mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 19:58:13 +08:00
fd270a2edb
* 修一些小bug * 局域网检测 * 检测服务器数据 * 船新的登陆界面
552 lines
15 KiB
Lua
552 lines
15 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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---@class GameLogic: Object
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---@field public room Room
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---@field public skill_table table<Event, TriggerSkill[]>
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---@field public skill_priority_table table<Event, number[]>
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---@field public refresh_skill_table table<Event, TriggerSkill[]>
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---@field public skills string[]
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---@field public game_event_stack Stack
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---@field public role_table string[][]
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---@field public all_game_events GameEvent[]
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---@field public event_recorder table<integer, GameEvent>
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---@field public current_event_id integer
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local GameLogic = class("GameLogic")
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function GameLogic:initialize(room)
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self.room = room
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self.skill_table = {} -- TriggerEvent --> TriggerSkill[]
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self.skill_priority_table = {}
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self.refresh_skill_table = {}
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self.skills = {} -- skillName[]
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self.game_event_stack = Stack:new()
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self.all_game_events = {}
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self.event_recorder = {}
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self.current_event_id = 0
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self.role_table = {
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{ "lord" },
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{ "lord", "rebel" },
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{ "lord", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "rebel", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "renegade" },
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{ "lord", "loyalist", "loyalist", "rebel", "rebel", "rebel", "rebel", "renegade" },
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}
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end
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function GameLogic:run()
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-- default logic
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local room = self.room
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table.shuffle(self.room.players)
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self:assignRoles()
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self.room.game_started = true
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room:doBroadcastNotify("StartGame", "")
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room:adjustSeats()
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self:chooseGenerals()
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self:buildPlayerCircle()
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self:broadcastGeneral()
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self:prepareDrawPile()
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self:attachSkillToPlayers()
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self:prepareForStart()
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self:action()
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end
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local function execGameEvent(type, ...)
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local event = GameEvent:new(type, ...)
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local _, ret = event:exec()
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return ret
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end
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function GameLogic:assignRoles()
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local room = self.room
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local n = #room.players
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local roles = self.role_table[n]
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table.shuffle(roles)
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for i = 1, n do
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local p = room.players[i]
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p.role = roles[i]
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if p.role == "lord" then
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p.role_shown = true
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room:broadcastProperty(p, "role")
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else
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room:notifyProperty(p, p, "role")
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end
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end
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end
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function GameLogic:chooseGenerals()
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local room = self.room
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local generalNum = room.settings.generalNum
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local n = room.settings.enableDeputy and 2 or 1
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local lord = room:getLord()
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local lord_general = nil
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if lord ~= nil then
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room.current = lord
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local generals = Fk:getGeneralsRandomly(generalNum)
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for i = 1, #generals do
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generals[i] = generals[i].name
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end
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lord_general = room:askForGeneral(lord, generals, n)
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local deputy
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if type(lord_general) == "table" then
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deputy = lord_general[2]
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lord_general = lord_general[1]
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end
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room:setPlayerGeneral(lord, lord_general, true)
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if lord.kingdom == "god" or Fk.generals[lord_general].subkingdom then
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local allKingdoms = {}
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if lord.kingdom == "god" then
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allKingdoms = table.simpleClone(Fk.kingdoms)
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local exceptedKingdoms = { "god" }
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for _, kingdom in ipairs(exceptedKingdoms) do
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table.removeOne(allKingdoms, kingdom)
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end
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else
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local curGeneral = Fk.generals[lord_general]
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allKingdoms = { curGeneral.kingdom, curGeneral.subkingdom }
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end
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lord.kingdom = room:askForChoice(lord, allKingdoms, "AskForKingdom", "#ChooseInitialKingdom")
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room:broadcastProperty(lord, "kingdom")
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end
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room:broadcastProperty(lord, "general")
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room:setDeputyGeneral(lord, deputy)
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room:broadcastProperty(lord, "deputyGeneral")
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end
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local nonlord = room:getOtherPlayers(lord, true)
