FreeKill/lua/server/room.lua
notify af4924c260
UI commands (#17)
* add cardarea

* move cards

* add util

* delaytrick

* equiparea

* var -> let

* photo loop anim

* setEmotion & damage

* photo status

* doIndicate

* add property to ClientPlayer

* todo: movecards, waiting

* handle moveCards at client

* ui - moveCards

* modify to lua

* move visible

* adjust position of tablepile

Co-authored-by: Notify-ctrl <notify-ctrl@qq.com>
2022-04-14 18:22:00 +08:00

784 lines
22 KiB
Lua

---@class Room : Object
---@field room fk.Room
---@field players ServerPlayer[]
---@field alive_players ServerPlayer[]
---@field current ServerPlayer
---@field game_finished boolean
---@field timeout integer
---@field tag table<string, any>
---@field draw_pile integer[]
---@field discard_pile integer[]
---@field processing_area integer[]
---@field void integer[]
---@field card_place table<integer, CardArea>
local Room = class("Room")
-- load classes used by the game
GameLogic = require "server.gamelogic"
ServerPlayer = require "server.serverplayer"
fk.room_callback = {}
---@param _room fk.Room
function Room:initialize(_room)
self.room = _room
self.room.callback = function(_self, command, jsonData)
local cb = fk.room_callback[command]
if (type(cb) == "function") then
cb(jsonData)
else
print("Lobby error: Unknown command " .. command);
end
end
self.room.startGame = function(_self)
self:run()
end
self.players = {}
self.alive_players = {}
self.current = nil
self.game_finished = false
self.timeout = _room:getTimeout()
self.tag = {}
self.draw_pile = {}
self.discard_pile = {}
self.processing_area = {}
self.void = {}
self.card_place = {}
end
-- When this function returns, the Room(C++) thread stopped.
function Room:run()
for _, p in fk.qlist(self.room:getPlayers()) do
local player = ServerPlayer:new(p)
player.state = p:getStateString()
player.room = self
table.insert(self.players, player)
end
self.logic = GameLogic:new(self)
self.logic:run()
end
---@param player ServerPlayer
---@param property string
function Room:broadcastProperty(player, property)
for _, p in ipairs(self.players) do
self:notifyProperty(p, player, property)
end
end
---@param p ServerPlayer
---@param player ServerPlayer
---@param property string
function Room:notifyProperty(p, player, property)
p:doNotify("PropertyUpdate", json.encode{
player:getId(),
property,
player[property],
})
end
---@param command string
---@param jsonData string
---@param players ServerPlayer[] @ default all players
function Room:doBroadcastNotify(command, jsonData, players)
players = players or self.players
local tolist = fk.SPlayerList()
for _, p in ipairs(players) do
tolist:append(p.serverplayer)
end
self.room:doBroadcastNotify(tolist, command, jsonData)
end
---@param player ServerPlayer
---@param command string
---@param jsonData string
---@param wait boolean @ default true
---@return string | nil
function Room:doRequest(player, command, jsonData, wait)
if wait == nil then wait = true end
player:doRequest(command, jsonData, self.timeout)
if wait then
return player:waitForReply(self.timeout)
end
end
---@param command string
---@param players ServerPlayer[]
function Room:doBroadcastRequest(command, players)
players = players or self.players
self:notifyMoveFocus(players, command)
for _, p in ipairs(players) do
self:doRequest(p, command, p.request_data, false)
end
local remainTime = self.timeout
local currentTime = os.time()
local elapsed = 0
for _, p in ipairs(players) do
elapsed = os.time() - currentTime
remainTime = remainTime - elapsed
p:waitForReply(remainTime)
end
end
---@param players ServerPlayer | ServerPlayer[]
---@param command string
function Room:notifyMoveFocus(players, command)
if (players.class) then
players = {players}
end
local ids = {}
for _, p in ipairs(players) do
