FreeKill/lua/server/gamelogic.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
---@class GameLogic: Object
---@field public room Room
---@field public skill_table table<Event, TriggerSkill[]>
---@field public skill_priority_table table<Event, number[]>
---@field public refresh_skill_table table<Event, TriggerSkill[]>
---@field public skills string[]
---@field public game_event_stack Stack
---@field public cleaner_stack Stack
---@field public role_table string[][]
---@field public all_game_events GameEvent[]
---@field public event_recorder table<integer, GameEvent>
---@field public current_event_id integer
local GameLogic = class("GameLogic")
function GameLogic:initialize(room)
self.room = room
self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
self.skill_priority_table = {}
self.refresh_skill_table = {}
self.skills = {} -- skillName[]
self.game_event_stack = Stack:new()
self.cleaner_stack = Stack:new()
self.all_game_events = {}
self.event_recorder = {}
self.current_event_id = 0
self.specific_events_id = {
[GameEvent.Damage] = 1,
}
self.role_table = {
{ "lord" },
{ "lord", "rebel" },
{ "lord", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" },
}
end
function GameLogic:run()
-- default logic
local room = self.room
table.shuffle(self.room.players)
self:assignRoles()
self.room.game_started = true
room:doBroadcastNotify("StartGame", "")
room:adjustSeats()
--[[ 因为未完工在release版暂时不启用。
for _, p in ipairs(room.players) do
p.ai = SmartAI:new(p)
end
--]]
self:chooseGenerals()
self:buildPlayerCircle()
self:broadcastGeneral()
self:prepareDrawPile()
self:attachSkillToPlayers()
self:prepareForStart()
self:action()
end
local function execGameEvent(type, ...)
local event = GameEvent:new(type, ...)
local _, ret = event:exec()
return ret
end
function GameLogic:assignRoles()
local room = self.room
local n = #room.players
local roles = self.role_table[n]
table.shuffle(roles)
for i = 1, n do
local p = room.players[i]
p.role = roles[i]
if p.role == "lord" then
p.role_shown = true
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
end
end
function GameLogic:chooseGenerals()
local room = self.room
local generalNum = room.settings.generalNum
local n = room.settings.enableDeputy and 2 or 1
local lord = room:getLord()
local lord_generals = {}
if lord ~= nil then
room.current = lord
local generals = room:getNGenerals(generalNum)
lord_generals = room:askForGeneral(lord, generals, n)
local lord_general, deputy
if type(lord_generals) == "table" then
deputy = lord_generals[2]
lord_general = lord_generals[1]
else
lord_general = lord_generals
lord_generals = {lord_general}
end
generals = table.filter(generals, function(g) return not table.contains(lord_generals, g) end)
room:returnToGeneralPile(generals)
room:setPlayerGeneral(lord, lord_general, true)
room:askForChooseKingdom({lord})
room:broadcastProperty(lord, "general")
room:broadcastProperty(lord, "kingdom")
room:setDeputyGeneral(lord, deputy)
room:broadcastProperty(lord, "deputyGeneral")
end
local nonlord = room:getOtherPlayers(lord, true)
local generals = room:getNGenerals(#nonlord * generalNum)
table.shuffle(generals)
for i, p in ipairs(nonlord) do
local arg = table.slice(generals, (i - 1) * generalNum + 1, i * generalNum + 1)
p.request_data = json.encode{ arg, n }
p.default_reply = table.random(arg, n)
end
room:notifyMoveFocus(nonlord, "AskForGeneral")
room:doBroadcastRequest("AskForGeneral", nonlord)
local selected = {}
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local general_ret = json.decode(p.client_reply)
local general = general_ret[1]
local deputy = general_ret[2]
table.insertTableIfNeed(selected, general_ret)
room:setPlayerGeneral(p, general, true, true)
room:setDeputyGeneral(p, deputy)
else
room:setPlayerGeneral(p, p.default_reply[1], true, true)
room:setDeputyGeneral(p, p.default_reply[2])
end
p.default_reply = ""
end
generals = table.filter(generals, function(g) return not table.contains(selected, g) end)
