mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 11:42:45 +08:00
6fbaf9d055
- 从Utility那里搬运了askForYiji和doYiji两个函数,负责分配 虽然暂时没实现单烧条,但先这么用着 - 修复了askForCardAndPlayers的选择中可以选择复数张牌的bug - 为prohibitDiscard添加了输入id选项
413 lines
14 KiB
Lua
413 lines
14 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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local extension = Package("test_p_0")
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extension.extensionName = "test"
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local cheat = fk.CreateActiveSkill{
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name = "cheat",
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anim_type = "drawcard",
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prompt = "#cheat",
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can_use = Util.TrueFunc,
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card_filter = Util.FalseFunc,
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target_num = 0,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local cardType = { 'basic', 'trick', 'equip' }
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local cardTypeName = room:askForChoice(from, cardType, "cheat")
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local card_types = {Card.TypeBasic, Card.TypeTrick, Card.TypeEquip}
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cardType = card_types[table.indexOf(cardType, cardTypeName)]
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local allCardIds = Fk:getAllCardIds()
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local allCardMapper = {}
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local allCardNames = {}
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for _, id in ipairs(allCardIds) do
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local card = Fk:getCardById(id)
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if card.type == cardType then
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if allCardMapper[card.name] == nil then
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table.insert(allCardNames, card.name)
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end
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allCardMapper[card.name] = allCardMapper[card.name] or {}
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table.insert(allCardMapper[card.name], id)
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end
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end
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if #allCardNames == 0 then
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return
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end
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local cardName = room:askForChoice(from, allCardNames, "cheat")
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local toGain -- = room:printCard(cardName, Card.Heart, 1)
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if #allCardMapper[cardName] > 0 then
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toGain = allCardMapper[cardName][math.random(1, #allCardMapper[cardName])]
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end
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-- from:addToPile(self.name, toGain, true, self.name)
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-- room:setCardMark(Fk:getCardById(toGain), "@@test_cheat-phase", 1)
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-- room:setCardMark(Fk:getCardById(toGain), "@@test_cheat-inhand", 1)
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room:obtainCard(effect.from, toGain, true, fk.ReasonPrey)
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end
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}
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local test_filter = fk.CreateFilterSkill{
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name = "test_filter",
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card_filter = function(self, card)
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return card.number > 11
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end,
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view_as = function(self, card)
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return Fk:cloneCard("crossbow", card.suit, card.number)
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end,
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}
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local control = fk.CreateActiveSkill{
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name = "control",
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anim_type = "control",
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can_use = Util.TrueFunc,
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card_filter = Util.FalseFunc,
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card_num = 0,
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target_filter = function(self, to_select)
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return to_select ~= Self.id
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end,
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min_target_num = 1,
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--interaction = function()return UI.Spin {
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--choices = Fk.package_names,
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--from=2,to=8,
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-- default = "guanyu",
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--}end,
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on_use = function(self, room, effect)
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--room:doSuperLightBox("packages/test/qml/Test.qml")
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local from = room:getPlayerById(effect.from)
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-- room:setPlayerMark(from, "@[test]test", {
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-- all = {3, 1, 6, 9, 5, 11, 10, 2, 8, 7, 12, 4, 13},
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-- ok = {10, 2},
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-- })
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-- room:swapSeat(from, to)
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-- p(room:askForYiji(from, from:getCardIds(Player.Hand), table.map(effect.tos, Util.Id2PlayerMapper), self.name, 2, 10, nil, false, nil, false, 3, true))
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for _, pid in ipairs(effect.tos) do
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local to = room:getPlayerById(pid)
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-- p(room:askForPoxi(from, "test", {
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-- { "你自己", from:getCardIds "h" },
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-- { "对方", to:getCardIds "h" },
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-- }, from.hp, false))
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-- room:setPlayerMark(from, "@$a", {1,2,3})
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-- room:setPlayerMark(from, "@$b", {'slash','duel','axe'})
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--room:askForMiniGame({from}, "test", "test", { [from.id] = {"Helloworld"} })
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--print(from.client_reply)
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-- p(Fk.generals[to.general]:getSkillNameList())
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-- p(Fk.generals[to.general]:getSkillNameList(true))
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if to:getMark("mouxushengcontrolled") == 0 then
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room:addPlayerMark(to, "mouxushengcontrolled")
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from:control(to)
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else