table.insert(ids, p:getId())
end
self:doBroadcastNotify("MoveFocus", json.encode{
ids,
command
})
end
function Room:adjustSeats()
local players = {}
local p = 0
for i = 1, #self.players do
if self.players[i].role == "lord" then
p = i
break
end
end
for j = p, #self.players do
table.insert(players, self.players[j])
end
for j = 1, p - 1 do
table.insert(players, self.players[j])
end
self.players = players
local player_circle = {}
for i = 1, #self.players do
self.players[i].seat = i
table.insert(player_circle, self.players[i]:getId())
end
self:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
function Room:shuffleDrawPile()
if #self.draw_pile + #self.discard_pile == 0 then
return
end
table.insertTable(self.draw_pile, self.discard_pile)
for _, id in ipairs(self.discard_pile) do
self:setCardArea(id, Card.DrawPile)
end
self.discard_pile = {}
table.shuffle(self.draw_pile)
end
---@param num integer
---@param from string
---@return integer[]
function Room:getNCards(num, from)
from = from or "top"
assert(from == "top" or from == "bottom")
local cardIds = {}
while num > 0 do
if #self.draw_pile < 1 then
self:shuffleDrawPile()
end
local index = from == "top" and 1 or #self.draw_pile
table.insert(cardIds, self.draw_pile[index])
table.remove(self.draw_pile, index)
num = num - 1
end
return cardIds
end
---@param cardId integer
---@param cardArea CardArea
function Room:setCardArea(cardId, cardArea)
self.card_place[cardId] = cardArea
end
---@param cardId integer
---@return CardArea
function Room:getCardArea(cardId)
return self.card_place[cardId] or Card.Unknown
end
---@param players ServerPlayer[]
---@param card_moves CardsMoveStruct[]
---@param forceVisible boolean
function Room:notifyMoveCards(players, card_moves, forceVisible)
if players == nil or players == {} then players = self.players end
for _, p in ipairs(players) do
local arg = table.clone(card_moves)
for _, move in ipairs(arg) do
-- local to = self:getPlayerById(move.to)
-- forceVisible make the move visible
-- FIXME: move.moveInfo is an array, fix this
move.moveVisible = (forceVisible)
-- if move is relevant to player, it should be open
or ((move.from == p:getId()) or (move.to == p:getId() and move.toArea ~= Card.PlayerSpecial))
-- cards move from/to equip/judge/discard/processing should be open
or move.moveInfo.fromArea == Card.PlayerEquip
or move.toArea == Card.PlayerEquip
or move.moveInfo.fromArea == Card.PlayerJudge
or move.toArea == Card.PlayerJudge
or move.moveInfo.fromArea == Card.DiscardPile
or move.toArea == Card.DiscardPile
or move.moveInfo.fromArea == Card.Processing
or move.toArea == Card.Processing
-- TODO: PlayerSpecial
if not move.moveVisible then
for _, info in ipairs(move.moveInfo) do
info.cardId = -1
end
end
end
p:doNotify("MoveCards", json.encode(arg))
end
end
---@vararg CardsMoveInfo
---@return boolean
function Room:moveCards(...)
---@type CardsMoveStruct[]
local cardsMoveStructs = {}
local infoCheck = function(info)
assert(table.contains({ Card.PlayerHand, Card.PlayerEquip, Card.PlayerJudge, Card.PlayerSpecial, Card.Processing, Card.DrawPile, Card.DiscardPile, Card.Void }, info.toArea))
assert(info.toArea ~= Card.PlayerSpecial or type(info.specialName) == "string")
assert(type(info.moveReason) == "number")
end
for _, cardsMoveInfo in ipairs({...}) do
if #cardsMoveInfo.ids > 0 then
infoCheck(cardsMoveInfo)
---@type MoveInfo[]
local infos = {}
for _, id in ipairs(cardsMoveInfo.ids) do
table.insert(infos, { cardId = id, fromArea = self:getCardArea(id) })
end
---@type CardsMoveStruct
local cardsMoveStruct = {
moveInfo = infos,
from = cardsMoveInfo.from,
to = cardsMoveInfo.to,
toArea = cardsMoveInfo.toArea,
moveReason = cardsMoveInfo.moveReason,
proposer = cardsMoveInfo.proposer,
skillName = cardsMoveInfo.skillName,
moveVisible = cardsMoveInfo.moveVisible,