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local generals = Fk:getGeneralsRandomly(#nonlord * generalNum, nil, {lord_general})
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table.shuffle(generals)
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for _, p in ipairs(nonlord) do
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local arg = {}
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for i = 1, generalNum do
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table.insert(arg, table.remove(generals, 1).name)
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end
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p.request_data = json.encode{ arg, n }
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p.default_reply = table.random(arg, n)
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end
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room:notifyMoveFocus(nonlord, "AskForGeneral")
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room:doBroadcastRequest("AskForGeneral", nonlord)
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for _, p in ipairs(nonlord) do
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if p.general == "" and p.reply_ready then
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local generals = json.decode(p.client_reply)
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local general = generals[1]
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local deputy = generals[2]
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room:setPlayerGeneral(p, general, true, true)
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room:setDeputyGeneral(p, deputy)
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else
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room:setPlayerGeneral(p, p.default_reply[1], true, true)
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room:setDeputyGeneral(p, p.default_reply[2])
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end
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p.default_reply = ""
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end
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local specialKingdomPlayers = table.filter(nonlord, function(p)
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return p.kingdom == "god" or Fk.generals[p.general].subkingdom
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end)
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if #specialKingdomPlayers > 0 then
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local choiceMap = {}
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for _, p in ipairs(specialKingdomPlayers) do
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local allKingdoms = {}
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if p.kingdom == "god" then
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allKingdoms = table.simpleClone(Fk.kingdoms)
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local exceptedKingdoms = { "god" }
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for _, kingdom in ipairs(exceptedKingdoms) do
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table.removeOne(allKingdoms, kingdom)
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end
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else
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local curGeneral = Fk.generals[p.general]
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allKingdoms = { curGeneral.kingdom, curGeneral.subkingdom }
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end
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choiceMap[p.id] = allKingdoms
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local data = json.encode({ allKingdoms, "AskForKingdom", "#ChooseInitialKingdom" })
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p.request_data = data
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end
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room:notifyMoveFocus(nonlord, "AskForKingdom")
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room:doBroadcastRequest("AskForChoice", specialKingdomPlayers)
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for _, p in ipairs(specialKingdomPlayers) do
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local kingdomChosen
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if p.reply_ready then
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kingdomChosen = p.client_reply
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else
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kingdomChosen = choiceMap[p.id][1]
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end
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p.kingdom = kingdomChosen
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room:notifyProperty(p, p, "kingdom")
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end
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end
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end
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function GameLogic:buildPlayerCircle()
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local room = self.room
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local players = room.players
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room.alive_players = {table.unpack(players)}
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for i = 1, #players - 1 do
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players[i].next = players[i + 1]
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end
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players[#players].next = players[1]
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end
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function GameLogic:broadcastGeneral()
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local room = self.room
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local players = room.players
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for _, p in ipairs(players) do
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assert(p.general ~= "")
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local general = Fk.generals[p.general]
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local deputy = Fk.generals[p.deputyGeneral]
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p.maxHp = deputy and math.floor((deputy.maxHp + general.maxHp) / 2)
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or general.maxHp
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p.hp = deputy and math.floor((deputy.hp + general.hp) / 2) or general.hp
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p.shield = math.min(general.shield + (deputy and deputy.shield or 0), 5)
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-- TODO: setup AI here
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if p.role ~= "lord" then
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room:broadcastProperty(p, "general")
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room:broadcastProperty(p, "kingdom")
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room:broadcastProperty(p, "deputyGeneral")
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elseif #players >= 5 then
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p.maxHp = p.maxHp + 1
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p.hp = p.hp + 1
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end
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room:broadcastProperty(p, "maxHp")
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room:broadcastProperty(p, "hp")
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room:broadcastProperty(p, "shield")
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end
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end
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function GameLogic:prepareDrawPile()
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local room = self.room
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local allCardIds = Fk:getAllCardIds()
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for i = #allCardIds, 1, -1 do
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if Fk:getCardById(allCardIds[i]).is_derived then
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local id = allCardIds[i]
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table.removeOne(allCardIds, id)
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table.insert(room.void, id)
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room:setCardArea(id, Card.Void, nil)
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end
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end
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table.shuffle(allCardIds)
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room.draw_pile = allCardIds
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for _, id in ipairs(room.draw_pile) do
