FreeKill/lua/server/events/usecard.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
local playCardEmotionAndSound = function(room, player, card)
if card.type ~= Card.TypeEquip then
local anim_path = "./packages/" .. card.package.extensionName .. "/image/anim/" .. card.name
if not FileIO.exists(anim_path) then
for _, dir in ipairs(FileIO.ls("./packages/")) do
anim_path = "./packages/" .. dir .. "/image/anim/" .. card.name
if FileIO.exists(anim_path) then break end
end
end
if FileIO.exists(anim_path) then room:setEmotion(player, anim_path) end
end
local soundName
if card.type == Card.TypeEquip then
local subTypeStr
if card.sub_type == Card.SubtypeDefensiveRide or card.sub_type == Card.SubtypeOffensiveRide then
subTypeStr = "horse"
elseif card.sub_type == Card.SubtypeWeapon then
subTypeStr = "weapon"
else
subTypeStr = "armor"
end
soundName = "./audio/card/common/" .. subTypeStr
else
soundName = "./packages/" .. card.package.extensionName .. "/audio/card/"
.. (player.gender == General.Male and "male/" or "female/") .. card.name
if not FileIO.exists(soundName .. ".mp3") then
for _, dir in ipairs(FileIO.ls("./packages/")) do
soundName = "./packages/" .. dir .. "/audio/card/"
.. (player.gender == General.Male and "male/" or "female/") .. card.name
if FileIO.exists(soundName .. ".mp3") then break end
end
end
end
room:broadcastPlaySound(soundName)
end
---@param room Room
---@param cardUseEvent CardUseStruct
local sendCardEmotionAndLog = function(room, cardUseEvent)
local from = cardUseEvent.from
local _card = cardUseEvent.card
-- when this function is called, card is already in PlaceTable and no filter skill is applied.
-- So filter this card manually here to get 'real' use.card
local card = _card
if not _card:isVirtual() then
local temp = { card = _card }
Fk:filterCard(_card.id, room:getPlayerById(from), temp)
card = temp.card
end
playCardEmotionAndSound(room, room:getPlayerById(from), card)
room:doAnimate("Indicate", {
from = from,
to = cardUseEvent.tos or {},
})
local useCardIds = card:isVirtual() and card.subcards or { card.id }
if cardUseEvent.tos and #cardUseEvent.tos > 0 then
local to = {}
for _, t in ipairs(cardUseEvent.tos) do
table.insert(to, t[1])
end
if card:isVirtual() or (card ~= _card) then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0CardToTargets",
from = from,
to = to,
arg = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCardToTargets",
from = from,
to = to,
card = useCardIds,
arg = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCardToTargets",
from = from,
to = to,
card = useCardIds
}
end
for _, t in ipairs(cardUseEvent.tos) do
if t[2] then
local temp = {table.unpack(t)}
table.remove(temp, 1)
room:sendLog{
type = "#CardUseCollaborator",
from = t[1],
to = temp,
arg = card.name,
}
end
end
elseif cardUseEvent.toCard then
if card:isVirtual() or (card ~= _card) then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0CardToCard",
from = from,
arg = cardUseEvent.toCard.name,
arg2 = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCardToCard",
from = from,
card = useCardIds,
arg = cardUseEvent.toCard.name,
arg2 = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCardToCard",
from = from,
card = useCardIds,
arg = cardUseEvent.toCard.name,
}
end
else
if card:isVirtual() or (card ~= _card) then
if #useCardIds == 0 then
room:sendLog{
type = "#UseV0Card",
from = from,
arg = card:toLogString(),
}
else
room:sendLog{
type = "#UseVCard",
from = from,
card = useCardIds,
arg = card:toLogString(),
}
end
else
room:sendLog{
type = "#UseCard",
from = from,
card = useCardIds,
}
end
end
end
---@param self GameEvent
GameEvent.functions[GameEvent.UseCard] = function(self)
local cardUseEvent = table.unpack(self.data)
local self = self.room
local from = cardUseEvent.from
self:moveCards({
ids = self:getSubcardsByRule(cardUseEvent.card),
from = from,
toArea = Card.Processing,
moveReason = fk.ReasonUse,
})
if cardUseEvent.card.skill then
cardUseEvent.card.skill:onUse(self, cardUseEvent)
end
if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
self.logic:breakEvent()
end
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sendCardEmotionAndLog(self, cardUseEvent)
if not cardUseEvent.extraUse then
self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1)
end
if cardUseEvent.responseToEvent then
cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {}
table.insert(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
end
for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.BeforeCardUseEffect, fk.CardUsing }) do
if not cardUseEvent.toCard and #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
break
end
self.logic:trigger(event, self:getPlayerById(cardUseEvent.from), cardUseEvent)
if event == fk.CardUsing then
self:doCardUseEffect(cardUseEvent)
end
end
end
GameEvent.cleaners[GameEvent.UseCard] = function(self)
local cardUseEvent = table.unpack(self.data)
local self = self.room
self.logic:trigger(fk.CardUseFinished, self:getPlayerById(cardUseEvent.from), cardUseEvent)
local leftRealCardIds = self:getSubcardsByRule(cardUseEvent.card, { Card.Processing })
if #leftRealCardIds > 0 then
self:moveCards({
ids = leftRealCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end
GameEvent.functions[GameEvent.RespondCard] = function(self)
local cardResponseEvent = table.unpack(self.data)
local self = self.room
local from = cardResponseEvent.customFrom or cardResponseEvent.from
local card = cardResponseEvent.card
local cardIds = self:getSubcardsByRule(card)
if card:isVirtual() then
if #cardIds == 0 then
self:sendLog{
type = "#ResponsePlayV0Card",
from = from,
arg = card:toLogString(),
}
else
self:sendLog{
type = "#ResponsePlayVCard",
from = from,
card = cardIds,
arg = card:toLogString(),
}
end
else
self:sendLog{
type = "#ResponsePlayCard",
from = from,
card = cardIds,
}
end
self:moveCards({
ids = cardIds,
from = from,
toArea = Card.Processing,
moveReason = fk.ReasonResonpse,
})
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if self.logic:trigger(fk.PreCardRespond, self:getPlayerById(cardResponseEvent.from), cardResponseEvent) then
self.logic:breakEvent()
end
playCardEmotionAndSound(self, self:getPlayerById(from), card)
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self.logic:trigger(fk.CardResponding, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
end
GameEvent.cleaners[GameEvent.RespondCard] = function(self)
local cardResponseEvent = table.unpack(self.data)
local self = self.room
self.logic:trigger(fk.CardRespondFinished, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
if #realCardIds > 0 and not cardResponseEvent.skipDrop then
self:moveCards({
ids = realCardIds,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end