room:returnToGeneralPile(generals)
room:askForChooseKingdom(nonlord)
end
function GameLogic:buildPlayerCircle()
local room = self.room
local players = room.players
room.alive_players = {table.unpack(players)}
for i = 1, #players - 1 do
players[i].next = players[i + 1]
end
players[#players].next = players[1]
end
function GameLogic:broadcastGeneral()
local room = self.room
local players = room.players
for _, p in ipairs(players) do
assert(p.general ~= "")
local general = Fk.generals[p.general]
local deputy = Fk.generals[p.deputyGeneral]
p.maxHp = p:getGeneralMaxHp()
p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
-- TODO: setup AI here
if p.role ~= "lord" then
room:broadcastProperty(p, "general")
room:broadcastProperty(p, "kingdom")
room:broadcastProperty(p, "deputyGeneral")
elseif #players >= 5 then
p.maxHp = p.maxHp + 1
p.hp = p.hp + 1
end
room:broadcastProperty(p, "maxHp")
room:broadcastProperty(p, "hp")
room:broadcastProperty(p, "shield")
end
end
function GameLogic:prepareDrawPile()
local room = self.room
local allCardIds = Fk:getAllCardIds()
for i = #allCardIds, 1, -1 do
if Fk:getCardById(allCardIds[i]).is_derived then
local id = allCardIds[i]
table.removeOne(allCardIds, id)
table.insert(room.void, id)
room:setCardArea(id, Card.Void, nil)
end
end
table.shuffle(allCardIds)
room.draw_pile = allCardIds
for _, id in ipairs(room.draw_pile) do
self.room:setCardArea(id, Card.DrawPile, nil)
end
end
function GameLogic:attachSkillToPlayers()
local room = self.room
local players = room.players
local addRoleModSkills = function(player, skillName)
local skill = Fk.skills[skillName]
if not skill then
fk.qCritical("Skill: "..skillName.." doesn't exist!")
return
end
if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
return
end
if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
return
end
room:handleAddLoseSkills(player, skillName, nil, false)
end
for _, p in ipairs(room.alive_players) do
local skills = Fk.generals[p.general].skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(Fk.generals[p.general].other_skills) do
addRoleModSkills(p, sname)
end
local deputy = Fk.generals[p.deputyGeneral]
if deputy then
skills = deputy.skills
for _, s in ipairs(skills) do
addRoleModSkills(p, s.name)
end
for _, sname in ipairs(deputy.other_skills) do
addRoleModSkills(p, sname)
end
end
end
end
function GameLogic:prepareForStart()
local room = self.room
local players = room.players
self:addTriggerSkill(GameRule)
for _, trig in ipairs(Fk.global_trigger) do
self:addTriggerSkill(trig)
end
self.room:sendLog{ type = "$GameStart" }
end
function GameLogic:action()
self:trigger(fk.GamePrepared)
local room = self.room
execGameEvent(GameEvent.DrawInitial)
while true do
execGameEvent(GameEvent.Round)
if room.game_finished then break end
end
end
---@param skill TriggerSkill
function GameLogic:addTriggerSkill(skill)
if skill == nil or table.contains(self.skills, skill.name) then
return
end
table.insert(self.skills, skill.name)
for _, event in ipairs(skill.refresh_events) do
if self.refresh_skill_table[event] == nil then
self.refresh_skill_table[event] = {}
end
table.insert(self.refresh_skill_table[event], skill)
end
for _, event in ipairs(skill.events) do
if self.skill_table[event] == nil then
self.skill_table[event] = {}
end
table.insert(self.skill_table[event], skill)
if self.skill_priority_table[event] == nil then
self.skill_priority_table[event] = {}
end
local priority_tab = self.skill_priority_table[event]
local prio = skill.priority_table[event]
if not table.contains(priority_tab, prio) then
for i, v in ipairs(priority_tab) do
if v < prio then
table.insert(priority_tab, i, prio)
break
end
end
if not table.contains(priority_tab, prio) then
table.insert(priority_tab, prio)
end
end
if not table.contains(self.skill_priority_table[event],
skill.priority_table[event]) then
table.insert(self.skill_priority_table[event],
skill.priority_table[event])
end
end
if skill.visible then