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room:setPlayerMark(to, "mouxushengcontrolled", 0)
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to:control(to)
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end
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end
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-- local targets, cards = room:askForChooseCardsAndPlayers(from, 1, 3, effect.tos, 1, 3, nil, "选一下吧", self.name, true)
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-- p(targets)
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-- p(cards)
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--local success, dat = room:askForUseViewAsSkill(from, "test_vs", nil, true)
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--if success then
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--local card = Fk.skills["test_vs"]:viewAs(dat.cards)
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--room:useCard{
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--from = from.id,
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--tos = table.map(dat.targets, function(e) return {e} end),
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--card = card,
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--}
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--end
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-- from:pindian({to})
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-- local result = room:askForCustomDialog(from, "simayi", "packages/test/qml/TestDialog.qml", "Hello, world. FROM LUA")
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-- print(result)
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-- room:fillAG(from, { 1, 43, 77 })
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-- local id = room:askForAG(from, { 1, 43, 77 })
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-- room:takeAG(from, id)
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-- room:delay(2000)
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-- room:closeAG(from)
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-- local cards = room:askForCardsChosen(from, from, 2, 3, "hej", "")
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-- from:addToPile(self.name, cards)
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-- from.kingdom = "wei"
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-- room:broadcastProperty(from, "kingdom")
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-- p(cards)
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-- room:useVirtualCard("slash", nil, from, room:getOtherPlayers(from), self.name, true)
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end,
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}
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--[[
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Fk:addMiniGame{
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name = "test",
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qml_path = "packages/test/qml/TestMini",
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update_func = function(player, data)
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player:doNotify("UpdateMiniGame", json.encode(data))
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end
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}
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Fk:addPoxiMethod{
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name = "test",
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card_filter = function(to_select, selected, data, extra_data)
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local s = Fk:getCardById(to_select).suit
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for _, id in ipairs(selected) do
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if Fk:getCardById(id).suit == s then return false end
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end
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return true
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end,
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feasible = function(selected, data, extra_data)
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return #selected == 0 or #selected == 4 or #selected == extra_data
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end,
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prompt = "魄袭:选你们俩手牌总共四个花色,或者不选直接按确定按钮"
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}
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Fk:loadTranslationTable{['@[test]test']='割圆'}
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Fk:addQmlMark{
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name = "test",
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how_to_show = function(name, value)
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local all_points = value.all
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local ok_points = value.ok
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-- 若没有点亮的就不显示
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if #ok_points == 0 then return "" end
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-- 否则,显示相邻的,逻辑上要构成循环
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local start_idx = table.indexOf(all_points, ok_points[1]) - 1
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local end_idx = table.indexOf(all_points, ok_points[#ok_points]) + 1
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if start_idx == 0 then start_idx = #all_points end
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if end_idx == #all_points + 1 then end_idx = 1 end
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if start_idx == end_idx then
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return Card:getNumberStr(all_points[start_idx])
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else
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return Card:getNumberStr(all_points[start_idx]) .. Card:getNumberStr(all_points[end_idx])
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end
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end,
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qml_path = "packages/test/qml/TestDialog"
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}
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--]]
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local test_vs = fk.CreateViewAsSkill{
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name = "test_vs",
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pattern = "nullification",
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prompt = "#test_vs",
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card_filter = function(self, to_select, selected)
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return #selected == 0
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end,
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interaction = function(self)
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return UI.ComboBox {
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choices = {
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"ex_nihilo",
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"duel",
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"snatch",
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"dismantlement",
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"savage_assault",
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"archery_attack",
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"lightning",
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"nullification",
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},
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detailed = true,
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}
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end,
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view_as = function(self, cards)
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if #cards ~= 1 then