specialName = cardsMoveInfo.specialName,
specialVisible = cardsMoveInfo.specialVisible,
}
table.insert(cardsMoveStructs, cardsMoveStruct)
end
end
if #cardsMoveStructs < 1 then
return false
end
if self.logic:trigger(fk.BeforeCardsMove, nil, cardsMoveStructs) then
return false
end
self:notifyMoveCards(self.players, cardsMoveStructs)
for _, data in ipairs(cardsMoveStructs) do
if #data.moveInfo > 0 then
infoCheck(data)
---@param info MoveInfo
for _, info in ipairs(data.moveInfo) do
local realFromArea = self:getCardArea(info.cardId)
local playerAreas = { Player.Hand, Player.Equip, Player.Judge, Player.Special }
if table.contains(playerAreas, realFromArea) and data.from then
self:getPlayerById(data.from):removeCards(realFromArea, { info.cardId }, data.specialName)
elseif realFromArea ~= Card.Unknown then
local fromAreaIds = {}
if realFromArea == Card.Processing then
fromAreaIds = self.processing_area
elseif realFromArea == Card.DrawPile then
fromAreaIds = self.draw_pile
elseif realFromArea == Card.DiscardPile then
fromAreaIds = self.discard_pile
elseif realFromArea == Card.Void then
fromAreaIds = self.void
end
table.removeOne(fromAreaIds, info.cardId)
end
if table.contains(playerAreas, data.toArea) and data.to then
self:getPlayerById(data.to):addCards(data.toArea, { info.cardId }, data.specialName)
else
local toAreaIds = {}
if data.toArea == Card.Processing then
toAreaIds = self.processing_area
elseif data.toArea == Card.DrawPile then
toAreaIds = self.draw_pile
elseif data.toArea == Card.DiscardPile then
toAreaIds = self.discard_pile
elseif data.toArea == Card.Void then
toAreaIds = self.void
end
table.insert(toAreaIds, toAreaIds == Card.DrawPile and 1 or #toAreaIds + 1, info.cardId)
end
self:setCardArea(info.cardId, data.toArea)
end
end
end
self.logic:trigger(fk.AfterCardsMove, nil, cardsMoveStructs)
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@param fromPlace "top"|"bottom"
---@return integer[]
function Room:drawCards(player, num, skillName, fromPlace)
local topCards = self:getNCards(num, fromPlace)
self:moveCards({
ids = topCards,
to = player:getId(),
toArea = Card.PlayerHand,
moveReason = fk.ReasonDraw,
proposer = player:getId(),
skillName = skillName,
})
return { table.unpack(topCards) }
end
---@param player ServerPlayer
---@param minNum integer
---@param maxNum integer
---@param includeEquip boolean
---@param skillName string
function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName)
if minNum < 1 then
return nil
end
local hands = player:getCardIds(Player.Hand)
local toDiscard = {}
for i = 1, minNum do
local randomId = hands[math.random(1, #hands)]
table.insert(toDiscard, randomId)
table.removeOne(hands, randomId)
end
self:moveCards({
ids = toDiscard,
from = player:getId(),
toArea = Card.DiscardPile,
moveReason = fk.ReasonDiscard,
proposer = player:getId(),
skillName = skillName
})
end
---@param id integer
---@return ServerPlayer
function Room:getPlayerById(id)
assert(type(id) == "number")
for _, p in ipairs(self.players) do
if p:getId() == id then
return p
end
end
error("cannot find player by " .. id)
end
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getAlivePlayers(sortBySeat)
sortBySeat = sortBySeat or true
local alivePlayers = {}
for _, player in ipairs(self.players) do
if player:isAlive() then
table.insert(alivePlayers, player)
end
end
return alivePlayers
end
---@param player ServerPlayer
---@param sortBySeat boolean
---@return ServerPlayer[]
function Room:getOtherPlayers(player, sortBySeat)
local alivePlayers = self:getAlivePlayers(sortBySeat)
for _, p in ipairs(alivePlayers) do
if p:getId() == player:getId() then
table.removeOne(alivePlayers, player)
break
end
end
return alivePlayers
end
---@return ServerPlayer | null
function Room:getLord()