if (Fk.related_skills[skill.name] == nil) then return end
for _, s in ipairs(Fk.related_skills[skill.name]) do
if (s.class == TriggerSkill) then
self:addTriggerSkill(s)
end
end
end
end
---@param event Event
---@param target? ServerPlayer
---@param data? any
function GameLogic:trigger(event, target, data, refresh_only)
local room = self.room
local broken = false
local skills = self.skill_table[event] or {}
local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
local _target = room.current -- for iteration
local player = _target
local cur_event = self:getCurrentEvent() or {}
-- 如果当前事件被杀就强制只refresh
-- 因为被杀的事件再进行正常trigger只可能在cleaner和exit了
refresh_only = refresh_only or cur_event.killed
if #skills_to_refresh > 0 then repeat do
-- refresh skills. This should not be broken
for _, skill in ipairs(skills_to_refresh) do
if skill:canRefresh(event, target, player, data) then
skill:refresh(event, target, player, data)
end
end
player = player.next
end until player == _target end
if #skills == 0 or refresh_only then return end
local prio_tab = self.skill_priority_table[event]
local prev_prio = math.huge
for _, prio in ipairs(prio_tab) do
if broken then break end
if prio >= prev_prio then
-- continue
goto trigger_loop_continue
end
repeat do
local invoked_skills = {}
local filter_func = function(skill)
return skill.priority_table[event] == prio and
not table.contains(invoked_skills, skill) and
skill:triggerable(event, target, player, data)
end
local skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
while #skill_names > 0 do
local skill_name = prio <= 0 and table.random(skill_names) or
room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
local skill = skill_name == "game_rule" and GameRule
or Fk.skills[skill_name]
table.insert(invoked_skills, skill)
broken = skill:trigger(event, target, player, data)
skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
broken = broken or (event == fk.AskForPeaches
and room:getPlayerById(data.who).hp > 0) or
(table.contains({fk.PreDamage, fk.DamageCaused, fk.DamageInflicted}, event) and data.damage < 1) or
cur_event.killed
if broken then break end
end
if broken then break end
player = player.next
end until player == _target
prev_prio = prio
::trigger_loop_continue::
end
return broken
end
-- 此为启动事件管理器并启动第一个事件的初始函数
function GameLogic:start()
local root_event = GameEvent:new(GameEvent.Game)
self:pushEvent(root_event)
-- 此时的协程room.main_co
-- 事件管理器协程同时也是Game事件
-- 当新事件想要exec时就切回此处由这里负责调度协程
-- 一个事件结束后也切回此处然后resume
local co = coroutine.create(root_event.main_func)
root_event._co = co
local jump_to -- shutdown函数用
while true do
-- 对于cleaner和正常事件处理更后面来的
local ne = self:getCurrentEvent()
local ce = self:getCurrentCleaner()
local e = ce and (ce.id >= ne.id and ce or ne) or ne
-- 如果正在jump的话判断是否需要继续clean否则正常继续
if e == ne and jump_to ~= nil then
e.interrupted = true
e.killed = e ~= jump_to
self:clearEvent(e)
coroutine.close(e._co)
e.status = "dead"
if e == jump_to then jump_to = nil end -- shutdown结束了
e = self:getCurrentCleaner()
end
if not e then -- 没有事件,按理说不应该,平局处理
self.room:gameOver("")
end
-- ret, evt解释
-- * true, nil: 中止
-- * false, nil: 正常结束
-- * true, GameEvent: 中止直到某event
-- * false, GameEvent: 未结束插入新event
-- 若jump_to不为nil表示正在中断至某某事件
local ret, evt = self:resumeEvent(e)
if evt == nil then
e.interrupted = ret
self:clearEvent(e)
coroutine.close(e._co)
e.status = "dead"
elseif ret == true then
-- 跳到越早发生的事件越好
if not jump_to then
jump_to = evt
else
jump_to = jump_to.id < evt.id and jump_to or evt
end
end
end
end
---@param event GameEvent
function GameLogic:pushEvent(event)
self.game_event_stack:push(event)
self.current_event_id = self.current_event_id + 1
event.id = self.current_event_id
self.all_game_events[event.id] = event
self.event_recorder[event.event] = self.event_recorder[event.event] or {}
table.insert(self.event_recorder[event.event], event)
end
-- 一般来说从GameEvent:exec切回start再被start调用
-- 作用是启动新事件 都是结构差不多的函数
---@param event GameEvent
---@return boolean, GameEvent?