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return nil
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end
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if not self.interaction.data then return end
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local c = Fk:cloneCard(self.interaction.data)
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c.skillName = self.name
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c:addSubcard(cards[1])
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return c
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end,
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}
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local test_trig = fk.CreateTriggerSkill{
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name = "test_trig",
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events = {fk.BeforeHpChanged},
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on_cost = Util.TrueFunc,
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on_use = function(self, event, target, player, data)
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data.num = data.num - 1
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end,
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}
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local damage_maker = fk.CreateActiveSkill{
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name = "damage_maker",
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anim_type = "offensive",
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prompt = "#damage_maker",
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can_use = Util.TrueFunc,
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card_filter = Util.FalseFunc,
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card_num = 0,
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target_filter = function(self, to_select, selected)
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if self.interaction.data == "revive" then return false end
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return #selected < 2
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end,
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min_target_num = function(self)
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return self.interaction.data == "revive" and 0 or 1
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end,
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max_target_num = function(self)
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return self.interaction.data == "revive" and 0 or 2
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end,
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interaction = function() return UI.ComboBox {
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choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage", "lose_hp", "heal_hp", "lose_max_hp", "heal_max_hp", "revive"}
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} end,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local victim = room:getPlayerById(effect.tos[1])
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local target = #effect.tos > 1 and room:getPlayerById(effect.tos[2])
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local choice = self.interaction.data
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local number
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if choice ~= "revive" then
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local choices = {}
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for i = 1, 99 do
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table.insert(choices, tostring(i))
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end
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number = tonumber(room:askForChoice(from, choices, self.name, nil)) ---@type integer
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end
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if target then from = target end
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if choice == "heal_hp" then
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room:recover{
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who = victim,
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num = number,
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recoverBy = from,
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skillName = self.name
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}
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elseif choice == "heal_max_hp" then
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room:changeMaxHp(victim, number)
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elseif choice == "lose_max_hp" then
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room:changeMaxHp(victim, -number)
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elseif choice == "lose_hp" then
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room:loseHp(victim, number, self.name)
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elseif choice == "revive" then
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local targets = table.map(table.filter(room.players, function(p) return p.dead end), function(p) return "seat#" .. tostring(p.seat) end)
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if #targets > 0 then
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targets = room:askForChoice(from, targets, self.name, "#revive-ask")
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if targets then
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target = tonumber(string.sub(targets, 6))
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for _, p in ipairs(room.players) do
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if p.seat == target then
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room:revivePlayer(p, true)
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break
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end
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end
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end
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end
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else
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local choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage"}
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room:damage({
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from = from,
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to = victim,
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damage = number,
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damageType = table.indexOf(choices, choice),
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skillName = self.name
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})
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end
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end,
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}
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local change_hero = fk.CreateActiveSkill{
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name = "change_hero",
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can_use = Util.TrueFunc,
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card_filter = Util.FalseFunc,
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card_num = 0,
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target_filter = function(self, to_select, selected)
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return #selected < 1
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end,
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target_num = 1,
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interaction = function(self)
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return UI.ComboBox {
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choices = { "mainGeneral", "deputyGeneral"},
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}