local lord = self.players[1]
if lord.role == "lord" then return lord end
for _, p in ipairs(self.players) do
if p.role == "lord" then return p end
end
return nil
end
---@param expect ServerPlayer
---@return ServerPlayer[]
function Room:getOtherPlayers(expect)
local ret = {table.unpack(self.players)}
table.removeOne(ret, expect)
return ret
end
---@param player ServerPlayer
---@param generals string[]
---@return string
function Room:askForGeneral(player, generals)
local command = "AskForGeneral"
self:notifyMoveFocus(player, command)
if #generals == 1 then return generals[1] end
local defaultChoice = generals[1]
if (player.state == "online") then
local result = self:doRequest(player, command, json.encode(generals))
if result == "" then
return defaultChoice
else
-- TODO: result is a JSON array
-- update here when choose multiple generals
return json.decode(result)[1]
end
end
return defaultChoice
end
function Room:gameOver()
self.game_finished = true
-- dosomething
self.room:gameOver()
end
---@param player ServerPlayer
---@param choices string[]
---@param skill_name string
function Room:askForChoice(player, choices, skill_name, data)
if #choices == 1 then return choices[1] end
local command = "AskForChoice"
self:notifyMoveFocus(player, skill_name)
local result = self:doRequest(player, command, json.encode{
choices, skill_name
})
if result == "" then result = choices[1] end
return result
end
---@param player ServerPlayer
---@param skill_name string
---@return boolean
function Room:askForSkillInvoke(player, skill_name, data)
local command = "AskForSkillInvoke"
self:notifyMoveFocus(player, skill_name)
local invoked = false
local result = self:doRequest(player, command, skill_name)
if result ~= "" then invoked = true end
return invoked
end
---@param player ServerPlayer
---@param num integer
---@param reason "loseHp"|"damage"|"recover"|null
---@param skillName string
---@param damageStruct DamageStruct|null
---@return boolean
function Room:changeHp(player, num, reason, skillName, damageStruct)
if num == 0 then
return false
end
assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason))
---@type HpChangedData
local data = {
num = num,
reason = reason,
skillName = skillName,
}
if self.logic:trigger(fk.BeforeHpChanged, player, data) then
return false
end
assert(not (data.reason == "recover" and data.num < 0))
player.hp = math.min(player.hp + data.num, player.maxHp)
self.logic:trigger(fk.HpChanged, player, data)
if player.hp < 1 then
---@type DyingStruct
local dyingStruct = {
who = player:getId(),
damage = damageStruct,
}
self:enterDying(dyingStruct)
elseif player.dying then
player.dying = false
end
return true
end
---@param player ServerPlayer
---@param num integer
---@param skillName string
---@return boolean
function Room:loseHp(player, num, skillName)
if num == nil then
num = 1
elseif num < 1 then
return false
end
---@type HpLostData
local data = {
num = num,
skillName = skillName,
}
if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then
return false
end
if not self:changeHp(player, -num, "loseHp", skillName) then
return false
end
self.logic:trigger(fk.HpLost, player, data)
return true
end
---@param player ServerPlayer
---@param num integer
---@return boolean
function Room:changeMaxHp(player, num)
if num == 0 then
return false
end
player.maxHp = math.max(player.maxHp + num, 0)
local diff = player.hp - player.maxHp
if diff > 0 then
if not self:changeHp(player, -diff) then
player.hp = player.hp - diff
end
end
if player.maxHp == 0 then
self:killPlayer({ who = player:getId() })
end
self.logic:trigger(fk.MaxHpChanged, player, { num = num })
return true
end
---@param damageStruct DamageStruct
---@return boolean
function Room:damage(damageStruct)
if damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
local stages = {