function GameLogic:resumeEvent(event, ...)
local ret, evt
local co = event._co
while true do
local err, yield_result, extra_yield_result = coroutine.resume(co, ...)
if err == false then
-- handle error, then break
if not string.find(yield_result, "__manuallyBreak") then
fk.qCritical(yield_result .. "\n" .. debug.traceback(co))
end
ret = true
break
end
if yield_result == "__handleRequest" then
-- yield to requestLoop
coroutine.yield(yield_result, extra_yield_result)
elseif type(yield_result) == "table" and yield_result.class
and yield_result:isInstanceOf(GameEvent) then
if extra_yield_result == "__newEvent" then
ret, evt = false, yield_result
break
elseif extra_yield_result == "__breakEvent" then
ret, evt = true, yield_result
if event.event ~= GameEvent.ClearEvent then break end
end
elseif yield_result == "__breakEvent" then
ret = true
if event.event ~= GameEvent.ClearEvent then break end
else
ret = false
event.exec_ret = yield_result
break
end
end
return ret, evt
end
---@return GameEvent
function GameLogic:getCurrentCleaner()
return self.cleaner_stack.t[self.cleaner_stack.p]
end
-- 事件中的清理。
-- cleaner单独开协程运行exitFunc须转到上个事件的协程内执行
-- 注意插入新event
---@param event GameEvent
function GameLogic:clearEvent(event)
if event.event == GameEvent.ClearEvent then return end
if event.status == "exiting" then return end
event.status = "exiting"
local ce = GameEvent(GameEvent.ClearEvent, event)
ce.id = self.current_event_id
local co = coroutine.create(ce.main_func)
ce._co = co
self.cleaner_stack:push(ce)
end
---@return GameEvent
function GameLogic:getCurrentEvent()
return self.game_event_stack.t[self.game_event_stack.p]
end
---@param eventType integer
function GameLogic:getMostRecentEvent(eventType)
return self:getCurrentEvent():findParent(eventType, true)
end
--- 如果当前事件刚好是技能生效事件,就返回那个技能名,否则返回空串。
function GameLogic:getCurrentSkillName()
local skillEvent = self:getCurrentEvent()
local ret = ""
if skillEvent.event == GameEvent.SkillEffect then
local _, _, _skill = table.unpack(skillEvent.data)
local skill = _skill.main_skill and _skill.main_skill or _skill
ret = skill.name
end
return ret
end
-- 在指定历史范围中找至多n个符合条件的事件
---@param eventType integer @ 要查找的事件类型
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
---@param scope integer @ 查询历史范围,只能是当前阶段/回合/轮次
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameLogic:getEventsOfScope(eventType, n, func, scope)
scope = scope or Player.HistoryTurn
local event = self:getCurrentEvent()
local start_event ---@type GameEvent
if scope == Player.HistoryGame then
start_event = self.all_game_events[1]
elseif scope == Player.HistoryRound then
start_event = event:findParent(GameEvent.Round, true)
elseif scope == Player.HistoryTurn then
start_event = event:findParent(GameEvent.Turn, true)
elseif scope == Player.HistoryPhase then
start_event = event:findParent(GameEvent.Phase, true)
end
if not start_event then return {} end
return start_event:searchEvents(eventType, n, func)
end
-- 在指定历史范围中找符合条件的事件(逆序)
---@param eventType integer @ 要查找的事件类型
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
---@param n integer @ 最多找多少个
---@param end_id integer @ 查询历史范围从最后的事件开始逆序查找直到id为end_id的事件不含
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameLogic:getEventsByRule(eventType, n, func, end_id)
local ret = {}
local events = self.event_recorder[eventType] or Util.DummyTable
for i = #events, 1, -1 do
local e = events[i]
if e.id <= end_id then break end
if func(e) then
table.insert(ret, e)
if #ret >= n then break end
end
end
return ret
end
--- 获取实际的伤害事件
---@param n integer @ 最多找多少个
---@param func fun(e: GameEvent): boolean @ 过滤用的函数
---@param scope? integer @ 查询历史范围,只能是当前阶段/回合/轮次
---@param end_id? integer @ 查询历史范围从最后的事件开始逆序查找直到id为end_id的事件不含
---@return GameEvent[] @ 找到的符合条件的所有事件最多n个但不保证有n个