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end,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local target = room:getPlayerById(effect.tos[1])
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local choice = self.interaction.data
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local generals = room:getNGenerals(8)
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local general = room:askForGeneral(from, generals, 1)
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table.removeOne(generals, general)
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room:changeHero(target, general, false, choice == "deputyGeneral", true)
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room:returnToGeneralPile(generals)
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end,
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}
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local test_zhenggong = fk.CreateTriggerSkill{
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name = "test_zhenggong",
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events = {fk.RoundStart},
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frequency = Skill.Compulsory,
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anim_type = "negative",
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can_trigger = function(self, event, target, player, data)
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return player:hasSkill(self) and player.room:getTag("RoundCount") == 1
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end,
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on_use = function(self, event, target, player, data)
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player:gainAnExtraTurn()
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end,
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}
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local test_feichu = fk.CreateActiveSkill{
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name = "test_feichu",
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can_use = Util.TrueFunc,
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card_filter = Util.FalseFunc,
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card_num = 0,
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target_filter = function(self, to_select, selected)
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return #selected < 1
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end,
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target_num = 1,
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on_use = function(self, room, effect)
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local from = room:getPlayerById(effect.from)
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local eqipSlots = from:getAvailableEquipSlots()
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table.insert(eqipSlots, Player.JudgeSlot)
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room:abortPlayerArea(from, eqipSlots)
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end,
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}
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local test2 = General(extension, "mouxusheng", "wu", 4, 4, General.Female)
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test2.shield = 3
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test2.hidden = true
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test2:addSkill("rende")
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test2:addSkill(cheat)
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test2:addSkill(control)
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-- test2:addSkill(test_vs)
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-- test2:addSkill(test_trig)
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test2:addSkill(damage_maker)
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test2:addSkill(test_zhenggong)
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test2:addSkill(change_hero)
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-- test2:addSkill(test_feichu)
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local shibing = General(extension, "blank_shibing", "qun", 5)
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shibing.hidden = true
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Fk:loadTranslationTable{
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["blank_shibing"] = "男士兵",
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}
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local nvshibing = General(extension, "blank_nvshibing", "qun", 5, 5, General.Female)
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Fk:loadTranslationTable{
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["blank_nvshibing"] = "女士兵",
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}
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nvshibing.hidden = true
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Fk:loadTranslationTable{
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["test_p_0"] = "测试包",
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["test"] = "测试",
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["test_filter"] = "破军",
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[":test_filter"] = "你的点数大于11的牌视为无中生有。",
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["mouxusheng"] = "谋徐盛",
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-- ["cheat"] = "小开",
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[":cheat"] = "出牌阶段,你可获得想要的牌。",
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["#cheat"] = "cheat:你可以获得一张想要的牌",
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["$cheat"] = "喝啊!",
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-- ["@@test_cheat-phase"] = "苦肉",
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-- ["@@test_cheat-inhand"] = "连营",
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["control"] = "控制",
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[":control"] = "出牌阶段,你可以控制/解除控制若干名其他角色。",
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["$control"] = "战将临阵,斩关刈城!",
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["test_vs"] = "视为",
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[":test_vs"] = "你可以将牌当包含无懈在内的某张锦囊使用。",
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["#test_vs"] = "视为:你可以学习锦囊牌的用法",
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["damage_maker"] = "制伤",
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[":damage_maker"] = "出牌阶段,你可以进行一次伤害制造器。",
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["#damage_maker"] = "制伤:选择一名小白鼠,可选另一名角色做伤害来源(默认谋徐盛)",
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["#revive-ask"] = "复活一名角色!",
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["$damage_maker"] = "区区数百魏军,看我一击灭之!",
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["test_zhenggong"] = "迅测",
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[":test_zhenggong"] = "锁定技,首轮开始时,你执行额外的回合。",
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["$test_zhenggong"] = "今疑兵之计,已搓敌兵心胆,其安敢侵近!",
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["change_hero"] = "变更",
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[":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。",
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["$change_hero"] = "敌军色厉内荏,可筑假城以退敌!",
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["~mouxusheng"] = "来世,愿再为我江东之臣……",
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["heal_hp"] = "回复体力",
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["lose_max_hp"] = "减体力上限",
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["heal_max_hp"] = "加体力上限",
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["revive"] = "复活",
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}
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return { extension }
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