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skill.viewAs = spec.view_as
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return skill
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end
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---@class InvaliditySpec: StatusSkillSpec
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---@field public invalidity_func fun(self: InvaliditySkill, from: Player, skill: Skill)
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---@param spec InvaliditySpec
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---@return InvaliditySkill
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function fk.CreateInvaliditySkill(spec)
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assert(type(spec.name) == "string")
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local skill = InvaliditySkill:new(spec.name)
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readStatusSpecToSkill(skill, spec)
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skill.getInvalidity = spec.invalidity_func
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return skill
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end
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---@class CardSpec: Card
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---@field public skill Skill
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---@field public equip_skill Skill
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---@field public is_damage_card boolean
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local defaultCardSkill = fk.CreateActiveSkill{
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name = "default_card_skill",
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on_use = function(self, room, use)
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if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
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use.tos = { { use.from } }
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end
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end
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}
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local function preprocessCardSpec(spec)
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assert(type(spec.name) == "string" or type(spec.class_name) == "string")
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if not spec.name then spec.name = spec.class_name
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elseif not spec.class_name then spec.class_name = spec.name end
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if spec.suit then assert(type(spec.suit) == "number") end
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if spec.number then assert(type(spec.number) == "number") end
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end
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local function readCardSpecToCard(card, spec)
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card.skill = spec.skill or defaultCardSkill
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card.skill.cardSkill = true
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card.special_skills = spec.special_skills
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card.is_damage_card = spec.is_damage_card
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end
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---@param spec CardSpec
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---@return BasicCard
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function fk.CreateBasicCard(spec)
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preprocessCardSpec(spec)
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local card = BasicCard:new(spec.name, spec.suit, spec.number)
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readCardSpecToCard(card, spec)
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return card
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end
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---@param spec CardSpec
|
||
---@return TrickCard
|
||
function fk.CreateTrickCard(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = TrickCard:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return DelayedTrickCard
|
||
function fk.CreateDelayedTrickCard(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = DelayedTrickCard:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
return card
|
||
end
|
||
|
||
local function readCardSpecToEquip(card, spec)
|
||
card.equip_skill = spec.equip_skill
|
||
|
||
if spec.on_install then card.onInstall = spec.on_install end
|
||
if spec.on_uninstall then card.onUninstall = spec.on_uninstall end
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return Weapon
|
||
function fk.CreateWeapon(spec)
|
||
preprocessCardSpec(spec)
|
||
if spec.attack_range then
|
||
assert(type(spec.attack_range) == "number" and spec.attack_range >= 0)
|
||
end
|
||
|
||
local card = Weapon:new(spec.name, spec.suit, spec.number, spec.attack_range)
|
||
readCardSpecToCard(card, spec)
|
||
readCardSpecToEquip(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return Armor
|
||
function fk.CreateArmor(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = Armor:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
readCardSpecToEquip(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return DefensiveRide
|
||
function fk.CreateDefensiveRide(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = DefensiveRide:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
readCardSpecToEquip(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return OffensiveRide
|
||
function fk.CreateOffensiveRide(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = OffensiveRide:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
readCardSpecToEquip(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec CardSpec
|
||
---@return Treasure
|
||
function fk.CreateTreasure(spec)
|
||
preprocessCardSpec(spec)
|
||
local card = Treasure:new(spec.name, spec.suit, spec.number)
|
||
readCardSpecToCard(card, spec)
|
||
readCardSpecToEquip(card, spec)
|
||
return card
|
||
end
|
||
|
||
---@param spec GameMode
|
||
---@return GameMode
|
||
function fk.CreateGameMode(spec)
|
||
assert(type(spec.name) == "string")
|
||
assert(type(spec.minPlayer) == "number")
|
||
assert(type(spec.maxPlayer) == "number")
|
||
local ret = GameMode:new(spec.name, spec.minPlayer, spec.maxPlayer)
|
||
ret.rule = spec.rule
|
||
ret.logic = spec.logic
|
||
|
||
if spec.winner_getter then
|
||
assert(type(spec.winner_getter) == "function")
|
||
ret.getWinner = spec.winner_getter
|
||
end
|
||
if spec.surrender_func then
|
||
assert(type(spec.surrender_func) == "function")
|
||
ret.surrenderFunc = spec.surrender_func
|
||
end
|
||
return ret
|
||
end
|