mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 19:58:13 +08:00
0029949a40
* update nullification * Slash * kill player * correct players to alive_players * add log for changehp and dying * usecard log & indicator * setemotion, logevent * fix distanceTo * shutdown server when console start * game over * complete slash * change format of flist.txt to avoid '\r\n' * fix \r\n * peach, zhiheng * ask for peach
298 lines
8.0 KiB
Lua
298 lines
8.0 KiB
Lua
---@class GameLogic: Object
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---@field room Room
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---@field skill_table table<Event, TriggerSkill[]>
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---@field refresh_skill_table table<Event, TriggerSkill[]>
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---@field skills string[]
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---@field event_stack Stack
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---@field role_table string[][]
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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.refresh_skill_table = {}
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self.skills = {} -- skillName[]
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self.event_stack = Stack:new()
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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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table.shuffle(self.room.players)
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self:assignRoles()
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self.room:adjustSeats()
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self:chooseGenerals()
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self:prepareForStart()
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self:action()
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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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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 function setPlayerGeneral(player, general)
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if Fk.generals[general] == nil then return end
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player.general = general
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self.room:notifyProperty(player, player, "general")
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end
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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(3)
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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)
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setPlayerGeneral(lord, lord_general)
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room:broadcastProperty(lord, "general")
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end
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local nonlord = room:getOtherPlayers(lord, true)
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local generals = Fk:getGeneralsRandomly(#nonlord * 3, Fk.generals, {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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(table.remove(generals, 1)).name,
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(table.remove(generals, 1)).name,
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(table.remove(generals, 1)).name,
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}
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p.request_data = json.encode(arg)
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p.default_reply = arg[1]
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end
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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 general = json.decode(p.client_reply)[1]
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setPlayerGeneral(p, general)
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else
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setPlayerGeneral(p, p.default_reply)
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end
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p.default_reply = ""
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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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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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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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p.maxHp = general.maxHp
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p.hp = general.hp
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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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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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-- TODO: add skills to player
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end
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local allCardIds = Fk:getAllCardIds()
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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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for _, p in ipairs(room.alive_players) do
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room:handleAddLoseSkills(p, "zhiheng", nil, false)
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end
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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.GameStart)
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local room = self.room
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for _, p in ipairs(room.alive_players) do
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self:trigger(fk.DrawInitialCards, p, { num = 4 })
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end
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local function checkNoHuman()
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for _, p in ipairs(room.players) do
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if p.serverplayer:getStateString() == "online" then
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return false
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end
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end
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return true
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end
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while true do
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self:trigger(fk.TurnStart, room.current)
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if room.game_finished then break end
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room.current = room.current:getNextAlive()
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if checkNoHuman() then
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room:gameOver()
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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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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)
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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 {}
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local player = target
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self.event_stack:push({event, target, data})
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if target == nil then
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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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for _, skill in ipairs(skills) do
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if skill:triggerable(event, target, player, data) then
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broken = skill:trigger(event, target, player, data)
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if broken then break end
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end
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end
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self.event_stack:pop()
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return broken
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end
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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
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---@param a TriggerSkill
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---@param b TriggerSkill
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local compare_func = function (a, b)
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return a.priority_table[event] > b.priority_table[event]
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end
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table.sort(skills, compare_func)
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repeat do
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local triggerable_skills = {} ---@type table<number, TriggerSkill[]>
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local priority_table = {} ---@type number[]
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for _, skill in ipairs(skills) do
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if skill:triggerable(event, target, player, data) then
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local priority = skill.priority_table[event]
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if triggerable_skills[priority] == nil then
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triggerable_skills[priority] = {}
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end
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table.insert(triggerable_skills[priority], skill)
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if not table.contains(priority_table, priority) then
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table.insert(priority_table, priority)
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end
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end
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end
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for _, priority in ipairs(priority_table) do
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local triggerables = triggerable_skills[priority]
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local skill_names = {} ---@type string[]
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for _, skill in ipairs(triggerables) do
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table.insert(skill_names, skill.name)
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end
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while #skill_names > 0 do
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local skill_name = room:askForChoice(player, skill_names, "trigger")
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local skill = triggerables[table.indexOf(skill_names, skill_name)]
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broken = skill:trigger(event, target, player, data)
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if broken then break end
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table.removeOne(skill_names, skill_name)
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table.removeOne(triggerables, skill)
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end
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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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self.event_stack:pop()
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return broken
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end
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return GameLogic
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