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self.room:setCardArea(id, Card.DrawPile, nil)
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end
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end
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function GameLogic:attachSkillToPlayers()
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local room = self.room
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local players = room.players
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local addRoleModSkills = function(player, skillName)
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local skill = Fk.skills[skillName]
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if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
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return
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end
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if #skill.attachedKingdom > 0 and not table.contains(skill.attachedKingdom, player.kingdom) then
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return
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end
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room:handleAddLoseSkills(player, skillName, nil, false)
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end
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for _, p in ipairs(room.alive_players) do
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local skills = Fk.generals[p.general].skills
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for _, s in ipairs(skills) do
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addRoleModSkills(p, s.name)
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end
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for _, sname in ipairs(Fk.generals[p.general].other_skills) do
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addRoleModSkills(p, sname)
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end
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local deputy = Fk.generals[p.deputyGeneral]
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if deputy then
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skills = deputy.skills
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for _, s in ipairs(skills) do
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addRoleModSkills(p, s.name)
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end
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for _, sname in ipairs(deputy.other_skills) do
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addRoleModSkills(p, sname)
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end
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end
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end
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end
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function GameLogic:prepareForStart()
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local room = self.room
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local players = room.players
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self:addTriggerSkill(GameRule)
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for _, trig in ipairs(Fk.global_trigger) do
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self:addTriggerSkill(trig)
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end
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self.room:sendLog{ type = "$GameStart" }
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end
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function GameLogic:action()
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self:trigger(fk.GamePrepared)
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local room = self.room
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execGameEvent(GameEvent.DrawInitial)
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while true do
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execGameEvent(GameEvent.Round)
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if room.game_finished then break end
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end
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end
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---@param skill TriggerSkill
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function GameLogic:addTriggerSkill(skill)
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if skill == nil or table.contains(self.skills, skill.name) then
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return
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end
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table.insert(self.skills, skill.name)
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for _, event in ipairs(skill.refresh_events) do
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if self.refresh_skill_table[event] == nil then
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self.refresh_skill_table[event] = {}
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end
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table.insert(self.refresh_skill_table[event], skill)
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end
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for _, event in ipairs(skill.events) do
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if self.skill_table[event] == nil then
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self.skill_table[event] = {}
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end
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table.insert(self.skill_table[event], skill)
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if self.skill_priority_table[event] == nil then
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self.skill_priority_table[event] = {}
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end
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local priority_tab = self.skill_priority_table[event]
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local prio = skill.priority_table[event]
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if not table.contains(priority_tab, prio) then
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for i, v in ipairs(priority_tab) do
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if v < prio then
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table.insert(priority_tab, i, prio)
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break
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end
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end
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if not table.contains(priority_tab, prio) then
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table.insert(priority_tab, prio)
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end
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end
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if not table.contains(self.skill_priority_table[event],
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skill.priority_table[event]) then
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table.insert(self.skill_priority_table[event],
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skill.priority_table[event])
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end
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end
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if skill.visible then
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if (Fk.related_skills[skill.name] == nil) then return end
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for _, s in ipairs(Fk.related_skills[skill.name]) do
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if (s.class == TriggerSkill) then
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self:addTriggerSkill(s)
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end
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end
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end
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end
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---@param event Event
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---@param target ServerPlayer
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---@param data any
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function GameLogic:trigger(event, target, data, refresh_only)
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local room = self.room
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local broken = false
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local skills = self.skill_table[event] or {}
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local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
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local _target = room.current -- for iteration
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local player = _target
