FreeKill/lua/core/game_mode.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
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--- GameMode用来描述一个游戏模式。
---
--- 可以参考欢乐斗地主。
---
---@class GameMode: Object
---@field public name string @ 游戏模式名
---@field public minPlayer integer @ 最小玩家数
---@field public maxPlayer integer @ 最大玩家数
---@field public rule? TriggerSkill @ 规则(通过技能完成,通常用来为特定角色及特定时机提供触发事件)
---@field public logic? fun(): GameLogic @ 逻辑通过function完成通常用来初始化、分配身份及座次
---@field public whitelist? string[] | fun(self: GameMode, pkg: Package): bool @ 白名单
---@field public blacklist? string[] | fun(self: GameMode, pkg: Package): bool @ 黑名单
---@field public config_template? GameModeConfigEntry[] 游戏模式的配置页面,如此一个数组
---@field public main_mode? string @ 主模式名(用于判断此模式是否为某模式的衍生)
local GameMode = class("GameMode")
-- 呃 起码要做出以下几种吧:(class必须放顶层否则文档那个东西不识别 辣鸡
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-- Switch那个开关组件 [boolean model=nil]
-- RadioButton那个多选一圆圈里面打点组件 [string model={ label, value }[]]
-- ComboBox: 那个多选一,下拉一个菜单并选择一个的组件 [string model同上]
-- CheckBox: 那个多选多打钩组件 [string[], model={ choices = {label,value}[], min, max}]
-- Spinner: 选integer的组件吧带加号减号那个 [integer model={min, max}]
--- 定义一套配置项,供玩家在创建房间时配置。配置完成后返回一个表保存配置信息,
--- 下面假设这个配置信息是表`cfg = {}`
---@class GameModeConfigEntry
---@field public name string @ 配置项的内部名cfg的键
---@field public label? string @ 界面上显示的提示信息
---@field public delegate string @ 要显示哪种?
---@field public model any @ 这种delegate需要的model参见注释
---@field public default? any @ 默认值 cfg的value
--- 构造函数,不可随意调用。
---@param name string @ 游戏模式名
---@param min integer @ 最小玩家数
---@param max integer @ 最大玩家数
function GameMode:initialize(name, min, max)
self.name = name
self.minPlayer = math.max(min, 2)
self.maxPlayer = math.min(max, 12)
end
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---@param victim ServerPlayer @ 死者
---@return string @ 胜者阵营
function GameMode:getWinner(victim)
if not victim.surrendered and victim.rest > 0 then
return ""
end
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local room = victim.room
local winner = ""
local alive = table.filter(room.players, function(p)
return not p.surrendered and not (p.dead and p.rest == 0)
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end)
if victim.role == "lord" then
if #alive == 1 and alive[1].role == "renegade" then
winner = "renegade"
else
winner = "rebel"
end
elseif victim.role ~= "loyalist" then
local lord_win = true
for _, p in ipairs(alive) do
if p.role == "rebel" or p.role == "renegade" then
lord_win = false
break
end
end
if lord_win then
winner = "lord+loyalist"
end
end
return winner
end
---@param playedTime number @ 游戏时长(单位:秒)
---@return table
function GameMode:surrenderFunc(playedTime)
return {}
end
---@param room Room @ 游戏房间
---@return boolean
function GameMode:countInFunc(room)
return true
end
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-- 修改角色的属性
---@param player ServerPlayer
---@return table @ 返回表,键为调整的角色属性,值为调整后的属性
function GameMode:getAdjustedProperty (player)
local list = {}
if player.role == "lord" and player.role_shown and #player.room.players > 4 then
list.hp = player.hp + 1
list.maxHp = player.maxHp + 1
end
return list
end
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-- 执行死亡奖惩
---@param victim ServerPlayer @ 死亡角色
---@param killer? ServerPlayer @ 击杀者
function GameMode:deathRewardAndPunish (victim, killer)
if not killer or killer.dead then return end
if victim.role == "rebel" then
killer:drawCards(3, "kill")
elseif victim.role == "loyalist" and killer.role == "lord" then
killer:throwAllCards("he")
end
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end
return GameMode