[fk.PreDamage] = damageStruct.from,
[fk.DamageCaused] = damageStruct.from,
[fk.DamageInflicted] = damageStruct.to,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then
return false
end
assert(type(damageStruct.to) == "number")
end
assert(self:getPlayerById(damageStruct.to))
local victim = self:getPlayerById(damageStruct.to)
if not victim:isAlive() then
return false
end
if not self:changeHp(victim, -damageStruct.damage, "damage", damageStruct.skillName, damageStruct) then
return false
end
stages = {
[fk.Damage] = damageStruct.from,
[fk.Damaged] = damageStruct.to,
[fk.DamageFinished] = damageStruct.from,
}
for event, playerId in ipairs(stages) do
local player = playerId and self:getPlayerById(playerId) or nil
self.logic:trigger(event, player, damageStruct)
end
return true
end
---@param recoverStruct RecoverStruct
---@return boolean
function Room:recover(recoverStruct)
if recoverStruct.num < 1 then
return false
end
local who = self:getPlayerById(recoverStruct.who)
if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then
return false
end
if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then
return false
end
self.logic:trigger(fk.HpRecover, who, recoverStruct)
return true
end
---@param dyingStruct DyingStruct
function Room:enterDying(dyingStruct)
local dyingPlayer = self:getPlayerById(dyingStruct.who)
dyingPlayer.dying = true
self.logic:trigger(fk.EnterDying, dyingPlayer, dyingStruct)
if dyingPlayer.hp < 1 then
local alivePlayers = self:getAlivePlayers()
for _, player in ipairs(alivePlayers) do
self.logic:trigger(fk.Dying, player, dyingStruct)
if player.hp > 0 then
break
end
end
if dyingPlayer.hp < 1 then
---@type DeathStruct
local deathData = {
who = dyingPlayer:getId(),
damage = dyingStruct.damage,
}
self:killPlayer(deathData)
end
end
self.logic:trigger(fk.AfterDying, dyingPlayer, dyingStruct)
end
---@param deathStruct DeathStruct
function Room:killPlayer(deathStruct)
print(self:getPlayerById(deathStruct.who).general .. " is dead")
self:gameOver()
end
fk.room_callback["QuitRoom"] = function(jsonData)
-- jsonData: [ int uid ]
local data = json.decode(jsonData)
local player = fk.ServerInstance:findPlayer(tonumber(data[1]))
local room = player:getRoom()
if not room:isLobby() then
room:removePlayer(player)
end
end
fk.room_callback["AddRobot"] = function(jsonData)
-- jsonData: [ int uid ]
local data = json.decode(jsonData)
local player = fk.ServerInstance:findPlayer(tonumber(data[1]))
local room = player:getRoom()
if not room:isLobby() then
room:addRobot(player)
end
end
fk.room_callback["PlayerRunned"] = function(jsonData)
-- jsonData: [ int runner_id, int robot_id ]
-- note: this function is not called by Router.
-- note: when this function is called, the room must be started
local data = json.decode(jsonData)
local runner = data[1]
local robot = data[2]
for _, p in ipairs(RoomInstance.players) do
if p:getId() == runner then
p.serverplayer = RoomInstance.room:findPlayer(robot)
p.id = p.serverplayer:getId()
end
end
end
fk.room_callback["PlayerStateChanged"] = function(jsonData)
-- jsonData: [ int uid, string stateString ]
-- note: this function is not called by Router.
-- note: when this function is called, the room must be started
local data = json.decode(jsonData)
local id = data[1]
local stateString = data[2]
RoomInstance:getPlayerById(id).state = stateString
end
fk.room_callback["RoomDeleted"] = function(jsonData)
debug.sethook(function ()
error("Room is deleted when running")
end, "l")
end
fk.room_callback["DoLuaScript"] = function(jsonData)
-- jsonData: [ int uid, string luaScript ]
-- warning: only use this in debugging mode.
if not DebugMode then return end
local data = json.decode(jsonData)
assert(load(data[2]))()
end
function CreateRoom(_room)
RoomInstance = Room:new(_room)
end