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if #skills_to_refresh > 0 then repeat do
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-- refresh skills. This should not be broken
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for _, skill in ipairs(skills_to_refresh) do
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if skill:canRefresh(event, target, player, data) then
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skill:refresh(event, target, player, data)
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end
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end
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player = player.next
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end until player == _target end
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if #skills == 0 or refresh_only then return end
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local prio_tab = self.skill_priority_table[event]
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local prev_prio = math.huge
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for _, prio in ipairs(prio_tab) do
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if broken then break end
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if prio >= prev_prio then
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-- continue
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goto trigger_loop_continue
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end
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repeat do
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local triggerables = table.filter(skills, function(skill)
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return skill.priority_table[event] == prio and
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skill:triggerable(event, target, player, data)
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end)
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local skill_names = table.map(triggerables, function(skill)
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return skill.name
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end)
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while #skill_names > 0 do
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local skill_name = prio <= 0 and table.random(skill_names) or
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room:askForChoice(player, skill_names, "trigger", "#choose-trigger")
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local skill = skill_name == "game_rule" and GameRule
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or Fk.skills[skill_name]
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local len = #skills
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broken = skill:trigger(event, target, player, data)
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table.insertTable(
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skill_names,
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table.map(table.filter(table.slice(skills, len - #skills), function(s)
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return
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s.priority_table[event] == prio and
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s:triggerable(event, target, player, data)
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end), function(s) return s.name end)
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)
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broken = broken or (event == fk.AskForPeaches
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and room:getPlayerById(data.who).hp > 0)
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if broken then break end
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table.removeOne(skill_names, skill_name)
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end
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if broken then break end
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player = player.next
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end until player == _target
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prev_prio = prio
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::trigger_loop_continue::
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end
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return broken
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end
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---@return GameEvent
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function GameLogic:getCurrentEvent()
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return self.game_event_stack.t[self.game_event_stack.p]
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end
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-- 在指定历史范围中找至多n个符合条件的事件
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---@param eventType integer @ 要查找的事件类型
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---@param n integer @ 最多找多少个
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---@param func fun(e: GameEvent): boolean @ 过滤用的函数
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---@param scope integer @ 查询历史范围,只能是当前阶段/回合/轮次
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---@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
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function GameLogic:getEventsOfScope(eventType, n, func, scope)
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scope = scope or Player.HistoryTurn
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local event = self:getCurrentEvent()
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local start_event ---@type GameEvent
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if scope == Player.HistoryGame then
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start_event = self.all_game_events[1]
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elseif scope == Player.HistoryRound then
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start_event = event:findParent(GameEvent.Round, true)
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elseif scope == Player.HistoryTurn then
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start_event = event:findParent(GameEvent.Turn, true)
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elseif scope == Player.HistoryPhase then
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start_event = event:findParent(GameEvent.Phase, true)
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end
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return start_event:searchEvents(eventType, n, func)
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end
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function GameLogic:dumpEventStack(detailed)
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local top = self:getCurrentEvent()
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local i = self.game_event_stack.p
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local inspect = p
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if not top then return end
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print("===== Start of event stack dump =====")
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if not detailed then print("") end
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repeat
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local printable_data
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if type(top.data) ~= "table" then
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printable_data = top.data
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else
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printable_data = table.cloneWithoutClass(top.data)
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end
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if not detailed then
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print("Stack level #" .. i .. ": " .. tostring(top))
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else
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print("\nStack level #" .. i .. ":")
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inspect{
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eventId = GameEvent:translate(top.event),
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data = printable_data or "nil",
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}
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end
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top = top.parent
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i = i - 1
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until not top
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|
||
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) == "number" 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)
|
||
event:shutdown()
|
||
end
|
||
|
||
return GameLogic
|