function GameLogic:getActualDamageEvents(n, func, scope, end_id)
if not end_id then
scope = scope or Player.HistoryTurn
end
n = n or 1
func = func or Util.TrueFunc
local eventType = GameEvent.Damage
local ret = {}
local endIdRecorded
local tempEvents = {}
local addTempEvents = function(reverse)
if #tempEvents > 0 and #ret < n then
table.sort(tempEvents, function(a, b)
if reverse then
return a.data[1].dealtRecorderId > b.data[1].dealtRecorderId
else
return a.data[1].dealtRecorderId < b.data[1].dealtRecorderId
end
end)
for _, e in ipairs(tempEvents) do
table.insert(ret, e)
if #ret >= n then return true end
end
end
endIdRecorded = nil
tempEvents = {}
return false
end
if scope then
local event = self:getCurrentEvent()
local start_event ---@type GameEvent
if scope == Player.HistoryGame then
start_event = self.all_game_events[1]
elseif scope == Player.HistoryRound then
start_event = event:findParent(GameEvent.Round, true)
elseif scope == Player.HistoryTurn then
start_event = event:findParent(GameEvent.Turn, true)
elseif scope == Player.HistoryPhase then
start_event = event:findParent(GameEvent.Phase, true)
end
if not start_event then return {} end
local events = self.event_recorder[eventType] or Util.DummyTable
local from = start_event.id
local to = start_event.end_id
if math.abs(to) == 1 then to = #self.all_game_events end
for _, v in ipairs(events) do
local damageStruct = v.data[1]
if damageStruct.dealtRecorderId then
if endIdRecorded and v.id > endIdRecorded then
local result = addTempEvents()
if result then
return ret
end
end
if v.id >= from and v.id <= to then
if not endIdRecorded and v.end_id > -1 and v.end_id > v.id then
endIdRecorded = v.end_id
end
if func(v) then
if endIdRecorded then
table.insert(tempEvents, v)
else
table.insert(ret, v)
end
end
end
if #ret >= n then break end
end
end
addTempEvents()
else
local events = self.event_recorder[eventType] or Util.DummyTable
for i = #events, 1, -1 do
local e = events[i]
if e.id <= end_id then break end
local damageStruct = e.data[1]
if damageStruct.dealtRecorderId then
if e.end_id == -1 or (endIdRecorded and endIdRecorded > e.end_id) then
local result = addTempEvents(true)
if result then
return ret
end
if func(e) then
table.insert(ret, e)
end
else
endIdRecorded = e.end_id
if func(e) then
table.insert(tempEvents, e)
end
end
if #ret >= n then break end
end
end
addTempEvents(true)
end
return ret
end
function GameLogic:dumpEventStack(detailed)
local top = self:getCurrentEvent()
local i = self.game_event_stack.p
local inspect = p
if not top then return end
print("===== Start of event stack dump =====")
if not detailed then print("") end
repeat
local printable_data
if type(top.data) ~= "table" then
printable_data = top.data
else
printable_data = table.cloneWithoutClass(top.data)
end
if not detailed then
print("Stack level #" .. i .. ": " .. tostring(top))
else
print("\nStack level #" .. i .. ":")
inspect{
eventId = GameEvent:translate(top.event),
data = printable_data or "nil",
}
end
top = top.parent
i = i - 1
until not top
print("\n===== End of event stack dump =====")
end
function GameLogic:dumpAllEvents(from, to)
from = from or 1
to = to or #self.all_game_events
assert(from <= to)
local indent = 0
local tab = " "
for i = from, to, 1 do
local v = self.all_game_events[i]
if type(v) ~= "table" then
indent = math.max(indent - 1, 0)
-- v = "End"
-- print(tab:rep(indent) .. string.format("#%d: %s", i, v))
else
print(tab:rep(indent) .. string.format("%s", tostring(v)))
if v.id ~= v.end_id then
indent = indent + 1
end
end
end
end
function GameLogic:breakEvent(ret)
coroutine.yield("__breakEvent", ret)
end
function GameLogic:breakTurn()
local event = self:getCurrentEvent():findParent(GameEvent.Turn)
if not event then return end
event:shutdown()
end
return GameLogic